Beruflich Dokumente
Kultur Dokumente
A Note on Translations: Throughout this document, you will note that the Khazalid terms for Dwarfen items, regiments
or groups of people have been added in brackets. In all such cases, the following should be remembered: the suffixes -i and
-al both signify groups of people. However, where -i refers either to an individual, or to a broad type of person (for
example, Drengi refers to either a Slayer or all Slayers, while Grobi refers to a Goblin or all Goblins), -al refers to a specific
group (Umgi is humans, and Elgi is Elves, but Umgal is a specific group of humans). Thus, in the entry for the Dwarfen
Handgun below, I list Thrundi and Thrundal as being the Khazalid terms for Thunderer, Thrundi refers to all Thunderers in
general or a single Thunderer, Thrundal would refer to a particular group of Thunderers, perhaps a single regiment of them
in a larger army.
More information on the language of Khazalid can be found in Warhammer Armies: Dwarfs (not the current version, the
previous one), or the Black Library background book Grudgelore. If you‟re lucky enough to find a copy, a more extensive
Khazalid lexicon can be found in the appendices of Dwarfs: Stone and Steel for 1st Edition WFRP.
Dwarfen Handgun
THE DWARFEN HANDGUN , or „Thrund‟ as it‟s known in Khazalid, is a masterpiece of the gunsmith‟s craft, and most are
hand-made and customised by the Thunderer (Thrundi or Thrundal in Khazalid) or gunner who will use it in battle. Most are
ornately crafted, with rifled barrels, unusual sights and more reliable firing mechanisms (either due to finer craftsmanship,
or newer technologies not yet proven through centuries of use), and make use of finer grain powder than that used in
human-made gunpowder weaponry.
Cost Enc Group Damage Range Reload Qualities Availability
Impact,
1 Full, 1
450 gc 60 Gunpowder 4 24/48 Precise, Very Rare*
Half
Unreliable
Dwarf Handguns are considered Very Rare in Dwarfen communities where they are made, and are almos t impossible to
find elsewhere.
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Careers
Alchemist (Advanced)
enDrinklen
Clan Warrior (Basic, Special)
Though dedicated warrior clans exist, and in not insignificant numbers, no true Dwarf is unwilling to take up his axe in
defence of clan and hold. In times of war, a hold can muster its Throng, or army, to fend off attackers or bring vengeance
upon an enemy.
Many Clan Warriors come from the Warrior clans (Khazalid: Kazakthrongi or Kazakthrongal), who spend their time
training, drilling and defending their hold, assisting the more elite, specialist warriors in their tasks. Others instead are more
akin to a militia instructed by the Longbeards (Khazalid: Langktrommi or Langktrommal) – veteran warriors whose battlefield
experience is matchless and whose duties to their clan have been replaced by a duty to oversee and organise the defence of
their hold.
Of particular note are the warriors known as Quarrellers, who contribute their crossbows to the strength of the Throng.
Since time immemorial, the Dwarfs have used crossbows to slay enemies from afar, and only recently (in Dwarf terms,
recently is a matter of several centuries at least) have they started to lose dominance as the Handgun has become more
popular. In most other cases, Dwarf Warriors will enter battle as part of a shieldwall or Throng, forming the front lines
against their enemies.
This career is a Dwarfen equivalent of both Soldier and Militiaman. At your GM‟s discretion, you may substitute either of
those careers for this one if you are creating a Dwarf character.
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Special Requirements: You must be a Dwarf with the Royal Blood talent to enter this career.
Career Entries: Ambassador, Guild Master, Hammerer, Ironbreaker, Politician, Steward.
Ironbreaker (Advanced)
Most of the Karaz Ankor is below ground. From the vast artificial caverns of the holds to the deep and twisting mines
and the endless tunnels of the Underway, those parts of the Dwarfen realm beneath the surface are far grander and vaster
than those visible under the sky. However, they are no longer safe, and have not been so in many a century, with the dank
caves of the goblins and the warrens of the Skaven. Those enemies and worse dwell in the darkness beneath the world, and
Ironbreakers (Khazalid: Azuldrungi or Azuldrungal) are charged with guarding and protecting the deep places of the
everlasting realm.
Most Ironbreakers spend the majority of their time deep below ground, in parts of their hold rarely visited by others,
where calamities and skirmishes with ancestral foes can strike at any time. As a result, Ironbreakers are clad in the finest
armour to protect them from the inevitable dangers they might face. Their unyielding armour is borne as a badge of
honour amongst this select group of warriors, who wear it proudly. Few are the Shieldbreakers – a lesser kindred of tunnel
fighters – who do not aspire to join the prestigious ranks of the Ironbreakers.
Special Requirements: You must be a Dwarf to enter this career.
Career Entries: Clan Warrior, Mercenary, Miner, Shieldbreaker, Thane, Veteran.
Lodefinder (Advanced)
enDrinklen
Loremaster (Advanced)
The sagas of Dwarf-kind are long and complex, the recorded history of their culture spanning over five thousand years and a
civilisation that has endured greater trial and hardship than any other save the Elves (and the Dwarfs themselves would rigorously
dispute that). The spirit and shape of a civilisation, so the Dwarfs tell, is in its histories and its traditions, and so vast are their
histories that a Dwarf could spend his life learning them and still never truly come close to knowing all of the legacy of his own
Hold, let alone the rest of the Karaz Ankor.
Loremasters do not allow this to deter them. Their wisdom, insight and vast knowledge make them highly sought-after for
matters ranging from the law to military strategy, and if they find they do not know something, they know where to find out. To
the Dwarfs, there are few matters that cannot be solved by looking to the past, and Loremasters are the experts on all that once
was. Wise old Dwarfs all, they know stories and poems from centuries past, and when not surrounded by piles of written lore, can
often be found sat by the hearth, regaling the beardlings of the glorious past.
Career Entries: Guild Master, Scholar, Master Engineer
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enDrinklen
Master Engineer (Advanced)
As only the Tileans would dispute, the Dwarfs are the oldest and most proficient Engineers in the Old World, having
been practicing their craft for thousands of years, since mankind were little more than fur -clad savages. Dwarf Engineers
(Khazalid: Endrinkuli or Endrinkulal) belong to the Engineers‟ Guild almost universally, the only exceptions being those
forced out for their conduct or an unbecoming innovative streak. Such engineers are almost always welcomed by the
entirely-eccentric Imperial College of Engineers for their skill and insight.
Amongst the Engineers‟ Guild, however, there are some who manage to innovate without dishonouring tradition, whose
appreciation for tried and tested methods tempers an inclination to do things in new ways, and whose skill at the creation,
maintenance and use of the machines of Dwarfkind know few equals. These Master Engineers are at the peak of their
craft, highly respected and highly sought-after.
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Nathan “N0-1_H3r3” Dowdell
Ranger (Advanced)
Dwarf Rangers are considered unusual in that they live mostly above-ground. Either born into a clan that dwells on the
surface (for whatever reason), or simply drawn into that life, Rangers are capable outdoorsmen, skilled trackers and
effective warriors, using their abilities to act as scouts and sentries for the Throng, and slaying the foes of Dwarfkind with
axes and crossbows.
Rangers tend to be well-travelled, self-sufficient individuals, as much at home beneath the trees or climbing mountains as
beneath the ground, and tend to wander between the outposts and watch-towers that surround the Holds, and down to the
foothills and any human settlements nearby to hear the latest news and rumours.
Runescribe (Basic)
As amongst humanity, literacy is a relatively rare skill amongst Dwarfs. Most Dwarfs know how to i dentify the basic
runes that make up their name, and the basic number runes, but for the most part, written lore is the preserve of certain
craftguilds, and with most knowledge passed down from master to apprentice through practical methods, this doesn‟t
significantly impact the day-to-day lives of most Dwarfs.
Still, there are times when written records are required, and times when it‟s useful to have words and deeds etched onto
stone or metal for future generations. Runescribes perform this basic task, as well as serving as apprentices to scholars and
lorekeepers, learning the history and traditions of their people by copying them down under the supervision of their
betters. As well as the secrets of runes and written language, runescribes learn the method s of applying those runes to
unyielding metal and stone, giving them permanence rarely found in the writings of other races.
Many runescribes move on to apply their skills elsewhere, often charged with maintaining a section of a Hold‟s extensive
libraries, chronicling the deeds and decrees of Thanes and Guildmasters for posterity, or in some rare cases, even learning
the secrets of Thrungni‟s Runes and learning to bind power into otherwise mundane objects. If nothing else, though, years
of hauling around heavy metal-leaf books and stone tablets of lore keeps them strong and able-bodied...
This career is a Dwarfen equivalent of Scribe. At your GM‟s discretion, you may substitute that career for this one if you
are creating a Dwarf character.
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Special Requirements: You must be a Dwarf of a Royal Clan to enter this career.
Career Entries: Special – any Dwarf of a Royal Clan (GM‟s discretion) may enter this career, and any character who is in or has
completed this career is considered to be a member of a Royal Clan.
Thunderer (Basic)
Though the Crossbow has long been the traditional ranged weapon of the Throng, the Handgun is now a common sight in
Dwarf armies, much to the disdain of the most tradition-minded Dwarfs. Dwarfs who specialise in the use of handguns in
battle are known as Thunderers (it is believed this human term comes partially from the Khazalid Thrundi or Thrundal,
which more accurately means „gunners‟, and from the noise a group of Thunderers make whe n firing their guns).
Many Thunderers are gunsmiths themselves, and thus a great many Dwarf Handguns are crafted by their owners and
constantly being tinkered with based on their own experiences and the latest findings of the Engineer‟s guild. Further,
friendly competition between Thunderers about whose gun is the most accurate, most powerful or most reliable means
“Thrundi! ZHARR!” – that the guns they use are of the highest quality.
„ Thunderers! FIRE!‟ in Khazalid . The methodical and mechanically-minded nature of Thunderers means that
they are quite effective in battle, reloading swiftly and efficiently as the
enemy closes on them, unleashing volley after volley of accurate firepower.
This career is a Dwarfen equivalent of Soldier. At your GM‟s discretion, you may substitute that career for this one if you
are creating a Dwarf character.
Talents
Ancient Lore
Description: Your knowledge is hard-earned and extensive, and you have forgotten more in your lifetime than the
younger races will ever learn. Pick a single Common Knowledge or Academic Knowledge skill that you have
purchased three times (for a +20% Skill Mastery bonus). That skill may be bought a fourth time, conferring
an additional +10% bonus on all tests relating to that skill. Buying the skill a fourth time costs 100xp as
normal.
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Royal Blood
Description: The glory and presence of the Ancestor Gods flows within your veins, and other Dwarfs take notice when
you speak. You gain a +10% bonus on all Command, Charm or Intimidate tests made when dealing with
other Dwarfs who do not also have the Royal Blood talent (other Dwarfs of Royal Blood must be dealt with
on more equal terms).
Stubborn Resolve
Description: Your resolve is unwavering, and you are almost obstinate in your defiance of fear and panic. You gain an
additional +10% bonus on Fear and Terror Tests and on Will Power Tests to resist Intimidate attempts.
However, you must pass a Will Power Test in order to take the disengage action, or otherwise attempt to flee
from combat.
Unmatched Craftsmanship
Description: Your skills are without peer, and there are few finer than you at your chosen craft. Apprentices co me from
distant places to learn from you, and your talents are widely sought. Pick a single Trade skill that you have
purchased three times (for a +20% Skill Mastery bonus). That skill may be bought a fourth time, conferring
an additional 10% bonus on all tests relating to that skill. Buying the skill a fourth time costs 100xp as normal.
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The Runes
AS EXPLAINED IN Realms of Sorcery (page 211), each Rune and Master Rune is a separate talent, available through the
Runesmith careers on pages 216 and 217. The runes below follow the same format as those presented in Realms of
Sorcery, and can be inscribed, empowered and bound using the rules in that book. Though no rune item may have more
than three runes, and no more than one of those may be a master rune, runes can otherwise be combined in any way you
wish, even with multiple runes of the same type, so long as they provide only a flat numerical effect (in which case they all
confer their effect all at once), or are temporary runes (in which case, you use one at a time) . For example, an axe with two
Runes of Cleaving adds +2 to damage rolls, and one with two Runes of Cutting ignores two points of armour, while an
amulet with three Runes of Spellbreaking could be used to end spells on three separate occasions, once for each rune. An
axe with two temporary Runes of Fury or similar could either use them both at the same time (+2 attacks for 1 minute) or
separately, as desired.
Weapon Runes
Weapon runes may only be bound onto Hand Weapons. Due to the strict traditions and precise nature of rune magic, no
other kind of weapon can benefit from a weapon rune.
Rune of Cutting
Inscription Number: 7
Empowerment: 3
Description (Permanent): A weapon bearing this rune ignores 1 point of armour.
Description (Temporary): As permanent, but once this rune is activated (a free action), the benefit only lasts for 1
minute.
Rune of Enchantment
Inscription Number: 5
Empowerment: 2
Description (Permanent): A weapon bearing this rune counts as magical, but gains no additional benefits.
Description (Temporary): As permanent, but once this rune is activated (a free action), the benefit only lasts for 1
minute.
Rune of Parrying
Inscription Number: 8
Empowerment: 3
Description (Permanent): A weapon bearing this rune grants it‟s wielder a +10% bonus on all parry attempts made with
the weapon.
Description (Temporary): As permanent, but once this rune is activated (a free action), the benefit only lasts for 1
minute.
Armour Runes
Armour runes must be bound on a surface of metal linked to the armour itself – either a scale or disc woven into chain
armour, or onto the surface of plate armour. It cannot be bound onto leath er armour.
Rune of Preservation
Inscription Number: 18
Empowerment: 6
Description (Permanent): A character wearing armour bearing this rune gains a +30% bonus on all Toughness tests to
resist poison. Further, he ignores any effect, quality, talent or other special rule that increases the severity of a critical hit
scored against him, such as Strike to Injure or the Precise quality. You may not benefit from more than one Rune of
Preservation.
Description (Temporary): As permanent, but once this rune is activated (a free action), the benefit only lasts for 1
minute.
Rune of Silence
Inscription Number: 15
Empowerment: 4
Description (Permanent): A character wearing armour bearing this rune gains a +10% bonus on all Move Silently tests.
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Protection Runes
Protection runes are typically emblazoned on metal plates or discs affixed to banners and standards, to protect a regiment
of Dwarf warriors from harm in battle. However, the same runes can be used on fortifications to protect those stood
behind or within them, as was done with the battlements of many of the more important Dwarfen fortresses during the
War of Vengeance and the Goblin Wars. They shield Dwarfs nearby from harm, fear and magic, and bolster their resolve
in desperate times. Whatever they‟re inscribed upon, Protection Runes – also known as Runic Standards – affect every
friendly Dwarf within 18 yards of the rune itself, so long as they are able to see the rune clearly.
Ancestor Rune
Inscription Number: 12
Empowerment: 3
Description (Permanent): This rune is only inscribed as a temporary rune.
Description (Temporary): Activating this rune is a full action, and must be performed by a Runesmith or other Dwarf in
a position of authority, such as the leader of a unit of warriors. When activated, there is a 50% chance that all the Dwarfs
affected gain the Fearless talent for one minute. If this chance is failed, then the rune is not used up and another attempt
can be made later.
Rune of Battle
Inscription Number: 14
Empowerment: 5
Description (Permanent): All Dwarfs affected by this rune gain a +10% bonus on all Will Power tests to resist Fear,
Terror, Intimidation or the effects of the Unsettling talent. Multiples of this rune have no further effect.
Description (Temporary): This rune is only inscribed as a permanent rune.
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Rune of Determination
Inscription Number: 16
Empowerment: 5
Description (Permanent): This rune is only inscribed as a temporary rune.
Description (Temporary): Activating this rune is a full action, and must be performed by a Runesmith or other Dwarf in
a position of authority, such as the leader of a unit of warriors. For one minute after activating this rune, all Dwarfs
affected by it may re-roll any failed Will Power tests.
Rune of Guarding
Inscription Number: 15
Empowerment: 4
Description (Permanent): Unlike all other Protection Runes, this rune may only be inscribed on a banner or standard,
and only affects the bearer of that banner or standard. The standard bearer counts his Toughness Bonus as two higher for
the purposes of resisting damage only, so long as he carries the banner.
Description (Temporary): This rune is only inscribed as a permanent rune.
Rune of Sanctuary
Inscription Number: 15
Empowerment: 4
Description (Permanent): All Dwarfs affected by this rune gain a +10% bonus on Will Power tests to resist magic.
Description (Temporary): This rune is only inscribed as a permanent rune.
Rune of Slowness
Inscription Number: 22
Empowerment: 7
Description (Permanent): Any enemy attempting to charge a Dwarf affected by this rune reduces the distance they move
during their Charge Attack by 1d10 yards.
Description (Temporary): This rune is only inscribed as a permanent rune.
Rune of Stoicism
Inscription Number: 20
Empowerment: 7
Description (Permanent): Any Dwarf affected by this rune counts as two people for the purposes of determining
whether they outnumber an enemy in combat.
Description (Temporary): This rune is only inscribed as a permanent rune.
Strollaz’s Rune
Inscription Number: 26
Empowerment: 8
Description (Permanent): Activating this rune is a full action, and must be performed by a Runesmith or other Dwarf in
a position of authority, such as the leader of a unit of warriors. This rune affects Dwarfs up to three times as far away as
any other Protection Rune – that is, up to 54 yards. When activated out of combat, it allows the Dwarfs affected to march
for 1d10/2 hours without tiring, allowing them to continue a march for longer than normal. It may only be activated once
each day.
Description (Temporary): This rune is only inscribed as a permanent rune.
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Talismanic Runes
Talismanic Runes are the most diverse runes. Offering protection or some miscellaneous but useful effect, they are
inscribed on a variety of objects. Most Talismanic Runes can only be bound onto a particular kind of object or objects,
such as amulets, staves, horns or drinking vessels, as appropriate for the rune itself. Each rune lists the objects upon whic h
it can be inscribed and bound. Items that don‟t list a specific kind of item can be bound onto amulets, belts, crowns, helms
(though a helm with a Talismanic Rune cannot bear any Armour Runes), staves or (most commonly) rings.
Rune of Alarm
Inscription Number: 17/22
Empowerment: 4/7
Description (Permanent): This rune may be inscribed onto a fixed object or location, such as a door or the wall of a
passageway. If a Rune of Alarm is inscribed onto a fixed object or location, then use the higher of the two Inscription
Number and Empowerment values above. Whenever a living creature passes within 1 yard of a Rune of Alarm, it will
immediately produce a loud noise. The nature of this noise – what it sounds like, its precise volume, and even a short
phrase of up to ten words long – is determined by the Runesmith when he inscribes the rune. The Runesmith may also
broadly determine what people may pass the rune without triggering it – for example, many Dwarf fortresses have doors
which allows Dwarfs to pass unchallenged, but which sound when anyone else approaches. This must be defined by easily -
observed traits (assume that the rune can see, smell and hear anything a human or Dwarf would be able to see, smell or
hear) – so hair colour, gender or race are suitable groupings, but the rune would not be able to identify concealed
mutations, religious beliefs, nationality or spellcasting ability.
Description (Temporary): As permanent, but it will only work once. Temporary Runes of Alarm may not be inscribed
onto fixed objects or locations.
Rune of Brotherhood
Inscription Number: 16
Empowerment: 4
Description (Permanent): The bearer of this rune can benefit from the skills of his kinsmen nearby. When activated (a
free action), one skill or talent possessed by the majority of Dwarfs within 12 yards of the rune is gained by the bearer of
the item bearing this rune while those Dwarfs remain within 12 yards. After being activated, the rune may not be activated
again that day.
Description (Temporary): As permanent, but it may only be used once.
Rune of Farseeing
Inscription Number: 14
Empowerment: 3
Description (Permanent): This rune may only be inscribed on a transparent gemstone – often a clear quartz cut and
ground into the shape of a lens. When activated (a free action), objects observed through the gemstone up to a mile away
can be seen as if they were much closer, as if observed through a telescope.
Description (Temporary): As permanent, but once activated (a free action), the benefit only lasts for 1 minute.
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Rune of Passage
Inscription Number: 19
Empowerment: 5
Description (Permanent): When activated (a free action), a character bearing an item with this rune may move at half his
normal movement rate through solid stone. He must end his movement outside of the stone – the rune‟s magic only lasts
for a short while for each use – and any character who fails to do so is embedded in the stone, unable to move, and will die
in a number of rounds equal to his Toughness Bonus unless rescued.
Description (Temporary): As permanent, but this rune can only be activated once.
Rune of Signalling
Inscription Number: 13
Empowerment: 4
Description (Permanent): When activated, this rune produces a burst of bright light that lasts for a couple of seconds and
shines in the direction the runic item is pointed (that is, the light shi nes from the surface the rune is inscribed upon, in the
direction that surface is facing). This light can be seen clearly for up to a mile away, providing there is clear line of sig ht.
Description (Temporary): As permanent, but this rune can only be activated once.
Rune of Water
Inscription Number: 11
Empowerment: 3
Description (Permanent): This rune may be inscribed on any tankard or goblet made of metal. When activated by tracing
one‟s fingers around the rune‟s shape (a half action), the drinking vessel i mmediately fills with cool, clean, refreshing water.
While not a Dwarf‟s favoured drink, it is a definite improvement over dying of thirst. Unfortunately, there is no such thing
as a Rune of Beer, and it would probably be inferior to the produce of a proper Dwarfen brewer anyway.
Description (Temporary): As permanent, but this rune can only be activated once.
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Engineering Runes
Engineering runes are most commonly inscribed on artillery pieces, but a great many have other uses as well – on missile
weapons (which resemble small war engines in a number of ways), or tools (which can benefit in different ways from the
magic).
enDrinklen
Flakkson’s Rune of Seeking
Rune of Accuracy
Rune of Blasting
Rune of Burning
Rune of Forging
Rune of Fortune
Rune of Penetrating
Rune of Reloading
Stalwart Rune
Valiant Rune
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Dramatis Personae
enDrinklen
Thorgrim Grudgebearer of the Royal Clan Durazklad, King of Karaz-a-Karak, High King of the Karaz
Ankor
Thorek Ironbrow, Runelord, Keeper of the Anvil of Doom and Master of the Weapon Shops of Karak
Azul
Josef Bugman, Legendary Dwarf Brewer and Hunter of Goblins
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