Dwarves

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The Dwarven Races: The first of the Stout Folk are the Dwarves. From the mysterious Shadow Dwarf, to the noble Stone Dwarf, and the nearly broken Sundered Dwarf these ancient people all share the same stubbornness and singlemindedness of their forefathers.

Additionally, Dwarves are extremely long-lived, aging only one year for every seven Human years. These attributes enable these beings to be such an enduring power in the realm.

Stone Dwarf

These stocky and sturdy cousins of the Shadow Dwarves are believed to have arisen from the very rock of the realm’s mountains. These noble beings have left an indelible mark on history.

The Dwarves’ legendary love of song, history, and drink certainly belies their amazing fierceness in the arts of war.

Makeup Requirements

Dwarves have only one make-up requirement. Male and female characters alike must wear (or have) a full beard. Note: This beard must be approved by a Marshall.

Costuming of a Nordic or Slavic type is encouraged as is costuming which would safely add to the look or feel of a Dwarf such as shoulder pads or broad waist belts.

Population

15 per 100 players in the game.

Profession Information

Preferred Professions: Warrior, Cavalier, or Smith

Forbidden Professions: Marauder, Knight of Darkness, Magi and Sorcerer

Preferred Magic: Hearth or Healer

Forbidden Magic: None

Affinities

Weapon: Hammers and Axes (DR with Shield)

Magic: Runes & Hearth

Production: Armorsmith & Weaponsmith

Skill Information

Special Skills: Resist Toxin & Resist Disease (up to 5 times each)

Special Masteries: Dwarven Weapon Master (All Axes (Cleaving) & Blunt Weapons)

Inherent Advantages:

Because of a natural toughness, Dwarves start with +10 hit points, and thus may attain +10 hit points over their profession’s hit point cap.

Dwarven tradition has led to breakthroughs in stone and metalworking and study of Rune magic.

This allows Dwarves to purchase the Rune Lore skill at half cost.

The following skills are also purchased at half skill point cost, rounded up: Stonemason & Blacksmithing

Stone Dwarves may also purchase the Apprentice, Journeyman, Master and Grandmaster Armorsmith & Weaponsmith skills for -1 skill points if their profession allows, and for 10 skill points each even if their profession is restricted from learning these skills.

Dwarfs may purchase Armorsmithing and Weaponsmithing levels for 6 skill points each even if their profession does not normally allow these skills, or even beyond their profession’s normal limits.

Natural resilience permits a Stone Dwarf to purchase the Resist Disease & Resist Toxin skills up to 5 times each.

Stone Dwarves may purchase levels of the Improved Armor Skill and Wear Extra Armor skill for -1 skill points as well.

Stone Dwarves may purchase all skills relating to shields at -1 skill points as well. (i.e. Shield Use, Shield Block and Shield Bash)

Starting Stone Dwarves may buy the Nobility skill if they wish.

Inherent Disadvantages:

Because of their stout stature, Dwarves are unable to purchase the Bow, or Weapon Master - Missile Weapons skills. Though Dwarves may learn and excel at the Crossbow and Thrown Weapon skills.

Stubbornness prevents efficient learning of Ethereal magic; therefore, any Ethereal Arts skill costs triple (x3) the normal skill points cost.

Shadow Dwarf

Born deep under the realm’s crust, this breed of Dwarf has an ominous and secretive past.

Shadow Dwarves are a brooding lot and rumor holds that these stout fellows are haunted by some terror or evil of the past that causes them much sorrow. Prone to deep melancholy, the Shadow Dwarves don’t know, or more likely, won’t tell the cause of this suffering.

Makeup Requirements

The player must wear black or gray make-up on all exposed skin. Shadow Dwarves have black, dark gray, silver, or white beards and hair. Both male and female players are required to wear (or have) a full beard. Note: This beard must be approved by a Marshall.

Costuming of a Nordic or Cossack type is encouraged, though normally of a dark gray or black color.

Also, costuming which would safely add to the look or feel of a Dwarf such as shoulder pads or broad waist belts.

Population

3 per 100 players in the game.

Profession Information

Preferred Professions: Warrior, Avenger or Smith

Forbidden Professions: Marauder, Knight of Valor, Ranger, Magi, and Sorcerer

Preferred Magic: Hearth or Healer

Forbidden Magic: None

Affinities

Weapon: Hammers and Axes (DR with Shield)

Magic: Hearth or Wrath

Production: Jewelcrafting & Weaponsmith

Skill Information

Special Skills: Resist Toxin & Resist Disease (up to 5 times each)

Special Masteries: Dwarven Weapon Master (All Axes (Cleaving) & Blunt Weapons)

Inherent Advantages:

Because of a natural toughness, Shadow Dwarves start with +10 hit points, and thus may attain +10 hit points over their profession’s hit point cap.

Dwarven tradition has led to breakthroughs in stone and metalworking and study of Rune magic. This allow Shadow Dwarves to purchase the following skills at half skill point cost, rounded up: Stonemason, Mining, Blacksmithing, and Rune Lore.

Shadow Dwarves may also purchase the Apprentice, Journeyman, Master and Grandmaster Jewelcrafter & Weaponsmith skills for -1 skill points if their profession allows, and for 10 skill points each even if their profession is restricted from learning these skills.

Shadow Dwarfs may purchase Jewelcrafting and Weaponsmithing levels for 6 skill points each even if their profession does not normally allow these skills, or even beyond their profession’s normal limits.

Exposure to the toxins of the Underworld also allows a Shadow Dwarf to purchase Herbalism for -2 skill points.

Natural resilience permits a Shadow Dwarf to purchase the Resist Disease & Resist Toxin skills up to 5 times each.

Stone Dwarves may purchase levels of the Improved Armor Skill for -1 skill points as well.

Shadow Dwarves may purchase all skills relating to shields at -1 skill points as well. (i.e. Shield Use, Shield Block and Shield Bash)

Starting Stone Dwarves may buy the Nobility skill if they wish.

Inherent Disadvantages:

Because of their stout stature, Dwarves are unable to purchase the Bow, or Weapon Master - Missile Weapons skills. Though Dwarves may learn and excel at the Crossbow and Thrown Weapon skills.

Stubbornness prevents efficient learning of Ethereal magic; therefore, any Ethereal Arts skill costs triple (x3) the normal skill points cost.

Shadow Dwarves lose any bonus hit points during the day, and in fact Shadow Dwarves suffers a –10 hit point disadvantage while adventuring in the daylight hours.

Casting of a Light spell (1st level) momentarily blinds Shadow Dwarves. The Rune of Brightness (1st level), or an Alchemical Light Elixir will also have the same effect if activated within 5’. This effect lasts for at least 10 seconds.

Primer

This is a basic and streamlined view of the race of Dwarves (both Shadow and Stone) and Dhovghar (Half-Dwarves) within the Mythic Adventures Larp universe. By no means is this a whole and complete document on this stoic and stubborn race. Further information that goes well beyond this primer, can be found within the Dwarven Lore Guide. This is just the basics, to help you wrap your head around the Dwarves, mainly aimed at new players or older players who wish to make a new dwarf character. With that said, let us begin.

A note on Dhovghar: They are very rare, but an acceptable role to be played. Permission must be sought from the race marshal first. The info below applies to the Half-Dwarves unless otherwise stated, including their clan relations. Because of their half-blood status they may not purchase Nobility.

The History of the Dwarves

It is believed that the first Dwarves came about when the molten heart of the first mountain touched ore and rock, giving birth to the Dwarven race. The race lived in a time of plenty; however, that age did not last. The Dwarves were then plunged into savagery which was driven by greedy selfish anarchy. However, a few of the Dwarves rose above these selfish and bloodied times to forge an interest in the whole of their people and not of the self, giving rise to the clans. The clans warred, rose and fell, and in time gave way to The Golden Age for the Great Clans.

When the Golden Age perished, the Dwarves encountered the minions and masters of the Deep Dark, those that lurked deep under the roots of the mountain. A massive war consumed nearly the whole of their people, as the Dark Masters sought to enslave the Dwarves. The Children of Stone, however, prevailed in the war and cast the creatures of the Deep Dark back into their abyss. There was, of course, a cost. The Dwarves had lost nearly half of their Great Clans into bondage. Those enthralled to the dominion of the Deep Dark were transformed into the Shadow Dwarves, and it would take many generations before they broke free from their bondage to rejoin their kin above. Meanwhile, the Stone Dwarves sought to rise above their Golden Age and built an empire of stone as they learned to survive without their lost kin. They grew closer and closer to the humans of the Old Kingdom, however in time that relationship would cost the Dwarves their empire of stone.

There were those within the humans and other races who lusted for power above all else, greedily accepting necromancy and demonic power. This would lead to the fall of the Old Kingdom, and with its fall the loss of the great karaks (strongholds) of the Dwarves. In the Exodus, much of the Dwarven leadership sacrificed themselves so that newer generations could survive. Now the Dwarves have four young karaks in the new lands. They have also signed treaties that bind them to the survival of the Free Kingdom of man and to the fate of the other races as they seek to better their people in these strange lands. However, the Dwarven karaks are not fully united, having no central leadership, and each vies to make its own way.

The Clans

There are now only twelve Dwarven clans, eight of Stone and four of Shadow. They both work in unison to survive, with the Stone Dwarves population outnumbering the Shadow Dwarves three to one. Dwarves are hardy, noble, innovative and pragmatic folk. Their clans all reflect these qualities and each strives for the honor and glory of their folk in their own unique ways.


The Eight Clans of Stone

The Stone Dwarves are the most common of the Dwarves, and when the Dwarves people are spoken or thought of, the Stone Dwarves are who come to mind. They form kingdoms when they settle. Stone dwarves are mostly male, with three males for every dwarf female. Ruled by a patriarchy.

Angaz Zan

Iron Blood.

The clan of builders, halls, vaults, and tombs. These sturdy Dwarves ages ago developed the first keystones, turning caves into palaces fit for kings. Known as Builders.

Recommended Professions: Sentinel, Smith, and Tinkerer.

Clan Colors: Iron, with accents of Diamond (white) and Garnet (red).

Bonun Zon

Soot Helm.

The Soot Helms of old gained their names from their cunning ways of deception and ingenuity to watch and stalk their foes. This age-old Clan still remains just as pragmatic. Known as Whisperers.

Recommended Professions: Apothecary, Duelist, and Rogue.

Clan Colors: Onyx, with accents of Platinum and Peridot (Light Green)

Duraz Sárek

Stone Caller.

This clan made the first runes and then the magic that later rose from the use of runes. They etched the honor and noble deeds of their Clan, and in more modern times shaped the history of the Dwarven people. Known as Runelords.

Recommended Professions: Apothecary, Artificer, and Sentinel.

Clan Colors: Slate, with accents of Citrine (orange) and Gold.

Kadrin Uthar

Crag Fist.

Forming the first armies and making use of trained tactics in the times of yesteryear. Masters of weapons and war, commanders of armies, and shield and hammer of the dwarven kingdoms. Known as Warlords.

Recommended Professions: Cavalier, Knight, and Warrior.

Clan Colors: Sapphire, with accents of Tourmaline (black) with Steel.

Kol Rikkaz

Coal Crushers.

In the distant past, the clan rose up as judges, arbitrators, and magistrates. As they crafted laws and enforced them, they eventually rose to power as leaders of their kingdoms and became known as the Clan of Kings. Known as Adjudicators

Recommended Professions: Cavalier, Knight, and Smith.

Clan Colors: Amethyst, with of Ruby and Gold accents.

Langk Drin

Long Road.

In Epochs past his clan was known for trailer blazers, forging alliances, and trading. In modern times, they excel just as much as they did in the past, crafting new trade routes, making allies as they go and forging alliances for their karaks. Known as Merchant Lords.

Recommended Professions: Ranger, Vagabond, and Warrior.

Clan Colors: Emerald, with accents of Gold and Silver.

Zharr Tromm

Blaze Beard.

The crafters of this clan have sought for years to make only the finest of items. Their craftsmen are known within the halls of their folk and to the kingdoms and duchies beyond, for any work of this Clan is to be honed until it is a masterpiece. Known as Artisans

Recommended Professions: Artificer, Smith, and Tinkerer.

Clan Colors: Red Gold, with accents of Lapis Lazuli and Copper

Zonor Îbmat

Heart Ember.

Once the sole crafters of ale, this clan is often known for its boasting, glory-seeking and oftentimes hot-headed ways. In modern times, their family values and fierce Dwarven spirit often help cement the three kingdoms of the Dwarves together in their darker hours, as they remind all of their race what it means to be dwarf. Known as Fire Kegs.

Recommended Professions: Apothecary, Avenger, and Warrior

Clan Colors: Carnelian (red), with accents of Amber and Bronze.

The Four Clans of Shadow

The Clans of the Shadow Dwarves are much more tribal, distant, secretive and fierce than their Stone cousins. Theirs is a story of survival at the edge of extinction. They organized themselves after a military organization. Shadow dwarves are mostly female, with a three to one difference between them and males. Ruled by a matriarchy.

Gidur Tathur

Memory Etcher.

When so much of their history was stolen from them by their enslavers, the firsts of the Clan, before it was a Clan, kept the histories of their people etched into their flesh. Although they record their magics and histories in stone these days, the clan still keeps to the tradition of ritual scarification to tell their own personal tales and the tales of their families. Known as The Scarred.

Recommended Professions: Artificer, Sentinel, and Smith.

Clan Colors: Copper, with accents of Spinel (red) and Fluorite (violet).

Shedim Tarmid

Shadow Blade.

Originally made up of scouts and messengers of the Masters. In the rebellion, they were the eyes and ears of the uprising, and often the shadow of death cast over their former enslavers. In more modern times, this clan still stands on the front lines and delves unseen towards that which threatens their kin. Known as The Unseen

Recommended Professions: Duelist, Rogue, and Tinkerer.

Clan Colors: Mercury (silver), with accents of Opal (blue-white) and Turquoise.

Ubal Okab

Spirit Breaker.

Theirs was the final cry into the dark that brought about the successful uprising which freed the Shadow Dwarves from the chains of oppression. Their Clan is made of fierce, determined, unrelenting warriors who charge towards danger lest it come to consume their people once more. Known as The Unbroken.

Recommended Professions: Avenger, Cavalier, and Knight.

Clan Colors: Bronze, with accents of Gold and Onyx.

Vumshar Sheget

Gloom Fare.

Once they were the enslaved servants to the vile Dumal, but when the rebellion came the Clan dealt a lethal blow to the Dark Masters by poisoning many as they threw off their shackles. Now their Clan aids the military machine that is the Shadow Dwarves, and sees to the needs of their karak as crafters and providers - and in return, the other Clans protect the Gloom Fare. Known as The Pillars.

Recommended Professions: Apothecary, Smith, and Vagabond.

Clan Colors: Azurite (blue), with accents of Kunzite (light purple) and Tin.

The Clanless

Those without a clan are marked with a legacy of dishonor, be it a forging of one of their ancestors or craft of their own. Such a path is lonely, with their folk treating them with a distant disdain to contempt, yet the clans provide them the bare minimum of what it means to survive. The Clanless are a constant reminder of where dishonor can lead to and what lacking a clan means. They are currently not a playable option

Requirements of Play

Per 100 players at Mythic Adventures LARP, there may be 15 Stone Dwarves, 3 Shadow Dwarves, and 1 Dhovghar.

All Dwarf and Half-Dwarf characters must be bearded, both men and women. Male players can grow a beard, but that is not required. There are a number of fake beards that Dwarven players may get for costuming. When in play these beards must be worn at all times and may be removed when not in play.

If you play a Stone Dwarf, have no makeup requirements. If you play a Shadow Dwarf, their skin is grey with ashen-blue highlights or rich warm mahogany with red highlights, which must be represented through costuming or makeup.

Dhovghar also have a minimum height requirement of 6 feet tall, due to giantism.

Dwarves wear clothes that accent angles or geometric styles. They often use earthen colors and blacks as bases or under layers, then use very vibrant metallics and jewel-tones as colors to make their styles standout. They approve of metal, leather treated to make it look metallic and jewel-toned silks. For info on Clan colors (see the Dwarven Lore Guide.) Dwarves often have a fondness for furs as well, to help accent their beards. Oftentimes furs are used in coats, belts, hats or under leathered buckles at the wrist or ankles.

Depending upon your dwarf’s wealth and status, wearing beard jewelry is important. The noble and rich will braid their beards with jewelry and gems. The poorer you are, the fewer such items will be found upon your beard.

Rings and bracelets are welcomed as well, but necklaces and amulets are not as common since the beards tend to hide them.

In general, try and wear metal and jewels as Dwarves. They love to glitter and shine to represent their worth to their Clan, be they common or noble.

For more costuming information, see the Dwarven Costuming Guide - https://docs.google.com/document/d/e/2PACX-1vRZL111DOpliHz47puUai96YiPFKmp7EE815WXWz2b9I7eRRif2AU7v30tqlFrCU6e91F_ItvHwbBNe/pub.

Where you are from=

Unless special permission is granted, all PCs of Stone Dwarf heritage are from Karak Sarámesthân - /sara-mes-tan/ (Stronghold of the Great Smiths), found in the northern part of the kingdoms. The Karak is bent around craft, although it has a sizable military force. They are ruled by a council of five greybeards since the founding king and his line died shortly after the halls were settled. They seek to forge alliances with those around them, trading their great works in return for gold, riches, alliances, and partnerships to keep their hold strong. Every Stone Dwarf clan can be found within its halls.

If you are of Shadow Dwarf heritage you are from Karak Bërûl’galák- /be-rul-ga-lok/ (Bastion of the Abyss), located under Karak Sarámesthân. It is the heart of the Shadow Dwarf kingdom ruled by their new queen. They chose to ally themselves most closely with the karak above them, for they recognized the Stone Dwarves’ strength. Bërûl’galák is focused upon building its strength, seeking out troubles for the Dwarven people and dealing with them before they can fester.

The sister karaks look to the wealth and prosperity of each other, knowing if one falls the other shall as well. This has kept their people strongly united.

Two other karaks rest within the Fey Lands, one in the south lands and the other within the southeast. Both are ruled by dwarven kings.

The Flaw And Focus

Every race has its own set of strengths, and their own flaws to help define their feel as a race. For the Dwarves, this is greed. Their lust for acquisition is great, and has surely played a part in their histories and haunts their every action. The Dwarves of old managed to use this flaw to sharpen and define their race, by turning the greed of the self into the greed of the family and the clan, in essence, Legacy. The legacy is a focus upon their family’s gains and rises to power. This has made the Dwarves and thus the Clans very competitive. As a result, a dwarf oftentimes must struggle within himself over whether or not this is what he wants for himself or if this is what is best for his Clan.

Your Full Name

Dwarven true names can be tricky, but this is a quick guide on how to form your full name as a dwarf.

  1. Choose your character’s dwarven name. Example: Tomir.
  2. Choose a title descriptor for your character. Example: Orc Crusher.
  3. Optional: Choose a bloodline or relation of a hero! Example: the blood of Yeddan.
  4. State your Clan. Example: Clan Zanor Îbmat.
  5. State where you were born. Example: of Karak Sarámesthân.

Then string all the pieces together and you will have your full dwarven name.

Example: Tomir, Orc Crusher, the blood of Yeddan, Clan Zanor Îbmat of Karak Sarámesthân.

It should be noted: Dwarves tend to give their full name only to other Dwarves when they first meet them, to not offer insult. To non-Dwarves, they tend to only offer their first name and perhaps a bit here and there. They only offer their full name as a sign of respect to other non-Dwarves.

For more information on the Dwarven Bloodlines - https://docs.google.com/document/d/e/2PACX-1vQyA80rdeTRFISu2u6nmJmTDBAk0rwrfobjy6Wu1GW95tpa_BeGyrXFopxqKp8feEB0wUfEtqoBSD82/pub

Age

Dwarves can live up to 700 years of age. To figure out your PC’s age, follow these steps: Your Real Life Age (to which you can add or subtract up to ten years), multiplied by seven. 95 years and below are considered adolescence, so aim above this age when making your character.

Dhovghar seem to have only half the lifespan: Your Real Life Age (to which you can add or subtract up to ten years), multiplied by three. 40 years of age is considered adolescence.

Wish to play a Dwarf?

If what you read above interests you, fill out the Dwarven Player Application and then submit it to dwarvenmarshals@gmail.com. If you have any questions, email the same address and the Dwarven marshals shall respond shortly.

https://docs.google.com/document/d/e/2PACX-1vRJAFDxg79QqcJw-tKY6lAzA1Gm1HAaT6DIy9UCQ35yt9tYC0EmSthgNYIsmiu_W811Lqm20oQZq4Qe/pub