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RIOTMINDS chapter 13.

in the depths | 1
MUSPELHEIM
FOREWORD

Trudvang’s Dwarves are in many ways different from other


Dwarves you may have encountered before, in other role-
playing games. Do you expect a beer-drinking, short viking who
is grumpy and has a short fuse? Then you will be disappointed!
It is dangerous to look for a “Book of Dwarves” expecting it
to give you the absolutely complete picture about them. As you
cannot say that all people of a certain culture are the same, you
cannot consider all Dwarves to be in a certain way.
This is not the book where you’ll find everything which is
true about Dwarves and every possible detail about their life. On
the other hand, this book you will give you a general framework
of thoughts, ideas and fragments of Dwarven culture that you
should adapt to your own story needs with your own creations.
This is a book aimed at giving you inspirations, not limits!
To say that “all Dwarves hate Elves” or that “all Dwarves are
greedy” is a trap we should try not to go into. This book should
be read with an aim of avoiding these traps, trying to make each
Dwarf multi-faceted as each Man.
Many times, you as a reader will find that the Dwarves
differ significantly - in both culture and way of thinking -
from Humans. Use the cultural framework here presented
to create interesting characters which are embedded into the
myths of Trudvang’s Dwarves, but without losing their own
individuality and character.
Follow us to a place where darkness reigns in solitary majesty.
Enjoy the Muspelheim!

RiotMinds

“Hidden Runes shalt thou seek and


interpreted signs, many symbols of
might and power, by the great Singer
painted, by the high Powers fashioned,
graved by the Utterer of gods.”

Hávamál
CREDITS

Concept and Design


Theodore Bergqvist and Magnus Malmberg

Authors
Theodore Bergqvist, Magnus Malmberg
and Luca Cherstich

Additional Writers and Helpers


Dan Slottner, Mattias Berglin and Ian Dahl

Translation
Andovar and Love Almquist

Editing
John Maron

Art Concept and Direction


Theodore Bergqvist and Alvaro Tapia

Layout and Typesetting


Magnus Malmberg

Cover Art
Paul Bonner

Interior Art
Alvaro Tapia, Thomas Wievegg, Justin Gerard,
Per Sjögren, Daniel Zroom,
Dave Brasgalla and Paul Bonner

Maps and Houses


Niklas Brandt

Additional Kudos
Thanks to all the Kickstarter pledgers and to all ­
the backers who made this project come to life

Our style is to use “they” as a singular gender-neutral pronoun


when possible. This usage continues to gain m ­ ainstream
acceptance, including among major style guides such as The
Associated Press Stylebook and The Chicago Manual of
Style. We believe it is appropriate and practical, not just to
reflect common usage but to accommodate a more inclusive
view of gender identity. The Trudvang Chronicles books also
use “he” or “she” when helpful for added clarity.

isbn: 978-91-984760-1-9
Table of Contents

MUSPELHEIM 7 TVOLOGOYA 39 BROKMUSKRYM 59 DALMTATZBA 71


Norgavaina – the Beautiful................... 7 The War of Semjalinka and Tvolog.. 39 The Mahun Feud...................................59 Surviving the Drowned Kingdom.... 71
A Dwarf is Born....................................... 8 Forges, Wars and Great Thunes.......40 The First Great Thune and the The Rule of the Three......................... 71
Dwarven Races......................................... 8 A Sequence of Ruling Bloodlines...... 41 Ymerstone................................................ 61 Cities in the Water................................ 72
The Three Pillars.................................. 13 Locations in Gydanski..........................43 Surin and the Decline of the An Uncertain Future........................... 72
Ginnungagap.......................................... 14 Locations in Tvolgorad........................46 Ymerstone................................................ 61
Dwarves’ Greed..................................... 18 Locations in Nifulong...........................54 Brokmuskrym Today............................62
Society: Thunes, Brothers and Slaves....20 Tales in Tvologoya................................56 One Land, Many Thunes.....................62
Combat and Defense.............................22
Gods and Superstitions........................26
Feasts, Celebrations and Rituals.......27
Living, Diet and Housing.................... 31
Undeground Climate and Dust
Storms................................................35
Measuring Time....................................35
The Dwarven Kingdoms.....................35

MUSPELGNIST 96 THOORDUNN 100 DWARVES ELSEWHERE 103 THE DWARF 109


The Ambitions of the Blood of A Forced Exile......................................100 Mittland.................................................103 Dwarven Eyes......................................109
Angor.. ........................................... 96 A Life Divided .....................................101 Soj............................................................104 Special Dwarven Traits and Abilities...
The Glory of Lovlinjikka.....................96 Hidden Vaults.......................................101 Stormlands............................................104 110
The Fall of Lovlinjikka, the Rise of Westmark..............................................105 Dwarven Archetypes......................... 119
Muspelgnist.............................................97 The lands of the Wildfolk.................106 Power Archetypes...............................122
Saukka the Conqueror..........................97 Update on old Skills...........................126
The Realm of the Buratjas..................98 New Rules on Objects........................128
The Power in Muspelgnist Today.....98 Crafting Objects..................................130
Logr...........................................................98 Crafting Mechanics............................. 131
Soothome and the Gate to Dwarven Armors.................................145
Muspelgnist.............................................99 Thuuldom: new rules.......................... 151
New Runes.............................................152
Awakening Objects..............................160
Temporary Runes................................163
Vitner Weaving: new rules............... 173
DORG GROMITZA 73 ERZMIR 76 GLITZMAKULJI 79 GRUNKOVORDA 91
A Centuries-Long Invasion................ 73 Pebbles, Grindstones and the Great The City of Glitzmakulji and the Lake...79 The Mitraka Wars: the End of a
The Five Cities....................................... 73 Fissure...................................................... 76 The Glitzaljas Crystals........................80 Kingdom.................................................. 91
Living in an Invaded Kingdom.......... 75 Gems, Coal and Trade.......................... 76 Fish, Gold and Coal..............................80 Olgisiljev.................................................92
The Vertical Kingdom..........................77 The Coming of the Dragon................80 Ivonda.......................................................92
Sunnydays................................................77 Glitzmakulji Today................................ 81 Novgalod.................................................92
The Cursed People................................83 Rorstrai....................................................94
The Endless Dark Chasms..................83 Yugglovorka ..........................................94
The Lost Regions and Borsjev the The Exiles of Hillinge Woods...........94
Jarnwurm.................................................84
Redmitjev the Younger and the
Fleeing Brothers....................................87
The Brotherhood of Sad
Homecomers....................................... 87
Plundering Humans and Dwarven
Defenders.................................................88
Grimjarp..................................................89
Earlier Contacts With the
Westmarkians.........................................89

IN THE DEPTHS 178


Amazing Sights and Marvels........... 178
Air and Gases....................................... 178
Chasms and Abysses........................... 179
Dark Entities........................................ 179
Defensive Architectural Design......180
Doors...................................................... 181
Dust Storms.......................................... 181
Earthquakes.......................................... 181
Fire & Magma...................................... 181
Frost and Cold......................................182
High Ceilings........................................182
Light........................................................182
Locks.......................................................182
Low Ceilings and Cramped spaces.182
Swarms...................................................183
Traps.......................................................183
Vitner phenomena................................183
Vegetation..............................................184
Water and Floods................................184
New Monsters......................................185
New Animals........................................189
New Extracts........................................189
New complications in the wild.........190
Hunting in Muspelheim.....................191
Travelling in Muspelheim.................191
Chapter 1

✦ MUSPELHEIM ✦
Dwarves say that Humans are like the winds. They change direction
and strength, they blow here and there, always hunting for something.
Some blow away altogether and disappear without anyone noticing. On
the other hand, they see themselves as the Mountain. They do not let
themselves be disrupted by small, whimsical inspirations. They have the
Mountain’s attributes, and some of its inherent weight and strength.

Earth carries the stone without a which was struck by the great shaper The female Dwarves are the very
murmur, and so does the Dwarf. Borjorn, when he created the world. Out heart of the bloodline, and women who
Dwarves are not afraid of change in the of the sparks Humans were created, as belong to the same lineage live together.
way the Elves are, but nonetheless cherish well as the beings called Dwarves. When Typically, women keep the baby (if it’s a
the enduring and despise the fleeting. All the sparks extinguished, they became male) for 10 to 15 years, after which time
of a sudden, a gust of wind can change worms that crawled deep under the rocks they will be sent up to their brothers.
direction, what was wrong is now the for nesting. Eventually, Borjorn gave the According to some sages if a Dwarven
highest wisdom, what was not worth worms a mind and a strong spirit. He gave woman bears a daughter, she will stay
anything becomes something desirable them the power to create things, and to with the mother until she is 50 years
and precious. To avoid these volatile shape the stone they crawled under. old and can give birth to children of her
changes, the Dwarves love the earth’s “Muspelheim” is the name for the part own. She is then considered able to fend
solid rocks, those that cannot be shaken. of Trudvang which is below ground, and for herself. However, no one can confirm
During spring, meltwater seeps into this is where the Dwarves live. these details, given the mystery which
the dark chasms under the moss. When surrounds the Dwarven women.
the night is starry above the Dwarves’ The female Dwarves are mysterious
abodes, coldness comes creeping, water Norgavaina – the beings that are said to get along without
freezes to ice and blasts shards out of the Beautiful eating or drinking for years. It is also said
stone. Such is the stone’s life, and this Dwarves do not live in families like that they live twice as long as the male
must be understood to also comprehend Humans do. The few female Dwarves live Dwarves, and they have a keen sense,
a Dwarf ’s life. a mysterious life, deep down in the darkest which allows them to know exactly where
But they have also been around since the and most remote caves. Here in solitude all of their children are - even though they
world was created. The moment that there they breed their children, of whom nine are hundreds of miles away.
was a fixed point to stand on, something out of ten are male. No one really knows There are very few Dwarven men who
that could support a physical shape, the how this breeding happens, not even the in adulthood have seen these women -
Dwarves arrived in Trudvang. There Dwarves remember anything else but called “Norgavaina” by Dwarves - but
are those who believe that the Dwarves scant details of their mothers, since all these are described as short, beautiful
were here already, before the Elves came their memories inexplicably tend to fade creatures with fair skin, and not nearly
to Trudvang, and that at first they were during the long journey from the depths as rough as the male Dwarves. The men
actually the stones lying on the ground. of the earth. These phenomena remain talk about these women as fairies, but
The Dwarves themselves say that they among the greatest mysteries of Dwarven if they mean the same sort of fairies you
were once sparks from the great anvil nature, even to the Dwarves themselves. see above ground, we do not really know.

chapter 1. muspelheim | 7
Sometimes Dwarves use fantastic epithets A Dwarf is B orn that allows the Dwarf to come from the
like “she who glows with wings,” or “the In Dwarven kingdoms there are often ledge to the wall but wait until the “Rung
slender one who floats” but if it these are special “birth places” where young Thuuls” arrive. These are special Thuuls
to be literally taken, or are merely poetic Dwarves, recently arrived from the dark who have the sole task of monitoring the
descriptions, there are few who know. Since depths, seek out for inclusion into their branches and the traditions of bloodlines.
all male Dwarves are very young when “Glorka” or brotherhood. The candidates First, the Rung Thuuls try by all means
they are separated from their mothers, this wait on a ledge, separated from older to find a connection between the Dwarf
may explain why the women are described Dwarves by a chasm or by closed gates. and all the existing bloodlines. If nothing
as fairy-like. As the years go by, Dwarven Representatives from each Glorka is found, they note that a new bloodline
men forget how their mothers looked like. throughout the kingdom are here, and has been created and the Dwarf will be
In fact, many have already forgotten their when the Dwarf reaches the ledge, he the first in his bloodline. He is conferred
mother’s appearance on their way up from calls his name and his mother’s name. with the title of “Smursk” which means
the depths. Whether this forgetfulness The brothers supervise the “new birth”, “first born.” Once that happens, it will not
happens due to some unknown sorcery, and if they hear a name belonging to be long before a lot of Dwarves from the
nobody knows. However, this is a journey their Glorka, they shout back “brother new bloodline climb up from the depths.
that can sometimes take several years, and of stone and dust, fire and soot, you have It almost seems as if the mothers breed
some do not even survive. However, it is found your new home,” after which they quickly so that the new bloodline shall not
not very common that the youth get lost go down and get their younger brother. perish.
on their way up from the depths. A Dwarf It has not happened often, but stories
can feel the roads and directions to his tell of Dwarves who have come up from
Dwarven brothers, like a sixth sense, which the depths without having someone Dwarven Races
eventually weakens and subsequently recognizing their mothers’ (or mothers’ Ever since the sparks around Borjorns’
disappears. The main reasons for death mothers’) names. There are times when anvil were brought to life, there have
during these travels are the dangers that no one feels like taking in the Dwarf been three types of male Dwarves in
lurk in the depths, such as the ambushes who rises from the depths. In these cases, Trudvang: the Borjornikka, the Buratja
set by Goblins and other Trolls. they don’t lower the little drawbridge and the Zvorda.

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chapter 1. muspelheim | 9
Borjornikka
If the fire and the burning lava rivers
are the Buratja Dwarves’ elements, the
rock of the hard and grey mountains
is the Borjornikka Dwarves’ prefered
environment. Maybe that’s why
they are named “the Grey Ones”, or
“Borjornikkastur” which means the
“Grey Trolls”, as the Buratja Dwarves
like to call them.
Borjornikka Dwarves are chunky,
compact, and generally heftier than
Buratja Dwarves. The Grey Ones
live in and on the mountains. Like the
Buratja Dwarves, they are extremely
well-versed in the art of forging, but
many are also stonemasons, mushroom
growers, glassblowers, and merchants.
It is often said that the Borjornikka are
more versatile than the Buratja Dwarves,
and it’s probably a truth that most people
agree on.
There is a reason why the name of
“Borjorn”, the creator god, is included in
these Dwarves’ name. The Borjornikka
are powerful Dwarves, usually at the
peak of Dwarven hierarchies, as their
long dominion in the great kingdom of
Tvologoya has demonstrated. All the
Great Thunes of Novskorsk have been The Thuuls in Borjornikka societies cities they have built up over thousands
Borjornikka and most Dwarves do not have a unique social position, like what and thousands of years. The houses they
expect anything different. the smiths and Fire Masters have among live in are small cabins that are either
The Borjornikka are also the most the Buratja Dwarves, although their cut into the rock or built in the huge
curious and adventuring of the Dwarven duties are more linked to the religious cave rooms. The Borjornikka are also
races, always looking for new resources: duties of imbuing power into particular famous for their majestic halls, decorated
the next coal or ore mine, the next artifacts which therefore become sacred with forests of incredibly tall columns
underground river or the next marble objects. In particular, the Eigle Thuuls and whole rune-covered ceilings which
quarry. They feel an urge of expansion are the wise Stoneseekers, whose may stand several tens of meters above
and greatness which has led many of mission is to relieve the grey mountains the floors, as well as for the their never-
them to found new fortified holdings in of their secrets. Shaping the Mountain ending, low tunnels which expand deep
the underground world throughout the means creating beautiful things, and the inside the Mountain’s womb, looking for
long history of Trudvang’s Dwarves. Eigle Thuuls’ task is to understand and precious metals and gems.
This is how the Dwarven culture has therefore allow the Dwarven community
spread, from their roots in Tvologoya, to guard these things.
to the farthest western, southern and The Borjornikka have their shares
eastern corners of Muspelheim. of skilful smiths and famous Fire
The Borjornikka are also the Dwarves Masters, although their productions
who have most dealings with life above rarely reach the quality and quantity
ground. It is unusual to encounter any of their Buratja counterparts. On the
major Dwarven community outside other hand, the Borjornikka are the
the Mountain’s burning bosom, but in best miners, stonemasons and builders
those cases where they actually exist, of Trudvang, especially when speaking
they belong almost exclusively to the of underground rock-cut architecture.
Borjornikka Dwarves. They live happily in the underground

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brother-to-brother since the mythic times
when Borjorn’ sparks became a people. But
it is not just the sheer craftsmanship that
makes their items so coveted, the burning
logi furnaces are a major contributing
factor to their success. Logi furnaces, as the
name suggests, use a vivid logi providing
the furnaces with almost magical traits.
The Buratja care to their logi furnaces
with almost religious fervour. They do
not lack Thuuls in their clans to perform
religious duties, but the social role which in
Borjornikka communities is played by the
Thuuls, in Buratja settlements is proper of
the “Fire Masters” or “Logi Masters”, the
best smiths who administer the forges and
also keep an eye on the magical Logi who
inhabit the Logi furnaces.
Buratja Dwarves spend long hours
in front of the hot furnaces and hammer
relentlessly at their anvils to shape their
items. Their pathways and hallways are
not as ornate and filled with wealth as
those of the Borjornikka Dwarves. Their
kingdoms do not consist of huge halls and
armories, jewelled thrones and echoing
council halls, or dead straight paths and
endless cutting rooms with polished
walls. The Buratja kingdoms are formed
Buratja very young, they look old and hardened, around the forges that extend deep into
Buratja Dwarves live deep down in the and it is said that one can only distinguish the Mountain, where lava rivers flow
Mountain’s womb. They hide their forges a young Buratja Dwarf from an old one by and Mitraka veins can be found. Their
and workshops at the scorching lava looking into his eyes. paths are curved like their backs, and the
rivers or at the end of the endless caves Many say that the Dwarves in general forge walls are raw, jagged, and rough,
full of cracks, paths, and treacherous do not like to talk, but instead appreciate for all this people’s wealth lies and rests
bridges. They live a quiet life, and rarely working. This is especially true when in the forge vaults, forever hidden and
dream of venturing up to the surface. The talking about Buratja Dwarves. They concealed. These Dwarves guard their
very few and rare Buratja Dwarves who rarely say anything that has no meaning treasure with the same zeal and raw
walk under the sunlight have been sent or importance, and if it does not apply to power as the dragons.
for very special missions (and they hope work, most think it is better to keep quiet. In almost all the Dwarven kingdoms
to come back soon in Muspelheim) or Sure, they like and desire community, but (except Muspelgnist) the Buratja are
are in forced exile, since they have been Buratja Dwarves prefer a community at relatively rare, while the more numerous
displaced from their families and Glorkas. work and not in conversation. Borjornikka usually rule the countries.
Buratja Dwarves have a thinner and There are few, if any, other beings who However, a fire of ambition burns in every
more wiry body shape than Borjornikka have mastered the art of forging as well Buratja heart. Usually this is exploited
Dwarves. Their skin is like hardened as the Buratja Dwarves. They forge gold, by looking for perfection in the crafting
leather after having endured the powerful copper, iron, and the coveted Mitraka and smithing, considering the primacy
logi furnaces for generations. Their into seemingly simple, but incredibly in these arts to be superior to any kind
unkempt beards and hair stick out in well-forged objects. The weapons that of political power. However, sometimes
every direction, and few Buratja Dwarves these Dwarves forge are both durable and this seed of ambition has sparked conflicts
care much about their appearance. so sharp that they can split rocks. The with the Borjornikka Dwarves and, in
Buratja Dwarves remain small and explanation is that they have mastered the sole case of Muspelgnist, has even
short, but sturdy and resilient, like the the art of forging in full, and that the provoked imperial dreams, something
Mountain they live in. Even when they are knowledge has been passed down from which seems impossible for most Buratja.

chapter 1. muspelheim | 11
Zvorda careers as warriors, tunnel diggers, or block houses. Instead, they live a
It does not happen often, but sometimes stonemasons, or coal shovellers. The wandering life in the pathways, and
Dwarves that are significantly larger Zvorda have been around for ages, but sleep wherever they find themselves.
than others come from the dark depths. it was not until the Iron Dragon Age The reason for this restlessness no
They are usually called “Zvorda” that they became so numerous to form one really knows, but one explanation
and, due to their somehow troll- their own, Zvorda-only brotherhoods. might be that they did not originally
like appearances, many believe that At first, they lived solitary lives, have any brother, and they always
they are actually Trolls and not real and therefore it is said that they lived alone. The malicious ones blame
Dwarves, something that the Zvorda naturally have a greater desire than this habit to the troll blood which
themselves face with silence and dark other Dwarves to live by themselves. may run in Zvorda’s veins, but this
eyes. The Zvorda are few in number, Zvorda Dwarves usually live in the is yet to be proven true. The Zvorda
and they live in small brotherhoods, same environments as Borjornikka brotherhoods seldom have more than
if they are not part of the larger Dwarves (even though a few Zvorda 20 individuals, as opposed to the
Borjornikka or Buratja Glorkas. live also with the Buratja), but they Buratja and the Borjornikka Glorkas,
They are always respected for their usually do not have the same desires whose numbers are usually counted in
size and strength, which has allowed as the Borjornikka - or Buratja for the hundreds, or sometimes thousands
many of them to be very successful in that matter - to stay at their furnaces of Dwarves.

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The Three Pillars the same objective. A newly discovered Futhark
The Dwarves have a long and vein or source of stone is examined and It is said that Dwarvish is the only
complicated history, which can be very evaluated to try to determine its purpose. language that has never been changed,
difficult to understand for an outsider, This is the so-called Eigle Thuuls’ main that the words and characters used
and the same applies to their culture task. now are the same that have always been
and lifestyle. Three things are, however, When the Eigle Thuuls, also called used since the times when Trudvang
more important than anything else in “Stoneseekers”, have left their rune on the was young. It is a complicated and
the Dwarvish culture: the Mountain, the site, the rock or metal extracted cannot difficult language to understand, and
Runes and Consanguinity. be used to craft objects other than those not even all Dwarves master it to the
that the Eigle Thuuls had a vision of. fullest. Perhaps that is also why the
Some ores are suitable only for weapons, “Futhark,” as their language is called, is
The Mountain others for tools or building materials. such an important part of the Dwarves’
One of the most important concepts in Stones and boulders may be intended culture and traditions. The Dwarven
Dwarven culture is the “Mountain”, a to be part of a defensive structure, used word “Futhark” means “character”,
word which is used to describe the most- as millstones, or something as simple as and knowing the carved runes is more
sacred entity in the lives of Dwarven being carved to become steps. important than speaking the language.
kingdoms. There are many “Mountains” in Some stones, boulders, or ore remain The most powerful of all the runes
Trudvang, as well as there is also a specific indeterminable. The Stoneseekers are those of magic, whether divine or
“Mountain” to each Dwarf, as well as the simply cannot see its purpose, or it is so vitner-natured, which can be forged into
ideal “Mountain” to which all Dwarves vague and mysterious that they do not objects. As for the Elves, the Dwarves’
feel related to. Dwarves use this word dare to determine its future. Boulders gods ceased long ago to answer them,
in so many ways which cannot be easily (or ore) which have an undetermined therefore the magical runes have come
understood by Humans and Elves. When fate are not moved. They let them be, to be an important force in Dwarven
they speak of the “Mountain”, the Dwarves go around them, and let them become culture, possibly as a way to balance the
may refer to a specific Mount or to a single part of the landscape. Dwarves tolerate lack of care from Dwarven gods. The
Mountain Range, to the wider Spirit of and respect them, but harbor a constant big difference is that Elves often master
the whole underworld of Muspelheim worry for the stone’s destiny, and dare the vitner weaving arts, while Dwarves
spanning throughout Trudvang, to the not do anything with them because they only carve certain divine-imbued runes
abstract, idealized religious concept of do not know what forces may be set in on objects, whose powers may eventually
the “Mountain” or maybe even to all these motion. One legend says that the pure become permanent. This is an art that
concepts at the same time. Dwarves do Mitraka which eventually became the only Dwarves have mastered.
not see contradictions in using the words great throne of Tvologoya, and which
in such a way, as they always know and was crowned with a fabulous gemstone
understand what other Dwarves imply for many thousands of years, was just Consaguinity: Glorka and
when they speak. such a discovery, until one day one of the names
Dwarves believe that the Mountain Eigle Thuuls saw its fate. Once there were 24 bloodlines, each with
and its contents have their own destiny. Mining sites, where many generations its own history and tradition. Today,
The Mountain’s various parts have of Dwarves from the same bloodline only 16 of those original bloodlines
special purposes, and they may not be have loosened, purified, and freed are left, but a hundred or more newer
used for anything other than what they the Mountain’ Spirit, have a special bloodlines have taken shape since the
are predestined for. The Dwarves call significance for specific bloodlines, and Iron Dragon Age.
this purpose or destiny “Kutjatti”, which are kept as sacred places for Dwarves in To a Dwarf, the bloodline is
means “what the soul was formed for.” the same bloodline. everything. Unlike Humans, who love
Dwarves believe it is their duty to The Mountain is the source of the to group themselves by race or religion,
form the Mountain or the ore to match Dwarves’ enormous wealth. The most the Dwarves gather according to their
their destiny, and to fulfil the purposes used metals, such as iron and copper, bloodlines. It is therefore not unusual
they were made for by the great god almost always occur as ores. Rarer and that a whole city belongs to a single
Borjorn. To process a boulder, or to use more valuable metals, such as gold, are bloodline, and that those who live there
the recovered metal for something other usually found in a pure state in particular belong to the same lineage, although
than its destined purpose, is a great veins deep in the mountain. The rare there may be also smaller bloodlines, too
sin, and a crime punishable by death. Mitraka is considered by the Dwarves old or too new, which are composed only
Usually the whole vein of ore or area be the Mountain’s purest form, and it is of few individuals.
with a certain type of stone (in the same found only in very special places, where Under the bloodline, all the family’s
location or in a specific mountain) has one normally also finds gemstones. men organize into the so-called “Glorka”.

chapter 1. muspelheim | 13
It is a group of Dwarves from the the brother who was the oldest when the Ginnungagap
same bloodline, even if not always Dwarf was taken up in the Glorka. One day, during the Age of Dreams, the
from the same mother. It is difficult to Becoming an outcast from his Dwarves who lived deep in the Mountain,
render the Glorka system in Human bloodline often means the end of a broke through the upper part of a granite
parameters and every Human word Dwarf. There is rarely any hope that wall and witnessed their own doom. It
is just an approximation of what the another bloodline will have mercy on was an infinity of light, stronger than
Dwarves imply. The words “clan” this Dwarf, and the fate of each member anything ever seen in the underworld,
and “brotherhood” are often used as of a brotherhood is tied to the actions of and the Dwarves shook with fear. They
synonyms of “Glorka”, although some each individual member. A Dwarf who hurried to block the hole, which they
people use the word “family”, especially dishonors his bloodline often may bring first thought was a logiwurm’s burning
for the smaller Glorkas which are made all of his brothers down with him. The mouth. Mighty runes were carved into
of only ten or less members. exclusion of a Dwarf usually applies also the Mountain’s inside, and all access to
In theory each Glorka corresponds to all his brothers. this hole in the Mountain was banned.
to a single bloodline. However, the The “bloodline and Glorka” system Aeons passed, but the Dwarves’ stories
Dwarven history has spanned through is also reflected in the Dwarven naming regarding the burning mouth attracted
the millennia, spreading colonies and customs. When they use the words Dwarven heroes from all around the
settlements throughout the whole “Blood of…” they refer to their own underworld. They were warned of the
underground world of Muspelheim. bloodline. Each bloodline is usually “Mother of all Dragons”, which was
Never-ending series of wars, intrigues, named after the first Norgavaina Yukk’s creator, and that serpentine god’s
conflicts and mass migrations may have mother who bred the first Dwarf of that darkest side. Despite this, a large crowd
made the Glorka custom evolving into bloodline or, alternatively, with the name of Dwarven warriors decided to kill the
complicated situations. This means that in of the most important Dwarven hero of huge beast. They wanted to receive glory,
some far and isolated stronghold it may that line, usually belonging to its first or at least look this powerful, mysterious
be even possible for one Glorka to include centuries of existence. God in the eyes before they died. When
more than one bloodline or that a single, When Dwarves want to be more the Dwarves, for the second time after so
large bloodline is shared by many Glorkas, specific about their identity, they also use many aeons, opened the large hole that
maybe even in different cities, possibly all the surname, which is almost always the would lead them to “Yukk’s Mother”,
competing for the same heritage. name of their mother, although in some they were not met by a burning mouth
Under the Glorka, brothers are sorted Dwarven strongholds is not unheard to and devouring flames. Instead, there was
by those who have the same mother, use the names of ancient male heroes only darkness, an empty black mouth.
and therefore bear the same surname. belonging to the same, connected At first, they believed that the mythic
In many respects, the entire Dwarven mother lines. Nobody really knows how dragon-beast was dead. They all cried
social structure is built in this manner. long a Norgavaina mother lives, of if out in joy, but this feeling soon turned
Brothers within the same “generation” Norgavaina daughters take old mothers’ into hopelessness and fear, greater than
or “Glorkavold” have particularly strong names when they start breeding. Some they had ever experienced in the past,
ties to each other. Dwarves consider surnames continue for centuries, other since they realized that such a darkness
a “generation” to be formed by those disappear in a couple of generations appearing from above had no limits, even
Dwarves who come up from the depths while new ones often appear and only if seemed to be interrupted by those
for a period of about 20 years, counting the Rung Thuuls can make sense of this small lights which they later learned
as Humans do. Dwarves within the same complicated situation. to call “stars”. They understood that
generation in the same brotherhood are To give an example of Dwarven names they had reached the end, the infinite
nearly inseparable. In battle, you fight one can say that “Bordolga Druvik Blood darkness that would devour their world,
alongside the men of your brotherhood. of Bodnjev” means “Bordolga, son of a chaos that would, slowly but inevitably,
At forging workshops, brothers from the the Norgavaina called Druvik, of the swallow the hard Mountain. Ever since
same generation almost always work at ancient blood and Glorka of Bodnjev”. the Dwarves were created, tales have
the same anvil or furnace. In the mines, When speaking with his own brothers been told about the “Ginnungagap” - the
they form a mining gang that is based on he may add reference to his Glorkavold, “Dark Mouth”, a black hole that would
a group of brothers, or more rarely, large or generation, although calculated in arrive after the world had burned up.
mining teams, which consist of several comparison to significant events for his
brotherhoods. community. For example, “Bordolga of
Given how mysterious their birth the 20th Glorkavold after the invasion of Stonefylgis
is, the Dwarves use the word “father” Borsjev”, to refer that he belongs to the To prevent this chaos of emptiness, the
differently from Humans. In fact, when 20th generation born after the nefarious Dwarves placed a “Stonefylgis”, a kind of
a Dwarf refers to his “father”, it means jarnwurm made its lair in Glitzmakulji. guardian spirit inhabiting stones, which

14 | chapter 1. muspelheim
chapter 1. muspelheim | 15
would protect the Dwarves’ kingdoms columns, but eventually they acquired a has its share of natural lighting resources.
from being completely swallowed by the more complex shape, and the Stonefylgis The sacred magma is the blood of the
mighty Ginnungagap. They often have erected in Ginnungagap are considered to Mountain and a few sacred places are
Humanoid shapes but sometimes they be the most advanced ones. enlightened by this material since they
resemble objects. Most of them are large Although the Dwarves today know are built in volcanic places. However,
and some are even enormous, but all of that Humans, Elves, Trolls, and other there are more common natural ways of
them are made of stone, with a golden creatures live in Ginnungagap, many of emanating light. There are many varieties
heart, according to some legends. The them still believe the upper world to be a and species of phosphorescent fungi and
difference between “Stonefylgis” and dangerous place. It is easy to get lost and moulds growing in numerous caves of
“Stonehinje” is nowadays unclear to many be swallowed up by the big black hole and Muspelheim, as well as luminescent white
Human scholars, although the Dwarves disappear without trace. For the same algae which make some underground pool
clearly use the first word mostly to reason, most Dwarves still prefer to stay in and lakes to shine. There are also various
describe the mindless guardians that have their narrow tunnels and cold halls. They mystic varieties of crystals which have the
been protecting their strongholds since believe that the Stonefylgis successfully power of mysteriously emanating light.
time immemorial. managed to push back the emptiness, The most powerful ones, or “Glitzaljas”,
In the ancient days the Stonefylgis although this dreaded monster is is just can be found in huge numbers. in the
were built on site or shipped from the waiting to return. kingdom of Glitzmakulji (Glitthamn
Dwarves’ own stone-workshops, far for Humans), from where they are also
down the Mountain, and were placed in traded to all the other Dwarves, all
strategic locations. When the dreaded Eyes, darkness and light around the vast underground world
realm of Ginnungagap was discovered, There is a reason why the Dwarves fear the beneath the surface of Trudvang. Finally,
so many ages ago, brave Dwarves also open sky, and it is not just about the lack of many Dwarven halls are decorated with
transported Stonefylgis on the Mountain’s boundaries in a never-ending open space. special architectural pieces or singular
surface, directly under the blinding Transitory blindness is the doom which sacred objects which are blessed with
effects of the sunlight, to prevent threats falls upon every Muspelheim-born Dwarf Thuul runes, allowing them to emanate
coming from the outside to come into the whose eyes are touched by the sunlight for a constant light.
Dwarven world of Muspelheim. Some the first time. All these light sources allow decent
Stonefylgis are just enchanted rocks Dwarves are, in fact, naturally born light for Dwarven standards, but nothing
with no consciousness, while other were with a sight which is roughly like what which can be compared to the dreaded
completely alive, and these are those who the Goblins have: a pure Dark sight which sun which the Dwarves try to avoid. The
are more frequently called “Stonefylgis”. allows them to see even in the deepest problem is that when they first see the pure
However, the vast majority of Stonefylgis darkness, without any light. However, sunlight of Ginnungagap during daytime
remained stagnant altars, filled with very few Dwarves spend their time in the Dwarves become blind and remain so
inscriptions and runic characters, or simply complete darkness since their kind of Dark for about a week. After this period, if they
magnificent images of the greatest heroes sight does not allow a pure appreciation of have not run back into their dark tunnels,
of the Dwarves. It was believed that these all colors, a factor which is fundamental their eyes slowly start to become adapted:
images of ancient heroes would scare away for a race so interested in crafting vision comes back, although the sunlight is
the chaos, the dreaded Mouth of Darkness, perfect objects. Since Dwarves need to still painful to bear for their eyes, exactly as
and the emptiness of Ginnungagap would distinguish all varieties of colors and hues it is for Goblins.
be reduced, if the Dwarves just managed to reach the perfection of their arts, no However, Dwarves are not Goblins and,
to rise the Stonefylgis in time. This is the Dwarven kingdom can be totally engulfed after about another six months under the
reason why those who lived underground in pure darkness. This is the reason why sun, they can see in daylight without any
had an impact on the landscape above the Dwarves always try to find artificial difficulty, although they realize to have lost
ground. Even today, one can encounter ways of lighting the tunnels and halls of their Dark sight. They are now blind in full
these Stonefylgis in various places while Muspelheim. Torches and lamps are quite darkness like Humans are, although they
travelling around Trudvang. Most of them diffused, and the Dwarves are known to retain a “Night Sight”, not unlike what
are weathered and broken, but all of them burn mineral oils and hard coal from the Forest Trolls have, which means that they
seem to display an obviously Dwarven underworld, as well as imported woods can see with low light as if it were day. The
design. and charcoal from the surface of Trudvang. eyes of Dwarves which are adapted to the
Originally, the first Stonefylgis However, burning combustibles just for sun turn to slightly darker hues, but only
were crafted for the simple purpose of light is not something which Dwarves other Dwarves usually realize this fact,
supporting the roofs of the halls excavated are used to, especially since the same which makes them recognize who is used
in the underground. At first, they were precious materials are required to feed to spend long time under the great void
simple and clean, and resembled common their furnaces. Thankfully, Muspelheim and light of Ginnungagap.

16 | chapter 1. muspelheim
It is also worth reminding that Dwarves
adapted to sunlight can always go back to
Muspelheim, but their Dark sight will
come back only after half a year spent in
the underground. Their eyes will then
come back to lighter hues, but next time
they will see the sun, they will be blinded
again like all those who have never seen the
dreaded light of Ginnnungaap.
To help the Dwarves dealing with
these problems some Thuuls have created
masks whose eyes are protected by runic
glass, which allow them to avoid blindness.
The knowledge of such runes is however
rare, and such masks are therefore rarely
worn, if not by a few selected explorers of
the surface world.

The Dwarves and the Surface


As a matter of fact the majority of living
Dwarves has never seen the sun. However,
the relationship of Dwarves with the surface
world is a complicated one. They disdain
the daily light and have a cultural adversion
towards walking below the neverending
sky. This is the reason why most Dwarves,
when forced for the first time to spend long
time above ground, prefer to travel during
night-time and inhabit the thickest forests,
where the shadows protect their eyes.
However, there are many Dwarves who
must deal with the surface of Trudvang,
wandering beyond the remains of broken
Stonefylgis built by their predecessors to
sustain the vast emptiness. They usually
go to collect materials unavailable in
Muspelheim like certain kinds of fuels for
their furnaces or precious materials, like
mastomant ivory or high-quality wood,
which the Dwarves need for making
weapon’s handles and other refined objects.
The Dwarves tend to disdain the Humans’
craftmanship, but many trade links have
been established during the centuries, as
the Dwarves have understood how they can
obtain the materials they need.
A very small percentage of Dwarves
wander the surface but, those who do it,
usually tend to pass from pure disdain
towards the dreaded Ginnungagap, to slow
appreciation of the sunlight and how colors
are more vivid above ground. However,
blood is thicker than water, and sooner or

chapter 1. muspelheim | 17
later many of these Dwarves will feel the call Almost all these surface Dwarves are without permission is among the greatest
of Muspelheim in their hearts and will come Borjornikka or the rare Zvorda, as no insults, often punishable only with death.
back to their underground kingdoms, even Buratja usually feels the need of seeing Dwarves are often accused of being
if only for short time periods, just to return the sun. However, a certain number of the greedy and stingy, and to some extent it can
later on to their own business above ground. surface Dwarven villages are composed of certainly be true, but to understand why
Dwarves have been “discovering of the renegades. Sometimes whole Glorkas and they rarely share their treasures, one must
surface”, again and again, so many times, entire Bloodlines are exiled to the surface understand how the Dwarves think. They
since the mythic Age of Dreams, so long ago. after some terrible crime. Later, when a actually feel that they do not even own the
Whole Dwarven realms and communities new member of their blood appears from objects they produce. Few items are made in
have appeared and disappeared through the the depths of Muspelheim, the Dwarven order to be a gift, and in most of these cases,
millennia, and each time the first contact kingdoms usually send them above ground the receiver of the gift is predetermined.
with the Human world is like a traumatic with brutality and no explanation. The The Dwarves see it as their task to
breakthrough for them. Even so, they have lucky ones manage to find their Glorkas release the Mountain’s and the metals’ souls,
left their marks in history of the men. So in the surface of Trudvang above ground, in order for them to fulfil their purpose and
many ancient castles and fortifications many others just succumb to their worst destiny. When an object is made, they lock
inhabited by Humans in Mittland bear the fears and are blinded and maddened the first it into the mighty treasury, a sacred, hidden
clear mark of Dwarven craftmanship, as time they see the sun, with no elder brother vault, waiting for the object to be used for
those expert builders from Muspelheim to explain anything to them. the right purpose at the right time.
were hired by the Great Kings in old times. As it is natural, Dwarves who have spent To give away such an object, or sell it,
A countless number of wars have been too much time above ground tend to slowly is considered to be a crime and an affront
also fought against Humans and Elves, change their habits and customs, especially to the Mountain. Shaping an object from
as well as allied with them with desperate for the small forest communities who have the Mountain’s soul and keeping it in an
pacts, often against Trolls, Giants, Dragons survived more than a couple of generations underground vault in the Mountain’s heart
and other, darker forces. More than a few under the sun, far from the facilities and are both part of the same sacred mission,
Dwarven Thunes have attempted to invade resources of Muspelheim. These are the which the Dwarves feel to be destined to, in
Human holdings, and so often they have Dwarves which the Humans see the most, order to serve the Mountain itself.
been defending against Human raids. More dressed in chainmail and wielding axes, The Humans have never really
often the Dwarves establish profitable trade completely different from their way more understood this, as they think that things
routes, as they know how to take advantage numerous counterparts in Muspelheim, can be bought by anyone with enough
of Human greed. However, even considering whose warriors bear spears and murgles. money. They accuse the Dwarves of sitting
this millennia-long history of relationships, These Dwarves also like to wander and on their wealth without sharing. People
Dwarven culture is still focused on many of them become skilful woodsmen, think that Dwarves who have received such
Muspelheim, and the surface remains an rangers and hunters, a necessity for those a gift, the ability to make such beautiful
unknown world for most Dwarves. exiled Dwarves who need to survive in things, should share. The Dwarves say that
A few real Dwarven surface settlements the forests. The culture of these Dwarves Humans do not understand that they are
today exist, usually located nearby precious is sometimes quite different from what is greedy themselves, that they want to own
resources, well hidden in the remote corners described in this book, even if they all try things just to show their power.
of the darkest forests. These villages tend to keep their fealty to the Three Pillars of They say that for Humans the driving
to be small and fortified, far from Human Dwarven culture. Truth to be said, all of force is to have more, for Elves is to have all
settlements enough to avoid potential these surface Dwarves know in their hearts of nature, and for Dwarves is to keep things.
raiders, but sometimes also near enough to where they really belong to and, even if Most Humans measure their wealth in the
send a few traders to get what they need loving the colors, the sun and the sky, their amount of money, land, slaves, or workers
and sell their goods. Some Dwarves even hearts will always whisper to their souls they have. Elves appreciate natural beauty
manage to become a wandering merchants the nostalgia for Muspelheim, where their and splendor, not necessarily longing for
or craftsmen, visiting the largest cities in brothers live inside the Mountain itself. many objects, although they must always
Mittland, Westmark and Stormlands. Their be beautiful and coming from nature. On
products are sought with desire by the the other hand, Dwarves’ driving force
Humans, but these Dwarves are incredibly Dwarves’ Greed is to keep what they have created, found,
rare and definitively not a common sight, In every Dwarven settlement few places or appropriated. To lose something is
especially since no Dwarf will sell their best are more sacred than the fortified treasure considered to be a pain significantly
things, the “sacred objects” to Humans or chambers and the hidden stashes where greater than the happiness of getting
Elves, since these artifacts are meant only Dwarves keep ancient relics and other something new. The longer an object has
to be kept hidden inside the sacred vaults marvellous objects. Access to such rooms been in someone’s possession, the greater
of the Glorkas. is incredibly restricted and to enter one the gift is considered.

18 | chapter 1. muspelheim
chapter 1. muspelheim | 19
Society: Thunes, Thunes rule most of the Dwarven craftsmen, have a role in the society
Brothers and Slaves holdings, but Dwarven history and in their clans. All of them do the
The Dwarven equivalent of “King” spread throughout the millennia and Will of the Mountain, whether it calls
is “Thune”, sometimes called also Muspelheim is vast, which means that them to be warriors, explorers, miners
“Thuun”, using an archaic term. The other titles and government systems have or scholars. This is also reflected in
Thunes rule the Dwarven kingdoms been used by the Dwarves. The Buratja, the Glorka system, where usually
with an iron fist but are also bound to for example, value craftsmanship above all whole clans are dedicated to just one
respect ancient traditions and the will other things, this is the reason why their job type, although this become rarer
of the Mountain, usually interpreted Thunes are also often “Logi Masters”, in larger Glorkas ruling over smaller
by the Eigle Thuuls or Stoneseekers, “Furnace Keepers”, “Smithy Kings”, settlements, where more roles are
although some Thunes are reputed to “Mitraka Thunes” or “Master Smelter”, as needed to be fulfilled by a smaller
have direct visions from the Mountain it is called the High King of Muspelgnist, number of Dwarves.
itself. Thunes usually last for life and, the only great kingdom inhabited only The Dwarven kingdoms know the
since everything in Dwarven society by Buratja Dwarves. The “Fire Master”, concept of slavery, especially since larger
is linked with the lives of Glorkas, the or the leader of the Logi furnace, is also projects may need larger workforces
title of Thune is directly passed from a respected title, especially among small than what the free Dwarves can offer.
the eldest brother to the following Buratja holdings inhabited by smiths. Sometimes whole Glorkas may be
eldest brother of the same bloodline. There are also some rare settlements, subjugated in turmoil, invasions and
Rulership is therefore kept in the inhabited by either Borjornikka or civil wars, and all the Dwarves in the
same clan for centuries, although it is Buratja, which are governed by small same brotherhood may become slaves
not unheard that disasters and civil councils of elder craftsmen, like the in Dwarven kingdoms. More common
wars may make one Glorka to lose Iron Circle of the Master Craftsmen of is the use of enslaved Goblins, exploited
the Thunedoom in favor of another. Olgisiljev, in Grunkovorda. as miners due to their smelting and
Dwarves know how to bear grudges for Whatever the rulership system digging ability, as well as their custom of
generations and therefore these kinds is, all Dwarves reason in terms of venerating the Mountain’s ore as a god.
of events are bound to lead to disaster bloodline and Glorkas, which means The Dwarves are also known to enslave
for whole kingdoms in the long run. that usually it is a whole clan who larger Humanoids, including not just
The most powerful among the Thunes assumes or loses the power, as the Grey Trolls, Ogres and Troll Bulls, but
claim the title of “Storthune” or “Great Dwarves cannot imagine their history also the legendary Tursir Oxes (giant
Thune”, as the Humans would say, a title outside of their brotherhoods. This versions of Troll Bulls) and even some
which was originally used only to refer also means that in kingdoms inhabited Hrimtursirs and Muspeljotuns. These
to the Great King of Tvologoya, sitting by multiples clans, all these Glorkas special slaves are rare, given the difficulty
on the ancient throne in the Chambers are also ranked in hierarchies of clans, to catch them, but also coveted by many
of Norg in Novskorsk, the mightiest and often all compete for power, if the Thunes. Huge numbers of Dwarves
of Dwarven rulers. To a certain level Thunes’ rulership is weak. coordinate complicated ambushes
all Dwarves still use the term mainly Inside each Glorka there is usually a and, when the large Humanoids are
to refer to the ruler of Trilheim/ strict and strong hierarchy, where the weakened, special enslaving chains and
Tvologoya, which in theory should be elder brothers rule over the younger collars, powered by secret and powerful
the High King of all existing Dwarves, ones. It is a complex structure, which Thuul runes, are used to subjugate the
if not at least a moral authority. However, is dependent on age, but also on the chosen victims. These gigantic slaves
with the passing millennia, many professional roles and social functions. are usually used for moving large stones
independent kingdoms like Glitzmakulji A Thuul may, for instance, have a lot and carry incredible weights, although it
or Brokmuskrym, have spread all around of power, even though he is relatively is not unheard that they have been used
Muspelheim and, when their powers young, especially if it turns out that as living war machines, although this
reached the highest peak dominating he is the only Thuul in his Glorka, or happens rarely, given how difficult is to
vast areas of the underground world, his runes are more important for the catch one of them.
their rulers started to call themselves brothers than those of any other Thuul.
“Storthunes” and “Great Thunes”, in open If all the brothers work at a smithy, the
defiance to the Great King of Novskorsk. “Fire Master” and smiths have a lot to The Thuuls
Furthermore, with time old bloodlines say, and the older they are, the more After the Thunes, great power lies on
extinguished and new ones raised, and power they have. the shoulders of the Thuuls, whose
this meant that also such an important Most Dwarves are free, but no spiritual authority was first established
title has fluctuated in importance, as Dwarf is idle, as all of them, from by the “Grimlaws” which were written in
much as those who used to bear it. the mightiest Thunes to the lowliest Tvologoya during the Age of the Queen

20 | chapter 1. muspelheim
by the order of the Great Thunes of These Thuuls are incredibly busy since, what is in most important for a Dwarf ’s
Bomin’s Blood. All Glorkas should have while normal Thuuls craft sacred objects, heart: fulfilling the will of the Mountain,
a Thuul whose sacred duty is to make the Eigle Thuuls are continuously respecting one own role in the Glorka
sacred objects in order to fulfil the Will contacted by craftsmen, smiths, architects and Kingdom which the Gods have
of the Mountain, enriching the clan’s and miners every time they need to know destined every Dwarf to. In fact, these
vaults. They often act as counsellors to the Will of the Mountain regarding criminals are felt to be inherently
the Thunes and in smaller settlements a specific stone to be cut or ore to be opposing to the orderly society to which
without a Thune, they may even be mined. Normal Thuuls may perform basic every Dwarf is called to live. The worst
the highest authority, equivalent to rituals and perform studies to understand criminals for Dwarves are the “Orgej”
the Thunes themselves. It is even not what a material is meant to become, but or “Blood-Hand”, whose crime is the
unheard that a Thuul has become a only the Stoneseekers can know with killing of a brother of the same Glorka,
Thune in a major settlement, although great accuracy what the material is an act which is very rare, as it also
they are often too busy fulfilling their meant to be, if the Will of the Mountain abominable for every Dwarf.
sacred duties to be able to properly rule must be respected. They know prayers Of course Dwarves’ justice is swift
over large Dwarven holdings. and meditation techniques to ask the and hard, as it is logical for such a
All Thuuls are initiated into the Mountain and get answers in relatively practical people. However, one must also
sacred art of forging Thuul runes, but short times, but sometimes patience is the add that, when dealing with any matter,
some of them have special duties, like main virtue for being an Eigle Thuul. In Dwarven culture sees everything
the “Rung Thuuls”. These specialized fact, sometimes Stoneseekers may even through the filters of brotherhood
dimwalkers are the first Thuuls which waste many years staring in silence at the and consanguinity, and therefore both
every Dwarf meet when they raise from same spot of a cliff or of a cave, waiting merits and crimes have consequences
the depths of Muspelheim during their for a sign of the Mountain to appear. through the whole Glorka system. This
“birth”. It is the Rung Thuuls’ duty to Sometimes during their long waitings is the reason why the first judge of every
understand and record each Dwarf ’s the Mountain “calve” a stone which falls Dwarf is the Glorka itself. If a criminal
bloodline, as they have large knowledge from the cliff and maybe the Eigle Thuuls is found inside one clan, it Is the duty
of history. They keep record of every realizes that it is a gift from the Mountain of the eldest brother in the Glorka, the
Dwarf which is admitted in a Glorka, as itself, possibly being the potential so-called “Father” or Clan Leader, to
well as of any Dwarf who dies or leaves beginning of something amazing, like for deal with it. He must judge the criminal,
the settlement. They also know special example one of the mythic Stonefylgis. if he has legal power, or he must at
runes which help them transferring The counsel of Stoneseekers is also often least denounce him to the kingdom’s
as large amount of knowledge in the sought by the Thunes of the Dwarven authority and, if need arises, expel the
stone tablets which the Dwarves use Kingdoms since, when dire problems Dwarf from the brotherhood, so that
to record information. In many ways arise, only the Will of the Mountain may the whole Glorka is not contaminated
the Rung Thuuls are the memory of give the proper answer, if the Mountain by the crime.
each Dwarven community and they act itself wants to give it. It is usually a duty of the Thune or of
as librarians and knowledge keepers, Rung Thuuls and Eigle Thuuls are the equivalent authority to judge about
spending time studying and preserving not inherently more important than the most heinous crimes. It is also worth
the ancient wisdom carved in old tablets. normal Thuuls. Due to their special reminding that Dwarven kingdoms
Their knowledge binds the Glorkas, duties, their time for Thuul-forging have been plagued by turmoils and civil
since through them each brother may sacred objects is very short. This is wars, therefore sometimes what is done
know what his own elder brothers, in the reason why the fortified vaults of for “justice” may just be a way for the
previous eras, did and felt. All Thunes Dwarven Kingdoms are filled mostly by Thune to punish an opposing faction.
ask the counsels of Rung Thuuls, when the works of the normal Thuuls, who Since superstition and traditions are
they need to know the wisdom coming are also the only ones who have the time also quite strong in Dwarven culture,
from the Dwarven long history. and dedication to reach the higher peaks sometimes whole Glorkas have been
Not all answers can be sought in of the Thuulcraft art. punished for the crime of one or many
the past, in fact the best answers to of its components. Sometimes justice is
the more complicated problems come done through the custom of exiling the
from understanding the Will of the Justice and Punishment criminals, as it happened for the Glorka
Mountain regarding a specific situation. Dwarven society is not perfect and of Sergin Greathold, in Grunkovorda,
It is the duty of the “Eigle Thuuls” or crimes are known even among this exiled to the surface of Trudvang. Other
“Stoneseekers”. These dimwalkers have industrious race. Rogues and criminals times the execution of all the involved
been born with a special gift which allow are called “mulovos” or “Dark-Hearted”, Dwarves is called, especially when the
them to listen to the Mountain’s voice. since what they do is seen as opposed to act has terrible consequences for the

chapter 1. muspelheim | 21
whole Dwarven kingdom. An example rune starts working. If he cannot make stakes and thick doors. Dwarves scoff
is the story of the Blood of Trodnikk, it before this time is out, he will soon at these ideas, and they speak instead of
whose escape from punishment in die a horrible, agonizing death when narrow alleyways, small, thick doors,
Tvologoya, gave rise to the mighty the rune starts to work. Dwarves who alcoves, narrow bridges, and deep
kingdom of Glitzmakulji, so long ago. have had the rune branded usually are holes, for they know how to defend
Throughout the history of the in a rush to get to the stronghold which themselves, forcing the invaders to
Dwarven Kingdoms justice have been is to become their prison. Because the pass only where the Dwarves want.
done using every kind of punishment, rune is branded into their forehead, they A good Dwarf warrior can easily keep
from simple fines and exiles, to can explain to other Dwarves that they many enemies occupied by defending a
enslavement, mutilation and even are on their way to serve their time, and narrow passage where the invaders can
execution. However, the most famous are not on the run, which would mean only come one-by-one and exposing
punishment type, is to label a criminal that anyone can kill them. their right flanks, making usually
a “Slayer”, a custom which originated in The reality is that not all these runes more difficult to parry the Dwarf ’s
the Great Kingdom of Tvologoya. The are deadly, but no prisoner knows it blows with a shield. A small group of
Slayers are murderers, sentenced to live for sure, until he is outside his prison. Dwarven fighters can defend a narrow
with others of their kind for 50 years, The Tvologoya’s Thuuls who inscribes bridge for days, perhaps weeks, against
separated from their own Glorkas, exiled them arbitrarily decides whom to curse a much larger force by just holding
in special prison cities. When these years with the deadly rune and whom to mark the bridge and preventing the enemy
have passed, they are considered to have with the normal one (which in any from coming over. A Zvorda wearing
finished their penalty, and have the right case still allow other Dwarves to kill a complete suit of Mitraka armor and
to return to their kin. the fugitive). This means that the fear a sword of the same material is said to
Trudvang has several of these of having got the deadly rune keep the be impossible to defeat using normal
strongholds, and Rorstrai is one of the Slayers inside their prisons, more than weapons. In such cases, it is necessary
smallest ones. Every penal colony is led the deadly magic itself. to trap him, constrain him with a
by a chosen Thuul, who has voluntarily In any case, after 50 years the pressing shield wall (if there is space
chosen to act as a warden. magic runes (either deadly or normal for it), or get him into a corner and
In every fortified prison-city the ones) mysteriously disappear from the hold the warrior in place.
“Slayers” are a motley group of Slayers’ foreheads, and they can return In short, the Dwarves’ art of waging
murderers, thieves, and honest warriors to a normal life. war is mostly focused on defending
who made the mistake of committing a small areas under the earth, where
crime. When they are sentenced, they it is easier to face their enemy in the
are also forced to be the subjects of an Combat and D efense cramped and dark passages than out in
ancient and mysterious Dwarven ritual: Offense has never been the Dwarves’ the larger underground caves. However,
as a result, a rune is burned into their forte in battle. They have always been Dwarven military architecture is so
foreheads to tell others of their crime. If better on the defensive, and maybe refined that they know how to discreetly
they are seen outside their allotted area, this has affected their way of warfare pass from the small to the large scale,
anyone can kill them without risking more than anything else. when needed. Many settlements are
punishment. But the chances of this There are thousands of different connected by “Stormtunnels” which
are not very big since the condemned variations of defensive formations, but usually are straight, large tunnels wide
Dwarves rarely try to escape, since only a few that are focused on attacking. enough for a Dwarven army to march
everybody knows that their runes may During battles in which the Dwarves are and quickly reach the spot which needs
have been designed with special deadly losing, they would rather retreat and dig to be defended. However, the access
effects. Old Dwarven sagas explain as themselves deeper, or search for a better to these large passages are usually
the runes are imbued with a power that place to defend, than attack, unlike the secret and positioned with great
causes the condemned Dwarf to die rampaging berserkers of the Stormlands. accuracy, obliging eventual invaders to
a horrible death if he should stay too There is a general perception among the pass through dangerous bottlenecks,
long outside the stronghold where he Dwarves that it is better to die when rather than to exploit the hidden
is serving his sentence. However, this defending something than to attack stormtunnels.
power does not activate when the rune is blindly just to kill some enemies. Because Dwarves are so unwilling to
burnt into the forehead of the punished, When most people think about a go on the attack, it is rare that they are
as he needs some time to get to the fortification, they often mean a grand at war but, when it happens, the conflict
chosen stronghold. Depending on the castle with high towers and deep moats, is usually long and bloody. Dwarves on
distance to the stronghold, the Dwarf or impregnable defences which are set the march are almost always angry and
will be allotted a few days before the high up in the mountains, sharpened unfailing in their belief that they will

22 | chapter 1. muspelheim
win, even if they do not belong to the Mighty weapons and Thuuls themselves. The most ancient of
defending side. One says that an attack legendary armors these objects are also the most powerful.
from a Dwarven army is always possible Dwarven sagas are filled with stories of
to predict. There are many signs that The weapons and armors created by the legendary weapons which have earned
they are preparing, and once they move Dwarves are, perhaps, the best crafted their own names due to their roles in
forward, they do it slowly and in small in all of Trudvang. Their blades are crucial moments in history. With time
groups. On the other hand, while in hardened, sharp, and deadly. Their iron these mythic objects become even more
defence, they try to disguise themselves is both harder and way more ductile famous than the artisans who crafted
as best they can, they want their enemy than anything produced by Humans them: whole Human and Dwarven
to doubt how many there are who are and, furthermore, the Dwarves are the kingdoms have been destroyed in wars
defending themselves, or if they even only ones able to craft objects in the aimed only at possessing one of these
exist. A beleaguered Dwarven city is rare Mitraka. Dwarves put love and famous weapons of old times.
as quiet, dark, and motionless as the dedication to everything that they craft. It is a common misconception among
Mountain. Slowly, they grind down their Even the handles and hafts are of the Humans that Dwarves favor the axe
enemies by waiting them out. highest quality, often decorated with above other weapons, or that they craft
Unexpected guests are often precious engravings and runes. They axes in order to celebrate births, and that
surprised by Dwarves hiding in narrow can be crafted with rare wood and ivory every dead Dwarf is buried with a special
burrows on cliff ledges or in holes in imported from the surface of Trudvang, axe. Although there was a time during
the ground. Frequently, they head or from horns and bones of legendary the Age of the Prophets when the axe was
uninvited guests to a certain death, subterranean creatures of Muspelheim, indeed used frequently by the Dwarves,
without even having made their errand covered with refined tunnelhog leather. this was mainly to chop down the forests
known, because Dwarves are unfailing The best weapons are often imbued above ground, not as a weapon. Off course
in their belief that Humans and Elves with Thuul-forged runes and, with time, there have been a few legendary axes in
that come to their kingdom only come they may even become so powerful to the long history of Trudvang’s Dwarves,
there to steal the Dwarves’ wealth. awake and become independent from the but swords, spears and hammers are

24 | chapter 1. muspelheim
definitively more numerous. The most contact with the above-ground world and even if this means adding encumbrance.
usual arms among the Dwarves are the among those Borjornikka Dwarves who In all Dwarven armors the Murgles
broadswords, whose blades are shorter have a habit to travel around the wide can be combined with a few other, minor
but also wider than the Mittlandish forests and Human cities of Trudvang, pieces like shoulder plates, small upper
equivalents, but also many varities of where traditional Dwarven armors may back plates and sometimes shorts covers
spears and mighty iron clubs, or pickaxes seem less useful, or at least odd. for the upper part of the thighs. All of
that also serve a practical function when However, traditionally speaking, the these are optional pieces and usually
working in the mines. There are certainly majority of Dwarves in Muspelheim most of the protection is offered only by
Dwarves that love using axes, but this is prefer other, more typically Dwarven, the three main parts, above described.
more usual among Dwarves that traverse armor styles. The most important part Rings are also important elements in
the surface world and, quite often, this is of these purely Dwarven armors is the Dwarven-style armors. Series of thick
their second- or third choice of weapon, helmet, with its long mask, whose lower decorated rings of iron, copper, gold, or
seldom their primary weapon. part sprouts to protect both chest and silver are worn on the arms to create a
The Dwarves also do not disdain the stomach. In the Dwarven tongue, this kind of protection against both heat and
use of bows and crossbows, especially combined head and upper body protection weapon strikes. First and foremost, the
to defend their strongholds, ambushing is called “Murgla (pl. Murgles)”, which rings are used on shoulder plates and
the invaders from advantage points, or could be roughly translated into “helmet- helmets to connect these elements to
when making an expedition in the above- shield”. There are also some murgles other armor pieces, but they also offer an
ground surface of Trudvang. However, that have a removable chest protection extra layer of protection for those who
all Dwarven archers usually train also that can be used as an ordinary shield. wear an even heavier form of armor.
in melee weapons since they know that, Such helmets are called “Murglamorg”. The pieces of Dwarven-style armors,
sooner or later, hand-to-hand combat is The Murgla is composed of three main the rings, bands, plates and the Murgla,
bound to happen in the tight spaces of parts, the actual helmet, the upper part of can be crafted in different materials
Muspelheim’s tunnels. the mask, and finally the lower, elongated (bronze, iron or Mitraka) and be combined
The Dwarven armors are crafted part which covers both chest and stomach. with other pieces to cover different
with great care, and many of them Usually the three parts are connected in percentages of Dwarven bodies. Most
protect equally against fire, arrows, and such a way that it looks like a horrific face, of the Dwarven warriors in Muspelheim
powerful strikes. Some armors can even or so that it symbolizes a feared ancestor wear Mugles and some combination of
take over ten long years to be crafted, or something else that invokes fear in the these armor types, but only a selected
and some armors, such as the legendary enemy. The upper body protection usually few Dwarves wear the heaviest and best
Zvordorkûm-maki of Black Mitraka, does not protect the back, however. Thus, combination of Dwarven armor pieces:
are said to have taken almost a hundred if the Dwarf wants to keep their back safe the Zvordorkûm-maki. These legendary
Human years to be completed. As always, in battle, they need some other protection. “Armors of the Black Mitraka” of the
the craftmanship is superb. There is in The reason behind this practice is a military Zvordorkûm are kept as treasures in all
truth only one disadvantage to Dwarven tradition focused on duty and courage, the Dwarven kingdoms. These armors
armor: it is practically impossible for a since real Dwarven warriors never retreat are crafted in the “Zvordoka” or Black
Human or Elf to wear it, since it is, almost when defending their houses. On the other Mitraka, a special metal obtained using a
without exception, crafted to fit the size hand, the practical explanation is that secret technique, nowadays only known
of a Dwarf. Even those suits of armor that many Dwarven holdings are accessed only by a few masters in all of Trudvang.
can be worn by non-Dwarves are often through tunnels which allow the passage According to Dwarven legends these
too large in the shoulder area and too of only one enemy at the same time, and armors are some of the first things ever
short to cover the entire upper body. therefore only one Dwarf to defend the created by the ancient Dwarven master
The use of shields is not unknown access. In this way, traditional Dwarven craftsmen, in a time when none of them
among Dwarves, although many prefer armors tend to be lighter than those had yet seen the light of the sun.
to use two-handed mauls and spears. worn by Humans, since the back is not Some of the Zvordorkûm-maki
There are Dwarves who are known encumbered. armors takes an entire day to put on, and
to wear armors whose styles somehow In any case, during the millennia small bolts are welded in place to hold it
recall those used by Humans, including the Dwarves have spread throughout together. These suits, with their mighty
chainmail hauberks, scale corselets and Trudvang, and the contact with the and fierce looking Murgles, protect
banded armors, although the quality is off surface has forced many of them to against both weapons and fire, as they
course superior and the helmets tend to be fight in open spaces. This is the reason were forged in the Second Age (the one
more pointed and elongated. These armor why some Dwarven warriors, even if called “of the Iron Dragon”), primarily
styles are more common in Dwarven using Murgles, protect their backs with as a defence against the flames of the
kingdoms which historically had more additional parts, in leather or chainmail, greatly feared jarnwurms.

chapter 1. muspelheim | 25
The Fierce Warriors of This is the reason why the Logovorda power, the gods and ancestors of the
Muspelheim exist. They are usually miners or Dwarves instil both fear and humility. As
artisans who spend half of their time afraid as the Hrim Trolls are of magic,
Those who don the Black Armors training with weapons, while the rest the Dwarves are just as superstitious.
are called the “Zvordorkûm”, the of their lives is dedicated to the normal They interpret all the signs in their
Black Warriors. Most of these fierce arts of Dwarven craftmanship. When environment and surround themselves
Zvordorkûm are expert warriors from the drum of war resounds in the tunnels, with small objects that bring luck and
selected clans and brotherhoods of the they immediately leave their tools prevent accidents. They make sure to
Borjornikka and, more rarely, Buratja and picks to embrace their typically never do anything that causes them to
breeds. However, there are also those long spears, ready to fight behind the offend the gods or bring dishonor upon
Dwarves whose bodies seem to be made Zvordorkûm. Many Logovorda wear their ancestors’ faithful acquisitions.
just for this task: the legendary Zvorda Murgles, although lighter and of lesser Since the gods have long since stopped
race, the large Dwarves which are told quality than those of the Zvordorkûm. answering the Dwarves’ prayers, they
to have troll blood in their veins. When They are also the ones who most often think that they are angry, and the
they first emerged from the depths of use the Murglamorg, removing the Dwarves want to do as little as possible
Trudvang the “Zvorda” were given chest masks to be used as shields, to be to offend their angry creators.
such a name exactly because everybody either coupled with shorter spears or This grim attitude to religion is
understood what their large bodies broadswords, when they need shorter possibly the reason why very few names
were best at. However, given their weapons for closer combat. of Dwarven gods are known, and even
restless and lonely nature, the number It is also worth reminding that most the details regarding the nature of those
of Zvorda Zvordorkûm is way smaller Dwarven settlements face continuous few deities are mysterious and obscure.
than what the ruling Thunes would threats from too many enemies longing “Borjorn” is off course the great creator of
like. for the riches hidden in their vaults. Muspelheim and of the Dwarven race, and
There is an oath which ties each Trolls, Humans and especially the the bright- eyed “Gutka” is his daughter,
Zvordorkûm-maki armor to a specific greedy dragons have all invaded the while the mysterious “Brokk” is an obscure
brotherhood. This oath was sworn Dwarven kingdoms many times in the entity, whose image is unknown, although
thousands of years ago by the first long history of Trudvang. This is the its name is clearly connected with the
Dwarves who used these armor sets. reason why every Dwarf is ready to wield power of healing wounds and illnesses. On
Anyone who owns a suit of the ancient a weapon when need arises, whether he the other hand, “Pezka” or “Darkness” is an
black armor should devote their lives to is a trained warrior or not. Every Dwarf evil goddess of madness and desperation
the art of war for protecting a Dwarven who still breathes, including the fattest that all Dwarves avoid and tend to ignore,
community. When the kingdom is merchant, the oldest artisan or lowliest not even daring to whisper her name.
threatened, and the Thune sends his slave, will resist the invaders with any “Yukk” is another of the Dwarves’
summons, those with the ancient armor possible mean. gods, and definitively quite a powerful
must rise from their dark hollows and one. It is an evil and dangerous god
step up in service of the kingdom. whose wrath you do not want to call
Then, in utter secrecy, those with a suit Gods and S uperstitions upon. Since Yukk resembles a snake,
of armor will gather, and, with a lot of The “Mountain” is the supernatural or at most a snake-like wurm creature,
ceremonious pomp, put on the black war entity which the Dwarves deal with the Dwarves have great respect and
garb. the most, while they tend to avoid even reverence for snakes, but also fear and
Since Zvordorkûm trust the protection mentioning others of their deities. Even anxiety. To kill a snake may bring down
given by their mighty armors, they tend if the Dwarves respect their gods, they Yukk’s anger, and therefore Dwarves try
to avoid the use of shields, getting two also know that no prayer will be heard to avoid such acts.
hands free to use large weapons like large by Borjorn or by others. It is not that Another superstition is related to
hammers and mauls, although great the Dwarves hate or avoid their creator: being too long in the sunlight. It is
swords are definitively not unheard of. they just accept the status of things. The said that there was a time when the
A few Zvordorkûm warriors Dwarves are just silent and do not spread sun’s rays reached their pale bodies, the
can resist huge armies of invaders, details about their religious practices Dwarves turned into stone. Although it
exploiting the tunnels and traps which to Humans and Elves. The Dwarven was several thousands of years ago since
in Dwarven strongholds force on one- approach to religion is, in fact, different anyone heard about a Dwarf who was
on-one fights, nullifying the advantage from what most Humans have, instilled actually turned into stone because of the
of numbers. However, even if mighty, as it is with such a degree of awe, fear sunlight, the horror is still left in their
the Zvordorkûm cannot face alone all and superstition that it is difficult to hearts. Off course all of this superstition
kinds of threats with their few numbers. understand. With all their mystery and evolved from the blinding effect that the

26 | chapter 1. muspelheim
sun has on Dwarves who have never The Yurmatrakas are different from lava rivers expose the eroded mountain
before left Muspelheim. However, as Human and Elven Vitner Weavers: to heat. Eventually it solidifies and a
a matter of fact Dwarves who stay too even if they can weave spells, they are new mountain is born, either deep in
long in sunlight feel uncomfortable and more interested in engraving magical the earth or on the cold windswept
anxious, even those whose eyes have runes on objects to be imbued with hillsides where it may encounter the
adapted to Ginnungagap’s daily splendor, supernatural abilities. This practice is rays of light.
and also say that “their blood is drying”. seen as abominable by most Dwarves, The liquid mountain that solidifies in
For the same reason, Dwarves which since it looks like an impious mockery the Earth’s core, is considered to be more
happen to be out of Muspelheim prefer of the sacred runes of the Thuuls. This valuable, of higher quality, and is more
traveling in the forest, and especially at is the reason why the Yurmatrakas important to the Dwarves’ survival, and
night. During the day, they like to sleep are hunted and killed on sight in all therefore, a feast is celebrated every time
under a rock or in an abandoned burrow. Dwarven Kingdoms. These renegades this happens.
live a life in secrecy, usually inhabiting This feast is called “Novgarad”, and is
hidden fortresses and hideouts in held, with short notice, when they have
Dwarves and the Vitner some unexplored part of Muspelheim. discovered that the earth is cracking
Vitner weaving is an art that Dwarves Sometimes there are even whole and creating a new mountain. The
tend to ignore, since they all believe Glorkas devoted to these prohibited feast begins when stones with special
that, since their souls are too bounded arts, although these clans tend to be runes on them are brought down to the
to the Mountain, they cannot learn an small, usually do not hosting more place where the new mountain is born
art which may meddle with the will of than a score of individuals. Even in and placed on top of the hot magma.
the Mountain’ Spirit. However, the real these “renegade” Glorkas, usually Then they wait, sometimes for several
problem is not that their race lacks the there are not more than two or three days, until the stones have completely
natural capability to manipulate vitner, but real Yurmatrakas, while the other disappeared, or have been swallowed by
it is rather a cultural phenomenon which brothers are just normal smiths or the new mountain. The runes on the
make Dwarves to see Vitner weaving as miners, serving the Vitner Weavers. stones that are sacrificed are filled with
inherently wrong for them to practice. These Yurmatrakas’ dens are usually small, simple wishes, and the Dwarves
The whole Dwarven society is focused on highly fortified and well-hidden since, believe that the new mountain shall
liberating the Soul of the Mountain which Thunes and Thuuls tend to order their fulfill the wishes when the time is right.
is hidden inside the materials from which annihilation, whenever they find one.
they craft objects, fulfilling in this way the Nobody knows when the first
Mountain’s will. Vitner weaving seems to Yurmatraka appeared, but this secret Thuulka
be the opposite to such a philosophy, since tradition certainly started not later than Each brotherhood should contain at
Vitner Weavers bend the nature of reality the Age of Dreams. Nobody knows the least one Thuul, preferably several, and
to their own will, without any respect name of the first Yurmatraka, although therefore, the occasion when one of the
for whatever is the destiny of objects, as Dwarven legends speak about some brothers becomes a Thuul is a major
conceived by the Mountain’s itself. Buratja who have been lost in the lower event for the whole Glorka. For the
However, what not many Humans parts of Muspelheim, where they were brother who has just become a Thuul
know, is that there is a secret group corrupted by the tempting whispers of a rare celebration is held, and the
of Dwarves who have dedicated their the malicious Yukk, the Snake God. feast is particularly important if the
lives to Vitner Weaving. They are the candidate has shown the rare ability
“Yurmatrakas”, renegade Dwarves who of reading the fate of the Mountain
have been struck by the fascination of Feasts, Celebrations as a Stoneseeker. The Thuul-brother
using Vitner Weaving for crafting objects. and R ituals will sit naked in a deserted cave for 30
All of them are Buratjas, and this is hardly days with very little food and water.
a surprise, given how much crafting and Novgarad This occurs because they want the
smithing activities are the centers of All mountains break over time, they Mountain to “get stuck in the body”,
Buratja lives. All the Buratja smiths know are transformed from hard granite and the longer the Thuul holds out,
what ambition and creativity are, always into dust in the wind, but during their the better the spiritual contact between
trying to create the most perfect objects. lifetime they walk a long, quiet, and him and the Mountain will be. When
The Yurmatrakas have just surrendered sometimes painful road to form peaks 30 days have passed, they bring the
to these feelings, going beyond the and cracks. The surface of the mountain Thuul-brother to an underground lake
cultural limits that Dwarves usually have, is broken down by water, wind, and where he can wash himself. Thereafter,
perfecting their arts in ways which are ice, but it is passed on by the floods they hold a little celebration, where the
normally prohibited. and pushed back into the earth where Thuul is offered tasty mushrooms and

chapter 1. muspelheim | 27
Tunnelhog meat. When the Thuul’s When the furnace has been cleaned Therefore, elaborate burial rituals exist,
hunger has been satisfied, they bring and the dross has been returned to the in order to bring order back to the
him to the brotherhood’ mine, where Mountain, it is as if the furnace has brotherhood.
the rest of the Dwarves, who are been given new powers. The logis burn Many funerary rituals have been
included in the Glorka, pay tribute to greater than ever, and the metal that is devised during the millennia-long
him and the role he has now received. melted in the forge is cleaner and more history of the Dwarves. However, the
A huge party is held in his honor, and beautiful than it was before. most ancient, and possibly also the
many precious gifts are handed out. most complicated form is the so-called
“Jorglasemsk”, a complicated celebration
Logi Vorsk which consists of two parts.
Zokja To Dwarves, fire symbolizes the First of all, all the Dwarves in the
Over the years, a large amount of dross uncontrollable, volatile, and bitter, but it Glorka gather in the Heart of the
is gathered in the forges’ furnaces. The is also a vital component for the Dwarves Mountain, where they return their
Dwarves believe that the dross is a to mine and transform the Mountain. To dead brother to the Mountain itself, by
matter that has not yet received a soul, the fire’s untrammelled glory, a feast in lowering him into the lava river. This
and therefore it should be returned to the the great natural cave halls is therefore is an important and significant event
Mountain again. They lower the dross held, which includes food and drink because it is believed that he will be
into the lava river during a ceremony. consisting of intoxicating mushrooms, reborn as a Mountain, in its purest form.
Even the actual cleaning process, well-cooked tunnelhog, and a form of The second part of the celebration
especially for the logi-furnaces, which liquor made out of different kinds of takes the longest time, and can be
are only cleaned once every 50 years, is mosses. very important, since it will decide
a big holiday. The furnaces are scrubbed In the middle of the enormous caves, the Glorka’s future, and who will take
with granite, cracks are repaired, and the Dwarves light giant bonfires, some the role once fulfilled by the dead
the logis are lowered into the lava river more than a hundred yards across, and brother. Age priority usually has a
inside Mitraka cages, so they cannot at these bonfires, they have a wild party, role, although Dwarves are practical
escape. where they lose all their inhibitions. In enough to understand that, in some rare
Zokja lasts for five to six days and is the light of the fire, they hold wrestling occasions, skills and capabilities should
a great celebration where the brothers competitions and other events which give higher priority than age. All the
gather at their forges and workshops, measure their strength. These parties Dwarves gather in a council, a so-called
and together clean the furnaces and clear are usually held once a year, when the “Njordva”, where all the brothers have
the dross. surface is covered for the first time with their say in front of the Rung Thuuls,
The feast begins when they bring a white layer of snow that is, according who have been specifically called for the
the invokations of the Glorka’s Thuul, to the calendar of Humans, during the ritual. All of the brothers, no matter
or of the “Logi Master” for Buratjas winter or autumn, according to the what position or power they have, tell
who prefer their master smiths to region. When snow covers the outside the others what they think works well
lead the celebrations, while their of the Mountain, those Dwarves and what they think works poorly, how
Thuuls assist. This leader invokes living closer to the surface quickly they should work together, or if there
the ancestors, the smiths, and all the send messages that Logi Vorsk should are other important things to say. Those
fire masters who have worked with be prepared. It will not be many days at the bottom of the hierarchy, who
the forge in the past. He speaks of before the fires burn with such power usually do not say anything in other
all the great things that have been and lust, as if they want to burn away occasions, now get a chance to speak.
produced in the furnace, and about the snow that lies like a heavy blanket The other brothers listen carefully to
their purposes and destinies. After on the ground above. This festival is what they have to say, because they
that, they start the process of cleaning especially important for the Buratja may have learned important lessons
the furnace. Some teams working with Dwarves. since the last Jorglasemsk. When all the
more than one furnace will take part brothers have had their say, which can
in this festival on several different take anywhere from a few days up to
occasions for different forges, because Burial practices a month, the Rung Thuuls summarize
there is no particular time when the The relationships between all the this by writing it down on thick stone
festival must occur, but usually they Dwarves in the same Glorka are slabs which are carried to the Glorka’s
clean most furnaces every 10 years organized in tight structures dominated own vault. The stone slabs are stored
and logi furnaces every 50 years. It by hierarchy and tradition but, there together with all the other slabs,
is the Master Smith who determines when death visits the clan, all these to be produced when needed. Dwarves
when this will take place. relationships need to be renegotiated. believe that there are moments when it

chapter 1. muspelheim | 29
is difficult to decide on one particular possible. Cremation can be a solution, making the bodies of the listeners to shook
thing. The first thing to do is usually although huge amount of fuel may and vibrate, as the music reach them. The
to retrieve knowledge from the ancient be rare sometimes in Muspelheim. “rogduboki” (or “Mountain Horn”) is a large
brothers, who might have been dead More frequently inhumation has been wind instrument, usually in bronze, which is
for hundreds of years. This is how the practiced. In fact, historical mass perfect for this aim. But even more diffused
brothers receive knowledge from past graves can be found in mighty sealed are the drums, which exist in different
generations, under the firm supervision halls, quite frequent in places like the sizes, including both small (“rozorji”) and
of the Rung Thuuls. upper levels of Tvologoya or Dorg large (“kalorva”) varieties. The “Zorjorns”,
In any case, not all Dwarven Kingdoms Gromitza, where invasions have been or drummers, are important for Dwarven
have available lava rivers for dropping numerous in the past. Sometimes the communities, and they are known to
dead brothers inside, furthermore the Dwarves cannot carry the bodies of practice their arts for days in certain sacred
original “Jorglasemsk” ritual does not their dead comrades, and so they try periods.
leave any tomb or remain for practicing at least to cut their beards, later to be The reason for these characteristics
the veneration of elder brothers who burned in special rituals to be held in is that Dwarven music traditions
lived in previous epochs. Given how their Glorkas. developed in large caverns and
Dwarves are attached to the history Some of wildest (and more desperate) underground tunnels, where the echo
of their race, the need for a such a cult Dwarves, especially in small, isolated must be considered, every time one
developed separately in many kingdoms. settlements, have started exposing their plays an instrument. And the echo,
This means that, even if the second part dead in hidden caves, to be consumed for the Dwarves, is seen as the Voice
of the Jorglasemsk is often practiced by the wild and exotic creatures of the of the Mountain, more beautiful and
throughout the various settlements of depths. These bodies therefore return important, than any word a Bard
Muspelheim, there are many varieties of to the cycle of the underground life of can spell. The Dwarves play their
the first part of the ritual. Muspelheim. instruments but it’s the Mountain
For example, some Buratja Fire So many other burial practices and which sings. The Borjornikka, in
Masters are buried inside abandoned rituals exist throughout the Dwarven particular, are known to craft the
furnaces, while some famous Dwarven kingdoms, although the required needs rock-cut architectures of their
heroes of the Borjornikka are often are always the same: reconnect the dead holdings, especially of their larger
cremated. Their charred bones and brother with the Mountain, celebrate halls, in order for the echo to resound
ashes are kept in stone caskets, hidden his deeds and find a way to re-establish perfectly for miles through the tunnels,
inside fortified vaults belonging to their order in the Dwarven society through when certain doors are opened or
Clans, so that their spirits may guard the memory of the deceased and the secret walls are moved, bringing hope
the Sacred Objects held in the same identification of a worthy successor to and joy to all the Dwarven brothers,
vaults. the same role in the society. busy in their various jobs. This is
More often in Dwarven Kingdoms especially common in certain days and
the bodies are buried inside special festivals, when the Dwarves celebrate
cavities of the Mountain, usually in Dwarven Music with music throughout their kingdoms.
hidden chambers inside large caverns Most Humans are surprised when they In any case, the Dwarves are also a
with dramatic vistas, or on the walls discover the love that Dwarves have for practical race who know that a perfect
of deep chasms and gorges. In this way music. Like for many cultures in Trudvang, echo cannot be obtained everywhere,
the old Dwarves become part of the for Dwarves music is also linked with especially when they are in oddly
Mountain itself, as the doors are usually telling old sagas and stories, as well as shaped caverns or in the dreaded surface
firmly sealed, never to be opened again. transmitting ancient traditions to new of Trudvang. Therefore a few real
However, these tombs may become generations, although unlike the music of Dwarven songs have been developed,
objects of veneration, as the Rung the surface races, Dwarves tend to use less especially by Borjornikka Dwarves
Thuuls inscribe runes of memory and words as possible. Their music is, in fact, which travel around Trudvang and
wisdom on their rock-cut façades, to mostly composed by powerful drumbeats want to keep a sense of community and
be read and respected by the brothers and boisterous horn blasts, alternated by tradition. These are usually sung in
of the same Glorka in the following the occasional, rare voice of the Dwarves, choirs, with a Dwarven Bard leading
centuries. which tend to repeat single words or sounds his brothers, although never using a
It is worth remembering how often with a deeply resonant and low tone. The solo voice. These songs tend to be quite
the Dwarves have faced terrible wars senses of rhythm and echoing power are short, often repeating the same stanzas
with Trolls and Dragons, which more important for Dwarves than any and are also played using drums and
means that quite often they needed to kind of symphony or melody. Dwarven horns, when possible, to reinforce the
quickly bury as many dead brothers as music is meant for creating strong feelings, rhythm.

30 | chapter 1. muspelheim
Living, Diet and survive on the food they get, and there are the major enclaves. Usually, they grow
Housing those who say that a Dwarf can survive the giant Jukkla Fungus, or the smaller,
Dwarves do not have the same need without food for more than a month and but much moister and satisfying, Semja
for a varied diet as Humans do. Usually still work in the mines. This is not entirely Mushroom. A very common, relatively
it is enough if they just have a little bit true, but the fact is that the Dwarves can edible underground mushroom is the
of meat, mushrooms, and cold water to survive unusually long periods of time Krustall, who grow in many caves, in
survive a few days. Of course, Dwarves without any significant food intake. varieties which can be very small, or even
also appreciate nice bread, baked with Mushrooms in various forms grow as tall as a building. It is very blandly
Night Rye, turnips, and strong mead, but wild in many dark caves and the Dwarves intoxicating, causing some hallucinations
it is not essential for their survival. The collect these. However, there are only if eaten in large quantities, but
Dwarves’ bodies have a rare ability to purposely grown mushroom farms near expert Dwarves know how many to eat,

chapter 1. muspelheim | 31
32 | chapter 1. muspelheim
without suffering any effect. The Krustall and forth, claim that the Sea is like the coal of Erzimir, whose high quality is
is loved not just by Dwarves, but also by Mountain. There is no beginning and praised throughout Muspelheim and
underground beasts. It is worth noting no end. Dark cracks and vertical cliffs traded as far as the western part of the
that most Dwarves eat the Krustall only stretch out into the depths, which is as underworld.
when they are sure of its identity, since dark as a logiwurm’s heart. The other common type of fuel, the
there is a variety of Krustall, called “Olgor Most Dwarves in Trudvang live “Jarkmoss”, is a thick and hard moss
Fungus”, whose spores are poisonous and underground, with the silent Mountain that can burn for a very long time, but
deadly, and are known to have destroyed for their roof, floor, and walls. However, which unfortunately is more common
whole settlements. there are two types of accommodation. only on the surface of Trudvang. The
The Krustall is also used to brew Dwarves either live in hollowed other downside of Jarkmoss is that it
the “Krustmead”, a delicious but housing, directly cut off the Mountain, smells pretty bad when you burn it.
also intoxicating spirit, which makes which is most common in the larger Every now and then, large groups of
most people quite confused and even cities, or they live in the special “Blorg Dwarves travel to forests above ground
aggressive when drunk, if huge amounts Houses”, which have been built into to harvest it. The harvest can last for
of it are consumed. natural rooms in the cave. several months, sometimes years, before
In many holdings one can see low Dwarven architecture, especially they collect their belongings and return
stone coffins, which are usually stacked among the Borjornikka, can reach to the underworld again. They usually
in narrow rows, where the Dwarves a quality unsurpassed in Human make charcoal from it, using it in
also grow a root that is very nutritious standards. The Dwarves know how to furnaces, mainly those that forge silver.
but has a bitter and dry taste. The root choose the best stony layers to cut off Dwarves are an ingenious race and
has been named “Darktongue”, because whole rock-cut cities with enormous through the centuries have also used so
it looks like a big, black, flat tongue, halls larger and more monumental many other fuel types, although none
and also because it is grown in dark than any cathedral in Westmark or as powerful as coal and jarkmoss. For
alleyways and obscure shafts. Stave Church in the Stormlands. They example, the poorest Dwarves collect
The wild Tunnelhog makes up most know how to create whole fortifications solidified hair from the tunnelhog, that
of the Dwarves’ meat consumption, and on the steep cliffs of bottomless gorges, they make a fire with.
these large, underground-adapted pigs and they are capable to keep straight A constant problem in Dwarven
are hunted in areas with a lot of Krustall rock-cut walls for miles inside their settlements is smoke, which is
mushrooms. The Dwarves also eat the never-ending tunnels which connects continuously produced by the Dwarves’
more domestic “Drollswein”, which is kingdoms and settlements. smithing activities. However, the sons
farmed in the settlements around the of Borjorn are masters in conveying
underworld. The Drollswein is a knee- smoke out of the settlement. Sometimes
high, white pig, which has no bristles, Fire, fuel and smoke long pipelines bring it even on the
and the meat does not taste as good To properly understand the Dwarven above-ground world, mine miles above
as the Tunnelhog, but still offers a way of living it is important to the Dwarves’ furnaces. These chimneys,
nutritious meal. remember that Muspelheim is not just exhausts and vents are often not
Night Rye is a cereal, which grows a realm of darkness but also of fire, clustered in a single place but spread in
only in dry and cold caves. The which is one of the most important a wide area, so that finding their source
problem with Night Rye is that it will elements for the Dwarves. But the fire become impossible for surface dwellers.
die if exposed to sunlight. Therefore, must be tended in order to not vanish Many of these objects are surrounded
they harvest it in complete darkness. and die. The so-called “Logi furnaces” by dormant and concealed Stonefylgis,
From Night Rye, they make bread, or especially require large amounts of fuel, ready to block any surface dweller
the special rye soup, which tastes bitter so the logi, the mystical creatures which trying to invade the Dwarven realms.
and dry, but is extremely satisfying. live inside, will not die. There are two Other times Dwarven settlements are
The Dwarves’ kingdoms meander most common types of fuel: coal and located too deep into the underground
like an endless snake down into the “Jarkmoss”, a special moss that only and therefore the smoke is conveyed
darkest corners of the underworld. Dwarves appreciate. using special tunnels to underground
Cities, tunnels, stairs, and bridges, all The coal is usually harvested in mines gorges and chasms, unusable by the
find their way down into the abyss, opened in the depths of Trudvang. Dwarves. Lastly, it is worth reminding
and the Dwarves themselves believe A kingdom with a coal mine is a rich that smart Dwarves have been
that they never end, that the depths one, since this precious resource can known to use the smoke as a defence
are as endless as the Mountain is hard. be traded even with far away Dwarven against possible invaders which may
The few Dwarves who have seen the holdings, which lack proper combustible inadvertently trigger a trap which fills
endless oceans of water that billow back for their furnaces. An example is the a tunnel with smoke.

chapter 1. muspelheim | 33
34 | chapter 1. muspelheim
Undeground Climate prey. For both Dwarves and animals, the to record time. The working lives
and D ust S torms problem is, however, that you have to of these elements are used as time
Except for the glowing lava rivers be careful so that you do not inhale too measurements.
that light up the dark, or the furnaces much of the dust and get the so-called When Dwarves refer to an era, either
that light up the cave rooms, only “dust-core”, which means the lungs fill in the future or in the past, they follow
darkness and harsh cold walls wait with stone dust and you will suffer a a mine’s cycle, such as “this happened
for those who descend into one of the painful death. when we reached the final stage of the
Dwarves’ kingdoms, with the exception mining in Hungor Mine” or “he died
of Glitzmakulji, where a faint light when the iron bullion, from the Mines of
constantly illuminates the paths and Measuring Time Munvor, was laid in the vault.” This also
halls. The cold, windswept plains with It can be pretty peculiar to descend shows the Mountain’s importance for the
their blizzards, or the burning hot into a Dwarven settlement, and spend Dwarves. They count time based on the
summer meadows, do not reach the time in the darkness, wedged between mining process. Those who do not know
Dwarves’ kingdoms and their endless huge boulders and narrow passages, their history or their mines, also do not
tunnels, which are not at all affected which slither off into infinity and know what has happened, or when things
by the four seasons that reign above vertical cliffs. You will hardly notice will happen in the future. In this sense
ground. Down here, the climate is the differences between the different one can say, that the Dwarves’ perception
always the same. It is however, warmer seasons which occur above ground. of time is very roughly like the one of
in some places, and colder in others, Therefore, the Dwarves do not divide the Stormlanders, since history is not
but neither the weather nor the wind their calendar into years which follow perceived according to an exact year-by-
across the landscape determines this, or the seasons. Instead, they follow a year chronology, but only in reference to
affect the people who live here. In the cycle of predetermined events, which specific events.
Dwarven kingdoms, they talk about mark the end of something old and the More recently, in order to make it
dust storms, floods, and earthquakes. beginning of something new. There are easier to also refer to events that occur
These natural phenomena will not three cycles, which the Dwarves talk above ground, the Dwarves have begun
follow the same timeframe as the four about when they measure time: mining, to use a new system to count time, namely
seasons, but they nevertheless affect the processing and completing. “work-shifts”. They calculate that there
Dwarves who live underground, in the The history of mines is used to are about 400 shifts before they reset and
same way as the seasons affect those count the life cycles of Dwarven start counting again. For example, they
living above the Dwarves’ kingdoms. empires. All great Dwarven kingdoms may refer to something like “its 150th
The dust storms especially have a great have something they refer to as the sessions for six jobs ago”, which simply
impact on the Dwarves’ lives, as they “Main Mine”, i.e. the mine where the is translated as “the 150th day, six years
can continue for long periods of time. majority of the country’s iron ore ago”. Thus far nearly 300 jobs have past,
The dust storms consist of heavy clouds comes from, or the mine where most since the Dwarves in Tvologoya began
of stone dust and granite powder, which Dwarves work. The mine is the center counting this way.
are formed when huge caves collapse. of the kingdom’life, since it is the way
The storms quickly spread into the through which they gain parts of the
crowded tunnels, making it difficult to Mountain’ Soul in the form of ore. The The Dwarven Kingdoms
breathe, and visibility can be virtually life of every kingdom is registered The Dwarves’ major kingdoms are
non-existent for several days or even using the life of this Main Mine as a pretty much scattered throughout
weeks. When the storm calms, the stone reference, following the cycles of ore, Trudvang. Most of them, and especially
dust forms a thin layer on the ground, from the time it is mined until it is the largest ones, are found in the
which sometimes means that the huge processed and turned into bullion. greatest mountain ranges. However, not
mushroom crop dies, smaller creatures When a Main Mine’s cycle is closed, all the kingdoms and settlements are
collapse in the dust, and the enormous a new Main Mine will be chosen as a located inside a mountain. For example,
drifts of dust block certain passages. reference, and a new historical cycle the great kingdom of Erzmir is located
This is, however, very unusual, and only will be recorded. In great mines – such deep underground in a huge crack in the
occurs when the so-called “Jundvor”, as Novskovsk in Tvologoya, which has middle of Sylvans’ plains, and Thoordunn
the giant caves, collapse. But something been the Main Mine of the Greatest is located on the outside of a mountain.
good will also come from the bad. The Dwarven Kingdom since the Age of The following section describes some
stone dust has the same effect as the Dreams - where the ore will never end, of the Dwarven settlements located in
snow. For the Tunnelhog-hunters, the or the mine never shuts, the Dwarves what is often referred to as “Muspelheim”,
dust storms are often good, because, it use the life cycles of individual parts the part of Trudvang which is located
makes it easier for them to track their of the mine, or even of singular shafts underground.

chapter 1. muspelheim | 35
*1 *1
*1

* 66 6 *1
*6 * *
*6
*1

*2 *2
*9 9 *2
*

36 | chapter 1. muspelheim
*8

*7
*7
*7
*4 *4 *7

2
*2
*5

MUSPELHEIM
Known gates to the Dwarven realms
1: Tvologoya
2: Brokmuskrym
3: Dalmtatzba
4: Dorg Gromitza
5: Erzmir
6: Glitzmakulji
*3 7: Grunkovorda

* 33 8: Muspelgnist
9: Thoordunn
*
chapter 1. muspelheim | 37
38 | chapter 2. tvologoya
Chapter 2

✦ TVOLOGOYA ✦
When Borjorn struck with his mighty hammer, sparks flew
into the deep cracks. The sparks transformed into worms, and
later into people, who immediately started digging. Around the
same time the Elves came to Trudvang, the Dwarves created a
kingdom of their own, underground. This kingdom was called
“Tvologoya” by the Dwarves.

The great Dwarven kingdom of The War of Semjalinka that they believed belonged to them. The
Tvologoya is called the “Realm of and T volog war lasted for almost 100 Human years, but
Mitraka” or “Trilheim” by Humans, It was not until the middle of the Age of for the Dwarves, this was like nothing, in
and the Elves refer to it as “Yukkalinka” Dreams that Tvologoya was united under relation to how long their race had been alive,
(which means “the Snake Kingdom”, a single Great Thune, or a “Storthune“, and because they tend to see the history in
from all the passages that slither like as the Dwarves call him. terms of the long lives of the Bloodlines, and
snakes, and from the Dwarven name for At the time, the Buratjas were at war not of the shorter lives of singular Dwarves.
one of their gods). with the Borjornikkas, with many battles The battles began in the tunnels in the
Tvologoya is the largest and most taking place near the great emptiness of west, between Tvolgorad and Nifulong
ancient of the Dwarven realms, spanning Ginnungagap, in the upper levels of the (the middle and lower parts of the
for miles under the Great Iron Tooth and Mountain. An immense amount of Mitraka kingdom) and spread quickly eastwards
the wilderness of Nhordland. It is composed had been discovered, and both the Buratjas towards the heart of Tvolgorad. The
of a never-ending series of tunnels and and the Borjornikkas claimed the right Buratjas seemed impossible to beat, their
halls, spreading throughout various levels to mine it. The Buratjas were led by a weapons were sharpened, despite previous
which descend deeply into the roots of Champion Smith, whose age was unknown. battles, their armor stood strong against
the Mountains. Most of the ancient and It was believed that he had lived since the the Borjornikka’s best picks and sharp
greatest Dwarven legends have an origin beginning of time, and his name was well- spears, but Semjalinka, especially, showed
in Tvologoya, and all Dwarves know in known in the tunnels of the mine. He was great skills in the art of war. Not even
their heart where the origin of their race Semjalinka and legends say that he had Tvolog managed to deal with the Buratjas’
lies. So many customs, like the Glorka managed to lure a logiwurm into his furnace, attacks. The Borjornikkas consulted their
system and the traditions of the Thuuls, where he had crafted many beautiful things Thuuls, let the smiths produce more and
have first appeared in Tvologoya, millennia on the dragon fire. The Borjornikkas stronger weapons, and built more and
ago. The history of the Great Kingdom were led by the Master of Stone-Digging, bigger defences. Nothing seemed to help,
is therefore still seen with respect by all Tvolog Bigbeard, and even though he was and soon, Novskovsk, the inner halls, were
the Dwarves, even if they are no more a simple, though excellent stonemason, his surrounded. The Borjornikkas who were
subjects of Tvologoya. Furthermore, even if knowledge of the art of war was great, as he not in the city, had fled to the upper parts
today most of the Dwarven kingdoms are had fought against logiwurms many times. of Gydanski (the upper part of the realm),
independent from the Storthune or Great What started as minor battles in the waiting for the great defeat.
Thune of Novskorsk, Tvologoya is still the narrow tunnels, escalated eventually into a Like so many times in the past, and also
imperial model to imitate for all the other full-on war, and many Dwarves died when in the future, the Borjornikkas retreated
Great Thunes throughout Muspelheim. they tried to defend their right to something further into the halls. They forged the

chapter 2. tvologoya | 39
gates and virtually destroyed all tunnels Forges, Wars and who, after having ravaged Tvologoya, went
that led into Novskorsk. Great Thunes southwards to the islands of Soj. Looking
Then they sat down to wait. The period that followed is called “Kirov for revenge, the Dwarves followed the
They waited for over fifty years Djatkovo” or “Battle of the Thousand fugitive beast down in Dunjokk, a grove
and expected the Buratjas to try to Hammers”, and the forges burned more in the sacred island of Oskla. Here they
force themselves into the heart of the powerfully than ever before. The Dwarves defeated the dragon, believing to have also
kingdom, and those who did not die in found several major areas with ore and done a favor the local Elves. However, the
small skirmishes in narrow tunnels died Mitraka. It was also during this era access to this holy place was prohibited to
of starvation. Eight out of ten of the that many mighty things were created, strangers, therefore the Elves immediately
Borjonikkas died, and only the hardiest of including Orlgajov, the black spear killed Fudorov, holding the Dwarves
the warriors managed to survive. Maybe Malkoram, the Mask of Horror, and not responsible for the invasion of their sacred
this was a sign of what was to come. least, Rinngusk, the Troll Crusher. This land.
The Buratjas were clever enough not to mighty hammer with two grips of black Having lost their Elvish allies, with
attempt a direct attack on Novskorsk, as Mitraka, is said to be still locked in the their forces diminished, there was only one
they would have to fight for every meter, Great Thune’s treasury. It was as if both solution left for the Dwarves. For the first
and their losses would have been great, Buratjas and Borjornikkas felt that they time since their race first saw the terrible
but they could not wait forever for Tvolog had wasted too much time and blood on light of Ginnungagap and gates were built
to send out his armed forces to meet them war and hostility, and that they now had to to block it out, they decided to firmly lock
in an open battle. After so many years, get back what had been lost. them with heavy stones and walls, which
the Buratjas decided to retreat and leave The Age of the Iron Dragon started saved many lives of the Dwarves who
the siege of Novskorsk. Later Dwarven and the mighty jarnwurm, Tankokzbane, were still underground in the middle levels
historians usually comment as this episode killed Tvolgorim the Usurper and other of Tvolgorad. However, most of those
demonstrate how the Borjornikkas have local rulers who were self-proclaimed who were shut out in the upper levels of
exploited the greatest of Dwarven virtues Storthunes in the kingdom’s outskirts. Gydanski experienced a bloody death.
in warfare: defensive attitude and long These false thunes appeared, especially in Some Dwarves thought, however, that
patience. In fact, when the Buratja started Gydanski, during times of weakness of the the greatest loss was all the weapons and
to retreat, it was then that Tvolog attacked Great Thune’s power in Novskorsk, but armors that ended up in the hands of the
with full force. The warriors who survived none of them had the power to face dragon Trolls. Although the gates were closed,
the half-a-century long siege attacked, and and troll menaces. a large number of Trolls managed to get
in a short but bloody battle, where Tvolog Shortly after, the Vurfim bloodline into the kingdom, and because of their lust
himself killed Semjalinka, they defeated assumed the Storthuneship of Tvologoya, for blood, they spread great horror.
the Buratjas. The Buratja’s uncrowned in the time when a bloody war began, which The new great king, Funvor of the
king died, old but still strong, and Tvolog the Dwarves refer to as the “Great Tribute”. Blood of Vurfim, pulled out his troops
proclaimed himself as the first Great Thune When this Great War is mentioned, the from Gydanski. Some of them wandered as
over the Great Kingdom which was then Elves look up at the stars, but the Dwarves’ far as Nifulong, where the Buratjas lived.
named “Tvologoya”, after Tvolog himself. eyes turn black. In that dark time, when Over the course of a few hundred years, it
However, there were no celebration songs the kingdom was already weakened by the became more common to encounter Trolls
on that victorious day: as the number of numerous attacks by Jarnwurms, a large in the tunnels of Gydanski than Dwarves,
fallen warriors was too great. Barely a number of Giants and Trolls exploited the and the traces of this can be seen even
hundred Buratjas returned to the lower situation, invaded Gydanski and tried to today.
hallls of Nifulong after the cruel battle, and break into Tvolgorad, forcing the Dwarves When the Great King Funvor of
Tvolog forced the Buratjas in Tvologoya away. With help from the Elves, the Vurfim’s Blood was murdered, and his heir
to renounce all self-government and swear Dwarves initially managed to stand their Mundajn fled as fast as he could to the West,
that they would follow the Storthune’s ground, but when the war was at its peak, the Blood of Vurfim disappeared from the
laws and decrees. They also had to swear to the Elves chose to retreat without any history of Tvologoya, and left space for a
supply warriors, whenever the great empire explanation which seemed unreasonable new ruling bloodline. It was the new Great
was threatened, and the Great King needed to the Dwarves. They broke the alliance Thune, Dolga of the Blood of Bomin, who
reinforcements. With the army in pieces and and blamed it on old disputes. This is the decided to clear all the tunnels and caves
their king killed, they went down to their origin of Dwarves’ disdain for Elves, as of Trolls once and for all, and he formed
dark dens with an anger pumping through the Dwarven legends blame the forest a great army to carry out the task. For
their veins, and no hope left in their hearts. dwellers for their betrayal. However, there almost sixty years the clear-out continued.
After the defeat, the Buratjas lost much are also other stories about the origin of This was called the “Gydadunn”, after the
of their power, a power which they never this grudge, like the one of Fudorov Skiljov Dwarven word “Dunn”, meaning “Battle of
really got back in Tvologoya. and his brothers, who hunted a jarnwurm Gydanski”, when it is translated into Vrok.

40 | chapter 2. tvologoya
When all the Trollkin had been killed or Norg, where the monumental Throne Tvologoya all connected to Tvolog or the
driven out, the Dwarf known as Olkir, the of the Storthune stands in the mighty 24 original lines of the first Dwarves created
heir of Dolga of Bomin’s Blood, took over as city of Novskorsk. These keys have by the great god Borjorn. If any Dwarf
a Storthune and, to celebrate this victory, his passed through many hands during the from these three lines would emerge, most
coronation happened not in the Chambers millennia, as the title of Great Thune has Dwarves would consider their claim to the
of Norg in Novskorsk but on a battle site passed through several ruling bloodlines Storthuneship to be more legal than those
in Gydanski, the upper levels of Tvologoya. since the early days of Tvologoya. of any other Dwarf, but most sages believe
The Great Thunes of the Blood of Due to his victory in the Age of the lines of Tvolog, Vurfim and Bomin to
Bomin ruled with power and authority for Dreams, Tvolog earned the right to have been extinguished long time ago.
about two millennia during the Age of the change name to his own bloodline and During the Age of Prophets and the
Queen. These kings imposed the so-called for centuries the Blood of Tvolog has Age of Stars, numerous bloodlines have
“Grimlaws” which have deeply marked the ruled undisputed, holding the keys competed for the title of Great Thune, some
Dwarven culture and have been copied also forged by Tvolog himself. When this with more success than others. One of the
by the other Dwarven kingdoms. They mighty bloodline estinguished, the most powerful it is worth reminding the
were a collection of laws which gave the Blood of Vurfim has led Tvologoya in Blood of Dvakk, which is nowadays exiled
the Thuuls great power in the kingdom, the Age of the Iron Dragon. Later on, in Gydanski, and the Blood of Ilwir, the
and whoever refused to follow and accept the Storthunes of the Blood of Bomin latest ruling dynasty, which has been more
these laws was punished severely. seated on the great throne of Novskorsk, recently defeated, and its few survivors plan
during the Age of the Queen. vengeance in Dimit.
The three ancient bloodlines of It has been a while since Tvologoya had
A Sequence of Ruling Tvolog, Vurfim and Bomin are nowadays a real Great Thune, even though the Dwarf
Bloodlines extinguished: a few millennia have passed who is Thune over Tvolgorad refers to
There are many symbols of power in since the last of their kin emerged from himself as the “Great King” or “Storthune”
Tvologoya, but the most important the lower depths of Muspelheim. These over the whole Great Kingdom. The truth
ones are the keys to the Chambers of three are the “original royal bloodlines” of is, Tvologoya has not been so divided as it

chapter 2. tvologoya | 41
TVOLOGOYA
Gydanski Tvologord Nifulung
1: Dvulgord 6: Bifhrust 17: Alekaj
2: Komsk 7: Demlink 18: Logakilj
3: Loginjyn 8: Dimit 19: Logalinka
4: Moginla 9: Noskorsk 20: Tebokks
5: Yungar 10: Njorst 21: Ural
11: Mushkon
-: Petzin
12: Relgarv
13: Halls of Sankla
14: Svast
15: Timil
16: Yetzin

*3
*5
*4 *1 *2
*13 14
*12 *6 9 *
*8 * 11 *16 *10
*7 *
*15
*21
*18 * 20 *17
*19

is today, since the time when Tvologoya Dwarven kingdoms of Muspelheim, even tunnels, halls and various internal levels.
gathered all the Borjornikka warriors if these are technically not vassals of the Each part has its own characteristics
to defeat the Buratjas, so many millennia Great Kingdom. The problem is that no and peculiar history. In theory the Great
ago. The Dwarf which calls himself the other Storthune considers Syloga a worthy Thune of Novskorsk should rule over
Storthune is named Syloga Sosyra, of the Storthune, especially since he cannot them all, as it was during the glorious
Blood of Adakk, a bloodline whose origin manage to be obeyed even in the whole of days of antiquity. In practice many later
is relatively recent but of great success in Tvologoya. Great Thunes, including the present one,
war and intrigues. The Blood of Adakk, in have difficulties in ruling anything beyond
fact, is not among the original bloodlines, the middle levels of Tvolgorad, although
and therefore, many find hard to accept Tvologoya’s Three Levels they pretend to send orders to the whole
Syloga of the Sosyra clan as the Great As long as one can remember, Tvologoya Great Kingdom, as it once was.
King over Tvologoya. This is an especially has been divided into three different parts, Tvologoya is so large and extensive
serious matter since, at least in theory, the standing one atop the other: Gydanski, that it is impossible to describe. Below are
Great Thune of Tvologoya should be also Tvolgorad and Nifulong. Each of these a number of sites that may be of interest,
a moral authority for the other, younger parts includes a never-ending series of and sources of inspiration for new ones.

42 | chapter 2. tvologoya
Locations in G ydanski
Highest up, with its ten levels, is
“Gydanski”, consisting of endless
“stormtunnels” (which are large
enough for whole armies to march),
ports, defence systems, and natural
caves. This is the upper part of
Tvologoya, nearer to the surface,
although its lowest parts are still many
mines below the Great Iron Tooth. This
is the place where all the relationships
with the outside are dealt, but also the 1
place which throughout the centuries
has suffered most invasions by trolls
and Humans.

Dvulgord
A broken-down group of Dwarves live 2
near the surface, forced into a life of
shame: the heirs of Dvakk Goodheart,
4
Blood of Dvakk, one of the bloodlines
which followed the Blood of Bomin in 3
the rulership of the Great Kingdom.
Nowadays, this fallen line live a secluded
life in the mining town of Dvulgord.
Since the Storthune Dvakk Goodheart
Part of Dvulgord
died more than a hundred years ago, even
the Glorka who was most fanatically 1. Mound
2
loyal to him stopped giving tribute and 2. Housing
gifts to Dvulgord and to those of the 3. Lake
Blood of Dvakk. How Dvakk and his 4. Mine
brothers could lose their power to the
new bloodline of Ilwir, and how they
1 0 30m

were forced to hand over the keys to the


Chambers of Norg in disgrace is still a
mystery. Many argue that it was when
Dvakk handed over the Mitraka-gates
to the Elves that the clan’s misfortune
began.
Dvulgord is not a great city, and
nothing to brag about, nor do the mines
in its vicinity provide a lot of ore. Not is still present in Dvulgord’s treasury is Komsk
even the iron that is mined here has Malkoram, the Mask of Horror, made The city lying near Tvologoya’s eastern
any quality to brag about. The truth is, out of Mitraka and having legendary gate used to be called “Vasnakomsk”, but
many Dwarves of the Blood of Dvakk magical powers. If this is the truth, since the Trolls took control of the city
have begun to deny their own bloodline, it would mean that the bloodline of during the Age of the Iron Dragon, it
which proves that the bloodline is about Dvakk could very well flourish and has been since then known as “Komsk” –
to fade away. Some say that the best thing again command significant power, “the place where you do not go”. Komsk
would be if one of the other bloodlines perhaps even the power over the whole has, since the war between Dwarves
could pick up the traditions and the old Tvologoya. Just the rumor that the mask and Trolls during the Age of the Iron
rune-inscribed slabs of Dvakk, so that may be still present in Dvulgord makes Dragon, been crowded with Trolls,
their history is not forgotten. other Dwarves reluctant to openly Goblins and other shady creatures. So
Although it is not confirmed, it is criticize or make themselves enemy of many years passed, that it is nowadays
said that the only thing of value which those of the Blood of Dvakk. eventually almost impossible to notice

chapter 2. tvologoya | 43
44 | chapter 2. tvologoya
that the Dwarves once lived here. Later of Trolls who got lost in the darkness, logiwurm settled down in the area, and
on, Vasnojork was cleared of frightening but one will not meet any Dwarf. Or, at that she also laid her eggs there.
creatures, but the city and the gate were least one will not see them. It is said that It has been many years since a Dwarf
so damaged that the Dwarves refused to the opening itself is the very first hole visited Moginla. They speak about the
settle down here again. Recently, a new that the Dwarves dug when they met city of ruins as a useless, deserted, and
group of large Trolls have wandered Ginnungagap for the first time. cursed place. Perhaps this is because of
down from the gate and settled in the rumors that Trolls now live there,
Komsk. Rumour has it that the Trolls Moginla or even worse, that the Dwarves who
fled from the Darkwoods after they found In one of many stories of old times, the died during the earthquake walk the
someone, or something, in a forest pond, Great Thune Tankockz, promised Viljov city as undead. No dragon eggs have
and that they were followed by a group Blackeye that he would be granted all been found, but the myth of the meter-
of black-haired Elves with pale skin. the land that he could mine the stones high eggshells, hard as a rock, still
Komsk actually consists of four from in three days. Obviously, Tankockz circulates around the Great Kingdom
smaller towns, which have more or less never thought Viljov would manage to of Tvologoya. The people in the capital
grown together. Every city was built mine so much stone that he could build sigh with nervous frustration when one
on a huge cliff, and they were connected an entire city. But with help of the three says that they should find out whether
with large suspension bridges. The giants called Ile, Jie and Kloe, and also the rumor is true or not.
largest suspension bridge connects additional help from dark magic, Viljov
the city and the trail leading up to the managed to obtain a large area where Yungar
gate. Once upon a time, there was also he built a city for himself. The city was Not far from the Copper mines in
a large cable car, and it is still possible named “Moginla”, and it competed with Wildland, Yungar is located, known
to find traces of its cableway in the city’s Novskorsk in both size and beauty for as the Gate of East due to its location.
eastern part. When the Dwarves lost the thousands of years. Here you can find a Like the main gate, this is not a grand or
city for the first time, they destroyed the treasury, forges, celebration halls, and a distinctive gate.
cable car because it was the only way to fortification, which was both ingenious The gate has, however, been provided
continue further into the kingdom. The and impregnable. with a heavy door with thick locks. The
Trolls tried several times to rebuild it, Moginla’s greatness, however, led to cliffs surrounding the gate are polished
but they did not have the required skills its fall. During Potlin Stalka’s leadership, and worked, but otherwise it is nothing
for doing it properly and the Dwarves the city was buried under water and stone more than an empty gaping hole, leading
always destroy it whenever the Trolls after a great earthquake, which made the into darkness.
are getting closer to finish rebuilding it. soil above the kingdom collapse. Perhaps, The Dwarves who live near Yungar
in their eagerness to achieve great things, have recently suffered from a lot of pain.
Loginjyn – The Main Gate they did not think about the surface, and Evil Humans found the gate a few seasons
Most people who imagine Tvologoya’s perhaps the city might have been safe if ago. They decided to explore the site.
main gate, probably think about a grand they did not dig so close to it. Thousands When they realized that Dwarves lived
wonder made of monolithic blocks of and thousands of Dwarves died overnight, there, at first they tried to deal with
stone and towering gates. The truth crushed under boulders or washed away them, but when they were denied, the
is, Tvologoya’s main gate is the exact by the floods. On the surface, above the Humans instead decided to take what they
opposite. It is a well-kept secret, and city, a giant lake was once located, whose wanted by force. The Dwarves decided
very few know where the gate is hidden. name has long since been forgotten. to retreat quickly, but many died when
The gate is no more than an empty When the earthquake started, the roof the Wildlanders attacked in full force.
gaping hole, which extends deep into cracked, and the water buried the city. The Humans have established a more or
the mountain where it runs into a steep Today, there are traces of Moginla in less permanent camp near the gate and
staircase with thousands of steps leading the form of ruins, statues, and polished mount occasional expeditions to explore
down into the darkness. rock walls, which rise up out of the the inside. Most attempts, however, have
Although there are many blind alleys water. Most of it, however, is covered ended with the curious interlopers being
and passages in which visitors can with a thick, lush moss, and because of killed by the Dwarves underground.
easily get lost, this is the only path that the light that now reaches down from These Wildlanders are outlaws and
leads directly from the surface down to above, the Dwarves have abandoned the are led by Fjordi Bloodeye, a notorious
Novskorsk. During the first two days place a long time ago. former hirdman of Fylkjarl Raak Wulfr.
descent, visitors will see nothing else Eventually, Goblins and other kinds He has been sought for a long time
other than cold dark stone and empty of Trolls found their way down to because of the crimes he committed,
tunnels. Possibly, one may encounter the underground swamps created by which is also one of the reasons why he
smaller groups of tunnelhogs or a couple the disaster. Rumours also say that a is where he is today.

chapter 2. tvologoya | 45
Locations in T volgorad and songs, including those written by large number of side tunnels, parallel shafts,
In the middle, with its 85 levels is located Humans and Elves. suspension bridges, and chains which bind
“Tvolgorad”, the core of the empire which Bifhrust is located northwest of the and hold together this system, which is a
also includes the kingdom’s largest city, capital Novskork and consists of a huge maze of passages and blind passages leading
the legendary Novskorsk, with a history hub of walkways and stairs leading down down to the underground Dwarven halls.
that goes back to the Age of Dreams, when into the depths, cutting through all The system is so extensive that there are
the mythic Tvolog defeated his Buratja Tvolgorad, somehow reaching the lower Dwarves who make their living by guiding
enemies and ordered the Chambers of levels of Nifulfong. To walk down these visitors to various parts of the underground
Norg to be built around his mighty throne paths, over bridges and narrow passages, kingdom, and it is said that it takes almost
room. Tvolgorad offers everything, from and think you will find the right way two thousand different guides to get all the
huge mines to underground lakes, from without a good guide or map is the height way from the upper to the lower levels.
wide tunnels to monumental cities, and of foolishness. The system is so complex
impressive mushroom caves, all stretching that no one has attempted to draw a map Demlink
for immense distances through the of the entirety of Bifhrust. To simplify the Near Seldovrakk, Demlink is located,
underground. area, one can say that the stairs dominate a city which is most famous for their
the top levels, bridges the middle areas, impressive vaults containing Mitraka. In
Bifhrust and the tunnels the lower levels. deep vaults protected by countless locks
Bifhrust – or Bifrost, which is what the Bifhrust is obviously more than just a and iron gates, a great Mitraka-treasure
Humans call the area - is a place that is large pit, with a bunch of passages and stairs can be found, which is destined to become
cherished and spoken of in many tales leading down into the depths. There are a Black Mitraka. The bullion is sorted in

46 | chapter 2. tvologoya
different rooms, where the metal’s destiny war. Each bloodline has its own armor hall, Mushkon
is to be formed into the same or similar where their warriors prepare to defend When a new Dwarf joins his brothers in
items. In the first rooms you will find the the kingdom. Connected to each armor Tvologoya, he does it through Mushkon,
ore whose fate is to be formed in the near hall, both forges and smelters are located, “the ledge of fellowship”. The Dwarf
future, and further into the chambers, one in order to, as quickly and efficiently as enters from underground, by walking
finds ore which will meet its destiny in the possible, repair, reshape or fix armors up the endless stairs, which finally open
distant future. Some rooms contain only and weapons so they suit the needed up into a round room with thousands
of single piece of metal. These bullions are conditions. One should not mistake these and thousands of windows. Dwarves
considered to have a very special destiny armor halls with those that are adjacent to sit here, representatives of each Glorka
and require solitude to mature until the each Dwarven town or fortification. In the in the whole country, and witness the
day when it is time for them to be shaped Halls of Sankla, only the best and the finest celebration.
according to their fate. armors are kept. They are made by the
“Empire’s Blacksmiths”, and officially these Njost
Dimit armors are all owned by the “kingdom” and The underground lake of Njost has no
In Dimit they prepare themselves for war. not by any one single Dwarf, although most bottom, its depth can only be compared
A war with Syloga Sosyra, of the Blood armors are earmarked for certain people. In with Ginnungagap, and in the black
of Adakk, and all those who support him. a special part of the Halls of Sankla, more water lives a “Dragonjord”, an ancient
Those of the Blood of Illwir have seen than two hundred “Zvordorka-Maki”– the monster which is the only one of its kind.
their power disappear more and more, Black Mitraka armors– are located: this is Maybe it is the snake which Borjorn
and cannot tolerate this situation any the largest collection of such armors above fought when he created the earth’s
longer, that a Dwarf who does not belong Nifulong. In the same area, four complete skeleton, or perhaps it is only surviving
to any of the original bloodlines dares to “Rokjärn-maki” with their correspondent dark ancestor of all the logiwurms. Some
call himself Storthune and controls the Murgles masks are kept, and at least say it is Yukk itself, who is lying and
vaults. The leader of the Bloodline of two – perhaps as many as five – “Dragon waiting in the cold, dark water. Most of
Illwir, Jagukla Omon, has openly declared Armors”, made out of the red scales from the Dwarves are convinced that this is
war on Adakk’s bloodline, and feel they a logiwurm. the case. Most people stay away from the
are not violating any law because Syloga Some armors take a long time to get lake, and few dare to cross it.
is not a lawful ruler. ready, and require the aid of numerous On the rocky beaches on the northern
Jagukla has also managed to form an blacksmiths, squires, and other servants shore of the lake, one can find beautiful
alliance with a number Buratja families, before their wearers are ready for battle. light crystals, and this is basically the only
something that has not occurred for Heavy rings are threaded onto strong arms, reason why a small, but very brave few,
several thousand years. The time is not helmets and face masks of iron are placed regularly travel across the black water.
yet right for an attack on the capital, but on the head, neck protectors and shoulder
Jagukla strongly believes that once he plates are lashed on with iron wire, and back Novskorsk
strikes, the victory will be crushing. He armor is attached with heated mandrels. In Novskorsk is the heart and the main
expects that almost one hundred Zvorda this way, all of the armor is kept in place. city of Tvologoya, and it has been the
warriors will fight for him in the battle. As When the heaviest armor is in place, it takes Storthune’s high seat since the beginning
if this was not enough, the Buratjas have just as long a time to take them off, and that of time. The place is more like a gigantic
brought up numerous weapons and suits is the reason why they only do this when defensive complex than a typical Dwarven
of armor of Mitraka as gifts. Why the they are sure that the warriors will be facing city. In the center of the city, the famous
Buratjas are helping Jagukla is unknown, a long-lasting battle. treasure vaults are located, holding the
but there are those who believe that he Connected to the Halls of Sankla, you kingdom’s greatest treasures and artifacts.
has promised Nifulong to the Buratjas, to will find the best armorers and blacksmiths The only way you can reach the vaults is
be held as their own great empire, if they in Tvolgorad. Here you find armorers by crossing a narrow bridge, guarded by
can help him get what he wants. that have achieved legendary knowledge Zvordokûm warriors from the Buratja
of how to produce the coveted Dwarven clans, who still respect the vows given to
Halls of Sankla armors. There are blacksmiths who make King Tvolog after their defeat, so many
North of Novskorsk, not far from the whole suits of armor, or murgles, but also millennia ago. Around the vaults, the
shaft that leads up to Gydanski, lie the those who specialize in only manufacturing throne room and master forge are located,
Halls of Sankla, known as the “Armor the mandrels used in the Mitraka armors. as well as a number of important ore and
Halls”. Here, great warriors’ armors There are all sorts of craftsmen, all of stone mining areas. The whole complex is
and weapons are kept. This is where one whom are there to ensure that the warriors known as the “Chambers of Norg”, named
goes to collect weapons, when the Great are ready when the Great Kingdom is after the legendary Borjornikka architect,
Kingdom of Tvologoya is threatened by attacked or faces other external threats. responsible for designing the area during

chapter 2. tvologoya | 47
1
Novskovsk Main gate
1. Junction 1. Junction
2. The main gate 2. The Dwarves parade
3. Center 3 Defense aisles
4. To the throne room
5. Outer ring
1 4. Port
5. Large stone gates 2
6. The Thul Complex 6. Welcome square
7. Mine 7. Outer ring 3 3

2
6 4
6
4 7 5 5 7
3
5 5 0 80m

7
0 80m
Treasury

0 9m

Valves, many floors


Center
1. Treasury
2. Guardroom Throne room
3. Ore depot / warehouse 4
4. Main forge 2
2 1 44
3 3
0 60m 0 60m

48 | chapter 2. tvologoya
chapter 2. tvologoya | 49
the Age of Dreams. The Great Thune Great Thune Syloga is really responsible Relgarv
traditionally holds the keys of the main for the murders, but everyone agrees that There is a place where the tunnelhogs are
gates separating all these important areas this is the case. larger than anywhere else and the Krustalls
from the outer world. The one who holds It is said that the Storthune spends a grow larger and higher than anywhere in
the keys of the Chambers of Norg is also lot of his time in the great treasury in the kingdom. This place is called “Relgarv”,
the one who rules in Novskorsk and, by the Chambers of Norg, surrounded by and was once a beautiful place, but during the
tradition, the Storthune of Tvologoya. the many legendary treasures which Age of the Queen it was struck by the deadly,
The next ring around the city mainly have been accumulated by the past Great poisonous, and contagious “Olgor Fungus”,
consists of various craft workshops, Thunes in more than five millennia of which is related to the more common and
fortifications, and most importantly, history. The scene is often evoked when edible Krustall mushroom. Within a few
the Thuunmaze, which is where the Dwarves speak of the Great Thune, either years, the entire urban population and
Storthune lives with his brothers. as a way of giving legitimacy through the many other Dwarves who lived around the
From the center of the city, larger and appropriation of the old relics or, more city died. The devastation was total, and
smaller paths and tunnels lead to virtually often, as a way to depicting him as an the city was abandoned. Today, Relgarv
all levels of the kingdom. unworthy usurper stealing the ancient is buried under oceans of fungi of many
The new self-proclaimed Great Thune, treasures of the Dwarven race. different kinds (not just the deadly Olgor
Syloga Sosyra Blood of Adakk, strictly Fungus) and different sizes, reaching even
controls the city, and much of his clan Petzin huge dimensions. Most people who visit
has moved here and driven away many There’s an old saying among the Dwarves, the place come here to hunt tunnelhogs. A
Dwarves of the older ruling bloodlines, that you use when someone gets lost, but few adventurers come to Relgarv trying to
especially those of the Blood of Illwir, still finds their way back. It goes like this: dig down beneath the fungus and into the
nowadays exiled in Dimit. One can say “Thank Borjorn, Yukk, and all jewels remains of the city, which is said to be full of
that the city has received new life, and that can be found in our kingdom that you treasuries and ornate palaces, left untouched
now a lot of good things are happening did not end up in Petzin”. since the inhabitants who died or fled from
around here. The Great Thune has Petzin is a sinister place, where they the city in panic. Most of these foolhardy
strengthened the defences, filled the worship the dark forces. Since the Age of adventurers die in their eagerness to gain
treasury, and increased mining activity Dreams, some Dwarves have wandered access to the treasures, either because they
in the main mine, but often at the cost to Petzin, and never returned. Few are killed by furious tunnelhogs or because
of those who are not close to the Thune, know where the place is located, but they encounter Olgor Fungus, which still
who have greatly suffered. everyone agrees that one reaches Petzin carries toxic spores.
To demonstrate his power, he gathered by walking south from Novskorsk. Some Not far from Relgarv, the remains of
the four more prestigious members of the say that it is located somewhere between what was once a major - if not one of the
oldest surviving bloodlines in Tvologoya levels 66 and 68. original - bloodlines are found. Those
and forced them to kiss his sword, which Petzin is governed by a cult that from the Blood of Olgor had, during the
is an ancient gesture of servility in worships the darker side of Dwarven Age of the Prophets, gathered huge wealth
Dwarven culture. None of these Dwarves nature. No light is allowed here, and and their treasury was filled with mainly
belonged to the three extinguished lines anyone who brings or somehow expose jewels and gold bullion. Today, scattered
of the old Great Kings, but, unlike the the place to light is punished with death. brotherhoods live in the tunnels around
Blood of Adakk, they all belonged to These cultists have rejected all the gods, Relgarv, and they have built a small town
the original 24 bloodlines of Borjorn, and worship only the entity known as called “Fir”, where their Thune, Smoj,
whose origins lie in the Age of Dreams: “Pezka” - “the Darkness”. lives. There are few who have seen Smoj
a factor which would give them much No one knows why the cult attracts over the last ten years, but rumor has it
more legitimacy as Storthunes, than what young Dwarves, but some youth suffer that he has turned into a mushroom-
Syloga has. Not respecting their heritage, from despondency and emptiness when eating madman, with the same symptoms
Storthune Syloga Sosyra gave them the they are that age. For them, there is no as the tunnelhogs suffer, who have eaten
option of being lowered into “Burolga” hope, and the ones who are not captured or too much Krustall. One also hears stories
- “the well of the souls”, which is a deep imprisoned walk to Petzin join the cult and that other brothers, led by Jurgi, plan to
shaft which is impossible to get out from worship the darkness. Those who live here seize power over the bloodline.
or submitting to his rule. do not belong to the same brotherhood or
Syloga Sosyra has also secretly ordered bloodline. The only thing holding them Svast
to murder several prominent blacksmiths together is their worship of the dark No one really knows who discovered
and Thuuls, in and around the capital, forces. Borjornikkas are the only ones who this place first, but many believe that
as they had too much power over the are affected. Buratja Dwarves seem to be it was the famous Lode Hrukk himself,
kingdom. No concrete evidence exists that completely spared from this dark desire. who is also believed to have discovered

50 | chapter 2. tvologoya
“Glittertongue”, the mighty stream of walk north of the capital of Novskorsk. stone slabs, all of which reveal different
Mitraka, from which was created the Axe It is a popular place, which is guarded by kinds of knowledge. The deeper and
of Vurfim, which was once wielded by heavily armed stonemasons, who have further into the tunnels you get, the
all the Storthunes of the ancient Vurfim sworn to protect the place so that no metal more important the knowledge is. It
bloodline. According the Dwarves’ faith, will be mined. is said that this place holds almost
every Mountain has an old vein, a kind of as much knowledge as the legendary
unique core, consisting of metal, only found Timil Elven Halls of Malakaina, but that the
in that particular Mountain. When one It is unusual to find books among the knowledge is so hard to find, that one
finds this vein, which is rare, it is a great Dwarves, for the simple reason that there needs the help of hundreds of Dwarves
event, just like when they found Svast, is not a lot of paper in the underworld. to find what one is looking for.
the vein in the Great Iron Mountains. It Instead, knowledge is usually passed on Timil is also exceptional for its
is believed that the old vein is by far the through storytelling. However, there population: it is the only settlement
cleanest part of the Mountain, a kind of a is a mythical place that houses vast which is inhabited, almost exclusively,
pure spirit that should not be destroyed or stores of knowledge regarding both the by Rung Thuuls. These sacred historians
broken, because the Mountain may lose its Dwarves and other things. The place is are usually rare in other settlements,
soul and collapse. The Great Iron Tooth’s called “Timil” and is located on one of as each Glorka rarely have more than
mighty old vein of unique metal is a red, the lowest levels in Tvolgorad, almost one, and in some holdings a single
shining, and glass-like substance, said to directly below Novskorsk, but slightly Rung Thuuls work for all the Glorkas.
reveal one’s destiny if you look deep and to the west. It is as close to a library This is not the case in Timil, where
long enough at the metal. Nowhere in as one can get among the Dwarven apprentice Rung Thuuls come from all
Trudvang have the Dwarves encountered holdings, but instead of endless rows over Tvologoya to learn this art and help
a similar metal, and therefore, it is also of books and scrolls wrapped in leather, the numerous local masters to keep the
suggested that this vein is the soul of all the the knowledge is here instead inscribed ancient knowledge. There are also some
Great Iron Mountains. The place where a on stone slabs. guards and servants helping the Rung
large part of the old vein has been exposed, In Timil one is met by endless Thuuls, but they are only a minimal part
but not mined, is barely a six days’ easy passages where the walls are lined with of the local population.

chapter 2. tvologoya | 51
Yetzin
Yetzin, or the “Temple City” as it is also
known, is a sacred place for all the Dwarves
of Tvologoya. The city was carved from
one single enormous stone, which, like a
huge black monolith, rises from the floor
of a large cave. Although the Dwarves who
found the rock were no Eigle Thuuls, they
understood immediately that they had found
something unusual and possibly somehow
linked to the sacredness of the “Mountain”.
When the Stoneseekers eventually arrived
at the place which the discoverers had
described, they could, with great reverence,
confirm the explorers’ story. The cliff they
faced was black, and when they sat down
to question the Mountain’s spirit as to
what shape it wanted to be formed into, all
of them received the same vision. A great
temple, which would become the center
for all Thuuls in the kingdom, should be
carved from the rock.
Just a few days later, the first
stonemasons started to shape the top of the
cliff. The idea was to start from the top and
work their way down. No material was to
be wasted, since no other building material
from outside could be used. Everything
the masons removed when they created
the city’s buildings would be used to shape
the building’s interiors and was therefore
collected in great piles below the cliff. The
carved stone did not lay empty for long
next to the cliff, as it was used immediately.
When the future city’s top floors were
roughly completed, the stonemasons
continued further down along the cliff ’s
edge, and further into the actual cliff. As
the construction continued, other Dwarves
worked to complete the city’s streets and
buildings, with the same diligence. It
took more than 900 years before the city
was completed, but the Great Kingdom’s
Thuuls had already begun to move in, as
soon as the first few floors were finished.
Many powerful objects have been created
in the Temple City. “Frondcleave”, which
is said to be able to cut through stone, or
“Klodrevi´s Firemurgi”, which encloses
the wielder in flames, and the “Hammer
of Potnikk”, which can be used to shape
Incredibly hard metal objects, are just a few
examples of legendary artifacts that have
been created in the city.

52 | chapter 2. tvologoya
1

2
3
4
Part of Temple
1. First defense
2: Second defence
3. Ring fort
4: Passage under the ring fort
5. Temple area
6. Stairs up to Yetzin

6 0 80m

chapter 2. tvologoya | 53
Locations in N ifulong the waters of the Glogrond Lake. What Eventually, he gathered his courage, for
The bottom part is called “Niflheim” by was done with the skin and bones no he knew that if he let the wrong logi
the Humans and Elves, which means one knows, but many believe that Kareli to settle down in this mighty forge, it
“the World of Mist”, after the fog-like and his brothers worked the skin to would result in serious consequences for
atmosphere surrounding the mighty make suits of armor which are said to his smithing. For another ten Human
forges. The Dwarves call this part withstand both fire and blade. years he sought the perfect logi, until
“Nifulong”, which actually means the You can see Glogrund Lake if you cross he found Logorij. This creature was a
same thing. the mighty bridge known as “Alekaj”, gigantic logi that had lived since the first
There are many narrow roads which and it is said that whoever follows the logis were awoken in the magma heart of
lead down to Nifulong, but most people lake´s northern shore will find natural Trudvang’s underground. According to
take the route through Bifhrust, a huge caves, which in turn lead down into the some myths his fire was so devastating
excavation of stairs and bridges that depths. Because there are no roads down that it was said that iron melted if it came
eventually leads from Tvolgorad down to leading down to the lake, few visit it, closer than one-hundred meters from
Tvologoya’s deepest parts. The Buratjas but the Dwarves wholeheartedly believe him.
live down here, in a warren of tunnels that the caves lead to a place where the Through guile and trickery, Tukorov
and forges. Many have tried to measure mountain is entirely liquid, and where succeeded in leading Logorij to the great
how many levels there are in Nifulong, the jarnwurms live. forge, but the logi was too clever to be
but nobody has come up with an answer. It is more than four-hundred meters lured into its interior. Tokorov promised
Nifulong is very different from the two down to the lake from the bridge, and that he only wanted the logi to take a look
parts above and does not have the same many Dwarves have lost their lives in at his furnace and tell him if it was well-
planned structure. Narrow passages can their efforts to climb down to the water. made, and after that he could go. At that,
suddenly and unexpectedly open up into Logorij demanded that Tukorov should
huge forges with furnaces, or end in a Logakilj accompany him into the forge, so that
steep cliff overlooking the burning lava Tukorov was the name of one of the Tukorov would not be able to deceive
rivers. Small, simple bridges reach over Buratja Dwarves’ most talented smiths. him. Tukorov hesitated for a moment,
endless gaps, which not even the Dwarves He lived in the Age of Dreams, and was but then accompanied the logi into the
dare to guess how deep they are. brother to Semjalinka, the legendary great forge. When the two of them were
The lowest levels of Tvologoya are Champion Smith of the Buratjas. From inside, Tukorov felt the power of the forge
also the darkest and most mysterious. him, he learned the art of luring a logi secretly speaking to his heart, how it
This mist and fog-dominated realm into a forge. However, Tukorov did not craved and begged Tukorov to be allowed
hosts secrets way more exotic than settle for a normal logi, nor a normal to capture Logorij, and how it promised
the Buratja. Never-ending tunnels and forge. For so many years he was busy that the things that would be forged here
natural cavities pierce the underground building a furnace that would produce would be the finest that could ever be
and nobody knows how far they go deep the most beautiful things that could be forged by Dwarven arts. Then, Tukorov
into the dark heart of Trudvang. created. Tukorov had gained the title knew that he would not be able to deceive
of “Borjornolinka” (a Dwarvish term the logi into staying. Quickly he gave
Alekaj meaning “the one who could equal orders to his apprentices, who were
It has been a long time since anyone has Borjorn”), and this was bestowed on outside the forge, to close the openings,
seen a dragon in the Great Kingdom of him both for the art of forging Mitraka despite that fact that he was still inside.
Tvologoya. Not even Ivon Bunkor, who and that of building forges. He was The apprentices hesitated - they did not
is said to be the oldest living Dwarf in the only Dwarf to have achieved this. want their master to die - but so strong
the entire land, can remember having When the famous furnace was finished, was his wish that eventually they did as
seen an actual live dragon. But despite it was one-hundred meters tall and had he commanded. It is said that Tukorov
this, people know that they exist, that a circumference of twenty-two meters. and Logorij were fused together in there,
jarnwurms rest by the rivers of lava, and It had eighteen chambers and twenty- and that the two became one. Since that
that they, sooner or later, will make their four air intakes. Around the waist of day, Logorij has been the most important
way to the dwellings of the Dwarves the furnace there were mighty runes logi forge in all of Trudvang, and so many
again as they did in the ancient days. inscribed in such a combination that no beautiful things have been forged by its
Kareli Eyimla, second in command logi that was trapped in the forge would fire that they could fill an entire treasure
in the Eyimla Glorka after his brother be able to escape. chamber.
Dugor, is said to have found a dead It is said that Tukorov didn´t sleep The forge lies on the outskirts of
jarnwurm a few years ago not nearby for five years after having finished his the smithing city of Logakilj, which is
a lava river but, oddly enough, nearby forge. According to the myths, he sat all situated in the northwestern parts of
the time silent, gazing upon his wonder. Nifulong.

54 | chapter 2. tvologoya
Logalinka - the Burning Fall fall which should lead to the remains of In Tjebokks the Master Smith Borjokk
Deep down in the eastern parts of the lost land of Muspeljotuns. Through rules. They call him the “Smithy King”,
Nifulong, some distance away from both the years several Muspeljotuns have come or the “Mitraka Thune”. Borjokk belongs
smithies and workshops, there is a lavafall to the fall to investigate whether there to the Njolglost bloodline, whose first
with a drop of two-hundred fathoms. It is any truth to the myth. But they have members, so long ago, were said to be
resembles an enormous burning torch always returned silent and frightened, not Borjornikka Dwarves that wandered back
and, because it rests in a gigantic cavern, wanting to speak of what they saw. into the depths of the Underworld after
you can see the fall from a long way off. having lived too close to the surface of
Not many Dwarves dare to come here, Tebokks Trudvang for many thousands of years.
despite the beautiful sight that greets you. Tebokks is the name of what is perhaps However, this is something that Borjokk
In the cave and around the lavafall live Nifulong´s biggest smithy and city. Here denies. He himself proudly claims that he is
several gigantic logis, and it is said that live approximately ten thousand Buratja more a Buratja Dwarf than anyone else in
it is here that the biggest logi ever has Dwarves - and as many slaves - in a Nifulong, and that he is proud over never
been spotted. The tales of the lavafall are conglomeration of forges, narrow tunnels, having seen what is known to Humans as
many, but perhaps the most widely known fire pits, and stone structures. In Tebokks the “sun”. He also says that he has never
is the myth that about the existence of a there are no fewer than forty logi forges, seen either Elves or Humans, another
gate crafted in gold and jewels behind the and over three-hundred great smithies. claim that he is overly proud of.

Part of Tebokks
1. Forges/Housings
2: Bridge
3. Mine

1 1
1 1
1

2
3

chapter 2. tvologoya | 55
Urjal strongest. It is said that Andovare still thus sent down into the depths to search for
Legends among the Buratja Dwarves lives in the stream to this day, and that you the necklace. Counted in Human years, it has
speak about a being called “Molgin”. It is can see him swimming in the underground now been almost fifty years since they went
said that he was resting in the earth, and streams. Dwarves who spot a black pike down to take the piece of jewellery back,
that his resting place was a black rock that in a stream become both frightened and but it seems that they have yet to find it. In
was so hard that nothing could break it. excited. Frightened because they have all their search, they constantly met Buratja
The Dwarves found the stone when they heard of Andavare and the evil he carries. Dwarves which they fought, and therefore
were digging for ore, over a thousand Excited because they know that there the reputation of their relentless sweep has
years ago. They brought the rock to their might be a treasure nearby. spread. There are Buratja Dwarves who
mighty logi forges and, from the heat, a argue that they perhaps should surrender
shape soon formed around the stone. The the piece of jewellery to spare lives, but the
shape was black but looked like a Human. The Trident most hardened only respond with silence, or
Eventually this humanoid started to Eitrov, Brokk, and Sindrov. Just the names reach for their swords.
talk, and he enthralled the Dwarves to a of these three Zvorda descending from a The Buratja Dwarves call the three
point where they opened their treasure Borjornikka bloodline awaken fear in many brothers the “Trident”, because there are
chamber for him: an event so contrary Buratja Dwarves. Already when the three three of them and, like the points of the
to Dwarven natural dispositions, that it were young the myth about them has spread weapon, they strike and kill together at
is to evaluate the sorcerous power of this as quickly as fire devouring a forest. It is the same time.
creature. Molgin helped himself to the said all started in a time when no Dwarf had The last time anyone saw the three
treasure before heading off toward the emerged from the depths for a long time. brothers was when they fought against
surface. Only the Humans know what That the dark pit gaped empty, and that a group of Buratja Dwarves close to
happened next, but what has been a secret no footsteps were heard from the stairway Kirgalinka, a large cave system near the
for all these years is that in the same place of endless steps. The Dwarves started to lava rivers of Nifulong´s lower parts, which
where the first rock was found, two more doubt, and Eigle Thuuls were called in to is a famous den for those who hunt logis.
existed of the same sort. The place where interpret the silence. Had the Dwarves done
the rocks are located is called “Urjal”, and anything wrong? Perhaps they had awoken
lies in westernmost part of Tvologoya, the wrath of Yukk. But suddenly one day, Whispers in the Depths
where an impetuous, underground river heavy footsteps could be heard against the There is a place which is hidden from
strike the rocks of an unknown gorge, hard granite. Long before you saw who was most, but the myth about it frightens
making the underworld boom. coming, everyone understood that it was a many Dwarves. It is said that there is a
Zvorda. Every step he took caused the shaft dark shaft, whose edges are surrounded
to rumble. Everyone of course wondered by mysterious runes. Anyone who
Tales in Tvologoya who it would be, and not the least which goes near the shaft can hear whispers
bloodline he belonged to. in an ancient language that resembles
Andvare Eventually, an enormous Dwarf Dwarvish, but at the same time does
According to the Dwarves, Andvare was appeared, bigger than anyone who had not. Thuuls who have tried to interpret
a greedy and unreliable Dwarven Thuul previously wandered up from the depths. the place often just shake their heads
who murdered all his brothers before he His body was as big as a Troll´s. A and say that the shaft lacks a bottom,
broke into the Glorka´s treasure vault whisper went through the shaft when he and that there isn´t a firm point down
and stole their most revered treasures. stretched to his full height. “It is I, Eitrov there. Of the runes that surround the
Among the things he stole was the of the Blood of Grim”, he said in a deep opening, they have only managed to
mighty ring “Andvaranaut”, which many voice. “I am the first of the three.” To interpret one word: “Yukk”. Of course,
regarded as cursed. everyone´s surprise, two more Dwarves this has made the Dwarves very
Just as Andvare was taking his pick of the same size wandered up from the watchful and superstitious about what
of the treasures, he was discovered by depths, all of the Blood of Grim. might be found down there.
other Dwarves passing by, who tried to For the first time in a long while, the Bold Dwarves who have dared to
capture him. After having been on the bloodline of Grim had not only one, but three climb down into the depths have always
run for several weeks, Andvare came to a warriors who everyone would fear. The returned with the same message - there
strong underground water stream where older brothers in the Glorka immediately is no bottom. No matter how far down
he hid. To make sure that the pursuing made it known that they would use the three they have dared to climb, they have never
Dwarves would not see him in the stream, brothers to take back the piece of jewellery reached firm ground. The deeper they
he magically turned himself into a black that they claimed the Buratja Dwarves had climb, the stronger the whispers get, and
pike. The treasure he hid under a large stolen in the Battle of the Large Tribute. no one can say how far down you have to
rock underwater, where the stream was Dressed in heavy Mitraka armor, they were go to reach the source.

56 | chapter 2. tvologoya
58 | chapter 3. brokmuskrum
Chapter 3

✦ BROKMUSKRYM ✦
“Ymerdwarves” is the name of those who inhabit Brokmuskrym, the
underground kingdom below the Ymergate mountain range, and their history is
a long and bloody one. Where the history of Tvologoya is colored by the ancient
war between the Buratja and Borjornikka, Brokmuskrym´history is colored by
the direst conflicts and never-ending civil wars, dividing not just a bloodline from
another, but sometimes even brother from brother in the same clan.

No one, not even the Dwarves of Ymergate these Dwarven conflicts were the large The Mahun Feud
themselves, can say when the halls of resources that existed in the dephts, A notable example of what the
the Brokmuskrym kingdom were first something that, however, is only Mountain’s indecisiveness can lead to is
inhabited by the Dwarves. But it is known partially true. Sure, they fought over the so-called “Mahun Feud”, a conflict
that the name of the land comes from resources, but not for the reasons that which has afflicted Brokmuskrym over
the first Storthune, Grigorg Brokmusk other races often fight for. For all the the long history of the land. It all started
who, with the power of the Ymerstone, Eigle Thuuls below the mighty tops of with a new Mitraka deposit being found
managed to unite all the Dwarven lines Ymergate could not settle on the Will in the dephts of the northeastern parts
who delved in the depths of the Ymergate of the Mountain. They all had their own of the Ymergate. When the area´s Eigle
Mountains. Before that, both Buratja and view of what the Mountain´s different Thuuls came to interpret the will of the
Borjornikka Dwarves had lived united resources were meant to become. The Mountain, they could not agree on what
under several different minor Thunes leading Stoneseeker of every city had his the Spirit of the Mountain wanted the
and ruling bloodlines, with no single vision of how the Mountain should be ore in the deposit to be used for. Because
Storthune over the whole kingdom. They shaped, and what the ore from a certain the vein was so large and valuable, seven
all quarrelled over resources and deep place should be forged into. Because no expert and old Stoneseekers sat down
shafts like Humans quarrel over rich and Stoneseeker could settle on the will of to interpret the will of the Mountain.
fertile lands. There was continuous war the Mountain, the division led to the Nearly half a year they spent in front
and trouble, both within and between the many quarrels between all the bloodlines of the Mitraka vein, to try to connect
two races of Dwarves. In one place, two and brotherhoods of the Ymerdwarves, with the Spirit of the Mountain. When
Buratja clans could fight bloody battles and these conflicts have colored and are they were done, the seven Eigle Thuuls
year after year, while in other places two still coloring the land today. Dwarves each had a specific vision of their own
Borjornikka glorkas could be fighting from other lands around Trudvang about what the vein should be shaped
each other with the same fanaticism, while speak of Ymergate as a dark and evil into. Each of the seven interpreters were
a Buratja brotherhood could fight with a mountain range. Thuuls from these lands convinced that all the other Eigle Thuuls
Borjornikka brotherhood in another part whisper of an evil mountain soul that has had interpreted the will of the Mountain
of the land. In some places it went so far corrupted the Dwarves that live there. wrongly, and that their vision was the
that brother fought against brother, which They argue that the Mountain is restless, only correct one. In reality, none of the
is very rare in the Dwarven culture. and wants to be shaped quickly, but the interpreters had it wrong, but rather
Both Humans and Elves who are Mountain does not know what it wants the exact opposite. All of them were in
well-read in the history of Ymergate to be shaped into, and this indecisiveness fact right in their interpretations, since
are convinced that the reason behind has led to many and long wars. the Mountain´s indecisive spirit at

chapter 3. brokmuskrum | 59
60 | chapter 3. brokmuskrum
different times had wished the vein to attraction to the block, immediately of seven brothers sharing the royal
be turned into each of the seven visions. started to pick at it, as if something in Brokmusk’ bloodline and had never been
The Stoneseekers stayed by the vein for its center was calling to him. For an able to accept his low position in the clan.
another half a year, during which their entire year he was away from his family With contempt, he looked upon his older
visions were discussed both hotly and and his home. When he later came back, brother and Storthune, and soon realized
fiercely. But they could not agree, and everyone understood that he had found that he above everything else wished
therefore left the Mitraka deposit to go the Heart of the Mountain. For with him for himself to become the land´s Great
home to their own Thunes and hand the he had a large diamond, which, uncut, Thune and sole owner of the Ymerstone.
decision to them. It did not take long was as large as a dragon´s egg. Without With guile and bad intentions, he began
before the Eigle Thuuls´ differences speaking, he stepped into his home and let to slay his older brothers. One after
had also spread to their seven clans. the Glorka´s two companion stonefylgis another, they had accidents. One brother
The disagreement lasted for almost 75 watch over his gate. For almost a year was impaled by a stalagmite, which for
years before it finally broke out into war, Grigorg sat and watched over his stone. unknown reasons fell from its place in
whose ignominy is spoken of to this day. For he possessed the power of an Eigle the ceiling of the cave. Two brothers
The war lasted for 45 years, involving Thuul, and therefore decided to himself were seen falling down an unending
almost all the Ymerdwarves, and when it seek answers from the Spirit of the shaft after the path they were walking on
was finally over, the seven brotherhoods Mountain. During his time alone with suddenly collapsed. Another brother fell
had almost been destroyed. But soon the stone, he managed to understand mysteriously ill after a night of too many
three new expert Eigle Thuuls were the Mountain´s indecisive spirit. He mushroom brews and died shortly after
sent to the vein to interpret the will of understood how the Mountain thought, in agonizing stomach pain.
the Mountain once more. But when the and why it could give its inhabitants so No one could suspect that all these
same thing happened with the three many different visions of what it wanted accidents were in fact murders. Deadly
new Stoneseekers and their clans as to be shaped into. By seeing the Heart of falls were instead blamed on bad luck,
had happened with their predecessors the Mountain, he understood what every and a curse was said to be afflicting the
and their Glorkas, it became clear newly found deposit should be made into. brotherhood. Dwarven Thuuls across
that the Mitraka vein was cursed. The soul of the Mountain now became the land spoke of the happenings as if
Prohibitions against visiting the deposit a part of Grigorg´s soul. When he later the Mountain’ soul no longer wanted
were established, and four imposing stepped out of his home with the most to share its wisdom with their Great
stonefylgis were set to guard the gate beautiful and biggest diamond that had Thunes. It was said that the spirit was
that would never be allowed to open ever been seen in Ymergate, it was clear leaving them, and that a new dark age
again. The place is to this day still called to all of the Dwarven families that the full of family feuds and war was now
“Mahun”, which means “Dark Spirit”. diamond was the Heart of the Mountain, beginning. But it did not turn out as bad
Despite the riches that according to the and that the soul of the Mountain now as that, for when Storthune Wodgislog
legends are supposed to exist behind the lived in their first Storthune. The found his younger brother Surin sitting
gate, no one has tried to claim them. heads and self-proclaimed lords of the on his throne with the Ymerstone
brotherhoods gathered from all the clutched to his bosom, the happenings
corners of the mountain range to swear came to sudden end. In anger, Wodgislog
The First Great Thune unity under Grigorg Brokmusk. But immediately blamed all the family´s
and the Y merstone when they all stood before their new lord, misfortunes on the younger brother´s
Similar feuds came to rage between they could not help but feel envy, since insult to the Mountain´s spirit. However,
the Dwarven families for several they all wanted to own the “Ymerstone”, Wodgislog did not understand until
hundred seasons. Several attempts have the Heart of the Mountain. Surin was trying to plunge his dagger
been made to unite under one single into his right eye that it was Surin who
Storthune, but the Mountain´s indecisive was behind the mysterious deaths in
spirit has always managed to create Surin and the D ecline the family. Before Wodgislog fell to the
discord between the different bloodlines of the Y merstone . ground dead, Surin was overpowered by
and brotherhoods. This had to wait until For a long period the Ymerdwarves lived the Storthune’s bodyguards.
the day when Grigorg Brokmusk, in in harmony, with only smaller quarrels Borakk, who was the second eldest
his hunt for deposits, brought down a breaking out and disturbing the peace of brother, found it hard to understand his
wall which opened up into a large cave. the land. It was not until Surin Brokmusk younger brother´s betrayal. When he
Almost at the center of the cave, next to tried to take over the throne from his later that night was named the land´s
a small subterranean lake, an enormous older brother, the eleventh Storthune of next Great Thune, his emotions were in
block of stone rose toward the ceiling. the land, that the Ymerstone started to turmoil. The next day it was time for the
Grigorg, who right away felt a strong lose its power. Surin was the youngest newly crowned Storthune to proclaim

chapter 3. brokmuskrum | 61
his first order. Surin was to be buried in power and provided no real benefit to without being feuding or fighting. But
a “soulless mountain”, artificially crafted the Great Thune of the land. Today, no today, every Thune makes sure that their
with soil instead of rock. Thousands of one knows what happened to the stone. own territory´s borders are patrolled
Dwarves helped in bringing down the Some claim it was stolen by Trolls and by by chosen border guards, including
top of the mountain which is today called can now be found above ground. Others Trap Masters.. None is allowed to pass a
the “Surinmountain”. Piece by piece, it say that it was split into smaller pieces border without both official approval and
was carried far away from the soul of the and spread out among the many minor good reason. Ingenious traps are built in
Mountain and its origin. For almost five Thunes of the land. A few people claim these border areas to stop Dwarves from
seasons the Dwarves laboured over the that the Spirit of the Mountain made the neighbouring families and brotherhoods
moving of the mountain’s top, out to the Dwarves hide the Ymerstone so that it from coming in without an invitation. If
Bydlandian plains. With the Dwarves’ may rest and gather new power. It is said visitors for some reason want to go into
fear of the great infinity outside the that the Ymerstone will one day allow the territory, they have to choose one of
Mountain´s protective roof in mind, it is itself to be found again, and that it will the agreed-upon passages or tunnels that
easy to understand the magnitude of the then once again gather the Dwarves of exist just for this reason. These tunnels
crime that had been committed. Never the land under a single Great Thune. are neutral, and anyone can travel in
before, and never again, had so many them when they are traveling from one
Thuuls united in carrying out their part of the land to another.
mission, as there was the winter´s night Brokmuskrym Today Today, the land is filled with around
when the artificial soil mountain was The kingdom is divided again, without thirty more or less self-proclaimed
to be put together. In the middle of the a single Great Thune ruling all the Thunes, who all claim to be the rightful
towering mountain top, a chamber was Ymerdwarves. Just like the era before Thune of the land, all with varying power
made that was to be both the prison and Grigorg Brokmuskr, with the power of and position. Even though the bloodlines
the tomb of the murderer. In the finished the Ymerstone, managed to unite the and brotherhoods of the Thunes are of
chamber, a special sort of mushroom was Dwarves in the depths of the mighty varying sizes, they are all sure that it is
then planted, whose foremost quality is mountain range, the land once again fell their Thune who is the real and rightful
the ability to sate both hunger and thirst into a darkness filled with conflicts and leader of all Brokmuskrym. The subjects
for the murderer. Before the artificial violence. But very few moments of peace, of every Thune are just as sure that it is
mountain was finally sealed, the Thune- when no wars disturbed the mountain their bloodline which has the mightiest
murderer Surin was placed in the small range, have broken up the violence. Eigle Thuuls, which of course are right
and austere chamber. Through a small However, such times are rare exceptions, in everything that they interpret about
air shaft, passers-by could hear the mad because there are many bloodlines and the Will of the Mountain. The rest of
Dwarf scream out his regrets. How brotherhoods in Brokmuskrym, all the Stoneseekers are, they argue, simply
long Surin lived in his prison, no one with a will of their own. The constant wrong in their interpretations.
knows. But considering the nourishing tensions which exist between Glorkas
mushrooms that grew in the chamber, and brothers have caused the Dwarves
combined with a Dwarf ’s fear of dying of the land to anticipate the trigger of a One Land, Many Thunes
without a Mountain´s spirit watching new feud during times of peace. And with The small wars which are constantly
over him, he lived for at least half a new feuds, largescale wars often follow... defiling the mountain range have
Human´s life before he finally gave up. Dwarves from other lands than made it close to impossible to keep an
At the same time as the power of the Brokmuskrym shake their heads in exact history of the land´s families and
Ymerstone was slowly ebbing out, and sadness when they hear about this Thunes. Only the largest families who
the ruling Great Thunes wielded less un-Dwarvish way of living. They have ruled over the greatest territories
and less influence over the land, the equate the Ymerdwarves with Humans have established themselves in the
Dwarves under Ymergate returned to and speak of them with great pain in history of Brokmuskrym. Today, there
their former society, and the Mountain´s their chests. At any given time, there are seven bloodlines and eight Thunes
indecisiveness and impatience again have been as many as fifty Thunes whose power and territorial size stand
caused the Dwarves to fight over the who have united the clans and families out from a number of smaller Thunes
existence of deposits. Seven Storthunes of varying sizes beneath them. Every and heads of bloodlines. It has now been
of the Brokmuskr’s line followed Borakk, Thune considers himself the owner of over three-hundred years since a great
before the reign of the brotherhood came a specific part of the Mountain, just like war disturbed the mountain range, but
to an end. The power of the Ymerstone the Humans consider themselves owners much indicates that another great war
diminished with every Storthune that of their lands. Formerly, before the era may soon break out. Small skirmishes
came after. Until, toward the end, of Grigorg Brokmuskr, several families already occur now and then between
the stone became merely a symbol of could share the same deposit or region lesser bloodlines and brotherhoods.

62 | chapter 3. brokmuskrum
7
1
2
3
BROSKMUSKRYM 5
Seen from above and in cross section 4
Thunes of Broskmuskrym
1: Thune Jorgim Brogjurn
2: Thune Frevor Olvim
3: Thune Kornik Misvetski
6
4: Thunes Zlorki and Kvitzholt Dinzelt
5: Thune Federav Voljenka
6: Thune Bozvij Plodnikk
7: Thune Vyderov Drognislai

2 1
4
3
7 6
0 60km 5

However, these are often broken up Today there are eight dominating They are Bozvij Plodnikk, Federav
within a few months. It is easy to Thunes in Brokmuskrym. Five of them Voljenka and the old, wise Vyderov
understand the chaos which rules in the belong to Borjonikka bloodlines and Drognislai.
land, because often the family who ends they rule over different regions of the Beside these eight thunes, there are
up victorious is neither of the families upper part of Brokmuskrym: Jorgim also another 20-25 minor Thunes, but
who were initially involved. There Brogjurn, Frevor Olvim, Kornik since theirbloodlines, brotherhoods, and
are many times when a neighbouring Misvetski while the Dinzelt holdings territories are so small, they are usually
family sees their chance of interfering are divided between the twins Zlorki not mentioned by name. Especially since
when the warring families are at their and Kvitzholt. The remaining three the lesser Thunes have a tendency to
weakest, and easily come out victorious major thunes are all Buratja and their quickly disappear and be changed after
in the battle without having to do a domains are all deeper down inside the short periods, sometimes after only half
great deal. lowermost levels of the mountain range. a man´s age.

chapter 3. brokmuskrum | 63
Thune Jorgim Brogjurn and
those outside the Mountain
In the middle of the mountain range´s
northeastern parts lies the land of
Thune Brogjurn. Jorgim Brogjurn is
a Borjornikka Dwarf whose bloodline
stretches back a long way in the history
of Brokmuskrym. Some even claim that
the Brogjurn family already existed when
the Storthune of the Brokmuskr line was
alive. Brogjurn´s area is dominated by
nine clans which have been allied for
centuries. The unity of these bloodlines
is strong, and everyone looks up to their
Thune and his younger brother, the
Thuul Brodvurg.
The territory which Jorgim rules over
is situated in the northeastern bowels
of the mountains, including everything,
from ground-level up to the tall peaks.
Also, outside the Mountain´s protective
ceiling, you can find Dwarves whose
blood belong to the allies of Thune
Brogjurn. The fact of the matter is that
a significantly large number of Dwarves
have chosen to live under the sun, in
the valleys and mountain slopes on the
outside of the Mountain. It is said that
these Dwarves have grown tired of the
indecisive soul of the Mountain and
went out of the cursed mountain to
start a new life. During the last decade,
however, the Dwarves who chose a new
life outside the Mountain have had less
and less influence on the affairs of the
territory. They themselves argue that
their villages are too important a part
of the Thune´s land to be forgotten.
Especially since they can provide their
cousins in the Mountain with supplies
which can only be found above ground. of the biggest reasons for the isolation also forced Brogjurn to arm his warrior
Despite the ostracising of the Dwarves is the disorder that the Thune in the guard, which has further aggravated the
outside the Mountain, there are rumors northwest has caused. The fear for escalating rumors.
in some areas of the territory of a mass war has spread in recent years among But the looming war has not been
escape from the Mountain. Many seem the families in Brogjurn´s territory, solely negative for Brogjurn. Without
to be tired of the disorder, which is after reports of Olvim´s activity in the having to raise the threat of war against
constantly present in the mountain northwest and his arming campaign the smaller Thunes in the area outside
range, and would even defy the infinity leaked out to the people. The neighbour his borders, his territory has slowly but
outside the protection of the Mountain in the northwest has, according to surely grown in size. Because of the
to escape all the misery. In some places, rumors, added significantly to his looming war, the lesser Thunes in the
these rumors have even been realized, territory by simply beating the weaker vicinity of Brogjurn have chosen to bow
and some believe that significantly more Thunes and their brotherhoods who under the rule of Thune Jorgim, instead
will soon follow the example of these live in small clusters around the bigger of being forced into war when Olvim´s
emigrants. Especially now, when one Thunes. The neighbour´s warring has armies reach their areas.

64 | chapter 3. brokmuskrum
Thune Frevor Olvim, the For every Troll they see die around has happened many times before in the
conquering warlord them, the number of objects they history of the land, the aggressive and
In the northwestern mountains, from can get for themselves is increased, power-hungry Thunes will fall, and
their peaks to their ground-level, the something that makes them even more that the power balance will return to
old Borjornikka Dwarf Frevor Olvim determined to reach the goal. normal.
rules with an iron fist. Frevor is an Frevor´s plans is to first conquer Visitors who have been allowed
aggressive leader, who in the eyes the smaller, bordering Thunes´ to enter the territory of Misvetski
of others has seemingly lost the will territories. When these have accepted all attest that more beautiful or
to create and shape the Mountain. his leadership, he will go after well-crafted architecture cannot be
Instead, it seems that he wants to Brogjurn, and thereafter Misvetski. found in all of Ymergate mountains.
conquer a territory as big as possible When he succeeds with this, he will be Some even go as far as to say that
for himself. Frevor himself thinks that in control of the northern mountains Misvetski´s territory has some of the
the Dwarves of Brokmuskrym have from their tops to their fee. Thereafter, most beautiful and advanced Dwarven
to unite under a single Great Thune, his territory will have grown so big architecture in all of Trudvang. But
and who this Thune should be is not and strong that the rest will have to these stories are something that
a hard question to answer. He argues submit, and he hopes that at least one Kornik simply brushes off, for he is not
that the Ymerdwarves can properly or two of the remaining Thunes will yet done. So far, he has only done the
shape the Mountain in the way it is submit without bloodshed. rough work on the bridges, stairways,
supposed to be shaped only under the pillars, and halls that exist in his
guidance of a single strong-willed territory. When he is finally finished
leader. Therefore, he has, during his Thune Kornik Misvetski, the with the rough work, he will go over
incredibly long, almost fifty-year long traditionalist everything again, to really make into
leadership, armed his subjects to lead Kornik Misvetski is a Borjornikka what the Spirit of the Mountain wants.
them into war against his neighbours Dwarf and follower of the old customs. Kornik believes that the lack of will
in the mountain range. The old He does not care about the political among the Ymerdwarves to refine
warlord has already managed to games that play out around him. what they make is one of the greatest
double his territory, through violence, Instead of focusing on the politics, factors contributing to the Mountain´s
but also through peaceful means. The Kornik makes sure that his subjects indecisiveness. If all had been as
lesser Thunes in his vicinity have shape the Mountain. Constantly, new careful in their work as he himself is,
simply been given a choice - give up or bridges are built over bottomless the Mountain would not have confused
fight for their territory. There are not shafts, tunnels dug through the hardest them, as its Spirit is doing now. Kornik
many who have stood up against the granite of the mountain, pillars raised believes that one always has to create
aggressive Thune. The few who have which support unused cave halls, the object or structure which the Eigle
resisted have either been destroyed or stairways cut along the sides of deep Thuul first thinks he is seeing when
driven to flee. chasms in the mountain are built, he interprets the will of the Mountain.
Frevor has, in his pursuit for power and tools and objects of all kinds are Everything else is just a delusion.
and territory, gone as far as hiring manufactured. At all times his focus is He cannot understand why the other
Trolls from above ground. With to shape the Mountain and its deposits. Dwarves of Brokmuskrym have not yet
promises of Dwarven-made objects, No thought can be wasted on other realized this simple, obvious fact.
both plundered and as payment, the earthly things, such as politics. All It is whispered among the
Trolls have not been able to resist the he wants is to obey his Mountain and inhabitants of the territory that Kornik
temptation. The hired Trolls act as a create beautiful objects to put in the has a piece of the Ymerstone in his
vanguard, which is supposed to take brotherhoods’ treasure chambers. The possession, and that it is because of
the brunt of the force, and many are councillors pressure him pretty much this that he knows what the Mountain
those who succumb to the ingenious daily about the political games that wants to be shaped into. Others claim
traps and defense mechanisms that happen in the levels above his territory, that it is not just a piece of the stone,
Dwarves like to have in the outskirts however Thune Kornik Misvetski but the entire Ymerstone that he has
of their territories. The fact that many does not think it is important. He says in his possession. Some of the more
of the Trolls die has no negative effect that Dwarves think only of war in extreme rumors even go so far as to say
on the hired Trolls, but rather the Brokmuskrym, and that he simply will that the Mountain Spirit and Kornik
opposite. If their brethren in combat not be part of that conflict. He will, are one. They say that Kornik once,
die, there will be more to plunder for of course, defend himself should it be in his youth, fell down a bottomless
them, is how they think, which makes needed, but he does not think it will shaft. All believed that he had died in
the Troll troops even more effective. come to that. Kornik believes that, as the fall. When he one day came back,

chapter 3. brokmuskrum | 65
seemingly unharmed, they understood For a time, both of the competing
Thune Federav Voljenka and
that the Spirit of the Mountain had Thunes lived in peace and ruled over the stone of power
watched over him. Soon, his closest their territories like any other regent. Deep, deep down below the center of
relatives realized that something had But soon, their minds were filled with the mountain range, roughly below
happened to Kornik. He had achieved hate and jealousy. At first, it was the Misvetski’s holdings, the Buratja
an understanding of the Mountain purely material jealousy, in which one smiths of Federav Voljenka work
that no one else in the bloodline had brother thought the other hade gotten ceaselessly. The logi forges burn
ever had. The years passed, and when the better of the two territories. Later, hotter than ever, and never before has
Brodjor Misvetski, the then Thune, it was the people who inhabited the so much been produced during such a
died, there was no doubt about who other´s region which were the source short time as during Federav´s time
would be his replacement. Kornik was of the jealousy, because both felt that as Thune. Federav took over after his
crowned as Thune the next day, even the other had gotten a more populated elder brother´s death and has since
though there were brothers who were part, and a more hard-working pushed his subjects to hard work. The
older than him. The older brothers had and skilled labor force. The twins new Thune has a similar view on the
all sworn off their claims to the throne soon started to suspect each other, reason for the Mountain´s restless
in favor of their younger brother, and thereafter started to arm their spirit as his neighbour above, Kornik
and since then the inhabitants of the subjects. For 35 years, this stalemate Misvetski. But where Misvetski strives
territory have lived in harmony with has persisted in the Dinzelt regions. for quality, Federav strives for quantity.
the Mountain. The rumors of a looming war in the He thinks that only rapid production
northwest have been entirely ignored can still the Mountain Spirit´s hunger
by the two brothers. Instead, the twin to be shaped. It has even gone so
Thunes Zlorki and Kvitzholt Thunes have focused ever more on far that his people have started to
Dinzelt, the quarreling twins arming for a war between themselves convert an area or deposit even before
Rumours about a looming war have and have therefore stopped caring consulting the Spirit of the Mountain.
also spread to the eastern parts of the about the affairs of other regions. For Federav thinks that it is better this
mountain, where the Borjornikka Dinzelt Even if both brothers intensely way, both for the Mountain and for the
bloodline rules over a territory which is hate each other, this hatred has not continuously occupied Dwarves.
today divided in two. Just as during many spread to their subjects. Many are The real reason for Federav´s
other times throughout the history of those whose Glorkas were forced apart quantitative way of thinking is very
Brokmuskrym, two brothers have turned because of them living on different different from the arguments which he
against each other. Ever since childhood, sides of the neutral zone. Many tells his advisors outside his closest
the two twins have competed against each attempts have been made by brothers circle. The real reason, which only a few
other. First, in the way many siblings do, who tried to get through the neutral outside the clan know, is that Federav, as
but soon, it was turned into a childish zone to reunite with their relatives on both a Thune and an Eigle Thuul, has felt
competition over the reign which their the other side. But few manage to get a powerful object somewhere far below
older brother would soon hand over to through both the stationed guards and the feet of the Mountain. Unfortunately,
one of them. But this never happened. the traps in-between. The escalating he does not have as strong an ability
The territory of the Dinzelt bloodline hate between the brothers has now as his predecessor possessed and can
was instead divided into two equally reached such proportions that Vizhol, therefore not see precisely where the
large territories and split between the the twins´ younger brother, has also object is situated. All he knows is that
two brothers, who since that day have started to scheme against them. He has the rock is supposed to be in a large
never spoken a word to each other. A managed to convince the rest of the cavern. Federav believs that it might
neutral zone was created between the brothers that both of the Twin Thunes be a rock as powerful as the diamond
two brothers´ territories, where tunnels, can no longer be left in charge, and that Grigorg Brokmusk found and cut
caves, and chambers were evacuated. that their hate has gone too far. A third for so very long ago for getting the
Imaginative traps and warning devices party has therefore entered the scene, Ymerstone. If he can only manage to
were created by engineers sent out by completely without the knowledge find it and show it to the other Thunes
both brothers, and guards were stationed of the twin brothers. So far, the third of the mountain range, he will be able to
to closely watch the border. No one but faction is only in its planning stage, convince them to yield to him. Because
the two twins´ younger brothers were but contact has been made with both of this, he has made all of the Dwarves
allowed to pass through the neutral zone. brothers´ more sceptical followers, and in his territory work ceaselessly. Every
The younger brothers have acted as connections have been made. Soon, day, new walls are torn down to open
mediators during the feud, but without they are expected to make their move up new mountain halls and tunnels.
much success. to remove both twins. Deposits which are found have to be

66 | chapter 3. brokmuskrum
chapter 3. brokmuskrum | 67
worked of course, in order to placate the act since Thune Bozvij has always Because recent years have revolved
Mountain´Spirit, but it has to be done threatened banishment to the surface around the brotherhood´s holy mission,
fast. Who knows, the mighty stone and and other ingenious punishments if Thune Plodnikk has completely missed
the object of Federav’ search could be anyone disturbed him during the time, the looming Great War which threatens
behind the next wall or at the end of the he spent in his chamber filled with the the kingdom of Brokmuskrym. The
next tunnel. bloodline´s most valuable and oldest few times when they have spoken to
Spies from the holdings of Plodnikk heirlooms. As was to be expected, outsiders and received news reports
(another Buratja Thune) to the east say Thune Bozvij became enraged when from the other side of the mountain
that a strange search has there begun. he was disturbed, but when he saw the range, they have not taken the news
The rival bloodline has, according seriousness in his younger brother´s about war seriously. For they are sure
to the spies, started to dig deeper eyes, he understood that something that when they find the stone and
down into the depths. The reason for important had happened. destroy it, all disorder in the mountain
the excavations is said to be that the At first, Thune Bozvij could not range will cease, and they themselves
Stoneseeker of the Plodnikk has felt the believe what the Stoneseeker told him. will stand as the leading bloodline, with
presence of a powerful object. These But he soon found himself convinced, a Plodnikk Storthune who rules over
rumors and information have caused and the greatest project in the history of the entire mountain range, just like
Thune Federav Voljienka to focus his the brotherhood was launched. Virdfjod Grigorg Brokmusk did the day he found
attention towards the east, because he had that morning, after becoming the Ymerstone.
now believes that the Plodnikk Eigle intoxicated from too many mushrooms,
Thuul also sense the same object. At all come into contact with the Spirit of the
costs, he has to reach it before his rival, Mountain, which told him what the Thune Vyderov Drognislai,
so that he can become the owner of the Mountain expected from his clan. The the old wise Buratja lord
new Ymerstone, with which he will then Spirit had told of a cave, deep down The, in Dwarven terms, very old Buratja
proclaim himself the true leader and the below the mountain and the surface of Dwarf Vyderov Drognislai suffers when
only Storthune of Brokmuskrym. The Trudvang. A cave that was supposed to he sees his fellow Thunes´ pursuit of
thought of Plodnikk reaching it first be directly below them. The Spirit of either power or powerful objects. With
has even caused the otherwise friendly the Mountain had said that there was a age, both wisdom and insight into the
Federav to allow his closest followers to “black rock”, and that it was this rock good of the Mountain have come to the
start planning to assassinate by poison that was behind the indecisiveness of the old Thune, who many brothers believe
either Thune Bozvij Plodnikk himself, Mountain and the many wars which had to have miraculously and mysteriously
or his Stoneseeker. afflicted it through the ages. The Spirit acquired the Stoneseekers’ gifts due to
Recently the other neighboring had told him that the rock was filled the benevolence of the Mountain. After
Buratja Thune, the old Vyderov with demons from worlds far beyond eight years of meditation, the insight
Drognislai, has also started to intervene this, and that if they could destroy it, came to him. He had promised himself
in Federav’s actions. But Federav does the Spirit of the Mountain would be at and his friends before he started the
not think he has anything to fear from peace. Shortly thereafter, the project to meditation that he would rather die in
the old Thune. Despite this, Federav has save the Mountain´ Spirit began. The his attempt to find out the reason for
let his closest advisors plan to murder brotherhood started to dig ever deeper the indecisive Spirit of the Mountain
the old Thune as well, so that he will into the Mountain, and a large hole than give up. Vyderov had crossed over
not ruin his plans. with a diameter of nearly thirty paces, a wide stream of lava to a small island
its interior ringed by a stairway, soon which would become his home for the
plunged its way down into the depths. next eight years. When Vyderov sat
Thune Bozvij Plodnikk and Today, almost half a century later, down out on the island, his younger
the demon rock the Buratja Dwarves are still digging brothers razed the bridge that led
For the Buratja Plodnikk bloodline, the without pause. They have now passed to the island so that no one could get
last forty years have revolved around one the deepest halls and quarries of out to the meditating Thune. Two
thing: delving deeper into the Mountain Volijakka, and as far as they themselves large stonefylgis were set to guard the
and Trudvang. Everything started know, there is no one else who has great cave, through which the hot lava
when the young Eigle Thuul Vridfjord dug deeper below the Mountain. They streamed forth, and as a final precaution
had received a vision. Virdfjod had then have yet to reach the cave with the they also had the cave entrance sealed.
immediately stormed into his older black demon rock, but they are just as No one was to disturb the old one.
brother and Thune Bozvij’s room, just determined to finish their mission today Years came and went without them
as the Thune was polishing his oldest as they were the day when their great hearing from Thune Vyderov. But no
handicrafts. This was an incredible work began. one was especially worried about the

68 | chapter 3. brokmuskrum
health of the Thune, because a Dwarf his deep meditation the old and wise with a devastating earthquake. A quake
that had put itself into a meditative state Thune Drognislai had realized that that almost certainly would bring down
like the Thune had, could live close to the mountain range was in fact cursed all of Brokmuskrym, but which hopefully
fifteen years in this manner, without by demons, just like Plodnikk´s Eigle would imprison the demons before they
either food or water. The meditating Thuul had seen in his vision. He had escape the Mountain. Vyderov has
Dwarf simply became one with the also found out that his productive recently sent several delegations of
Mountain, and after just a month or neighbour was in fact searching for a messengers to all the other Thunes of
so the Dwarf´s skin turned grey, as if stone which he thought would give him the various Brockmusrkym’s holdings
it were made out of rock. If it was not power over everyone in the mountain to find out what is really happening, but
for the Dwarf being made of flesh and range. In his dealings with the Spirit of the stone-enclosed message blocks have
blood and therefore soft to the touch, the Mountain, Vyderov found out that all returned unopened every time, from
someone passing by would not be able there was in fact a powerful stone deep both recipients.
to tell a meditating Dwarf from a stone in the underworld. But it did not contain The several years long meditation
statue. demons, as Thune Bozvij Plodnikk damaged the health of the old Thune
Eight long years passed before a believed. The demons were in the cave greatly. Vyderov never found out what
crash could be heard from the sealed where the stone was located, and if had to be done to break the curse that
gate. The two stonefylgis were the first someone opens up a path out of this afflicts the mountain range. Neither did
things you could see when the dust chamber, the demons will be freed from he find out how he should stop both
from the demolished gate had settled. their prison. The stone also does not the Buratja Dwarf families in their
Vyderov then came forth on wavering contain any special power that can make hunt for the cave and the stone. The
legs, but with a sharp expression. All a Dwarf into a Great Thune ruling over old Thune no longer has the strength
then realized, when they saw the old the entire land, such as Thune Federav to care about the will of the Mountain
one´s face, that he had succeeded in his Voljienka believes. But Federav is right anymore. A sickness seems to have
mission. concerning one thing. The stone is settled in the old buratja Dwarf´s
The old Thune Vyderiv Drognislai incredibly powerful, for it contains the body, and he has therefore started to
was struck by the revelation of the Soul of the Mountain. The mountain plan for his passing. It falls upon the
truth, as well as by terrible insights spirit also warned Vyderov that if next Thune of the Drognislai family´s
regarding the searching activities someone was to enter the cavern where territory to deal with the problems that
by his fellow Buratja Thunes of the the stone resides, the Mountain will were discovered during the long and
Plodnikk and Voljienka bloodlines. In immediately defend itself and Trudvang strenuous meditation.

chapter 3. brokmuskrum | 69
Chapter 4

✦ DALMTATZBA ✦
The Grand Kingdom of Dalmtatzba is located in the mountain range on
the great, eastern island that houses the Stormlander realm of Daalheim.
These days, this Dwarven kingdom is far from its former glory. Just like in
Erzmir, Dalmtatzba was once famous for the many gemstones to be found
in the depths of the Mountain and that became something of a specialty
for the Dwarves here.

For as long as anyone could remember, Not even a fourth of the of the Trudvang would agree that the stone
they had felt especially driven to cut and kingdom´s old population remains craft from Dalmtatzba is among the
polish the precious stones found in the these days, but those who do live finest and most valuable that one could
Mountain. Of course, they lived to shape in a similar manner to their old find. Prominent and wealthy people
the Mountain, and to mine and refine traditions, in that gemstone-cutting is from all over Trudvang pay large sums
metal, but it has always been the crafting considered the foremost of all crafts, of money, or just as often trade ore, to
of gemstones that has been the foremost even if it is only a very small portion decorate their homes with one or more
of professions, and anyone who visits the of the Dwarves that holds the honor statues made by one of the master
kingdom can see that this is the case, for of practicing this trade. Only a few sculptors from Dalmtatzba. The
everything they create is decorated in mines are still active these days, since most precious and beautiful items are
jewels. most metal- and gemstone deposits those that are also skilfully decorated
were located far beneath sea level. with gems, such that it looks like the
The deposits that have been found gem has grown from the item, and
Surviving the Drowned have quickly been depleted, which not been placed there. In some rare
Kingdom means that all kinds of metals and cases, the Dwarves of Dalmtatzba sell
Nowadays the “Gemstone Kingdom” of jewels are sought-after commodities stonefylgis to those who are able to
old is not what it once was, however. Only in the kingdom. Since both metal and pay, most often kings or other powerful
half of the kingdom still endures, and gemstones have been depleted, or individuals. The stonefylgis, which are
not even in its brightest moments does it at least have become very rare, the made to order, are often shaped in the
shine like it did in its glory days. Perhaps Dwarves have been forced to find new image of a Human hero and are placed
what happened was inevitable, since the trades. Thus, in addition to gemstone- to guard riches, but sometimes also to
whole realm is surrounded by water. The cutting and forging, the Dwarves guard important individuals such as
Dwarves had dug their way too far south, here also practice stonemasonry heirs or prisoners.
and suddenly the tunnels collapsed, and and sculpting. After all, they must
seawater came rushing in, which soon do something to please the Spirit
flooded all of the old halls, tunnels, and of the Mountain. The kingdom has The Rule of the T hree
cities that were located beneath sea level. therefore become filled with statues The island and its Dwarven population
The disaster was over in mere moments, and examples of fine stone craft. are ruled over jointly by the heads of
but during these moments thousands of Halls, tunnels, and walls have all been three brotherhoods. These three are best
Dwarves lost their lives by drowning, an decorated with beautiful sculptures. friends, even though they belong to three
otherwise unusual death for their kind. Without a doubt, all merchants in different bloodlines.

chapter 4. dalmtatzba | 71
Frugdoy is the youngest of the three, Cities in the W ater They claim that this is an insult to the
but is also the wisest one, and has the best Since the largest cities in the realm were Mountain, since they bring in metal that
nose for trade. It is he who takes care of beneath sea level, large parts of them are has belonged to another Mountain´s
all contact with people from other parts below water these days. The Dwarves spirit. Any labour performed on this
of Trudvang, and it is he who bargains have therefore built new buildings imported metal is deemed wasteful in
with interested parties over the price of atop the old ones, which serve as the their eyes. Dwarven work is to appease
wares that are ordered. foundations. Because of this, the larger the Spirit of the Mountain in which
Klovdrovir is the eldest of the three cities in the kingdom may look a bit one lives, not to appease some other
and is an old stone mason. He decides strange to visitors, at least if you are a Mountain´ spirit. Logritav has given his
what should be produced in the kingdom, Dwarf from another kingdom. All but a permission to search for metal beneath
where it should be placed, and of which few buildings are surrounded by water. the sea level in three different places
material it should be made. He is, of Stone bridges span across the mirror- in order to silence these voices. He is
course, assisted by Eigle Thuuls who like water and connect small constructed very careful, however, and has therefore
tell him what the Mountain wants to be islands and pathways that lie just above appointed his three younger brothers to
shaped into. the surface of the water. Occasionally, oversee the project. Logritav harbors a
Logritav is the one who decides one can see long boats with crews deep anxiety that another collapse will
what the metal that is received through of Dwarves rowing, moving freight cause more flooding of their kingdom,
trade should be forged into. It is also he between the buildings. Only the city of especially since no less than five mines
who decides if and when the Dwarves Frondidfior, where the three leaders live, have collapsed over the last hundred
are allowed to seek new deposits in isn’t surrounded by water, although its years, of which one caused water to
the depths of the Mountain. This is center, a seven-story building, is located engulf the floor of a smaller village. It
something that he only agrees to when in on a large paved island in the middle of is this last incident that caused Logritav
his best spirits, however, since he doesn’t the city. Five mighty stonefylgis guard to be as careful as he is today. Next time,
want to be the cause of another similar the island. The island lies three meters it might be an entire city that is flooded.
disaster as the one that devastated the above the water’s surface, which makes it The three have lately considered
realm once before. Thus, the three each difficult to ascend from the water, and the whether they should evacuate all
have a task to tend to in the kingdom, stonefylgis are even designed to wake up settlements below sea level. The
and none of them ever interferes with the if someone was to climb ashore on the Mountain seems to be too unstable,
others´ spheres of influence. Although island this way. and the danger of collapse during
they all have more or less diplomatic excavations is great. Many are also
or administrative jobs, they are still advocating a rescue of all the items that
more than skilled in forging, gemstone- An Uncertain Future are hidden in vaults that are now below
cutting, and stone masonry, and they Some in the kingdom, primarily the the water. None has any suggestions
take any opportunity they can to work lower ranking Eigle Thuuls, argue of how such an endeavour could be
with something besides their day-to-day that the three shouldn’t rule anymore, carried out, but they won’t give it a
tasks. since they’ve started to import metal. rest until they’ve tried at least thrice.

72 | chapter 4. dalmtatzba
Chapter 5

✦ DORG GROMITZA ✦
“Dorg Gromitza”, or “The Realm of the Five Halls” as it is called in Vrok, lies in the Gunnra Mountains
in Mittland. Once, this ancient Borjonikka realm was known as “Furd Gromitza”, “the Realm of the Eight
Halls”, but two halls have fallen into the hands of Trolls since then. For the Gunnras house both Dwarves
and Trolls, and for every two Dwarves nowadays there are three Trolls. Initially, a millennium ago, the
Dwarves thrived in the mountain range. They mined for resources and built halls and cities whose glory
was comparable to what once was in Dalmtatzba, with its beautiful statues and exquisite decorations on the
Mountain’s walls. There were Trolls back then as well, but not in the abundance that can be seen today. In
those days the scales were shifted, and for every Troll there were three Dwarves.

A Centuries-Long For almost 400 years the Dwarves made any more attempt to attack any
Invasion and Trolls coexisted in the kingdom, of the remaining Five Cities still in the
No one knows exactly what happened, but in something not unlike a truce. The hands of the Dwarves. And this is how
everything changed seven centuries ago. Trolls didn’t attack the Dwarves in their Furd Gromitza changed its name into
Suddenly, the number of Troll tribes grew, cities, and the Dwarves didn’t attack the Dorg Dromitza.
and soon they started to attack Dwarves Trolls in the lost settlements, although
working in the mines, tunnels, or halls. The this long stalemate was bound to change.
war was inevitable, and once it started, it Many still accuse Thune Trodverz The Five Cities
would last for 75 years before it settled into Runtgarv, who ruled the kingdom in Now, more than 300 years have passed
the current pattern. The Dwarves, who those days, three centuries ago, of not in the history of the kingdom without
were in no way prepared for an organised making any attempt to overthrow the any larger attempt at conquest from
attack from the Trolls (especially given Trolls that now lived in their old minor the Trolls. The Five Cities that are still
the unprecedented number of enemies), settlements, just a few days of march controlled by the Dwarves have been
found themselves defeated and driven back away from them. During his reign, the tied together with large “stormtunnels”,
from several places in the realm. Cities and Troll attack began with reinvigorated originally conceived to allow the quick
villages fell and were invaded by Trolls fury, which would cost the Dwarves passage of great armies, each one
who, without any significant loss, quickly three grand cities, or “Halls”, as the connecting only two cities. In this way,
gained ground. The Dwarves responded cities had been built in great, enormous people can travel safely without being
by fleeing to the Eight Cities, which in caverns. This tragedy happened nearly in danger of Troll attacks, something
those days were at the very heart of the four centuries after the Troll horde had one cannot be certain of if one travels
kingdom, in order to find safety. When the been stopped for the first time at the in tunnels other than these. The huge
Trolls reached the tunnels which led to gates of the Eight Cities. However, now number of old, small minor tunnels
the cities, they found that the now-united the Thune was unprepared for the scale has been mostly sealed or destroyed by
Dwarven hordes were unwavering, and of this new invasion. The war that now the Dwarves, in order to oblige both
the war came to its first standstill. The raged in the mountains was far bloodier travellers and possible invaders to pass
Eight Cities were still in Dwarven hands than its predecessor and lasted for nearly only through certain safe and controlled
and the Kingdom could still bear the fifty years. Thousands of Dwarves and routes.
name of “Fur Gromitza”, although many Trolls died in battle. Having captured From the city of Drovdor, which lies
minor settlements were lost to the Troll three large cities full of plunder, the near Trudvang´s surface, slightly east
hordes, especially in the upper levels of the Trolls were placated, and put a halt to of the center of the mountain range,
kingdom. their conquest. Since then, they haven’t one can go through the stormtunnel

chapter 5. dorg gromitza | 73


74 | chapter 5. dorg gromitza
reaching Proldrig in the southwest, the Troll’s attacks while working outside Every Dwarven city in Dorg
located slightly below ground level, in a of the city. Several groups of workers are Gromitza has its own small force of
day´s march. Grindbarv in the northeast, attacked by Trolls every day while on “Troddamgorer”, or “treasure collectors”
slightly above ground level, is two days´ their way to the mines. While many lives as it would roughly be translated to in
march away, and Droltverv in the east, are lost daily, the Dwarves won’t give Vrok. Without asking for compensation,
a good bit below ground level, is also up on working on the Mountain. The which they often receive anyway, they
two days’ march away. Finally, Ibrahovi, Dwarves claim that not labouring to seek out ancient, lost treasure vaults
in the south east, also located a good bit placate the Spirit of the Mountain would and secret hideouts in Troll territory.
below surface, is also two days’ march surely mean a slow and painful death, This special group of warriors, who have
away. and thus they persist without hesitation, learned to sneak up closely to the Trolls
Each city is majestic and consists of and go to their mines when duty calls. without being detected, have proven
many beautiful buildings which stands Often these Dwarves toil for days in the immensely valuable for the imminent
in gigantic, enormous and splendid same place, until a new group arrives war. Since the warriors have learned the
natural caverns, which the local Dwarves to take their place. Thus, the mines and locations of the hideouts and vaults, they
stubbornly keep on defining with the workplaces are never empty. The groups can, just like when they haul items to the
somewhat diminutive name of “Halls”. are often made up of two clans, but in cities, hide weapons and provisions at
Each city also has its share of beauty especially large workplaces, they can these locations. When the Dwarven army
and art, as it once was, but fortifications, consist of as many as ten brotherhoods. then reaches the vault, they will find both
traps, combat training grounds and Every group is guarded carefully by new weapons and provisions to replenish
barracks have multiplied during the mighty warriors who, almost exclusively, their supplies. Some of the vaults that
centuries after the invasion started. are of the same Glorka as the group of have been emptied are large enough to
Many Glorkas of artists which once were workers. hold a whole army of Dwarves. Thus,
devoted to carving the best sculpture No single Storthune rules Dorg the Dwarves are planning to fill the
and the most refined architectural Gromitza, but the realm is harmoniously four largest vaults outside of the Troll-
decorations, have turned their interests ruled by the Council of the Thunes of infested lost city of Rolgfro, northeast
to military engineering. New levels of the Five Halls who have, with tight-knit of Proldrig and slightly above ground
military defences have been reached cooperation, carefully observed the Trolls level, with arms, armors, and provisions.
in Dorg Dromitza, as the Dwarves for the last 300 years. No civil wars or When this has been done, they will try
have kept on developing new traps and turmoil are possible here, since every to smuggle Dwarven warriors there,
ambushing points during the last three Dwarf is focused only on defending the so that they can launch an attack on
centuries. Each city is overcrowded but Kingdom from the Trolls, and higher- the city with full force, once the vaults
also thriving and everybody knows that status warlords are occasionally chosen are filled to the brim with warriors. If
sooner or later the lost lands should be only with the unanimous vote of the Five all goes according to plan, the city will
reclaimed. Thunes, only to be dismissed when the need be secured, and a stormtunnel, large
ends. However, no major Troll invasion enough for a marching army, shall be
happened in the last three centuries. The dug between Rolgfro and Proldrig while
Living in an Invaded Five Thunes are only now starting to get they will fill the other tunnels with traps
Kingdom a grip on how many Trolls there are, and and put them under surveillance so that
Despite the danger of Troll attacks, where the greatest masses are located. The the inevitable retaliation won’t come
thousands of Dwarves risk their lives Dwarves have, despite the daily toll of without warning.
every day when they go beyond the lives, grown in numbers, and now realize The two other lost cities west of
Five Cities´ defences to mine a deposit that the Five Cities won’t be able to house Proldrig, Sovribia which lies above
or work on the walls of a quarry or a all of them soon. They must reclaim one Trudvang´s surface level, and Kloddvij
cave. Although there are thousands of or more of their three lost cities. The Five which lies beneath the surface level,
Dwarves that leave the cities every day, Thunes, Jiggmork, Firdvirg, Logr, Pottvin, will be left in the hands of the trolls
only a third of these toil on what the and Sergorg know that an attack against a for the moment. The five Thunes all
Mountain has to offer. Instead, the vast Troll city could indeed start another great agree, however, that if they are able
majority of these Dwarves are warriors war between the Trolls and the Dwarven to recapture Rolgfro, it won’t be long
who are tasked with protecting the kingdom, and thus they must proceed with before they will be able to reclaim the
workers, so that none of them falls under cunning and guile. other two cities as well.

chapter 5. dorg gromitza | 75


Chapter 6

✦ ERZMIR ✦
In the plains of Sylvan, in the south-eastern part of Trudvang, the
landscape is suddenly split by a giant fissure so deep that no man
has yet been bold enough to fully explore it. It is here that the grand
kingdom of Erzmir lies, wedged between the two cliffs that form the
Erzmir fissure. Deep below in the crevice, where the rays of the sun
can’t reach, Borjornikka Dwarves toil frantically.

Colossal stone blocks and grindstones young, and how the area has expanded blocks of the hardest black granite, and
have been raised from the bottom, and on with every passing generation. No one as tall as a four-story building in the
ledges, seemingly never left to rest. knows how or why the field constantly Human cities and requiring more than
One legend among the Humans of increases in size, but all are certain that a hundred of the strongest Dwarves to
the area claims that once there stood a the dust and gravel are what’s left of the move, slowly rise, only to smash and
mountain where there is now a fissure stones that are mined in the depths by sunder anything beneath it, is a sight
splitting the plains in two. The legend the Dwarves. Although many have stood that would amaze most. The largest
says that the Dwarves who live in the guard over the area, none has managed of the stone crushers breaks blocks as
darkness of the fissure have slowly but to see a Dwarf ascend to the surface to large as houses, which are then passed
steadily dismantled the Mountain in discard the crushed and useless rocks. to the next crusher that in turn break
their search for the noble metals and Rhythmic noise constantly echoes the blocks into smaller pieces. Finally,
precious gems that were hidden within. from the depths of the fissure and the rocks reach the grindstones, where
out over the plains. It comes from the rocks are, in just as many steps,
the enormous stone crushers that ground into fine dust. Gemstones
Pebbles, Grindstones slam together with tremendous force that are hidden in the stones are too
and the G reat F issure and weight to break the rocks that hard to be broken or ground, and thus
On each side of the fissure lie two have been placed between them. The survive through the entire process, or
great fields of pebbles and dust. On hammering thunder of the crushers removed from the debris by Dwarves
the outskirts of these fields, the layers is joined by a perpetual screech from that constantly watch the process.
of pebbles are thin, and those who’ve the Dwarves grinding the rocks to
been brave enough to approach the edge dust as they search for the unbreakable
of the fissure to search for gems - and gemstones. This deafening noise, Gems, Coal and T rade
been lucky enough not to be found by awful and unbearable for anyone else, If other Dwarven realms are famed for
the Dwarves - claim that they haven’t is like sweet music in the ears of the their forges and stone masons, Erzmir
reached soil or solid ground, no matter Dwarves. The rocks hidden beneath is primarily known for the polished
how deep they’ve dug. These fields of Trudvang´s topsoil are constantly gemstones. The gems that are mined in
crumbled rock seem to grow larger with mined, to be smashed and broken the realm are both larger and purer than
every passing year, and people who live in the mighty crushers. For those those from anywhere else in Trudvang.
near the fissure are more than happy to who’ve never seen anything similar, The gems are honed and shaped for years
talk about how far away the dust and the crushers are indeed an impressive by the most diligent gem cutters in all
pebbles were when their parents were sight. Seeing the colossal crushing of Trudvang. The diamond that is said

76 | chapter 5. erzmir
to decorate the throne of the kingdom´s back and forth between the two sides of most elevated settlements of the fissure,
Thune, is rumored to have taken close to the city, the many working places, and a great feast erupts that lasts for just
200 Human years and over 40 Dwarves to the settlements. The kingdom or city as many days and nights. The Dwarves
cut and polish. Of all the gemstones that stretches a few hundred meters into the eat and drink as much as they otherwise
are found in the kingdom, only a fraction bedrock on each side of the fissure, but go would over a period of half a year during
reaches the outside world. Those that are too far, and soon one will only find long these days. The Dwarves wear masks
sold are not considered especially valuable tunnels that lead deep into the bedrock that depict the frustrated face of the sun
by the Dwarves but are still counted as and to the underground quarries. when it has realized that it hasn’t been
the most beautiful by Humans. It is said The Thune of the kingdom is Zobadi able to destroy the Dwarves this year
that the largest and most stunning jewels of Drimzolt’s blood and is more than either. These masks are only removed to
are kept in a chamber behind the throne 100 years old but doesn’t look a day over enable the wearer to drink or eat, for the
room of the Thune, and all of these stones 60. It is rumored that the diamond that Dwarves don’t even sleep during these
have supposedly been cut and polished for decorates the Thune´s throne holds a days.
150-250 years. power which, through the mightiest When the feast is over, the Dwarves
The kingdom is not just known for its Thuulcraft runes, has been linked to fall asleep wherever they are currently
precious gems, however. It is also famed Zobadi. While most of his brothers are located, only to wake up three nights
for its coal, which is sold in distant lands of the upper echelon of the gemstone later after having been awake for ten
since its quality seems unparalleled cutters, two of them are Stoneseekers, whole days. Once they’ve slept off the
elsewhere. This fuel is the finest of its who determine what the stones that intoxication, and regained the strength
kind in all of Trudvang and is said to are sent to the brotherhood should be to work, the noise of crushers and
burn twice as long as the coal which is shaped into. These two are the most grindstones resounds from the depths
mined in other places. Since the Dwarves powerful Thuuls that the kingdom has again.
of this kingdom spurn the sun above all ever seen during its entire history, and During these days of serenity, Humans
else, they have built great trade routes it is these two who have managed to link rush to the edge of the cliffs, hoping to
that lead from the depths to the surface. the power of the diamond to their elder get a glimpse of what hides in the depths.
About one third of the way from the brother. Now, they seek gemstones with There are a few every year who can’t
surface lie small trading stations, where similar powers so that they can link them control their own greed, and thus they
Humans can come to trade for coal, and, to themselves, and thus achieve the same climb into the fissure, fearing for their
in rare cases, gemstones. The roads, mighty age as their Thune. lives, as they search between the mighty
large enough to drive two carts next to crushers and grindstones. Most of those
each other, run through great tunnels that journey into the fissure return
to the trading stations. The entries to Sunnydays empty handed, but a few of them actually
every station are guarded by thick gates The thundering noise echoing from the manage to steal small gemstones that the
however, which can quickly be closed fissure only stops once every year. It is Dwarves haven’t been able to hide before
shut if greedy Humans take what they when the sun reaches its highest point the rays of the sun have closed in on
desire without proper payment. Nothing in the sky and an angle so that its rays them. Far from everyone that climbs into
like this has happened in a hundred years, actually shine all the way down to the the kingdom returns, however. Many
however. bottom of the deep fissure. For five days of these adventurers fall to a certain
and five nights, the whole kingdom is death during the long climb in and out
completely silent. The local Dwarves, of the fissure. Some never return, but
The Vertical Kingdom who are all convinced that they would disappear completely, without a trace.
Erzmir looks very different from the turn to stone if they are exposed to People who have lost friends in this
typical Dwarven kingdom. For the sunlight, stop working and hide deep manner say that their friend had stood
whole kingdom is made up of one single in their darkest caverns, where they sit next to them and talked, only to be gone
city carved on both walls of the great without moving or even talking to each in the next moment without a sound or
fissure. On great ledges and plateaus, other. Empty eyed, they sit and stare trace. They say that they couldn’t find
both natural and Dwarf-made, the into the wall before them as if it could where their friend could have gone, no
Dwarven houses are located next to crumble at any moment and allow the matter how much they searched around
giant grindstones and stone crushers. annihilating light to shine through. them. Whether these fortune seekers
Between the two walls of the fissure, When the danger has finally passed, and were claimed by clever traps, or if it was
there are a myriad of bridges leading the rays of the sun no longer reach to the something else, no one knows.

chapter 5. erzmir | 77
78 | chapter 7. glitzmakulji
Chapter 7

✦ GLITZMAKULJI ✦
In the middle of the massive Fjaldgand Ridge in the north-west of Trudvang, just
below ground level, a subterranean lake fills a large cave in the bowels of the Mountain.
The lake is so big that it takes a Dwarf two days to walk around it. How deep the lake
could be, no one really knows. In some places it is only a few meters, while at others it
seemingly lacks a bottom. On the walls that frame the mirror calm lake, as well as on
the cave floor leading up to the edge of the shore, lies the enormous city of Glitzmakulji

Glitzmakulji, or “Glitthamn” as the city is throw themselves down into the hot lava great, and because of this they tore down
called by the Humans, makes up the center which flowed like warm blood, deep below the wall through which they had come.
of the land, and it was here that the cursed the surface of Trudvang. Here, they would Here, by the lake, those of the Blood of
people once fled, a long time ago. Legend once again become one with the Mountain. Trodnikk then laid down the foundations
says that those of the Blood of Trodnikk By sacrificing themselves in this manner, for the city which would soon become
had cursed all of Tvologoya the day when they could help the Mountain in creating the center for an entire kingdom and its
they, by mistake, brought down the wall new stone and ore, and the hope was that people. Years came and years went without
that protected the land from the cursed this significant sacrifice would break the the pursuers showing up, and during the
“Endless Dark Chasms”: a mysterious curse. But none of the Blood of Trodnikk time when the Dwarves lived beneath the
maze of tunnels and abysses, inhabited took the path of suicide. Instead of razed wall, the city grew in size. What
by a powerful, dark “Entity”. A heavy completing what they were doing and then happened to the pursuers, no one knows.
aura of evil could be felt by all those who sacrificing themselves, all the members But the Bodnjev family quickly died out in
approached the Chasms: the miners have of the cursed bloodline fled west into the Tvologoya, as if the curse had afflicted the
reached a part of the underworld which was Endless Dark Chasms. Those of the Blood lost pursuers instead of the whole land or
originally meant by the Mountain’ Spirit to of Bodnjev took upon themselves the task the “guilty” Dwarves of Trodnikk’s Blood.
remain unknown to the Dwarves. Doom of hunting down the fleeing Trodnikks, to
and desperation were now bound to fall complete the punishment that had been
on the Sons of Borjorn. The punishment imposed on the refugees. Around one- The City of Glitzmakulji
for this unthinkable act was death, and all thousand battle-trained Dwarves went and the Lake
of the Blood of Trodnikk were to receive into the Endless Dark Chasms, on the hunt Glitzmakulji is really several small cities,
the same fate. The Borjornikka Dwarves for the cursed people. For years, both those which through the centuries have grown
of the Blood of Trodnikk were, however, of the Blood of Bodnjev and those of the into each other around the lake´s western
given a short time to prepare for their Blood of Trodnikk wandered deeper and shore, so that today the city almost entirely
coming end. During this time, they had deeper into the dark chasms. After many encompasses the western part of the lake.
the opportunity to placate the Spirit of years of wandering and misery, those of Aside from the mighty buildings that have
the Mountain by finishing the buildings the Blood of Trodnikk finally reached the been built on the beach and into the cave
and objects that they had been occupied other side of the dark chasms, where they walls, there is also a number of inhabited
with. When all projects were finished, they found a great subterranean lake which islands which rise here and there in the
were to meet their death in the depths of glittered like silver in the light of shining subterranean lake. In the little harbors
the Mountain. A whole Glorka of nearly crystals called “Glitzaljas”. The concern on these islands, flat-bottomed boats rest,
two-thousand Dwarves would voluntarily that their pursuers might find them was whose wood has been collected above

chapter 7. glitzmakulji | 79
ground. The islands have become home cannot endure the lack of darkness during belongs to a fisherman from another lake
to those that have the rare among the night time while, on the other hand, because of the runes that show who made
Dwarves occupation of fishing, and who Dwarves from other kingdoms complain it. Just like the other Dwarven professions,
make a living by catching the so-called that the local light is unnatural and forces fishermen also want to name and put their
“vritt fish”, which has become something of them away from the constant darkness or mark on the tools they make to be able to
a delicacy next to the tunnelhog. The “vritt” low light in which most Dwarves are used carry out their work.
is a milky white fish that can grow to be to live. The Glitzaljas do not seem to grow Aside from the shining crystals,
over four meters long, and which requires anywhere else than in this mountain range. Fjalgand Ridge is rich in gold, something
two Dwarves to put their arms around its When the crystal is taken down from its that shows in the manufactured objects
middle. But all the islanders do not make place, it dies, and its light slowly but that the Dwarves of this kingdom
a living from fishing the vritt. There is a surely ebbs away, although the Glitzaljas’ produce. Pretty much everything that
small, hardened group that has specialized light last longer than in other crystals. is created is gilded with intricate golden
in catching giant water snakes. Despite the Some crystals gathered from the grown- patterns and the Goldsmiths here
snake being a symbol of the evil god Yukk, together pillars can shine for as long as have mastered incredibly high levels
the giant snake has become a valuable a hundred years, while crystals gathered of craftmanship, renowned throughout
delicacy that only the richest can afford to from other places only shine for a third Trudvang. The kingdom of Glitzmakulji
buy. By eating the flesh of the giant snake, of that time. The crystals have become which has received the same name as the
one can show one’s contempt for Yukk, with popular among the wealthier Dwarven city and the lake in its center, spreads out
the hope that the evil god will pick an easier families around Trudvang, where they from the capital like a three-dimensional
prey than a Dwarf who has the courage to are used to light tunnels and vaults. Some spider web of tunnels and passages,
defy the god. The high price that you have Dwarves from other kingdoms say that it and this web is tied together by small
to pay for a meal of giant water snake is not is a great shame to barter with the cursed villages or settlements. Unlike most other
because these snakes are rare, but rather people of Glitthamn, and that it can lead to Dwarven lands, Glitzmakulji is not very
because it is a very dangerous endeavor to great misfortune for those that do it. For deep. There are tunnels which off course
catch them. Many are those who have paid even today, there are Dwarven bloodlines go down deeper into the underworld than
with their lives while struggling to capture which remember the sacrifice which those normal mine shafts, connecting to special
a giant water snake. of the Blood of Trodnikk refused to make. logi forges and other important places,
Even so, the crystals of Glitzmakulji are but the deepest inhabited places lie only
appreciated throughout Muspelheim and just below the feet of the mountains.
The Glitzaljas Crystals their trade have continued to flourish The Mountains of the Fjaldgand Ridge
The name “Glitzmakulji” comes from the during the centuries. also have some coal deposits. These are
dull and sometimes silvery light that a not of the same quality of what one can
certain type of crystals emits from their find in Erzmir and are all superficial, for
positions in the Mountain. The crystals, Fish, Gold and C oal Dwarven standards. Rather than losing
which are found in great numbers in the Aside from the lake of Glitzmakulji, there time and resources, the Dwarves prefer
area, grow everywhere in the Mountain, on are several other subterranean lakes under to get it from the Amurs, the Human
walls, floors, and on mighty stalactites and the mountains of Fjaldgand, but none of Wildfolk who live in the surface of these
stalagmites. Here and there, great pillars these are as big as the lake by the capital. Mountains. The Amurs have developed
also rise up through the enormous lake, Because the lakes have proven to be an a relatively sophisticated technology to
supporting the roof of the cavern. Each excellent source of food, settlements of refine coal and they barter it with gold.
pillar testifies of the great span of time different sizes have sprouted up around Thus far the Dwarves have been happy
that must have passed before the stalactite the bodies of water, everything from cities of the deal, although a few of them
and stalagmite are finally united with each to smaller villages. Many believe that the have grown curious about the Amurs’
other to form the pillar that exists today. lakes in Fjaldgand Ridge are connected techniques of coal-refining.
The Glitzaljas crystals growing on these by underground canals. This belief is
pillars emit a stronger light. It seems supported by the fact that the vritt fishes
like they have more power to shine than who have gotten away from fishermen The Coming of the
the crystals that grow in other places in with the hooks still in their mouths have Dragon
the Mountain. The constantly shining been caught by other fishermen in lakes far The southernmost parts of Fjaldgand
crystals create an endless “day” to reign away. A fish who got away in Glitzmakulji Ridge is today uninhabited because the
in Glitzmakulji. Visitors from other parts might then be caught in a subterranean caves there have been claimed by a large
of Trudvang have a hard time adjusting to lake situated in a mountain far away from jarnwurm. As long as can be remembered,
the constant light. The very few Humans the place where it was originally caught. these parts have been in the dragon´s
and Elves who have visited Glitthamn The Dwarves can tell that the hook grip, and it is now over 450 years since

80 | chapter 7. glitzmakulji
the area was completely lost after nearly the dragon has become considerably more because Storthune Woodbarov has been
eighty years of bloody skirmishes with the active than it has been for several hundred sent by the gods. The faction, however,
dragon. This jarnwurm, whose name is years. Why this is so, no one really knows, thinks that their desire is legitimate, and
“Borsjev” or “Bloodmaw” for the Humans, but it is thought that it has to do with the counter these arguments by saying that
is a mighty beast, and one of the reasons steadily declining stock of tunnelhogs. it is Woodbarov who is not following
why the Dwarves prefer not to settle Borsjev has simply eaten his larder bare the wishes of the gods. What he has
down deeper under the mountains than and has now begun to search for another done not only goes against the gods, but
they do. For it is rumored that Borsjev source of sustenance. also against the Spirit of the Mountain,
has not only taken the southern parts but since he has let the objects remain in
has also found great caverns and passages the clutches of the dragon without
in the depths under the mountain, where Glitzmakulji Today trying to reclaim them. Frondor is the
the lava flows. That the dragon is mighty, For 450 years all the Great Thunes of only one who has openly criticized his
nobody doubts. Stories tell of how over a Glitzmakulji have faced defeat against Great Thune about Borsjev. But he has
hundred Dwarves at a time could be killed the dragon, while the current Storthune distanced himself from the faction, which
when Borsjev spat its hot magma breath Woodbarov, unlike all his predecessors, is currently doing everything they can
over the troops who came to destroy him. has yet to send any troop to try to drive to undermine the Storthune´s power.
Few were those that managed to endure the beast away, despite the fact that Rumors of course suggest that Frondor
the unimaginable heat which the dragon traditionally all the previous Storthunes is the real leader of the faction, even if
radiated, and this despite Dwarves being have issued this order as soon as they he has not said in plain words that he
a race resistant to heat. Despite the large have assumed the power. He says that wants to seize the throne. On the other
numbers of the Dwarves, they could not he is waiting for the right moment, and hand, he is waging a hard campaign
match Borsjev´s raw strength and power. that he and his closest advisors have far- to get Woodrov to equip his subjects.
Not even the razor-sharp Mitraka spear reaching plans for how an attack should Frondor is willing to lead the troops
heads could pierce the hard scales of the be carried out. Many are those that want himself, which might strengthen his
dragon. After several years of defeat, they to see the dragon die the worst of deaths loyalty to Storthune Woodbarov in the
could only admit that the southern parts for what it has done to the Spirit of the eyes of those who doubt him. The power
were lost. Several more or less half-hearted Mountain in Glitzmakulji. They think struggle has been going on for almost
attempts have since then been carried out that Woodbarov´s biggest concern in seven years, and the land is more or less
to drive the dragon away from the halls the land should be to retake the stolen divided in two camps: those who support
and tunnels of the Mountain. None of these artifacts which are lost in the southern Woodbarov and those who want to see
attempts have, however, come even close to caves controlled by the jarnwurm. The Frondor as the land´s new Great Thune.
succeeding. It is not a desire to retake the objects should then be distributed to Woodbarov has recently started
lost regions that is the biggest reason why the Glorka of the Dwarves which once to investigate who the driving forces
the Dwarves of Glitzmakulji want to drive managed to escape the dragon, so that behind the hostile faction are. To his
the jarnwurm away; the biggest reason the objects can once more rest under great dread, he has discovered that some
is the precious objects that the fleeing the stewardship of the rightful Dwarven trails actually lead directly to his closest
Dwarves had to leave behind. Because all bloodlines. Many also feel threatened, advisors. He has yet to air his suspicions,
objects that are created are regarded as because the dragon has become more but while searching for more solid
more or less holy by the Dwarves, they active during the last few years. evidence, he instead tries to trick these
see the mission to reclaim them as an act At approximately the same time as unreliable advisors with less honorable
of faith. Because these objects contain the the first reports about the new activities motives, in order to maneuver them into
Spirit of the Mountain, it is their loss that of the dragon started to circulate, a making a mistake and revealing their true
is the biggest reason for wanting to drive political faction with members from all loyalties. To appease those that would
the dragon away. Brave Dwarves that have social classes began to gain strength in strongly support him staying on the
gone into the region say that the jarnwurm the land. The faction has, during the last throne if he only did something about the
has now plundered almost all the stockpiles few years, worked hard in the shadows iron dragon, Woodbarov has gathered
and treasure chambers that had been filled to remove Woodbarov from the throne, and armed a small guard. He knows that
with objects and heirlooms during the long because he has not done anything yet these warriors are by far not enough to
time when the Dwarves lived there. Where to drive the dragon away. The faction, drive the dragon away, much less slay it,
the dragon has taken the treasure, no one which has won new support during but the mission he plans for them is none
knows, but considering that jarnwurms the years, wants to replace Woodbarov of these. Instead, their mission will be
like to gather their treasure in a single with a well-spoken warrior by the name to spy on the dragon. Woodbarov wants
large hoard, it is likely to be somewhere of Frondor. Some say that it would be to know as much as possible before he
near the nest of Borsjev. In recent times, against the gods to carry out such a coup, takes any action, which he knows that

chapter 7. glitzmakulji | 81
he eventually must. Especially now that they call themselves, have built their their way out of the Endless Dark Chasms
the dragon has become more active, the stronghold in a cave that is situated during the last few months. Why they
political tension in the land has reached a approximately half-way between the have done so, no one really understands,
level where something must be done if he lost regions and the city of Glitzmakulji. because it was over seven-hundred years
wants to remain the Great Thune. The order today consists of around four- ago when they last tried to attack the
But Woodbarov has not waited to hundred robust warriors, who all have Dwarves in Glitzmakulji. After a great
proclaim safety measures around his elder brothers who fought the dragon in defeat, they were pushed back to the dark
city. Here and there he has started the past centuries. chasms by the defending Dwarves, who
construction of ingenious dragon The Drogbasjev do not take orders then brought down the passage that the
traps that will catch or kill the dragon, from anyone other than their master, Trolls had come from. Four towering
should it get close to the city. They are which has made both the Storthune and stonefylgis were stationed to guard
predominantly the same basic type of his rivals upset. Woodbarov has tried the chasm from which the Trolls had
trap, but because making dragon traps to convince the order to submit to his arrived. When these stonefylgis were then
has become a profession for a whole command, and thereby carry out his will investigated, it turned out that someone
clan, there is a number of variants. The and his mission. By doing this, he would had changed the instructions that would
most used dragon trap revolves around not have to put together and train his awake them. This fact immediately made
the walls of a tunnel being loose, and own guard in the art of dragon slaying. Woodbarov accuse the hostile faction,
therefore movable. Two large rooms are But the order answered that they could because only a Dwarf with the power of a
dug out on either side of the walls where not do what their Thune wished, even Thuul could change the instructions that
the Dwarves can spring the trap. In the if they themselves wanted it. They said had been given to a stonefylgis. The Great
walls, there are is number of holes that that they had sworn an oath to follow Thune at the same time became worried,
are hidden with the help of the work an old agenda which was established since only a very powerful Thuul could
of the best stonecutters, so that the by the elder brothers of their Glorkas undertake the change. The faction, who,
dragon cannot spot them easily. When shortly after the original escape from the via a neutral party, denied the allegations,
the dragon has walked into the trap, dragon. To violate this oath would be instead tried to turn them around, so that
the Dwarves drive great barbed spears equal to committing suicide in a soulless it was Storthune Woodbarov that was
through the holes in the walls into the Mountain. When Woodbarov asked what accused. They said that only a Thune´s
dragon´s body, and at the same time their agenda consisted of, they could not closest Thuul had enough power to
other Dwarves set in motion machinery answer him. They said that it could only change the instructions that were set to
which slowly moves the front part of the be revealed to the initiated, and not even awaken a stonefylgi, and that Woodbarov
walls toward each other until they form to all of those. had done this to slander the faction. What
a cone. The spears are so big that they The rivals of Woodbarov have also both the faction and Woodbarov know and
take fifteen Dwarves to manoeuvre them contacted the Drogbasjev, seeking their are concerned about is that none of their
and are equipped with stops that prevent support in removing the Storthune. The Thuuls have enough power to change the
the dragon from backing up, and pulling order then answered that they did not instructions of those mighty stonefylgis.
the spears out of the wall, at least not care about any political games of power, At the same time, rumors have sprung up
without tearing out large parts of its or even who was the Great Thune of about not only Trolls being spotted in the
body where the barbs of the spears are Glitzmakulji. They revealed that they vicinity of the Endless Dark Chasms, but
sunk. If everything goes as planned, the recently had to reject the Thune’s request also masked and oddly clothed Dwarves
trap will have enclosed the dragon. The for help, which immediately caused the from outside Glitzmakulji. These rumors
beast will not be able to move forward rebel faction anguish. That the Great have sparked other rumors. With a panicky
since the walls do not permit this, and it Thune had been in contact with the voice, they are spread from Dwarf to
cannot move backward without gravely Drogbasjev could only mean one thing, Dwarf, among all citizen of Glitzmakulji,
injuring itself. After that, they only have that he had seemingly started to find who all hail from the Blood of Trodnikk
to wait until the dragon dies from the ways to counteract their big leverage or other, closely related bloodlines. The
wounds that the spears have given it. on him. The members of the faction rumors say that those of the Blood of
Besides the small dragon guard that therefore had to resort to emergency Bodnjev have now finally reached them,
Woodbarov recently put together to measures, and by doing so, moved several and that they, during thousands of years of
investigate the lost regions, there is an steps ahead with their plan of removing exposure to the hate and affliction from the
order consisting of a group of warriors Woodbarov. What their new, slightly Entity of the Endless Dark Chasms, have
whose lineages can be traced back to panicky, plan is based on, only the future become a sort of monstrosity, and that have
the Dwarves who fought the first battle can tell. come to take their revenge for the sacrifice
with the dragon 450 years ago. The As a dressing on the wound for the that was denied, which in turn led to their
“Drogbasjev” or “dragon slayers”, as hostile faction, Trolls have started to make whole family being cursed.

82 | chapter 7. glitzmakulji
The Cursed People Tvologoya there are clearly more than in the treacherous labyrinth represents that
Since their escape from Tvologoya, the other places. make the Dwarves hesitate to enter. Ever
Dwarves of Glitzmakulji have been Others, more neutral toward those since the Dwarven race awoke when
called the “Cursed People” by other of the Blood of Trodnikk, say that it Trudvang was young, they have been
Dwarves. Woe, misery, and failures is jealousy that plays a large role in warned of what is said to dwell within.
are often blamed on those of the Blood the allegations toward the Dwarves An evil Entity who has neither name
of Trodnikk, who today live in the the of the Fjaldgand Ridge. They argue nor appearance is said to live among the
massive mountains of the Fjaldgand that Glitzmakulji´s great stores of Endless Dark Chasms and capture all
Ridge. Dwarves from other lands speak gold create jealousy, and when you see who wander therein. What the Entity is,
of them as a despicable bloodline who no the forged golden objects, it is easy to or what its purpose is, nobody knows. As
one should have dealings with. Few are say that no other family can make as soon as Dwarves learn to speak, they are
those that know what really happened, beautiful golden objects as those of the warned of the “Endless Dark Chasms”,
and what led to the family´s escape out Blood of Trodnikk. In addition, it seems which has become the name of both the
of Tvologoya. Despite these, they believe that in other Dwarven Kingdoms the chasms and the Entity that is said to live
that those of the Blood of Trodnikk Glorkas whose prominent handicraft is within them. Ever since the early days of
are the cause of misfortune, curses, and to forge gold are the ones who are behind Dwarven civilization, the Dark Chasms
other bad things that happen to them. the most severe allegations against have been known as a dangerous and
Trade and other contact should be kept Trodnikk´s Blood. desolate area. Those who have dared to
as minimal as possible, optimally having enter the Dark Chasms to investigate the
none at all, so that one does not become Entity and who have also made it back
afflicted by the curse oneself. What the The Endless Dark out, describe how they felt an ancient
curse entails, or how it manifests itself, Chasms evil enveloping their bodies. They say
no one really knows. But the Dwarves of The Endless Dark Chasms consist of that they felt a coldness encompassing
Glitzmakulji are spoken of as the black a series of deep chasms in the primary them, how they felt as if they were
sheep of the Dwarves, a family that defies rock, that are in some places several being scrutinized by a being as ancient
the gods and who should not exist. It kilometers deep, while in other places as the Mountain itself. Rumours tell of
has even gone so far that when Dwarves they are only around ten meters deep. how Dwarves who have come out of the
from Glitzmakulji are traveling and Some chasms are up to a hundred paces Dark Chasms look different than when
want to visit another Dwarven kingdom, wide, from wall to wall, while others are they went in. Some have lost both their
they are simply denied entrance at the so narrow that only a hand can fit in the hair and their beard, some have ash grey
gates of the land. chasm. Their length varies as much as skin, and others have come out with
Some more extreme groups even want they do in depth and width. The Dark white hair. Vitner Weavers that have
to go so far as to suggest a purge of those Chasms often lie in different levels, been allowed access to the area say that
of the Blood of Trodnikk. They want which means that one chasm´s bottom they have never before seen a place filled
Dwarves from all the lands in Trudvang could very well be at the same height as with such a concentration of darkvitner
to unite in a mighty army, which once another chasm´s roof, and some chasms than here. After only a few moments in
and for all would exterminate the family, lie directly above one another. Almost the outskirts of the Dark Chasms, the
as it was once supposed to. The wrath of all adjacent Dark Chasms are somehow enormous energy has made the Vitner
the gods grows every day because those linked together, either through a short Weavers light-headed and nauseous,
of the Blood of Trodnikk still breathe, path, or through an opening in the wall. which has made them either flee or run
they say. The extremists argue that as This makes it possible to go from one straight into the chasms, never to be seen
long as Trodnikk´s Blood exists, the Dark Chasm to another, but you have to again. The Vitner Weavers who are well-
gods will not be able to help the Dwarves be prepared for some climbing, because a read about the phenomenon speak of a
of Trudvang achieve the perfection path from one chasm to another can vary “Magical Entity”. They say that it may
that they constantly strive toward in greatly in terms of height. be an unknown and incredibly powerful
their work with the materials of the It is said that the Dark Chasms form of Logi which lives among the Dark
mountains. Some even go so far in their exist all throughout the primary rock Chasms. One that does not look like
accusations against the family, as they of Trudvang, and if you only knew the fire, but which is instead invisible and
blame on the Blood of Trodnikk even the way, you could travel between all of with mighty, evil powers. It constantly
restless spirit which curses the far-away the Dwarven lands in the whole world seeks new Vitner or the hidden energy
kingdom of Brokmuskrym. There is an through these. Together, the Dark which is inside the life of every creature,
extremely small number of Dwarves Chasms form an incredibly complex and it is this hunger that the Dwarves
who stand by these more extreme labyrinth, which all Dwarves hesitate to feel when the cold Entity encompasses
views but in the southwestern parts of enter. But it is not only the danger that them. Some Vitner Weavers also suggest

chapter 7. glitzmakulji | 83
that maybe the Endless Dark Chasms up their pursuit, they managed to settle
also host in their depths some kind of down among the Dark Chasms, where
perverted “Hlogres” or Vitner Node, they have created a kingdom of their own,
from which “Njord Fires” or Vitner just like those of the Blood of Trodnikk
streams flow, sometimes bringing the have done in Glitzmakulji. If this is true,
Dark Vitner energy, other times stealing no one knows how many there might
it, from everything which is around. The be, because they themselves have grown
reality is that nobody knows what really much in number. The other rumor says
dwells in the deepest parts of the Endless that those of the Blood of Bodnjev were
Dark Chasms. lost in the Dark Chasms. When this
Aside from the evil Entity that is said happened, the Entity inhabiting the
to be one with the Dark Chasms, there Chasms refused to allow the souls to
are many Trolls and other dangerous leave their bodies to become one with the
creatures living among the chasms. Mountain. The rumor therefore says that
The Dwarves of the Fjaldgand Ridge those of the Blood of Bodnjev became a
argue that evil attracts evil, which has force of undead who, for thousands of
caused evil beings to come down from years, have wandered around among the
Trudvang´s surface to the Dark Chasms Dark Chasms with only one thing driving
where they, for ages, have been corrupted them: to get revenge. No matter which of
and changed by the presence of the the rumors is closest to the truth, both
Entity. It is said that today, the chasms have helped to create fear in the kingdom
hold hideous creatures that do not exist of Glitzmakulji, and the fear of an attack
anywhere else than here. They claim that grows ever stronger with every passing
the evil living among the dark chasms day, especially now, when the Trolls
is so great that, like a magnetic rock have come out of the Dark Chasms and
attracting metal, the Entity attracts evil started to cause trouble.
beings from all corners of the world. The
eviler the being is, the greater the chance
that the Entity can reach it to lure it The Lost Regions and
down into the depths. The Dwarves Borsjev the Jarnwurm
also believe that it is the Entity in the The southern parts of the land, or
Endless Dark Chasms that is the reason the parts which today are called the
why the jarnwurm has settled down in “Lost Regions”, make up almost a
the southern parts of the land. third of the entire ancient kingdom.
Because many have recently seen Here the Dwarves came not long after
mysterious Dwarves with masks and Glitzmakulji, the city by the lake, was
clothes that no one recognizes in the area founded. Even if the southern parts
around the Dark Chasms, rumors are cannot house a metropolis as big as
now spreading in Glitzmakulji that there that, there were still three impressive
are also evil Dwarves, corrupted by the cities in the area. The first was the
unknown Entity, among the creatures city called “Olskow” which was built
who dwell among the Dark Chasms. As in an enormous cave, high above the
of yet, as far as they know, no one has ground level of Trudvang, in one of the
fallen upon misfortune because they met Fjaldgand Ridge´s highest mountains. It
these mysterious Dwarves, but according was also this city that was first afflicted
to the rumors it is only a matter of time by the fury of Borsjev the dragon,
before this happens. For the rumors state because the city had a connection with
that it is those of the Blood of Bodnjev the world outside and the open skies.
who have found a way through the Dark For the Dwarves who lived here were
Chasms and have now come to seek not afraid of what existed outside of
their revenge. During recent times, the the Mountain, and some of them settled
rumors of the Bodnjev family have split down along the mountainside where
into two different stories. One says that their dwellings today only exist in the
when those of the Blood of Bodnjev gave form of weathered ruins. When the

84 | chapter 7. glitzmakulji
chapter 7. glitzmakulji | 85
jarnwurm came, the Dwarves out here course, the stories have changed during years and are now seriously threatening
tried to hold him off, while some tried the years since the escape took place, the kingdom, just like 450 years ago,
to raze the gate which led into the city but that the descriptions of the dragon when the dragon first moved into the
of Olskow, but the dragon overwhelmed would turn out so different is hard to mountain range.
them and, before they could demolish explain if there is not really more than Despair has filled the heart of many
the gate, the beast had already gotten one dragon. Dwarves of Glitmakulji, and many
in. After having destroyed numerous The Dwarves of the Fjaldgand Ridge theories have developed regarding the
buildings and killed large parts of the believe that Borsjev (and its family, if reason for this new renewal of the wurm’s
city´s inhabitants, he continued into the there are more than one dragon) live threat. According to the dominant
Mountain’s interior. For eighty years the deep below the feet of the mountain, theory the Dwarves, mining nearby
Dwarves held the southern parts before where the lava flows. They believe the lost regions, have possibly invaded
they finally capitulated to the dragon and that a jarnwurm who bathes in lava is an unknown sacred place. Maybe they
went north. The dragon had then killed rejuvenated, and that this is the reason have awakened the wrath of the gods
more than half of all the Dwarves in the they can live for so long. No one knows and offended the Soul of the Mountain,
area and ruined two more cities and a the gender of Borsjev, and there is by tearing down and destroying parts of
few smaller settlements. Many argue therefore an argument about whether the the Mountain which were not meant to
that it was the most beautiful parts of dragon is a female who has invaded the be discovered by the Dwarves, since in
the Glitzmakulji kingdom that had to be Mountain’s Interior to give birth to her the Mountain’s Will they were already
evacuated. The crystals which grow in offspring, or if it is a male who prepared perfect, without any need for Dwarven
these southern regions were both bigger a nest for his female. Should it turn out work. They say that it is better to move
and spread a stronger and different light that there are several dragons living those who live in the vicinity of the lost
than those that exist in the northern deep in this mountain range, all are fairly regions, than to keep on offending the
parts of the land. certain that Borsjev is a male, because Mountain.
That a dragon is still in the southern he is sometimes described as gigantic, The reasons for the extension of the
regions, no one in Glitzmakulji doubts. old, and almost black in color, while the dragon´s territory have been widely
But they don´t agree on how many smaller and more delicate dragon which discussed in Glitzmakulji. Most believe
dragons exist in the bowels of the is more blood-red in color is considered that the foremost reason is lack of
southern mountains. Most say that to be the mate of Borsjev. food, that there are simply not enough
there is only one dragon living there, tunnelhogs anymore to feed a dragon.
while other say that there are two. A But there are also those who believe
few even go so far as to say that there The Dragon today that it is really about the strange rock
is an entire family of dragons, of five or In recent years the dragon has that Jobrashovj found when he and his
six individuals. The division regarding become increasingly more active. six brothers were out searching for
the number of dragons is caused by This is indicated by the population of logis in the dephts of the Mountain five
the great variation in stories that exist tunnelhogs, which once was large in years ago, just north of the lost regions.
around the dragon and the escape from the mountain range, and has recently The rock was so big that it took four
it. Because many Dwarves managed to noticeably dwindled in numbers. As Dwarves to embrace it. It was round
escape from it, there is also a variety of the tunnelhogs have become fewer in in shape and had a rough surface. The
different portrayals, which have been the southern regions, the dragon has stone, which now stands outside the
passed down through the years. It is the started to show itself closer and closer golden house of Woodbarov for everyone
differences in these stories that laid the to Glitzmakulji. Some settlements in to see, is not particularly beautiful to
foundation for the speculations on the the vicinity of the abandoned regions look at, but that it was brought up from
number of dragons. The big differences have been raided by the dragon and the hot lava makes it almost holy. That
in the stories are primarily about completely destroyed. When visitors it had resisted the melting power of
the dragon´s color. Some described to these destroyed farms have reached the lava can only mean one thing: that
Borsjev as being of a blood-red color, them, they have seen traces of the the black rock must contain a large
while others say that he was almost dragon in the form of solidified magma part of the soul of the Mountain. Eigle
completely black. Even the dragon’s and giant footprints. They could also Thuuls have investigated, and are still
size changes dramatically from story to see signs of battle, but despite how investigating, the rock, but no one has
story. Some Dwarves claim that their much or where they have searched, they yet been able to establish what the Spirit
older brothers have said that Borsjev have not found any trace of those that of the Mountain wants done with this
was gigantic and looked very old, while once lived in the settlement. It seems mighty rock.
others supposedly said that the dragon like the hunting grounds of the dragon Those who believe that the stone is
was neither big nor old-looking. Of have been extended during the last ten the reason for the dragon´s activities

86 | chapter 7. glitzmakulji
claim that this is no ordinary rock, but From his home at the edge of the lost The realization that suddenly
a dragon´s egg. The scholarly Drimotjev regions, not far from the stronghold of manifests itself says that everything
(who is also the main supporter of the the Drogbasjev, the “Fleeing Brothers” that has been done in Glitzmakulji is
idea that the stone is the reason for have now been digging without wrong. The Blood of Trodnikk was
the dragon´s attacks) claims that the rest for almost 500 years. Even if not meant to survive the Endless
jarnwurms lay their eggs in the lava, and there are many who know about the Dark Chasms, it was not even meant
that they remain there for almost five- brother´s attempt, they do not find to go into the chasms. The meaning
hundred years before they are brought much support among their relatives, of their lives is to die, to be sacrificed
up by the dragon to hatch. Drimotjev who think that they are more or less for what they did wrong when they
has therefore come to the conclusion crazy. The brothers who are sent out took down the protective wall which
that the jarnwurm is not after food, but to Glitzmakulji to tell of the prophecy held the Endless Dark Chasms away
its lost egg. He argues that it will not be and mission of the brotherhood, have from Tvologoya. When the realization
long before Borsjev catches the scent of not been able to convince very many has happened to a Dwarf, there is
his egg, and when he discovers that it about what should be done. From nothing that can change his fate, which
resides in the middle of a Dwarven city, their space in the square they cry out is to voluntarily lower itself into the
the fury of the dragon will soon destroy about what needs to be done, and that merciful lava.
the rest of the land. only the Silferspiir mountains can Before the Dwarves go the way
help the cursed people. They say that of suicide, they first go to the
they now have received help from the “Sorrowful Cavern” to make statues
Redmitjev the Younger gods, when they one day took down of themselves. The cave, which today
and the Fleeing Brothers a wall that opened up into a system contains thousands of statues in
There is a small branch of brothers of natural caves and tunnels, which different postures and sizes, lies north
that have had enough of living under has taken them further on their way of Glitzmakulji, right above a great
constant threat, as their family has toward the promised mountains. They lava lake. Every Dwarf who comes to
done for its entire time in the Fjaldgand calculate that they have saved over the cave inspects the cave’s walls upon
Ridge. If it has not been the threat of two-hundred years of digging at the arrival, until he finds the place which
the Bodnjev family rushing out from the pace they are currently digging. But has called to him. When he has found
Endless Dark Chasms, it has been the if more were to join in their efforts, the place in the wall, he immediately
threat of getting eaten by the jarnwurm it would not take long before they begins to carve a statue of himself from
or attacked by the Trolls and the evil reached the silver mountains. People the Mountain. In this way, the cave
Entity in the Endless Dark Chasms. generally ignore the Fleeing Brothers will constantly grow, because every
Redmitjev the Younger has, just like as a laughable and crazy sect, but with Dwarf cuts his statue right out of the
his now-dead elder brother of the same the increased activity of the dragon, wall. When the statue is finished, the
name, taken it upon himself to continue they have managed to round up a few Dwarf brings his tools and goes to
what his namesake started 450 years new recruits for their quest. the cave where the lava lake is. The
ago. path, or the stairway which it really
Redmitjev the Older had had enough of is, lies in the middle of the Sorrowful
all the threats when the dragon appeared The Brotherhood of Cavern. The Dwarf then has to walk
in the southern regions. By persuading Sad Homecomers past a number of statues which all
a handful of his closest brothers as well Beside the Fleeing Brothers there is portray the Dwarves who through
as a Thuul, he started the, according to another group which is called “The the centuries have felt the urge to
many, crazy task of digging a tunnel to Brotherhood of Sad Homecomers”. embrace the same fate. The stairway
Silferspiir mountains in Silvtronder. Despite the name implying a then snakes down into the depths to
Because he had had a vision about this brotherhood, its members are gathered the lava lake, where they sit down to
being the place where the family should from all the Glorkas that exist in meditate for a short time. When the
go, and not until everyone had made it Glitzmakulji. The Brotherhood of Dwarf finally has found the power
there would the family be safe from both Sad Dwarves consists of apparently to do what has to be done, he walks
accusations and threats. He thought that randomly chosen individuals who without hesitation to the edge of the
the arrival of the jarnwurm had been a suddenly come to the realization lava lake, and throws himself in, often
portent from the gods, indicating that that everything is wrong with their with his tools still in his hands. But a
their rest was now over. Now, they had to bloodline’s existence. The realization few choose to leave their tools behind.
move on to the place that would become can come at any time during their These tools are gathered in a great
their permanent home, and which was adulthood, from the early years to the pile, which through the centuries has
meant for them. last years of life. grown increasingly larger.

chapter 7. glitzmakulji | 87
Plundering Humans and
Dwarven Defenders
The situation with the abandoned
cities in the southern parts of the land
has in the recent years become known
among the Humans who live outside
the mountain range of Fjaldgand.
With hopes of finding some of the
Dwarven-made objects that were left
in the abandoned regions, they go into
the Mountain to find treasures. Many
brush off the rumors of the dragon as
a story to keep the unwanted away.
But those who find one of the well-
camouflaged entrances to the land,
soon find themselves in the clutches
of the red-black beast. However, most
of the treasure seekers wander around
fruitlessly in the mountains. They grow
soon tired of their endeavour and go
home with stories as made-up as the
stories of the dragon are believed to be.
Everyone does not go to the abandoned
land with hopes of finding Dwarven
treasures. Some come from as far as
Mittland with a single goal in mind:
to gain honor by slaying an ancient
dragon. The fact that they find priceless
treasure along the way is not something
that stops them from entering the
mountains.
Because of greedy Humans
beginning to enter the land, a small
group of Dwarves have decided to
move out of the mountain, where they
can defend the treasures of their family
from ending up in the hands of Humans.
Along the cave walls they have therefore
built hidden watchtowers, which are
constantly manned. The watchtowers
are made with the greatest care, and
only the most trained eye can see them
at a distance. The towers are so well-
hidden in the landscape that you can
pass just a meter from them without
discovering them. The Dwarves who
guard the entrances to the land live
high up on the southern slope of the
mountain, where the desolate city of
Olskow once stood. When Humans
get near one of the entrances, the
Dwarves attack them immediately
and without any warning whatsoever.
If the Humans find no entrance,

88 | chapter 7. glitzmakulji
however, the Dwarves let them go marble and is adorned with thousands ambitions regarding the surface world.
without intervening. The Dwarves of mighty Dwarven runes. The only Long before Borsjev the Dragon
have discovered that the Humans easily friendly contact that these Dwarves invaded Glitzmakulji, the Dwarves
grow tired and give up. have with the surface inhabitants is have tried to extend their rule
All these entrances are on the with the Amurs, with whom they trade southwards, reaching the rich silver
southern parts of Glitzmakulji, not far gold for refined coal. The Dwarves are deposits of the Silferspiir Mountain
from the Dragon-infested areas. The incredibly fascinated by the Amurs’ Range. Nevertheless, their attempts
Dwarves have destroyed the oldest and sophisticated technology to produce failed, since they were defeated by the
larger tunnels leading to the lost city of coal and try to get their secret. Over ancestors of the Westmarkians who
Olskow, while all the new tunnels take 2,000 Dwarves constantly watch now rule in Silvtronder. The most
very long routes to reach the heart of and guard this place and its vicinity. famous battle happened in Betmold,
Glitzmakulji. This means that, even if People other than the Amurs are just south of the Fjaldgand Ridge,
Human invaders manage to overcome regarded as enemies. The worst of where the Dwarves underestimated
the external gates, they can be stopped them are the “Drimloekt”, which in the strength of Human fortifications so
in multiple sites throughout the very the Troll language means “Butchers of much, that they did not even bothered
long routes. Dwarves”. These savage Wildfolk have to use the Zvordokûm.
occupied large parts of the Fjaldand However, there have been also
Mountains and spend time attacking friendly contacts, like when Sangd
Grimjarp trading caravans. The Drimloekt have Ribland, the founder of the knightly
The most important of these thus far attempted many times to siege tradition in Westmark, gave back to the
surface fortifications is a fort called Grimjarp, although always without Dwarves all the sacred objects stolen
“Grimjarp”, located high above the any success. by Gummersheld Black Fire, another
main gate, protecting the natural cave famous dragon of the past. Later, such
system that leads down to the realm of links lead also to advantageous trade
Glitzmakulji. During the centuries the Earlier Contacts With and exchange of ideas, through links
fort has always stood its ground against the W estmarkians with the Westmarkians which are
both Wildfolk’s and Trolls’ attacks. Even if today the Dwarves of nowadays very feeble, If not existent
Grimjarp rises like a black block at the “Glitthamn” (Glitzmakulji) limit their at all. The prestigious tradition of the
top of “Kuegge”, an over 3,000-meters dealings with Humans to the friendly ironsmiths of Teuton in Silvtronder, for
high peak. The fort is crafted in large Amurs and hated Drimloekt, there example, clearly speak of a time when
black, compact boulders, which seem to was once a time, so many millennia Humans learned some art from the
lack joints. The surface is as smooth as ago, when the Kingdom had other Dwarven masters of Glitthamn.

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90 | chapter 8. grunkovorda
Chapter 8

✦ GRUNKOVORDA ✦
There is a legendary Dwarven kingdom which flourished amidst the
Stormlands, in the most Troll-infested area of Eastern Trudvang, long before
the Stormlanders ever existed. Dwarvish is difficult to understand and to
translate, and “Grunkovorda”, which is the Dwarven name for this kingdom
below the enormous Trollridge Mountains, is most easily translated with the
Vrok name of “Greydeep”.

Directly translated, the word workmanship is excellent and durable. out of desperation resorted to violence to
“Grunkovorda” means “Halls of Greydeep Mostly iron and steel objects are forged get a hold of the metal they thought they
in the Grey Gloom”, but the Stormlanders in the kingdom, since the Mitraka ran dry had a right to. During the course of a few
prefer the simpler name of “Greydeep”. in Greydeep long ago. decades, the land was transformed into a
This mythical fortified realm of the warzone. The land which once was ruled
Dwarves, once known as Tvologoya’s by a single, great kingdom, became now
biggest rival, is now largely abandoned, The Mitraka Wars: the divided among the many different factions.
and left to the mercy of the Trollkin. End of a Kingdom Each with its own stronghold ruled by its
Today, the kingdom is divided into several What caused the feud that divided the own independent Thune, Master Smith or
forts, forges, and mines - all fending land is long forgotten, but most of by special councils. Those that had access
for themselves. Aside from these small those knowledgeable in the history of to Mitraka did everything in their power to
domains, there is a plethora of abandoned Grunkovorda agree that it had to do with defend against those that had to go without.
tunnels, halls, mines, forges, and other the depleting Mitraka. When the Dwarves Strongholds were taken and lost so often
deserted Dwarven habitats. All the of the land realized that their supply that soon no one knew who ruled the
surviving Dwarves are Borjornikka, which of the precious metal was almost gone, different cave systems. As the years passed,
historically is the dominant Dwarven strongholds were built around the few the Mitraka depleted just like the Dwarves
breed in Grunkovorda, since old Buratja existing deposits, and only the Glorkas in the land. Dwarves killed Dwarves. The
clans are extiguished. that lived in the stronghold were allowed wars took many victims, especially because
Since the founding of Grunkovorda/ to mine the Mitraka. Before this happened, many became so desperate without their
Greydeep, the Dwarves residing there all the deposits of Grunkovorda had been metal that planning and strategy were soon
have made a living by blacksmithing and amicably shared between all craftsmen of forgotten. The metal pulled at them like a
metallurgy. Among all of Trudvang´s all the clans of the kingdom. But when this drug, and to live without it simply became
blacksmiths, many of the greatest are said sharing suddenly ceased, many Glorkas too much for them. As the metal depleted
to live in the gloomy forges of Greydeep. were left out, and could no longer work with and the Dwarves in the land became fewer,
Despite these blacksmiths’ vast knowledge the precious metal. To not be able to satisfy the weakened strongholds in the land were
and skills, very few Stormlanders get to the Spirit of the Mountain by shaping and soon take over by Trolls and other evil
use the objects that the Dwarves here creating its metal caused many Dwarves creatures which live in Trudvang. When
create. Greydeep’s Dwarves only sell to a to not accept the situation. Therefore, they this happened, the surviving strongholds
select few buyers, and, more importantly, tried to break into the strongholds that had became even more isolated: the distance
for a very high price. Dwarven objects been built, and when they were stopped at between the feuding Dwarves became
from Greydeep are expensive, but their the gate, it did not take long before they ever bigger, which led to the war losing

chapter 8. grunkovorda | 91
intensity, and eventually ceasing after a few therefore been sent out to keep curious Thorgagin´s spies have just found out
years. Only five strongholds were left of eyes away from the mine. There are also that the Dwarves in Grimgnistur are
the former great land, around which new plans for expanding the small territory mining something just outside their land´s
small lands grew up. The five lands today claimed by Olgisiljev, so that the newly border. What they are mining, they have
bear the names Yugglovorka, Ivonda, found mine is situated inside of it rather yet to find out. But when a large force of
Olgisiljev, Rorstrai, and Novgalod which in than outside. It would not be any problem warriors was reported to have arrived at the
Vrok are known as Greystone, Dustwall, to physically expand the border in the mine, Thorgagin realized that it could only
Grimgnistur, Wondraskjalf, and Morkdali. form of traps, defence mechanisms, and mean that the Grimgnistur Dwarves were
strongholds. But the bigger problem lies mining the desirable Mitraka. Because the
in that there are not enough warriors to mine today lies outside of Grimgnistur´s
Olgisiljev protect the land. Because the mine lies a border, the mine is considered to belong to
The vrok name “Grimgnistur” refers to day’s march away from the current border, the former great kingdom of Grunkovorda,
the Dwarven settlement of “Olgisiljev”, an expansion might mean that the land´s and therefore, all Dwarves who live in the
which lies in the east, and is ruled not borders became even less guarded. Even if land. Unfortunately, Thorgagin cannot
by a Thune but by a council of Master it has been a long time since war raged in gather a force as powerful as the one
Blacksmiths. The council is known as the Grunkovorda, the excitement surrounding Grimgnistur has posted around the mine.
Iron Circle, and those who are elected to it a newly found Mitraka vein might be the Furthermore, he does not want to openly
remain members until their death. Today, one thing needed to spark another conflict. oppose his friend Gargin Redtongue, even
the Iron Circle consists of a motley group if Ivonda needs that Mitraka. Therefore,
of Borjornikka Dwarves, where the oldest he must use other methods, but what these
member, Fovor Hammershaft, is said to be Ivonda methods are, he does not know yet. Of
as old as 130 years. The youngest, Gargin In the middle of the Trollridge Mountains, course, he wants a part of the Mitraka, but
Redtongue, is considerably younger – at as a sort of axle of Grunkovorda, lies the question is how to get it, and he knows
only 90 years. Despite the great difference the now-desolated mine of Ivonda, he must hurry because it cannot be a large
in age, these two council members are called “Dustwall” by the Stormlanders. vein since it has been a long time since
very good friends and comrades in arms. An excellent kind of iron is still mined anyone found Mitraka in Grunkovorda.
Gargin is said to be one of the “Stone here, but out of the 200 mineshafts once
Borns”, a reincarnation of the original teeming with workers, only 15 remain
Dwarves, made by Borjorn to become active today. Adjacent to Dustwall is a Novgalod
master smiths. Gargin´s forging skills are small Borjornikka Dwarven colony that Novgalod, known as “Morkdali” in Vrok,
very much appreciated among Dwarves all maintains the mines and makes sure that is the name of the stronghold and city
over Trudvang, and he is a living legend anyone wishing to mine them pays their that also lies in connection with the
who gets great respect even among the fee. The community is led by Thorgagin “Stormgates”, the only truly massive
Buratja smiths from other kingdoms. Dragonslayer, a mythical hero from gates that lead into the underworld
Olgisiljev’s economy is traditionally Tvologoya, who, because of a blood feud, realm of Grunkovorda. The fort houses
based on the forging of high-quality iron was forced to leave his home over 50 more than 10,000 Borjornikka Dwarves
and steel, and on rare occasions, Mitraka. years ago but was accepted as a Thune in with some Zvorda, spread over 14 levels,
It consists of 15 smithies, one of which Ivonda due to his fame and valor. making it the largest Dwarven colony in
is a legend in itself. In fact this smithy is When he came to Greydeep he the whole Trollridge Mountains by far.
the only one in the Trollridge Mountains breathed new life into the mighty mines, In the vicinity of Novgalod are caves,
which has a logi furnace with a real Logi but at the same time claimed the right to mushroom farms, and natural caverns
inhabiting it. collect payment from all who wanted to where one can hunt Tunnelhogs, and an
The production of iron recently almost mine there. Thorgarin is a good friend underground lake. The gates, which are
completely stopped, as a new opportunity of Gargin Redtongue of Grimgnistur, always closed, are very well protected, and
appeared. The Dwarves of Olgisiljev found but is feuding with Ivornin Ringalin, are guarded day and night by powerful
a small vein of Mitraka a few years ago, just the Zvorda leader of Greystone, and has warriors and Thuuls that have sworn
outside the land’s border, which they are therefore banned him from the mines. never to allow uninvited visitors to entry.
now mining as fast as they can. So far, the Furthermore, even if far from Tvologoya These guardians are called “Thjulks” and
secret has not been discovered in the other due to an old feud, Thorgarin is an are a type of knight´s order which enjoy a
lands of Grunkovorda, but the Dwarves honorable Dwarf who strictly obeys an special status in the Trollridge Mountains.
of Olgisiljev fear that this will happen at old edict from his homeland: he blocks Their role in the local Dwarven society can
any moment, and when it happens, they the access to the cursed Rorstrai and his be roughly equated to what the Knights of
will have to be prepared for chaos. A warriors are commanded to kill on sight the Iron Hand do for the Gerbanian faith of
guard of almost 500 strong warriors has anyone who try to pass. the Stormlanders.

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Novgalod is ruled and led by High wanting to unify the strongholds is to he has received has been the same from
Thjulk Orthvinn Irongate, who during cleanse Gronkovorda of the Trolls who all the other leaders. They have thought
his time as the land´s Thune has also have now take over parts of the land. that there are too many Trolls and other
set warriors to watch over the tunnels However, Orthvinn does not want to nuisances in the abandoned halls and
which lead deeper under the mountains. be the Storthune of Grunkovorda: he tunnels of old Grunkovorda, and even if
In secret, he has started planning to seize is not after the personal power which the plan should succeed, it is not worth
the entire land. He dreams of a unified he would gain with a unified kingdom, the trouble, because there are not enough
land, where all five strongholds are something he has also explained to the Dwarves to man all the abandoned parts
united in a single kingdom. He has sent rest of the land´s Thunes and Master of the land. Some believe that if they were
out delegations to speak with the other Smiths. He argues that united they can to succeed at such a cleansing campaign,
Thunes of Grunkovorda, but none has perform a thorough cleansing campaign, the power should not be split evenly and
shared his wish for a unified land. They and thereafter the leaders of the five amicably between the Thunes of the
believe that the land has thrived during Strongholds can together rule the land different strongholds. They think that the
the years it has been divided, such as it in a High Council, with no member with power should be divided according to how
is today. Orthvinn´s foremost reason for more power than the other. The answers big their lands are today, and how many

chapter 8. grunkovorda | 93
Dwarves live in them. Of course, the about Orthvinn’s dream and intrigues piece turns back into his original shape, it
weaker Thunes do not agree with this and, and plots are secretly developing to make remains separated, ready to be worked into
as long as this cannot be solved, Ortvinn Rorstrai part of Grunkovorda. How the the desired shape by other, more normal
will never see a unified Grunkovorda. conspirators will face the rune curse tools. The black granite is exported to
or Ivonda’s weapons is, however, still other Dwarven comunities throughout
unknown. the Trollridge Mountains, as well as to
Rorstrai In Rorstrai, the prisoners make a other Dwarven lands, but also on a smaller
Rorstrai, or “Wondraskjalf ” in Vrok, is living from mushroom farming, mead scale to Vortland, where the Stormlander
more a fortified prison than a city. It is production (the product of which they leaders must pay huge sums of money for
located in the southernmost part of the sell to other Dwarves in Greydeep the rare, hard stone.
Trollridge Mountains and can only be through authorized intermediaries Greystone is led by Thune Ivornin
reached through a long corridor from along the tunnel to Ivonda) and various Ringalin of Oktir’s blood, who is also one
Ivonda. Rorstrai does not have its own handicrafts. of the few Zvorda to have raised to such
gate, so those Dwarves living here a position of leadership. Ivonin controls
must travel all the way to the mines of the Greymines with an iron fist, and his
Dustwall to see daylight. However, the Yugglovorka band of heavily armored Zvordorkûm
miners of Ivonda do not like the Dwarves The small Borjornikka settlement of make even the mightiest of the Dwarves
of Rorstrai, who are usually attacked and Yugglovorka is the northernmost of five to shudder.
killed on sight. Dwarven comunities which once were
The problem is the nature of Rorstrai’s part of the old kingdom of Grunkovorda.
population: the “Slayers”, a group of It is a small land inhabited by around The Exiles of Hillinge
Dwarves cursed and banished from other 4,000 Dwarves. The center of the land Woods
Dwarven comunities, especially from the consists of a city where almost half of The thirst for Mitraka in Grunkovorda
mighty kingdom of Tvologoya which, Yugglovorka’s Dwarves live. It is also has led many Dwarves to pure disaster,
even if far, can manage to banish these this center or city, if you want to call it as demonstrated by the tragedy of Sergin
criminals here. Rorstrai is, in fact, one of a city, which has given the land its Vrok Greathold. This Borjornikka Dwarf and
the many famous prisons where the rune- name of “Greystone”. his followers have tried for many years to
cursed Slayers are confined, far from their The city is located along the outskirts find a fabled vein of Mitraka. After having
homes and far from any relationship with of a huge cliff, and the Dwarves that reside led his men and his clan into a large
their original Glorkas. In fact, the bloolines here live under the vault of infinity. The cave-in during his search for the coveted
of most of the Dwarves here do not belong cliff facing north is adorned by a large metal, the other Dwarves in Trollridge
to Grunkovorda, but rather to Tvologoya, number of balconies which are linked by Mountains thought that Sergin had
where they committed their crimes. stairs. Some balconies are public spaces, become mad, and that he and his kin were
As one of the smallest prison-cities while others serve as someone’s private cursed, following the mirage of Mitraka.
in Muspelheim, Rorstrai houses almost patio. This is, in the eyes of the Dwarves, Sergin’s Dwarves were not accepted
1000 sentenced Dwarves and, as in other seen as a very strange city, as there are back into any of Grunkvorda’s kingdoms,
prison settlements, its main guard and not many Dwarves who choose to live and they were therefore exiled above
chief is a Thuul: in this case Pomvin so close to the infinity above their heads, ground. Sergin, who had always hated
Illwill of Svorki´s blood. even though their home is still inside the the sunshine, decided to head for the dark
Among all the leaders of Grunkvorda’ Mountain. shadows of the Hillinge Woods, in Dain,
settlements, Pomvin is the one who has On the outskirts of Yugglovorka large one of the Stormlands which is on the
the best and more friendly relationship stones are quarried from the hard-black eastern side of the Trollridge Mountains.
with High Thjulk Orthvinn Irongate of granite, a practically indestructible rock, an Here, Sergin had his own little kingdom
Novgalod. However, like the others, he has excellent component for any fortification. built above ground, nearby the iron mines
done nothing to contribute to Orthvinn’s The Dwarves of Greymine have learned located in the midst of the forest, where
dream of unification. The problem is that how to break the black granite with the metal ore is extracted. Now, there is a small
Pomvin Illwill is completely focused on help of their Thuuls, who have been colony of Dwarves living in the forest.
respecting his duty towards Tvologoya, bestowed their tools with a variation of a Dain is mostly inhabited by the Joarings,
administering the prison of Rorstrai. He rare rune (whose name is “Stone to Clay”) a superstitious, non-Stormlander native
does not think that the “slayers” really that makes it possible for them to quarry population of Humans who do not know
belong to Grunkovorda and accepting even the hardest stones. The Thuul arts the technology of ironsmithing. For the
his friend’s dream may mean to betray seem to transform parts of the granite into moment the Joarings avoid the Dwarves,
Rorstrai’s reason of existence. However, clay, which the quarrymen easily separate but it is unknown what will happen if the
some of the slayers have overheard rumors from their bedrocks. When the granite Dwarves decide to sell their metal to them.

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chapter 8. grunkovorda | 95
Chapter 9

✦ MUSPELGNIST ✦
The Buratja Dwarves are usually a minority in many Dwarven
realms, living sometimes as allies of the more numerous
Borjornikka Dwarves, other times as enemies or even as
subjugated as slaves. This is not the case in Muspelgnist, the only
underground kingdom in Trudvang which is completely ruled
and inhabited only by Buratja Dwarves.

This kingdom is legendary, but also smith who lived in the Great Iron The Glory of
well-hidden and defended by its remote Tooth at the end of the Age of the Iron Lovlinjikka
location in a savage, uncivilized swampy Dragon, long before the foundation of All the Dwarves in Muspelgnist know
part of the Darkwoods, just west of Muspelgnist/Sootbrand. that their kingdom did not start where
Wildland, in the south-eastern part of It was Angor who crafted the they are now, but the first colonists of
the Great Iron Mountains. “Ruling Blade” for his Human ally, the Blood of Angor founded their first
Here, many miles below the feet of Arkan Koraljion, king of the Hurs, settlement many miles below them,
the the Einvigh peak, the Buratja smiths a nomad people who helped the in levels which are nowadays closed
have built a series of mighty furnaces Dwarves in their eternal war with the and sealed, but which once hosted the
where enslaved logi are employed night Trolls. The Hurs are today forgotten, mighty of Lovlinjikka: the first Buratja
and day to purify and work the precious remembered only by the Dwarves, kingdom in Trudvang.
Mitraka. The number of Buratja but the mighty sword “Koraljion” is In its glorious days, the ancient
craftsmen and active logi furnaces still remembered in sagas flourishing Lovlinjikka, known as “Sparklur” to
in Muspelgnist is impressive and the throughout the Stormlands, bringing the Humans and elves, was one of the
Mountain is here glorified with artifacts also turmoil and changes every time few kingdoms that could gather large
whose quality is unheard elsewhere. the sword re-appears. numbers of Buratja’s sons. Considered
Muspelgnist is called “Sootbrand” But having crafted such a marvel to be the mightiest stronghold in the
by the Humans, although in the past was not enough for the Blood of East, and the only great kingdom
the realm was known as “Eidgnist” or Angor. The Great Iron Tooth could built by the Buratja race. Far from the
“Firesparks” for the Humans. not contain the ambitions of those winding tunnels, rough-hewn surfaces,
Buratja master smiths, too tired to and low ceilings that usually signifies
share resources and compete with the the Buratja kingdoms, Spaarklur was
The Ambitions of the Borjornikka in Tvologoya. When new famous for its majestic underground
Blood of Angor Mitraka veins being were discovered rock-cut architecture.
The realm’s leader is not called in the east, in an area where no other Many refined halls have been created in
“Thune”, ”Storthune” or “Great Thune” Dwarf had settled at the time, the Lovlinjikka but none was as magnificent
but “Master Smelter”, reflecting his dream of a purely-Buratja kingdom as the Sun Hall, the enormous throne
duty as leading the refining of the best spread like fire. This was how room. Few outsiders ever got to step foot
Mitraka in Trudvang. The leadership Lovlinjikka, the mighty predecessor inside the great hall, the arched vault of
is usually held by those of the ancient of Muspelgnist, was founded, so many which reached higher than anything the
bloodline of Angor, a legendary Buratja millennia ago. Dwarves ever built. The ceiling was held

96 | chapter 9. muspelgnist
aloft by a forest of pillars, each forged The Buratja expanded in the upper He punished his enemies with sharpened
from Mitraka by the Buratja master levels, founding Sootbrand, but in two axes and tempered iron shields at every
smiths. There were exactly 585 pillars thousand years no one ever dared to go turn. He made an abundance of mighty
supporting the ceiling, all covered in back down to the ancient Lovlinjkka. things; subdued many a rich homestead
runes and inscriptions describing the Rumours spread about the great Sun Hall in Wildland; captured and conquered
heroes and heroic deeds of the Dwarven was covered in a sea of golden treasures, the Hrim Trolls with whips and black
traditions. Each pillar was raised in magical objects and amazing items, with tongs. All of Saukka’s younger brothers
honor of one of 585 clans; a pillar for the ancient dragon still sleeping atop (Jorvin, Jutka, and Molov) were also
each tribe, to cover with their own heroes this legendary hoard. mighty warlords. Many strong warriors
and stories. Once, more than 1,200 years ago, gathered under their crimson banners
Set into the floor of the great hall, a party of Dwarven warriors, led by during the war, which lasted as long as
there was a diamond, larger than any the legendary Bhewolk of Tvologoya, Saukka lived.
witnessed before. The Dwarves call arrived to drive the mighty beast from And so it happened that Saukka
it “Borjorn’s sun”, after the Dwarves’ the ancient halls. However, after the gathered all his warriors out on the
creator and god. When the sun’s rays gates slammed shut behind Bhewolk, plains, as these ironclad Buratja Dwarves
reach the diamond through a long shaft none of those courageous Dwarves was did not fear to fight under the sun in
in the rock ceiling, it reflects a light ever seen again. The Buratja assumed the domains of man. Those of Saukka’s
so beautiful that even the hardened that Bhewolk and his following had been glorka all gathered by the hills north
Dwarves’ eyes water. killed by the terrifying dragon and that of Wolfswood and set up camp. Saukka
A staircase made of gold leads up to it would be pointless to make any further mustered all his soldiers, two thousand
a throne, the creation of which truly attempt to drive Unghorvin out. Zvordorkûm, plus ten thousand other
was an amazing feat of craftsmanship. Those halls and tunnels cannot be allied Buratja Dwarves he had summoned
Four statues support a large shield upon accessed nowadays since, for centuries, from Tvologoya’s dark hollows.
which the tall silver throne stands. The every time intruders tried to enter the The Dwarves stood on one side of
backrest of the throne was so tall that halls, the Master Smelter of Muspelgnist the dark forest, and the Humans’ armies
it reaches halfway to the ceiling. The has called upon the Zvordorkûm to clear waited on the other. Late one night, as
construction of the great hall was so the area and lock the gates once more. night once more conquered day, Saukka
sophisticated that if someone sat upon The old city is lost and the Buratjas want attacked in full force and captured
the throne and spoke in a powerful voice, it to remain locked. According to their Fylkjarl Olvin Segerhuva. He ordered
they would be heard by even those at the ancient beliefs, the beautiful kingdom all other Wildlanders to be killed. The
very back of the hall. under Muspelgnist is not to be recovered armies gathered under Olvin’s banners
And that is the history of the hall that until a new Great King of the Buratja were beaten to the ground, and Saukka
Unghorvin the Jarnwurm took for his arises. A wait that appears to be long. was hailed as the king and Great Thune
own. that he was.
At the same time as Saukka was
Saukka the C onqueror using his axe in the dance of death on
The Fall of Lovlinjikka, A few centuries ago such a wait seemed to the battlefield by the Wolfswoods, a tall
the Rise of Muspelgnist be ended. The new realm of Muspelgnist man, carrying a heavy sword wrapped in
A long, long time ago the old Iron Dragon /Sootbrand was so successful that that its a wolf skin, disembarked on the rickety
Unghorvin woke up in the depths of leaders became to be tempted by imperial piers in Storhavn. Little did the Dwarves
Tvologoya, where he it spread death and dreams, leading their desires even to the know that their victory parade would
despair, but also heard legends about above-ground lands, something which turn into a stinging defeat, and that the
Lovlinjikka’ wealth from the mouths seems so unlikely for the Buratja Dwarves satisfaction in the winds of victory would
of half-dead Dwarven victims. The elsewhere, too focused on their work in slowly pull Saukka and his dark warriors
beast’s greed was enflamed, and so the their underground logi furnaces and too to the depths of defeat. For Saukka finally
Jarnwurm left the Realm of Mitraka to afraid to see the sun with their own eyes. recognized the weapon which the Human
invade the lowermost, more magnificent However, ambition is a powerful force, warlord was wielding. It was Koraljon,
parts of the eastern Buratja kingdom. and it can make things happen which are the mighty blade crafted by Angor, of
The Dwarves of Lovlinjikka were easily elsewhere impossible. his own blood, so many centuries before.
defeated and the humiliated fugitives After Saukka the Conqueror, of the Despair and anguish were now diffused
locked the precious halls with the dragon Blood of Angor, had overpowered the among Saukka’s armies.
still inside. Lovlinjikka or Sparklur was previous Master Smelter and seized the The story of how Fylkjarl Njal
declared to be a cursed place, its gates kingship, he waged a war against both Hagtorn achieved peace and unity by
therefore closed and guarded. the Elves and people of the Stormlands. defeating Saukka is often told in the

chapter 9. muspelgnist | 97
Skalds’ songs and stories thoroughout traditions, and only those considered has sent his brother Dunkilja in secret
the Stormlands. It is far less common worthy are rewarded with the secrets missions the outside world, trying to
to hear tell of Saukka’s fate, and the of how to forge the Mitraka. The final find opportunities and alliances to help
Buratja Dwarves who then were forced product, the Mitraka, has great strength him expanding his kingdom, hopefully
back to Sootbrand, filled with hate and and beauty, but it is hard to forge, and the also to bring doom to the Wildlanders
bitterness against the Human race. Ever process to do so is long and difficult. The who humiliated Saukka, so long ago. He
since that day, Muspelgnist’s Buratjas secret techniques are only taught by the has even contacted the wild Arks, trying
have been gone from the wilderness of masters, and when a master dies, a new to exploit the recent news about mitraka
the Stormlands. They closed themselves master is chosen from the elite that rules finds in the Great Iron Tooth, before the
off in the dark hollows of their realm. over each city. nearer Dwarves of Tvologoya do it.
In a dreamless slumber, they hunted There is a vault at every logi furnace, Beldor is always surrounded by a
more logis than ever, and their mystical protected by a thick, round door, number of Zvordokûm in Black Mitraka
furnaces burnt with a vengeance and completely made-out of Mitraka, which armors, of both Zvorda and Buratja
vindictiveness. Saukka’s descendants is locked using a rune known only by the breeds, protecting him against possible
knew that in the burning wombs of owner of the forge. No one is admitted attacks. The Angor Master Smith, in
the forges lay the final reckoning of to the vault, other than the master and fact, knows that the Master Smiths of
Wildland. the owner of the logi furnace. They keep the Dogordin and Agordo glorkas have
all their most precious objects in these been growing enough in power that
subterranean vaults which contain both they could overthrow the millennia-long
The Realm of the chainmail armors and swords, drinking dominion of the Angor clan, if it was not
Buratjas vessels and shields. Most of them are for the ancient hate that divides the two
Muspelgnist is completely separate from beautified with Mitraka, detailed with brotherhoods. These two glorkas have a
other Dwarven kingdoms, if not for silver and gold threads, and bejeweled dispute about the relics lost, millennia
some completely forgotten or abandoned with gemstones which gleam green and ago, during Unghorvin’s invasion of
tunnels. The realm today contains five red. Some of the vaults contain black Lovlinjikka and the Master Smelter has
so-called “smith cities”, of which Logr is armors that has been handed down for kept on feeding the fire of competition
the largest, with its three master smiths thousands upon thousands of years. between the two through the use of
and seven hundred blacksmiths. Very few of the Buratja Dwarves are secret plots and spies.
The Buratja Dwarves are tough and Zvordorkûm owning a Zvordorkûm-
resilient. They persevere in front of the maki, an ancient suit of black armor, but
hot furnaces for long stretches of time, those who do value it more highly than Logr
hammering relentlessly at their anvils, all other objects and treasures they have. Around three thousand Dwarves live in
in order to shape the mystical Mitraka. Logr, the main center of Muspelgnist.
Their kingdom does not consist of great The city is located in a gigantic cavern
halls and armories, and they do not have The Power in carved from the rock. The city is, just
bejeweled thrones, echoing ballrooms, Muspelgnist Today. like the logi furnaces, built in stacks, with
arrow-straight tunnels, or endless cliff Today Muspelgnist is ruled by Master several levels. The architecture is unlike
grottos with polished walls. Instead, Smelter Beldor, of the powerful bloodline anything else known by the inhabitants
Muspelgnist is centered around the of Angor the master smith. He is in of the surface. The houses are built on
smithies, which stretch deep into the charge of the daily Mitraka production top of each other, and the city grows
earth where the lava rivers flow and the in the main city of Logr but will travel to as one single, immense multi-layered
Mitraka hides. At the mention of the the four other smith cities in Sootbrand building, as the society gets richer. To the
word “smithy”, most people will think from time to time. He is a strong, uninitiated, it is essentially impossible
of a small forge and an anvil or two. resourceful Buratja Dwarf who always to navigate the city, which consists of
The Buratja smithies can fit hundreds wears an apron made of silver plates with countless corridors, tunnels, stairs, and
of furnaces and thousands of anvils and a matching mask and gloves to protect rooms which lead deeper and deeper
are the places in which the Dwarves himself from the smelted Mitraka’ into the city center. In order to prevent
have devoted themselves to the great art spatter. One of his main concerns is to Logr from collapsing, the Dwarves have
of metalworking. Many of the furnaces always get the best Mitraka production stretched enormous chains from the
contain a captured logi who, with its heat in Muspelgnist, trying to surpass even rock walls into the city. At the heart of
and flames, serves the blacksmiths. the best smithies of Tvologoya. the city are the 16 logi furnaces, located
The kingdom is divided into smithies, Beldor is also the spiritual heir of in Logr. A river of boiling lava, which
and each smithy is headed by a master. It Saukka the Conqueror, and therefore he the Dwarves simply call “Zvordo”, runs
is these masters who carry on the ancient is also nourishing imperial dreams. He through the city.

98 | chapter 9. muspelgnist
Logr is clearly separated from the of the Darkwoods, not far from the Sootbrand would blame the Burjokkos
above-ground world, but there is a series hidden gates of Muspelgnist. Not far if strangers were to enter the kingdom.
of secret and well-guarded accesses from this site lies the small settlement The area around Soothome is
used by Beldor’ spies and his agents. of Soothome, a Dwarven outpost out of swampy and infested by forest trolls
The long, underground way connecting Muspelgnist/Sootbrand. who ignore how to enter the Dwarven
Logr to the surface is blocked by a dark, Soothome is the home and smithy realm. In the very heart of the swamp,
subterranean lake inhabited by giant of the Burjokko clan. Since time a monumental gate was cut by the
snakes, which the Dwarves cross using immemorial, a curse has lain over the Dwarves in the vertical cliff face of the
armored boats. There is also another Burjokko, and then, fifty-five years ago, Einvigh mountain. The stone gate is
route: one can travel by railway, using a the Dwarves in Muspelgnist had had covered in an entwined pattern, with
vehicle similar to a trolley. Finally, there is enough. They blamed the Burjokko cryptic runes adorning the top. It is
steep staircase leading to the main gate in for the fact that a small, inconsiderable said that these runes carry some secret
a two-days journey. A dozen freight cars vein of Mitraka had run dry, causing magic who allow the few who know the
can be connected to the trolley vehicle. the gold to stop flowing, and insisted secret password to enter the Buratja’s
The slaves running the trollies are that the family’s curse was one of kingdom. The double gate, standing
usually goblins supervised by hardened the reasons that the logi furnaces of more than 20 meters tall, is flanked by
Dwarves. Aside from these three ways out Sootbrand did not burn as eagerly as two gigantic statues of Dwarves with
of the city there are an endless number of they should. The Burjokko brotherhood two-handed battleaxes. These statues
hidden passages and crevices in the rock, was cast out of Muspelgnist and have are actually stonefylgis, who currently
and where they lead to is known only to a lived near its gates ever since. The are deep in slumber, placed there by the
select number of Dwarves. clan is very small, being composed of Buratja Dwarves to guard the entrance.
only seven Dwarves, and they are led There are also other entrances
by Sergovei who is also a Thuul. They hidden in the swamps, especially in the
Soothome and the Gate work and live in a smithy surrounded forms of exhausts and vents, conveying
to M uspelgnist by a spear-covered moat. Sergovei tries the smoke from the smithies below.
An old, vegetation-covered Dwarven to neutralize or confuse any visitor However, all of these sites are heavily
road, dating to the imperial times who tries to look for Muspelgnist. He guarded by stonefylgis in the shape of
of Saukka, cuts through the swamps is scared that the Dwarves down in ancient Dwarven warriors.

chapter 9. muspelgnist | 99
Chapter 10

✦ THOORDUNN ✦
In the southwest of Trudvang, among solidified lava, sulphur-fuming lakes,
and volcanic mountain tops lies the Dwarven realm of Thoordunn, inhabited
by both the Borjornikka and Buratja breeds. It is the only great kingdom of
the Dwarves where the entire population lives out from under the protective
roof of the Mountain. It was not by their own volition, however, that they
choose to live beneath the malicious and infinite open sky.

Several centuries have passed since the more resistant to the advancing gas. Since the intruders later died at the hands of the
disaster that not only exterminated an entire they had lived in the depths of the Mountain Dwarves had nothing to do with the gas.
tribe of Borjornikka Dwarves but even to a greater extent than their cousins, the The survivors of the disaster decided to
forced the more hardened Buratja Dwarves Buratja Dwarves had developed a resistance make what they could of the situation, and
to flee from the Mountain. It happened to the gases that could be found within thus took their tools and other necessities
during the last eruption of the mighty the Mountain. The gas that poisoned the that they needed and started to settle the
volcano Grorgdun, nearly eight hundred Mountain, however, was a new type which outside of the mountain and forge a kingdom
years ago. When the embankment that had the Dwarves had never encountered before above the ground. The Mountain was so
held the lava enclosed deep beneath layers but, unlike the Borjornikka Dwarves who rich in resources that they simply couldn’t
of stone broke, the Mountain quaked from died from exposure, the Buratja Dwarves bring themselves to move to another
the released pressure when the lava found merely had breathing problems, followed by Mountain. For the Mountain held not only
a free passage up and out of the Mountain. terrible headaches. Some also grew ill and noble metals but also hid gems in its depths,
The roof of a great cavern collapsed during hurled up anything in their stomachs. and although the Buratja Dwarves of the
the great convulsion that followed when the Mountain are considerably more interested
embankment was levelled, and it was this in metal for their forges, the gems have
collapse that prompted the horrible disaster. A Forced Exile proved to be an excellent complement to the
For the cavern in which the roof collapsed In just a few days, the gas had filled the completion of their items.
was filled with gas that had been formed over entire kingdom and killed every single one Dwarven Thuuls, along with all kinds
millennia, since the creation of Trudvang, of the Borjornikka Dwarves and also many of workers, immediately started to shape
gas that was in a very concentrated form. of the Buratja Dwarves. Soon the Buratja the solidified lava and, in record time, the
When the gas found its way out of the cave in Dwarves learned that the gas was not as first above-ground city had been built, just
which it had been trapped, it didn’t take long dangerous to them as for the Borjornikkas, outside the gate of the old kingdom. The
for it to fill the entire Dwarven kingdom. as long as they were only exposed to it for city of “Thoorga”, as it was later named,
The gas spread through caves and tunnels short periods. None could live among its has grown very large over time, and is the
with the strength and speed of an autumn poison fumes for long, however. It seemed greatest city of the new kingdom above
wind, poisoning everything in its path. that only the Borjornikka Dwarves where ground. Other lesser cities have since risen
Borjornikka Dwarves who were exposed to completely sensitive to the gas, since Men from the landscape of solidified lava and
the gas hardly had time to react before they and Elves who much later, for varying sulphur lakes, and each city has at least
fell down, suffering immense chest pains, reasons, entered the Mountain, had one tunnel that leads deep down into the
and dying in mere moments. The tougher returned in similar conditions as those that Mountain and its riches. The cities are
and hardier Buratja Dwarves, however, were the Buratja Dwarves had experienced. That built around great logi furnaces, that are

100 | chapter 10. thoordunn


larger than most buildings. Although it has be accomplished by finding another deposit. mankind hasn’t settled. In these mountains,
been very difficult to bring the logis above In other Dwarven kingdoms the Buratja in addition to the usual Trolls that always
ground, the Dwarves have succeeded in never leave their dark halls and underground seem to tarnish Trudvang, there live
some cases. The creatures do not seem to furnaces, therefore their flesh is pale, even several tribes of “Chiiras” or “Wurmfolk” as
thrive above ground as they do below the under the dark soot in which they are they are called in the tongues of man. These
surface, however. The few logis that are usually covered. However, this is not the scaly creatures live in complex tunnels
brought to the surface are placed in the case in Thoordunn, where Buratja Dwarves among the highest peaks of the mountains.
largest furnaces, where metal that has been have developed a much darker skin tone than In contrast to Dwarves and other creatures,
prophesized for a certain destiny is forged. that which is usual for their kind. They have the Wurmfolk seems unaffected by the gas
The Dwarves work in teams around the learned to live beneath the threatening vault that poisons the inside of the Mountain,
logi furnaces and, although it is unusual in of infinity, and some have even started to or it could be that the gas hasn’t spread so
other Dwarven realms, one can sometimes worship, or at least pay respect to both the high up in the Mountain. Whatever the
see as many as five different brotherhoods sun and the moon. This can, of course, not case, the Wurmfolk have proved themselves
sharing the space around the furnace at the be uttered openly, but the phenomenon is to be a hostile addition to the Dwarves’
same time. Most of the furnaces are only reflected in the craftwork of the Dwarves, lives outside of the protective walls of the
large enough to provide room for a single that often depicts both the sun and moon. Mountain. The Wurmfolk often attack
clan at any one time, however. Although these Dwarves aren’t afraid of smaller towns and villages, since they’ve
the sun, most of them still choose to work developed a taste for the tough Dwarven
during the night, for the rays of the sun are meat. Since the Wurmfolk live in such
A Life Divided too bright for the eyes of the Dwarves. But inhospitable environs, the Dwarves have
Every day the Dwarves enter the depths with every passing generation that comes not been able to eliminate them, and
of the Mountain to mine ore or search for from the depths, the Dwarves become more therefore must live under constant threat of
gems that they then bring back with them and more fit for a life above ground. This being attacked.
to their above-ground city. All processing has been somewhat of a curse, however, It is not just the above-ground villages
of ore and cutting of gemstones is done since their improved sight in daylight is and towns that live under the threat of the
above ground, since the Dwarves neither balanced by the detriment of their sight in Wurmfolk. The Chiiras have found a way
can nor want to spend too much time in the the eternal darkness of the depths. into the lost underground kingdom that
Mountain. The search for new deposits is the Dwarves still haven’t been able to find
constant, and some taskforces have made it and demolish, and many Dwarves have
their sole priority and specialisation to look Hidden Vaults disappeared without a trace in the Mountain
for these. Dwarves with this profession are Just as before the disaster, the Dwarves lately. Some signs of battle have been found,
among the hardiest in all of the realm. They still lock their crafted items into vaults and but most Dwarves disappear without any
sometimes spend a whole month in the hidden stashes in the Mountain, where they trace at all. That the enemy has managed
caverns before they return with an immense are meant to rest, which has the consequence to enter the old kingdom is something that
headache due to their long sojourn among that there are no completed items in the troubles the Dwarves immensely. Not just
the poisonous fumes. They dig and mine above-ground cities for long. The items are because many of their kin have disappeared
their way through the never-ending mass meant to rest in the Mountain from whence during their expeditions into the Mountain,
of the Mountain, and although it can take they came, and nowhere else. The Dwarves but perhaps more so because the Wurmfolk
years before they find a worthwhile new are, however, forced to use many of their have managed to find and break into some
deposit, they always return to the tunnels items in their daily life above ground, and of the Dwarves´ precious vaults. The hatred
with the same stubborn frenzy as soon as these artifacts are thus not hidden away that the Dwarves harbor towards the
the headaches have eased. They truly live in some vault or hideout. Such items are Wurmfolk is profound, and many Dwarves
to explore the inside of the Mountain, and nowhere near as well-made or beautiful as choose to devote their lives to slaying as
every time they find something, they are those that can be found in the hidden vaults. many of the Wurmfolk as possible, instead of
filled with new vigour in a way that could Despite this, they still fulfil their function, honing their crafts. This is, however, a very
best be likened to ecstasy. Therefore many and it is common knowledge that even an difficult task, since the Wurmfolk are not
Dwarves get stuck in this profession, and item of lesser craftmanship is of utmost only tall and strong, but also often armed
can’t imagine doing anything else, even quality if it is made by a Dwarf. Other than with Dwarven-made arms and armors that
if they have grown too old to search. The the tools that are used for the production of they’ve appropriated and altered so that
rapture becomes like a drug for them. items or in the shaping of the Mountain, it they fit their size instead of a Dwarves´.
Once a deposit has been found and the is primarily weapons that are used by the The fact that you could meet your end at
intoxication of the moment has subsided, Dwarves of the kingdom. Just as in many the point of Dwarf-forged weapons, is, of
they immediately feel the urge of finding other places in Trudvang, Trolls and beasts course, something that only furthers the
more excitement, something that can only thrive in the inhospitable places where warrior´s hatred toward these enemies.

chapter 10. thoordunn | 101


102 | chapter 10. thoordunn
Chapter 11

✦ DWARVES ELSEWHERE ✦
The previous chapters described the main nine
Dwarven kingdoms, however Dwarves have roamed
Trudvang for millennia, therefore many other minor
settlements exist. Most of them are relatively small,
with less than fifty inhabitants, while others are just
empty ruins, relics of earlier time periods.

The surface world has been Some old fortifications and castles the northern parts of the city which
re-discovered multiple times by in Mittland show weathered Dwarven has almost four thousand inhabitants.
Dwarves throughout the centuries, but runes or display clearly Dwarven For obvious reasons Dwarves keep
each time they have left their mark, building styles, suggesting that to themselves but brisk trade of
only to disappear later on, since the Dwarven architects and workmen everything that concerns iron objects
Dwarven race knows that its only real may have been hired to build them occurs between Humans and Dwarves.
homeland is Muspelheim. in ancient times. This is true, for To be honest, from a Dwarven point
A few rare, small enclaves of Dwarves example, in Majnjord for the forts in of view, it is perhaps not the best of
can be found also in a some of the largest Gunnershaal, Trigosloéin and in the Dwarven blacksmiths who live here,
Human cities, usually composed by exiles great city of Majnjord itself, where is but in many respects a poor Dwarven
or by trading merchants and artisans also kept a legendary Black Mitraka blacksmith's work is much better than
from Muspelheim. Moreover, Dwarven armor, gifted by the Dwarves to the what many Humans can accomplish.
craftmanship has always been praised Great King at the beginning of the Lucky people who can communicate
and admired by Human lords, therefore Age of the Stars. Furthermore, the with Dwarves in their own language
Dwarves have left their unmistakable Isenbrant fot in Arji was certainly can be offered to taste the famous
marks on some of the ancient monuments built by exiled Ymerdwarves and its "Krustmead", which is brewed from
which embellish the Human kingdoms gates still displays the inscription "No Krustall mushrooms that the Dwarves
of Trudvang. Legends and sagas always Dwarf will be refused entry even if grow in small caves below their
speak of the ancient Dwarven arts with only for a short visit." workshops. The mushroom has an
awe and admiration. intoxicating and a clearly confusing
effect, the person who drinks it becomes
Angorboda aggressive and combative. From time
Mittland The famous Mittlander city of Angorboda, to time this leads to heated discussions
Mittland is an ancient land and or "Iron City", in Majnjord, is famous among city residents about whether
throughout history there have been many for the iron trade. Many cultures and the Dwarves should have the right to
contacts with Dwarves, even in places religions co-exist here, and Dwarves are cultivate the mushrooms. Some would
where such links are today forgotten. present too. This is a place where good go so far as to throw out the Dwarves
These contacts have been mostly with Borjornikka irosmiths can make good from Angorboda, which has led to some
the Great Kingdom of Tvologoya, the business, displaying their superior arts. disruption in the city between Dwarves
Ymerdwarves of Brokmuskrym and the More than a hundred Dwarves are and Humans.
inhabitants of Dorg Gromitza. squeezed in tight iron workshops in

chapter 11. dwarves elsewhere | 103


Rocklev that travelling Dwarves sometimes Soj
In the south-eastern part of the Great visit the Plains to pay homage to their Beyond the half-drowned kingdom of
Iron Tooth there is a land which is ancient brothers who died here, so far Dalmtatzba in Daalheim, the southern
called "Rocklev" or just "Rock". This from the Mountain. There are also islands host some Dwarves only in the
huge area hosts hundreds of iron mines stories of Dwarven ghosts who offer western island of Edras, while most of
that supply all Mittland with iron ore prophecies and counsel to younger Soj itself is forbidden to them, as it is to
and which is the key of Majnjord's members of their own Glorkas. Humans.
greatness. Once the mines belonged to However, some frightened visitor also
the Dwarves of Tvologoya but, after whispers about damned and maddened
a short war an agreement was made, Dwarven spirits who bear tragedy and Stallik
trading these mines for a smaller misfortune to visiting Brothers. What Edras is the only island of Soj where
Mitraka deposit which the Mittlanders a visitor is really bound to find, it is Humans and Elves live in harmony
would not have been able to properly difficult to say. and here three Buratja clans came too,
work. Now both Humans and hired during the Age of Prophets, founding
Dwarves work night and day to mine an underground colony in the Tring
the desirable iron in Rocklev. The ore Skaftfijell Mountains. The Elves and Dwarves
is of very high quality and is the best "Skaftafijell" is a cold, ruthless, wild never got on well, but they have never
that has ever been mined by people in part of Runewiik, surrounded by the been at war with each other. The
Mittland. dreaded Darkwoods, where trolls Dwarves keep to their side and nurture
are numerous. According to old their Mountain, the Elves to theirs. As
stories this is the area from where a matter of fact, the Buratja have never
The Plains of Bohain the ancestors of the Bults, Arks, been interested in the surface here and
The history of relationships between Wildbrons and other Wildfolk came their presence is almost unknown and
Mittlanders and Dwarves is not only from. It is a grim and mist-covered invisible. Only an empty and deserted
very long, but also complicated. The highland whose residents are either hole open off the Mountain, attesting
Dwarves have waged many wars living as herders, hunters or warriors, that there are living Dwarves here.
against the Mittlanders but have and it has always been so for centuries. The Buratja have never bothered to
also been their faithful allies against The Human clans in the area live more build a proper gate to the surface or to
many common enemies. The Plains of wildly than what is typical of most dig an easy-to-walk tunnel. For those
Bohain, in Runewiik, for example, was Mittlanders. Most of them follow who try to reach them, it takes several
the site of the "Battle of Five Spears" the Eald Tradition, but Haminges is days to penetrate down to anything
when a desperate alliance of Dwarves, practiced in the woods, where clans that even resembles a Dwarven town.
Humans and Elves defeated the evil even stronger blood ties with the However, a small Buratja settlement
"Cloakmaster" and his horde of Arks, which they help ravaging other really exists, many miles under the
Trolls, Giants and evil Wildfolk. As a lands. Tring Mountains, where the Dwarves
memory of the heroic sacrifices, a large Way up in the northeastern parts live nearby a lava river which they have
golden willow was planted here by the of Skaftafjell, where the highlands baptized "Rorinka".
Elves, and quite often peoples still meets the Great Iron Tooth, it is said
find half-buried remains of the battle. to be a small colony of Borjornikka
Most of these weapons and armors are Dwarves, possibly from Tvologoya. Stormlands
too rusted and badly weathered to be There are few who have seen their The Dwarves which the Stormlanders
used. However, a couple of years ago dwellings, but it is said that these are mostly deal with are those from
there were rumors about a precious above-ground houses which, if true, Grunkovorda, in the Trollridge
Dwarven sword, crafted in the purest must be certainly be considered highly Mountains, and even these contacts
Mitraka, to have been found by unusual. If and why, they live here are not frequent. Dwarves and
chance in the plains by a ranger. But under the sun, no one can say with Stormlanders tend to ignore each
coming here may have its price since certainty, but the people living in the other, and even their very rare
the Plains of Bohain are a haunted highlands who claims to have seen the relationships are characterized by
place, even if there are significantly Dwarven dwellings can be counted on prejudice and suspicion. However,
less ghosts here now than a hundred ten fingers. What the Dwarves have some rare commercial route exists,
years ago. The spirits are about to found here nobody knows, but their as demonstrated by the black granite
fade away and they almost only appear tendency of avoiding the wild Humans, which is quarried in Yugglovorka to be
when the moon is at its highest and may suggest that they are protecting sold in Vortland. This precious stone
the night is deepest. In those nights something. is coveted by Vortlanders which pay

104 | chapter 11. dwarves elsewhere


a high price for it, since they need it have all failed. Black, empty shafts are about a secret passage leading to an
for building or repairing the most reminders of such attempts of digging underground fortress designed by the
magnificent of their fortifications through the Icepeak Mountains, Dwarves. Ancient trade links between
and the most holy of their Gerbanian made of implacably hard granite and Glitzamakulji and Silvtronder were
monuments. On the other hand, the gneiss. These majestic mountains once very active, but not so today. On
Buratja kingdom of Muspelgnist does have remained untouched, ever since the other hand, there is at least one
not have any relationship with their they burst forth from the rock-filled major Human merchant in Nore, a city
neighbouring Wildlanders. Centuries soil of the Stormlands. Even so, every in Bysent, trading with Tvologoya
ago the Buratja went to war against so often new Dwarves are enthralled objects which the Westmarkians covet
them, driven by arrogant imperial by the possibility to get in touch with as precious artifacts, but which are
dreams. They still remember their the prohibited soul of these beautiful almost insignificant for the Dwarves
bitter defeat, even if it is nowadays mountains and a new colonizing who craft them.
forgotten by most Wildlanders, if not attempt is made. None of these have Many times, the Westmarkians have
in some old song or saga, therefore the been successful thus far, but Dwarves fought with Dwarves in the past, and
Buratja remain hidden, keeping their will possibly continue trying forever. they know very well how terrible the
kingdom a secret. armored warriors of Muspelheim can
Some possible, rare Dwarven remains be. Long ago Glitzmakulji once had
exist in the Stormlands, standing as The Tinderswamp imperial dreams on Silvtronder and,
mysterious ruins of a time nobody This part of Ejdland is a large swamp, more recently, there have been rumors
remembers. The Stormlanders, unlike enclosed in hot, steaming fog since about the Dwarves of Thoordunn
the Mittlanders, do not keep exact antiquity. Not even during the coldest preparing an invasion of Whistergalp,
records of history, especially of the winters does the swamp freeze to ice, although this is yet to be proved true
most ancient times. Sometimes the but instead, simmers like a bubbling (in reality the attack is about to come
Stormlanders live among the forgotten cauldron. Many of those that have from the Dwarves of Brovpath, a
signs of Dwarven craftmanship, without ventured here have been sucked small Dwarven holding adjacent to
properly understanding them. For down under the wet ground, forever Thoordunn, as described below).
example, the mighty Trollmark Castle devoured by the hungry swamp. In
in Western Ejdland, nowadays seat of the northern parts you can still find
an important Shieldjarl, was certainly remains from an ancient culture that The Herrenstaals in
built by Dwarves when the world of was here long before men came to the Whistergalp
Trudvang was young. Unfortunately, Stormlands. The architecture strongly There is at least one noble
nobody today remembers why and for resembles that of the Dwarves, and Westmarkian family with friendly
whom the legendary Dwarves built it or many insist that it is a Dwarven relationship with Thoordunn, since
which price, in resources or blood, the kingdom which has been pushed their holdings lie on the northern
local Humans paid to Dwarves to have up to the surface, built thousands slopes of the Thoordunn mountains.
such a monument. and thousands of seasons ago. Most More than 800 years ago the lords of
Dwarves today have no memory of this the Herrenstaal family, in the province
place, but it is not to exclude that a lost of Nerton in Whistergalp, found
Icepeak Mountains colony of Yugglovorka, or even of the a Mitraka vein which was traded
The Icepeak Mountains rise like snowy far Great Kingdom of Tvologoya, was with the Dwarves, in exchange of a
spears at the Bjarnwoods’ northern established here many millennia ago. treasure which made the Herrenstaals'
frontier, separating Wildland from fortune for centuries. The family has
Fynnheim. Every Dwarf seeing these been a strong ally of the Thoordunn
peaks immediately falls in love with Westmark Dwarves, which also built their castle
their beauty. However, very few living The signs of ancient Dwarven in Alton, according to the stories.
beings can survive here. Not even craftmanship can be seen also in some of They have also benefited from the
the hardened Trolls can thrive in the the oldest castles of Westmark like, for Dwarves' wars against the Trolls, so
harsh cold and treacherous landscape. example, for the core of the Silverport that the Herrenstaals could colonize
No Dwarven mine is present in the castle, in Silvtronder, although later the northern slopes of the Thoordun
Icepeak Mountains range. Many modifications and expansions hide the mountains. The head of the family,
times, during Trudvang’s long history, original Dwarven foundations. The Karlomann, has been recently killed,
minor Dwarven clans have tried to castle of Laughest in Whistergalp was and according to many people his heir,
dig their way down under the hard also originally built by Dwarves from Meldrik, has taken refuge among the
roots of these mountains, but they Thoordunn, and some legends speak Dwarves.

chapter 11. dwarves elsewhere | 105


The lands of the are not too far from the kingdom the search and to speed it up. The
Wildfolk of Thoordunn, but they are also Great Thune waits for messages to
Throughout the long history of clearly separated, since here those of come from the mines, confirming the
Trudvang the relationships between Brovmir's blood have built a kingdom suspicion that Mitraka has been found
Dwarves and Wildfolk have been so which in no way typical of Dwarven and the breaking of the metal has
varied, as varied and numerous are the society. They have in fact noticed started. As soon as this has occurred,
different Wildfolk tribes and peoples. the dangerousness of this volcanic Jormel shall travel with his army to
Quite often these savage warriors landscape, adapting to it long before salvage the Mitraka to their smiths.
have tried to pillage the Dwarves' the Dwarves of Thoordunn did. In However, all of this is happening
treasures, causing war and conflict fact, because the Mountain's bowels without taking into account the much
with the sons of Borjorn. On the other are so very hot, the Realm of Brovim more powerful kingdom of Thoordunn
hand, there are also those who engage is built in underground cities which (which has been too busy with its own
in trade and friendlier relationships, are not deeper than a few meters into problems with the volcanic lands
usually involving the exchange of the Mountain, and they prefer to dig to notice Brovim's activities) or the
rare and desired resources, like high- only the upper parts of mountains and Humans of Whistergalp (which are
quality coal traded by the Amurs to the hills. It is only the kingdom's working yet to properly identify the Brovim's
Dwarves of Glitzmakulji. Exemplary mines which are built deeper into the Dwarves) or other Westmarkians like
of this second type of attitude are hot interior of this volcano country. the Ovus' spies (which often cannot
the recent agreements between the The presence of the Dwarves can be distinguish Brovim's Dwarves from
Arks of Nhoordland and a clan of noticed even outside Muspelheim, those of Thoordunn).
Buratja Dwarves. The Arks needed since their houses were cut off the
good Dwarven Iron weapons and, in Mountain's vertical cliff walls which,
return for these, they have shown the from a distance, look like a mighty Visenthia and the lost
Mitraka veins to the Buratja (see "the fortress filled with balconies of all Vrakkelmard
Mitraka Caves" in Snowsaga p.34). sizes and shapes. What everybody knows about
The underground of the area is, in The Dwarves of this realm follow Visenthia are the swamps, ever-
theory, part of Tvologoya, but the Jormel Brovmir, whom they call the present water and eternal fog covering
Buratja miners are not linked to the "Storthune" of Brovim, trusting his the lands. This is a demon-cursed
Great Realm at all. They are, in fact, ability to compete even with the country, home of plagues, undead and
kin and subjects of the Buratja realm greater kingdoms. Great Thune other monsters, mostly shrouded in
of Musplegnist (or "Sootbrand"), in Brovmir has in recent years prepared mystery and avoided by those who
the east which is benefitting from this for war and the reason behind this is have some common sense. Many odd
resource through secret and well- due to what has recently happened Vitner-fuelled phenomena happen
guarded trading routes. Since the in the neighbouring Westmarkian in Visenthia. This country is, in fact,
Dwarves of Tvologoya are too busy land of Whistergalp, where a series extremely dangerous and whole armies
with their own inner conflicts and civil of dark chasms have been opened by have disappeared into the nothingness
wars, they have not discovered this an earthquake about one century ago. of Visenthia' swamps. As a further
secret yet. However, they have never Here some of Brovim's prospectors confirmation, the Ovus of Westmark
been too friendly with the troublesome have recently inspected the chasms has explicitly forbidden dealings with
Arks, and the ambitious Buratja in secret, identifying typical, shining Visenthia.
Dwarves of Musplegnist have always mineral-rich veins, usually only found Even so, some rare explorers have
been mistrusted competitors. If stories in places where the coveted Mitraka managed to enter the area and, oddly
about the new Mitraka veins will lies hidden. enough, some signs of ancient Dwarven
reach the Glorkas of Tvologoya, war Great Thune Jormel Brovmir activity have been found. There are
is bound to explode in the underworld has already sent out several mining rumors about a scholar of vitner,
below Arkland. squads who, under the cover of Iwelynn Merwinn from Kerr, having
night, travelled to the dark chasms risked her life and soul to explore
and climbed down into them. At "Stongherd", a place she thinks to be
The Kingdom of Brovim in the bottom of the dark chasms, they the gateway to Dimhall. She claims
Thoorkaal disguise their makeshift abodes and that in the Liferrot Forest a huge flow
In the wild lands of Thoorkaal there's immediately started searching for the of Dark Vitner is constantly pumped
the Dwarven Kingdom of Brovim, Mitraka. New mining squads arrive out of the ground from a huge hole, at
ruling over the slopes of Brovpath all the time to the various mining least 300 steps wide. To her surprise,
and its surroundings. These Dwarves facilities to increase the scope of she saw that the large hole's edges

106 | chapter 11. dwarves elsewhere


and walls were all made of beautifully not find an answer to the question or, as attested by stories about the many
polished stones, clearly proofs of according to others, they did not want unnatural phenomena in Visenthia:
refined Dwarven craftmanship. to reveal a dangerous secret which boiling lakes and ponds, mysterious
However, in this place the barrier that has destroyed a whole kingdom in lights appearing over bogs and lakes
normally separates the worlds had been antiquity. and even vast areas whose surfaces
torn apart: Iwelynn looked straight In any case, Humans are what they are covered by a hard, glass-like
into one of Dimhall's many colonies are, and they always dream about substance. Many Humans believe that
where souls were being tormented what Dwarves may possibly hide, all these signs are just side-effects of
by horrific creatures. Nobody knows creating fantasies and stories about mysterious Dwarven underground
how Iwelynn survived, but her mind the lost treasures, large enough operations, possibly linked with
and psyche were definitively devasted to make to make kings' treasures the smelting of rare and otherwise
by the experience. Later, she visited fade in comparison. The fabled lost unknown metals. Whatever the truth,
Muspelheim, looking for answers Dwarven kingdom has even been no one who has ever dared looking
from the wisest and oldest Dwarves. given a name which in both Rona for the lost treasures of Vrakkelmard
Unfortunately, there was simply no and Vrok means roughly the same has ever returned. Dark Vitner flows
record about any Dwarven clan who thing: "Vrakkelmard", the "Kingdom strongly in Visenthia and something
had lived in Visenthia. However hard of the Forgotten". Some claim that more terrible that hidden Dwarves
the Dwarven scholars tried, they could the kingdom is not abandoned at all, definitively lurks in the swamps.

chapter 11. dwarves elsewhere | 107


108 | chapter 12. the dwarf
Chapter 12

✦ THE DWARF ✦
This chapter describes mechanics which are not
just specific of Dwarves, but which also make the
incredible underworld of Muspelheim more alive.
Game Masters are encouraged to take them as an
inspiration for their own creations.

Dwarven Eyes sun. It does not matter if the Dwarf spends Night Sight and Darkness
Muspelheim expands the concept of time hidden from the sun, under a forest’ The eyes of a Dwarf with Night Sight
Dwarven sense of sight, as explained in canopy or moving only during the night: it are not used anymore to see through
the “Eyes, Darkness and Light” section is only important that the Dwarf does not Muspelheim’s total darkness, therefore
in the first part of this book. There are come back to Muspelheim. they will be considered blind in darkness,
two types of Dwarven Sight: Dark Sight forcing a penalty of -15 SV on all sight-
and Night Sight. Dwarves can slowly ✦ After one week on the surface the related actions (a per Gamemaster’s
adapt their eyes from one to the other, as Dwarves’ eyes will get used to Guide p.49).
explained in the mechanics below. sunlight, and the penalty will be In any case, Dwarves’ eyes can
reduced to -5 SV. remember what they were made for,
✦ After six months the Dwarf ’s eyes will therefore a slow re-adaptation to
Dark Sight become adapted to the new lighting Muspelheim’s darkness happens. It does
All Dwarves are naturally born with this conditions, making the Dwarf turning not matter if the Dwarf spends time in
sight. from Dark Sight to Night Sight. total darkness or with artificial lights: it
Like Goblins, they can see in pure is only important that the Dwarf remains
darkness, as if it were day, although their in Muspelheim, far from the sunlight.
perception of colors is low, and most Night Sight
Dwarves see the reality in the darkness This is sight of the Dwarves whose eyes ✦ After one week in Muspelheim the
as just variations of black and white. have adapted to the sunlight. The color Dwarves’ eyes become used to the
Dwarves with Dark Sight can see of the eyes becomes darker, although this darkness, reducing the penalty to -5
very well under artificial light conditions feature is usually only noticed by other SV in total darkness.
(lanterns, torches, light crystals, etc.), Dwarves. From now onwards consider ✦ After six months the Dwarf ’s eyes
perfectly distinguishing all the colors. the Dwarves described on the Player’s will turn to their natural conditions,
Handbook p.23 as Dwarves with “Night usually assuming a lighter color. The
Dark Sight and the Sun Sight” since they are adapted to live Dwarf turns from Night Sight to
The eyes of a Dwarf with Dark Sight will be under the sunlight. Dark Sight.
immediately blinded by sunlight, forcing a These Dwarves can see perfectly
penalty of -15 SV on all sight-related actions under sunlight, without any penalty.
(a per Gamemaster’s Guide p.49). However, A Dwarf with Night Sight can also see
after sometimes spend on Trudvang’ up to 10 meters with a weak light source
surface, all Dwarves become used to the as it were a day.

chapter 12. the dwarf | 109


Special Dwarven Traits some negative traits and abilities can the tables take for granted that the basic
and A bilities result in a new roll on the tables. If a roll free disciplines and specialties have been
Players choosing to play as a Dwarf would give a power archetype, this will applied (Player’s Handbook p.17).
character can choose to purchase a not cost anything beyond the creation
roll on the tables for “Special Dwarven points already spent to receive the roll in ✦ A roll on the “Special Dwarven traits and
Traits and Abilities”. The roll can the first place. abilities” tables costs 10 creation points
result in both positive and negative If these tables are used, the roll must
traits and abilities, however the results be made before any creation point is spent TABLE 1: SPECIAL DWARVEN
do not matter, since your character on traits or skills. Consequently, every TRAITS AND ABILITIES
will certainly feel more like a Dwarf of bonus or penalty, or skill level given for 1d20 Result
Trudvang if this table if used. free, must be taken into consideration 1-10 Roll on Table 1a
You can only buy one roll on these during the following steps of character
11-20 Toll on Table 1b
tables per player character, although creation. Remember that the results of

TABLE 1A
1d20 Special Ability
1 Power archetype. The character is born with a special talent or destiny, This Dwarf can be a Yukkatta, a Yurmatraka or Zvordorkûm
(choose one) without spending any further point.
2 Heliophobic. Dwarves like this are afraid of the sun, thinking that their blood will be dried by long exposition to the dreaded light.
This character will never completely get used to live with sunlight and, if forced to live out of Muspelheim, he will prefer to be active
only during the nights. A Situation Roll with SV 10 modified by Psyche must be succeeded, if this character wants to walk outdoor
in daylight. If the character is under the sun, this Dwarf will be considered to have 10 Fear Points which cannot be recovered in any
other way but getting indoor or underground. Make another roll on Table 1.
3 Interpreter. Whether because of peaceful trade or violent warfare, this Dwarf had managed to learn a non-Dwarven Language
(Rona, Vrok, Wild Vrok, Eika or Bastjumal). The character starts the game with Knowledge 5 and a specific Foreign Tongue
specialty 1. Note that the required Language 1 discipline is already given for free during character creation. If “Bastjumal” is chosen,
the usual Language Discipline 2 requirement is ignored.
4 Luminescent Yellow Eyes. The character has deep yellow eyes which are luminous in the dark. Nobody knows why this happens,
maybe the Norgavaina gave birth in a Vitner-rich area or maybe a Dark Entity casted a curse on this Dwarf while he was travelling
from the depths where he was born. This character will never be able to hide in the dark, if he keeps his eyes open. The GM may decide
that the Dwarf is automatically discovered, or he can suffer a penalty of -10 SV to his Shadow Arts skill rolls to hide. Make another roll
on table 1.
5 Well-travelled. The player character has widely travelled through the uncivilized parts of Muspelheim in exploratory expeditions,
trading caravans or wars. The character starts the game with Wilderness 6.
6 Elf Hater. This Dwarf knows everything about how the Elves once abandoned their alliance with the Storthune (see “Forges, Wars and
Great Thunes” paragraph of the Tvologoya chapter) and openly disdain them. It is not that the character will kill Elves, but this Dwarf does
not trust them and would never, ever help them doing anything, unless a Situation Roll of 10 modified by Psyche is succeeded. The GM may
add/subtract other modifiers according to how much the choice may be helpful/damaging for other Dwarves. Make another roll on table 1.
7 Sun Allergy. This Dwarf ’ skin cannot endure direct sunlight, his eyes and skin start to itch and, even if he wears clothing and armor.
Every time this Dwarf is under the sun a penalty of -1 SV will be applied to all skill and situation rolls, to be augmented by -1 for each
further day (to a maximum -5 SV penalty). When the allergy is triggered, it is difficult to remove it. In fact, this penalty diminishes by 1
point for every day that the Dwarf passes underground or indoor. Dwarves with this allergy tend to live nightly lives when in the surface
of Trudvang. Make another roll on table 1.
8 Superstitious. Superstition and fear of the unknown Gods’ wraths are typical of all Dwarves, but this is particularly true for this
character, which sees omens and signs everywhere. Most of the times this should be just a roleplaying added detail. When an
important decision must be made or something important is about to happen, the character may want to examine the surroundings
to check if there are revealing signs which may encourage or provoke a feeling to be doomed. The player rolls 1d10, and check the
results as follows:
Roll 1d10: The result will be applied to all situation and skill rolls which the character will make in the next
1 +2 SV 24 hours (or longer, even up to months or years, in the case that an event or quest requires more
2-4 +1 SV time to be completed).
5-6 no SV modifier
7-9 -1 SV
10 -2 SV

110 | chapter 12. the dwarf


Cont. Special Ability
9 Stone Skin. This Dwarf ’ skin is hard greyish in color or spotted like granite. Other Dwarves do not care about this feature, although Humans
and Elves may find it odd. If this Dwarf stands still in front of a large stone or rocky wall while being naked or dressed in clothes which may
blend with rocks, the skin will tend to blend with rocks. Those who are not actively looking for the Dwarf must succeed a Situation Roll with SV
8 modified by Perception. Those who are actively looking for the Dwarf will suffer -5 SV to the Shadow Arts skill rolls. Both rolls are further
modified (from -3 to -15) if the area has low light or no light at all (unless the prospective spotter has Dark Sight or Night Sight).
10 Successful Bloodline. This Dwarf belongs to a bloodline which, during the millennia-long history of the Dwarves, has been very
successful in spreading its members throughout different Dwarven kingdoms and settlements. Wherever he goes, this Dwarf is
bound to find a distant brother, bound to help due to the shared bloodline. Conversely the Dwarf may also feel bound to help local
Dwarves due to their blood links. Unless the GM has specifically decided whether somebody of the same bloodline is present or
absent in a certain Dwarven holding, the player rolls 1d20: a 1-10 result will always mean that a relative is present.
11 Fireborn. Borjorn has blessed this Dwarf with extreme resistance to fire and heat. All damage by Fire and Heat (whether natural
or magical) is halved (rounded down). Furthermore, any modifier from “Complications in the Wild” which is based on warm
temperatures can be ignored.
12 Historian. This Dwarf has carefully listened to sagas told by old Rung Thuuls about ancient Dwarven myths and stories. The
character starts the game with Knowledge 5 and Lore & Legends: Dwarves specialty 1. Note that the required Culture Knowledge 1
discipline is already given for free during character creation.
13 Runeson. This Dwarf was born with runic marks on the skin or maybe received them from Yukk or a Dark Entity during the trip from
the depths of the underworld. The player can choose up to three total levels of Runes (e.g. one Level 3 rune; or three level 1 runes; or one
level 2 rune + one level 1 rune). These runes must be “Permanent” or, if belonging to the “Lasting” type, they may be activated according
to the “Activation per day” entry. Furthermore, these runes must be related to capacities linked directly with the Dwarf, not with objects
(e.g. Cave Spider’s Grip, Hammer Fists, Mark of Brokk, etc.). No skill roll is required to activate these runes, neither DP points are required.
14 Metal Smeller. This Dwarf has a natural aptitude for finding metal deposits (of any kind), a talent which is useful when a Dwarven colony
needs more ore. This character can even smell certain quantities of metal, if they are not far but hidden. For example, a person in iron armor
or with many metal weapons who is hidden behind a corner can therefore be perceived by this Dwarf by succeeding a Situation Roll with an
SV of 10, modified by Perception. On the other hand, if the Dwarf is actively looking for it, he can make a Shadow Arts skill roll with +5 SV.
15 Thalassophobic. This Dwarf does not like large or very deep bodies of water: Yukk is in fact known to live in all watercourses where the
bottom cannot be seen. This character will get into a boat or near large bodies of waters (seas, rivers, lakes, etc.) only by succeeding a Situation
Roll with an SV of 10, modified by Psyche. If the character is forced to immerge in these bodies of water (e.g. by falling inside), this Dwarf will
be considered to have 10 Fear Points which cannot be recovered in any other way but getting out of the water. Make another roll on Table 1.
16 Natural Born Trader. This Dwarf belongs to a bloodline of merchants, famous for striking good deals, therefore he gets +3 SV to all
situation and social skill rolls related to trading and/or striking deals (e.g. the Trader specialty of care or the Silvertongue specialty
of Knowledge, but only if a getting a good deal is the aim). Furthermore, the character starts with more silver coins that other player
characters, in either jewels, precious objects or simple money (GM’s decision or roll 1d6 x 100 sc).
17 Tunnelhog Expert. This Dwarf has a huge experience regarding Tunnelhogs, coming from a bloodline of hunters, or having hunted
and seen some of the largest examples which ever roamed through Muspelheim. Beyond this fame, this Dwarf get a +2 SV on all
Wilderness and Fighting skill rolls made when hunting Tunnelhogs.
18 Muspelheim Explorer. This Dwarf comes from a bloodline of rangers, hunters, volgorongs, ore seekers and explorers. Or maybe the
character just has a natural talent in exploring unknown parts of the underground world. The Dwarf gets a +2 SV to all Wilderness
skill rolls and “Complications in the Wild” situation rolls made in Muspelheim.
19 Stone Artist. This Dwarf has a natural talent or comes from a bloodline of famous builders, stonecutters or sculptors. He gets + 3
SV to all Care skill rolls related to stones and rocks.
20 Heirloom. The Glorka has trusted this Dwarf to keep a precious item which has been handled through many generations. It can be a weapon,
an armor, a ring or any other item that has meant a lot to the bloodline. The story behind this object may be more interesting that the bonuses
it gives. The GM and player should create it with common sense. For a random determination roll three d20s and check the results as follows.

1st roll, Material: 2nd roll, Quality: 3rd roll, Nature:


1-10 Dwarven Iron or other 1-8 Normal Quality 1-10 a Common Object
basic material; (Capital in the case 11-19 an Awakened Object with 1d6 levels of runes
11-14 Rokjärn (or Gold, Silver if of Dwarven Iron) 20 a Vitner-Awakened object with 1d6 levels of
appropriate) 9-15 Capital spells, excluding a basic Seal if needed for the
15-19 Mitraka, 20 Zvordoka 16-19 Masterful spell (this object will be something to keep
(or Gatesilver or Hrimsilver). 20 Legendary secret from other Dwarves).

chapter 12. the dwarf | 111


TABLE 1B
1d20 Special Ability
1 Tunnel Cleanser. This Dwarf belongs to a brotherhood devoted to freeing tunnels and caves from Goblins, Grey Trolls and other
possible threat. This character starts with Fighting 4, the Armed Fighting Discipline 1 and one weapon specialty at level 1.
2 Smursk. After raising from the depths of the underworld, this Dwarf was proclaimed to be a “First Born”: the first of a new bloodline.
Everybody knows that the character is a natural born leader. The character starts the game with Care 4, the Handler discipline 2.
New members of this new Bloodline may or may have not still appeared but, when they will do, they will all see this character with
respect. Furthermore, this Dwarf may also have allies in another Glorka or bloodline which has hosted him after the Thune’s order,
while the character was waiting for his brothers to appear.
3 Ginnungagapsbo. This Dwarf has spent long time outside the Mountain’s protective roof, getting used to one specific surface region
and the main people which inhabits it (Westmark, Mittland, Stormlands, Nhoordland or Soj). This character starts with Wilderness
4 and the Geography (chosen region) discipline 1. Furthermore, even if he does not have the skill prerequisite, he starts with the
Culture Knowledge discipline 1, related to the chosen culture.
4 Gem Expert. This Dwarf belongs to a Glorka or Bloodline devoted to gem cutting or mining gems. The person will get +3 SV on
Care skill roll related to crafting, cutting or mining gems. Furthermore, the character will automatically recognize specific gems
and their possible value. This character starts the game with 1d6 gems whose value must be established by the GM (see the “Step 5.
Decorations” part on the new “Crafting Objects” rules in this book for some suggestions).
5 Smith. The Glorka of this Dwarf is famous for its metalsmithing arts. It does not matter whether it’s mitraka, gold or iron, this Dwarf
has experience with all of them. This Character starts the game with Care 4, Handicraft discipline 1 and the Hard Materials specialty 1.
6 Artifact Sensitive. The Moutain has given this Dwarf an unnatural talent. If the character touches an object and focuses on it for
about 15 minutes, the Mountain will speak to the Dwarf ’s heart, sending visions revealing some information like: the crafter’s name
or image, who held this object in a specific time period, one singular supernatural power (if the object has any) or a single image about
what happened to this item in one specific place. The player must succeed a Situation Roll with an SV 8 modified by Perception to get
one single information. Any further attempt (failure or success) will require another 15 minutes and the SV will be diminished by 2
points. This can be attempted may times, until the SV become “0”. Sometimes the Mountain will just refuse to speak.
7 Troll Fists. This Dwarf has enormously large fists and forearms, which look very funny in relation to the rest of the body. Humans
and Elves cannot help but look at this character as a freak. On the other hand, other Dwarves do not care about it. These large fists
will deal 1d10 (OR 10) damage instead than the usual 1d5.
8 Adaptable Eyes. Nobody knows why but Borjorn has gifted this Dwarf with eyes which are more resistant to abrupt changes. This
character does not suffer the long acclimation periods between the “Dark Sight” and the “Night Sight”. The Dwarf suffers only a basic
-1 SV the first week of changed environment, but the eyes will be immediately adapted and changed after.
9 Thuul education. Whether it’s because of the Glorka’s tradition or maybe because this Dwarf feels the Mountain’s presence
everywhere, this character has received the rudiments of a Thuul’s education. This character starts with Faith 5, the Invoke Discipline
level 1 and the Thuul Forging specialty level 1. Without Divinity Points or Holy Tablets (Runes) those levels are almost useless,
therefore whether this Dwarf will really be a Thuul or will enter some other career, it is totally up to the player.
10 Troll Smeller. This character has developed a specialized sense of smell focused on detecting the presence of Trolls. This Dwarf will
detect any troll which is within a radius of 30 m by succeeding a Situation Roll with an SV of 10 modified by Perception. If the Trolls
are numerous or particularly smelly the GM may raise the SV (to 12 or 14) or allow to detect them at up to 50 m. Wind conditions
may also lower or raise the SV. This dice must be off course rolled by the GM, secretly from the player.
11 Zorjorn Education. This Dwarf has been trained as a Zorjorn, one of the famous Dwarven drummers. The character starts the
game with Entertainment 4, Music & Dancing discipline 1, Singing & Playing Instruments 1. Furthermore, this Dwarf starts the
game with a Folk Musician Kit which always automatically includes a portable Dwarven drum.
12 Climber. Muspelheim is not a flat world, and rarely one cavern is exactly on the same level of another one. This Dwarf seems to know
it very well, as he quite talented in climbing. This character starts with Agility 4, Body Control discipline 1 and Jumping, Climbing
& Balancing specialty 1.
13 Short Legs. This Dwarf ’ legs are short even for Dwarven standards. His maximum movement is diminished by 1 metre (Buratja 7, Borjornikka
7, Zvorda 5) but this very odd physique also has some benefits, giving +5 SV to situation and skill Rolls made to avoid losing balance.
14 Banished. This Dwarf committed a crime and was banished from his homeland for 1d6 x 10 years. If he comes back, this character
may be even killed on sight. The GM may consider the possibility of giving a “Mark of the Slayer” (see it among Temporary Runes)
but only if the character is meant to played in a single, specific prison-settlement. Make another roll on Table 1.
15 Direction Sense. It does not matter wherever he is (in Muspelheim or the surface), but this Dwarf will always know where the North
is and how deep he is underground, compared to the surface of Trudvang, since the Mountain speaks to this Dwarf ’s heart. Most
of the times this Dwarf cannot lose himself but in difficult situations (e.g. complicated, labyrinthine tunnel systems) a +5 SV will be
applied to situation and skill rolls made for the sakes of orientation. .

112 | chapter 12. the dwarf


Cont. Special Ability
16 Krustall Addicted. Dwarves are usually immune to the direst effects of Krustall, but this Dwarf has developed an insane addiction to it.
He has maybe drunk too much Krustmead or he has eaten too much eat from certain kinds of Tunnelhogs. Every day this character must
drink a dose of Krustmead (or eat Krustall Mushrooms or meat from Krustall-crazy Tunnelhogs) to avoid suffering -1 SV to all skill roll
and situation rolls. This penalty increases by -1 each day which passes without a dose. If, during this period of withdrawal, the Dwarf faces
any conflict (e.g. discussions, threats, difficulties, etc..) a Situation Roll with SV of 8 modified by Psyche must be succeeded. Otherwise the
character will be forced to attack or, at least, become aggressive, spitting and swearing uncontrollably. Make another roll on Table 1.
17 Mark of the Snake. This Dwarf was born with a snake-like symbol on the forehead, possibly connected with Yukk. This character is
seriously disconnected from the Vitner Energies running through Trudvang, possibly due to some deep spiritual connection with the
Moutain or with some dark entity. Every time this Dwarf is subject to a spell caused by Vitner Craft (with either positive or negative
effects) or uses a vitner-awakened object 1d20 must be rolled: on a result of 1-10, the spell will not work. The GM may decide that
this rule does not apply to particularly strong natural vitner effects. The Dimwalkers’ divine powers are not influenced by this ability.
This Dwarf cannot have the Vitner Craft skill higher than 1.
18 Stone Born. Stoneseekers had visions about this Dwarf as a “Stone Born”, the reincarnation of one of the original Dwarves, created
by Borjorn to become master smiths. The character gets +3 SV to Care skill rolls related to crafting metal objects.
19 Resurrected Bloodline. When this Dwarf raised from the depths of Muspelheim and spelled the Norgavaina’s name the Rung Thuul
was surprised. This Dwarf belongs to an important bloodline of the past which was thought to have been extinguished. Maybe they were
once heroic warriors, mighty Thunes, legendary Thuuls or artisans which built marvels. Some Dwarves will treat this character with high
respect (possible positive SV modifiers to social skill rolls), while others will look at him with disdain and suspicion. This Dwarf ’s ancient
heritage (holdings, titles, awakened objects, etc.) may be nowadays in the hands of other bloodlines, and the coming of such a Dwarf is bound
to bring chaos to a settlement, if not to a whole Dwarven kingdom. The character starts the game with +1 Raud
20 Power archetype. The character is born with a special talent or destiny. This Dwarf can be a Drogbasjev, an Eigle Thuul or a Thjulk
of Novgalod (choose one) without spending any further point. Dwarven Regional Traits

Regional Traits does not exclude the other, as far as one Tables by Dwarven race
Dwarven Regional Traits are special pays the costs of both. It may happen that These regional traits are designed
mechanics linked to specific places or some regional traits give free levels to the to include as many places as possible
cultures among Dwarves. These are not same skills which are given free levels also throughout the vast world of
requirements for belonging to such places by the Special Dwarven Traits tables. In Muspelheim. Start rolling on these first
or cultures, and in fact not all natives to these cases, reroll or choose another trait. tables “by race” which will suggest where
those places have these traits. Nevertheless, Bonus skills are indicated as follows: to roll on the following “regional tables”.
buying such a trait during character skill name (discipline name - specialty
creation means that characters have a name). Zvorda
special link to their homeland’s culture. A result linking to the Borjornikka and
One cannot have more than one ✦ Rolling on the Regional Traits tables Buratja tables means that the Zvorda lives in
Regional Trait. The player can roll on costs 20 creation points community dominated by the other breed.
the following tables or freely choose one
single entry from them. The lists are not
comprehensive, and the GM is encouraged
to create more of them, if need arises. DWARVEN REGIONAL TRAITS
One Dwarven Regional Trait costs 20 Borjornikka Buratja Zvorda
creation points. A Regional Trait must
1d20 Regional Table 1d20 Regional Table 1d20 Regional Table
be bought before any creation point is
spent on traits or skills. Consequently, 1-5 Tvologoya 1-7 Muspelgnist 1-12 Roll again on the
(Borjornikka) Borjonikka table
every bonus or skill level given for
free, must be taken into consideration 6-9 Brokmuskrym 8-12 Tvologoya 13-17 Roll again on the
during the following steps of character (Buratja) Buratja table
creation. Remember that the results of 10-12 Glitzmakulji 13-17 Brokmuskrym 18-20 Zvorda Loner
the tables take for granted that the basic 13-16 Grunkovorda 18 Other Kingdoms
free disciplines and specialties have been 17-18 Other Kingdoms 19-20 Enclaves &
applied (Player’s Handbook p.17). Colonies
One can have both have a Regional 19-20 Enclaves &
Trait and roll on the “Special Dwarven Colonies
Traits and Abilities” table. One thing

chapter 12. the dwarf | 113


Regional tables
Some of the following tables are specific for the different Dwarven breeds. Before rolling, please read the specific indications (if
present) at the beginning of each table.

TVOLOGOYA (BORJORNIKKA) REGIONAL TRAITS


1d20 Trait
1 Gydanski native. You live in the upper levels, under the constant threat of invaders. You must always be cautious. You start the game
with Shadow Arts 6 (Shadowing 1 – Finding & Spotting 1).
2 Dvulgorod Exile. As a member or follower of the Blood of Dvakk, you have lived below the status that you should be worthy of. You
start the game with Knowledge 6 (Lore & Legends: Dwarves 2).
NOTE: the required “Culture Knowledge: Dwarves 1 Discipline” is already given for free to all Dwarven characters.
3 Yungar Survivor. Your brothers were all peaceful copper miners, before the Wildlanders came. You start the game with Care 3.
Furthermore, you get +2 SV bonus to all combat-related skill rolls (melee attacks, parries, evade attempts, ranged attacks) when
fighting against Humans.
5 Tvolgorad Artisan. Sculptors, architects, stonemasons, gem-cutters and artists: most of Tvologoya’s marvels were crafted by
Glorkas like yours. You start the game with 34 creation points which can be spent only on the Care skill and related disciplines and
specialties.
6 Bifhrust Guide. Living among these stairs, shafts and tunnels connecting the whole kingdom, your brothers have always been
guides. You start the game with Wilderness 6 (Land Knowledge: Tvologoya 2). Note: the required “Geography: Muspelheim 1
Discipline” is already given for free to all Dwarven characters.
7 Demlink Guard. Your Glorka has the task of guarding the immense Mitraka treasures of Demlink. You start the game with
Fighting 6. You also own one Mitraka weapon of Normal quality.
8 Dimit Rebel. All your life you have trained yourself to fight for the Blood of Illwir. You start the game with Fighting 6 (Armed
Fighting 1 – one weapon specialty 1).
9 Smith of the Halls of Sankla. Your Glorka belongs to an ancient artisan tradition whose purpose is to repair and craft only the
best armors and weapons for the Great Thune of Tvologoya. Every time you make a Care skill roll to repair or craft a weapon or an
armor, you get +4 SV.
10 Novskork Privileged. You are a member or a strong vassal of the Blood of Adakk. Since you are living in the center of the Great
Kingdom, you had training privileged which were unknown to other Dwarves. You get 34 creation points to be used with any skill,
discipline or specialty that you like.
11 Relgarv Survivor. Living in Fir, your body has somehow got used to toxins. You get +5 SV on situation rolls to resist toxins and -5
(to a minimum result of “1”) when rolling for the effects of toxic extracts.
12 Svast Guard. Your bloodline has sworn to protect “Glittertongue” and, as per the ancient traditions, you were trained as both a
warrior and a stonemason. You start the game with Care 5, Fighting 6.
13 Timil Savant. Whether you are a Rung Thuul or one of their servants, you belong to the place of Tvologoya where knowledge is
the highest virtue. You get 34 creation points which can be spent only in the Knowledge skill and related disciplines and specialties.
14 Yetzin Faithful. Your Glorka thrives in one of the most sacred places for Thuuldom. You get 34 creation points which can only be
spent on the Faith skill and related disciplines and specialties, or in the Religion: Dwarves specialty and Culture Knowledge: Dwarves
discipline of Knowledge.
15 Nifulong Native. Very few Borjornikka live here, but your small colony somehow survives. You have learned to always keep your
eyes open. You start the game with Shadow Arts 6 and Wilderness 5.
16 Miner. Even after all these millennia, your Glorka is still discovering new mineral deposits under the Great Iron Tooth. You start
with Care 6 (Tradesman 1 – Miner 1).
17 Peasant. You are a farmer in Tvolgorad or Gydanski, herding drollswein, cultivating Night Rye and the Darktongue mushroom, or
cooking for others. You start the game with Care 6 (Tradesman 1 and a related specialty at level 1).
18 Criminal. Yours is a criminal Glorka, thriving among the darkest corners of in Tvolgorad, or bartering illicit goods in Gydanski.
You start the game with Shadow Arts 7.
19 Hard Worker. Yours is a Glorka of handymen and stone bearers. You gain 45 extra Creation Points to spend on the Constitution and
Strength traits (which cannot go above the +4 limit).
20 Warrior Glorka. Yours is a Glorka of Logovorda, living in Tvolograd or Gydanski. You start the game with Care 5, Fighting 5
(Armed Fighting 1).

114 | chapter 12. the dwarf


TVOLOGOYA (BURATJA) REGIONAL TRAITS
1d20 Trait
1-3 Buratja Survivor. Very few Buratja colonies thrive in the mysterious caverns beyond the main Buratja settlements in Nifulong. You
start the game with Wilderness 6 (Survival 1 – Terrain Experience: Underworld 1).
4-7 Dimit Smith. You have been sent in Tvolgorad, helping the Dimit rebels, by building good weapons. You start the game with Care
6 (Handicraft 1 – Hard Materials 1).
8-11 Novskorsk Guard. Since ancient times the Buratja have sent warriors to guard the Storthune’s High Seat. You start the game with
Shadow Arts 5, Fighting 5 (Armed Fight 1).
12-15 Logakilj Artisan. You have learned precious secrets in the Buratja settlement which hosts the most important Logi Furnace in
Trudvang. You get +5 SV when you use the Care skill to repair or craft Mitraka or Zvordoka objects. Furthermore, you start the
game with a Craft Kit of Masterful Quality.
16-19 Tebokks Native. You belong to the largest Buratja settlement in Tvologoya, either as a member or as a faithful servant of the Blood
of Njoglost. You start the game with Care skill 7 (Handicraft 1).
20 Prohibited Knowledge. You abandoned your Glorka due to your talents or you are maybe part of a Yurmatraka secret colony in
Nifulong, as either a Weaver, an Artisan or a Servant which heard too many dark secrets. You can spend 34 extra Creation Points in
Vitner Weaver and Knowledge skills.

BROKMUSKRYM REGIONAL TRAITS


Buratja add + 12 to the roll. The entries with a * may belong to either a main faction or to one of the dozens of minor factions. In this case
make a second roll (but do not apply the mechanics of the new entry): if another * entry is rolled, you belong to a minor faction, otherwise you
belong to the rolled main faction.
1d20 Trait
1-3 Brogjurn Surface Dweller. Your bloodline has decided to seek fortune on the slopes outside of the Mountain. You start the game
with Wilderness 6 (Survival 1 – Terrain Experience: Mountain 1).
4-6 Olvim Follower. You were not just trained as a warrior, but you became expert about the new Troll allies. You start the game with
Fighting 5, Knowledge 5 (Race Knowledge 1).
7-9 Misvetski Traditionalist. You are focused on traditional Dwarven arts. You start the game with 34 creation points to be spent only
on the Care and Faith skills and related disciplines and specialties.
10-12 Dinzelt Subject. Your land is plagued by constant strife; therefore, you have learned to live a cautious life. You start the game with
Shadow Arts 6 (Shadowing 1 – Finding & Spotting 1).
13-14 *Rune Trap Expert. Crossing borders is a dangerous business in Brokmusrkym, given how many rune traps (see “Temporary
Runes” in this book) are present. You have been taught basic Thuul techniques for deactivating them. You start the game with Faith
6 (Invoke 1 – Thuul Forging 1).
15-16 *Locks & Trap Expert. When your brothers speak about locks and traps, you are the one who builds them or disable them. You start
the game with Shadow Arts 6 (Thievery 1 – Locks 1).
17-18 *Brokmusrkym Warrior. Living in a divided land, your talents are fundamental. You start the game with 34 creation points to be
spent only for the Fighting skill and related disciplines and specialties.
19-20 *Brokmusrkym Miner. All miners in Brokmuskrym wage an expansion’s war, always digging new tunnels and getting more ore.
You start the game with Care 6 (Tradesman 1 – Miner 1)
21-24 Voljienka Worker. Artisan or miner, your hard work is fundamental for your thune. You start the game with 34 creation points to
spend only for the Care skill and related disciplines and specialties.
25-28 Plodnikk Faithful. You have been taught to trust your Thune and dig deeper. However, this is a project which requires focus and
determination, as you know that you and your brothers will have to face demons at the end. You start the game with Psyche +1, Care
4 (Tradesman 1 – Miner 1).
29-32 Drognislai Vassal. You evaluate traditional religion, diplomacy and common sense much more than what others do. You start the
game with 34 creation points to spend only for the Knowledge and Faith skills and related disciplines and specialties.

chapter 12. the dwarf | 115


GLITZMAKULJI REGIONAL TRAITS
All the Dwarves in Glitzmakulji/Glitthamn are Borjonikka of the Blood of Trodnikk, or strongly related to that bloodline. Other Dwarves
blame them for many things. It is up to the GM whether this is just a background, roleplaying trait, or if some social penalty must be applied.
1d20 Trait
1-2 Lake Hunter. You are an expert catcher of delicious vritt fishes or dreaded water snakes. You start the game with Wilderness 6
(Hunting Experience 1 -Hunting & Fishing 1).
3-4 Glitzaljas’ Expert. Miner, artisan or trader: the Glitzaljias are important for you. You start the game with 34 creation points to
spend only for the Care skill and related disciplines and specialties.
5-6 Amurs’ Friend. Your bloodline has always been quite active in trading coal with the Amurs. You start the game with Knowledge 6
and Foreign Tongue (Wild Vrok) 2. Note that the required Language 1 discipline is already given for free during character creation.
7-8 Dragon Hater. Whether you are an artisan or a dedicated Drogbasjev, your Glorka has lost too much to the Borsjev. When you fight
dragons, you get a +4 SV on melee attacks, ranged attacks, parries and evade attempts.
9-10 Glitzmakulji Spy. Whether you work for Storthune Woodbarov or for anyone plotting against him, your Glorka plays a dangerous
game. You start with Shadows Arts 7 (Shadowing 1).
11-12 Dragon Trap Architect. Your Glorka is busy in preparing against possible Dragon attacks, either involving mechanical traps or
temporary runes. You start the game with 34 creation points to spend only for the Care and Faith skills and related disciplines and
specialties
13-14 Fleeing Brother. You know the truth: these new tunnels will help your brothers finding a new home. You start the game with Care
6 (Tradesman 1 – Miner 1)
15-16 Glitzmakulji Scholar. You have studied so much to understand why the Blood of Trodnikk survived, while its enemies failed. You
start the game with Knowledge 6 and Lore & Legends: Dwarves 2. Note: the required Culture Knowledge 1 discipline is already
given free during character creation.
17-18 Grimjarp Defender. Whether you are in Grimjarp or in another fortification, you are ready to fight the Human raiders. You start
the game with Fighting 6 (Armed Fighting 1 – a weapon specialty 1).
19-20 Glitzmakulji Guard. Your homeland needs your eyes. Whether you hide as a hidden look-out on Trudvang’s surface or you wander
as a scout the dragon-infested areas, you must keep the watch. You start the game with Perception +1, Shadow Arts 4 (Shadowing
1 – Finding & Spotting 1).

GRUNKOVORDA REGIONAL TRAITS


1d20 Homeland
1-4 Yugglovorka Inhabitant. As a Dwarf of Greystone, you start with Care 4 (Handicraft 1) and you get +5 SV to all skill rolls related
to the knowledge of stone (e.g. to spot stone which is about to fall or to find a way through underground tunnels dug in the rock).
5-8 Novgalod Inhabitant. The Dwarves of Morkdali benefit from the presence of the mighty Thjulks since, even if you are not a warrior,
you are constantly exposed to knowledge of warfare. You start with Fighting 6 (Armed Fighting 1 – a weapon specialty 1).
9-12 Olgisiljev Inhabitant. The Ironsmiths of Grimgnistur produce metal whose quality is praised all around Trudvang. You start with
Care 6 (Handicraft 1 – Hard Materials 1).
13-16 Ivonda Inhabitant. The legendary Thorgagin Dragonslayer rules over the Dwarves of Dustwall, forcing them to be always watchful
for possible fugitives from Wondraskjalf and for those who try to sneak into the famous mines without permission. You start the
game with Shadow Arts 6 (Shadowing 1 – Finding & Spotting 1).
17-18 Rorstrai Inhabitant. It does not matter whether you were innocent or not, but you have been accused of murder and banished to
Wondraskjalf. You are now a “slayer”, bearing a mystic mark on your forehead, giving permission to any Dwarf to kill you on sight.
On the other hand, the hard life in this settlement of outcasts taught you some proficiencies necessary to survive in Rorstrai. You
start the game with Fighting 4, Shadow Arts 4 (Shadowing 1, Thieving 1).
19-20 Hillinge Woods Exile. You are among the outcast Dwarves who live under Sergin Greathold in Dain. Your life in the woods made
you developing skills that not many other Dwarves have. You start the game with Wilderness 6 (Survival 1 – Terrain Experience:
forest 1).

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MUSPELGNIST REGIONAL TRAITS
Only Buratja live in this kingdom.
1d20 Trait
1-3 Buratja Warrior. You know that the glory of Saukka wil return, if brave warriors like you are ready. You start the game with
Fighting 6 (Armed Fighting 1 – a weapon specialty 1).
4-6 Slayer of Stormlanders. The Wildlanders are your enemies and the reason why Muspelgnist does not rule the north-east. Every
time you fight a Stormlander you will get a +4 SV on melee attacks, ranged attacks, parries and evade attempts.
7-13 Muspelgnist Smith. You firmly and proudly know that the metalsmiths here are the best of Trudvang. You start with Care 6
(Handicraft 1 – Hard Materials 1).
14-16 Angor’s Vassal. You are related to the Blood of Angor or you are a close ally. As somebody serving the Master Smelter, you have learned
secrets unknown to others. You start the game with 34 extra creation points to be spent in the Care skill and related disciplines and specialties.
17-19 Master Smelter’s Agent. Beldor is a mastermind and your Glorka has faithfully served him, collecting information both in
Muspelgnist and abroad. You start the game with Shadow Arts 7 (Shadowing 1).
20 Soothome Exile. You are part of the Burjokko’s bloodline or from another, exiled group. You know you cannot come back, therefore
you have adapted to life in the wildlands outside the mountain. You start the game with Wilderness 7 (Survival 1).

OTHER KINGDOMS REGIONAL TRAITS


Roll 1d20, but Buratja roll 1d10 and add + 20 to the roll.
1d20 Trait
1-2 Dalmtatzba Survivor. Whatever is the main work of your Glorka, you have adapted to the new environment. You start the game
with Agility 6 (Body Control 1 – Swimming 1).
3-4 Dalmtatzba Artisan. Whether you are a smith, a traditional gem-cutter or one of the new stonecutters and sculptors, you start the
game with Care 6 (Handicraft 1 – Hard Materials 1).
5-6 Dalmtatzba Artist. Maybe it’s the old talent running strong in your bloodline, but you get +5 SV on all Care skill rolls made
regarding gem and stone objects.
7-8 Dorg Gromitza Avenger. Whatever you are, warrior, miner or smith, you hate the invaders. Every time you fight a troll you will get
a +3 SV on melee attacks, ranged attacks, parries, evade attempts.
9-10 Dorg Gromitza Warrior. Your Glorka have trained you to fight the invaders. You start the game with Fighting 6 (Armed Fighting
1 – a weapon specialty 1).
11-12 Dorg Gromitza Trap Expert. Your Glorka uses everything, from Temporary Runes to mechanical traps, to block the trolls. You
start the game with 34 extra creation points to spend only in the Faith and Shadow Arts skills and related disciplines and specialties.
13-14 Erzmir Inhabitant. You live in a vertical kingdom, where holdings are spread through various levels. You start the game with
Agility 6 (Body Control 1 – Jumping, Climbing and Balancing 1).
15-16 Erzmir Miner. Gems, coal and diamonds are collected in this kingdom by the expert miners of your Glorka. You start the game with
Care 6 (Tradesman 1 – Miner 1).
17-18 Erzmir’s Jeweller. Gems and jewels are specialties of you Glorka. You get +5 SV on all Care skill rolls made regarding gems and jewels.
19-20 Brovim’s Inhabitant. The small kingdom where you live is often confused with Thoordunn, Dwarves here excel in two fields:
building their houses in vertical system and being sneaky. You start the game with Shadow Arts 5, Agility 5 (Body Control 1).
21-22 Thoordunn’ Explorer. You live to find new resources for your brothers among the toxic gases to which you somehow get used to. You get
+5 SV on Situation rolls to resist their effects or subtracting 5 points (to a minimum result of “1”) when rolling for the effects of toxic extracts.
23-24 Thoordunn’s Guard. You are a warrior and a scout ready to fight the many enemies wanting to steal Thoordunn’s treasures. You
start the game with Shadow Arts 5, Fighting 5 (Armed Fighting 1).
25-26 Thoordunn’ Surface Artisan. A new fashion is spreading among the artisans of this kingdom. If you include a “sun & moon”
decoration on an object, you’ll get +3 SV on the Care skill roll.
27-28 Stallik Buratja. You are among the few Buratja Dwarves living in the Edras island, so close to the Elves, but completely avoiding
them. Living beside the “Rorinka” magma river, you became used to heat: you can ignore 5 points of damage from fire or heat.
Furthermore, you start with Care 5.
29-30 Dunkilja Subject. You live so close to Tvologoya, on the Great Iron Tooth, but you are faithful to Muspelgnist, helping to trade with
the Arks. You start the game with Knowledge 6 and Foreign Tongue (Wild Vrok) 2. Note that the required Language 1 discipline is
already given for free during character creation.

chapter 12. the dwarf | 117


ENCLAVES AND COLONIES REGIONAL TRAITS
The following table includes minor Dwarven colonies and enclaves, in Muspelheim or above ground.
First d20: Second d20 (generic location):
1-14 the colony is underground 1-7 Nhoordland (including all Darkwoods)
16-20 the colony is on the surface. 8-11 Mittland
12-15 Stormlands
16-19 Westmark
20 A minor island around Soj (but unknown to the Elves).

1d20 Trait
1-4 Foreigner. You belong to one of the rare Dwarven enclaves in a Human city, like Angorboda in Mittland, or you live in a Troll-infested
area underground. You start the game with Knowledge 6, Languages 2, Foreign Tongue (Rona, Wild Vrok, Vrok or Bastjiumal) 1.
Note that the required Language 1 discipline is already given for free during character creation.
5-8 Dweller in the wilderness. The small colony is hidden in the depths of a forest, on the Mountain’s slope in the surface, or in the
wild unknown parts of Muspelheim. You start the game with 34 creation points to be spend only on the Wilderness skill and related
disciplines and specialties.
9-12 Professional. Crafters, peasants, miners and traders, but also drummers and storytellers: the colony is focused on working for a
better life. You start the game with 34 creation points which can be spent only on the Care and Entertainments skills and related
disciplines and specialties.
13-16 Scholar. Wisdom, knowledge and religion are important for you. You start the game with 34 creation points to spend on the
Knowledge and Faith skills and related disciplines and specialties.
17-20 Warrior. The colony is surrounded by enemies. You start the game with 34 creation points to spend on the Fighting and Shadow
Arts skills and related disciplines and specialties.

Zvorda Loner Regional Traits


This table is used for small Zvorda clans or singular, lone Zvorda.
1d20 Trait
1-4 Hard Life. The hardships you have suffered have made you stronger. You get 45 extra creation point to spend only on the Strength
and Constitution traits (they cannot go higher than +4).
5-8 Wanderer. You cannot stay in one single place, as your blood call you to wander ceaselessly through both the underworld and the
surface. You start the game with Wilderness 6 (Geography: Muspelheim 1 – Orienteering & Cartography 1).
9-12 Musician. Odd as it may seem, you live alone to better enjoy making your drum or horn to resonate through the tunnels. You start
the game with Entertainment 6 (Music & Dancing 1 – Singing & Playing Instruments).
13-16 Mercenary. You belong to nobody, but people pay for the skill of your arms. You start the game with Fighting 6 (Armed Fighting
1 – a weapon specialty 1).
17-20 Faithful. The Mountain speaks to you, or maybe it’s the treacherous Yukk. You start the game with 34 creation points which can be
spent only on the Faith skill and related disciplines or specialties.

118 | chapter 12. the dwarf


Dwarven Archetypes logi furnace. Most of these masters do particularly useful for their profession.
With the Gamemaster’s approval a not know the Thuulcraft runes but they The targeted Logi is lured into the warded
player that is creating a Dwarf can have perfected their crafting arts so area, and then the hunters try to make
choose from one of the following much that Thuuls may frequently look the creature wearing some fire-resistant
archetypes, in addition to those in the for their precious products to be turned collars inscribed with the awakened
Player’s Handbook. into Sacred Objects. version of the Slavery rune. Many Logi
Unlike a normal archetype, the 50 Hunters die in this dangerous quest and
bonus creation points for a Dwarven the Glorka leaders always expect that the
archetype must be divided as follows. Logi Hunter awakened runic collars are not lost, since
they are precious and bound to be re-used
✦ Core skills: 30 bonus creation points. ✦ Core Skills: Knowledge, Wilderness for future Logi hunting expeditions.
✦ Dwarven Skills: 20 bonus creation ✦ Dwarven Skill: Faith (Invoke It is recommended to make these
points. discipline, Thuul Forging and characters to buy the Monster Lore
Temporary Runes specialties). specialty of Knowledge, to represent their
Some Dwarven core skills also specify knowledge of the Logi. Furthermore,
which disciplines and specialties that The mysterious Logi are needed to fuel they should also buy the Species Hunter:
these bonus points can be spent on. When the magical Logi Furnaces, therefore Logi specialty of Wilderness, as they
there is no such a specification the points some Dwarves dedicate their own lives can add +2 SV per specialty level to
can be spent freely on all disciplines and specifically to hunt these creatures. Wilderness skill rolls related to hunting
specialties within the skill. Logi Hunters are particularly diffused and tracking these creatures (as per
Sometimes the “Dwarven Skill” is a among the Buratja Dwarves (given how Player’s Handbook p.72).
skill which is already indicated among important are the Logi Furnaces are for
the “Core Skills”, this simply indicates a Buratja culture) although there are also
greater focus on that specific skill where many Borjornikka and even some rare Logovorda
one can spend the 20 points plus a part of Zvorda devoted to this art.
the 30 points. Logi Hunters are a bunch or over- ✦ Core Skills: Knowledge, Care
focused and silent fellows. They are the ✦ Dwarven Skill: Fighting
opposite of Tunnelhog hunters in terms of
Dwarven Artisan both philosophy and hunting techniques, Even considering the Zvordorkûm and
and they are required to be so, given how all the other well-respected Dwarven
✦ Core Skills: Knowledge, Care particular their preys are. You never decide warriors, the Thunes’ kingdoms are
✦ Dwarven Skill: Care (Handicraft to be a Logi Hunter: you are either born always in a dire need for more fighters.
discipline and related specialties). in the specific Glorka or you are not a This is the reason why the Logovorda
Logi Hunter. There is a reason for this: exist. These Dwarves pass large parts
All kinds of artisans are important in hunting a Logi is not an easy task. All Logi of their lives working a smiths or
Dwarven society, since all of them somehow Hunters need specific training and special miners but, when the need arises, they
give a contribute for fulfilling the Will of equipment, like fireproof armors or even take their long spears and answer the
the Mountain and make every material the occasional minor awakened tools, albeit call of the war drum. The Logovordas
reaching its “Kutjatti”: the destiny which these are only given to the expedition are dedicated to both arts, crafting and
its soul was made for. It does not matter leaders and the more expert hunters, fighting and, even if they seem to spend
whether a Dwarf is a smith, a builder, which are those who will not probably lose long time working with furnaces and
a brotbeast bone-carver or a tunnelhog or waste such precious and unique artifacts. mines, they never forget to train and
leather tanner: they are all important Usually a young and inexpert Logi Hunter keep fit for warfare.
since they manage materials which the may not even touch such an object. The Logovorda’s traditional weapons
Mountain somehow created, whether they Logi Hunters’ Glorkas also teach basic of choice are the spear and the long
are minerals or parts of animals wandering Thuulcraft rudiments, not for crafting spear, but they are also known to wield
the depths of Muspelheim. Sacred Objects (which the Logi Hunter broadswords, hammers and picks and,
However, it is worthless to remind never do, out of respect for real Thuuls) more occasionally, ranged weapons like
how smiths can reach high levels in the but rather for using Temporary Runes bows and crossbows. Quite often all
hierarchy of Dwarven society, especially for hunting Logis. these weapons are carefully crafted by
among the Buratja. The title of “Fire A Logi Hunter typically tries to the Lovogorda themselves, together
Master” or “Logi Master” is, in fact, learn the “Fire Creature” variety of with their refined Murgles, possibly
a deeply respected one, as it identifies both Creature Luring and Creature of the Bogemurgla type, if they can
somebody which commands a precious Ward temporary runes, as these may be afford to buy or craft them. Unlike the

chapter 12. the dwarf | 119


Zvordorkûm, the Logovorda do not Dwarven rogues are usually more would never really understand their
disdain carrying shields and some of them expert in Fighting than what is common chronology, as it is based not on what
prefer Murglamorga-type armors. If all among Human rogues. This is due to an historian sees, but everything is
Logovorda in a unit manage to get armed necessity, as they do not just survive in registered from the Mountain’s point
with medium shields, they often try to a society which despises them, but they of view. The “Measuring Time” section
make a Shield Wall (see the Stormlands are often obliged to live on the fringes of in the first part of this book has more
book, p.139-140). Zvordorkûm never Dwarven settlements, where the threat information on the matter.
practice this tactic, but they may benefit of monsters coming from the wildest Rung Thuuls are extremely literate
from Logovorda shield walls covering parts of Muspelheim is more frequent. Dwarves, continuously recording events
their sides, especially when fighting in on stone tablets to be archived in specific
larger caves. Other times the Logovorda storerooms which each Glorka consider
prefer to use their traditional long Rung Thuul to be sacred. It is also their duty to
spears which require two hands to be carve beautiful runic inscriptions on
used, forfeiting in this case the use of ✦ Core Skills: Knowledge, Faith monuments and tombs, as perpetual
shields and shield walls, especially when ✦ Dwarven Skill: Knowledge (Culture memories for the future generations.
they need to keep some distance from Knowledge: Dwarves discipline, The Thunes are in continuous need of
the enemy or they want to hit a larger Lore & Legends: Dwarves specialty, the Rung Thuuls’ advice, especially if
creature, such as a Troll or a Jotun, with Language Discipline, Reading & they want to access the wisdom of past
their longer spears. Writing: Futhark specialty) ancestors and to know how the Dwarves
Each Logovorda takes care of his own of ancient times dealt with problems.
war equipment by holding it in a special Rung Thuuls are the living memories Rung Thuuls are perfectly able to craft
place, not far from where they work as of Dwarves. It is their role to identify Sacred Objects or even Awaken them (if
artisans and miners, in order to be easy the mother names and possible Glorka they have the right specialty), however
to be reached at any time. Logovorda membership of all young Dwarves they rarely do it, since they are usually
continuously polish and repair these when they come up from the depths too busy in their roles as historians,
items, crafting new things or fixing of Muspelheim. In fact, only the Rung counsellors and archivists. Consequently,
problems in old weapons, in order to be Thuuls have the exact knowledge of all they are neither more nor less important
ready anytime when the need arises. known Norgavaina’s names, Dwarven than normal Thuuls: they just have a
surnames and bloodlines present in different role.
a certain kingdom, and they are the
Mulovos only one allowed to consult the ancient
archives. Furthermore, only a Rung Trap Master
✦ Core Skills: Knowledge, Shadow Arts Thuul may declare somebody a “Smursk”,
✦ Dwarven Skill: Fighting the first Dwarf of a new bloodline. ✦ Core Skills: Knowledge, Care.
It is also the Rung Thuuls’ duty to keep ✦ Dwarven Skills: Shadows Arts
Even if deeply set into static, millennia- all the records of a Dwarven kingdom, (Thievery discipline, Locks&Traps
old tradition, Dwarven society is not registering who is dead and who is specialty), Faith (Invoke discipline,
perfect, and there are always those exiled, as well as the recently arrived Thuul Forging and Temporary Runes
Dwarves which are not satisfied with Dwarves and all the heroes’ deed and specialties).
what life has given to them. Outlaws, villains’ actions. The Rung Thuuls have
burglars and rogues exist even in an important role during the Dwarven Dwarven strongholds are in a continuous
Dwarven cities. “Mulovos” or “Black- funerals, registering everything which is need of protection and, quite often, there
hearted” is their name, as Dwarves know said in the “Njorda” councils. are never enough warriors for covering
these individuals to be dishonorable, Dwarven History exists only because every tunnel and hall. This is the reason
tradition-breakers, or even “Orgej” or Rung Thuuls register it, even if their why whole Glorkas are dedicated to the
“Blood-Handed”, if they commit the perspective on history is completely ancient art of the Trap Masters. These
most heinous crime a Dwarf can do: the different from what Westmarkian artisans are expert architects and builders,
murder of a brother belonging to the scholars may have. And this happens but they are also initiated to the basics
same Glorka or Bloodline. not just because Rung Thuuls use their of Thuulcraft. However, they are not
Sometimes they are loners, other times own Dwarven runes. Rung Thuuls in real Thuuls and they almost never craft
they are organized in gangs and, more fact register events of Dwarven society sacred objects, and not just because they
rarely, there are even whole Glorkas in relation to the life of local mines and cannot learn the needed arts, but out of
or Bloodlines which became roguish, whatever happens to the underground respect for the real Thuuls. In fact, a Trap
devoting their lives to illicit activities. environment of their area. Humans Master’s interest always focuses only on

120 | chapter 12. the dwarf


the Temporary Runes which can be used not every Troddamgorer is a hero, and even whole Glorkas dedicated to this
as traps. The oldest and more expert Trap a few of them are just rascals which art. However, these Dwarves are also
Masters even manage to learn awakening just want to become rich. Conflicting seen with suspicion by the more settled
techniques from the Thuuls, in order to Dwarven kingdoms are known to have smiths and artisans, especially since the
set traps which may last forever. used opposing squads of Trodamgorers hunters quite often are not less crazy
Trap Masters are not useful only for for recovering the same artifact and, in than the animals which they hunt.
making stronghold safe, but they may these cases, blood and violence is the Tunnelhog hunters tend to prefer
have a role also in advance warfare. most common result. Even so, most spears as weapons, although axes may
When a Thune leads a scouting squad in Troddamgorers are seen with respect by be useful to bring down an animal which
exploration a Trap Master can make the other Dwarves, since they are the only entered close quarters. Many Tunnelhog
difference. Not only they have an eye for ones with the courage to do what must Hunters prefer to hunt naked or with
identifying and disabling traps, but their be done in order to preserve the lost less clothes as possible, but there are
mastery of Temporary Rune (to activate Dwarven treasures. also those who prefer light armors
or disabling them) can make a difference like the Skjalfmurgla. Some of these
between a successful mission and a total armors have long-nosed masks filled
failure. Tunnelhog Hunter with filters, protecting the Tunnelhog
hunters in caverns filled with poisonous
✦ Core Skills: Knowledge, Wilderness spore-emitting mushrooms (see the
Troddamgorer ✦ Dwarven Skill: Fighting “Spore-immune Skjalfmurgla” among
the samples of common objects in the
✦ Core Skills: Knowledge, Fighting Few Dwarves are as crazy as those “Crafting Objects” section of this book).
✦ Dwarven Skill: Shadow Arts who dedicate their lives to Tunnelhog It is recommended to make these
Hunting. These beasts are clearly not as characters to buy the “Species Hunter:
So many Dwarven holdings have been dreaded as dragons and trolls, but they Tunnelhog” specialty of Wilderness, as
lost during the millennia of wars and are clearly unpredictable and tend to they can add +2 SV per specialty level to
countless invasions. The Troll-infested inhabit wild caverns filled with toxic and Wilderness skill rolls related to hunting
areas of Dorg Gromitza or the lost hallucinogenic mushrooms. However, and tracking these creatures (as per
halls of Thoordunn still have hidden Dwarven settlements are in a continuous Player’s Handbook p.72).
vaults filled by precious treasures of need for more meat and leather, and
the past generations, but there are also what the wild Tunnelhogs offer is of a
so many other half-forgotten ruins of definitively better quality than what is Volgorong
minor abandoned Dwarven settlements, available by herding the Drollswein,
remains of aborted colonizing missions, the domesticated smaller relatives of ✦ Core Skills: Knowledge, Wilderness
all spread through Muspelheim and Tunnelhogs. In any case, wild animals ✦ Dwarven Skill: Shadow Arts
all risking to be looted by wurms and are also incredibly dangerous. The male
goblins. Tunnelhogs, in particular, can become Muspelheim is a vast world, spanning
The idea that so many precious quite crazy after having eaten too all around Trudvang, with kilometers of
objects are lost in the hands of unworthy many mushrooms: only a brave hunter tunnels and unknown caverns running
creatures is revolting for the Sons of can face a Krustall-intoxicated furious through the depths, like never-ending
Borjorn, and this is the reason why more Tunnelhog. roots aiming for the hot core of the
than one Dwarf has chosen to become a The Tunnelhog Hunters are also world. Even after all the aeons which
“Troddamgorer” or “Treasure Collector” known to be heavy Krustmead drinkers, passed since Borjorn created them,
in order to recover these artifacts. These possibly also because they spend so Dwarves have explored just a part of it,
brave warriors have learned how to sneak much time among the Krustalls which but they all feel the desire to know as
up closely through Troll-controlled areas seem to be over-present in the natural much as possible of Muspelheim, as it is
only for recovering what they can of underground habitats of Tunnelhogs. their duty to conquer and colonize it, in
the ancient Dwarven Heritage. Most of They are also among the very few order to fulfill the Will of the Mountain.
them work on official missions, under the Dwarves which are happy when a Moreover, Dwarves are in a continuous
legal authority of their Thunes, to bring Dust Storm arrives, since these natural need for new resources: new mineral
back all the artifacts and show them to phenomena tend to make Tunnelhogs veins, new hardstone deposits or new
the Thuuls, which later identify to which crowding and their tracks are easier to areas for hunting the tunnelhogs. Every
Glorka or Bloodline the objects belong find after the dust is settled. Dwarven settlement, whether small
to, and the artifacts can be returned to Dwarven communities need or large, is bound to expand or even
the rightful owners or heirs. However, Tunnelhog Hunters, and there are to generate colonies and sub-colonies.

chapter 12. the dwarf | 121


However, planning these activities is Power Archetypes eternal revenge against a specific enemy,
incredibly difficult. Muspelheim is vast Power Archetypes are archetypes which whoever this enemy is.
and mostly unexplored, threats and are directly tied to the Dwarven culture The “Drogbasjev” or “Dragon Slayers”
perils are countless and of many types: but choosing them costs an additional described in the Glitzmakulji chapter are
not only dragons and trolls, but also amount of creation points to be paid. Sworn Avengers, but there are many Sworn
landslides, dust storms and dark entities If the player rolling on the “Special Avengers even among those who fight the
which wander through the deepest and Dwarven Traits and Abilities” table (see Troll invaders in Dorg Gromitza. Sworn
darkest tunnels. This is the reason why below) receives a power archetype as a avengers may belong to dedicated bands
most Dwarves remain well-hidden and result, then the power archetype costs no or brotherhoods, possibly being parts of
protected inside their cities. additional creation points other than the ancient traditions, whose origin lies in
A selected few Dwarves have the 10 points spent to roll on the table. ancient avenging vows which were sworn
courage of exploring the unknown: Just like the Dwarven Archetypes centuries ago. Alternatively, they may
they are the Volgorong. In some larger above, Power Archetypes have general even be single, isolated but very dedicated
kingdoms, like Tvologoya, there are Core skills and Dwarven skills. Dwarves who, after a very personal tragedy,
even whole Glorkas and Bloodlines of have sworn eternal revenge against those
Volgorongs working in teams, however POWER ARCHETYPES who brought disaster and destruction to
so many other Volgorongs prefer to Power Archetype CP them or their clans.
work alone, wandering and exploring by Drogbasjev 20
A Sworn Avenger’s focus is not just
themselves. They are chosen by Thunes on the Fighting skill, but also on Shadow
Eigle Thuul 20
to look for new resources, new areas to Arts, as usually they are bound to visit
conquer and colonize, new threats to Thjulks of Novgalod 20 infested lands where their enemies are more
avoid. Their life duty is to explore the Yukkatta 50 numerous or just most powerful, therefore
“Great Deep”, which is a way through Yurmatraka 50 secrecy, ambushes and surprise attacks
which they define this underground Zvordorkûm 50
(Gamemaster’s Guide p.49) may be keys for
world which, mission after mission success, as well as the Sneak Attack specialty
seems, seems always to go deeper than of Shadow Arts skill (Player’s Handbook
previously thought, even after all the Drogbasjev (Sworn Avenger) p.65). However, there are also those cannot
past centuries of exploration. However, refrain from a direct confrontation with
Volgorong’s courage does not have ✦ Cost: 20 creation points. their nemesis, even if these fights may end
limits and, in fact, when Dwarves ✦ Core Skills: Knowledge, Shadow Arts in heroic but ultimately tragic deaths.
explore the surface world, it is always the ✦ Dwarven Skill: Fighting
Volgorong’s task to go first, looking for Abilities
both dangers and possibilities. Dwarven history is marked by a never- Each Drogbasjev or Sworn Avenger
All Dwarves consider Volgorongs as ending series of tragic invasions from must choose one single specific type of
mythic explorers and it is a great honor dreadful enemies like Dragons, Trolls enemies like: Dragons, Trolls, Giants,
to have one of them as a guest. They are and raiding Human plunderers. Whole Beings of the Mist, Elves or a whole
always welcomed as heroes whenever Glorkas have been exterminated and Human culture (Virann, Mittlanders,
they reach a Dwarven settlement. Food whole kingdoms have been lost during Wildfolk or Stormlanders).
and housing are always free for them. It these terrible events. When the character is created, the
is the Volgorong’s job to keep Dwarven Sworn Avengers are present Sworn Avenger must always have at least
civilization united, even when it is spread everywhere Dwarves have suffered such Level 1 in a specific Specialty and level 1
through the countless tunnels and an invasion, although their specific stories in the related Discipline of the Knowledge
caverns of the underground world, since and characteristic may vary. This power skill. Guidelines for these “Key Disciplines/
Volgorongs can often bring news and archetype, in fact, represents all the many Specialties” to be chosen according to the
messages even to the farthest outposts. types of Dwarves which have sworn enemy type are in the table.
Even when Dwarven kingdoms wage
wars against each other, Volgorogong SWORN AVENGER
are rarely attacked, even if belonging to Enemy Type Sworn Avenger key discipline/specialty
enemy Glorkas, as all Dwarves know that Dragons, Trolls or Giants (choose one) Race Knowledge Discipline, Monster Lore
killing a Volgorong can only bring bad Specialty
luck or even the wrath of the mysterious
Beings of the Mist Race Knowledge Discipline, Spirit Lore Specialty
Dwarven gods. Dwarven civilization is
often based on what the Volgorong do, Elves or specific Human culture Culture Knowledge (specific enemy) Discipline,
(choose one) Legends & Lore (specific enemy) Specialty
and every Dwarf recognizes this fact.

122 | chapter 12. the dwarf


✦ Each time that a Sworn Avenger deals busy analyzing prophecies and determining object, anyone attempting the Crafting
damage to a target belonging to the the Mountain’s Will through visions, that Skill roll (see the new Crafting rules in
chosen category, a bonus damage will they rarely have time for normal Thuul this book) will get a +5 modifier.
be applied (its value is explained below). Forging, which is more properly left to ✦ The Eigle Thuul receives a vision
This bonus damage can be applied to all normal Thuuls. regarding a situation or problem. This
physical attacks, whether they are ranged The Eigle Thuul is the one who spends answer may assume many forms, and it
or melee, provided that they successfully long days meditating in front of a strange is totally up to the GM to establish how
hit the chosen target. The sworn avenger, rock, a beautiful cavern or other stone it appears and whether its meaning is
in fact, will always know how to hurt the marvel of Muspelheim, with the hope of clear or just formulated as a riddle or an
specific enemy with greater effect. discerning the Mountain’s will. They are image, difficult to interpret. The GM is
✦ The Bonus Damage will be equal to the one which always inspect a certain encouraged to use common sense and
the total of all usual modifiers from mineral vein or stone deposit when first creativity, exploiting this special ability
the Key Discipline and Key Specialty discovered, before the miners come to of Eigle Thuul as a chance to start
(usually +1 per discipline and +2 extract it. It is an Eigle Thuul’s duty to great stories.
per specialty) but this total must be mark the place with a special rune, so that ✦ The Eigle Thuul realizes the meaning
divided by two (rounded up). everybody will know what that part of the of a vision which happened to
Mountain is meant to become in order to somebody else and was told to him.
fulfill the “Kutjatti” or destiny.
EXAMPLE SWORN REVENGE
Abilities Thjulk of Novgalod
Example. Nifulka has sworn Each Eigle Thuul can interrogate the
revenge against the Wildfolk which Mountain through meditation. The ✦ Cost: 20 creation points
have destroyed his Glorka. He has Stoneseeker may receive answers as ✦ Core skills: Fighting, Knowledge.
the Culture Knowledge: Wildfolk pure visions or simply as ideas which are ✦ Dwarven Skill: Faith.
discipline at Level 3 (giving +3 formed in its mind with the consciousness
modifier) and the Legends & Lore: that they come from the Mountain. This power archetype was already
Wildfolk 3 specialty at Level 3 Nobody knows how long it may take but, published in the Stormlands book (p.130)
(giving +6 modifier). The total of after 1d10 (OR 10) days of uninterrupted but it is here reprinted, since it makes
these modifiers is “9” (3+6) which, meditation (except for eating, drinking and sense to have it available in a Dwarves-
divided by two, is 4.5, rounded up sleeping) a situation roll can be made. No focused book.
to 5. Nifulka will always add a +5 other action can be performed, unless one The Dwarven settlement of Morkdali
bonus to damage against Wildfolk. wants to nullify the whole process, which in the Trollridge mountains is the
cannot be attempted again before other center of a tradition which started in the
1d10 (OR 10) days are passed. golden days of the now lost Dwarven
Eigle Thuul (Stoneseeker) The situation roll has an SV of 10 kingdom of Grunkovorda. The Thjulks
modified by Psyche. In case of success are revered Dwarven warriors who have
✦ Cost: 20 creation points. the Thuul receives the vision or answer. dedicated their life to both the veneration
✦ Core Skills: Knowledge, Faith In case of failure, the Thuul can try to of Borjorn and the defense of their
✦ Dwarven Skill: Faith meditate again for another 1d10 (OR Dwarven brothers from external attacks.
10) days but the SV is diminished by 2 Their enemies are not just the Humans
The “Stoneseekers” or “Eigle Thuuls” are points from 10 to 8. The Thuuls can do and trolls who try to plunder the
special Dwarves which are born with a gift: the same many times, until the Situation ancient Dwarven treasures, but also the
they know how to interpret the Mountain’s Roll is reduced to “0” and, therefore, the unknown, mysterious monsters hiding
will by having visions and formulating Mountain’s Will cannot be understood. in the depths of the earth. The Thjulks
prophecies. The word “Eigle” means The GM may lower or augment the are famous for their faith in Borjorn who
“Grand” in the Dwarven language, therefore basic SV (by up to +/- 10) to represent chose them for such a sacred duty, and
an “Eigle Thuul” is, in effects, a “Grand situations where the Mountain is directly obey the Thuuls who lead them
Thuul”. In some smaller communities the particularly willing or unwilling to speak. in battle.
Eigle Thuul commands over all the other Possible effects for a success are the
Thuuls, however this is not always the case, following. Abilities
especially in larger Dwarven strongholds, The Thjulks can add half their level
where older Thuuls or the Rung Thuuls ✦ The Eigle Thuul identifies the “Kutjatti” (rounded up) in the Faith skill (not the
may have leadership roles. As a matter of of a natural resource, like a mineral or discipline or specialties) to all damage
fact, sometimes the Eigle Thuuls are so stone. If this is done for a special, unique rolls made by melee attacks.

chapter 12. the dwarf | 123


Yukkatta (Holy Smiths) crafting facility, stealing and trading Abilities
with passerby Dwarves, or occasionally Each Yukkatta has the following special
✦ Cost: 50 creation points. receiving gifts from Dwarven abilities, but all of them work only if the
✦ Core Skills: Knowledge, Care settlements. In fact, even if a Yukkatta Yukkatta works and lives alone (with
✦ Dwarven Skill: Faith lives alone, all Dwarves in the region no more than one or two assistants) in
respect him, as they know that such a Muspelheim. Furthermore, a Yukkatta
Everything connected with the hermit is a “Holy Smith” whose art has which lives in a Dwarven city or which is
Norgavaina and the Dwarves’ birth been taught by Yukk itself. Sometimes in the above-ground world of Trudvang
is mysterious and bound to remain prospective apprentices and assistants will never hear the constant whispers
so. When a Dwarf first rises from the come to help a Yukkatta, but a Holy of Yukk, and therefore all the following
depths of Muspelheim the only thing Smith never accepts any real pupil: there abilities cannot be used. Adventuring
that he remembers is his mother’s name, is only way to make a true Yukkatta and Yukkatta cannot listen to Yukk’s
but nothing else can be remembered Yukk is their only real teacher. whispers, unless they stop wandering
of their childhood. Nobody knows Glorkas often compete to establish for at least one month. If this isolation is
why this happens, neither how long friendly relationships with a Yukkatta, respected, the Yukkatta benefits from the
a new Dwarf has wandered through but the Holy Smith always keeps on following abilities.
those underground tunnels and what living alone, not only because he has no
happened to his memories. Sometimes real Brothers, but also because his arts ✦ +5 SV to all Yukkatta’s Crafting rolls
the situation is even worse, since the seem to be powered only by isolation. (see the new “Crafting Objects” rules
young Dwarf ’s mind has been changed It’s the “Whispers of Yukk” which the in this book).
by some unknown experience, which Yukkatta want to feel, and Yukk does ✦ If a Thuul tries to make an object
even deleted the mother’s name. Old not speak in overcrowded Dwarven crafted by a Yukkatta into a Sacred
Dwarven legends explain it with the holdings. Object, the Rune-Inscribing Faith
“Whispers of Yukk”, the Snake God, Thuuls occasionally visit the Yukkatta, skill roll will not suffer the -5 penalty
which entered the young Dwarf ’s ears in hoping to befriend him, trading secrets for trying to imbue DP into an object
his long trip through the dark depths of or, if they are lucky, to get some of the made by somebody else (see the
Muspelheim. Yukkatta’s creations, which are always “Thuuldom: new Rules” section in this
Without a mother’s name, the young objects of the highest quality, with an book).
Dwarf has no heritage to claim, nor aim to make them Sacred Objects or even ✦ A +5 SV bonus to the Rune-inscribing
family to belong to. They are alone. No Awakened Objects. Faith skill roll will be applied if a
Glorka can accept such a Dwarf, neither Thunes sometimes send warriors Thuul or a Yukkatta tries to inscribe
the Rung Thuul can declare than a new to protect and guard the access to a a rune on an object crafted by the
bloodline is risen, since the Norgavaina’s Yukkatta’ isolated home, even if they Yukkatta.
name is unknown. are far from any Dwarven settlement, ✦ Signature Rune. When creating a
By tradition the Rung Thuuls call the but most Yukkatta send these protectors Yukkatta the player must buy at least
young Dwarf a “Yukkatta” or “Spawn away. As a matter of fact, even if they one Rune (Holy Tablet specialty of the
of Yukk”, give him some basic crafting live a life which is independent from Faith Skill) at least at Level 1 and, off
tools, like a hammer or a chisel, and Dwarven society, Yukkatta are “holy” for course, what is usually required for
send him away, to live as a hermit, out of any Dwarf of the region. learning that rune (Faith skill 4 and
Dwarven society. This is not done out of The Yukkatta does not need Thuuls to Invoke Discipline 1). This chosen rune
cruelty, but since the Rung Thuuls know teach him runes, they somehow can learn will be his “signature rune”. Even if
that, if the young Dwarf survives, this is it by themselves (spending adventure he does not know the new Awakening
the only way for such Dwarves to fulfill points, as usual) since Yukk whisper specialty of the Faith skill (see the
their destiny. secrets to their ears. However, Yukkatta “Awakening” section of this book), a
The young Yukkatta finds its own rarely spend time mastering all Thuul Yukkatta can always awake this rune
way to some dark, isolated place, far Forging arts or inscribing as many by spending 25 adventure points
from Dwarven civilization. Nobody runes as the Thuuls do. They rather tend per DP to be awakened and without
teach these young hermits how to to focus on a single rune which becomes making any skill roll: the object will
craft objects, even if the Yukkatta are their signature. always be automatically awakened.
naturally skilful artisans. After all, Yukk In any case, most Yukkatta tend to Such an object will always bear the
does not whispers only evil secrets (as ignore Thuul Forging arts, preferring to clear signature of the Yukkatta and
he does with the Yurmatrakas), but also craft the best examples of the “Common every expert in Dwarven craft will
arts unknown to normal craftsmen. Objects” described in the “Crafting know that a certain Yukkatta has
The Yukkatta slowly builds his own Objects” section of this book. crafted a specific object.

124 | chapter 12. the dwarf


Yurmatraka find the Yurmatrakas or are killed by When they do so, they will acquire
other Dwarves which do not want the a new advantage. When calculating
✦ Cost: 50 creation points. prohibited arts to be spread. Of the very the AVP cost, a Yurmatraka gets
✦ Core Skills: Knowledge, Vitner Craft. few who manage to reach they Dwarven a discount (from -1 to -5) in AVP
✦ Dwarven Skill: Care (Handicraft Vitner Weavers, almost none is accepted equal to his level in the Vitner Runes
discipline and related specialties). by the Yurmatrakas as an apprentice. specialty. The required AVP cannot
Yurmatrakas, in fact, prefer to live their be diminished below the basic cost of
Yukk is known to whisper secrets to lives alone, in small communities of like- 1 AVP. If the “multiple activations”
those who are wandering alone through minded Dwarves with a few assistants or the “permanent effect” vitner-
the depths of Muspelheim. However, not and craftsmen who have chosen to awakening options are chosen,
all those secrets are precious as those support them, betraying the traditional subtract the discount from the AVP
taught to the Yukkatta Holy Smiths. Dwarven society. Some Yurmatrakas before multiplying (which means
Other secrets are in fact abominable and manage to learn the crafting arts, while that the minimum cost for permanent
impious, as the dark runes which Yukk other just exploit the works of other effects will always be 3 AVP).
teaches to the dreaded Yurmatrakas. artisans. The Yurmatraka communities
Yukk the Snake is a treacherous god, are usually all composed by Buratja
and you never know the consequences Dwarves, since the Buratja are usually Zvordorkûm
of what you learn from him...or at least way more willing than Borjornikka to
that’s what most Dwarves know and tell break the limits imposed by tradition ✦ Cost: 50 creation points.
about the Yurmatrakas. The reality is regarding the crafting arts. ✦ Core Skills: Knowledge, Fighting
that Vitner Craft is an extremely rare art Most Dwarves think that all ✦ Dwarven Skill: Shadow Arts (Finding
among Dwarves, not because they lack Yurmatrakas’ arts are evil. However, & Spotting specialty)
talents but mostly because those which every Yurmatraka can freely choose
are born with the right talents never which kind of Vitner they can be sided The Zvordorkûm are the mightiest of
have the opportunity to refine them with, and Darkhwitalja is a very rare Dwarven fighters, the “Warriors of the
in a society which consider Vitner as a choice, since this dark vitner makes more Gates” whose main task is to never allow
dangerous thing to deal with. difficult to manage the “Vitnakraftla” enemies to invade their kingdom. Quite
The Yurmatrakas do exactly what (Vitner Craft vitner tablet, as per often a single might Zvordorkûm can
others prohibit to do: they cultivate their Player’s Handbook p.129). In effects block a tunnel, keeping a whole army
Vitner Craft arts in their secret, isolated many Yurmatrakas join the White busy. Zvordorkûm are not numerous, but
dens. Furthermore, they have been the Vitner’ side, but this does mean that their they are always in the front of battles,
first in Trudvang to discover the art of acts are good from the point of view of fighting where the clash is more violent,
“Vitner-Awakening” (see the “Vitner- other Dwarves. Even if their vitner may taking most of the damage while the
Awakening Arts” section in this book), not be evil, their ways remain impious Thunes send units of Logovorda and
a way to imbue objects with vitner- for Dwarven society, given how Vitner- other Dwarven warriors to maneuver
powered runes, somehow mimicking Awakening permanently block the around the enemy.
with Vitner what the Thuuls do with possibility to inscribe Thuul runes on an The Black Mitraka armors are the most
divine runes. object. defining feature of Zvordorkûm. Each
Other Dwarves kill a Yurmatraka Dwarven Kingdom has its own set of
on sight: they all know, in fact how the Abilities Zvordorkûm-maki armors, masterworks
Dwarven Vitner Weaver stain objects Each Yurmatraka has the following created in the mythic Age of the Iron
with their arts, forever forbidding the special abilities. Dragons, to serve against Jarnwurms so
possibility to make objects to fulfill large and cruel, that can only exist in the
the “Kutjatti” which the Mountain has ✦ A Yurmatraka can add the SV bonus worst nightmares. Not all Zvordorkûm-
established for the objects’ souls. On of the Vitner Runes specialty (+2 SV maki are so ancient, and many were
the other hand, more than one Human bonus per specialty level) to all Vitner crafted later, although no Zvordorkûm-
Vitner Weaver has started a quest to Craft skill rolls involving the following maki is usually crafted today, if not by
find the legendary Yurmatrakas in two specialties: the Vitner Craft tablet isolated and talented genius smiths.
order to be taught about the Vitner- and the Vitner of Objects tablet. In general, Dwarves consider each
Awakening arts (i.e. learning the new ✦ Sooner or later, as soon as they meet Zvordorkûm-maki to be more a precious
“Vitner-Awakening specialty”, nor the the prerequisites, all Yurmatrakas cultural heritage, than just an armor to be
Yurmatrakas’ special abilities which are must learn the Vitner-Awakening used in battle. In fact, most of them are
typical only of the power archetype). new specialty of the Vitner Weaving the products of crafting arts which are
Most of these prospective pupils never skill (described later in this book). mostly nowadays lost.

chapter 12. the dwarf | 125


Each of these armors is assigned Zvordorkûm never use shields and which want to expand the possibilities
to a specific Glorka, and in the largest tend to prefer two-handed weapons, in for developing artisan characters,
kingdoms there are even small Glorkas, order to maximize the possible damage especially in order to better exploit the
not including more than a score of chosen that they can deal. A Zvordorkûm’s new crafting mechanics.
warriors, composed only of Zvordorkûm. creation points and adventure points These new specialties are even more
Zvordorkûm-maki armors are not given should be mainly spent on the focused than the basic Hard Materials
to any casual Dwarven warrior. Even the Fighting skill, although some level in and Soft Materials specialties (Player’s
thought of wearing these armors without the Shadow Arts skill are required to Handbook p.50) and there is, off course,
permission is impious to any Dwarf. In raise the Finding & Spotting specialty, some degree of overlapping between
fact, Zvordorkûm-maki are always passed which is very useful for Zvordorkûm these two kinds of specialties. This is
through the same bloodlines and, even to help them guarding their kingdom done on purpose: when a Care skill roll is
inside that bloodlines, only among warriors against all threats. made regarding the fields included in the
chosen by the Glorka leader or a Thune. new specialties, each of them will give
Each Zvordorkûm is tied by a sacred oath to Abilities the usual +2 SV per level, but to be added
protect his brothers and his kingdom. This Each Zvordorkûm has the following also to the related Hard Material, Soft
oath was usually sworn thousands of years special abilities. Material (or even to the Counterfeiting)
before the Zvordorkûm’s life, by the first specialties. In effects, when dealing with
Dwarves of his own bloodline who used ✦ A Zvordorkûm starts the game with the specific matter, the same Care skill
the armor. When a Zvordorkûm wears a Zvordorkûm-maki armor which roll will benefit from two specialties
a Zvordorkûm-maki, his mind is trained is perfectly fit for his own size and rather than one.
to enter another dimension: he is not the breed. The player is allowed to roll All these optional specialties have
same Dwarf that he is without the armor. on the Zvordorkûm-maki types prerequisites to be met before they
When wearing his specific Zvordorkûm- and special traits tables (see the can be bought with creation points or
maki, a Zvordorkûm is impersonating the “Dwarven Armors” section in this adventure points. The GM is encouraged
“Warrior of the Gate” which has defended book). to create more of these specialties to
the same Glorka and the same Kingdom ✦ The Zvordorkûm do not know fear, reflect different arts.
for centuries or even millennia since the they can subtract 10 Fear Points,
times when Trudvang was a young world. anytime they are exposed to Fear- Architecture & Engineering
However, quite often warriors die, and Point- generating events or creatures.
bloodlines are extinguished, but a Dwarven ✦ Fighting beside a Zvordorkûm ✦ Requirements: Hard Materials
kingdom still needs the Zvordorkûm-maki is an encouraging experience: all specialty Level 3.
to be worn. Rung Thuuls are consulted the allies can ignore 3 Fear Points. This specialty is used for anything which
to look for bloodlines whose history is This protection is raised by +1 per relates to construction, from single
honorable enough to receive the armor, additional Zvordorkûm ally up to a elements (like traps, arches, etc..) to
while Eigle Thuuls meditate, looking for maximum of 7 Fear Points (for five whole buildings, bridges, dams, etc. It
visions casting light on the Mountain’s Zvordorkûm allies). includes both the theoretical designing
will. Sometimes a Zvordorkûm-maki is activity and the physical activity of
given to a worthy hero, as a reward for building.
a quest, other times they are given to Update on old S kills
otherwise unknown warriors: only the What follows are various new specialties Armorsmith
Mountain knows why this happens. (with indication of related disciplines and
Zvordorkûm are not allowed to wander skills) which can be useful when playing ✦ Requirements: Hard Materials
in search of adventure, unless they have Dwarves. All these new specialties (except specialty Level 3.
something specific to do for serving the Awakening specialty) are not limited This specialty is used for crafting all
his kingdom and Glorka. Sometimes only to the Sons of Borjorn, but they are different kinds of armors.
a rascal Zvordorkûm runs away from nonetheless pretty useful to enrich the
the Kingdom bearing the Zvordorkûm- experience of playing Dwarves. Bonecarver
maki. These warriors are traitors and, if
possible, Dwarves from the same Glorka, ✦ Requirements: Hard Materials
but rarely other Zvordorkûm, will be New Care (Handicraft) specialty Level 3.
sent to kill the criminal and recover the Specialties This specialty includes the specialized
precious armor, in order to clean the The following new Care specialties knowledge required to work bone in
shame which their brother brought on related to the Handicraft discipline are artistic ways.
the bloodline. given as options for players and GM

126 | chapter 12. the dwarf


Metal Smith Woodworker New Faith Specialty
The following new Faith specialty is
✦ Requirements: Hard Materials ✦ Requirements: Hard Materials related to the Invoke discipline and can
specialty Level 3. specialty Level 3. only be taken by Dwarves. There are
This specialty is used for crafting This specialty includes the specialized also some requirements to be met before
many kinds of metal objects, especially knowledge required to create wooden buying the first level.
including tools and most things which objects.
are not weapons. Awakening

Sculptor New Care (Tradesman) ✦ Level 1-5: SV +2/level.


Specialty ✦ Requirements: To buy the first level
✦ Requirements: Hard Materials What follows is a new Care specialty of of this specialty a Thuul needs to have
specialty Level 3. the Tradesman discipline, which is quite the Invoke Discipline at Level 3 and the
This specialty is used for any artistic diffused among Dwarves, although it can Thuul Forging specialty at Level 3.
endeavor related to stone: from be taken also by members of other races.
architectural moldings to statues. This specialty is used only for
Miner the Awakening roll (see the new
Tailor ✦ Level 1-5: SV +2/level. “Awakening rules” below). The first
This specialty gives wide knowledge on level of this specialty allows a Thuul to
✦ Requirements: Soft Materials anything related to mining, digging and buy Awakening Divinity Points with
specialty Level 3. quarrying. This is the specialty taken by Adventure Points (50 AP = 1 ADP).
This specialty is used for crafting clothes both Miners and Quarrymen. Among
and armors in cloth. Dwarves this specialty is not only taken
by professional miners, but often also New Vitner Craft Specialty
Tanner by other individuals, since it includes The following new Vitner Craft specialty
knowledge of safe excavation techniques is related to the Vitner Shaping discipline.
✦ Requirements: Soft Materials and basic knowledge of rocks and Usually only Yurmatrakas have this
specialty Level 3. minerals. Expert miners can evaluate specialty but in theory even other Vitner
This specialty is used for crafting fur and whether a tunnel or a shaft is dangerous, Weavers can learn it, provided that
leather clothes and armors. whether the air is toxic or poor in oxygen they find a teacher. There are also some
or if a certain rock is friable or hard. requirements to be met before buying
Weaponsmith Note: This specialty differs from the the first level.
“Terrain Experience: Underworld”
✦ Requirements: Hard Materials specialty of Wilderness which should Vitner Awakening
specialty Level 3. be used regarding natural caves and for
This specialty includes the specialized survival rolls. Furthermore, it also differs ✦ Level 1-5: SV +2/level.
knowledge required to craft weapons from the “Hard Materials” specialty ✦ Requirements: To buy the first level
and shields. of care, which regards the creation of of this specialty a Vitner Weaver
objects in stone and metal. needs to have the Vitner Shaping
Weaver Discipline at Level 3 and the Vitner
Runes specialty at Level 3.
✦ Requirements: Soft Materials
specialty Level 3. This specialty is used only for the
This specialty is used for crafting Awakening roll (see the new “Vitner
weaving and for crafting large artistic Awakening rules” below). The first level
clothes, like tapestries. of this specialty allows a Vitner Weaver
to buy Awakening Vitner Points (AVP)
Woodcarver with Adventure Points (50 AP = 1 AVP).

✦ Requirements: Hard Materials


specialty Level 3.
This specialty includes the specialized
knowledge required to work wood in
artistic ways.

chapter 12. the dwarf | 127


New Rules on O bjects Divinity Points and Runes. These objects Type 4: Awakened Objects
Well-made artifacts are an important are described on Player’s Handbook p. An “Awakened Object” is a special kind
part of Dwarves’ culture, consequently 225-233. The artifacts are integral parts of Sacred Object whose rune-imbued
this book expands rules regarding of the Thuuldom practices, and they power is independent from any Thuul:
objects. First, it is important to have a are to be considered holy for all faithful the object has Runes and Divinity Points
broad typology of the object kinds, in Dwarves. inside (like normal Sacred Objects) but
order to coordinate the new rules with Each “Sacred Object” is specifically these powers can be used also by people
what has already been published in the linked to a specific, individual Thuul. The who are not the Thuul which created the
Players’ Handbook and Gamemaster’s Divinity Points imbued in the objects are object or which imbued the power inside
Guide. Six types of objects are here those of the Thuul. The powers work it. Furthermore, an Awakened Object
presented. only if activated by the Thuul which does not know a “sleeping status” which
imbued the divinity points and inscribed means that, if the Thuul who originally
the runes. Nobody else, not even another inscribed runes and imbued the DP die,
Type 1: Common Objects Thuul, can activate the powers. the object will keep on working.
A Common Object is completely mundane More information on Sacred Objects This does not mean that everybody can
in nature, not having any magical power or (and some new rules) appear below (see use all the powers of an Awakened object: it
capability. All the items presented in the “Thuul Forging and the New Crafting depends on the kind of rune. A “Permanent-
GM guide Chapter 6 are to be considered rules”). The Thuul occasionally give type” Rune within an Awakened Sacred
“Common Objects”. These items may be of names to Sacred Objects. Object can be activated by anybody just
a higher than Normal quality (i.e. “Capital, by using the object, while Runes with a
Master or Legendary” as per page. 64), modifier (and which therefore need to be
but their exceptional stats are always the Type 3: Sleeping Sacred activated) should be used only with a Faith
product of only good craftmanship and Objects skill roll, albeit only after being attuned to
good materials: not supernatural power is As per normal rules (Player’s Handbook the user. More information and mechanics
involved in their creation. All the objects p.227), a Thuul can deposit a Sacred on awakened objects will be given below
produced with the new “Crafting Objects” Object in a Glorka’s or Dwarven City’s (see below, “Awakening objects”).
rules (see below) are to be considered sacred treasure, recovering the locked Both Active Sacred Objects and
“Common”, even if exceptional high- Divinity Points. The Sacred Object will Sleeping Sacred Objects can become
quality objects (and especially Dwarven- become “Sleeping”, which means that “Awakened Objects”.
crafted objects) may be sometimes the Thuul who created the object has Remember that Awakened Objects are
considered “magic” by those who do not recovered the specific Divinity Points very rare and usually impossible to find,
know the reality of things. and the object cannot be used to activate especially among non-Dwarves. There
Not all Common Objects have the old powers. are many kinds of awakened objects,
names, but Dwarves tend to give names However, the powers are not some are weaker while others are more
to especially well-crafted Common completely gone: a faint echo remains, powerful, but they are all important for
Objects. An example is “Koraljon”, the although it is incredibly difficult to the Sons of Borjorn. Whole Dwarven
mythic sword which deeply influenced awake it (as described below). In any realms may wage wars only for
Muspelgnist’s and Wildland’ history (see case, a “Sleeping Sacred Object” must recovering one particularly famous and
Snowsaga p.58) and which is mentioned be considered as a “Common Object” historical Awakened object, and they are
here in the Muspelgnist chapter, even if for the sake of mechanics, unless it is given as gifts only to the most important
it is “only” a Mitraka Masterful-crafted awakened. and trusted non-Dwarven allies.
broadsword with no runic power. Even Another reason why a “sacred object” All Awakened Sacred Objects have
so, that sword was certainly a marvel may become sleeping is the death of names: they are usually the result of
since the Wildlanders (as well as most the Thuul whose DP were imbued into meaningful sacrifices; therefore, the
Stormlanders) do not know how to craft the object. When a Thuul dies all the Dwarves always consider them to be
such a beauty (especially since Mitraka is related Sacred Objects lose the link special.
such an exotic material). which gave them power, through the
Thuul’s Divinity Points. Other Dwarves
(especially those of the same Glorka or Type 5: Vitner-Awakened
Type 2: Active Sacred Bloodline) usually recover the object Objects
Objects to be brought in a sacred chamber and These are the Vitner versions of the
These are the personal, special objects nobody can use the object’s powers Thuuls’ Awakened Objects. The dreaded
created by the Thuuls through the (unless it is later awakened, as described Yurmatrakas, the renegade Dwarven
“Thuul Forging” arts and imbued with below). Vitner Weavers, are masters in the

128 | chapter 12. the dwarf


Vitner-Awakening arts. Even if ancient, through the millennia-long history of their limits, in terms of mechanics,
these arts did not spread widely out of this savage world, and their number should be only the GM’s imagination
the depths of Muspelheim, especially and stats cannot be described in just one and, more than anything else, common
since the Yurmatrakas keep on living single book. The Game Master’s Guide sense. These special objects, in fact, may
their isolated lives, as they have done for (on p.80) speaks about the existence not be limited by the rules found in this
millennia. of Magic Items and Divine Relics, but book or in the core rules.
Most Vitner-Awkened Objects have
names, but these are usually secret, as
the Yurmatrakas do not like revealing
too many details on what they do.
The Vitner-Awakened Objects are
even rarer than Awakened Objects, as
the Dwarven kingdoms look at these
things as abominations which must be
destroyed. Once a Common Object is
Vitner-Awakened, it is permanently
tainted with Vitner, and therefore
it cannot receive the sacred Thuuls’
runes: it will never become a Sacred or
Awakened object.

Type 6: Legendary and Other


Important Objects
The rules in this book do not aim to
include every possible exceptional
or legendary artifact in Trudvang.
There are ancient and rare Awakened
objects whose existence is told in half-
forgotten sagas and whose powers were
far beyond the mechanics described in
this book. In fact, all Dwarves know
how their ancestors were incredible
artisans, able to craft miraculous and
legendary objects. The Dwarves of OBJECT TYPES: A SUMMARY
antiquity knew secrets revealed by the Type 1: All non-magical objects
mighty Borjorn or by the insidious Common Objects
Yukk, in a time when the Gods had a Type 2: Objects imbued with DP and runes by a Thuul’s.
more direct relationship with Dwarves, Active Sacred Objects Linked to a specific Thuul which is the only one who can
but unfortunately all that legendary activate it.
knowledge is nowadays lost. Type 3: Sacred Objects ritually deposited by a Thuul in a sacred
Even if an object is created and Sleeping Sacred Objects treasure to recover the DP.
awakened with the rules presented in this The Sacred Objects of a dead Thuul.
book, its statistics may change, according Their runes and DP are “sleeping”, they cannot be used
to story needs. Awakened objects are like Type 4: Objects with Runes and DP but independent from a Thuul
living beings which can acquire or lose Awakened Objects
powers and traits through the millennia. Type 5: Objects with Vitner Spells, independent from a Vitner
Their magic can be influenced by good Vitner-Awakened Objects Weaver.
events or even cursed by tragedies. They are all aligned to one of the three vitner types and
Moreover, Trudvang is an ancient can never be made sacred objects.
world, marked by countless mysteries, Type 6: Other objects, either magical or divine, object which do
powerful Vitner traditions and different Legendary and Other Objects not follow the rules of this book.
kinds of religions. So many powerful
and mythic artifacts have appeared

chapter 12. the dwarf | 129


Crafting Objects are definitively needed. This set of (see above, the “Object Types” section).
Shining broadswords of precious mechanics is meant to expand the role of It is worth noting that these rules are
Mitraka, silver rings inscribed with fire- artisans and craftsmen for all the cultures not meant to create magical objects,
looking runes, fierce-looking helmets of Trudvang, including also Elves and although the quality of some of these
with heroes and monsters depicted Humans, even if Dwarves are clearly artifacts may be so high that common
on the cheek-pieces, dragon-mouthed favored by the rules below presented. people may believe these things to be
bronze horns whose mighty sounds First, a note is due: these mechanics magical. In any case, a Common Object
echo through the halls of Muspelheim. must be approached with common sense. may be enhanced later with holy runes,
Dwarven treasure chambers are The rules here presented are abstract becoming a “Sacred Object” of the
reputed to be filled with thousands of and simple: they are basically a series Thuuls, or being ensorcelled by the
artifacts like these, coveted by both of options to be chosen. These rules vitner arts of the Yurmatrakas.
dragons and Human plunderers. Most are thought to be used for most kinds
of these objects are not meant to be of objects, although they clearly cannot
ensorcelled with the sacred runes of cover everything that an artisan wants to Prerequisites
the Thuuls, nevertheless, they can be craft. The GM is therefore encouraged The GM should always try to establish
pure works of art. to modify and adapt them, in order to if crafting a specific object may need
Crafting beautiful objects is such make them work in every situation. some requirement. Usually a few things
an integral part of Dwarven culture, All the objects created with these must be considered. Some of these
therefore exact rules for creating objects rules are to be considered “Common” prerequisites are essential, although

130 | chapter 12. the dwarf


they may sometimes be ignored if one Crafting Mechanics Jewels
accepts a negative modifier on “Step 1” The basic mechanic here is the usual Something which is often difficult to
(see below). The GM should always use Skill Roll which is at the base of all establish is the value of jewels. Given the
common sense. Trudvang Chronicles’ mechanics. The high variability that these objects may have,
crafter must just roll against a Skill no fixed rule will be presented here, but
Prerequisite 1: Tools Value equal to the total of the Care only a few examples to be used as generic
Tools from a specific Craft Kit (GM guide skill, Handicraft discipline and all the guidelines by the GM. Common sense
p.82-83) are always needed to craft an applicable Specialties. should be applied, since it is impossible to
object. As an option, the GM should judge This SV is also modified by other firmly establish the stats for every jewel.
whether one needs a Craft kit of a specific factors, as below mentioned. It is When designing a jewel consider
size (Small, Ordinary or Large) and, if important to know that, when choosing its possible weight and compare to the
the available Kit is different, a modifier these options, the final stats of the object price of the related metal per kg. The
should be applied (see table in “Step 1”). may change also for things beyond the following table is inspired from GM
Usually, if a facility is involved, the crafter Crafting SV modifier. Guide p.63, 84.
is considered to have a Large Craft kit. To keep things easy, it is
recommended to choose modifiers, JEWELS VALUE
Prerequisite 2: Facility going through the following sequence, 1 kg of… Value
The GM should decide whether the adding up any SV modifier, multiplier Copper 1 sc
specific type of crafting requires also the or any change to the basic object stats,
Bronze 1.6 – 2.5 sc
use of a specific facility: for example, to going in order on the step-by-step
craft a sword one needs a smithy. If the method shown below. Iron 2.5 sc
facility is not available, the object cannot Silver 100 sc
be crafted. However, for some small or ✦ Step 0: Basic stats Gold 1,000 sc
simple objects the GM may decide that a ✦ Step 1: Generic Modifiers Mitrakait 2,000 sc
facility is not needed and the tools from a ✦ Step 2 (optional): Alternative
Mitraka 3,000 sc
specific Craft Kit are enough (even if this Materials
may cause negative modifiers, as seen ✦ Step 3: Quality Black Mitraka 5,000 sc
below in the table of “Step 1”). ✦ Step 4 (optional): Other Options
✦ Step 5 (optional): decorations Here are few examples of jewels and
Prerequisite 3: Assistants ✦ Step 6: Sum up all Crafting SV their possible weights. These are also
It is the GM’s job to evaluate whether modifiers and object traits just suggestions, not exact rules.
the present assistants are enough or not, ✦ Step 7: Check the costs of the
according to the kind of needed work. materials JEWELS WEIGHT
A single goldsmith may craft a golden ✦ Step 8: Make the Crafting roll Jewel Weight Range
amulet by himself with no need for ✦ Step 9 (optional): Name Amulet, Medallion 0.05 - 1 kg
assistants. On the other hand, to craft a ✦ Step 10: Calculate the required time.
Arm band, Bracelets 0.01 - 1 kg
5-m-tall bronze statue a sculptor certainly
needs more than one assistant. Sometimes Modifiers from Step 1 and 3 are those Belt 0.02 - 1 kg
even the kind of facility in use determines which are more frequently used, while Brooch, Pin 0.02 - 0.5 kg
what is normal and what is not: a normal modifiers from Steps 2, 4 and 5 are Buckle, Clasp 0.05 - 0.5 kg
smithy can be exploited at its full potential totally optional, and not required at all Crown, Tiara 0.5 - 2 kg
by a smith assisted by just another person, if one crafts a basic version of the object.
Earring 0.005 - 0.050 kg
while a legendary Logi Furnace may need
numerous Buratja Dwarves only to work Headband, Diadem 0.5 - 1 kg
at its standard, lowermost level. Step 0: Basic stats Necklace, Chain 0.05 - 1 kg
Before starting to design objects, it is Torc, collar 0.05 - 1 Kg
Prerequisite 4: Artisan’ Capability. important to know its basic stats. Most Ring 0.005 - 0.1 Kg
An important issue to be considered of the objects coveted by the adventurers,
is the maximum possible Quality level and especially weapons and armors, EXAMPLE:
that one can craft. This is determined by can be found in the GM Guide p.63-93.
levels in the specific specialty of the Care The GM is encouraged to create the A golden ring which weights 0.010
skill (GM Book, p.63-64, repeated below basic stats of other objects whose basic kg has a basic value of 10 sc (1,000
in the description of Step 3 for the sake versions are not present there. x 0.010 = 10).
of clarity).

chapter 12. the dwarf | 131


Step 1: Generic Modifiers therefore, do not add modifiers) or, at most, ✦ Some of these materials are “special”
These are the modifiers which are more with wooden hafts and handles. The GM and more difficult to craft (even for
often used since they are caused by basic is encouraged to take inspiration from those who meet the above-mentioned
facts, like the Artisan’s race or the facility these rules for other objects. The following requirements), therefore a Crafting
where he works. The GM must apply considerations should be taken into account. SV modifier is sometimes given.
“common sense” when judging these ✦ Check the basic description of common
options and adapting them to the specific ✦ Not every material can be used for every versions of the material. If an object’s
situation. This is the reason why, for object: the descriptions below suggest basic version is in a certain material,
example, an exact number of “assistants” is plausible limitations and the GM should do not apply the specific material’ stats
not indicated. See also the “prerequisites” always apply common sense. modifiers. Some Dwarven armors, for
section above for some further guidelines. ✦ Not all the materials can be crafted by example, are by default in Dwarven
every craftsman. Some are exotic, while Iron, therefore you do not need to add
others need a specific technological the Dwarven Iron’ PV modifier (but
Step 2 (Optional): Alternative knowledge or traditions which go you must use the Crafting SV, in case
Materials beyond what is represented by a you want to craft it).
This step must be considered only if the Care specialty. Specific requirements ✦ The effects of each material on the
main material from which the object is to use these materials are indicated objects is indicated below. Ignore entries
crafted is different from what is usual. The below in each material’s description. which are not relevant (e.g. “heft” is
following options are conceived mainly for Furthermore, not all materials can be relevant only for armors, but not for
weapons and armors, whose basic versions used for everything. Even in this case, weapons). Ignore also effects which are
are usually in iron (a material which, some suggestion is below given. said to be specific to a certain kind of
objects (like armors or weapons).
GENERIC MODIFIERS ✦ If a material gives a specific IM modifier,
Factor Modifier Cont. Factor Modifier this should be applied. If a material’s
Artisan’s Race
description indicates both IM and Heft
Superior Facility (e.g. the best +2
modifiers, apply only the “Heft modifier”
Buratja +2 smithy in a whole Human
region, one of the ten best for armors and ignore the IM.
Borjornikka, Zvorda +1 ✦ Remember that, as per normal rules,
smithies in a single Dwarven
Elves (only with organic +1 city, etc.) changes in PV corresponds also to
materials) changes in BV (at the rate of 1 = 10).
Legendary Facility (e.g. unique +3
Other races 0 holdings like a Logi Furnace or ✦ In some objects two materials may be
Prerequisite 1: Tools (from the Craft Kit) a Dragon-fire smithy) important at the same time (e.g. an
Prerequisite 2 (possible alternative): No Axe has a metal head and a wooden
From worthless to legendary. 0
Usually 0, but occasionally from -2 to +3 facility but only Tools haft). In these cases, if the GM allows
-2 to +3, according to the tools’ Large Craft Box -3
it, one can change both materials and
own quality level (GM Guide add modifiers from both, although
Medium Craft Box -5
p.62-3). common sense should be used,
Small Craft Box -7 especially for adding values (a x2
Optional: Having a smaller -2
Craft Kit than needed Prerequisite 3: Number of Assistants modifier is added to a x2 modifier,
(per difference in size) Less than standard -2 or -1 getting a x 3, not a x4).
Optional: Having a larger +2 Standard number 0
Craft Kit than needed Bone and horn
Surplus number +1
(per difference in size) Only Elves, Wildfolk and Trolls use
Time required to craft the object bones and horns to craft weapons like
Prerequisite 2: Facility
¾ of the required number of -3 bone-bladed knives and arrows, or even
Worthless Facility (e.g. badly -2
days whole armors made of bone pieces. It is
damaged smithy)
½ of the required number of -5 difficult, if not impossible to use bones
Low-level Facility (e.g. old, -1
days to make long blades, unless one uses
poor Human smithies)
¼ of the required number of -7 bones of special monsters. In any case
Normal Facility (e.g. standard 0
days the GM should carefully consider the
smithies in Human cities)
Other feasibility of the matter.
High-Level Facility (the best +1
smithy in a Human city, standard Sacred Object (only for
-2 ✦ Effects: -3 PV, Value x 0.001, Weight
Dwarven smithies, etc.) Dwarven Thuuls)
x 0,50, +1 IM

132 | chapter 12. the dwarf


Bone: Brotbeast Fabric: Mastomant Furs In some places the Garms’ fur is also
Brotbeasts are enormous monsters who Mastomant roam the northern wilderness precious, given how difficult is to kill
have roamed the underground world of Trudvang, especially the inner parts these beasts.
of Muspelheim since time immemorial. of Wildland, usually far from Human
Details on Brotbeasts can be found in settlements. Their furs are incredibly ✦ Effects: Value modifiers from x 10 to x
Snowsaga Campaign Materials p.8-9. thick, which means that clothes made of 50. In certain communities wearing these
These creatures are incredibly rare, but this material are incredibly uncomfortable furs may give +1 SV on social skill rolls.
all Dwarves know that their bones and to wear, since the furs are encumbering.
teeth are incredibly light, although as However, they also offer protection, not Fabric: Silk
strong as steel. just from blows but also to the direst cold. Nobody in Trudvang knows where this
Usually only “fur armors” can be crafted in marvelous fabric comes from. Some
✦ Effects: Weight x 0.5, +1 IM. Value Mastomant Furs. people guess that it is made from the web
x 50 of magical spiders, while other believe
Armors have -3 Heft (instead of the ✦ Effects: +2 PV, +4 Heft, Value x 40. that the Elves of Soj know the secret. As a
+1 IM). These furs give immunity to both matter of fact, few people own silk clothes
✦ Crafting SV: -2 normal frostbite and Hrim Body effects. in Trudvang. In theory silk may be used
for replicating fabric and fur armors,
Dragon bones, skins and fangs Fabric: Net Spider Silk although it is very difficult to find them.
Killing a wurm is a heroic deed, given Spider webs, even those of most Giant
how legendary and powerful such Spiders, are usually not strong enough for ✦ Effects: weight x 0.5, Heft -1, +1 PV,
creatures are. The sagas speak of the crafting fabrics. However, there is a specific Value x500. Silk is so “alien” to most
incredible properties that their body kind of Giant Spider called “Net Spider”, inhabitants of Trudvang that a +1 or
parts have, in case one use them to craft whose web can be harvested and used to even a +2 SV to social rolls may be
objects. Dragon’s fangs and claws can make strong but extremely light textiles considered in certain situations.
be used to craft many objects usually and very efficient bow strings. These
made in iron, while their scaled skins objects are always black in color. Metal: Bronze
can be used to craft armors, otherwise Bronze is an alloy of copper and tin, and
made in leather or fur or metal scales. ✦ Effects: weight x 0.25, Heft -2, +1 PV, its basic value is in the relative rarity of
Value x700. these two metals. It shines like dark gold
✦ Effects: Value x 100. A bow or crossbow whose string is and it’s malleable to craft. It tends to be
Bones/claws for weapons and other made of Net Spider Silk has its open more expensive, heavier and harder than
objects give +2 PV. Their open roll roll range for damage raised by one basic iron, although not at the levels of
ranges of damage augment by 1 (e.g. step (e.g. OR 9-10 becomes OR 8-10). steel. Furthermore, many bronze blades
OR 9-10 becomes OR 8-10). ✦ Requirements: This material needs a lot tend to lose their edges if not properly
Dragon scales used for armors give a of work in order to craft usable textiles treated. There are also many varieties
PV bonus equal to the Natural Armor or strings. Making a rope needs at least of bronze, according to the percentages
value of the dragon -1 (e.g. a Lindwurm one month while crafting a bow string of copper and tin used. For the sake of
has Natural Armor 3, therefore +2 needs two or three months. To craft a simplicity here only two varieties are
PV). Furthermore, they also give 10 whole Thick Fabric Armor with this treated (Superior and Normal).
points of protection against damage silk will require at least one whole year.
from the Dragon Breath of the specific When calculating the required time for ✦ Effects:
dragon type and from other abilities crafting an object in Net Spider Silk, if Items in Superior Bronze are identical
like Hrim Body (Hrmiwurm skins) the result is less than a month, it should to iron ones, although their value is x2.
or Overheat (Logiwurm skins), if the always be at least one month. Elves are Items in Normal Bronze have the same
specific dragon has them. said to know the secret for crafting this value of iron, but a -1 IM modifier.
material more quickly, although they ✦ Crafting SV: -2
Fabric: Linen never share it with strangers.
Multiple layers of this pale-yellow textile Metal: Copper
material can be used to craft armors Fabric: Precious Furs Copper is a red, malleable and soft metal
usually made in fur or leather, although Clothes and Fur armors can be crafted which is one of the main components
with a much lighter result. Linen is more with the furs of rare animals. Exemplary of Bronze. Nowadays only the most
common in the western part of Trudvang. in the Stormlands are the furs of the primitive Wildfolk with no access to
bariatric Iron Marten, the Crystal Iron technology, use copper for weapons,
✦ Effects: weight x 0.5, Heft -1. Wolverine, and the all-white Drauglynx. although one cannot craft any blade

chapter 12. the dwarf | 133


longer than a knife, since it is not a hard On the other hand “Hrim Gold” is a exact effects depend on the involved
metal. Copper is more used for crafting whitish kind of silver found in the bellies of monsters but common effects are: to
jewelry and beautiful objects. Hrimtursirs. This material is highly praised ignore natural protection/armor, to
among the Wildfolk and Stormlanders, double the inflicted damage, to raise
✦ Effects: -2 PV, Value x 0.5. although very few people have ever seen the open roll range damage by 2, etc.
it (given how difficult is to find and kill ✦ Requirements: The Level 3 of the
Metal: Dwarven Iron (Steel) Hrimtursirs). The same mechanics of Hard Materials specialty of the Care
The iron crafted by Dwarves is of a Firdtursir gold can be used for Hrim Gold. skill is required for working Gatesilver.
quality unknown to all other peoples. Even if this requirement is met, one
All “Dwarven Iron” is nothing less than ✦ Effects: +1 PV, +1 IM, Value x 2000. must know the secret techniques
“tempered steel” or even “wootz steel” The GM may give positive SV bonuses transmitted only among a few, initiated
(the differences between these two steel on social rolls for displaying this artisans in Westmark, often connected
types can be mimicked through Quality material: only the brave and wealthiest with the cult of Gave and the Church
in Step 3). This is one of the reasons usually have artifacts like these. of the Tenets of Nid. Finally, only a few,
why even the most basic “Dwarven iron” exceptional and chosen silver deposits
swords and axes are coveted by Humans Metal: Gatesilver can be used to smelt Gatesilver.
as mystically durable weapons. Nobody knows where the Gatesilver ✦ Crafting SV: -2
comes from, but this is clearly an incredible
✦ Effects: +1 PV, Value x 2. material. Different peoples use different Metal: Goblin Iron
✦ Requirements: Only Dwarves know names for it (like “Dimsilver” and Goblins are the most undervalued among
how to craft proper steel and they rarely “Grindsilver”) but the result is the same. the many varieties of Trollkin, especially
teach this technique to strangers. In This metal looks like silver, but objects regarding their value as ironsmiths. Their
the very unlikely situation in which crafted in Gatesilver are way harder and culture is so focused on mining minerals
such a thing happens, the non-Dwarf sharper than those crafted in normal underground, that they naturally
is supposed to have, at least, the Level Silver. This means that Gatesilver can developed some of the same advancements
3 of the Hard Materials specialty of be used even for making long blades and of Dwarves, although never at the same
the Care skill. armors. On the other hand, Gatesilver keep level. Goblins, in fact, lack the technology
✦ Crafting SV: -1 all the esoteric properties of silver. Many and resources of Dwarven kingdoms,
Westmarkian heroes are known in legends nevertheless some of them managed to
Metal: Firdtursir Gold and Hrim to wield Gatesilver weapons which make obtain their own kind of “Dwarven Iron”,
Gold them especially effective against demons, although it is a much heavier material
Rugtanne (cursed victims of the Night than what Dwarves usually smelt. Objects
Legends speak about the gold which lies Ulm) and other creatures from Dimhall. crafted in this material are also slightly
inside each Giant’s belly and, according darker in color than normal iron.
to some stories, even inside the ogres’ ✦ Effects: +1 IM, Value x 200, weight
bellies. Not all Tursirs and Jotuns have it x 0.75. ✦ Effects: +1 PV, -1 IM (or +1 Heft, in
or, at least, not all Tursirs and Jotuns have Like silver, Gatesilver can also resist case of armors), Weight x 1.5.
real gold inside their bodies. So many melting Mitraka. ✦ Requirements: Human ironsmiths
different materials have been reported to Armors in Gatesilver get a -1 Heft (to usually do not know how to craft Goblin
have been found inside the belly of giants, be used instead of the +1 IM). The PV Iron, they need a Goblin to teach them,
including metals infused by an incredible (but not the BV) of Gatesilver armors which is frankly a difficult thing to
amount of Vitner, to be used only by the is 10 points higher against attacks arrange. On the other hand, Dwarves
most powerful sorcerers. from undead and demons. The GM openly disdain Goblin Iron, as they
There is more certainly about the may make some armors somehow consider it only a way to waste good
metal inside two specific kinds of giants: resistant to the powers of demons and iron deposits.
Firdtursirs and Hrimtursirs. other creatures from Dimhall, but it
What is certain, is that a specific kind of really depends on the kind of creature Metal: Gold
gold is found inside the bodies of Firtursirs. and the specific power. This incredibly precious and rare metal is
It seems like gold but, once it has been Weapons made in Gatesilver can the symbol itself of the wealth. Weapons
worked and refined, it become significantly harm demons and other creatures and armors cannot be crafted in gold,
harder and lighter than normal gold (and from Dimhall, just like weapon from unless it is magically strengthened.
of normal iron). There are many sagas silver do (the main difference is that At most one can craft an arrowhead or
about heroes of the past having their blades Gatesilver can be used to craft weapons a small knife in gold, although this is
crafted in Firtursir Gold. larger than a small dagger). The certainly not the best thing to do.

134 | chapter 12. the dwarf


Proposing exact prices for a gold object have crafting skills which are unknown word “Iron” is here to be considered in
is difficult, the GM is encouraged to make to most Trolls, especially regarding metal a very broad sense, since it may include
case-by-case evaluations. There are also weapons. Legends attributing the Hrim anything from the most basic “wrought
many kinds of gold (red, yellow, white, etc.). Trolls the ability to craft Mitraka are, off iron” to some basic level of “steel”, or
There is also gold which is inside the bodies course, false, although it is well known that even the sophisticated “Pattern Welding”
of mythic creatures (like the Stonefylgi’s they can craft and use good iron weapons techniques used by master swordsmiths
hearts), whose value is definitively greater and armors. The false stories about in Mittland to obtain good blades with
than that of normal gold. The following Mitraka possibly spread from the “silvery wavy designs, out of many different
effects are just a proposal. weapons” which some Hrim Trolls are said pieces of iron (see also “Patterns” in Step
to wield. These objects are not crafted in 5, “Decorations”). In terms of mechanics
✦ Effects: -3 PV, +1 IM, Value x 1000 common silver, neither they are crafted in the differences can be mimicked with the
(to be judged case-by-case. 1 kg of iron or mitraka. Hrim Troll Smiths with “Quality” (see Step 3) but the peoples of
gold is 1,000 sc), weight x 2. access to enough quantities of silver, can Trudvang tend to call “Iron” all of these
forge it and hardening it by using their metal types, although knowledgeable
Metal: Gryphon Bronze own “Hrim Body” special ability during smiths know the differences. The players
For centuries the noblest warriors of the crafting process. The result is a kind of should understand that the peoples of
Throneland have used weapons made in light, shiny and very hard silver which is Trudvang live in a pre-industrial society
a strange and mysterious alloy: Gryphon always somehow cold when touched. It is and exact classification of different iron
Bronze. This material is usually unknown so much better than normal silver since the types and steel alloys does not yet exist.
in other parts of Trudvang, not only huge trolls can craft weapons and chain-
because of the needed resources’ rarity, armors fir for their sizes. ✦ Effects: nothing. Most weapons or
but also because smiths from other weapon parts are usually already
countries ignore the secret techniques, ✦ Effects: +1 PV, value x 300. in iron. In the unlikely event that a
which are unknown even to the Dwarves. Hrimsilver have the same properties weapon normally made in wood is
Gryphon Bronze and is a mixture of of Silver when dealing with demonic made in iron: +3 PV.
bronze and silver, hardened in Gryphon’s creatures (see “Gatesilver” entry, above).
blood. The surface of objects made in this Armors in Hrimsilver give total Metal: Mitraka
legendary alloy seem coated in a whitish immunity to the damaging effects of This is a light, shiny and durable metal,
gloss paint, they are also quite durable Hrim Body powers (e.g. those of Hrim occasionally characterized by bluish or
and hard. Gryphon bronze blades tend Trolls or Hrimwurms). silver hues (both varieties are common).
to be extremely sharp. For centuries Weapons in Hrimsilvers are always Most of the inhabitants of Trudvang have
the Thronelanders have used Gryphon cold. This means that, when heard about this metal only in legends,
Bronze for elite weapons, special shields attacking fire-connected creatures and they are bound to never see anything
and rich women’s jewels. (e.g. Logi, Jarnwurms, Logiwurms, crafted in Mitraka. Only the Dwarves
Muspeljotuns, etc.) their open roll really know how to properly work it and
✦ Effects: +1 PV, value x 75. ranges for damage are raised by 2 (e.g. they keep their secrets with religious
Weapons’ open roll ranges of damage “OR 9-10” becomes “OR 7-10”). fanaticism. Everybody in Trudvang
augmented by 1 (e.g. OR 9-10 becomes ✦ Requirements: No other creature but covets artifacts crafted in Mitraka but
OR 8-10). a Hrim Troll can craft a Hrimsilver Dwarves rarely sell them, as they know
✦ Requirements: Gryphon bronze can be object, although the GM may permit how the Mitraka is linked with the Soul
crafted only with the best tin, copper and smiths from other races (especially of the Mountain. Mitraka is incredibly
silver. Gryphon’s blood worked inside ambitious Dwarven artisans) to attempt rare and whole Dwarven Kingdoms
a Gryphon’s stomach is also needed. crafting objects in Hrimsilver with have disappeared while fighting for it. It
The artisan must have not less than a collaborative Hrim Troll, if such a cannot be wasted for unworthy objects,
level 4 in the Hard Material specialty creature is even found (something which neither it can be worked by unskilled
of Care. Furthermore, he must know may even require a whole story in itself). Human smiths, which would just waste
the secret of forging Gryphon Metal, ✦ Crafting SV: -3 (although the Craft it, turning it into the dreaded Mitrakait.
and this is jealously kept only among skill should not be attempted by most There are (quite incredible!) stories
Thronelanders artisans. artisans, since only Hrim Trolls can about Hrim Trolls having managed to
✦ Crafting SV: -4 do Hrim Silver). work Mitraka but there are no proofs
about it.
Metal: Hrimsilver Metal: Iron
Very few people know that many Hrim Iron is the basic material off which most ✦ Effects: +2 PV, +1 IM, value x 3000
Trolls are expert smiths. They usually weapons are crafted in Trudvang. The (at least), Weight x 0.5.

chapter 12. the dwarf | 135


Weapons get +1 SV, open roll ranges iron if not for its dark scarlet hue. Crafting Moreover, it must be considered the
of damage augment by 1 (e.g. OR 9-10 this metal is never easy and the results may “moral value” that Black Mitraka has for
becomes OR 8-10). vary, sometimes it can get an alloy harder Dwarves. The Sons of Borjorn consider
Armors: -2 Heft (to be applied instead than Mitraka, while this is not always even the basic “Mitraka” to be sacred due
of the above-mentioned IM modifier). the case. However, all weapons made in to the spiritual links with the Mountain’
✦ Requirements: Only Dwarves know Rokjärn are bound to be exceptional. Soul. Consequently, the idea that a Black
how to craft objects in the precious Mitraka object falls into non-Dwarven
Mitraka. Furthermore, Logi Furnaces ✦ Effects: Value x 50. Roll 1d3. hands is one of the most heinous acts
are needed to melt it. Furthermore, to The weight is augmented by +30% for Dwarven culture. Whole Dwarven
work mitraka an artisan must have not multiplied per result of the dice. Glorkas may wage wars against Human
less than level 4 in the Hard Material The PV is augmented by +1 kingdoms if they know that a Black
specialty of Care. However, this multiplied per the result of the dice Mitraka object has been stolen.
specialty requirement is not enough: (and therefore, as usual, the BV is
they must have learned the technique augmented by 10 times that value). ✦ Effects: +2 PV, +1 IM, value x 5000
from somebody else (usually a master Armors get their Heft augmented (at least), Weight x 0.5.
Dwarven smith). In any case, the by the result of the above-mentioned Weapons get +1 SV, open roll ranges
working of this metal is so difficult 1d3. Furthermore, all Rokjärn-made of damage augment by 2 (e.g. OR 9-10
that even master Dwarves may smelt armors will have their PV (but not becomes OR 7-10).
it wrongly (failing the Care skill roll) the BV) augmented by +8 against any Armors: -2 Heft (do not apply the
and obtain the dreaded Mitrakait. kind of fire or heat (including both above-mentioned IM modifier). The
✦ Crafting SV: -5 normal and magical fire). PV is raised by +11 when resisting
Weapons and shields get -1 IM normal fire, heat and magma, and by
Metal: Mitrakait multiplied per result of the above- +7 against magic fire or magma, like
Externally looking like Mitraka, if not for mentioned 1d3 and the chances for dragon breath and spells.
a slightly opaquer hue, the Mitrakait is the open roll in damage increase by 2 (e.g. ✦ Requirements: Only very few
most fragile and brittle version of Mitraka. OR 9-10 becomes 7-10). Dwarves know how to craft objects
This is what one obtains when Mitraka is ✦ Crafting SV: -3 in the precious Black Mitraka, and
badly smelted. “Mitrakait” is the result which they all have not less than level 5 in
all Dwarven Master Smelters fear. Dwarves Metal: Zvordoka (Black Mitraka) the Hard Material specialty of Care.
tend to disdain it and use it, at most, only Even if dark-bluish in color, object crafted However, this specialty requirement is
for inlays and decorations, mourning for the in this incredible metal cast magnificent not enough: they must have learned the
missed possibility of having pure Mitraka. reflections. Black Mitraka or “Zvordoka” is technique from somebody else (usually a
On the other hand, this is also the only kind a higher version of Mitraka. Black blades master Dwarven smith). Furthermore,
of Mitraka that Human artisans know how made with this metal cut so efficiently that a perfect Logi Furnace is needed to
to produce, although the natural resources they seem magic. Armors in Black Mitraka work with this material. Finally, failure
are difficult to find. Once Mitrakait is are also incredibly resistant to heat and even in producing Black Mitraka does not
produced, it can never be turned to real dragon fire. Exemplary, in this sense, are produce Mitrakait: all the materials are
Mitraka. This is also another reason why all the Zvordorkûm-Maki, the sacred Armors wasted and nothing re-usable remains.
Dwarves are extremely jealous of possible of Black Mitraka worn by the Zvordorkûm. ✦ Crafting SV: -8
Mitraka veins: they do not want them to be Black Mitraka can be crafted only
wasted by Humans, which would just offend from materials coming from very selected Metal: Silver
the Mountain and its will by producing Mitraka veins. Furthermore, even the Like gold, this shiny, precious metal is
Mitrakait instead of real Mitraka. smelting process is incredibly complicated. mostly used to craft precious objects or,
One needs no just a Logi Furnace (which at most, inlays in larger objects. Dagger
✦ Effects: -2 PV, +1 IM, value x 2000. is already a very rare facility, even blades and arrowheads can be crafted in
Crafting SV: -3 among Dwarves) but one of a very high silver, if needed, although this is a very
quality. Furthermore, the master smith rare practice. Silver is the precious metal
Metal: Rokjärn (Ironblood iron) must know secret techniques that only a which the peoples of Trudvang see most
This incredible alloy is what Humans handful of Dwarven artisans know. Most often, especially in the form of coins.
usually call “Ironblood Iron”. The of the Black Mitraka objects were crafted There are many varieties of silver
legendary magma blood of a Jarnwurm by legendary Dwarven smiths, millennia or silver alloys, although most of them
can be mixed with iron, forming this exotic ago, and kept as sacred treasures. Very can be represented with these basic
alloy of incredible strength but also high few Black Mitraka objects are crafted stats. For example, the “bluesilver” from
weight. The Ironblood would look like nowadays. the Silferspiir mountains in Westmark

136 | chapter 12. the dwarf


and whose bluish hues recall somehow Wood: Alfark Wood Wood: Copper Oak & Iron Oak
Mitraka (although it is otherwise This golden-brown wood is the most These are two precious types of
identical to normal silver). The GM, beautiful and precious wood available in hardwood which are sought by
as usual, is encouraged to use common Trudvang. It is incredibly light and hard, craftsmen. Copper Oak grows in the
sense when evaluating possible varieties as well as beautiful to see. Alfark trees are southern parts of Trudvang and the
of silver. See also “Gryphon Bronze” rare and grow mainly in Soj and possibly beauty of its orange colors is sung by
and “Dimsilver” entries for other silver Daalheim, although some people say to bards. Iron Oak is even rarer, famous for
varities which have their own stats. have found some examples in hidden spots its black bark and thick branches. Both
Silver in Trudvang has also an odd of Wildheart. When properly worked wood types are appreciated for their
property: it can resist melting Mitraka. Alfark wood can be used to make blades beautiful colors and their resistance
This is the reason why Dwarven master as hard as metal ones, although only Elves to moisture, which makes these woods
smiths which know how to craft Mitraka know how to properly do it. valuable for both architecture and boats.
quite often use protections in silver or Their wood is usually not hard enough
plated by silver. ✦ Effects: +1 PV, +2 IM, weight x 0.6, to craft blades, but it works well for
Silver daggers and arrowheads may Value: x30, Elven armors -2 heft. the hafts of precious axes and battle
be effective against demons and other ✦ Requirements: Only Elves know how hammers.
supernatural creatures (see also the to properly work Alfark wood, creating
“Gatesilver” entry). objects with the same hardness of metal ✦ Effects: +1 PV, Value x 2.
even if lighter, while for the others this In the unlikely event that a weapon
✦ Effects: -2 PV, +1 IM, Value x 50 (to is just normal hardwood, not unlike normally made in iron is made in
be judged case-by-case. 1 kg of silver Copper Oak. Elves rarely teach this copper oak or iron oak: -1 PV. For
is 100 sc). technique to strangers. In the very cutting weapons the open roll range
unlikely situation in which such a thing of damage is diminished by 1 (e.g. OR
Stone, Basic happens, the non-Elf is supposed to 9-10 becomes no OR 10).
Civilized nations use stone for have, at least, the Level 3 of the Hard ✦ Requirements: This material cannot
architecture or sculpture, while stone Materials specialty of the Care skill. be commonly used for blades. However,
tools and weapons are typical only of ✦ Crafting SV: -2 legends say that only Elven artisans
primitive people, like the more savage can make blades of this materials,
of the Wildfolk and the trolls. The Wood, Basic & Rootwood since they know the secret techniques
values below are for a generic stone This entry describes most basic types of for making this wood as hard as metal,
weapons crafted in a specific, useful wood, usually used for handles and hafts, but this is unconfirmed.
stone type (e.g. knife blades or spear but also sculptures and architecture. ✦ Crafting SV: -1
heads should be in flint). The GM A special and rare kind of wood, typical
should judge about other object types of Muspelheim, is the “Rootwood”, which Wood: Light Wood & Jukkla
or about specific stone varieties. Stone is whitish in color. It hangs from the Wood
is a hard material, but it makes fragile roofs of large caverns filled with light
weapons like small axe heads, arrow crystals are. Dwarves like using it for the Not all trees make a strong wood: some
heads or knife blades. handles of weapons and tools. are weaker, but also lighter. This is
especially the case with some (but not
✦ Effects: -2 PV, Value x 0.1. ✦ Effects: nothing. This is the most all) varieties of the pine tree and the
basic type of wood (encompassing fir. Dwarves in Muspelheim also know
Stone, Obsidian many wood types like Oak, Beech, something similar: the “Jukkla Wood”.
Obsidian is a black volcanic material, Chestnut, etc.). This material does not come from a tree
which cannot be found anywhere but In the unlikely event that a weapon but from the harder core of the giant
only in rare places like, for example the normally made in iron is made in wood: Jukkla Fungus, an edible giant mushroom
Thoordun mountains and Thoorkaal. -3 PV. For cutting weapons the open which grows taller than a Human being.
Obsidian is brittle but also make extremely roll range of damage is diminished by Its whitish wood is incredibly light but
sharp blades, which can be used for very 2 (e.g. OR 9-10 becomes no OR). It is also feeble.
small blades, spearheads or arrowheads. said that some rare Elven artisans know
how to use even the basic wood for ✦ Effects: -1 PV, +1 IM, Weight x 0.7 m,
✦ Effects: -4 PV, open roll ranges of blades without incurring in the above- Value x 0.7.
damage augment by 1 (e.g. OR 9-10 mentioned penalties to PV and damage,
becomes OR 8-10), cost x 2. but this may be just a legend.
Crafting SV: -2

chapter 12. the dwarf | 137


Wood: Hardwood & Stone Oak QUALITY EFFECTS ON CRAFTING (STEP 3)
The wild forests of Trudvang host a Hard or Soft Maximum Quality Max Positive Max Negative Crafting SV
never-ending number of tree species. Of Material specialty per specialty Options Options Modifier
these many give good hardwood, used by None Worthless - 3 +3
many craftsmen. This entry represents
1 Poor - 2 +1
all kinds of hardwood which are not
precious as those above described. 2 Normal 1 1 0
Anything usually made in wood (e.g. 3 Capital 1 1 -1
hafts and handles), can be also made in 4 Masterful 2 1 -3
hardwood. 5 Legendary 3 1 -5
A special kind of hardwood (but similar
to all others in terms of mechanics) is the OTHER QUALITY EFFECTS (FROM GM’S GUIDE, REPEATED HERE)
“Stone Oak” which grows in the large Maximum Quality per Modifier Heft PV Value Weight
caves of Muspelheim where there is an specialty (armors) (armors)
abundance of Light Crystals, especially Worthless -2 +2 -2 X 0.2 X 1.50
in Glitzmakulji. Its wood is grey in
color, somehow resembling stone, and it
Poor -1 +1 -1 X 0.5 X 1.25
is heavy and hard.
Normal 0 0 0 X1 X 1.00
✦ Effects: +1 PV, -1 IM, Weight x 1.5m, Capital +1 -1 0 X2 X 0.90
Value x 1.1. Masterful +2 -2 +1 X3 X 0.80
For cutting weapons whose blade is Legendary +3 -3 +2 X5 X 0.70
in this wood the open roll range of
damage is diminished by 1 (e.g. OR
9-10 becomes no OR 10).
✦ Requirements: This material cannot modifier for using most items, while for are determined by the object quality (as
be commonly used for blades. However, Weapons it must be applied to bonus seen in Step 3). Neutral options may
legends say that only Elven artisans CP to be locked to the specific weapon. occupy either positive or negative slots.
can make blades of this materials, Armors do not use this modifier (but Each option adds Craft SV modifiers
since they know the secret techniques they have a Heft modifier). and value modifiers. When adding these
for making this wood as hard as metal, A special note is due regarding the value modifiers use common sense when
but this is unconfirmed. quality of jewels since the “modifier” adding the multipliers (e.g. if an object
per quality level (GM Guide p.64) has has both a single +20% option and two
usually no practical application in this -20 % options, the result will be – 20 %).
Step 3: Quality case. To solve this problem the GM
During this step one must decide the may allow it to be used as a SV bonus OTHER OPTIONS (STEP 4)
basic quality of objects, whose main to social skill rolls in specific situations Option Craft SV Value
rules and modifiers are in the GM Book where wearing beautiful jewels may be Major Positive -4 + 100 %
p.63-64. For the sake of simplicity, it is appreciated (although no more than a
Positive -2 + 20%
worth here reminding that to craft an total +5 should be allowed, if wearing
object of specific quality, the artisan multiple jewels, and even counting Neutral 0 0
must have enough levels in either the eventual bonuses from decorations, as Negative +2 -20%
Hard or Soft Materials specialties of described below, in Step 5). Major Negative +4 -50%
the Care skill (as per the first column in
both the table here presented and in the
table in GM Guide p.64). Step 4 (optional): Other
Furthermore, in this set of rules, Options Major Positive Options
each level of Quality adds a Crafting SV Not all objects are equal, and craftsmen Each Major Positive option gives
modifier, as shown in the table below. know how to customize them. Sometimes -4 to the Craft SV and the Value is
The table also shows the maximum they even prefer to add defects, if these augmented by + 100%. Each option can
amount of other possible options to be help them adding other traits. The be taken once. These major options are
added in the (optional) Step 4. options are of three types: positive, rare, and they are mostly used only by
As per normal rules (Gamemaster’s neutral and negative. The maximum Dwarven artisans, since they require
Guide p.63), the “Modifier” is an SV numbers of positive and negative options high mastery.

138 | chapter 12. the dwarf


Positive Options Neutral Options Negative Options
Each Positive option gives -2 to the Each neutral option does not add any Each Negative option gives +2 to the
Craft SV and the Value is augmented Crafting SV modifier or Value modifier. Craft SV and the Value is diminished by
by 20%. Here are few examples of -20%. Here are few examples of Negative
Positive Options. Each option can be Options. Each can be taken once.
taken once.
Major Negative Options
Each one gives +4 to the Craft SV and the
Value is diminished by -50%. Normally,
no more than one can be given.

MAJOR POSITIVE OPTIONS


Name Effects
Element- proof Choose one element: light, poisonous gases, poisonous dusts/spores, etc. The object automatically protects
choose one element against normal (non-magical) effects. In case a situation roll is needed, the object gives a +10 SV bonus
(masks, clothes, etc.) against non-magical effects. If the situation roll is not allowed, this option may allow to make it at SV 10
(the GM should judge on magical effects).
Fireproof (armors, clothes)* 10 points of protection against normal fire (5 against magical).
Perfect (not for weapons) +2 SV
Perfect (weapons and shields) +2 locked CP
Powerful (weapons) Damage OR range increased by 1
Warm (armors, clothes)* 10 points of protection against normal cold or frost (5 against magical). *
* such a Major Option can also be applied to objects other than armor or clothes, to give special resistance to high fire or extreme cold to the item itself.

POSITIVE OPTIONS NEGATIVE OPTIONS


Name Effects Name Effects
Beautiful +1 SV in social rolls Badly Crafted -1 SV
Comfortable (armors) -1 Heft Blunt (weapons) Target’s PV is considered +1
Dangerous (weapons) +1 damage Feeble -1 PV
Durable +1 PV Heavy -1 IM, weight x 1.2
Light weapons +1 IM, Weight x 0.8 Ineffective (weapons) -1 damage (minimum 1)
Long Range Short Distance x 1.2 Shorter Range (ranged Short Distance x 0.8
(ranged weapons) weapons)
Piercing (weapons) Ignores 1 point of PV or of Natural Slow -1 WA
Armor Ugly -1 SV in social rolls
Quick +1 WA* Uncomfortable (armors) +1 Heft
Well-Crafted +1 SV
(not for weapons) MAJOR NEGATIVE OPTIONS
Well-crafted +1 locked CP Name Effects
(weapons and shields)
Weak (weapons) Damage OR range decreased by 1
* for Crossbows: 1/4 becomes 1/2; 1/6 becomes1/4; and 1/8
Terribly Crafted -2 SV
become 1/8.

NEUTRAL OPTIONS
Name Effects
Weighty (weapons) -1 IM, weight x 1.2, +1 Damage
Thick +1 Heft (armor) or -1 IM (other
objects) and +1 PV
Thin +1 IM, -1 PV

chapter 12. the dwarf | 139


Step 5 (optional): Decorations DECORATION EFFECTS
The above-mentioned rules describe Percentage Value Crafting SV Social SV
the general quality of the object, or 1 % -20% x 1.2 0 0
its beauty in generic terms. This step
21 % - 40% x 1.4 -1 +1
gives the possibility to add decorations.
Decorations have two effects: 41 % - 60 % x 1.6 -2 +1
61 % - 80 % x 1.8 -3 +2
✦ raise the object’s value 81 % - 100% x2 -4 +2
✦ give SV bonuses to skill rolls involving
social activities or situation rolls where GEMS
appearance is important (e.g. those Gems Small Medium Large
involving Charisma), in case decorations Agate, Quartz, Turquoise, Lapislazuli 2.5 sc 10 sc 20 sc
are felt to be important in certain
Crystal, Onyx, Amber, Coral 12.5 sc 50 sc 100 sc
specific social situations (determined by
the GM’s judgement). Having a nice, Amethyst, Jade, Opal, Pearl 25 sc 100 sc 200 sc
decorated and even famous weapon may Topaz, Citrine, Zircon 125 sc 500 sc 1000 sc
be an important thing to display among Sapphire 250 sc 1,000 sc 2000 sc
warrior cultures like the Mittlanders or Emerald, Ruby 500 sc 2,000 sc 4000 sc
the Stormlanders. The SV bonus cannot
Diamond 750 sc 3,000 sc 6000 sc
be higher than +5, even counting
multiple decorated objects.
of mechanics, this is treated just like all The table show just very generic examples
Decoration types other decorations). Patterns may appear of gems and sizes are deliberatively vague.
The value of the object may be raised by only on blades crafted with the following The GM should take these only as generic
adding certain decorations. The kinds materials: Iron (only if crafted in Capital guidelines. “Small” should be small enough
of possible decorations to be added quality or better), Dwarven Iron, Goblin to be put on a ring, “Medium” is enough to
to objects is too large to be properly Iron, Mitraka, Rokjärn and Zvordoka. include the best piece in front of a crown,
classified with simple rules. A few while “Large” are very rare gems, usually to
examples are: The social SV bonus be held in the hand or attached at the end of
A simple way to count these decorations is a scepter. The value of gems should not be
✦ golden or silver granulated elements; to establish which percentage of the object’ counted when establishing the needed time
✦ fragments of precious glasses inserted surface is decorated. Small decorations do (see below), unless one considers the cutting
with cloisonné technique; not add SV modifiers, but large ones do. The of the gem itself.
✦ damascening, inlays and engravings table also shows possible effects on social SV. An object including gems gives +1
(e.g. bronze inlays on an iron sword); Note: these social SV bonuses should SV on social rolls per 1,000 sc of gems
✦ decorative runes; be used only for meaningful situations: included. Note the above-mentioned
✦ precious rings, bars and other e.g. having these decorated objects while limitations on social SV totals (whose
incapsulated elements speaking with furious Grey Trolls, may total maximum should be +5 SV).
✦ Etc. not be as meaningful, as when speaking A peculiarity of Muspelheim is the
with refined Human nobles. Furthermore, presence of crystals which naturally emanate
A special kind of decorations are the the total social SV bonus, including quality, light. The best ones are the “Glitzaljas”, the
“Patterns” which can be seen on some decorations and gems, cannot be greater famous Light Crystals from Glitzmakulji.
swords and seaxes, especially among those than +5 SV. Using more objects cannot raise The table shows both value and the range
crafted in Mittland or by Dwarves. Blades the social bonus higher than a total +5 SV. of light in meters. The range represent the
may display beautiful waves or patterns range where things can be clearly seen.
in the metal, especially if the iron/steel Gems Things which are up to double that range
was crafted through pattern welding or Finally, one can add one or more gems can still be vaguely seen, although only as
wootz/crucible steel techniques. Mitraka to augment the object’s value. Just silhouettes in very dim light.
too can have such patterns, even if the decide number and size of the gem and The light of all these crystals are bound
manufacturing techniques are completely add the value, according to the table here to get darker and darker, after they have
different. Kings, Heroes and rich Warriors presented. If one is also using the generic been mined from their natural setting.
are especially proud about wielding a decorations above described, the value Dwarven artisans have found some
blade with this feature, since each sword of gems should be added only after the techniques or substances to be applied in
becomes visually unique (even if, in terms decoration’s multiplier has been counted. order to delay this natural decay, but sooner

140 | chapter 12. the dwarf


or later all light crystals become getting Step 8: Crafting Roll Step 10: Needed Time
darker. The light ranges and the values Roll against the total Crafting SV, To establish the needed time a good
in the table below are therefore bound to modified by all the previously chosen SV rule of thumb is to take the basic price
diminish with time. Establishing an exact modifiers. (e.g. those in the GM guide, Chapter 6
decay rate is impossible. The GM decides or the final price, as modified after all
how long the crystal is being around and ✦ If successful, you have created the the above-described steps), convert it in
how much light it still casts. The best object. If unsuccessful two things may Silver Coins (if not already expressed in
Glitzaljas can even last a few years before happen: Silver Coins) and divide by an amount
getting completely dark, while normal ✦ If failed by less than 10 points, try to shown in the table below to get the
light crystals can last a few months, or subtract any SV modifier from Quality amount of days needed (rounding down
in some cases, even weeks or days. When (Step 3), Other Options (Step 4, if used) to a minimum of 1 day).
the light is gone, these crystals should be or Decorations (Step 5, if used) from
considered to be normal crystals. the Crafting SV. If the new, modified NEEDED TIME
SV value would have given a success to Value Divide by…
LIGHT CRYSTAL the previous dice result, the resulting Less than 100 sc 4
Type Small Medium Large object will be created with the new,
100 sc - 1,000 sc 10
Normal 25 sc 100 sc 200 sc
weakened stats. If it is still a failure, the
artisan notices it at a middle point of 1,000 sc – 10,000 sc 20
(5 m) (10 m) (15 m)
the needed time. Only half the cost of More than 10,000 sc 100
Glitzaljas 150 sc 600 sc 1,200 sc
(10 m) (20 m) (30 m)
the materials must be paid.
✦ If failed by more than 10 points all The GM is encouraged to use a grain
materials and all the time are wasted. of salt for determining the needed
Step 6: Sum up time, adapting the result number to the
Make all the sums, going step by step. Step 9 (optional): Name specific situation. In any case, all these
Not all objects have a name, but famous numbers represent continuous, focused
✦ Going step-by-step is particularly or uniquely beautiful ones are certainly work. If the artisan take part into
recommended when calculating the value have it. There are many swords and adventures or does other activities,
of the object. The final total will be also rings whose names are praised in songs the GM is encouraged to lengthen the
useful to calculate the cost of materials and sagas, even if they are not magical. needed time.
and needed times (see below). If you have The craftsman is encouraged to name
different multipliers from different steps, particularly precious objects.
remember to multiply it step-by step.
✦ Sum up all the various modifiers to the
object stats (from all steps).
✦ Finally Sum up any Crafting SV CRAFTING OBJECTS: A SUMMARY
modifier. Prerequisites Tools, Facility, Assistants, Artisan’ Capability
Step 0 Check basic object’ stats and value
Step 7: Check the cost of the Step 1 Apply Generic Modifiers
materials Step 2 (optional) Choose the material (if different from basic). Apply modifiers.
The GM must evaluate on a case-by-case Step 3 Choose Quality level. Apply modifiers.
basis how much do the rough materials Step 4 (optional) Choose Other Options. Apply modifiers.
needed to craft the object. If in doubt, a Step 5 (optional) Choose decorations. Apply modifiers.
good rule of thumb is to take the final
Step 6 Sum up all the Crafting SV modifiers and object traits
value of the object and divide it by 10
(rounded down to a minimum of 0.5 sc). Step 7 Check the cost of the materials
Note that in many cases this cost may Step 8 Make the Crafting Roll: Care skill+Handicraft + Hard/Soft Material
be ignored (for example in Dwarven Specilty + (if relevant) the new Care specialties +/- the sum of all
holdings it is the Glorka who pays or previous modifiers. Success = object createdFailure by less than 10
in some Human kingdoms it may be the points =subtract options in order to make the result work Failure by
more than 10 points = failure and everything is wasted.
lord master who pays it).
If at this point the Crafter cannto Step 9 (optional) Give the object a name
afford paying for the materials, the object Step 10 Calculate the required time.
cannot be crafted.

chapter 12. the dwarf | 141


CRAFTING EXAMPLE. Roll. He decides to do so and, at this STEP 7
step Rukrovv’s Crafting SV is 18 -3
Rukrovv, a Borjornikka artisan, = 15 The player calculates the cost of the
wants to craft a special Battle Applying the modifiers from GM materials: 194/10 = 19.4 sc. He can
Hammer. Rukrovv has Care SV 10, Guide p. 64 for Masterful objects afford paying for it.
Handicraft 2 (Hard Materials 3) (+2 locked CP, +1 PV, Value x3),
for a basic Crafting SV of 18. The the Battle Hammer now has the STEP 8
player starts designing the hammer, following stats: +2 Locked CP, WA
checking the modifiers to see what his 3, IM -4, PV/BV 10/100, Value 99 Rukrovv rolls 1d20 against is SV
final Crafting SV will be. sc, Weight 2 kg of 10. He gets a 13, which is not
enough to craft his desired Battle
STEP 0. STEP 4 Hammer.
He decides to remove the
The basic stats of a Battle Hammer At capital Level one can add up to “Balanced” option (which was
(from GM Guide p. 70) are as two positive options, so Rukrovv adds added in Step 3), so that his
follows: WA 3, IM -4, PV/BV 7/70, both the “Balanced” and “Light” Crafting SV will now be 10+2 =
Value 11 sc, Weight 2 kg. positive options getting -4 to the Craft 12. This is not enough to succeed.
SV (a -2 SV per positive option). Consequently, he decides to limit
STEP 1. At this step Rukrovv’s Crafting the decoration he added in Step 5
SV is 15-4 = 11. only to part of the hammer head
In terms of generic modifiers to its In terms of stats the “Light” (about 20% of the weapon). This
Crafting Roll Rukrovv will get +2 option adds +1 IM, Weight x 0.8 means that his crafting SV will
SV: +1 (Borjornikka Dwarf) and and the “Balanced” option will add be now 12+1 = 13. Enough to
+1 (standard Dwarven facility, since +1 locked CP. succeed!
he works in his Glorka’s smithy). Since these are two options the With only one positive option in
At this step Rukrovv’s Crafting value augmented by +40 % ( +20% Step 4 the price is now only +20%
SV is 18+2 = 20 per positive option). in Step 4 and there is no +1 locked
The Battle Hammer now has the CP (which was linked with the
STEP 2. following stats: +3 Locked CP, WA “Balanced” option).
3, IM -3, PV/BV 10/100, Value Furthermore, with the decoration
Rukrovv will suffer -1 SV to his 138.6 sc, Weight 1.6 kg limited to only 20% of the object the
Crafting SV since the head of the value in Step 5 is multiplied x 1.2 not
Battle Hammer will be in Dwarven STEP 5 x 1.4, and there is no social SV bonus.
Iron (-1 Crafting SV) while the haft The Battle Hammer now has the
will be in Copper Oak (-1 Crafting Rukrovv decides that the head of the following stats: +2 Locked CP, WA
SV modifier). hammer will be decorated with silver 3, IM -3, PV/BV 10/100, Value
At this step Rukrovv’s Crafting engraving, while the upper part of the 166.32 sc, Weight 1.6 kg
SV is 20 -2 = 18 wooden handle will have decorative This will also mean that the
In terms of stats both materials runes. He wants about 40 % of the cost of the materials is changed:
add +1 PV, for a total of +2 PV weapon to be decorated, which means 166.32/10 = 16.6, rounded down to
(+20 BV). that -1 to the Crafting SV, Value x 1.4 16 sc which Rukrovv can afford.
In terms of Value Dwarven Iron and +1 SV on social rolls.
is x 2 while Copper Oak is x 2, for a At this step Rukrovv’s Crafting STEP 9
total result of x3. SV is 11-1 = 10.
At this point the Battle Hammer The Battle Hammer now has the Rukrovv labels this hammer
stats are as follows: WA 3, IM -4, following stats: +3 Locked CP, WA “Quicksmasher” and he is happy of
PV/BV 9/90, Value 33 sc, Weight 3, IM -3, PV/BV 10/100, Value the work done!
2 kg. 194 sc, Weight 1.6 kg, +1 SV on
social skill rolls. STEP 10
STEP 3
STEP 6 To craft this object Rukrovv needs
Since Rukrovv has Hard Materials to spend 16 days of work which are
3, he can craft objects at Masterful After all previous calculcations, more than worth for crafting such a
level, suffering -3 SV to his Crafting Rukrovv’s Craft SV is 10 beautiful weapon.

142 | chapter 12. the dwarf


Sample Common Objects ✦ Crafting: -1 SV, Dwarven Iron (Step ✦ Crafting: -3 SV, Capital (Step 3),
2), Normal quality (Step 3). Materials Quick (Step 4). Materials cost 10.8 sc
What follows are just a few examples of cost 3 sc and 7 days are needed. and 11 days are needed.
objects created with the above-described
crafting system. Even if these objects may Famous Tunnelhog Hunter’s Heroic Dwarven Sword
be good bases on which to apply Thuul Crossbow This beautiful broadsword is certainly
runes, none of these objects is magical a weapon of choice for a Dwarven hero.
or imbued with divine powers, although This amazingly built, masterful light The blade is totally engraved with
Humans would believe so regarding the Crossbow is especially designed for golden-inlaid runes and the metal itself
best crafted Dwarven items, treating being quickly reloaded. Consequently, show wave-like patterns, while the hilt
them as legendary treasures. this is the perfect weapon for hunting ends in a piece of amber.
parties, where some team members can
Beautiful Ring engage the prey, while others quickly ✦ Stats: WA 3, IM -3, PV/BV 10/100,
This heavy, broad-banded golden ring reload their crossbows. This is not value 222.8 sc, 1.8 kg, +2 CP locked to
displays a beautiful topaz, surrounded by a weapon commonly available to all this sword, Dmg 1d10 (OR 9-10), +1
microscopic granulated golden elements normal hunters: it is rather the weapon SV in social skill rolls.
and thin engravings covering the whole of choice of a famous tunnelhog hunter. ✦ Crafting: -8 SV. Dwarven Iron (Step
ring. 2), Masterful (Step 3), Light (Step 4),
✦ Stats: WA 1/2, IM -4, PV/BV 6/60, 80% decorated + medium Amber 50 sc
✦ Stats: value 165 sc, weight 0.02 kg, +2 Distance 1-50/51-100, value 134.40 (Step 5). Materials cost 22 sc and 17
SV in Social skill rolls sc, 2.4 kg, +2 CP locked to this days are needed.
✦ Crafting: -4 SV, gold (Step 2), 100% Crossbow, Dmg 1d10 (OR 9-10).
decorated + Small Topaz 125 sc (Step ✦ Crafting: -7 SV, Masterful (Step 3), Jarnwurm skin scale armor
5). Materials cost 16 sc and 16 days Perfect & Light (Step 4). Materials This scale armor was made with the
are needed. cost 13.44 sc and 14 days are needed. skin of a Jarnwurm who attempted to
destroy a Dwarven settlement. Many
Champion’s Battle Mace Good Shield brave warriors died to defeat the beast
This battle mace is incredibly heavy for This medium, metal-reinforced shield is and their Thune now wears the wurm’
a one-handed weapon, since its head crafted for a Dwarven warrior who acts skin in battle to remember his brothers’
was crafted in Rokjärn. This is not a as an officer of his unit of defenders. sacrifice.
weapon for common warriors, given how
difficult is to gain this exotic material. ✦ Stats: WA 2, IM -2, PV/BV 9/90, ✦ Stats: PV/BV 11/1100, Heft 5, MM -2
Alternatively, it may have crafted for a value 8.6 sc, 4.0 kg, +1 CP locked to m, IM -2, value 11,500 sc, 18.4 kg, 10
Jarnwurm-slayer who wanted to display this shield. pts of protection against magma blood
something related to its valorous actions. ✦ Crafting: -4 SV, Dwarven Iron (Step and magma breath of Jarnwurms.
2), Capital (Step 3), Durable (Step 4). ✦ Crafting: -5 SV, Dragon skin (Step 2),
✦ Stats: WA 3, IM -7, PV/BV 12/120, Materials cost 0.5 sc and 2 days are masterful quality (Step 3). Materials
value 1680 sc, 5.6 kg, Dmg 1d10 (OR needed. cost 115 sc (including Jarnwurm’
7-10), +1 CP locked to this weapon, skin!) and 115 days are needed.
it ignores 1 points of PV or of natural Guardsman’s Crossbow
armor. This incredibly good crossbow has been Mitraka Chainmail Armor
✦ Crafting: -6 SV, Wood (Rootwood) & crafted for chosen guardsmen, watching Tailor-suited to either a Dwarven
Rokjärn (Step 2), Capital quality (Step over an important gate, leading to a leader who likes surface-style armors
3), Piercing (Step 4). Materials cost Dwarven kingdom’s entrance. These or as precious gift to some very special
168 sc and 84 days are needed. crossbows are quicker to load than normal Human king ally, this object is one of the
ones. A guardsman usually has two or most coveted armor types in Trudvang.
Dwarven Broadsword three of these crossbows ready to be shot,
This is the typical weapon of a Dwarven while one or two assistants reload those ✦ Stats: PV/BV 7/70, Heft 3, MM -1 m,
warrior. This broadsword is slightly shorter weapons which have been fired. IM 0, value 210,000 sc, 10.5 kg
than Human ones, but its blade is broader. ✦ Crafting: -5 SV. A Logi furnace is
✦ Stats: WA 1/4, IM -7, PV/BV 5/50, needed fro crating a Mitraka object
✦ Stats: WA 3, IM -4, PV/BV 9/90, Distance 1-80/81-160, value 108 sc, (Step 2). The above stats reflect a
value 30 sc, 1.8 kg, Dmg 1d10 (OR 4.0 kg, +1 CP locked to this Crossbow, Normal-quality example (Step 3).
9-10). Dmg 1d10 (OR 8-10). Materials cost 21,000 sc, 2,100 days

chapter 12. the dwarf | 143


(almost 6 years!) should be needed to magical spores. Magic spores: +10 SV A note on the new Crafting
craft this, therefore for reducing the if a Situation roll is required. Rules
time to ¼ one adds +7 and get 525 ✦ Crafting: -2 SV, Bronze & Leather
days (1 year and half) but a total -12 to (Step 2), Normal Quality (Step 3), The GM is encouraged to not make
the Crafting SV. Element (spores) Protector (Step 4). players over-exploit crafting rules.
Materials cost 12 sc and 30 days are These mechanics are not meant to
Rough Maul needed. allow the players to craft any fantastic
Dwarves like perfection but very rough, object they want, every time they desire
large two-handed hammers like these are Thune’s Headband so. The aim here is to give dwellers
crafted, when needing effective weapons This superbly crafted, heavy headband and other artisans the opportunity
to be quickly crafted. is worthy to rest on the brows of a of crafting beautiful objects worthy
Lesser Thune. It is made of solid silver, of sagas and stories. Remember that
✦ Stats: WA 2, IM -8, PV/BV 10/100, decorated with golden engravings and an artisan’s work usually needs time
value 11 sc, 6.0 kg, Dmg 1d10 (OR four sapphires. (which cannot be spent adventuring),
8-10) +1, -2 SV to be used. and furthermore without the right tools
✦ Crafting: +3 SV. Dwarven Iron (Step ✦ Stats: value 1,300 sc, 0.8 Kg, +25 SV and specific facilities it is impossible to
2), Normal quality (Step 3), Weighty in Social skill rolls. craft everything.
and Terribly Crafted. Materials cost 1 ✦ Crafting: -3 SV, Masterful quality Do not undervalue the cost of
sc and 2 days are needed for crafting it (Step 3) 100% decorated + 4 Small resources. Even if the artisan has the
but, for -7, one can craft it in half a day, Sapphires each 250 sc (Step 5). money to buy the required materials,
for a total -4 to the Crafting SV. Materials cost 130 sc and 30 days are it does not mean that these are always
needed. available. Trudvang is a pre-modern
Long Spear of the City Defender world, you cannot just order the
Good long spears with like these are Treasure-Cracker Kit required amount of iron and forge your
owned by wealthy logovorda, who are This Ordinary Thief Craft kit of lock- sword. Or maybe the resources are
ready to brace such weapons to fight picking tools was specifically crafted for available, but they cost twice or thrice
against invaders. The spearhead is a famous Dwarven explorer. These tools the above-described cost due to a war
incredibly sharp, and the decorated shaft were crafted for helping this Dwarven threatening a specific trading route.
is crafted in imported dark wood. scout in an adventure through ancient Off course Dwarven artisans working
ruins, where old locks and doors are with their Glorka in a Dwarven
✦ Stats: WA 2, IM -5, PV/BV 7/70, supposed to hide ancient treasures which stronghold may have an easier access
value 28.8 sc, 2.0 kg, +1 CP locked need to be recovered. to resources, however this is not true
to this spear, Dmg 1d10 (OR 8-10), if the same artisan is stuck in a remote
ignores 1 PV of targets. ✦ Stats: +3 SV, 8 kg, cost 32 sc. village of inner Wildland or in a forest
✦ Crafting: -4 SV, Dwarven Iron and ✦ Crafting: -5 SV, Capital (Step 3), in Nojd. And even Dwarven kingdoms
Iron Oak (Step 2), Capital (Step 3), Perfect (Step 4). Materials cost 3.2 sc may have difficulties in getting specific
Piercing (Step 4). Materials cost 2 sc and 8 days are needed materials in specific times and places.
and 7 days are needed. During the millennia countless wars
Worthy short blade have been waged by the Sons of Borjorn
Spore-immune Skjalfmurgla Crafted from the tooth of a Brotbeast, for things like iron, silver, coal, copper
This special kind of “Skjalfmurgla” is this short sword is an incredible and, more than anything else, the
a full armor (see below, the “Dwarven trophy of an incredibly heroic fight. precious and rare Mitraka minerals.
Armors” section) whose mask is shaped The hilt is decorated with black and As a GM always use common
like a long, pointed nose, since it contains red glass elements, set with Cloisonné sense and be ready to say “no”, if this
special filters blocking poisonous spores. technique. improves the quality of the narration.
Tunnelhog Hunters sometimes wear Telling a good story about a specific,
armors like these when adventuring ✦ Stats: WA 4, IM -2, PV/BV 7/70, glorious object to be crafted by an
in areas filled with dangerousm toxic value 648 sc, 0.5 kg, Dmg 1d10 (OR ambitious artisan is way better than
mushrooms, usually favored by the 10) +1. allowing the party’s crafter to make
tunnelhogs ✦ Crafting: -2 SV, Brotbeast Bone masterful weapons for the whole party
(Step 2), Normal quality (Step 3), every time they lose their equipment.
✦ Stats: PV/BV 5/50; Heft 5, MM -2 Dangerous (Step 4), 20 % decorated
m, IM -1, Value 120 sc, Weight 16 kg. (Step 5). Materials cost 64 sc and 64
It automatically protects against non- days are needed.

144 | chapter 12. the dwarf


Dwarven Armors armors. As explained in the first part considered “Common Objects” and
Dwarves who are exiled to the surface of of this book, these Dwarven armors are not Awakened or Sacred Objects.
Trudvang or who had frequent contacts completely different from those used in Furthermore, all these armors are all
with Humans may have started crafting the surface, especially in terms of design, to be considered to have been crafted
surface-types kinds of armors (as those as great part of the protection comes in the Normal Quality (“Step 3” in the
described in the Gamemaster’s Guide), from the real “Murgla” (plural: Murgles) new Crafting rules, described above),
since those armors are more useful in the itself, the long mask which covers also therefore the GM and the Players can
surface of Trudvang, where a warrior the Dwarf ’s chest. create even examples of higher quality.
can be attacked from all sides. The following stats describe some The “Values” entries in the descriptions
However, most Dwarves living in varieties of these typically Dwarven are to be considered with care: Dwarven
Muspelheim still wear their traditional armors. All these objects are to be armors are usually unavailable to sell or

chapter 12. the dwarf | 145


buy in Human cities. Furthermore, the
Glorkas tend to craft these armors and
give them to their warrior brothers for
free, since these are artifacts meant to
defend their strongholds. The value entry
is useful only for the very rare cases where
such items are traded between different
Glorkas inside larger Dwarven cities and
also as a basic stat, in case it is needed for
calculating other mechanics (like the time
needed to craft these objects, according to
the new Crafting rules).
The armor description will also say
what materials are used although, as
usual in these cases, the GM should use
common sense if one wants to change
materials with the new Crafting rules.
Finally, all these Armors are crafted to
be fit only to Dwarves. Each armor suit
is also specifically crafted to be sized for
only one of the three Dwarven breeds:
Borjornikka, Buratja or Zvorda. No
Human, Half-Troll, Elf or Half-Elf can
wear such armors.
Borgumurgla

Frontal Armors Full Armors of being not relevant (PV/BV 0/0). The
The traditional Dwarven armors are all In any case, sometimes Dwarven warriors value of an armor with the Murglamorg
“Frontal Armors” which means that they like covering their backs with leather option is augmented by +10 sc.
protect only against attacks coming from and chain mail, creating therefore “Full
the front. The backs of the Dwarven Armors”. These armors’ PV/BV values
warriors are usually left unarmored, as remain the same of full armors but work Dwarven Armor Types
the traditional Dwarven philosophy is against attacks coming from all sides, like What follows is the list of the most common
to block a small tunnel with a Dwarven all the armors in the Gamemaster’s Guide. varieties of Murgles. The GM is strongly
fighter and not let anybody pass. This Each of the armor entries below will also advised to personalize them for specific
is the reason why Dwarven Armors are have a “Full Armor” option, which indicates and important Dwarven NPCs, using all
incredibly lighter (usually 3 points better what stats are changed in case the back is the possible new rules from this book (the
in Heft) than their equivalents in surface- also covered. To obtain these armors’ stats new Crafting rules, the Awakening rules,
style armors. from the frontal armors use the following the Vitner-Awakening rules). Dwarves
The Trudvang Chronicles rules do modifiers: Heft +3, Value +20 sc. are the best armorsmiths in Trudvang
not have (thus far) any published hit and their works are incredibly superior to
location rules and when (and if) they will anything which Humans can hope to craft.
be published, the rules here presented Murglamorg
are bound to change. For the moment, Some traditional Dwarven armors Skjalfmurgla
the GM should just consider that these allow the wearers to detach the lower The Murgla of this armor is crafted in
armors work perfectly against any attack part of the Murgles to get a shield, high-quality bronze with copper inlays.
coming from the front but, if the Dwarf is while leaving their torso and lower faces However, the mask is not long enough
attacked from the back, no armor should unarmored. Each armor entry below to cover the whole chest, this means
be considered to diminish the damage will also have a “Murglamorg” option that hardened leather pieces are used to
suffered. Attacks from the sides are usually displaying what changes in terms of protect the other frontal parts, including
covered by Dwarven armors, although stats this armor typ causes. the belly and the shoulders.
sometimes this is not the case if the Dwarf When the Murgla/Shield is removed
is surrounded by enemies. The GM should to act as a shield the armor stats (PV/BV ✦ Frontal: PV/BV 5/50; Heft 2, MM -1 m,
consider each situation with great care. and Heft) are diminished, often to the point IM -1, Value 80 sc, Weight 7 kg.

146 | chapter 12. the dwarf


Trondmurgla Bogemurgla

✦ Full Armor: PV/BV 5/50; Heft 5, Trondmurgla Furthermore, the metal of the Bogemurgla
MM -2 m, IM -1, Value 100 sc, Almost all the pieces of this incredibly in the Murglamorg configuration is heavy
Weight 16 kg. effective armor are crafted in good enough (and the Murgla large enough) to
✦ Murglamorg: Value 100 sc (120 sc Dwarven Iron, while only a few details allow the possibility to have a medium
for Full armors). To get a Small Light are in high-quality copper or leather. shield.
Bronze Shield (WA 3, IM -1, PV/
BV 5/50) the armor value is basically ✦ Frontal: PV/BV 7/70; Heft 4, MM -1 m, ✦ Frontal: PV/BV 8/80; Heft 5, MM -2 m,
reduced to 0 (no Heft, therefore no IM IM -1, Value 110 sc, Weight 12 kg. IM -2, Value 130 sc, Weight 16 kg
and MM modifiers). ✦ Full Armor: PV/BV 7/70; Heft ✦ Full Armor: PV/BV 8/80; Heft 8,
7, MM -2 m, IM -3, Value 130 sc, MM -3 m, IM -3, Value 150 sc,
Borgumurgla Weight 25 kg. Weight 27 kg.
Part of this Murgla is made of good ✦ Murglamorg: Value 130 sc (150 sc for ✦ Murglamorg: Value 150 sc (170 sc
Dwarven Iron, although the lower parts full armors). To get a Small Dwarven for full armors). This exists in two
are in high-quality bronze with copper Iron Shield (WA 3, IM -1, PV/BV versions:
inlays. Furthermore, many other protective 7/70 the armor value is basically Medium Dwarven Iron Shield: (WA 2,
pieces, are all crafted in high-quality Bronze, reduced to 0 (no Heft, therefore no IM IM -2, PV/BV 8/80) that, when
copper and good hardened leather. and MM modifiers). removed, reduces the armor value to 0
✦ Crafting: mostly made in Dwarven (no Heft, therefore no IM and MM
✦ Frontal: PV/BV 6/60; Heft 3, MM -1 Iron (Step 2) which means -1 SV modifiers).
m, IM -1, Value 90 sc, Weight 10 kg. Crafting roll. Small Dwarven Iron Shield: (WA 3,
✦ Full Armor: PV/BV 6/60; Heft 6, MM IM -1, PV/BV 7/70) that, when
-2 m, IM -2, Value 110 sc, Weight 23 kg. Bogemurgla removed, reduced the armor value to
✦ Murglamorg: Value 110 sc (130 This is standard, traditional model which PV/BV 1/10 (Frontal armor: no Heft;
sc for Full armors). To get a Small most people think about when speaking Full Armor: Heft 1, MM 0, IM 0).
Bronze Shield (WA 3, IM -1, PV/ about Dwarven armors. The Murgla ✦ Crafting: mostly made in Dwarven
BV 6/60) the armor value is basically and the other smaller armor pieces Iron (Step 2) which means -1 SV
reduced to 0 (no Heft, therefore no resemble those of the Trondmurgla, but Crafting roll.
IM and MM modifiers). they all crafted in good Dwarven Iron.

chapter 12. the dwarf | 147


Tungmurgla Kungsmurgla removed, reduces the armor value to
This is a heavier version of the Bogemurgla. This is the heaviest traditional Dwarven PV/BV 2/20 (Frontal armor: no Heft;
The mask, bands and all the plates are Armor to be crafted in Dwarven Iron, Full Armor: Heft 2, MM -1 m, IM -1).
crafted in thicker Dwarven Iron. without considering the use of special Small Dwarven Iron Shield: (WA 3,
materials (like Mitraka) or runes. All IM -1, PV/BV 7/70) that, when
✦ Frontal: PV/BV 9/90; Heft 6, MM -2 m, the protections and refinements that one removed, reduces the armor value to
IM -2, Value 150 sc, Weight 23 kg can see in a Tungmurgla are increased 3/30 (Frontal armor: no Heft; Full
✦ Full Armor: PV/BV 9/90; Heft 9, and improved for a Kungsmurgla. This Armor: Heft 3, MM -1 m, IM -1).
MM -3 m, IM -4, Value 170 sc, is the minimum armor which a Thune ✦ Crafting: mostly made in Dwarven
Weight 27 kg. is supposed to wear when leading the Iron (Step 2) which means -1 SV
✦ Murglamorg: Value 170 sc (190 sc for troops in battle, although most Thunes Crafting roll.
full armors). This exists in two versions: have enhanced and refined versions of
Medium Dwarven Iron Shield: (WA 2, this armor.
IM -2, PV/BV 8/80) that, when Fireproof Armors
removed, reduces the armor value to ✦ Frontal: PV/BV 10/100; Heft 7, The following two entries describe
PV/BV 1/10 (Frontal armor: no Heft; MM -2 m, IM -3, Value 170 sc, armors which are fireproof, even if they
Full Armor: Heft 1, MM 0, IM 0). Weight 25 kg are not magical or rune powered. This
Small Dwarven Iron Shield: (WA 3, ✦ Full Armor: PV/BV 10/100; feature is possible only due to high
IM -1, PV/BV 7/70) that, when Heft 10, MM -4 m, IM -5, Value 190 sc, technical skills of the Dwarves. These
removed, reduces the armor value to Weight 30 kg. armors are often worn as full armor
2/20 (Frontal armor: no Heft; Full ✦ Murglamorg: Value 190 sc (210 sc options (especially by artisans nearby
Armor: Heft 2, MM -1 m, IM -1). for full armors). This exists in two logi furnaces), although some Dwarven
✦ Crafting: mostly made in Dwarven versions: warrior prefers the possibility of having
Iron (Step 2) which means -1 SV Medium Dwarven Iron Shield: (WA 2, frontal and murglamorg options. In
Crafting roll. IM -2, PV/BV 8/80) that, when these cases, the GM should be careful

Tungmurgla Kungsmurgla

148 | chapter 12. the dwarf


about deciding on the protection against of Muspelheim. The bronze murgla is also positive option (Step 4, which will also
fire. Frontal armors protect only against covered by this leather. The result is a inflict a -4 SV to Crafting skill rolls).
fire coming from the front, while if the medium kind of armor which offers some
shield is detached from a Murglamorg good protection from fire. This armor is Silver Logumurgla
armor, the armors does not protect at all especially used by artisans working too Some Logumurgla are silver-plated,
against fire, since too much of the body near to a Logi furnace or by scouts which since they are supposed to resist melting
remains uncovered. are exploring a dragon-infested area, and Mitraka (which would otherwise pass
who want to remain relatively light. even basic logumurgla). Use the stats of
✦ Crafting note: regarding the new Logumurgla but the value is doubled.
“Crafting Objects” system (see the ✦ Frontal: PV/BV 5/50; Heft 2, MM -1
specific section in this book) a careful m, IM -1, Value 160 sc, Weight 7 kg. Logubogemurgla
reader will notice that these are basically ✦ Full Armor: PV/BV 5/50; Heft 5, This heavier version of the Logumurgla
two of the above-described armors MM -2 m, IM -1, Value 180 sc, Weight is crafted in good Dwarven Iron covered
(Skjalfmurgla and Bogemurgla), crafted 16 kg. by the special, heat-and fire- reflecting
at Normal Quality (Step 3) with the ✦ Murglamorg: Value 180 sc (200 sc leather. This is the armor favored by
added “Fireproof ” major positive option for full armors). To get a Small Light Wurm Hunters and all those who plan
(Step 4, which will also inflict a -4 SV to Bronze Shield (WA 3, IM -1, PV/ about fighting dragons.
Crafting skill rolls). BV 5/50) the armor value is basically
reduced to 0 (no Heft, therefore no IM ✦ Frontal: PV/BV 8/80; Heft 5, MM -2 m,
Logumurgla and MM modifiers). IM -2, Value 260 sc, Weight 16 kg
All the leather of this Dwarven armor ✦ Special: the PV (but not the BV) of all ✦ Full Armor: PV/BV 8/80; Heft 8,
is special (obtained from a patchwork of armor options is 15 against fire and 10 MM -3 m, IM -3, Value 280 sc, Weight
tunnelhog leather and various reptile skins) against magical fire or dragon breath. 27 kg.
and imbued with secret oils which Dwarves ✦ Crafting: Normal Quality (Step 3) ✦ Murglamorg: Value 280 sc (300 sc
extract from selected minerals in the depths with the added “Fireproof ” major for full armors). This exists in two
versions:
Medium Dwarven Iron Shield: (WA
2, IM -2, PV/BV 8/80) that, when
removed, reduces the armor value to
0 (no Heft, therefore no IM and MM
modifiers).
Logubogemurgla Small Dwarven Iron Shield: (WA 3,
IM -1, PV/BV 7/70) that, when
removed, reduced the armor value to
PV/BV 1/10 (Frontal armor: no Heft;
✦ Full Armor: Heft 1, MM 0, IM 0).
✦ Special: the PV (but not the BV) of all
armor options is 18 against fire and 13
against magical fire or dragon breath).
✦ Crafting: Mostly made in Dwarven Iron
(Step 2) which means -1 SV Crafting roll;
Normal Quality (Step 3) with the added
“Fireproof ” major positive option (Step 4,
which will also inflict a -4 SV to Crafting
skill rolls).

chapter 12. the dwarf | 149


Rokjärn-maki These are all invariably crafted in Black ✦ Special: the Zvordorkûm-maki are all
Armors made in Ironblood Iron, or Mitraka of the higher quality and frontal armors but, due to the careful
“Rokjärn”, as the Dwarves call it, have they are very complicated to assemble. positioning of all the numerous armor
always been held in high esteem by Some of them require a whole day to be pieces around the Zvordorkûm’s body,
the Dwarves. This value is not simply don, with multiple assistants helping they do not work as frontal armors. In
related to the hardness of the chosen the Zvordorkûm who is supposed to effects their PV/BV is working against
material, but also to the simple prestige wear them. The Zvordorkûm-maki’s attacks coming from all sides, but only if
which naturally emanates from wearing design typically respects the traditional the armor is assembled by professional
something made from dragon blood. Dwarven models but transformed and Dwarven assistants, wasting many
Furthermore, this is a difficult alloy to perfectioned in order to get incredibly hours (often even a whole day) to
master, therefore even managing to craft light but also incredibly protective properly prepare the Zvordorkûm.
such a thing is an achievement. armors. Furthermore, since they are
Crafting: all these armors are made in made of “Zvordo” or Black Mitraka, these If a Zvordorkûm-maki is worn
Rokjärn (Step 2), getting therefore -3 SV armors are incredibly effective against without the help of these assistants, it
Crafting roll. fire, including Dragon Breath. will work as a Frontal Armor, protecting
Very few new Zvordorkûm-maki are only against attacks from the front.
Rokjärn-maki types crafted in these days, given how precious Crafting note: regarding the new
Rokjärn-maki is the most common armor they are and how difficult is to craft them. “Crafting Objects” system (see the specific
crafted in this material, usually based on A huge number of them was crafted during section in this book) all Zvordorkûm-maki
the Borgumurgla design, rather than the the Second Age to serve in the numerous are crafted in the Black Mitraka (Step 2,
more popular Bogemurgla, in order to wars waged against the Jarnwurms. These which gives -8 SV to the Crafting roll and
somehow counter-balance the weight of armors are to be considered as sacred relics requires special knowledge) and are always
this potentially very heavy material. As by Glorkas and Bloodlines and they are of Legendary quality (Step 3, which gives a
explained in the “Crafting Objects” section transmitted from a generation of Dwarves further -5 SV to the Crafting roll).
(and as well as in Jorgi’s Bestiary p.117), to the other with an almost religious
objects in Rokjärn are not always identical attitude. Only the chosen warriors, the ✦ Sizes: like all Dwarven armors, each
in the result. A 1d6 should be rolled on the Zvordorkûm, can wear them, since they Zvordorkûm-maki is crafted to be worn
table below to get the real stats. were chosen and trained for this sacred by a specific Dwarven race. Even if
duty since the first time when they there is a connection between the words
emerged from the depths of Muspelheim. “Zvorda” and “Zvordorkûm” (since
Zvordorkûm-maki No Zvordorkûm-maki was usually Zvorda are usually the best Zvordorkûm)
The Zvordorkûm-maki are the peak crafted with the Murglamorg the majority of Zvordorkûm-maki are
of Dwarven armor-smithing arts. configuration. not crafted for Zvorda, since the “Dwarf-
Trolls” are incredibly rare. When a
ROKJÄRN-MAKI TYPES Zvordorkûm-maki is found the GM may
1d6 Armor decide the specific size or roll on the table.
1-2 Frontal: PV/BV 7/70; Heft 4, MM -1 m, IM -1, Value 4500 sc, Weight 13 kg.
Full Armor: PV/BV 7/70; Heft 7, MM -2 m, IM -3, Value 5500 sc, Weight 30 kg. SIZES OF ZVORDORKÛM-MAKI
Murglamorg: Value 5500 sc (6500 sc for Full armors). D20 Dwarven Breed
To get a Small Rokjärn Shield (WA 3, IM -2, PV/BV 7/70) the armor value is 1-11 Borjornikka
basically reduced to 0 (no Heft, no IM and MM modifiers).
Special: PV (but not the BV) 15 against both normal and magic fire. 12-16 Zvorda
3-4 Frontal: PV/BV 8/80; Heft 5, MM -2 m, IM -2, Value 4500 sc, Weight 16 kg. 17-20 Buratja
Full Armor: PV/BV 8/80; Heft 8, MM -3 m, IM -3, Value 5500 sc, Weight 36.8 kg.
Murglamorg: Value 5500 sc (6500 sc for Full armors).
To get a Small Rokjärn Shield (WA 3, IM -3, PV/BV 8/80) the armor value is ✦ Value: the monetary values shown
basically reduced to 0 (no Heft, no IM and MM modifiers). for Zvordorkûm-maki are purely
Special: PV (but not the BV) 16 against both normal and magic fire.
theoretical, as they are the result of
5-6 Frontal: PV/BV 9/90; Heft 6, MM -2 m, IM -2, Value 4500 sc, Weight 19 kg. Crafting Objects mechanics. As a
Full Armor: PV/BV 9/90; Heft 9, MM -3 m, IM -4, Value 5500 sc, Weight 43.7 kg. matter of fact, no Dwarf will ever buy
Murglamorg: Value 5500 sc (6500 sc for Full armors).
or sell a Zvordorkûm-maki: they are
To get a Small Rokjärn Shield (WA 3, IM -4, PV/BV 9/90) the armor value is
basically reduced to 0 (no Heft, no IM and MM modifiers). an invaluable heritage for the Glorkas
Special: PV (but not the BV) 17 against both normal and magic fire. which hold them, and all sons of
Borjorn respect this fact.

150 | chapter 12. the dwarf


Zvordorkûm-maki types and stats ✦ Limitations on purpose: consider that the penalty
The vast majority of Zvordorkûm-maki ✦ New Runes is usually offset by the Dwarven race
were crafted long ago, in the mythic ages ✦ Awakening Objects (+1 or +2) and by the facility (standard
when Trudvang was a young world. ✦ Temporary Runes crafting facility in Dwarven holdings
Many of these artisans personalized gives +1).
those armors, therefore the GM may A Thuul never crafts a Sacred Object
create variations of these armors using Thuul Forging and the new with no concern for its aim. Sacred
the rules in the “Crafting Objects” and crafting rules Objects are not common objects and
“Awakening” sections. Thuuls are always obliged to try the
If a GM wants to randomly determine As per common rules (Player’s Handbook second roll (the “Inscribing Rune” roll)
the characteristics of a Zvordorkûm- p.227) sacred objects require two rolls to with these objects. Failing to inscribe a
maki, the tables below can be used, be made. rune is a serious failure for a Thuul and
rolling or choosing a specific entry. the GM should narrate the situation and
The first table determines the ✦ To Create a Sacred Object. Care encourage the player to play the stressful
Zvordorkûm-maki’s type, while the second skill roll (with Handicraft discipline situation for the Thuul.
table can be used to check if the armor has + specific Care specialty + Thuul
some other special trait. Roll on the tables Forging modifier).
below or randomly choose one entry. ✦ To inscribe a Rune. Faith skill roll Inscribing a Rune on an object
(with Invoke discipline + Thuul crafted by somebody else
Forging modifier – the level of the In theory it is possible to inscribe
Thuuldom: new rules . rune). a Rune, locking Divinity Points, on
This part of the book expands the Thuul an object which was not specifically
Forging arts with the following topics. The new crafting rules can be used crafted by the Thuul to become a
to expand the first of the two rolls (the Sacred Object. This may be done for
✦ Thuul Forging and the new crafting Care skill roll). A careful reader will many reasons: for example, an ancient,
rules have noticed that in the Step 1 (“Generic recently recovered, non-magical object
✦ Crafting Runes on objects crafted by Modifier”) there is a -2 modifier for which has an historical meaning for the
somebody else making sacred objects. This is done Thuul’s Glorka. Or maybe a beautiful
sword crafted by a master Artisan for a
ZVORDORKÛM-MAKI TYPES Storthune which an expert Thuul wants
1d20 Armor to enchant and (later) to awake (as per
1-15 Standard Zvordorkûm-maki. This armor is based on the Bogemurgla model.
the new “awakening” rules below).
Stats: PV/BV 13/130; Heft 1, MM 0 m, IM 0, Value 3.250.000 sc, Weight 5,6 kg. In these cases, regarding the Thuul
Special: The PV (but not the BV) is 24 against normal fire (including heat and Forging mechanics, the first roll (the
magma) and 20 against unnatural or magical fire (including Dragon Breath). Care roll) is not required since the object
16-19 Heavy Zvordorkûm-maki. This armor is based on the Tungmurgla model. already exists.
Stats: PV/BV 14/140; Heft 1, MM 0, IM 0, Value 3.750.000 sc, Weight 8 kg Only the second roll (the Faith roll)
Special: PV raised to 25 against normal fire, 21 against magical fire. will be done to Inscribe the Rune,
20 Very Heavy Zvordorkûm-maki. This armor is based on the Kungmurgla model. although with the (cumulative) modifiers
Stats: PV/BV 15/150; Heft 2, MM -1 m, IM -1, Value 4.250.000 sc, Weight 8,75 kg from the table in the next page. It is
Special: PV raised to PV 26 against normal fire, 22 against magical fire. obvious that inscribing a rune on an
object not originally designed as a Sacred
SPECIAL ZVORDORKÛM-MAKI SPECIAL TRAITS Object will be more difficult, although
D20 Special Trait some conditions may improve the odds.
1-15 Nothing beyond the basic stats
Three cases need further
recommendation: normal Active Sacred
16-17 Add the “Durable” Positive Trait, +1 PV.
Objects, Sleeping Sacred Objects and
18-19 Add the “Warm” Major Positive Trait. +10 PV against normal cold/ frost (+5 Awakened Objects. Remember that all
against magical). these objects count as “Sacred Objects”,
20 Awakened with one of the following runes. Roll 1d10: 1: Hammer Fists Rune therefore there is no -5 penalty for
(Player’s Handbook p.231); 2: Eyes’ Shield; 3: Heart of Tvolog; 4: Attenuating; 5: inscribing the rune on a non-originally
Borjorn’s Craftmanship; 6: Cave Lizard’s Speed; 7: Eyes of Yukk; 8: Jotun’s Rune; 9: crafted sacred object. Moreover, for all
Mastomant’s Rune; 10: Salamander’ Rune. Level: Roll 1d10: 1-4 Level 1; 5-6 Level
three cases remember the limitations
2, 7-8 Level 3; 9 Level 4; 10 Level 5.
about how many DP can be inserted

chapter 12. the dwarf | 151


in total in an object (table in Player’s connected to the new Thuul (which can Limitations
Handbook p.227): a Thuul cannot put use them), and one sleeping, connected A Thuul creating a Sacred Object can put
a new rune with new DP in an object if to the old Thuul (which cannot be used, one single limitation to lower the DP cost
the total of the imbued DP (including unless awakened). If the Sacred Object of the Rune by one. The powers inside
both old and new DPs) is greater than will be turned into a “sleeping” status the object will be activated only if the
the maximum amount of DP that he is (for example if also the second Thuul specific limitation is respected, otherwise
allowed to imbue. Furthermore, the dies), both DP sets will be merged in the these objects will work only as Common
following considerations are due. same set. Objects, without any power. No object
✦ It is in theory possible to add a new can have more than one single limitation
✦ It is impossible to add a new rune to rune to an “awakened” object (with -10 and it will only give 1 DP discount. Any
an active, non-sleeping Sacred Object penalty as shown in the table), however limitation given to a Level 1 rune will
belonging to another, still-living only the old powers will be considered not give discounts, as there is a minimum
Thuul: the personal bond is too great. “awakened”, while the new Rune will 1 DP to be paid. The GM should only
✦ For Sleeping Sacred Object use the be not be considered awakened (unless approve real limitations, not false ones.
same mechanics described in the it is later awakened). In effects the Possible options are the following.
Player’s Handbook p.227 (“Expanding awakened object is therefore becoming
Sacred Objects”) with -5 to the skill roll, a Sacred Object of the new Thuul ✦ Can be used only in pair with another,
as shown in the table. When a new rune which can use both the old awakened specific sacred or awakened object
is successfully inscribed on a Sleeping powers (without spending the DP) and (e.g. like the Njordung’s Twin Battle
Sacred Object, there will be two sets of the new rune (spending the locked DP, Axes in Snowsaga p.117).
Divinity Points locked inside: one active, as per normal Sacred Objects’ rules). ✦ Can be used only by a specific group
or person (Glorka member, Dwarf,
MODIFIERS FOR INSCRIBING RUNE ON ANOTHER OBJECT specific kingdom inhabitant, etc.)
Item/object Modifier ✦ Can be used only inside specific place.
Item crafted by a non-Dwarf -10
✦ Can be used only for a specific
purpose, like defending a specific city
Item crafted by another Dwarf -5
or fighting a specific enemy.
Item not originally crafted as a Sacred Object -5
(Objects crafted by a Yukkatta do not suffer this penalty, even if they are
not sacred objects) New Runes
Item crafted by a Dwarf of the same Glorka/Bloodline +5 What follows are just a few new Runes
Item crafted by a Yukkatta (Holy Smith) +5 available to the Thuuls of Muspelheim
Sleeping Sacred Object -5 and which can be added to those
Awakened Object -10
published in the Player’s Handbook. It
is worth noting that many more Runes
exist, especially since thousands of
EXAMPLES. generations of Dwarves have certainly
created and forgotten more runes than
The Thuul Nifuldrang recovers “Dragon-Biter”, an ancient awakened spear crafted are today available to Thuuls. The GM
by a smith of his glorka centuries ago. He wants to make it its own sacred object by is encouraged to use imagination and
inscribing a rune and locking DP in it. The modifiers will be: -5 (crafted by another common sense when creating new runes.
Dwarf), +5 (crafted by somebody of his Glorka), -10 (awakened object) = a total of -10.
The Thuul Broklogi recovers an ancient, beautiful but totally non-magical shield crafted
by the Thronelanders of antiquity. It is not of Dwarven craftsmanship but the Thuuls feels Accuracy
that the Mountain may have some hidden plan for this artifact. If he wants to make it a
Sacred Object by inscribing a rune on it, Broklogi will suffer the following modifiers: -10 ✦ Type: Permanent
(crafted by non-Dwarves), -5 (not originally a Sacred Object) = a total of -15.
The Thuul Glorovv wants to inscribe a rune on an important sword crafted by a This rune grants accuracy and
Yukkatta which is friendly with his Glorka (although not part of the same Glorka). precision for the task connected with
If he wants to make it a Sacred Object by inscribing a rune on it, Glorovv will suffer the specific object: a sword will strike
the following modifiers: -5 (crafted by another Dwarf), +5 (Crafted by a Yukkatta) = with greater precision and a tool will
a total of 0. Glorovv wil not suffer the -5 (for objects not originally crafted as sacred work with greater efficiency. Each level
objects) since this artifact was crafted by a Yukkatta. of this rune grants +1 SV for using the
specific item.

152 | chapter 12. the dwarf


Attenuating Rune message, which contains the amount of famous general, well known for his
words which can be spelled in a single courage and charisma while leading
✦ Type: Permanent action round (5 seconds). troops on the battlefield against
If this time is not long enough to fearful enemies like wurms and jotuns.
This rune is typically inscribed on convey the message, this power can be This rune is usually carved on war
shields, armors, ornaments or jewels prolonged for other rounds, as long as standards, Glorka symbols but even
like rings and armbands. Its purpose is the instrument is played, although the on crowns or armors.
to turn a potentially deadly wound into a one playing the instrument cannot do All those which are allied to the
less deadly one. When the wearer of the anything else in the same round. Every object-carrier, whenever they can
object suffers damage and the damage round a relevant Entertainment skill see the object-carrier and are also
includes the result of an open roll, the roll must also be succeeded: in case experiencing a Fear Points inflicting
result of every new dice which originated of failure the power stops working. event, they can ignore 1 Fear Point per
from the open roll will be diminished As for all Preserving powers (Player’s rune level.
by 2 points per level in this rune. Only Handbook p.153) the power stops
the new dice will be diminished, not the working if the instrument player is
original roll. distracted Borjorn’s Craftmanship
For example, a Level 3 rune protects
6 points. The wearer of this rune is hit ✦ Type: Permanent
by a Two-Handed Axe which deals 1d10 Bane
(OR 8-10) damage. The damage rolls The mighty god Borjorn is the best
results as follows: “8” which allows a ✦ Type: Permanent artisan which ever existed and using
reroll getting “9”, which allows another its rune on an item will strengthen it.
reroll getting a “4”. The first dice result This rune is typically applied to Any object inscribed with this rune will
(8) remains as it is while the second (9) weapons and, when the rune is become stronger and more robust. Add
is reduced to a 3 (9-6=3) while the third inscribed, a specific kind of enemies +1 PV (and therefore +10 BV) per level
dice is reduced to 0 (4-6 = -2, but these must be chosen. Examples are: trolls, of the rune.
two further points cannot be subtracted giants, dragons, Human beings, Elves,
from anything). In total the axe will creatures of Dimhall, etc. Each time
deal 11 points (8+3+0) instead of the 21 the weapon successfully strikes the Brokk’s Blessing
points (8+9+4) originally rolled. chosen enemy the following effect will
be applied, according to the level of ✦ Type: Permanent
the rune.
Alarm Tune Rune This is the second rune to be linked
LEVELS OF POWER: BANE with the mysterious Dwarven God
✦ Modifier: -2 Level Duration called “Brokk” (the other one is
✦ Type: Preserving 1 open roll range increases by 1
described in Player’s Handbook
✦ Range: 5 km per level. p.231). This rune is usually inscribed
2 +1 damage and open roll range
✦ Activation: 1 Action Round on amulets, necklaces and belts. The
increases by 1
✦ Activations per day: 1/level wearer’s Constitution trait will be
3 +1 damage and open roll range increased by +1 per level of this rune
increases by 2
This symbol was created by Thuuls of to a maximum total of +5 (which
the past, possibly in Dorg Gromitza, 4 +2 damage and open roll range basically means that a character with
during times of serious warfare against increases by 2 natural Constitution+4 can benefit
the Trolls. This rune must be crafted on 5 +2 damage and open roll range only from a level 1 rune).
drums or horns. The power is activated increases by 3 This new Constitution will work
by playing the instrument (a successful for Constitution-related situation rolls,
Entertainment skill roll) coupled with but the augmented part will not be
usual Faith skill roll. Bomin’ Symbol considered for the sake of the Healing
The one playing the instrument must Rate (which is something done by the
focus on a specific person which is in the ✦ Type: Permanent other rune, the Mark of Brokk).
range. If all rolls are successful this person Finally, the new, raised Constitution
will miraculously listen to the music, even This is rune is named after the trait will also increase BP, as per usual
if several kilometers of tunnels separate firstborn of the third line of the rule on the Constitution Trait, although
them. The music will also convey a single Tvologoya’s Storthunes. He was a these BP are to be considered as an

chapter 12. the dwarf | 153


“artificial bonus”: they are just added Dimhall Fang Rune LEVELS OF POWER: DRAGON
to the BP value and they are the first BREATH RUNE
to be lost when wounded (although ✦ Type: Permanent Level Damage
they can be normally healed, later on). 1 1d6
Furthermore, they do not make you This terrifying rune resembles one
2 1d10
re-calculate the damage levels. of the unknown monsters which are
told to roam the unknown depths of 3 1d10 (OR10)
Muspelheim. This rune is inscribed only 4 1d10 (OR 9-10)
Brothers’ Song Rune on weapons and, when they hit and score 5 2d10 (OR 9-10)
an open roll in damage, a temporary link
✦ Modifier: -2 with Dimhall is created, discharging
✦ Type: Preserving a wave of negative energy. This means Dvorgel’s Music Rune
✦ Range: as far as the music is well that, in addition to the normal damage,
heard (usually up to 20 m). the target will suffer 2 points of damage ✦ Modifier: -2
✦ Activation: 1 Action Round per level of this rune. These points are ✦ Type: Preserving
✦ Activations per day: 1/level special, since they ignore all natural ✦ Range: as far as the music is well
and artificial armors, and even magical heard (usually up to 20 m).
This rune must be crafted on one of protections (unless specifically designed ✦ Activation: 1 Action Round
Dwarves’ traditional music instruments, to protect against these dark energies). ✦ Activations per day: 1/level
usually drums or horns. The power is Only Gatesilver armor will work against
activated by playing the instrument this damage. Dvorgel was one of Tvolog’s
(a successful Entertainment skill roll) On the other hand, these weapons do companions in the legendary wars
coupled with usual Faith skill roll. The not work well with demons, undead and against the Buratja which finally led to
power will last as long as the instrument any other Being of the Mist or Dimhall- the creation of Tvologoya. Dvorgel was
is played, although the one playing the related creature. In this case, when an a famous “Zorjorn” or drummer, and
instrument cannot do anything else in open roll in damage is triggered, the with this instrument Dvorgel always
the same round. Every round a relevant basic damage of the weapon will be inspired all Tvolog’s warriors in the
Entertainment skill roll must also be diminished by 2 points per rune level, battlefield.
succeeded: in case of failure the power and no additional dice will be rolled for This rune must be crafted on one of
stops working. damage. Dwarves’ traditional music instruments,
All the allies (but not the enemies) usually drums or horns. The power is
who hear the music will heal 2 Fear activated by playing the instrument
Points per level of the Rune every round Dragon Breath Rune (a successful Entertainment skill roll)
in which the instrument is played. coupled with usual Faith skill roll. The
As for all Preserving powers (Player’s ✦ Modifier: -6 power will last as long as the instrument
Handbook p.153) the power stops ✦ Type: Instant is played, although the one playing the
working if the instrument player is ✦ Range: 5 m instrument cannot do anything else in
distracted. ✦ Activation: 1 Action Round the same round. Every round a relevant
✦ Activations per day: 1/level Entertainment skill roll must also be
succeeded: in case of failure the power
Cave Lizard’ Speed This rune is usually inscribed on a stops working.
Murgla or other kind of mask. When All the allies (but not the enemies)
✦ Type: Permanent activated it allows to emit a fire to who hear the music will get a SV bonus
damage all those who are in a cone- equal to the rune’s level (e.g. a rune
This rune is usually put on boots, sandals shaped area (c. 5 m long and 3 m wide of Level 3 gives +3 SV) to be applied
or shoes (and these objects work only at the end) in front of the Thuul, unless to one single situation or skill roll per
in pairs, been treated as a single object), they succeed a situation roll with a SV round.
although it is not unheard to have been of 8 (modified by Dexterity). Those Off course, as for all Preserving
inscribed on belts and even on rings. who fail will suffer an amount of fire powers (Player’s Handbook p.153) the
Each level will give 2 free meters of damage depending on the level of the power stops working if the instrument
movement per action round and beyond rune. player is distracted.
the maximum allowed movement.

154 | chapter 12. the dwarf


Eyes’ Shield no Dimwalker art can be used, unless the Gutka’s Light
prisoner succeeds a Situation Roll with a
✦ Type: Permanent SV determined by the rune’s level. ✦ Type: Permanent
In Snowsaga p.158 collars with
This rune is usually put on masks awakened version of this rune at Level 5 The name of this rune is linked with the
like murgles or headbands with eyes- were used on Dimwalker prisoners. legend of Gutka, a Dwarven fire goddess,
covering appendages. This Rune protects daughter of Borjorn, keeping her father’s
the wearer from blinding effects. LEVELS OF POWER: FAITH legendary furnace alive by commanding
Level 1 automatically protects BLOCKING RUNE logis and other fire creatures. Her eyes
against the blinding effect which the sun Level SV were famous for casting an ever-present
has on the eyes of Dwarves used to live 1 8
light. Any object inscribed with this rune
underground (see the new “Dwarves’ will continuously cast a light, equivalent
2 6
Eyes” rules, above). This means that the in strength to a lantern or torch. The
Dwarf will not suffer the -15 SV and -5 3 4 object will clearly illuminate a circular
SV during the long time while the eyes 4 2 area around it with a radius of 5 m per
slowly adapt to the sunlight. Level 1 5 No roll allowed level. Everything which is slightly beyond
also gives a +10 SV bonus against other this area will only partly be illuminated
normal, non-magical blinding effects and everything far from it will remain in
from light. Ginnungagap’s Bright Star the darkness.
Furthermore, this rune gives a +2 SV Thuuls typically inscribe a specific
bonus per level to any situation or skill ✦ Modifier: -4 limitation to put the light on and off,
roll needed to avoid magical or otherwise ✦ Type: Instant like for example a magical password or
particularly stronger than normal ✦ Duration: depending on the level a gesture to be performed.
blinding effects. ✦ Range: 10 m
✦ Activation: 1 Action Round
✦ Activations per day: 1/level Heart of Tvolog
Eyes of Yukk
The object inscribed with this rune can ✦ Type: Permanent
✦ Type: Permanent cast a bright, intense and flashing light,
involving everyone in the range. All those This rune is named after the first Storthune
The Great Snake can see and ear everything, who are aware that the power was about or Great Thune: the mythic founder of
therefore a variation of its symbol can be to be activated, if they are not protected the Kingdom of Tvologoya who never
used to enhance senses. This rune is usually by any mean (like the Eyes’ Shield rune) lost hope during the incredibly long siege
inscribed on objects to be worn on the need to succeed a Situation Roll with a SV which he suffered in order to establish the
head (Murgles, helm, diadem, crown) or of 15 (modified by Psyche) to avoid being Great Kingdom. Tvolog did not know
on amulets and other jewels. The Wearer blinded. All the others need to succeed a fear, and this powerful rune was created to
will receive a bonus equal to +2 per rune Situation Roll with an SV of 5 (modified by mimic Tvolog’s courage. This rune can be
level to be used for any roll which involves Psyche). Those who are blinded will suffer put on a variety of different objects, from
perceptions and senses. Possible examples a -15 SV to attack rolls (as per GM Guide amulets, rings and headbands to shields,
are: situation rolls involving the Perception p.49) and other skill rolls requiring sight. weapons, armors and helmets.
trait, Shadow Arts skill roll with the Finding The level of the rune will determine
& Spotting specialty and Wilderness skill also the duration of the caused ✦ Every time that Fear Points are
rolls with the Hunting & Fishing specialty. blindness. inflicted, the one who wears or carries
the object will always ignore 2 Fear
LEVELS OF POWER: GINNUNGAGAP’ Points per level of the rune.
Faith Blocking Rune BRIGHT STAR
Level Blindness Duration
✦ Type: Permanent Hrim Bite
1 1d10 action rounds
2 1d10 (OR 10) action rounds
This rune is carved on the collars worn ✦ Type: Permanent
by prisoners and slaves which may call 3 1d10 (OR 9-10) action rounds
on Divine related arts (those of the 4 1d10 minutes This rune is put on weapons whose
Dimwalkers). If a prisoner wears this collar 5 1d10 (OR 10) minutes wounding parts (e.g. the blade of a
(usually blocked with complicated locks), sword, the spikes of a morning star,

chapter 12. the dwarf | 155


etc.) will always feel cold when touched. Any person attacking an invisible This new Strength will work for damage
Every time a weapon with this rune character or parrying its attacks will bonuses and situation rolls, as usual.
successfully hits and triggers an open suffer the usual penalties for blind Furthermore, the new, raised strength
roll when dealing damage, the victim fighting, which is -15. trait will also increase BP, as per usual rule
will feel an intense cold running through on the Strength Trait, although these BP
the body, colder than anything that ✦ Special: If an object with this rune at are to be considered as an “artificial bonus”:
mortals usually feel. In this case the Level 5 is awakened (See “Awakening” they are just added to the BP value and
target must succeed a Situation Roll with section) by paying three times the they are the first to be lost when wounded
an SV established by the Rune Level (see necessary ADP (which means at least (although they can be normally healed,
the table) modified by Psyche in order to 15 ADP) an by suffering three times the later on). Furthermore, they do not make
find the will of fighting against such an normal penalty for the Awakening Roll you re-calculate the damage levels.
unnatural cold. Those who fail will be (which means -15) the wearer of the
paralyzed for 1d6 rounds: they cannot object will remain invisible, as long as
perform any action: nor mental, neither the rune-powered object (usually a helm Mark of the Swift Hand
physical ones. or ring) is worn. No Attuning cost will
Cold-related creatures (e.g. Hrim be paid, and the power will not require ✦ Type: Permanent
Trolls, Hrimtursirs, Hrimwurms, etc.) to be activated with a Faith skill roll.
are off course immune to this effect and This rune can be inscribed on weapons
they automatically succeed the situation and armors. For every level of this rune a
roll. Iron Mountain’s Heart weapon benefits from +2 IM and an armor
Heat- and Fire- related creatures benefits for -1 Heft (which automatically
(e.g. logiwurms, jarnwrums, logi, ✦ Type: Permanent modifies IM and MM, as per normal rules).
muspeljotuns, etc.) suffer a penalty of -4
to their Situation Rolls. This rune recalls in shape a mountain
and it can inscribed on any kind of Mastomant Rune
LEVELS OF POWER: HRIM BITE object, although rings, crowns and
Level Situation Roll SV amulets are quite common. The Psyche ✦ Type: Permanent
1 12
trait of the one who wears the object
will be increased by +1 per level of this Most Dwarves have never met a
2 10
rune to a maximum total of +5 (which Mastomant but legends about its
3 8 basically means that a character with legendary resistance to cold are spread
4 6 natural Psyche +4 can benefit only from among the Sons of Borjorn. This
5 4 a level 1 rune). Mastomant-shaped rune is usually
This new augmented Psyche will give carved on brooches tying a mantle or
all the usual benefits (Situation Rolls on armors. The who wear or carries the
Invisibility modifies, Persistence in the Wild, Terror object can ignore a specific number of
Modifier) but it will not give augmented damage points from cold and frost, as per
✦ Modifier: -4 discounts on specialties (only the old the table below. In case of armors, the PV
✦ Type: Preserving Psyche will count for that). is augmented against cold and frost by
✦ Duration: 2 rounds / level the specified value (the BV remains the
✦ Range: Personal same).
✦ Activation: 2 Action Rounds Jotun’s Rune The protections in the table are shown
✦ Activations per day: 1/level as two entries separated by a “/”. The
✦ Type: Permanent first is the protection against normal
This rune, typically inscribed on helms heat and fire, the second is the protection
and rings, can make the wearer invisible This rune is usually inscribed on belts, against magic heat and fire like the
for the duration. Any casual observer armors, armbands or gloves, usually Hrim Body ability of Hrim Trolls and
must succeed a Shadow Arts skill roll crafted to have a fearsome appearance. Hrimtursirs or the Hrimwurms’ Breath
with a -10 (if the object wearer stands The wearer’s Strength trait will be and Hrim Body feats, etc.
still) or -3 (if the character moves increased by +1 per level of this rune to Some of these creatures’ abilities
slowly) in order to detect the object a maximum total of +5 (which basically (especially Hrim Body) require a
wearer. Any acceleration in movements means that a character with natural situation roll to avoid fleeing. In these
(like running, fighting) will give a +5 to Strength +4 can benefit only from a level cases, those who have an object with this
the skill roll. 1 rune). rune will automatically succeed.

156 | chapter 12. the dwarf


LEVELS OF POWER: FROST WARD Paralyzing Shock LEVELS OF POWER: PARALYZING
Level Protection SHOCK
1 7/3
✦ Type: Permanent Level Fear Points
2 9/5 1 1d6
This rune is somehow like the “Anvil
3 11/7 2 1d10
Shock” rune (Player’s Handbook p.229)
4 13/9 but it can also be applied to edged 3 1d10 (OR10)
5 15/11 weapons (while blunt weapons sometimes 4 1d10 (OR 9-10)
have both this rune and the Anvil Shock 5 2d10 (OR 9-10)
rune). The weapon inflicts not just
Mole Rune wounds, but it has the possibility of
discharging a paralyzing energy which Rukrust’ Pick
✦ Modifier: -2 momentarily slows the victim. Every time
✦ Type: Instant a weapon with this rune successfully hits ✦ Type: Permanent
✦ Range: 1 cubic meter of soil / level or and triggers an open roll when dealing
half a cubic meter of rock/level damage, the victim loses the possibility of This rune is usually inscribed on
✦ Activation: 1 Action Round spending a specific number of CP in the weapons and its meaning is related to an
✦ Activations per day: 3 next turn (if the victim has already spent ancient legend about Rukrust, a mythic
all its CP in the present turn, the effect Borjornikka miner of the early times,
When an object with this rune is will happen in the next round). whose miraculous pick could pierce and
activated and put in contact with soil or smash everything, from a hard rock to a
rock, a big trench will be dug in it (whose LEVELS OF POWER: PARALYZING tough dragon’ skull.
shape must be decided by the Thuul). SHOCK The Natural Armors of creatures
The removed soil will be piled on the Level Lost CP and the PV of objects (e.g. armors,
border of the trench. 1 5
weapons, etc.) hit by a weapon with this
This rune can help miners and diggers, rune will be considered 2 points lower
2 7
but tunnels cannot be dug only with this per rune level (only for the purpose of
rune, since they still require workmen 3 10 bypassing the PV, in fact the value is not
to put tunnels in safety with the right 4 12 permanently diminished). The BV is, off
accoutrements. 5 15 course, not diminished.
An object like this can be used to For example, if a hammer with a level
open a hole beneath the feet of a 1t-sized 2 of this rune (which allows to ignore 2
enemy (provided that the enemy allows Pezka’s Mighty Roar points per level = 4 points) hits a Banded
the Thuul to touch the soil with the Armor with PV/BV 9/90, the armor will
object). The victim may fall inside, ✦ Modifier: -4 be considered as if it was PV/BV 5/90.
suffering the damage below shown, ✦ Type: Instant
unless it succeed in a Situation Roll with ✦ Range: 10 m
a SV of 10 modified by Dexterity. ✦ Activation: 1 Action Round Rune of Majesty
✦ Activations per day: 1/level
MOLE RUNE DAMAGE ✦ Type: Permanent
Depth in metres Damage This rune is usually inscribed on
1 1d6
musical objects, bells, Murgles or This rune is usually applied on rings and
any other kind of mask or helmet. similar jewels. The wearer of the object
2 1d10
Its meaning is strongly related to will always appear more charismatic and
3 1d10 (OR 10) the obscure mythology of Pezka: influential. The wearer’s Charisma trait
4-5 1d10 (OR 9-10) a mysterious and obscure goddess will be increased by +1 per level of this
of madness and desperation. When rune to a maximum total of +5 (which
activated this rune allows to emit a basically means that a character with
mighty roar which inflicts Fear Points natural Charisma +4 can benefit only
to all the enemies which are in the range from a level 1 rune).
(a cone-shaped area, c. 10 m long and The new, modified Charisma will
6 m wide at the end). The amount of work for the sake of Situation Rolls but
suffered Fear Points depends on the it will not provoke changes in the Raud
level of the rune. score and it will not give discounts on

chapter 12. the dwarf | 157


disciplines and specialties (only the old Slavery Rune Snake’s Rune
Charisma will count for those).
Finally, as a secondary effect, the ✦ Type: Permanent ✦ Type: Permanent
Charisma trait can be added as a SV bonus
to all social-related skill rolls (to be judged This rune is typically inscribed on Snakes are quick and Dwarves know it
by the GM, although possibilities are the chains and collars. Dwarves tend to very well, given how these animals are
specialties linked with the Storytelling craft objects like these (and often important in their culture. The Snake
and Music & Dancing disciplines of the awake them) in order to enslave useful Rune is usually inscribed on rings, belts,
Entertainment skill, and the specialties creatures like giants or troll bulls. When armors, armbands, and occasionally also
linked with the Language discipline of the the rune is inscribed the Thuul choose on weapons. The wearer’s Dexterity trait
Knowledge skill). a specific limitation regarding who is will be increased by +1 per level of this
the master which the prisoner must rune to a maximum total of +5 (which
obey (e.g. all Dwarves, all members of a basically means that a character with
Salamander’ Rune certain Glorka, etc.). natural Dexterity +4 can benefit only
The one who is locked to the specific from a level 1 rune).
✦ Type: Permanent object (chains or collar) must obey This new augmented Dexterity will
the chosen master and cannot revolt give all the usual benefits (Situation Rolls
Legends say that salamanders are against it, unless the prisoner succeeds modifies, MM bonus, Initiative bonus)
immune to fire. Whether this is true a Situation Roll with an SV determined but it will not give augmented discounts
or not, Dwarves have developed this by the rune’s level, modified by Psyche. on disciplines and specialties (only the
salamander-shaped rune exactly to In case of failure the victim cannot find old Dexterity will count for that).
defend item against fire and heat. the will of revolting against the masters.
This rune is usually carved on armors In case of success the prisoner can try
or, more rarely, on amulets and jewels. revolt. Spider Bite
Those who wear or carry the object can Whatever the result, to perform
ignore a specific number of damage points another Situation Roll before a number ✦ Type: Permanent
from heat and fire, as per the table below. of days equal to 5, reversely modified
In case of armors, the PV is augmented by the Psyche trait (e.g. a prisoner with This spider-shaped rune must be carved
against heat and fire by the specified value Psyche -2 cannot make another revolt on edged or piercing weapons. This rune
(the BV remains the same). attempt before other 7 days, while a mimics the poisonous effects of spider-
The protections in the table are shown prisoner with Psyche +4 can basically and snake- bites, discharging toxic
as two entries separated by a “/”. The try to revolt after 1 day is passed). energies when a deep wound is inflicted.
first is the protection against normal Most prisoners which keep on Every time a weapon with this rune
heat and fire, the second is the protection revolting against the Dwarven masters successfully hits and triggers an open
against magic heat and fire, including the usually get used to the slavery and roll when dealing damage, the victim will
Logiwurm’s Fire Breath, the Jarnwurm’s at some point, even stop revolting. feel to be dazed and somehow confused.
Magma Breath and Magma Blood, the The mighty Blodughadda was once The victim will suffer a penalty of -1 SV
Logi’s Fire Body and Fire’s Hand abilities, kept prisoner by the Dwarves of per rune level to all actions until the end
the Muspeljotun’s Lava Blood damage, etc. Glitzmakulji/Glitthamn by awakened of the combat. The GM may decide that
Some of these creatures’ abilities chains enchanted with this rune specific creatures are immune to poisons
require a situation roll to avoid fleeing (Snowsaga p.12). are not subject to this effect.
(e.g. the Muspeljotun’s Lava Blood). In
these cases, those who have an object LEVELS OF POWER: SLAVERY RUNE
with this rune will automatically succeed. Level Freedom SV Stonefylgis Rune
1 10
LEVELS OF POWER: FIRE WARD ✦ Modifier: -6
2 8
Level Protection ✦ Type: Lasting
3 6 ✦ Duration: 1 Hour / level
1 7/3
4 4 ✦ Range: 5 meters / level
2 9/5
5 2 ✦ Activation: 5 Action Rounds
3 11/7 ✦ Activations per day: 2
4 13/9
5 15/11 This rune is used to activate a special
kind of Sacred Object: a Stonefylgis.

158 | chapter 12. the dwarf


See “Stonefylgis” entry under the “New Commanding an Awakened LEVELS OF POWER: VITNER
Creatures” section for more information BLOCKING RUNE
Stonefylgis
on the topic. Level SV
To create a Stonefylgis is a more For those who are not the original 1 8
difficult task than to create a normal master, to give orders to a Stonefylgis
2 6
Sacred Object. In fact, the first roll (the (or to change the old orders), one must
Care skill roll) to create this Sacred be attuned to it, as per usual rules 3 4
Object / Stonefylgis must suffer a for using non-permanent awakened 4 2
penalty of -10. Furthermore, not even runes. However, the one who awoke 5 No roll allowed
this first roll can be attempted if the the Stonefylgis may establish some
right materials are no available (usually specific conditions which do not
after the indication of an expert Thuul require attunement or do not require Volgorong Rune
or, more commonly, after an indication continuing issuing of orders (e.g.
given by an Eigle Thuul after a vision). “obey all Dwarves”, “obey all those ✦ Type: Permanent
Once the body is created, the of Bordolga’s Glorka”, “guard this
Stonefylgis rune must be carved with the object”, “keep on opening this door This rune is usually engraved on
“Inscribe a Rune” roll (the usual Faith for all those who pass and close it amulets, rings and jewels. It takes
skill roll to inscribe runes). afterwards”, etc..). its name from the “Volgorong”, the
The rune will allow to command a The original master may even set legendary Dwarven explorers. The
specific size of Stonefylgis equal to the the condition “to be not attuned to any awakened versions of these objects are
rune’s level. A level 1 rune will work on other Dwarf ” which does not allow given as gifts to friends and brothers
a 1t-sized Stonefylgis, a level 2 rune will later attempts at attunement. who are about to start long and difficult
work on a 2t sized Stonefylgis, etc. up to In any case, if a specific condition travels. The rune constantly emanates
a 5t-sized Stonefylgis to be activated by does not allow automatic orders to be an invisible, positive energy, giving
a level 5 rune. given, the attunement is needed (see confidence to those who have the item.
Once the Rune is inscribed and the the specific mechanics in the “Using Those who carry an object with this
DP imbued, the Thuul can activate the Awakened Objects” section). However, rune will get a +2 per rune level every
Stonefylgis and the creature will obey to be attuned to a Stonefylgis is time a Situation Roll for “Complications
the command for the duration of the more difficult than to be attuned to in the Wild” (Gamemaster’s Handbook
activated power. other Awakened Objects. The one p.29) is required.
attempting the Attunement must be
Special Rules for Awakening a a very powerful Thuuls (Faith SV 10,
Stonefylgis rune. Invoke discipline level 4) and have the Yukk’s Tongue
A Stonefylgis is not a normal Sacred Stonefylgis Rune specialty at least at
Object, not even in terms of Awakening the level required by the Stonefylgis’ ✦ Type: Permanent
(see the specific section for more size. Otherwise, no attunement can be
information on what is the “Awakening”). attempted. It is incredible to notice how many runes
To awake a Stonefylgis costs 1 Raud or are named after the dreaded Snake God
3 times the amount of normally required Yukk. Dwarves fear the treacherous
ADP. During the awakening process the Vitner Blocking Rune Yukk, but they also know that the Great
Thuul must make a drop of blood fall Snake also knows many secrets and
on top of the Stonefylgis, therefore the ✦ Type: Permanent understand everything that reaches its
creature will always recognize its master. ears and, when the Snake God wants,
Once the Stonefylgis is awakened, This rune is carved on the collars worn he knows how to be understood by any
it will keep its own DP, and it will by prisoners and slaves which may be living being, whatever language they
therefore be able to keep on obeying the able to use Vitner powers. If a prisoner speak. This Rune is usually inscribed
orders, even if far from the thuul which wears this collar (usually blocked with on a Murgles, mask, helm, crown or
originally created it or even if the Thuul complicated locks), no vitner art can diadem, although amulets and rings are
died. All the Stonefylgis which are found be used, unless the prisoner succeeds a not unheard of. Whenever the wearer of
guarding ancient Dwarven settlements Situation Roll with a SV determined by the objects meets somebody speaking
are to be considered awakened, since the rune’s level. in an unknown language, the rune will
they keep on obeying the ancient orders In Snowsaga p.158 collars with help in comprehension and will also
that they received, even centuries after awakened version of this rune at Level 5 transform the wearer’s words in the
the death of their masters. were used on vitner-using prisoners. required language.

chapter 12. the dwarf | 159


The one who wears the object SPONTANEOUS AWAKENING OF OBJECTS
is considered to have the required Artifacts Modification
language specialty at a level equivalent Artifact discovered by Dwarves of the same Glorka or Bloodline of +5
to the level of the rune. As usual this the crafter
specialty will add +2 SV per level, to be
Artifact discovered by other, unrelated Dwarves +2
added to the wearer’s personal values in
the Language discipline and Knowledge Artifact discovered by enemies of the Dwarves -5
skill. The normal SV requirements for Artifact which is important for Dwarven history From +1 to +15
specialties ‘levels (the table in Player’s Artifact needed by the same Glorka/Bloodline of the crafter for an Automatic success
Handbook p.44) are ignored for the sake important task
of these “artificial” language specialties.
The incredibly long Dwarven this simple rule can be used: a Situation
history is strongly intertwined into Roll with a basic SV of 2. The modifiers
Awakening Objects the fabric of each artifact which is from the table above may be applied.
An Awakened object is a runic-imbued stored inside a treasure vault. Each
Thuul’ Sacred Object which can be used object is crafted with the sole purpose
also by people other than the Thuul which of fulfilling the Mountain’s Will, the Active Awakening
imbued the DP and the Rune into the object. “Kutjatti”, the destiny to be fulfilled by A Thuul may decide to actively awake
Both active Sacred Objects and the soul which is inside every object, an Active or Sleeping Sacred Object but
Sleeping Sacred Objects can be awakened, according to the Dwarven religion. there are a few requirements (which are
with the following results. Therefore, each Dwarven artifact all better explained below).
may become a pure representation
✦ An Active Sacred Object will become of Dwarven heritage. During the ✦ At least Level 1 of the new “Awakening”
independent from the Thuul, which millennia a single treasure chamber specialty (see the specialty description
will recover the imbued DP, even if can host countless of these objects, and above).
the new Awakened object will retain therefore the cultural meaning of the ✦ A personal “spirit sacrifice” in terms
an independent amount of DP, whose whole treasure continuously increases. of points.
amount will be exactly equal to those The Mountain’ Spirit runs strong ✦ A successful Awakening roll.
which the Thuul recovered. inside a Dwarven treasure vault, and
✦ A Sleeping Sacred Object will also this may have unpredictable effects, like Spirit Sacrifice
recover the DP which it once had, as the Spontaneous Awakening of objects. To Awake an object a Thuul needs also
well as the connected powers. This may happen because of the object to sacrifice a part of its own spirit. This
has been laying for many centuries in sacrifice is needed, and it is one of the
In theory, in the case of multi-runes the same place among other important main reasons why Thuuls never awake
objects, it is even possible to “partly objects, or because it is a famous objects without any concern for the
awaken” an object (which means not artifact, possibly somehow resonating consequences. Awakened objects are not
awakening all the present runes and the sagas and songs which Dwarves just holy for the Thuuls, but they are
all the connected DP, but only some of have transmitted about it during the also precious, since they are the product
them). millennia. Alternatively, it may happen of meaningful sacrifices. To represent
only because the item is found by a this “spirit sacrifice” a Thuul has two
new Dwarf, somehow related to the options: both heavy in terms of personal
Spontaneous Awakening old bloodline who created or used the expense and they are spent after long
Dwarven troves are filled with object for an important deed in the and exhausting rituals.
treasures of all kinds. Some the objects past.
are mundane Common Objects (even if The GM should decide when and ✦ Raud: A Thuul may spend 1 Raud
they may be of very high quality), other, if this happens, considering the story point to Awake all the runes and
rare items are Awakened Objects while needs. On the other hand, some GMs all the DP of one single Active or
many, many others are Sleeping Sacred may prefer a more random approach Sleeping Sacred Object. This is quite
Objects left by countless generations to the issue. This may happen, for an expensive sacrifice (since Raud is
of Thuuls in order to recover their example, if the player characters never recovered) and Thuuls use this
spent DP. Occasionally some of these discover an ancient forgotten Dwarven option only once or at most twice
objects awake without any external treasure chamber and the GM wants to during their lifetimes and only if they
intervention, spontaneously assuming randomly determine whether a specific are in dire need.
the Awakened status. object is Awaken or not. In this case

160 | chapter 12. the dwarf


✦ Awakening Divinity Points (ADP): with the following Runes: Fang of regret knowing these secrets, as their
These ADP points can be bought only Yukk Level 3 (with 3 linked DP) lives may become forever changed by
by a Thuul with at least level 1 in and Earthquake Level Level 3 the revelations.
the Awakening specialty. Each single (with 6 linked DP). Tijebka needs to
ADP costs 50 Adventure Points (or spend 9 ADP to Awake both runes
Creation Points, if the GM allows it). of the object. The ritual will require Using Awakened Objects
A Thuul must spend 1 ADP for each 2d6 days (1d6 days for 5 DP, and Not all the Awakened Runes in an
DP that must be awakened. A rune is other 1d6 days for 4 DP, which is Awakened object can be used by
considered “Awakened” only when all a fraction of 5 DP, for a total of 9 everybody and, furthermore, not all
the linked DP are awakened. DP). The Awakening Roll will available awakened rune-powers are
suffer a penalty of -9 since a total of noticeable at a first view.
Awakening Roll 9 ADP must be spent.
An Awakening ritual requires 1d6 days ✦ Runes of the Permanent type are
per 5 DP (or fractions of 5 DP) to be automatically activated by whoever is
awakened (with a minimum of 1d6 days to Option: Awakening Divinity using the object. The DP are already
be rolled for objects with less than 5 DP). Points as rewards/story hooks inside the item, therefore there is no
At the end of the required period the The GM may use the new ADP as need to consider them. The power
Thuul makes a Skill Roll with a SV built way for rewarding Thuuls in stories is obvious the first time that it is
with bonuses from the followingroll. which are deeply involved into the more activated.
esoteric sides of Dwarven Society, or ✦ Runes of other types (as it happens
✦ Faith skill + Invoke Discipline + even as hooks for starting new quests for normal Sacred Objects) require a
Awakening Specialty – the number of and adventures. The Thuul may receive Faith skill roll (with Invoke discipline
ADP to spend. several ADP for free (usually 1-2 ADP, and Thuul Forging specialty) for the
✦ The roll suffers a negative modifier very rarely up to 5 ADP) for a specific activation and the DP locked inside
equal to the amount of ADP to spend quest, like fulfilling a prophecy and the object will be spent. However, not
(for example, to Awake 7 DP, one will satisfy the Mountain’s Will. Or maybe everybody can activate this kind of
suffer a -7 penalty). the Thuul may complete a mission runes which need to ne “attuned” to
✦ Only a success will Awake an Object. issued by dead elders of his own Glorka the new user.
which appeared in a dream-like vision.
Whatever the result, success or These ADP rewards should not be the Identify the awakened runes
failure, the Personal Sacrifice will be norm, but rather a rare kind of reward If a permanent-type rune is activated by
consumed: the single Raud point or the to underline the service which the Dwarf the simple use, other types of rune need
various ADP will be, in any case, lost. has performed for the Mountain or for to be properly identified, before they can
The risk of losing a Raud points or the the whole Dwarven race. be used. In fact, these powers are never
required ADP (which were acquired Furthermore, there are certain obvious. Sometimes the object transmits
with Adventure Points) without the special places, like beautiful caves or an unnatural feeling to the user, urging
possibility of really having an Awakened shining veins of the purest Mitraka, the attunement to happen. Other times
object is high and it explains why Thuuls especially under the Great Iron Tooth some Thuuls (and especially Rung
never try to Awake every Sacred Object but also elsewhere, where the Mountain Thuuls and Eigle Thuuls) must identify
that they create. And this also explains speaks more directly to Dwarves’ old Awakened objects with their powers.
why Thuuls consider Awakened objects heart. Thuuls sometimes pass months The GM may allow Thuul Forging skill
to be incredibly precious. Furthermore, meditating in these naturally amazing rolls or (if the object is famous or if a
it also explains why the vast majority places. Usually this practice does Rung Thuul is identifying it) Knowledge
of the Awakened Objects which can be not have consequences in terms of skill rolls with the Lore & Legends
found in Trudvang are relatively weak, mechanics. However, occasionally (but (Dwarves) specialty.
hosting no more than one or two DP not always) the GM may reward the
linked with a low-level rune. Thuuls with 1, 2, 3 or even more ADP, Attunement of non-permanent
to testify their communion with the runes
EXAMPLE. Mountain. However, this experience An Awakened object with Runes which
is never something which leaves the needs to be activated with a Faith skill
The Thuul Tijebka decides to awake Dwarf unchanged, as visions of the past roll must first be “attuned” to a specific
a Sacred Object which he created or premonitions about disasters which user. This attunement is always costly,
years ago: “Rune-Shaker”. This are bound to happen are often given to as the existence of these powerful
Dwarven Broadsword was imbued the Thuuls. Sometimes these Dwarves items is the product of a sacrifice. In

chapter 12. the dwarf | 161


ATTUNEMENT OF NON-PERMANENT RUNES Sharpfeather
Subject to Attune Cost in permanent BP A remote Dwarven colony of Mitraka
Dwarf of the same Glorka/Bloodline of the No need for spending BP: automatic
miners and smiths was once visited by
one who Awakened or Crafted the object attunement. a renowned Volgorong. The wanderer
did not only alert the colonists about
Other Dwarves 1 BP
a coming surprise invasion by Trolls,
Humans and Elves 2 BP but he also led the defenders in the
Trolls and other creatures 3 BP dire battle. The settlement was saved,
Artifact needed by the same Glorka/ Automatic success and the thankful artisans gifted this
Bloodline of the crafter for an important task incredibly light Mitraka broadsword to
the Volgorong. Anyone who carries this
weapon while travelling will feel positive
this case the needed sacrifice is, almost Eyes-Shielding Mask energies and his heart will be comforted
always, in terms of life force. The one This simple awakened object is a very when facing the hardships of a long trip.
who desires to be attuned to this item light mask (not counting as armor) whose
must sacrifice several permanent BP eyes are covered with a special glass. This ✦ Stats: Broadsword, WA 3, IM -2, PV/
(which will be forever lost, effectively is item is designed to help Dwarven spies BV 10/100, value 54000* sc, 0.45 kg,
diminishing the maximum BP) or scouts from Muspelheim travelling to Dmg 1d10 (OR 8-10), +2 SV to use
according to the table above. A Thuul Trudvang’ surface. this sword.
may attempt a Faith Skill roll (with ✦ Crafting: -7 SV, Mitraka (Step 2)
Invoke Discipline and Thuul Forging ✦ Stats: value 50* sc. Normal quality (Step 3), Light positive
specialty) with a -2 modifier to avoid ✦ Crafting: Normal Quality (Step 3). option (Step 4). Materials cost 5400 sc
spending these BP. Those who do Materials cost 5 sc and 12 days are and 54 days are needed.
not have the Thuul Forging specialty needed. ✦ Rune: Accuracy Rune Level 1 (+1 SV,
(provided that they understand what ✦ Rune: Eyes’ Shield Rune Level 1. The already counted in the stats above),
they must do to be attuned) must sunlight SV penalties for Dwarves Volgorong Rune Level 3 (+6 SV to
always pay the permanent BP price. with Dark Sight are nullified. +10 SV situation rolls for Complications in
against other natural blinding effects the Wild).
and +2 SV to situation and skill rolls ✦ Awakening: One Level 1 rune + one
Sample Awakened Objects to avoid magical blinding effects. Level 3 rune: 4 DP to be awakened
What follows are a few Awakened ✦ Awakening: One Level 1 rune with 4 ADP and therefore the
objects. Most of them are special and awakened with 1 ADP and therefore Awakening roll suffers -4 SV.
unique and even the more relatively the Awakening roll suffers -1 SV.
minor ones are somehow “special” for Axe of Vurfim (F)
Dwarves. The “Value” parts of objects Logi Collars Even if traditional Dwarves usually prefer
must be taken with care (and in fact they These black collars in Rokjärn are used spears and swords, there are a few very
are indicated below with a “*”. Those by expert Logi Hunters to force those famous axes in Dwarven History, like the
are the values which result from the creatures to obey. Axe of Vurfim. More than one dragon and
Crafting mechanics, but they do not take troll king has been slain by this legendary
into consideration the awakened runes ✦ Stats: value 50* sc. Since this object weapon. The Axe of Vurfim appeared on
which, by their own nature, can make an was crafted in Ironblood Iron, it cannot the most important battlefields of the
object invaluable. be melted by the heat of a Logi’s body. Age of the Iron Dragon, especially in the
Some of the object below show an ✦ Crafting: -3 SV, Rokjärn (Step2); hands by all the Tvologoya Storthunes of
(F) in the title, which means that they Normal Quality (Step 3). Materials the Vurfim Bloodline, the second great
are famous and ancient. This means cost 12 sc and 12 days are needed. bloodline after the Blood of Tvolog. This
that such objects are not just unique but ✦ Rune: Slavery rune Level 3. The great axe’s blade was crafted in a pure and
also well known among the Dwarves of prisoner can make one Situation Roll rare Mitraka with reddish hues, directly
Muspelheim. Their powers may even be with SV of 6 modified by Psyche in mined from “Glittertongue”, the mighty
completely different from the stats below order to rebel every 5 days (to be Mitraka stream which stems from the
mentioned, given how the centuries may diminished/augmented by 1 day per heart of the Great Iron Tooth. When
have changed them. For these objects, for positive/negative Psyche modifier). the Blood of Vurfim was extinguished
obvious reasons, there are only minimal ✦ Awakening: One Level 3 rune this axe disappeared too, and it has
indications regarding crafting and awakened with 3 ADP and therefore been searched by treasure hunters for
awakening. the Awakening roll suffers -3 SV. millennia.

162 | chapter 12. the dwarf


This is an Awakened Two-Handed AWAKENING RUNES: A SUMMARY Temporary Runes
Mitraka Axe of Legendary Quality. The Temporary Runes are a new rune
type here introduced. They work
✦ Stats: WA 2, IM -5, PV/BV 13/130, REQUIREMENTS somehow like normal runes, but they are
value 72000* sc, 2.0 kg, Dmg 1d10 ✦ An Active or Sleeping Sacred Object also simpler. A Thuul learns Temporary
(OR 7-10), +1 SV to be used, +3 CP ✦ At Least level 1 of the Awakening Runes as if they were normal runes,
locked to this axe. The beauty of this Specialty buying levels as if they were specialties,
object will give +2 SV in social skill ✦ Spirit Sacrifice as it happens for all Holy Tablets.
rolls. ✦ A succesful Awakening Roll Temporary Runes are also sometimes
✦ Crafting: -10 SV, Mitraka (Step 2), learned by non-Thuuls (which by the
Legendary quality (Step 3), 100% way, always need the Faith skill and
decorated with engravings (Step 5). SPIRIT SACRIFICE, TWO Invoke discipline) since these lesser runes
Materials cost 7200 sc and 720 days OPTIONS. may be useful also for other professions,
are needed. ✦ Spend 1 Raud points to awake all as suggested in the New Archetypes
✦ Awakened Runes: Bane (Dragons) the runes section (i.e. the Trap Master archetype).
Rune Level 5 (the weapons deals 1d10 ✦ Spent 1 ADP to awake 1 DP In order to keep things clearer the
OR 4-10 +2 damage against Dragons); player should put a “(T)” before the name
Heart of Tvolog Rune Level 5 (the of the Rune in the character sheet. The
wielder can ignore 10 Fear Points TO GET AWAKENING DIVINITY following rules apply to Temporary
every time they are inflicted). POINTS (ADP) Runes.
✦ 50 Adventure Points = 1 ADP
Rinngusk, the Troll Crusher (F) ✦ Story Awards
This mighty weapon was forged in the Inscribing Temporary Runes
early times of Tvologoya, for Tvolog’s Temporary Runes can be applied on
third successor of his bloodline but, unlike AWAKENING ROLL objects and specific parts of a room or
the Axe of Vurfim, this mighty hammer ✦ Faith skill SV + Invoke Discipline + place (like a door, a floor, a window, etc.).
was not lost. According to many tales it Awakening Specialty – the number They cannot be traced “on air”: they
may still rest in the treasure chamber of of ADP to spend. need to be carved on a material object.
the Great Thune of Tvologoya. ✦ Success: Awakened Object An object does not need to have been
This is an Awakened two-handed ✦ Failure: Object cannot be awakened. crafted as a Sacred Object and, if it is
Black Mitraka maul of Legendary ✦ In both cases the Sacrifice is lost already a Sacred Object, the mechanics
Quality. described above in the “Inscribing a
Rune on an object crafted by somebody
✦ Stats: WA 3, IM +4, PV/BV 14/140, TO USE AN AWAKENED OBJECT else” paragraph do not apply.
value 1100000* sc, 2.5 kg, Dmg 1d10 ✦ Permanent Runes: automatic use, no
(OR 6-10), +6 SV to be used, +3 CP attunement required. Requirements.
locked to this maul. The beauty of this ✦ Other Runes: Faith skill roll to The following elements are necessary for
object will give +2 SV in social skill activate, attunement required making a Temporary Rune.
rolls. Materials cost 110000 sc and
11000 days are needed. ✦ Knowledge of the specific Temporary
✦ Crafting: Black Mitraka (Step 2), TO IDENTIFY THE POWERS IN Rune specialty
Legendary quality (Step 3), Quick AN AWAKENED OBJECT ✦ Something like a knife or an awl to
major positive option (Step 4), 100% ✦ Faith skill roll with the Thuul scratch or carve the rune on a surface.
decorated with engravings (Step 5). Forging specialty. ✦ Object/surface (floor, wall, etc.)
✦ Awakened Runes: -17 SV, Accuracy ✦ Only for famous items: Knoweledge ✦ Temporary Runes need two rolls to be
Rune Level 5 (counted in the stats), skill roll with the Lore & Legends: created.
Mark of the Swift Hand Level 5 Dwarves specialty.
(counted in the stats). First Roll (Rune Carving/
Scratching).
ATTUNEMENT, TWO OPTIONS
✦ Spend permanent BP ✦ Required time: One Action Round
✦ Make a Faith skill roll with -2. per Level of the temporary rune to be
inscribed, the roll is made in the last
round

chapter 12. the dwarf | 163


164 | chapter 12. the dwarf
✦ Make a Care skill roll + Handicraft The “Temporary Rune” is activated Deactivating Temporary Runes
discipline + Hard/Soft Material through a “trigger” which may be of one The Thuul who scratched the rune
specialty (according to the object of the following types: can always deactivate it with no roll
where the rune is inscribed) for the to be done, recovering all the locked
rune to be inscribed with the rightful ✦ Ward: These Temporary Runes DP, although to do so the Thuul needs
aesthetic and art. A failure does not are triggered the first time that to be able to touch the temporary
allow to scratch another rune. the specific threat tries to enter the rune: it cannot be done if the Thuul is
warded area. somewhere else. It requires only one
Second Roll (Imbuing the Rune ✦ Trap: These Temporary Runes are action round.
with Power). triggered by stepping on a rune or On the other hand, a Temporary Rune
passing in front of it (the Thuul can be deactivated by somebody else
✦ Required time: One Action Round decides the specific triggers, using who has noticed the rune. A successful
per Level of the temporary rune to be common sense and the GM’s careful Faith skill roll is needed with the Invoke
inscribed, the roll is made in the last judgement). Temporary Runes acting discipline and Thuul Forging specialty.
round as traps should be usually well-hidden, If this specialty is not owned, the
✦ Roll Faith skill + Invoke discipline + in order not to be noticed by potential temporary rune cannot be deactivated.
Thuul Forging modifier – the level of victims (the GM may allow Situation This process will require one Action
the rune. A failure does not allow to rolls with the Perception trait or, if Round per level of the rune. When the
create imbue the rune which will be the rune if actively searched, Shadow Temporary Rune is deactivated the
wasted. Arts skill rolls with the “Finding & original Thuul will recover the locked
Spotting” specialty). DP and off course he will immediately
In case of success the Thuul will ✦ Special: These Temporary Runes notice that something happened to the
store the selected amount of DP inside are triggered according to specific rune. However, in case of failure, the
the rune (1 DP per level of the Rune) conditions, indicated in the rune rune will immediately be activated, and
which will count as DP locked inside description. the effect may even be deadly in case of
the rune and which, off course, the runes with a Trap trigger.
Thuul cannot use for other means. Exceptions and Conditions
These DPs will remain locked inside A Thuul inscribing a Temporary Rune Awakening Temporary Runes
the temporary rune even if the Thuul can freely set any kind of exception There are two important limits with
moves away, and even if the Thuul or special condition related to the temporary runes. First, they are not
travels to a completely different region triggering of the rune. For example, eternal since they disappear if the
of Trudvang. a Trap may be set in order not to be Thuul dies. Secondly a Temporary Rune
triggered by Dwarves of the same temporarily “locks” the DPs which the
Duration Glorka or by all Dwarves in general. Thuul cannot use for anything else. The
If not activated or deactivated (see Or maybe a blocking door rune can solution to both problems is to Awake a
below) a Temporary Rune lasts as long be set to release the door only when temporary rune.
as the Thuul which inscribed it lives. a certain password is spelled loudly. To Awake a Temporary Rune one
When the Thuul dies, the Temporary The GM is off course encouraged to needs to know the new “Awakening”
Rune disappears. There is no “sleeping use common sense when judging these specialty, as it happens for common,
status” for Temporary Runes. On the conditions. normal runes.
other hand, Temporary Runes can be The Awakening rules are better
awakened (see below). Levels of Power explained in their own section, although
Regarding their effects, most The “Levels of Power” in the descriptions there are a few different details to be
temporary runes are “Instant” type below shows (as per normal Runes) considered, when awakening Temporary
powers since they release the effect what happens at levels 1-5. However, rune. Since Temporary Runes are more
and stop working. Occasionally the unlike what happens in normal runes limited than normal Runes, it is easier to
Temporary Runes are of the “Lasting” (and more similarly to normal Divine awake them.
type and therefore a duration is also powers or Vitner spells) the same tables
shown in the Temporary Rune entry. will show entries like “+1, +2, etc..” ✦ The penalty to the Awakening Roll
linked to augmented effects. These is only equal to half (rounded down)
Activating Temporary Runes number must be added to the total DP of the DP to be awakened (with a
When a Temporary Rune is activated, it to be locked with the rune, in case the minimum modifier of 0). For example:
will discharge its power and the locked Thuul wants an enhanced version of the to awake a 3 DP Temporary Rune, the
DP will be restored to the Thuul. Temporary Rune. Awakening roll will suffer only -1.

chapter 12. the dwarf | 165


✦ Furthermore, it is quicker to awake A Returning Temporary Rune can be List of Temporary Runes
them: it requires only 1d6 rounds, (permanently or temporarily) deactivated
whatever is the amount of DP which by its own creator without any need for (T) Alarming Rune
must be Awakened. Faith Skill rolls (but without recovering
✦ After awakening a Temporary Rune, any spent ADP). On the other hand, ✦ Trigger: Trap
the Thuul can recover the DP spent other Thuuls must not only succeed a ✦ Type: Instant
for the Temporary Rune which will skill roll identical to what is described in ✦ Range: circle (1m- radius area around
therefore become independent, with the “De-Activating Temporary Runes” the rune) or cone (2 m-long in front of
its own reserve of DP. part above, but they must also spend the rune and 1 m wide at the end) to
✦ Furthermore, the Awakened ADP equal to the level of the rune. be chosen when the rune is inscribed.
Temporary Rune will remain active
even after the Thuul dies. This Awakening Option: Persistent Those who pass in the range of the
process is typically done in order to Runes rune will trigger it, telepathically
put rune traps guarding a Dwarven This option can be activated only with alarming the Thuul, if he is in the range
Stronghold. Temporary Runes with the Ward and determined by the rune’s level (see table)
Trap Triggers of both “Instant” and when the alarm is activated. The Thuul
Once an Awakened Temporary “Lasting” types. will just receive a telepathic notice that
Rune is triggered, it will release its If during the Awakening process the the rune has been triggered, he will get
power and disappear, as if it was a Thuul spends 1 Raud point or three no other information. Those who trigger
normal Temporary Rune. Off course, times the amount of required ADP, it can the alarm will not notice it.
nobody will recover the lost DP since, get a “Persistent Rune”. This is a rune
after the awakening, they became which basically completely breaks the ✦ Special: if this rune is awakened,
independent. limits of Temporary Runes, as it will severing the tie with the Thuul, a
remain constantly active. second rune will be created on an
Awakening Option: Returning object or in a room’s wall. Those
Temporary Runes ✦ Instant-type runes, even if triggered who carry the object will receive the
This option can be activated only with and activated, will be ready to be telepathic warning. Or, in the case of
Temporary Runes with the Trap and active again the round after the first the room, those who are inside will
(more rarely) Ward triggers, although triggered effect ended. hear a faint, horn-like sound, giving
the GM may allow it also for runes with ✦ Lasting-type runes, once they are them the warning.
the Use and Special triggers and only for triggered, will release their powers
runes of both the “Istant” and “Lasting” for the established duration and, LEVELS OF POWER: (T) ALARMING
types. when this duration ends, they will RUNE
If during the Awakening process the immediately release it again. If the Level Distance of the person to be
Thuul spends 1 Raud or double the power allows some skill or situation alarmed
amount of required ADP, it can get a roll to avoid it, the GM may allow the 1 100 m
“Returning Rune” which have different subject creature to roll again.
2 500 m
effects according to the Temporary
Rune Type. This extremely expensive option 3 1 Km
is used in Dwarven Strongholds to 4 5 Km
✦ Istant-type Temporary Runes will place Trap and Wards in particularly 5 10 km
release their power after a triggering important key locations which need to be
and will disappear only for 1d6 rounds. protected. OTHER EFFECTS
After this time period the rune will A Persistent Temporary Rune Cost Effect
reform itself, ready to be triggered can be (permanently or temporarily) +1 Range (circular) +1 m of radius
again. deactivated by its own creator without (Max 5 m)
✦ Lasting-type Temporary Runes, once any need for Faith Skill rolls (but
+1 Range (cone) +1 m of length (Max
they are triggered, will release their without recovering any spent ADP). 5 m). Each increment adds + 0.5 m
powers for the established duration On the other hand, other Thuuls must of width at the end of the cone.
and, when this duration ends, they not only succeed a skill roll identical to
+3 The Thuul will receive a brief
will disappear only for 2d6 hours. what is described in the “De-Activating telepathic image of what has
After this time period the rune will Temporary Runes” part above, but they triggered the alarm.
reform itself, ready to be triggered must also spend ADP equal to twice the
again. level of the rune.

166 | chapter 12. the dwarf


TEMPORARY RUNES: A SUMMARY

REQUIREMENTS
✦ Knowledge of the specific Temporary Rune specialty
✦ A knife or an awl to scratch or carve the rune
✦ Object/surface (floor, wall, etc.)

FIRST ROLL (RUNE-CARVING/SCRATCHING)


✦ Required time: One Action Round per rune level
✦ Care skill roll + Handicraft discipline + Hard/Soft
Material specialty
✦ Failure: the rune cannot be scratched/carved.
✦ Success: Go to Second Roll.

SECOND ROLL (IMBUING THE RUNE WITH POWER)


✦ Required time: One Action Round per rune level
✦ Care skill roll + Handicraft discipline + Hard/Soft
Material specialty
✦ Failure: the rune cannot be powered, and it is wasted
✦ Success: the Thuul will store the required number of
DP inside the rune (to be subtracted from the Thuul’s
available DP).

DURATION
Until the Thuul’s death (unless awakened).

ACTIVATION
✦ Ward: the first time the specific threat enters the area.
✦ Trap: by stepping on a rune or passing in front of it
✦ Special: depending on the rune
✦ Exceptions and conditions: the Thuul which inscribed
the Temporary Rune can set any kind of special exception
or condition.

DEACTIVATION
✦ Rune author: Automatic, if he touches the rune
✦ Others: Faith skill roll + Invoke Discipline and Thuul
Forging Specialty. It requires 1 action round per rune
level. With a failure the rune is activated.

AWAKENING TEMPORARY RUNES


✦ Requirement: Awakening specialty
✦ Sacrifice: 1 Raud or ADP equal to the DP to be awakened.
✦ Awkening Roll penalty= half (rounded down) the amount
of DP (min. 0).
✦ It requires 1d6 rounds
✦ After awakening the Thuul recovers the DP.
✦ The rune will remain active even if the Thuul dies.

AWAKENING OPTIONS
✦ Returning Runes: double the amount of ADP
✦ Persistent: three times the amount of ADP

chapter 12. the dwarf | 167


(T) Blocking Rune is triggered a huge kinetic energy is most situations. For example, making this
released, destroying everything which rune to explode in an underground tunnel
✦ Trigger: Special is the range. However, this is also an dug through friable rock without having
✦ Type: Instant incredibly dangerous rune, which can set enough time in the “Time Trigger”
✦ Range: a door or similar opening/ potentially kill and maim even the for leaving the area will certainly mean
closing device (chests, drawer, etc.). Thuul which is trying to inscribe it. an automatic death, avoidable only with a
Furthermore, it is also incredibly costly, Raud point.
This rune temporarily blocks a door as if in terms of DP to be used (see the
it was blocked by a lock. Off course lock- “special” entry below). ✦ Special: This powerful temporary
picking cannot be attempted to open Only the fools use the Brotbeast rune requires a higher amount of DP
the door since no real mechanic lock is Rune as a trap for guarding Dwarven that it is usually normal for runes.
working. strongholds, given how damaging it may This has two important consequences.
The GM should determine the basic be for the stronghold itself. On the other
“SV to Force” value of the door (a few hand, it may have some limited use for Each Level (but not level of power)
suggestions are below, in the “Elements of digging mines. Usually the Dwarven will cost twice in terms of DP (as shown
Muspelheim” section where the “Doors” miners prefer to use picks and hammers, in the table).
paragraph gives some suggestions for even where the rock is harder. However, The level negative modifier for
door mechanics). sometimes a Thuul with the right Imbuing the Rune with DP is also double
The basic “To Force” SV is diminished by knowledge is available and the Dwarves (e.g. A level 2 Brotbeast rune will inflict
1 point per level of the rune. If the modifiers decide to take a risk, but only if the a penalty of -4).
lead the basic SV lower than “0” before general situation seems relatively safe, If, when imbuing a rune with DP, the
adding the forcer’ strength, no forcing given how uncontrollable the explosive Faith skill roll is failed the Thuul should
attempt can be made, whatever is the power of this rune can be. make a Situation Roll with a basic SV of
Strength value of the forcer. When the door This rune has typically two kinds of 10 augmented by +1 per each level of
is forced the Temporary Rune disappears. triggers. The first is the typical Trap the Thuul Forging specialty. In case of
Typical “exceptions and conditions” trigger. The second possible trigger is a failure, the rune will explode damaging
set by the Thuul may be the spelling “Time Trigger” which allows the Thuul also the Thuul.
of a specific word or the possession of to make the rune exploding after a set
specific objects. If a door is opened due amount of action rounds. This second LEVELS OF POWER: (T) BROTBEAST
to an exception, this does not count as a trigger can be activated only by buying RUNE
“trigger”, therefore the rune will be set levels of powers (see the table) at the Level DP Cost Damage
again once the door is closed again. expense of 2 DP per Action Round to 1 2 1d10 (OR 10)
wait after the rune-imbuing roll before
(T) Brotbeast Rune 2 4 2d10 (OR 9-10)
the Rune explodes.
When the rune is triggered the 3 6 3d10 (OR 9-10)
✦ Trigger: Trap/ Special explosion will deal an amount of damage 4 8 4d10 (OR 9-10)
✦ Type: Instant established by the rune level (see the 5 10 5d10 (OR 9-10)
✦ Range: circle (4 m- radius area around table) on everyone which happens to
the rune) or cone (8 m-long in front of be in the area. This damage ignores OTHER EFFECTS
the rune and 3 m wide at the end) to any armor, whether natural or artificial Cost Effect
be chosen when the rune is inscribed. (although the GM may allow some +2 Time Trigger: +1 Action Round
magical protections to work). (max 20 rounds).
Every Dwarf knows about the dreaded Any static object (like door, statues,
+1 Range (circular) +2 m of radius
Brotbeasts, the ravaging behemoths rocks, walls, etc.) which is in the area will (Max 20 m)
which wander the depths of Muspelheim have their PV diminished by 3 points per
+1 Range (cone) +2 m of length (Max
destroying everything they meet. The Rune level (and the BV is consequently
40 m). Each increment adds + 1 m
enormous destructions dealt by this also diminished by 30 points, as per usual of width at the end of the cone.
mythic creature are the inspiration for rules) and will also suffer the indicated
this rune which only very few Thuuls damage. (T) Creature (choose one) Luring
know. The GM should rule about what happens
This rune, typically crafted on a to objects like weapons and armors. ✦ Trigger: Trap
rocky surface, is created by compressing Furthermore, the GM is encouraged to use ✦ Type: Lasting
a large amount of Divine Power into a common sense, in order to demonstrate the ✦ Duration: 1 hour per Rune level
single spot. When this Temporary Rune players how dangerous this rune may be in ✦ Range: 100 m per rune level

168 | chapter 12. the dwarf


Runes like these can emit an invisible OTHER EFFECTS A careful reader will notice that
energy, attracting a specific creature type Cost Effect a Level 5 Enemy Ward which is
towards a certain, established point. There +1 Range + 100 m (Max 1000 m)
Awakened with the “Persistent Rune”
are many varieties of this Temporary option, is basically a permanent block.
+1 + 1 Hour (Max 5 added hours)
Rune, each one for a different creature An Example is the level 5 Dragon Ward
type, and each of them must be learned which was certainly inscribed on the
as a separate rune and at the desired level. gates of Sparklur by the Buratja of old
The rules here are just a template for all (T) Creature (choose one) Ward times in order to block the legendary
the specific and different Luring Runes. Jarnwum called Unghorvin (Snowsaga
Possible variants for different targets ✦ Trigger: Ward p.154).
are: Dragons, Giants, Trolls, Beings of ✦ Type: Lasting
the Mist Ward (including both demons ✦ Duration: 1d10 (OR 10) rounds ✦ Special: The “Prison Trap” level of
and undead), Fire Creatures (including ✦ Range: circle (2m- radius area around power (see below) works the opposite
Logi, Jarnwurms, Logiwurms and the rune) or a single gate or door. way than a normal Creature Ward
Muspeljotuns) and Creatures of Nature and it turns the Trigger into “Trap”.
(Nymphs, Stonefylgis, Logi, etc.). Some Runes like these do not allow creatures The creature must enter the affected
creatures may belong to more than one of a specific type to pass. This area (provided that the area or affected
group (an Ogre is both a Troll and a Temporary Rune can be cast on floor circle is large enough to contain it) and
Giant, a Logiwurm is both a Dragon and or wall, and therefore influencing the it is activated immediately afterwards,
a Fire Creature). above-described range, or it can be cast in order to block the creature’s exit.
The rune is triggered when the on a threshold, gate or door, blocking This can be a very useful rune: an
creature comes inside the range of the the passage through it. Awakened, Prison-Trap version of
rune and it is therefore immediately There are many varieties of this a Level 5 Fire Creatures Ward is
forced to make a Situation Roll with a Temporary Rune, each one for a different typically put on a Logi Furnace, in
SV established by the Rune’s level (see creature type, and each of them must be order for the Logi not to run away.
table) modified by both Psyche and learned as a separate rune and at the
Intelligence (which clearly means that desired level. The rules here are just a LEVELS OF POWER: (T) CREATURE
Dragons tend to be subject to these template for all the specific and different WARD
runes less than Trolls!). Those who Ward Runes. Possible runes are: Dragon Level SV
fail are immediately forced to reach the Ward, Giant Ward, Troll Ward, Beings 1 8
place where the rune was carved: they of the Mist Ward (including both
2 6
feel the need to touch the rune which demons and undead), Fire Creatures
they cannot destroy or delete (their (including Logi, Jarnwurms, Logiwurms 3 4
minds force them not to do so) for the and Muspeljotuns) and Creatures of 4 2
whole duration of the rune. Nature (Nymphs, Stonehinjes, Logi, etc.). 5 Automatic Block. No roll required.
Runes like these are usually Some creatures may belong to more than
combined with real traps or with other one group (an Ogre is both a Troll and a OTHER EFFECTS
Temporary Runes. For example Logi Giant, a Logiwurm is both a Dragon and Cost Effect
Hunters tend to use the Fire Creatures a Fire Creature). +1 Prison Trap.
version of this rune to attract Logi When the specific creature triggers
+1 Range (circular) +2 m of radius
towards prison-trap versions of the the Ward, it must make a Situation Roll
(Max 30 m)
Fire Creatures Ward (see the Creature with an SV established by the Rune’s
Ward temporary rune). Level (see the table). The SV may be +1 Duration changed to 2d10 (OR 10)
Rounds
modified by the Psyche modifier (if the
LEVELS OF POWER: (T) CREATURE creature has it). In case of failure the +2 Duration changed to 1d10 (OR 10)
(CHOOSE ONE) LURING creature feels an invisible force blocking hours

Level SV its movements inside the affected area. +3 Duration changed to 2d10 (OR 10)
In some very specific situations, hours
1 12
the GM may decide that some special +4 Duration changed to 1d6 days.
2 10
individuals (possibly because imbued +5 Duration changed to 1d10 days.
3 8 with godly or demonic powers) may
4 6 benefit from specific bonuses to this
5 4 roll. However, this option should be as
rare as possible.

chapter 12. the dwarf | 169


(T) Dark Window (T) Enemy (choose one) Ravager here just a template to be replicated
Rune for each of these specific and different
✦ Trigger: Trap Temporary Runes. Possible runes are:
✦ Type: Instant ✦ Trigger: Special (damage open roll) Fire Ward, Frost Ward, Electricity/
✦ Range: circle (1m- radius area around ✦ Type: Instant Lighting Ward, Acid Ward and
the rune) or cone (2 m-long in front of ✦ Range: The weapon on which the Poisonous Gases Ward.
the rune and 1 m wide at the end) to rune is inscribed. When the specific energy or element
be chosen when the rune is inscribed. enters the protected area all those
This Temporary Rune is applied on inside can make a Situation Roll with an
This dangerous rune opens a temporary weapons destined to harm a specific SV established by the Rune’s level (see
connection with Dimhall. It is not an kind of creatures. table). In case of success the possible
opening strong enough to act as a real There are many varieties of this damage or effect is ignored in the case
gate for demons and other dark creatues Temporary Rune, each one for a of natural energies/elements, or it is
to pass, however, it is powerful enough different creature type, and each of halved (rounded down) in the case of
to allow dark, negative energies to cross them must be learned as a separate supernatural or magical versions of
the worlds. rune and at the desired level. The rules the energy (like dragon’s breath or the
When this rune is triggered the here are just a template for all the various Hrim abilities).
area will be affected by a dark energy specific and different Ravager Runes. The above-mentioned situation roll
surrounding the victim. All those Possible variants for different targets should be done before and in addition
who are in the area will suffer damage are: Dragons, Giants, Trolls, Beings of to any other roll which the specific
according to the table below, based on the Mist Ward (including both demons element/energy/effect or spell allows
the rune level. Armors never protect and undead), Fire Creatures (including to resist the effect.
against the damage dealt by this rune, Logi, Jarnwurms, Logiwurms and
unless they were crafted in Gatesilver. Muspeljotuns) and Creatures of Nature LEVELS OF POWER: (T) ENERGY
The victims may try a Situation Roll (Nymphs, Stonehinjes, Logi, etc.). Some WARD
with an SV of 6 modified by Constitution creatures may belong to more than one Level SV
to completely avoid the damage. group (an Ogre is both a Troll and a 1 8
This rune may be incredibly dangerous Giant, a Logiwurm is both a Dragon
2 10
when facing the wrong enemies. Demons, and a Fire Creature).
Undead and any other Being of the Mist The Temporary Rune is triggered 3 12
or Dimhall-related creature or spirit will the first time that the weapon scores 4 14
not suffer any damage. On the other hand, an open roll for damage against the 5 16
if they were wounded before, they can specific enemy. In this case, the damage
heal the same amount shown in the table of each dice to be rolled (including OTHER EFFECTS
below which harms normal living beings. both the original dice and the new Cost Effect
dice triggered by the open roll) will +1 Range (circular) +2 m of radius
LEVELS OF POWER: (T) DARK be augmented by +2 per level of the (Max 30 m)
WINDOW Temporary Rune.
+1 Duration changed to 2d10 (OR 10)
Level Damage Rounds
(T) Energy (choose one) Ward
1 1d10 +2 Duration changed to 1d10 (OR 10)
2 1d10 (OR 10) hours
✦ Trigger: Ward
3 1d10 (OR 9-10) ✦ Type: Lasting +3 Duration changed to 2d10 (OR 10)
hours
4 2d10 (OR 9-10) ✦ Duration: 1d10 (OR 10) rounds
✦ Range: circle (2m- radius area around +4 Duration changed to 1d6 days.
5 3d10 (OR 9-10)
the rune). +5 Duration changed to 1d10 days.
OTHER EFFECTS +5 Duration changed to 1d10 days.
Cost Effect Runes like these are carved on floors
+1 Range (circular) +1 m of radius
and they protect all those who are
(Max 5 m) in the range from a specific kind of
energy. There are many varieties of
+1 Range (cone) +1 m of length (Max
5 m). Each increment adds + 0.5 m
this Temporary Rune and the Thuul
of width at the end of the cone. must learn each of them as a separate
rune and at the desired level. The rules

170 | chapter 12. the dwarf


(T) Hrim Trap (Rune of Frost) (T) Mark of the Slayer de-activation almost certainly fatal, since
failure means activation of the power).
✦ Trigger: Trap ✦ Trigger: Special Special: This rune must always be
✦ Type: Lasting ✦ Type: Lasting considered “Awakened” when cast at
✦ Duration: 1d10 (OR 10) rounds ✦ Duration: Special levels 1-3 and can be awakened by
✦ Range: circle (2 m- radius area around ✦ Range: Only the subject spending only 1 ADP, when cast at levels
the rune) or cone (4 m-long in front of 4-5. This is one of the oldest Temporary
the rune and 2 m wide at This is the famous “Slayer’s Rune” Runes created by the ancient Master
imprinted on a convicted Dwarf ’s Thuuls of Tvologoya and, since no
When this rune is triggered the area will forehead. See the “Justice and Thuul wants its DP to remain locked
be affected by intense and unnatural cold Punishment” section, earlier in this book, on a convicted’ forehead for 50 years,
and frost. All those who are in the area for more information on the practice. they have developed specific improved
will suffer damage according to the table This rune is visible to anyone who meet awakening techniques for this rune.
below, based on the rune level, during the convicted Dwarf (and all Dwarves Prerequisite: This Temporary Rune
each round in which they remain in the know its meaning). cannot be learned by common Thuuls.
range. When the rune is inscribed the Thuul Its power derives from the mystic power
Furthermore, the targets must also must decide the following. of a Storthune (preferably the Great
succeed a Situation Roll with an SV Thune of Tvologoya) who must have
established by the rune’s level and ✦ Exact Time for the Rune to become allowed the Thuul to use it. Even if a
modified by Psyche. Those who fail active, usually giving the convicted Thuul miraculously manages to learn
cannot endure the cold, and they must enough time to reach the destined this rune, it cannot be used without the
flee the area. They cannot pass over the prison site. Storthune’s blessing: this reflects how
affected while the Temporary Rune’s ✦ Specific prison-site much Thuuldom may be intertwined
effect lasts, although the GM may allow ✦ Duration for the rune (50 years is the with Dwarven social structure. Finally,
to make another Situation Roll, in case default). a Storthune cannot give this blessing
enough time seems to have passed. to more than two or three thuuls at the
When the rune becomes active the same time.
LEVELS OF POWER: (T) HRIM TRAP convicted must remain inside the border
Level Damage SV of the chosen prison site or suffer the LEVELS OF POWER: (T) MARK OF
1 1 12
effects shown in the table, without THE SLAYER
possibility to resist the effect. The effects Level Effect
2 1d6 10
are represented in the table in terms 1 Nothing, just the aesthetic rune.
3 1d10 8 of damage suffered, although the way
2 2d10 (OR 7-10)
4 1d10 (OR 10) 6 through this really happens are multiple
(abrupt suffocation, a fire starting from 3 3d10 (OR 7-10)
5 1d10 (OR 9-10) 4
the run, a dark energy enveloping the 4 4d10 (OR 7-10)
OTHER EFFECTS convicted, etc.). The Level 1 version of 5 5d10 (OR 7-10)
Cost Effect this rune is totally innocuous but usually
+1 Range (circular) +2 m of radius
the convicted Dwarf does not know it: all
(Max 10 m) the levels of this rune look the same. In
fact, once the rune is inscribed there is (T) Semjalinka’s Fire Breath
+1 Range (cone) +2 m of length (Max
10 m). Each increment adds + 1 m
no way to determine whether the rune is (Rune of Fire)
of width at the end of the cone. innocuous or deadly, only the Dwarf who
casted it knows the truth. ✦ Trigger: Trap
+1 + 1d10 (OR 10) rounds of duration
(maximum total 4d10 OR 10). After the set time is passed (usually ✦ Type: Instant
50 years, but it may be less) the rune ✦ Range: circle (1m- radius area around
magically disappears from the convict’s the rune) or cone (2 m-long in front of
forehead. the rune and 1 m wide at the end) to
In theory this rune may be deactivated be chosen when the rune is inscribed.
before its expiry date using the
“De-Activating Temporary Runes” The rune takes its name from the legend
mechanics (see above), however the of Semjalinka, the famous Buratja
one trying to do it will always suffer a rival of Tvolog who, according the the
penalty of -15 (making any attempt of legends, used a logiwurm to lighten its

chapter 12. the dwarf | 171


own furnace. “Rune of Fire” should be a (T) Unblocking Rune (T) Yukk’s Gaze (Rune of Paralysis)
more prosaic name.
When this rune is triggered the area ✦ Trigger: Special ✦ Trigger: Trap
will be affected by an explosion of fire ✦ Type: Instant ✦ Type: Instant
and heat. All those who are in the area ✦ Range: a door or similar opening/ ✦ Range: circle (1m- radius area around
will suffer damage according to the table closing device (chests, drawer, etc.). the rune) or cone (2 m-long in front of
below, based on the rune level. Armors the rune and 1 m wide at the end) to
naturally protect, although some non- This temporary rune has two uses. be chosen when the rune is inscribed.
metallic armor types may catch fire. The first use is to unblock blocked
The victims can try an Evade attempt or locked gates and doors with sheer This rune takes its name from the legend
in order to suffer only half damage magical force. The GM should establish of Yukk the Great Snake, whose eyes are
(rounded down). However, Dwarves the “to Force” SV (see the “Elements of filled with hypnotic powers.
tend to put these runes in small areas, Muspelheim” section) and raise it by When this rune is triggered all
where dodging is difficult and flames can +1 per level of this rune. The Rune is the targets in the affected area must
be reflected by the walls, therefore the triggered at the same moment in which it succeed a Situation Roll with an SV of
GM may rule that the Evade will suffer is traced. The To Force SV will be rolled 10 modified by Psyche to avoid being
a penalty (-2 to -10) or it may not be against in order to open the door or gate. completely paralyzed for a number of
allowed at all. The second use is to open a door or rounds determined by the Rune’s level.
After the effect is ended, if the victim gate which is not locked but which the Those who are paralyzed cannot
had anything flammable on them (like Thuul wants to abruptly open (possibly perform any mental or physical action,
fur armors or oil-filled lanterns) the GM as part of a well-hidden trap). The “to neither they can speak or murmur spell
should roll 1d10. Clothes and fur armors Force” SV will count as SV for those who formulas or prayers, but they must
catch fire on a result of 1-3 and will want to resist the opening of the door remain immobile where they are.
burn for 1d6 rounds inflicting 1 point and the SV is diminished by 1 level of Mighty sorcerous creatures like dragons
of damage per round until the fire is the rune. This version of the Temporary may have some bonus (+2 to +10) to resist
extinguished or the clothes are removed. Rune is usually set on manholes and this power or they can be completely
On the other hand, oil-filled Lanterns trapdoors hidden on a floor and opening immune (e.g. demons, undead and other
will catch fire on a result of 1-6 and will to chasms or pits. This will make them beings of the mist and creatures of Dimhall).
therefore explode dealing 1d6 fire per perfect traps, if the trapdoors are carefully
round for 1d5 rounds. hidden. Furthermore, usually a level 1 LEVELS OF POWER: (T) YUKK’S
Unblocking Rune will suffice for this use. GAZE
LEVELS OF POWER: (T) Level Duration
SEMJALINKA’S FIRE BREATH (T) Vurfim’s Blessing
1 1d10 rounds
Level Damage
2 1d10 (OR 10) rounds
1 1d6
✦ Trigger: Special (damage open roll)
✦ Type: Instant 3 1d6 hours
2 1d10 ✦ Range: The weapon on which the 4 1d10 hours
3 1d10 (OR 10) rune is inscribed. 5 1d10 (OR 10)
4 1d10 (OR 9-10)
5 2d10 (OR 9-10) Vurfim was a mighty hero of antiquity, a OTHER EFFECTS
slayer of trolls and dragons, and the first Cost Effect
OTHER EFFECTS of a famous bloodline of Tvologoya’s +1 Range (circular) +1 m of radius
Cost Effect Storthunes. This Temporary Rune is (Max 5 m)
+1 Range (circular) +1 m of radius
named after Vurfim and it is typically
+1 Range (cone) +1 m of length (Max
(Max 5 m) inscribed on weapons, both melee and 5 m). Each increment adds + 0.5 m
ranged ones. of width at the end of the cone.
+1 Range (cone) +1 m of length (Max
5 m). Each increment adds + 0.5 m
The Temporary Rune is triggered
+1 Lasting Power. The Paralyzing
of width at the end of the cone. the first time that the weapon scores Energy is active for another round
an open roll for damage. In this case, (max 3 rounds).
+1 Lasting power. The rune will last,
emitting flames, for another round the damage of each dice to be rolled
+1 -2 to the Situation Roll’s SV
(max 3 rounds). (including both the original dice and (minimum SV 4)
the new dice triggered by the open roll)
+3 Normal armors do not protect,
only magic armors protect will be augmented by +1 per level of the
Temporary Rune.

172 | chapter 12. the dwarf


Vitner Weaving: new
countless ways but the Yurmatrakas have properly fulfilling the Mountain’s Will
rules . discovered this technique which is more on a specific object whose “Kutjatti”
Vitner runs strong through the depths respondent to their Dwarven nature. (destiny) will never be reached.
of Muspelheim, whose deeper caverns Furthermore, these Vitner-Awakening
may host huge quantities of wild Vitner, Arts use Vitner Runes to awake objects, Requirements
captured there aeons ago, when the world and this is an important element, also The following requirements must be
of Trudvang was young. Most Dwarves reflecting how Yurmatrakas have met.
avoid those places, although there are mixed both Dwarven culture and vitner
few who dare exploring even those weaving arts. ✦ A Common Object on which a spell
areas. And among these rare, reckless The word “Vitner Weaver” will be can be cast.
adventurers there are those who have used in the following rules in order to ✦ At Least level 1 of the Vitner-
listened too much from the secrets which keep some level of usability, although it Awakening Specialty (see specialty
Yukk whispers in the ears of those who is implied that the almost total majority description above)
want to listen. The Yurmatrakas have of the vitner weavers using these arts in ✦ Personal Sacrifice
abandoned every Dwarven convention Trudvang are Yurmatrakas.
only to grasp the forbidden powers
which lie beyond the preconception Premises on Vitner-Awakened Succesful Vitner Awakening
about Vitner which the Sons of Borjorn Objects roll Vitner-Awakening
usually have. A Vitner-Awakened Object is a magical sequence
object imbued with Vitner energy whose
power lasts beyond the limits of normal The process requires three stages.
Vitner-Awakening Arts vitner spells.
These rules represent the arts developed ✦ Step 1: Vitner Casting.
by the Dwarven renegade Vitner ✦ All Vitner-Awakened Objects are ✦ Step 2: Vitner Rune Carving
Weavers known as “Yurmatrakas”. These clearly aligned to one of the three ✦ Step 3: Personal Sacrifice
ambitious Dwarves have found a way to vitner types (Hwutalja, Vaagritalja ✦ Step 4: Vitner-Awakening.
replicate Dwarven runes through the and Darkhwitalja) according to the
Vitner, creating the vitner equivalents vitner type used by the one who Step 1a, Vitner Casting: Normal
of Awakened objects. In effects, the awakened the object. Spells
Yurmatrakas apply special Vitner Runes ✦ Only Common Objects can become
on objects, somehow echoing what Vitner-Awakened Objects. No Sacred The object should have received one of
Thuuls do with their sacred runes. The Object (whether Active or Sleeping) the following Vitner Spells.
resulting, Vitner-Awakened Objects are neither any Awakened Object can
“magical” since the awakened vitner runes be subject to the process of Vitner- ✦ Enchant Object (level 2 spell, Vitner
resonate with mystical power. However, Awakening. On the other hand, any Craft Tablet, Player’s Handbook
this is not the only way to make magic Common Object can be made a vitner- p.130).
items in Trudvang. This in ancient world awakened Object: it does not need to ✦ Curse Object (level 2 spell, Witchcraft
with multiple sorcerous traditions: the have been specifically crafted for this Tablet, Player’s Handbook p.144).
Vitner-Awakening arts just reflect what aim. ✦ The following spells from the Vitner
the Yurmatrakas developed through their ✦ Furthermore, any object which has of Objects tablet (Player’s Handbook
typically Dwarven mentality. been vitner-awakened received an p.132-135): Waterproof, Bind, Alarm
In theory the GM may allow also other, invisible, permanent spiritual mark Object, Enlarge/Reduce Object, Alter
non-Dwarven Vitner Weavers to learn which denies the possibility of using Object, Create Object (which, off
these arts from a Dwarven Yurmatraka Thuul Forging arts. This permanent course, does not need to be cast on an
(and allow them to buy the new specialty block includes the rules on Sacred existing object).
described below and start buying AVP), Objects and the normal Awakening,
if the Yurmatraka wants to teach them but also the new rules on Temporary Later on, the process of Vitner-
(something which may even be worth a Runes. The object is permanently Awakening (if successful at the end)
story…). In fact, there is no mechanical “stained” with Vitner, therefore no will make the above-mentioned effects
limit which denies this possibility. Thuul Forging arts can be applied. permanent, effectively changing the spell
However, this is also incredibly rare, This is also a reason why most type from “Lasting” to “Permanent”. In
since these vitner-awakening arts are not Dwarves see Yurmatrakas as traitors this sense, in this phase it is not worth
spread among those living in the surface. and degenerates: their arts, in fact, spending VP for levels of powers which
In fact, Trudvang’s vitner may manifest in permanently deny the possibility of augment the duration.

chapter 12. the dwarf | 173


Step 1b, Vitner Casting: Sealed ✦ Raud: A Vitner Weaver may spend ✦ The roll suffers a negative modifier
Spells 1 Raud point to Awake all the VP equal to the total amount of AVP to
A special mention is deserved by the cast inside an object. This is quite be spent. For example, 10 AVP will
spell called “Seal” (level 4 spell, Vitner an expensive sacrifice (since Raud is awake 20 VP and give a -10 penalty to
Craft Tablet, Player’s Handbook p.131) never recovered). the awakening roll.
which allows to wave other Instant- and ✦ Awakening Vitner Points (AVP): ✦ Only a success will Vitner-Awake an
Lasting- type spells into an object. As an These AVP points can be bought by Object.
exception to normal Seal rules, the GM any Vitner Weaver with at least level
may allow the use of a Preserving-type 1 in the Awakening specialty. Each Whatever the result, success or
spell. single AVP costs 50 Adventure Points failure, the Personal Sacrifice will be
The Vitner Weaver needs to cast both (or Creation Points, if the GM allows consumed: the single Raud point or the
Seal and the chosen spell (as per normal, it). various AVP will be, in any case, lost.
Seal rules). Furthermore, the Vitner The risk of losing a Raud points or the
Weaver may decide as a “triggering A Vitner Weaver must spend 1 AVP required AVP (which were acquired
condition” something like a magic for 2 VP that must be awakened (in with Adventure Points) without the
password, or a specific action or object the case of an odd number of VP, the possibility of really having a Vitner-
usage. last VP costs 1 AVP). Note: this cost is Awakened object is high, and this also
Differently from “Normal Spells”, purposively different from the cost for explains why these Vitner-Awakened
once awakened the Seal-linked spells do awakening divinity points. An important objects are incredibly rare.
not assume the “Permanent” type, but rule regarding spells cast with Seal:
their effects can be usually triggered ignore the VP costs of the Seal, when EXAMPLE.
once per day. calculating how many AVP are needed
(unless a second triggering condition is Borvan the Yurmatraka decides to
Step 2, Vitner Rune Carving Roll added as a level of power, as per Player’s Vitner-Awake a ring, giving it the
A Vitner Weaver needs to carve special Handbook p.131, in this case consider power of activating the Protection
Vitner Runes on an object in order to only the 2 VP of the second trigger). from Fire spell (level 3, Flame Craft
awake it, succeeding in the following roll. An object is “Vitner-Awakened” tablet, Player’s Handbook p.111).
only when all the VP of the selected For the “Vitner Casting” step,
✦ Care Skill + Handicraft discipline + spell (including those spent on levels of Borvan casts the Seal spell by
Vitner Runes specialty of Vitner Craft. power) are Awakened. In the case of the spending for 14 VP (8 VP for the
Seal spell, these VP must not include the Seal + 6 VP for levels of power
The runes must be carved by the VP spent for the Seal, but only those of necessary for sealing a Level 3 spell)
Vitner Weaver and they cannot be carved the spell, including those spent for any and the Protection from Fire spell
by anybody else. level of power. for 6 VP. The total is 20 VP spent
A Failure means that the object cannot during the Step 1 “Vitner Casting”.
be awakened. If the Vitner Weaver really Step 4, the Vitner-Awakening Roll In Step 2 Borvan succeeds the
wants it to be awaked, the process must Before the duration of one of the above- “Vitner Carving” roll.
be started again from the beginning mentioned spells of Step 1 expires, a In Step 3 the personal sacrifice
(with a new Vitner Casting phase). Vitner Weaver may attempt a Vitner- must be calculated. The total VP
Awakening process. spent for the Seal are not counted
Step 3, Calculate the Personal A Vitner-Awakening ritual requires (therefore the 14 VP will be
Sacrifice 1d6 days per 5 VP (or fractions of 5 VP) ignored) while the 6 VP spent for
To Awake an object a Vitner Weaver to be awakened (with a minimum of 1d6 the Protection from Fire spell are
needs also to sacrifice a part of its days to be rolled for objects with less counted. The Vitner Awakening will
own life or destiny. This sacrifice than 5 VP). require 6 VP /2 = 3 AVP (which
is needed, and it is one of the main At the end of the required period the Borvan has acquired in the previous
reasons why Vitner Weavers never Vitner Weaver makes a Skill Roll with SV months by spending the required
awake objects without any concern for built with bonuses from the following. adventure points).
the consequences. To represent this In Step 4 Borvan makes the
“vitner sacrifice” a Vitner Weaver has ✦ Vitner Craft skill + Vitner Shaping “Vitner-Awakening Roll” which
two options: both heavy in terms of Discipline + Vitner-Awakening will suffer a penalty of -3 which is
personal expense and they are spent Specialty – a penalty equal to the equal to the total of AVP spent.
after long and exhausting rituals. amount of AVP which should be
spent.

174 | chapter 12. the dwarf


Option: Awakening Vitner Using Vitner-Awakened ✦ Istant and Lasting types of spells can
Points as rewards and story Objects be easily used once per day, as they do
hooks not require attention after they are
Not all the powers in Vitner-Awakened triggered.
The GM may use the new AVP as objects can be activated by everybody ✦ Preserving spells are more
way for rewarding Vitner Weavers and, furthermore, not all available complicated to use, since they require
in stories which are deeply involved powers are noticeable at a first view. The full attention from the user. First
into the research of some mysterious GM is encouraged to use common sense of all, they cannot be used by those
natural vitner source or ancient esoteric when judging these situations. who lack the specific knowledge. The
mystery. The Vitner Weaver may user must have a value in the Vitner
receive a few AVP for free, usually 1-2 Using objects with Normal spells Craft skill equal to what should
AVP, very rarely up to 5 AVP. In any Most Vitner-Awakened spells whose be required for having the specific
case, these AVP rewards should not duration was turned to “Permanent” are spell level (Vitner Craft 4 for level
be the norm, but rather a rare kind of easy and automatic to use, for example 1 spells, Vitner Craft 7 for level 2-3
reward. an object with the awakened version of spells and Vitner Craft 10 for level
Furthermore, finding enough AVP the “Enchant Object” or “Curse Object” 4-5 spells). Secondly, they require the
to spend may be a perfect hook for spell will automatically work, since it is user to be focused during the whole
starting a new adventure. For example, just a SV modifier. duration of the spell. Rules about
a Vitner Weaver may explore the lower “being disturbed” and about the use
depths of Muspelheim where gates to Using Objects with Seal-linked of Preserving spells should be used
other dimensions are found or pockets spells (Player’s Handbook p.82, 89).
of ancient vitner have been locked since The Seal-linked spells, once they are
the time of the creation of Trudvang. vitner-awakened, can be activated once Identifying spells in vitner-
In alternative the Vitner Weaver can per day with the established triggering awakened objects
start a quest for collecting sorcerous conditions. No roll is usually required, as
materials which are filled with AVP, like far as the triggering conditions are easy Spell effects which can be activated by
rare magic mushrooms growing only to meet. Vitner Weavers may decide to the simple use are easy to identify. Other
where the barrier between Trudvang have complicated magic words or specific spells types, especially those linked with a
and Dimhall is thinner, or the bones gestures as triggering conditions for Seal, may require a trigger (event, special
of an ancient king of the Muspeljotuns these spells, and they may require them word, action, etc.) to be activated. To
which are hidden in the bowels of the to be performed exactly as they want. In reveal what is the real trigger, the GM
earth. Each of these materials should these cases, they may require a successful may allow Knowledge skill rolls with the
give no more than 1-5 AVP at the same Knowledge or Vitner Craft skill rolls, to Legends & Lore: Dwarves specialty, but
time to the same Vitner Weaver. spell the words in the right way or make only for famous objects.
Quite rarely (no more than once or right gestures). On the other hand, the “Read Vitner”
twice in a lifetime) a GM may allow These triggering conditions, if not spell (Player’s Handbook p.123) can
close contact with some very ancient revealed by the original spell caster, reveal what kind of spell are vitner-
vitner source, like Njord fire or a may be revealed by a Read Vitner spell awakened inside the object and which
Hlogres source (Player’s Handbook (Player’s Handbook p.123) or, if the GM are the triggers. The GM may allow also
p.77) which may even give very high, allows it by a close examination of the the use of the Scanning spell (Player’s
up to 15 or even 20 AVP all together at Vitner-Awakening runes. This can be Handbook p.121), with the hope that
the same time, albeit at cost of suffering mimicked with a Vitner Craft skill roll the event to be recalled will include the
incredible dangers (to be established with the Vitner Runes specialty negatively desired spell trigger.
by the GM, according to the story modified by all the VP spent on the object
needs) or to sacrifice part of one’s life for both the spell and the Seal (e.g. an
(like permanent BP). These Awakening object with a 6 VP Seal including levels of Vitner-Awakening Options
Vitner Points may even be linked with power and another spell which used 4 VP, for Seal-linked spells
the legendary “Mistvitner”. In any case, will give a total modifier of -10). A Vitner Weaver awakening a seal-
they may be even recorded separately, The triggering conditions of famous linked spell may spend more AVP to have
and the GM may force a Fatal Magic and legendary Vitner-Awakened objects multiple or permanent effects.
roll (player’s Handbook p.14) when can even be identified with the Lore &
using them for vitner-awakening an Legends specialty of the Knowledge ✦ Multiple activations: Normally seal-
object. skill, if the GM allows it, and if sagas and linked spells can be activated only
legends tell the truth. once per day. If one wants to activate

chapter 12. the dwarf | 175


them more than once per day, the cost Firebreath Fleshbiter
of the spell must be paid once again This beautiful one-handed spear has a Even if heavy and crude-looking,
in AVP, for each further activation masterfully crafted blade in Dwarven this dark Battle Sword was taken as a
needed per day. Iron mounted atop a thick and strong trophy by the Dwarves of Thoordunn
✦ Permanent Effects: Some, but not haft in grey-colored Stone Oak. Fire- in one of their never-ending wars
all, the Lasting-type spells may linked runes and refined engravings against the Trolls. It possibly belonged
be converted into a Permanent embellish both the spearhead and part of to a Troll Chieftain or champion, and
effect. The GM is encouraged to shaft. It is said that those who wield the it attests the level of craftsmanship
use common sense when allowing spear can make it projecting bursts of that occasionally can be seen among
this option which should always be fire, burning everything in front of the Goblins. This would have remained
carefully considered, and allowed only spear wielder. This incredible, vitner- only as an unused war trophy, since
for spells giving protections, wards awakened weapon was crafted ages Dwarves disdain the workmanship of
or enhancing specific senses, traits ago by a Yurmatraka for a Mittlander Goblin smiths, however an unknown
or other capabilities. To make these hero which ventured into the depths of Yurmatraka managed to steal it, since
effects permanent, the Vitner Weaver Muspelheim, looking for help against he recognized the potential of this
which is awakening the spell, must an invasion of Hrim Trolls. After the weapon. This sword has been marked
pay three times the total amount of hero’s death, the weapon was passed with Yurmatrakas’ runes now, and it is
required AVP. as a sacred heritage in his bloodline for vitner-awakened. There is more than
many centuries. The spear was sung in one reason for respectable Dwarves to
(Note: off course, if one thinks about multiple songs and sagas and somehow, disdain this sword, but it will certainly
paying thrice the amount AVP for at some point, it disappeared, although be an incredible blade to wield, for the
making a permanent effect, levels of there are stories about Firebreath hero to whom the Yurmatraka will
powers which specifically extend the having mysteriously returned to decide to give it.
spell duration should be ignored and not Muspelheim.
bought with VP). ✦ Stats: Battle Sword, WA 3, IM -6,
✦ Stats: Hunting Spear, WA 3, IM -4, PV/BV 11/110, value 54* sc, 3.75 kg,
EXAMPLE PV/BV 8/80, value 53.6* sc, 1.5 kg, Dmg 1d10 (OR 8-10)+1, +2 SV to use
Dmg 1d10 (OR 9-10), 2 CP locked to this sword, +2 CP locked to the use of
Borvan has spent 3 AVP for vitner- the use of this spear. The beauty of this sword.
awakening his ring which will allow this object will give +1 SV in social ✦ Crafting: -7 SV, Goblin Iron (Step 2)
to activate the Protection from Fire skill rolls. Masterful quality (Step 3), Powerful
once per day. If Borvan wants the ✦ Crafting: -8 SV, Dwarven Iron & major positive option (Step 4).
spell to be activated twice per day, he Stone Oak (Step 2) Masterful quality ✦ Vitner: Vaagrivitner
must pay twice the amount of AVP (Step 3), Durable positive option (Step ✦ Spells: Enchant Object (Vitner Craft
of the spell, which means spending 3 4), 50 % decorated (Step 5). Level 2, costing 4 VP for getting
x 2 = 6 AVP. ✦ Vitner: Vaagrivitner +2 SV and damage +1, as already
On the other hand, if Borvan ✦ Spells: Seal (Vitner Craft level 4, calculated in the stats above). The
wants the Protection from Fire to be costing 8 VP + 6 VP to attach a 3rd- power is permanently active, since the
a permanent effect, always working level spell) and Flame Burst (Power spell duration is turned from Lasting
on the one wearing the ring, a total of Thought Level 4, costing 6 VP + to Permanent (See Vitner Awakening,
of 9 AVP should be spent (which 10 VP for two levels of power for fire Step 1 “Normal Spells”).
means 3 AVP x 3). damage 1d10 OR 9-10 with – 2 VP ✦ Vitner-Awakening: Enchant Object
discount for Vaagrivitner). The power requires 4 VP to be awakened which
will be activated twice per day (see means 2 AVP are needed. The Vitner-
Sample Vitner-Awakened Vitner Awakening below) by saying Awakening roll will suffer a -2.
Objects the word “Logi”.
The following examples are all ✦ Vitner-Awakening: Seal VP are not
considered to be evil or cursed objects by Counted. Flame Burst requires 14
common Dwarves, even if they are not VP to be awakened which means 7
linked with Dark Vitner. The * in the AVP are needed. The Vitner Weaver
value entry indicates the basic value of wants this power to be activated
the object, not considering the vitner- twice per day, therefore it will cost 14
awakening which therefore makes the AVP (7 AVP + 7 AVP). The Vitner-
item invaluable. Awakening roll will suffer a -7.

176 | chapter 12. the dwarf


The Ruler’s Torc ✦ Stats: value 168* sc, weight 0.1 kg, level spell) and Aura of Power (Power
This golden Torc, decorated with silver +2 SV to social skill rolls in specific of Thought Level 4, costing 8 VP + 6
inlays and granulated elements, was situations. VP to augment the duration to 1 hour)
crafted by a Yurmatraka as a personal ✦ Crafting: -3 SV, Gold (Step 2), Normal which can be activated once per day for 1
revenge, since it was vitner-awakened Quality (Step 3), Beautiful positive hour by saying the word “Snake-Head”.
with seal and a powerful command option (Step 4), 40% decorated (Step ✦ Vitner-Awakening: Seal VP are not
spell. A Thune was persecuting the 5). Counted. Aura of power requires
Yurmatraka which, at the end, gave ✦ Vitner: Vaagrivitner 14 VP to be awakened which means
this torc to a Thune’s younger brother, ✦ Spells: Seal (Vitner Craft level 4, 7 AVP are needed. The Vitner-
triggering in this way a civil war. costing 8 VP + 9 VP to attach a 4th- Awakening roll will suffer a -7.

VITNER AWAKENING RUNES: A SUMMARY

REQUIREMENTS TO GET AWAKENING VITNER POINTS (ADP)


✦ A Common Object ✦ 50 Adventure Points = 1 AVP
✦ At Least level 1 of the Vitner-Awakening Specialty ✦ Story Awards etc..
✦ Personal Sacrifice
✦ Successful Vitner Casting roll
✦ Succesful Vitner Rune-Carving roll
✦ Succesful Vitner Awakening roll

STEP 1. VITNER CASTING TO USE A VITNER- AWAKENED OBJECT


✦ Cast a Normal object-related spell or the Seal spell with ✦ Normal Spells: usually automatic use and the effect is
another linked spell. permanent. The GM must judge.
✦ New: Seal can be used also with Preserving spells. ✦ Seal-Linked spells (Istant & Lasting): automatic use,
once per day, no requirement except knowing the trigger
(magic word, gesture, etc.)
✦ Seal-Linked spells (Preserving): automatic use, once per
day but only if the trigger is known and they work only
for those with enough Vitner Craft levels. Concentration
is required.

STEP 2. VITNER RUNE-CARVING TO IDENTIFY THE POWERS IN A VITNER-AWAKENED


Care Skill + Handicraft discipline + Vitner Runes specialty of OBJECT
Vitner Craft. ✦ Read Vitner and Scanning spells.
✦ Success: go to Step 3 ✦ Only for famous items: Knoweledge skill roll with the
✦ Failure: this spell cannot be awakened Lore&Legends: Dwarves specialty.

STEP 3. CALCULATE THE PERSONAL SACRIFICE AWAKENING OPTIONS FOR SEAL-LINKED SPELLS
Two options. Two options
✦ Spend 1 Raud point to awake all the VP used by the spell ✦ Multiple activations: Pay the total AVP cost once per
cast in Step 1 every daily activation.
✦ Spend 1 AVP to awake 2 VP (in case of odd number of VP, ✦ Permanent Effect: (only for selected spells, established by
the last VP costs 1 AVP). For Seal-linked spells ignore the the GM). Pay three times the AVP cost.
VP cost of the Seal (unless a second trigger is added, in
this case consider only 2 VP)).

STEP 4. VITNER-AWAKENING ROLL


Vitner Craft skill + Vitner Shaping Discipline + Vitner-Awakening
Specialty – a penalty equal to the amount of AVP to spend
✦ Success: Awakened Object
✦ Failure: Object cannot be awakened.
✦ In both cases the Sacrifice is lost.

chapter 12. the dwarf | 177


Chapter 13

✦ IN THE DEPTHS ✦
Vast underground tunnels systems, caverns filled with
shining stalactites and light-emitting gems, enormous
rock-cut chambers with incredibly high ceilings sustained
by giant pillars, fortresses built with perfectly stone-chiseled
marble blocks and adamantine dams built in exotic, magical
materials blocking otherwise impossible to cross lava rivers.

The underground world of Muspelheim What follows includes both natural The GM should treat most of these
is so rich in wonders of both Dwarven features and Dwarven-built features, sights as simple descriptive moments.
engineering and nature which Humans especially since many of these elements are Occasionally, for the most spectacular sites,
can only dream of. closely intertwined in the underground the GM may decide that some psychological
Exact rules for detailing all these features world of Muspelheim. Dwarves love mechanic should be applied, although they
or for creating specific buildings and caverns and their settlements naturally may vary according to the spectators’
architecture are beyond the scope (and the integrate with them, consequently it is specific culture and the nature of the sight.
limits) of this book. The GM is encouraged sometimes difficult to understand when Some sights are terrifying for some people,
to use creativity and the common sense for one passes from a natural area, to another inflicting 1d5 to 1d10 (OR 10) Fear Points.
designing them. A few basic suggestions are crafted or modelled by Dwarves. Other sights are so marvelous that the
here presented for possible elements to be spectators’ spirit becomes enamored and the
present in their creations, and they may even mind cannot think to anything else. In these
be useful when designing non-Dwarven Amazing Sights and cases, the character may even heal 1 to 1d10
buildings. Treat the following sections as Marvels (OR 10) Fear Points.
“themes” and “inspirational guidelines”, not Muspelheim is rich in incredible places
as exact rules. They are only basic hooks, where travelers are surprised by amazing
but it’s the GM’s duty to create the details sights, impossible to see on the surface of Air and G ases
of this underground world. The GM is Trudvang. Nature can create impressive Air is not fresh everywhere in
encouraged to create more or to variate things here: from enormous caverns Muspelheim and Dwarves, like other
these examples. with spectacular stalagmites and rare beings, need good oxygen. Sometimes
Some of these entries show mechanics minerals to endless abysses whose the air of caverns is filled with other,
for matters which will also appear int the bottom is unknown even to the gods. toxic gases. What follows are just a few
“New Complications in the Wild” section Moreover, even the monuments which are examples of possible atmospheres.
at the end of the chapter. The modifiers are the product of artificial architecture, of
different since they are meant for different both built and rock-cut nature, may offer
purposes. While the “Complications in the impressive sights. Nobody knows how Fog and Mist
Wild” modifiers are meant for behind-the- many marvelous monuments have been There are places in Muspelheim where the
scenes action, encompassing many hours- or built by Dwarves or by other, nowadays barrier with Dimhall is thinner and they
days- long travels, the following phenomena forgotten, races during the many a filled with mist, which may even cause
and related modifiers are meant to be applied millennia which passed since the times dangerous encouters. See Game Master’s
to single action scenes to be played. when Trudvang was a young world. Guide p. 36 for specific rules on fog.

178 | chapter 13. in the depths


Low Oxygen while a failure provokes the major dimensions, since a character will
A penalty from -1 SV to -5 SV (to be effects. For some unknown reasons, suffer 1d10 (OR 10) per 3 m of
judged according to how much breathable the Buratja always automatically falling (GM’s Guide p.57).
oxygen is present) should be applied to all suffer only the “minor effects”, so they ✦ Jumping and Climbing: Check
skill rolls and situation rolls performed in do not need to make the roll. Player’s Handbook p. 47 (“Jumping,
areas where the oxygen is low. ✦ Minor Effects: Vomiting and Climbing and Balancing” specialty)
headaches. -3 SV to all situation rolls to see if the feat can be performed by
and skill rolls for the next 24 hours. the character. A Character usually can
Moist air. ✦ Major Effects: Lung collapse. The leap up to 2 m +1 meter per level in
Any atmosphere which is more than 60% victim suffers 3d10 (OR 9-10) damage the specialty.
moist will cause difficulty to breath: a per every hour of exposition to the gas. ✦ Bridges and ledges: Dwarves are
penalty of -1 SV per further 10% should master engineers but not all bridges
be counted. are well kept, and many old ones have
Wurm’s Breath been ruined by time and the passage
This is basically methane or some of large creatures like huge trolls,
Toxic Gases other flammable gas. The following dragons and Brotbeasts. The GM
Caverns and tunnels may be filled by stats represent a minor density of may allow situation rolls modified
many varieties of gases, especially in these gases, while the presence of these by Dexterity or, in alternative,
volcanic areas, and the GM should gases at higher density may be more Agility skill rolls to avoid falling
always judge the following topics. dangerous. while going through these bridges.
✦ Inhabitants: Abysses may host whole,
✦ Identification: it may be automatic ✦ Identification: automatic (it is very large ecosystems of flying creatues
(especially in the case of stinky gases) stinky). which may hinder the PCs. Jorgi’s
or it may require a situation roll with ✦ Automatic Effect: This is a highly Bestiary can offer some inspiration
an SV of 10, modified by Perception. flammable gas. The presence of like Night Ulms, Large Spiders or
✦ Automatic effects: some gases cause torches or lamps will put the whole Goblins. These small trolls have a
effect which do not allow situation are on fire. Anyone caught in this “spider legs” ability which make them
rolls to be avoided. phenomenon should suffer at least extremely good climbers. Whole
✦ Resistance: usually considered as 1d10 damage per action round of goblin colonies may even have started
a Situation Roll with an SV of 10, permanence in the affected area. mining a chasm’ walls in order to
modified by Constitution. A success ✦ Resistance: Situation Roll with SV reach some rare mineral.
may allow to completely ignore the 10 (modified by Constitution) should
effects or maybe suffer half the effects. be allowed when this gas is breathed.
A new resistance roll should be A success makes one suffer only the Dark Entities
succeeded every round of exposition minor effects, while a failure provokes Incredibly ancient secrets are held in
to the gas. the major effects. the depths of Muspelheim, including
✦ Effects: these may be various. Possible ✦ Minor Effects: Headaches and portals to Dimhall, demons and spirits
effects may be paralysis, hallucinations confusion. -1 SV to all situation rolls trapped in the bowels of the earth since
or damage (minimum 1d6, but it may and skill rolls. the beginning of times. The so-called
be 1d10 or even deadlier). ✦ Major Effects: -3 SV to all situation “Endless Dark Chasms” (described in
rolls and skill rolls. Damage 1d6 per the Glitzmakulji chapter) are infested
round. by dark entities like these. The
Thoordunn’ Doom Dwarves know that some of the darkest
This is the highly toxic gas which gods inhabit the lower depths of their
invaded the kingdom of Thoordunn, Chasms and A bysses underground world, and the existence
causing a vast number of deaths. It is a Vast areas of Muspelheim are separated of both Yurmatrakas and Yukkattas
very concentrated kind of toxic gas, very by chasms, crevises and abysses. When attest how Yukk likes to whisper into
difficult to resist. designing these features, the GM should Dwarves’ ears. However, there are also
always consider the following issues. entities which are darker than Yukk
✦ Identification: automatic (it is very and their whispers may be even more
stinky). ✦ Dimensions: Some chasms are dangerous. The effects of these whispers
✦ Resistance: Situation Roll with SV 3 so large that they cannot be are totally up to the GM. What follows
(modified by Constitution). A success crossed, if a bridge or ledge is not are just a couple of examples mentioned
makes one suffer the minor effects, present. Depth is a very important in the first part of this book.

chapter 13. in the depths | 179


The Cult of Pezka ✦ Vitner Weavers which are in an forever changed: they may be able to
As described in the paragraph on Petzin area infested by the entity must ignore Fear Points and any Fear-related
(see the chapter on Tvologoya), this succeed a Situation Roll with a VS effect or they even may endure so much
dark mysterious goddess attracts young of 8, modified by Psyche or suffer an pain that they can ignore the negative
Borjornikka Dwarves. She manifests inexplicable spiritual drainage which modifiers from damage levels. They
as a persistent whisper in the darkness temporarily deprive them of 1d10 (OR only live to seek revenge by slaying all
of certain specific areas, although 7-10) Vitner Points. Sometimes this those of the Blood of Trodnikk.
sometimes her call may occasionally vampiric drainage is so strong that ✦ In alternative those of the Blood of
reach Dwarves sleeping in some cursed, even those who lack Vitner Points (i.e. Bodsnjev may have become undead
minor settlements. The victims must they lack the first level of the Call of and the GM may decide to use undead
make a Situation Roll modified by Vitner discipline) will suffer a damage entries from the Jorgi’s Bestiary to
Psyche (typical SV 10) in order to avoid of 1d10 (OR 10) BP. A roll like this represent these cursed Dwarves.
a sense of emptiness and the inexplicable should be done once every 5 days
desire to reach certain dark places, spent in the chasms.
holy to Pezka, where resisting the final ✦ Vitner may work in unpredictable Defensive Architectural
corruption is more difficult (Situation ways: all Vitner Craft skill rolls suffer Design
Rolls with a SV of no more than 5, to a penalty of -2 and all normal failures Dwarven strongholds are designed
be repeated every day). In these sites the should be treated as “fatal failures”, with an aim of blocking invaders with
young Dwarves are slowly corrupted by provoking a roll on the Fatal Magic the simple architecture’s shape and
the Darkness, and they refuse any kind table (Player’s Handbook p.84). organization, even if no traps are present.
of light, as they only thrive to pass their ✦ Levels of power for Dark Vitner spells Here are a few suggestions, although the
lives in total darkness. These cultists cost -1 (minimum 1) per level, for GM may certainly create more defensive
reject anything which is related to Vaagrivtner +1 and for White vitner +2. features like these.
Dwarven common culture, including the ✦ Everyone (except those who practice
Thuul Forging arts and the reverence Dark Vitner) who passes his first day ✦ Tunnels with reduced width, allowing
for Borjorn. Nobody knows what these in the area should make a situation roll only one fighter to pass through it at
cultists do, although possibilities are: with an SV of 10 modified by Psyche the same time, fighting only against
assassination attempts against famous everyday they are in the Endless Dark one, well-positioned defender. In this
Thuuls, attacks against Dwarven Chasms. In case of failure they will suffer way a small number of Dwarves can
caravans or mingling with dark entities 1d6 Fear Points which cannot be healed, fight against many enemies.
like demons from Dimhall. unless they exit the Dark Chasms. ✦ Winding staircases or turning
Those who practice Vaagrvitner wil corridors may be designed so that
suffer 1d10 Fear Points and those who the attacker advances in a clockwise
The Entity of the Endless practice White Vitner will suffer 1d10 direction, suffering a -5 SV for
Dark Chasms (OR 10) Fear Points. A new situation parrying with the left hand the
As explained in the Glitzmakulji chapter, roll must be done every 5 days in the defenders’ attacks.
an unknown “Magical Entity” inhabits the Endless Dark Chams. After 30 of these ✦ Attackers may be forced to ascend,
Endless Dark Chasms. Vitner Weavers Fear Points have been accumulated so that the defenders are always in a
can perceive that it is something strongly a physical change happens (hair and higher position, getting a bonus (up to
aligned with Dakhwitalja. The Entity beard fall or become totally white, skin +5 SV) to their attacks.
resembles a Logi but surrounded by dark may become ash-colored, etc.). After ✦ Hidden doors on the walls may allow
energy instead of fire. This incredibly 50 points have been accumulated the defenders to ambush attackers on
strong and mysterious creature should character is totally lost. their back.
not have real stats, since its power level ✦ Lost Dwarves can become crazy ✦ Chasms may be overcome through
should be higher than what the PCs cultists of the entity, starting to wear drawbridges which can be raised (see
should hope to face (is it maybe another masks and odd clothing (the above the Chasms & Abysses section below)
of the old, Dwarven forgotten gods? described Cult of Pezka may give to avoid invaders to pass.
Or maybe a demonic lord trapped in some inspiration for the matter). ✦ Labyrinthine planning or moving
Muspelheim?). Possible effects linked ✦ Those of the Blood of Bodnjev may walls which change the tunnels’
with the entity are the following. still linger somewhere in the Endless configurations. Attackers risk to
Dark Chasms, although their natures get lost and drawn towards specific
✦ All those who wander the Endless may have been completely changed. threats (traps, monsters, chasms, etc.)
Dark Chasms lose their path and sense They may be just a race of immortal if they do not succeed situation rolls
of orientation. Dwarves whose psyche has been with the Perception modifier (SV to be

180 | chapter 13. in the depths


established according to the situation) EXAMPLE DOORS
or Wilderness skill rolls with a Door PB/BV To force when locked
penalty of at least -3 SV. Fragile Door 4/40 10
✦ Sometimes a small amount of water
Wood 5/50 8
is kept running on a chamber’s floor,
therefore subterranean mosses and Copper/Sturdy Oak 6/60 6
musk grow. The surface is therefore Iron/Bronze Door 7/70 4
slippery, forcing the attackers to make Dwarven Steel Door 8/80 2
Agility skill rolls with SV -3 in order Stone Door 9/90 1
not to fall.
Gigantic Rokjärn double doors 13/130 Impossible to force
✦ Portcullises or moving walls can
appear, blocking the way to attackers, Marble Doors 20/200 Impossible to force
while arrows are shot on them.
✦ Well-hidden arrow slits
communicating with hidden chambers, Correlated to the above value should be explained in the “Underground Climate
where archers and crossbowmen can a “To Force” entry, indicating the basic SV and Dust Storms” section, in the first
hide. for Situation Rolls to be rolled to force a part of this book. Those who are caught
✦ Murder-holes and machicolations from locked door. These SV can be augmented under these terrible events may suffer
which substances like boiled water or oil by the Strength trait of the one trying to effects like a blizzard (GM’s Guide
can be dropped on the attackers, causing force a door. Usually, a normal 1t-sized p.35-36) or, if they are too near to the
anything from 1d10 (OR 10) to 3d10 door in front of a normal corridor for source of the energy, to something like
(OR 10) damage (GM’s judgement). 1t-sized creatures, cannot be forced by an avalanche (GM’s Guide p.36).
The victims may try to Evade these more than one 1t-sized person. The more dangerous side-effect is
falling substances, if there is enough Sometimes spaces can be larger the “dust core”, which happens when
space to maneuver, of they can rise allowing for more persons to work you inhale too much stone dust which
shields, which will suffer the damage together (e.g. a 1t-sized door in the fills the lungs. Unless special breath-
first (although splatters can still hit the middle of a vast room can allow up to filtering equipment is worn, the victim
victim, causing 1/3 of the damage. two persons to work together, etc..). All must succeed a Situation Roll with an
✦ Rocks and stones can be thrown those who try to force the same door can SV of 10 (modified by Constitution).
on the attackers causing anything combine their Strength traits to be added Those who fail will suffer 1d10 (OR
from 1d10 (OR 10) to 3d10 (OR 10), to the basic SV and adding a further +1 5-10) damage, while those who succeed
according to the stone size. Larger SV per person beyond the first. suffer only 1d6 points of damage.
stones cannot be parried, and evading The GM should consider specific
may be problematic in tight spaces. situations like smaller spaces which may
✦ Secret walls and dikes may be raised, give SV penalties to even a single person Earthquakes
and water may be poured from secret or larger gates where multiple person This phenomenon may be particularly
holes, in order to inundate some can help (but whose PV/BV may be dangerous in Muspelheim, since character
specific caverns. higher than normal). may be blocked under tons of falling
The table above just suggests a few debris. The GM should decide according
possible 1t-sized door examples, but to the specific situation. Inspiration can be
Doors they are far from being the only possible taken from earthquake-causing spells and
In both the countless Dwarven strongholds combinations. Maybe a Sturdy Oak door powers (See Player’s Handbook p.125,
and abandoned ruins of Muspelheim there (PV/BS 6/60), which is the most diffused 229-230, 242-243) although natural
are so many types of doors and gates, and kind of door in Trudvang’ surface, may be quakes can be way stronger.
it is impossible to classify all of them in a built with a stronger lock, therefore the To
single table. What follows are just a few Force SV is 2 and not 6, or maybe it is built
examples and basic guidelines. with a weaker lock, therefore the basic SV Fire & Magma
Doors can be crafted in so many is 7. In other words: the GM is encouraged Specific armors and specific protections are
materials (sturdy oak, iron, copper or to use creativity and common sense. needed to stand in very hot environments.
even stone). The GM should decide the Those who work nearby logi furnaces,
PV/BV stats taking into considerations for example, cannot stand the warmth
both material and size. This PV/BV Dust Storms unless they wear special equipment like the
entry is useful for determine attempts to Dust storms are cause by phenomena logumurgla and silver logumurgla (see the
destroy the door. like the collapse of large caves, as “Dwarven Armors” chapter).

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The GM should establish how strong a The high walls of these large halls To describe these rooms, each space
fire effect can be (using Flame Craft spells may even host tunnel entrances and where the ceiling is low should be
as guidelines, see Player’s Handbook other important features like encrusted considered to be of a specific size, roughly
p.109-112). In any case, being drown gems or niches with statues. Agility equivalent to the size system presented
into magma should always cause certain skill rolls (Player’s Handbook p.47) can in the GM’ Guide p.95. However, some
death, while magma spatters should be used to climb walls and reach these further degree of granularity is needed,
inflict at least 1d10 (OR 9-10) damage. features, although the possible falling since sometimes Dwarves craft chambers
Even to remain nearby a magma source damage should always be considered to be inaccessible for those taller than
more than a single action round without (GM’s Guide p.57). themselves.
protection is a damaging experience. All Dwarves can be classified inside
From the second action round a victim the “1t size” category, like Humans and
should suffer 1 point of damage, which Light Elves, but, for the sake of these rules,
become 1d3 in the third round and 1d6 Dwarves can see in the darkness, but sometimes it is worth making some
for each following round. their cities always have some lighting, further difference (as shown in the list
Humans, Elves and even non- at least in some areas, since they cannot below). The GM should use common
Buratja Dwarves (if they lack the right properly feel colors without it. Darkeness sense when judging every situation, but
protections) are naturally reluctant to is much more serious threat in other the following list of possible sizes may
stand nearby hot magma, therefore a parts of Muspelheim. be of help.
situation roll with SV 6 modified by This is an extremely important factor
Psyche is needed to avoid running away. to consider. Unless one has magic means ✦ 1/3 size (small animals)
(specific powers or spells or the new ✦ 1/2t size (Goblins)
“Gutka’s Light” rune described in this ✦ 1t size (Buratja)
Frost and C old book) travelers should rely on natural light ✦ 1t size (Borjornikka Dwarves)
Some caverns and halls may be extremely sources (light crystals like the Glitzaljas, ✦ 1t size (Zvorda, Humans, Elves and
cold and travelling through them should phosphorescent fungi and moulds, Half-Trolls).
be dealt with the usual rules (GM’s luminescent white algae, etc.) must use ✦ 2t size
Guide p.30). torches and lamps which are, off course, ✦ 3t size
Some places may be influenced by bound to be extinguished (the GM should ✦ Etc.
severe frost, possibly of magic origin. decide exactly when). Camp Kits (GM’s
In these cases, treat it like the “Hrim Guide p.82-83) should contain torches, if The effects of these size are as follows.
Body” power of certain creatures. the required Situation Roll is succeeded.
Those who lack the right protections Total darkness is like blindness, ✦ Those who belong to the exact size
(like Mastomant furs) should succeed a inflicting a penalty of -15 SV on all sight- category suffer no effect at all. The
Situation Roll with a SV of 10, modified related skill rolls. The GM may reduce this GM may enforce specific limitations
by Psyche, or immediately leave the area. penalty by some degree (from -14 SV to -3 (like using only piercing attacks and
Those who stay longer than one round, SV) if some weak light source is present. not weapons which need a large space
start suffering 1d6 damage points in the to maneuver) in some cases.
second round, 2d6 in the third round, and ✦ Those who are one size category larger
a further +1d6 each successive round. Locks cannot use two-handed weapons. All
Doors and chests can be locked. A skill rolls suffer -3 SV. Evade attempts
“lock” usually has the same PV/BV suffer -5 SV.
High Ceilings value of the door to which is attached ✦ Those who are two size categories
Some natural caverns or Dwarven- (unless the GM rules otherwise). A larger can use only light one-handed
crafted halls may have incredibly tall Lock can be represented as a modifier weapons. All skill rolls suffer -5 SV.
ceilings. Torches and lamps carried by to the “Locks & Traps” specialty of Furthermore, they can only crawl
those who walk in the halls can rarely the Shadow Arts skill, as suggested on or proceed in hunched positions:
reach those high areas which are usually Player’s Handbook p. 65-66. movement costs double in terms
shrouded in darkness, unless some of CP to spend and only half the
special light systems, like the Glitzaljas maximum possible movement can be
and other light crystals, illuminate them. Low Ceilings and reached. Evade cannot be attempted.
These ceilings may be the perfect hiding Cramped spaces ✦ Larger creatures cannot pass through
for flying or climbing creatures. Night So many natural tunnels are too low the area.
Ulms, Large Spiders, Large Snakes and for a normal man to walk standing, and
Goblins may lurk there. normal activities may be forbidden.

182 | chapter 13. in the depths


Swarms “Temporary Runes” part, elsewhere in enormous stones (from 1d10 to 3d10
Most of Muspelheim is barren and the previous chapter, described a new OR 10) or whole avalanches (GM Guide
lifeless, although occasionally one can type of runic threat, but more common p.36). To use Evade is a possibility.
find areas colonized by small animals. and mundane traps exist to defend many Sometimes huge rolling boulders may
A “swarm” may be composed by an Dwarven settlements. be thrown in small corridors, therefore
incredible number of tiny or small Agiliry skill roll to run away are needed
creatures like bats, flies, beetles, spiders, in order to not be crushed.
scorpions or rats. It is recommended Triggering Traps. ✦ Element Trap: Gases, acid,
to treat swarms not as “creatures” but Traps may be triggered in multiple paralyzing energies, frost and fire
rather as environmental effects. ways, by pressing a certain object, by can all be thrown on the subject. Use
It is pointless to record the BP of walking on a floor or by pulling a cord. spells and powers (Player’s Handbook
a swarm: one cannot kill all the tiny Shadow Arts skill rolls may be used to p.91-243) for inspiration. Sometimes
members of the swarm with a melee identify these dangers but only if traps Evade can be attempted. Smoke is an
weapon, although some elements are actively sought. An SV penalty (-1 interesting trap since it may be linked
(smoke, water, fire and alchemical SV to -10 SV) should always be factored, with a working furnace. Smoke will
compounds) may deter the swarm to as triggering mechanics tend to be well always inflict high SV penalties and
get nearer. The GM should decide what hidden. If traps are not actively sought, even some damage per round (maybe
repels each swarm type. a Situation Roll modified by Perception 1d6) due to difficulty of breathing
It is also pointless to record a should be allowed for casual noticing through it.
swarm’s attack SV: a swarm will usually of odd features, although the basic SV ✦ Blocking Traps: Walls, doors and
automatically hit (bite, sting, etc.) should always be low (SV 5 or less). portcullises may fall or appear to
anybody who happen to be in contact. block the way (see the “doors” part
The GM may allow Situation Rolls in this chapter). Sometimes water can
(e.g. 10 modified by Dexterity), Evade Disabling Traps. fill the area (see “Water & Floods)” in
attempts or Situation Rolls modified by The “Traps & Locks” Specialty of this chapter. The “Crushing Walls”
Dexterity to avoid physical damage, but Shadow Arts is required to disable a variant is the deadliest variant of this
it really depends on the situation and trap, but also the right tools are needed trap, which can usually be avoided
the number of small creatures involved. (a Thief Kit or a Craft Kit in some cases). only by Shadows Arts skill rolls made
Sometimes the tiny creatures are too A negative modifier (for the tools or for finding certain specific unlocking
numerous be avoided. On the other for the trap difficulty) should always be mechanisms or hidden ways out, since
hand, mental effects (like Fear) should be factored. The GM may even rule that a normally characters like the strength
avoided by succeeding a Situation Roll trap is impossible to disable. to block the walls which are bound to
with an SV of 10 modified by Psyche. automatically kill them.
Swarms may inflict one or more of the ✦ Creature Traps: Stonefylgis or
following conditions (or other conditions Effects undead can appear to attack the
created by the GM). The list of possible effects is never- victims.
ending. What follows are just a few ✦ Etc.
✦ Fearsome (the sight of the swarm examples. The GM should always
inflicts 1d5 to 1d10 Fear Points). establish how many targets are involved
✦ Huge bother (all the SV suffer a by the traps and what can be done to Vitner phenomena
penalty from -1 to -5). avoid the damage. Any kind of vitner anomaly can be
✦ Physical damage (from 1 single BP to present in the lowermost levels of
1d10 OR 10). ✦ Pit Trap: This can open a void beneath Muspelheim. The GM is encouraged to
✦ Poison (whose effects are to be the feet of a victim (see Falling Damage check Player’s handbook p.77 for some
established by the GM, using extracts in GM’s Guide p.57). Spikes on the inspiration on Vitner sources. What
as guidelines for the most powerful bottom may add a further 1d10 (OR follows are just a few, possible effects,
venom types). 9-10) damage. To avoid such a peril, one but remember that everything is possible
should make a Situation Roll modified when speaking about vitner.
by Dexterity (example basic SV 5).
Traps ✦ Weapon/Object Trap: Anything ✦ Areas where all Vitner Weavers feel
Describing every possible trap is beyond can fall or be thrown on the victims: incredible pain: they must succeed a
the scope and limits of this book. The arrows (1d10 OR 9-10 damage), blades Situation Roll with SV 10 modified by
GM is encouraged to create them taking (1d10 OR 8-10), poisoned needles (use Psyche or be drained of 1d10 OR 10
into account the following themes. The a specific extract mechanics), large or vitner points.

chapter 13. in the depths | 183


✦ All vitner weaving spells automatically around the underground world. Dwarves However, sometimes there are too many
trigger a roll on the Fatal Magic table never use these trees as combustibles, in Krustall in a single cave and the air is
(Player’s Handbook p.84-85). fact wood is an incredibly rare commodity filled with too many spores. In cases like
✦ The area is aligned only to one of the in Muspelheim, and it is needed for making these the GM may force those breathing
three vitner types which benefit by weapons’ and tools’ handles. without wearing any filter to make a
+1d10 Vitner Points to be spend on roll for effects, as if they have drunk
levels of power, while other vitner ✦ “Rootwood” grows only in caves rich in Krustmead (see the specific section, in
types suffer a penalty of -5 SV on the light crystals, hanging from the caverns’ the “New Extracts” part). The basic
Vitner Craft skill roll. roofs, without any real leave or branches. strength may be raised to 2-4 or even
✦ Demons or undead are summoned This plant seems to be completely made up to 5-10 according to how many
everytime a vitner spell is attempted. of roots and sometimes it grows to fill mushrooms are in the same place.
✦ Special items or relics can be collected, a whole space. This plant is usually ✦ Olgor Fungus is a dreaded relative of
as they host VP or AVP inside them. inoffensive most of the time, but once the Krustall (see its deadly effects in
If they are used in a spell, the related every few years it emits pollens which the “Relgarv” section in the Tvologoya
points are burned, and the object is are potentially poisonous. Dwarves chapter). The effect of its spores is
destroyed. recognize the smell even if they are described among in the “New Extracts”
far, and therefore they know how to section. Breathing its spores directly
avoid the specific places. The pollen on the wild can be a deadly experience,
Vegetation deals 1d10 (OR 10) damage to anyone since the strength can vary from 1 to
As it is obvious, due to the lack of light, who breathes it, unless special filtering 10, according to the season and the
vegetation does not exist in most of devices are worn. density of the deadly mushrooms.
Muspelheim. However, a few exceptions ✦ Even rarer is the “Stone Oak” which
exist, like the many varieties of mushrooms grows only where the light crystals
which grow in the larger caverns (see the are stronger, especially among Water and F loods
“Living, Diet and Housing” section in the Glitzaljas of Glitzmakulji. Its Muspelheim is rich in lakes, rivers and
the first part of this book) and which are wood is hard, heavy and greyish in pools, all usually thriving with more
very precious for the Dwarves. Vegetation color, somehow resembling a stone. life than what one can find in the drier
elements can be used by the GM to Differently from the Rootwood, the caverns. These ecosystems usually
enrich the description of a cave, showing Stone Oak is a real tree with leaves include crabs and white, blind fishes.
something different from the otherwise and branches but, oddly enough, Occasionally the subterranean lakes
empty tunnels and caves. Vegetation can like the Rootwood, it can grow from may be inhabited by Giant Snakes which
host a variety of cave creatures (like bats the caverns’ ceilings, growing and lurk beneath the murky waters (Jorgi’s
or vermin) and furthermore a daring intertwining with stalactites. Bestiary p.16-17), therefore the Dwarves
adventurer can climb a hanging cavern cross the waters only on armored boats.
trees to reach places on the ceiling which The GM should check the rules
were otherwise inaccessible. Mushrooms on swimming and holding the breath
Plants may be dangerous or have Many varieties of mushrooms grow in (Player’s Handbook p.47-48, under the
specific properties. Dwarves may Muspelheim. Many types are inoffensive Swimming specialty of Agility). Those
automatically recognize the most or even edible (like the Darktongue), but who fail holding the breath are bound to
common types, while the GM may force only Dwarves can distinguish those who die by drowning.
other characters to make Wilderness cause certain death from the good ones. The waters in Muspelheim can be
skill rolls with the Nature Knowledge either quite murky (inflicting a penalty
Discipline and Botany specialty. ✦ The Jukkla Fungus is a giant on swimming rolls), especially in the case
However, since Muspelheim is an alien mushroom which can grow up to of small ponds. More often Muspelheim’
world compared to Trudvang, the skill even two or three meters. Dwarves waters are pure and limpid, although
roll will suffer a penalty of -5 SV, unless sometimes use its harder core as a they may be pretty cold. Those who,
the Terrain Experience: Muspelheim kind of wood, although this whitish after having fallen in them, do not
specialty is owned. material is often too friable. change their clothes are bound to suffer
✦ Krustall mushrooms are usually penalties like those who are in cold or
inoffensive, since only eating huge worse conditions (see “Complications in
Cavern Trees quantities may cause hallucinations the Wild” table on GM’s Guide p.30).
Rarer than the mushrooms, but even more comparable to those caused by A quite dangerous phenomenon is
precious for Dwarves, are the “cavern trees” Krustmead (which is crafted with a the flood, when huge quantities of water
which are typical of only a score of places concentration of many mushrooms). invade underground areas. Sometimes

184 | chapter 13. in the depths


certain death is unavoidable if one is Stonefylgis Feats Number of Rounds to spend CP: 1
blocked in the wrong cavern. Other Combat points: Free 10 / Attacks & Parries 14.
times the GM may allow Agility rolls Dark Sight Samples of Attacks:
with Swimming specialty to avoid A Stonefylgis can see without a light (IM -4) Fist SV 12, SV 12
drowning (albeit with negative modifiers source as if it were day. (IM -11) Maul SV 14, SV 10
from -1 to -5 SV due to the water’s
strength) or situation roll modified by Heart of Gold Medium Stonefylgis (Lv 2 Rune)
the Strength trait to remain attached Stonefylgis usually do not have a heart Type: humanoid BP: 60-80; Movement:
to some fixed object like a stalagmite of gold, which seems to be typical of Land 2 CP per 1 m (Max 14 m); Size: 2t,
or other rocky feature (basic SV to be the sentient Stonehinjes. However, Fear Factor: 1d10; Natural Armor: 5.
established by the GM on the basis of occasionally some awakened Stonefylgis Damage levels (for 70 BP): 1-18 (0) / 19-35 (-1)
the water’s strength). Those who are start developing small golden hearts. / 36-52 (-3) / 53-70 (-7) / > 70 (Dying).
taken by the floods may not just suffer Character Traits: Strength +5
drowning, but also physical damage due Immune to Fire and Cold Feats: Dark Sight, Immune to Fire & Cold,
to being thrown against rocks and walls A Stonefylgis is completely immune to Metamorph.
(e.g. 1d10 OR 10). In alternative one can fire and cold of any kind, including magic Natural Weapons: Unarmed (usually fists)
use avalanches’ damage as a comparison varieties. (damage 1d10 OR 10 +5 Strength)
(GM’s guide p.36). Weapons Damage rates: 1H Light Weapons
Metamorph (damage 2d10 OR 9-10 +5 Strength), 1H
Depending on its assigned task, the Heavy Weapons (damage 2d10 OR 8-10 +5
New Monsters Stonefylgis can transform into a simple Strength), 2H Weapons (damage 2d10 OR
What follows is a selection of a few object such as a chest, door, wall, floor, and 7-10 +5 Strength).
creatures living in Muspelheim or the like. Its bodily mass will make up the Example weapon: two-handed Maul (WA 2,
otherwise connected with Dwarves in material of the object, and it is up to the IM -7, PV/BV 10/100, Damage 2d10 OR
legends and myths. game master to decide what conditions 7-10 +5 Strength).
will cause the metamorphed Stonefylgis to Initiative: -5
attack. Often it attacks when someone uses Number of Rounds to spend CP: 2
Stonefylgis violence against it or when a predetermined Combat points: Free 10 / Attacks & Parries 14.
These ancient servants of the Dwarves enemy comes nearby. Samples of Attacks (each to be spread in
have been described in the first part of the Normally one cannot detect that the 2 rounds):
book. They can assume many forms, from object is in fact a living creature. To (IM -5) Fist SV 12, SV 12
simple columns to rocky Humanoids. detect this, an observer needs to use (IM -10) Maul SV 14, SV 10
In many ways they resemble or a even vitner spells or divine powers.
identical to the Stonehinje (Jorgi’s Bestiary Large Stonefylgis (Lv 3 Rune)
p.98-100), with the man difference that Stats: Small Stonefylgis (Level 1) Type: humanoid BP: 80-100; Movement:
Stonefylgis are not really sentient or Type: humanoid BP: 40-60; Movement: Land 2 CP per 3 m (Max 18 m); Size: 3t.
even completely independent. In fact, Land 2 CP per 1 m (Max 10 m) ; Size: 1t. Fear Factor: 1d10; Natural Armor: 5.
while Stonehinjes are mystic creature Fear Factor: 1d10; Natural Armor: 5. Damage levels (for 90 BP): 1-23 (0) / 24-46 (-1)
naturally born only due to the Mountain’s Damage levels (for 50 BP): 1-13 (0) / 14-25 (-1) / 47-68 (-3) / 69-90 (-7) / > 90 (Dying).
will, the Stonefylgis are mighty, artificial / 26-37 (-3) / 38-50 (-7) / > 50 (Dying). Character Traits: Strength +6
servants crafted by Dwarven arts (see Character Traits: Strength +4 Feats: Dark Sight, Immune to Fire & Cold,
the “Stonefylgis Rune” among the new Feats: Dark Sight, Immune to Fire & Cold, Metamorph.
runes in the previous chapter, for more Metamorph. Natural Weapons: Unarmed (usually fists)
information). Some awakened Stonfylgis Natural Weapons: Unarmed (usually fists) (damage 1d10 OR 10 +6 Strength)
may become more like a Stonehinje, (damage 1d5 +4 Strength) Weapons Damage rates: 1H Light Weapons
although only the Mountain can give full Weapons Damage rates: 1H Light Weapons (damage 2d10 OR 9-10 +6 Strength), 1H
sentiency and free will. (damage 1d10 OR 10 +4 Strength), 1H Heavy Weapons (damage 2d10 OR 8-10 +6
Stonefylgis’ stats are here given in Heavy Weapons (damage 1d10 OR 9-10 +4 Strength), 2H Weapons (damage 2d10 OR
five levels, according to the five levels Strength), 2H Weapons (damage 1d10 OR 7-10 +6 Strength).
of the new Stonefylgis rune. However, 8-10 +4 Strength). Example weapon: Two-handed Maul (WA
the GM is encouraged to personalize Example weapon: Two-handed Maul (WA 2, IM -7, PV/BV 10/100, Damage 2d10 OR
Stonefylgis, especially those created by 2, IM -7, PV/BV 10/100, Damage 1d10 OR 7-10 +6 Strength).
ancient masters which may have features 8-10 +4 Strength). Initiative: -6
unknown for today’s Thuuls. Initiative: -4

chapter 13. in the depths | 185


Number of Rounds to spend CP: 2 Number of Rounds to spend CP: 2 subduing such a fearsome creature is a
Combat points: Free 10 / Attacks & Parries 14. Combat points: Free 10 / Attacks & Parries 14. heroic feat in itself, worthy of only the
Samples of Attacks (each to be spread in Samples of Attacks (each to be spread in best Dwarven warriors and hunters.
2 rounds): 2 rounds): When these majestic beasts are brought
(IM -6) Fist SV 12, SV 12 (IM -8) Fist SV 12, SV 12 into Muspelheim, they are rarely used
(IM -13) Maul SV 14, SV 10 (IM -12) Battle Hammer SV 14, SV 10 for regular work: Tursir Oxes are in fact
naturally born beasts of war, very useful
Very Large Stonefylgis (Lv 4 Rune) for fighting wurms, giants and even
Type: humanoid BP: 100-120; Movement: Tursir Ox destroying rival Dwarven settlements.
Land 2 CP per 4 m (Max 22 m); Size: 4t. These monsters are the giant equivalents
Fear Factor: 1d10 (OR 10); Natural Armor: 5. of the Troll Bulls, since these horned
Damage levels (for 110 BP): 1-28 (0) / 29-55 (-1) humanoids may be three or four Tursir Ox Feats
/ 56-82 (-3) / 83-110 (-7) / > 110 (Dying). times larger than their lesser cousins. Charge
Character Traits: Strength +7 Furthermore, beyond the change in size, Tursir Oxes tend to begin their attacks
Feats: Dark Sight, Immune to Fire & Cold, a Tursir Ox differs also for a few other with a charge. They lower their heads
Metamorph. details, like its bulkier physique and its and charge straight into victims to deal
Natural Weapons: Unarmed (usually fists) horned head which resembles more a damage and knock them off balance.
(damage 2d10 OR 9-10 +7 Strength) muskox head than a real bull head. Due to the creature’s weight, high
Weapons Damage rates: 1H Light Weapons Unlike Troll Bulls, Tursir Oxes tend speed, and sharp horns, the charge will
(damage 3d10 OR 8-10 +7 Strength), 1H to be solitary, although they occasionally deal 3d10 (OR 9-10) +8 (Strength)
Heavy Weapons (damage 3d10 OR 8-10 +7 form small herds, possibly for mating points of damage. A charge is resolved
Strength), 2H Weapons (damage 3d10 OR purposes, once every few years. Nobody spending CP for movement plus CP for
7-10 +7 Strength). knows if they have a civilization of their an attack with natural weapons (Horns).
Example weapon: 4t-sized Battle Hammer own, since nobody can understand the The Tursir Ox is so large that its
(WA 3, IM -4, PV/BV 14/140, Damage 3d10 grunts and snorts which Tursir Oxes charge can hit up to four 1t-sized targets,
OR 8-10 +7 Strength). emit. However, they are certainly able to if they are all very close, one to the other.
Initiative: -7 craft objects, even metal ones like rough Only Evade can be used to avoid such
Number of Rounds to spend CP: 2 blades and crude armors, although what an attack which, off course, cannot be
Combat points: Free 10 / Attacks & Parries 14. their forges look like (if they use forges at parried.
Samples of Attacks (each to be spread in all) is unknown. Tursir Oxes, in general, Anyone hit by the attack must succeed
2 rounds): prefer to use enormous wooden blades, suffer the Horn damage and succeed on
(IM -7) Fist SV 12, SV 12 with attached metal edge. a skill roll for the Agility skill modified
(IM -11) Battle Hammer SV 14, SV 10 Some scholars hypothesize that by -5 to avoid falling over. A victim who
Tursir Oxes are just the product of falls over from the charge must make
Huge Stonefylgis (Lv 5 Rune) some vitner experiment on Troll Bulls a situation roll with a situation value of
Type: humanoid BP: 120-140; Movement: which went wrong. This thesis cannot 10 (Dexterity modifiers apply) to avoid
Land 2 CP per 5 m (Max 26 m); Size: 5t. be confirmed, although there are stories dropping whatever items they are holding.
Fear Factor: 1d10 (OR 9-10); Natural Armor: 5. about the vitner energies which seem to
Damage levels (for 130 BP): 1-33 (0) / 34-65 (-1) be contained into hearts of these giant Tursir Ox Heart
/ 66-97 (-3) / 98-130 (-7) / > 130 (Dying). beasts. The hearts of Tursir Oxes share many
Character Traits: Strength +8 Tursir Oxes are natural born warriors, of the same properties of the Troll Bull’s
Feats: Dark Sight, Immune to Fire & Cold, they can be extremely dangerous, in fact hearts, albeit they clearly host a certain
Metamorph. most creatures, including giants and amount of vitner energy.
Natural Weapons: Unarmed (usually fists) trolls, tend to avoid the areas infested If someone eats from the heart of a
(damage 2d10 OR 9-10 +8 Strength) by Tursir Oxes. The few Tursir Oxes Tursir Ox, they are filled with courage and
Weapons Damage rates: 1H Light Weapons that roam Trudvang, can be mainly inner strength. They instantly lose 1d10
(damage 3d10 OR 8-10 +8 Strength), 1H seen on the most isolated areas of the (OR 8-10) of gained Fear Points. They also
Heavy Weapons (damage 3d10 OR 8-10 +8 Great Iron Tooth, although there are become very susceptible to provocations
Strength), 2H Weapons (damage 3d10 OR occasionalm unconfirmed reports about and threats for the next 24 hours. In fact,
7-10 +8 Strength). sightings of these beasts elsewhere in whenever somebody or something seem
Example weapon: 5t-sized Battle Hammer Trudvang. Dwarves like to capture to be a threat, for them or their allies, they
(WA 3, IM -4, PV/BV 14/140, Damage 3d10 Tursir Oxes and make them slaves, feel the need to attack the threat, unless
OR 8-10 +8 Strength). using enslaving special awakened runes they succeed with a situation value of 10
Initiative: -8 on iron collars and chains. However, (Psyche modifiers apply).

186 | chapter 13. in the depths


Finally, if those who eat from the higher parts of the Great Iron Tooth Wurmfolk
Tursir Ox’ heart have Vitner Points or wander only among the colder peaks Neither men, nor dragons, the Wurmfolk
(i.e. if they have at least the first of the Great Iron Mountains, although are an odd race of reptilian humanoids.
level of the Call of Vitner discipline), there are Virann Knights pretending Nobody knows about their origin, since
they will receive 1d10 (OR 5-10) free to have seen them in the Silferspiir there are many conflicting myths. An
and temporary Vitner Points to be Mountains. In reality there is not even a old Dwarven saga speaks about Human
expended before any of their own consensus about how large this creature slaves escaping in the depths of lower
Vitner Points. After 24 hours, whatever is, and maybe more than one type of hrim Muspelheim, where mysterious Dark
remains of these temporary VP, just horned humanoid may be involved in Entities whispered into their ears,
disappears. this myth. transforming their minds, as well as
To represent these creatures, use their bodies. Others speak about the
Tursir Ox either the Troll Bull or Tursir Ox stats, Wurmfolk as Yukk’s creation, with an
Type: humanoid BP: 200-250; Movement: but add the following feats. aim of mocking what Borjorn did with
Land 2 CP per 8 m (Max 64 m). Dwarves. There are even those who
Fear Factor: 1d10 (OR 8-10); Size: 8t, Fear of Fire speak about some unknown Vitner
Natural Armor: 2 (to be added to fur armor, Creatures usually do not receive Fear catastrophe which happened during the
if worn). Points, however Hrim Bulls have such ancient, dark days when Trudvang was
Damage levels (for 220 BP): 1-55 (0) / an irrational fear of fire, that the simple a young world, and the Elves waged
56-110 (-1) / 111-165 (-3) / 166-220 (-7) / sight of this element cause them to have tragic wars against Dragons. Whatever
> 220 (Dying). 1d10 (OR 7-10) Fear Points. Hrim Bulls the truth, the Wurmfolk’s is clearly
Character Traits: Constitution +4, Strength +8 will tend to flee in front of fire and, if no linked with powerful vitner energies,
Feats: Charge, Tursir Ox Heart way out is possible, they may even submit which still today trigger odd properties
Natural Weapons: Horns (damage 3d10 OR to those which have fire with them. This into each generation.
9-10 +8 Strength), Fists (damage 2d10 OR is an exception to the normal aggressive As a matter of fact, no two
8-10 +8 Strength). behavior of these creatures. Wurmfolk are identical. All of them
Weapons Damage rates: 1H Light Weapons have humanoid bodies with reptilian
(damage 3d10 OR 7-10 +8 Strength), 1H Hrim Body traits, but the details may vary. Horns
Heavy Weapons (damage 3d10 OR 7-10 +8 An ever-present frost pulsates in a and protruding muzzles are as common
Strength), 2H Weapons (damage 4d10 OR sphere around the Hrim Bull. The sphere as humanoid flat faces and round eyes.
7-10 +8 Strength). is 10 meters in diameter. All who stand Some Wurmfolk may pass for normal
Example Equipment: 8t-sized Fur Armor within it must make a situation roll with Humans, if they wear thick clothes
(PV/BV 4/40); 8t-sized Oak-wood sword a situation value of 6 (Psyche modifiers hiding their scaly skins, while others
with spiked metal edge (WA 3, IM -5, PV/ apply) in order to not flee from the are completely alien creatures with
BV 18/1800, Damage 3d10 OR 7-10 +8 sphere. The cold within the sphere deals clearly draconic features.
Strength). the following damage per action round All Wurmfolk are physically well-
Initiative: -2 to any who stand within it. built, with no significant change in
Number of Rounds to spend CP: 3 Winter clothes halve the damage mass between males and females.
Combat points: Free 16 / Unarmed 10 / during the first three rounds, but for However, some are larger than others,
Natural Weapons 10 / Weapons 14. this to have any effect, the clothes must and those are the Wurmfolk who
Samples of Attacks: be counted as winter clothing. The more commonly have wings, either
(IM -2) Fist SV 15, SV 11 following count: thick pants, fur coat, fur functional or semi-functional wings.
(IM -2) Horn SV 13, SV 13 hat, fur shoes, and thick gloves. They are the “Chiiras”, a ruling elite
(IM -7) Oak-wood sword SV 15, SV 15 A character with a full set of winter in a tribal society which considers
clothing that is made from the fur of a draconic physical traits as signs of
Tursir Ox variant: Hrim Bulls mastomant takes no damage. superiority.
There are legends and stories about brave All other Wurmfolk are called
Dwarves having managed to enslave HRIM BODY DAMAGE “Chirkas”, a class of Human-sized
whole herds of “Hrim Bulls”, a rarer Action Round Damage dragon-men in which only the upper
variant of the Tursir Ox whose whitish 1 -
levels display semi-developed wings
body seems to emit freezing energies. or, more commonly, small wing hints
2 1d6
According to the sagas Dwarves use also protruding from the backs, while the
fire to scare these creatures, since Hrim 3 2d6 vast majority have no wings at all.
Bulls fear fire and heat. These creatures, +1 +1d6 Wurmfolk live mainly in the
if they really exist, inhabit only the southern parts of Trudvang where they

chapter 13. in the depths | 187


settle high on mountains, preferably in Toxins Immunity Agility SV 8 Body Control 3 (Jumping,
volcanic areas like the Thoordunn and Wurmfolk are immune to all kinds of Climbing & Balancing 3),
Thoorpaars ranges. They dig their toxins (noxious gases, toxic drinks, Battle Maneuver 3 (Evade 3).
several-kilometers long tunnels deep poisoned blades, etc.) and they will Fighting SV 10 Armed Fighting 2 (Right
into the Mountain’s heart, sometimes always ignore the effects. 1 H Heavy Weapons 2, 2H
reaching their complicated, sprawling Weapons 2, Shield Bearer
underground cities. These tunnels Wurmfolk Bite 2), Battle Experience 2
are unlike those carved by Dwarves, Most Wurmfolk have Human-sized heads, (Fighter 3), Unarmed
not just because of the poor quality of therefore they cannot attempt direct bite Fighting 2 (Brawling 2,
rock-cutting techniques, but mainly attacks. On the other hand, if they manage Wrestling 2).
due to the chaotic planning which is to succeed in a Grapple, the Wurmfolk Wilderness SV 8 Hunting Experience 3
understandable only to Wurmfolk. will automatically inflict the Bite. (Tracker 3).
More than one victim has been lost in Natural Weapons: Bite (damage 1d10 OR
Wurmfolk tunnels, only to be found by Properties 9-10 +4 Strength), Claws (damage 1d10 OR
the rapacious dragon-men. Most Wurmfolk properties are aestethic, 10 +4 Strength).
Wurmfolk are dangerous creatures, with not consequence in terms of Weapons Damage rates: 1H Light Weapons
immune to pain and toxins, furthermore mechanics. However, the GM may (damage 1d10 OR 9-10 +4 Strength), 1H
they usually never surrender until death occasionally create special properties Heavy Weapons (damage 2d10 OR 9-10 +4
comes. They also have some level of for rare individuals or roll 1d6 on the Strength), 2H Weapons (damage 2d10 OR
technology, as demonstrated by their following table. 8-10 +4 Strength).
ability of crafting weapons like large Example Equipment: Two-Handed Sword
swords and axes, but their craftsmanship WURMFOLK PROPERTIES (WA 2, IM -6, PV/BV 10/100), Hunting
is pretty crude. There are unconfirmed 1d6 Property Spear (WA 3, IM -3, PV/BV 4/40), Medium
stories about the presence of Vitner 1 Long Muzzle. This Wurmfolk can
Shield (WA 2, IM -2, PV/BV 5/50).
Weavers and Dimwalkers among the make a direct Bite attacks. Initiative: +2 (Battle Experience)
Wurmfolk, although nobody knows Other Combat Details: +4 Melee damage
2 Large Claws. No weapons but claws’
which gods the dragon-men worship. damage as if one size larger.
(Strength), no penalty for shields (Shield
Their language, which usually sounds Bearer).
3 Fire Breath. 3 times per day. SV 15,
like a series of screeches and whispers, Combat points: Free 12 / Attacks & Parries 6
Damage 2d10, range 5 m.
is uncompressible to men, while a few / Armed 2 (Right 1H weapons 4, 2H Weapons
Wurmfolk manage to learn Dwarven 4 Heavy Scales. Natural Armor 7. 4, Shields 4)/ Unarmed 2 (Brawling/Natural
or Human languages, but this is not 5 Hypnotic Eyes. The Wurmfolk does Weapons 4, Wrestling 4).
frequent. Dwarves hate Wurmfolk and nothing but staring into the eyes of a Samples of Attacks:
they kill them on sight: Dragon-men victim which must succeed a Situation (IM +2) Claws or Grappling SV 14, SV 10
roll with SV 10, modified by Psyche, or
are in fact a danger, especially since they (IM -4) Two-Handed Sword SV 16, SV 8
be paralyzed for 1d10 (OR 10) rounds.
tend to get used to eat Dwarven flesh. (IM -3) Spear SV 14, SV 10, Shield SV 16
6 Tail. Independent tail slash attack: Evade SV 17
SV 10, Damage like claws.
Wurmfolk Feats Wurmfolk (Chirkas)
Durable Type: humanoid BP: 30-40;
Damage levels are not recorded for Wurmfolk (Chiiras) Movement: Land 2 CP per 1 m (Max 10 m)
Wumrfolk, since they completely ignore Type: humanoid BP: 40-50; Fear Factor: 1d10; Size: 1t; Natural Armor: 2.
penalties from wounds. Movement: Land 2 CP per 1,5 m (Max 15 m), Character Traits: Constitution +2, Strength +1
Flying or Gliding (functional wings) 2 CP per Feats: Durable, Flight, Special Sight, Toxins
Flight 1,5 m (Max 15 m), Jumping or Falling (semi- Immunity, Wurmfolk Bite.
Chiiras can fly, glide or just jump and fall functional wings) 2 CP per 1 m (Max 5 m for Skills: Agility SV 10, Care SV 5, Entertainment
with grace, according to much functional lifting, falling no limit). SV 2, Faith SV 1, Knowledge SV 7, Shadow
are their wings. This is the reason why Fear Factor: 1d10; Size: 1,5 t; Natural Armor: 2. Arts SV 9, Vitner Craft SV 1, Wilderness SV 8.
there are multiple Movement entries. Character Traits: Constitution +2, Strength +4 Fighting SV 8 Armed Fighting 2 (Bows
Feats: Durable, Flight, Special Sight, Toxins & Sling 2, Right 1H Heavy
Special Sight Immunity, Wurmfolk Bite. Weapons 2, Shield Bearer 2),
Wurmfolk see in both light and dark Skills: Care SV 5, Entertainment SV 2, Faith Battle Experience 1,
conditions, switching from Dark Sight to SV 1, Knowledge SV 7, Shadow Arts SV 8, Unarmed Fighting 2
Night Sight. Vitner Craft SV 1. (Brawling 2, Wrestling 2).

188 | chapter 13. in the depths


Natural Weapons: Bite (damage 1d10 OR 10 +1 Name Tunnelhog Drollswein
Strength), Claws (damage 1d10+1 Strength). BP / damage levels 80 BP: 1-20 (0) / 21-40 (-1) 40 BP: 1-10 (0) / 11-20 (-1)
Example Equipment: Hunting Bow (WA 3, / 41-60 (-3) / 61-80 (-7) / / 21-30 (-3) / 31-40 (-7) /
IM -2, PV/BV 2/20, Range 2-30/31-80 m), > 80 (Dying). > 40 (Dying).
Hunting Spear (WA 3, IM -3, PV/BV 4/40), Size 4t 1t
Medium Shield (WA 2, IM -2, PV/BV 5/50). Fear Factor 1d10 -
Initiative: +1 (Battle Experience)
Armor 3 2
Other Combat Details: +1 Melee damage
M per 2 CP Land 8 m (32 m) Land 3 m (12 m)
(Strength), no penalty for shields (Shield Bearer).
(Max Movement)
Combat points: Free 9 / Armed 2 (Bows & Slings
4, Right 1H weapons 4, Shields 4)/ Unarmed 2 CP 8/Tusk 16 8/Tusk 2
Free/attacks
(Brawling/Natural Weapons 4, Wrestling 4).
Samples of Attacks: Attacks Tusk SV 14, SV 10 Tusk SV 10
(IM +1) Claws or Grappling SV 15 Damage 2d10 (OR 9- 10) 1d10
(IM -1) Hunting Bow SV 14
(IM -4) Spear SV 15, Shield SV 13
Evade SV 10.
this mushroom-induced frenetic status Krustmead
they will attack any creature that they Dwarves brew this strong spirit from
New Animals meet. Furthermore, they will ignore Krustall mushrooms. It is their favored
Tunnelhogs, sometimes called “Cave the damage level effects, since they alcoholic beverage, considered to be
Boars” are incredibly large boars basically feel no pain. superior to anything brewed by Humans.
living only in the largest tunnels and Drollswein are the domesticated,
caves of Muspelheim. Tunnelhogs lower and way smaller relatives of ✦ Type: Altering
always display fierce hair crests, Tunnelhogs. Their ancestors were ✦ Strength: 1 for the first pint of
their manes are light brown, black or tamed by the early Dwarves and since Krustmead. Each successive pint of
whitish and their mouths are filled then they have been part of Dwarves’ Krustmead which is drunk in the
with incredibly long teeth, sometimes lives. Drollswein are kneehigh, white same hour requires another roll on the
used by both Dwarves and Goblins pigs, with naked skin, with no bristles. “Effects of Extracts” table, albeit the
to carve decorative objects. Dwarves Their meat does not taste as good as Strength is raised by +1. If a new roll
hunt tunnelhogs, since they need the Tunnelhog, but it is still nutritious. adds an effect which is lower than one
both the animal’ tough leather and its These pigs have a calm nature, basically already in action, the lower effect will
delicious meat. However, Tunnelhogs the opposite of what Tunnelhogs are. not be considered.
are incredibly dangerous animals to Drollswein occasionally escape from ✦ Strength (Dwarves): Krustmead
hunt, especially the males which can be Dwarven settlements but their lives is considered to have a Strength of
furious fighters. tend to be quite short, given how “-15” for Dwarves which are basically
There are odd stories about sedentary they are. immune to its worse effects. A second
Dwarven heroes riding Tunnelhogs pint drunk in the same hour will
by holding chain-shaped reins attached change the strength to -10, and a third
to the Tunnelhog’ nose. However, this New Extracts to -5. From the fourth pint onwards,
practice is far from being normal, and Muspelheim is a vast, alien world for the Strength starts to be “1” and
it possibly also stems from some odd those living in the surface of Trudvang works as it does for non-Dwarves.
stories told by drunken Tunnelhog and many different substances ✦ Appearance: This delicious spirit
Hunters. In reality, it is impossible can be found, which are otherwise looks like normal mead, although
to domesticate a Tunnelhog, as their unknown to Humans and Elves. Check darker in color and more intense in
nature is too wild. Gamemaster’s Guide p.88-89 for the flavor. In effects, when one starts
These creatures’ preferred habitat rules on extracts. drinking Krustmead, all normal mead
are the caverns filled with mushrooms seems to be like water.
of many species. They are immune to ✦ Preparation: Krustall Mushrooms
almost all the most toxic mushroom must be collected and left to rot in a
spores in Muspelheim, including the special tank. The liquid is the boiled
Olgor Fungus, but they can become and secret mineral spices are added
quite excited if they eat too much after a month, so that the beverage is
Krustall. When Tunnelhogs are in ready.

chapter 13. in the depths | 189


✦ Application: to be drunk. Krustall Mushrooms EFFECTS OF OLGOR FUNGUS
✦ Duration: 1 hour + 30 minutes per Eating Krustall mushrooms may SPORES
further pint cause the same effects as drinking
✦ Effect: This spirit can be deeply Krustmead but only if eaten in huge ✦ Mild Effect: All skill and situation
intoxicating, and those who drink it quantities. However, the effect is rolls suffer a penalty of -1 SV. The
in huge quantities may experience pretty bland, and the strength is victim suffers 1 BP of damage every
hallucinations and become aggressive. considered to be of -5. 8 hours.
This seldom happen to Dwarves seem ✦ Moderate Effect: All skill and
to be naturally protected against situation rolls suffer a penalty of -3
this effect. On the other hand, this is Olgor Fungus Spores SV. The victim suffers 1 BP of damage
not the same for Humans and Elves, This deadly relative of the Krustall emits every 4 hours.
which may suffer the worse effects of spores which are deadly to breath. ✦ Substantial Effect: All skill and
Krustmead. situation rolls suffer a penalty of -5
✦ Value: 0.2 sc (liter) among Dwarves, ✦ Type: Poisonous SV. When the effect is first triggered
0.5 sc (liter) elsewhere. ✦ Strength: 3 (1 if diluted in a liquid). roll 1d20: on a result of 1-4 the victim
✦ Appearance: This mushroom dies among atrocious pains. In case
EFFECTS OF KRUSTMEAD resembles the Krustall, although with of survival the victim suffers 1 BP of
reddish spots and darker hues. damage every hour.
✦ Mild Effect: A generic sense of ✦ Preparation: People avoid the Olgor ✦ Complete Effect: All skill and
pleasure which does not inflict any Fungus but reckless assassins are situation rolls suffer a penalty of -7
modifier. known to collect the spores to be SV. When the effect is first triggered
✦ Moderate Effect: The perception released as a poison. roll 1d20: on a result of 1-8 the victim
of reality becomes slightly blurred; ✦ Application: the spores must be dies among atrocious pains. In case
all skill and situation values suffer a breathed. Assassins can put spores of survival the victim suffers 2 BP of
penalty of -1 SV. in a blowgun or small straw, to blow damage every hour.
✦ Substantial Effect: Minor the spores directly on the face of the
hallucinations start to be felt on the victim (which cannot be farther than
field of vision’s borders. All skill and 2 m). The attacker must do a Care New complications in
situation values suffer a penalty of skill roll with the Extracts & Poisons the wild
-2 SV. Furthermore, any situation specialty. In case of failure 1d10 must The reader is referred to GM’s Guide
of possible opposition/contract (e.g. be rolled: on 1-5 the attacker has p.29-30 for the full rules, but trying to
heated discussion, slightly aggressive incautiously breathed the spores. On survive into the Muspelheim’ uncivilized
behavior, etc.) risks to be felt as a the other hand, the target may try to parts (which make up most of this
possible attack. A Situation roll with Evade the spores only if he is aware underground world) may be a daring
an SV of 10 modified by Psyche must of the attack. experience for most characters, since
be succeeded (Dwarves get a +5 In alternative, the spores may be they are not born to endure long periods
on this roll). In case of failure, the diluted into a drinking liquid (which without looking at the sun. On the other
one suffering the effect will feel the reduces the Strength). hand, some races, especially Dwarves
compulsion to attack. ✦ Duration: 24 hours + 1d10 (OR 10) and Trolls, seem to have been created
✦ Complete Effect: Major hours without this limitation. For the sake of
hallucinations. All skill and situation ✦ Effect: The Olgor Fungus spores understanding when the “Persistence
values suffer a penalty of -3 SV. All make you feeble and sleepy, draining all in the Wild” limits are overcome when
those nearby seem to be threatful strength from the body. The activity travelling through the wild, uncivilized
enemies. A Situation roll is needed of heart and lungs are slowed, up to parts of Muspelheim, use the following
simply because people are nearby the the point in which death is caused. rules.
one who has drunk Krustmead (even ✦ Value: 100 sc per dose (which is
if they are not behaving aggressively). enough for one victim). Collecting the ✦ Humans, Elves and Half-Elves treat
The Situation Roll has now a SV of 5 spores is an incredibly difficult and each day as two days.
modified by Psyche (Dwarves get +5) risky activity. ✦ Dwarves and Half-Trolls treat each
and a failure forces to attack anyone day as a single day.
who is nearby.
Furthermore, most of the entries in
the “Complications in the Wild” table
(GM’s guide p.30) can be used, although

190 | chapter 13. in the depths


COMPLICATIONS IN THE WILD to -5 (in addition to any other penalty
Warm Temperature Modifier Requirements caused by Hunting Grounds modifiers)
(Celsius)* if among the Hunters there is not at least
Warm (25°-30°) -1 Light Clothes, armor up to one Dwarf or a person with the Terrain
Heft 3 Experience (Muspelheim) specialty of
Hot (30° - 40°) -2 Very Light Clothes, no
the Wilderness skill.
armor
Food Rations Gained
Very Hot (40°-50°) -3 No armor
Muspelheim is a harsh world and
Extreme (more than 50°) Survival impossible, unless Magic protection. animals are often difficult to find. All
magic helps
the results in the “Food Ration Gained
Moisture* Modifier Requirements from Hunting” table (GM’s Guide p.32)
Humidity: 60%-80% -1 - should be diminished by -2. If the result
Humidity: more than 80% -2 - is below “0”, no prey is caught.
Air* Modifier Requirements
Preys
Low oxygen -2 -
The following are a few examples of
Very low oxygen -4 - possible preys. The GM is encouraged
Lightly Toxic Air (automatic -6 - to enlarge the list, using creativity,
damage) although Muspelheim’s ecosystems may
Toxic Air Survival impossible, unless Magic protection. be so unforgiving that large animals
magic helps tend to be rare (in fact the Tunnelhogs
Light** Modifier Requirements are almost the only available large prey).
Less that torchlight -1 - On the other hand, many of the possible
preys are, in effects, water creatures,
Total Darkness -2 -
since underground lakes and rivers is
Special: where most life can be found.
* the modifiers of these complications are diminished by 2 points for Buratja Dwarves.
** All Dwarves can ignore these complications.
✦ Small game: rodents, fish (Vritt fish),
bats, snakes, insects, spiders, crabs,
shrimps.
the GM’ should off course well-consider equipment (like masks with the major ✦ Standard game: large fish (e.g. albino
that “Precipitation” and “Wind” entries positive option described in the new pike, blind catsfish, etc.), large bats,
almost never apply in Muspelheim, crafting rules, “step 4”). escaped Drollswein
except for some very rare and odd places. ✦ Large game: Tunnelhogs, juvenile
Weather tends to be stabler in Giant Snakes.
Muspelheim than in the surface, often Hunting in Muspelheim
not being affected by the colder climate Most of Muspelheim should be
of Trudvang. However, sometimes considered to be “Extremely barren” and, Travelling in Muspelheim
cold can also be felt, as well as warmer only occasionally “Very Barren” for the How fast you can travel through this
temperatures than what is typical sakes of the Hunting Ground Modifiers vast, underground world is completely
of Trudvang. The following new (GM’s Handbook p.31), although some unpredictable. Dwarves are masters in
complications can be also considered. very rare and very specific places (e.g. cutting tunnels and stairs connecting
The “requirements” column in the the few caverns where vegetation grows, settlements and strongholds. The best
“Warm Temperature” part suggests the or lakes filled with underground white examples are the Stormtunnels, designed
maximum allowed clothes or armor to fish) may be considered to be “Neither for allowing whole Dwarven armies to
be worn in those conditions. For those Good nor Barren”. more quickly. However, such tunnels
wearing anything heavier he negative tend to be rare, when the travelers go
modifier doubles (x2) and they take the Option: Muspelheim knowledge farther from the Dwarven settlements.
same number as damage to Body Points Muspelheim is an alien and barren Muspelheim is characterized by many
from Heat Stroke during the day. world for most characters in Trudvang, rough caverns, with uneven floors,
In the case of lightly toxic air, the especially since most persons have no connecting empty spaces which are
characters should suffer 1 BP of damage idea of what can or cannot be hunted maybe set at different elevations. The
per day, unless they have protective The GM may apply a SV penalty of up explorers of Muspelheim do not simply

chapter 13. in the depths | 191


walk, but often climb steep walls or Proposing exact movement rates is Getting lost
they may even crawls in spaces with unwise and unrealistic, since making Travelling through naturals caverns and
low ceilings. Sometimes passages are plans and sections for the whole tunnels may be an extremely confusing
blocked, and the travelers need to even Muspelheim is a task greater than what experience, since one cannot hope
dig or move stones. Other times whole every GM is called to. In a few words: to orientate as well as in the open-air
tunnels may be filled with water, infested the GM decides how long it takes surface of Trudvang. Unless one owns
by spore-emitting mushrooms or cut travelling from one place to another the specific Geography Discipline
by lava rivers. Furthermore, travelling in Muspelheim. In any case, travelling (Muspelheim) (which is usually only
through Muspelheim is not a simple should always be slower than what is own by Dwarves) any Wilderness
matter of going north, east, west or possible above ground, unless Dwarves skill roll related to orienteering in
south. Destinations may be in lower or built large tunnels with comfortable Muspelheim should suffer a penalty of
upper levels. roads. at least -5 SV.

192 | chapter 13. in the depths

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