Dwarfs game

dwarfs game

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The Dwarf name for their homeland is the Karaz Ankor - the everlasting realm. There is also the lost hold of Karak Zorn , considered to be the very first Dwarf settlement.

Located in the mountains of the Southlands, it is fabled as a highly wealthy settlement, with towering zigurats made of gold. However, all contact with the hold was lost around the Imperial Year , with the last messages being of large armies of Lizardmen attacking the city.

Any expedition that has set out to find the city has never returned. They are immensely strong and resilient, with bodies seemingly purpose-built for manual labour, with solidly formed muscles, broad-shoulders and large thick fingered hands that are capable of considerable manual dexterity.

This physical toughness allows them to carry heavy loads and endure many hardships and work for long lengths of time without tiring.

Dwarfs are a very long-lived race with life-spans that can run into centuries, or rare occasions even into a millennium.

As a dwarf becomes older so his beard becomes longer and thicker. Since dwarves have a deep inbuilt respect for age it would be unthinkable for a dwarf to cut off or even trim their beards.

Like the Orcs, dwarfs appear to become stronger the older they get, but unlike the Orcs, there appears to be a breaking point where their general health rapidly declines, always happening just a few years before the dwarf dies of old age.

Female dwarfs are very rarely seen outside dwarf realms which has led many people to believe that dwarf males can give birth or that dwarf women have beards.

However they are fairly similar to their male counterparts in that they are broad shouldered and heavily built, but instead of long beards they have long hair wound into similar braids, worn beneath the helmet which they treasure as greatly as males do their beards.

In terms of mental ability, Dwarfs are incredibly determined. They are supremely confident in the values and virtues of their civilisation, and openly scorn the achievements of other races.

Their mental strength, in combination with their physical abilities, makes them steadfast fighters who will often fight to the last rather than admit defeat or run away.

The Dwarfs have little knowings of magic as it is practiced by Elves and Men, as well as having no wizards. They distrust, and even loathe, the chaotic power and unpredicitability of magic in its usual forms;the general consensus is that magic is too erratic and volatile to fool around with, let alone rely on in battle.

However, Dwarfs do place considerable emphasis on embedding magic within certain items through their skills of craftmanship. In particular weaponry, such as axes, hammers, shields, and armour suits, can be enhanced through their knowledge of rune lore and the skill of runesmithing, through which magic is entrapped into a rune and placed upon an object.

The Dwarves who practice this skill are the Runesmiths, under the influence of the Runesmiths Guild. Aspiring Runesmiths will spend many decades as an apprentice to a Runelord who will gradually teach them to inscribe items with runic symbols and powers, for runes are often expensive and take years to make, even for the most experienced Runesmiths.

The most powerful magical device the Dwarfs possess are the Anvils of Doom. These devices were forged many thousands of years ago under the guidance of the Ancestor Gods, and only the most skilled Runelords can even attempt to use them.

When used, they are capable of wreaking devastating magical destruction upon any foe foolish enough to challenge the Dwarfs in battle.

Gold fever For some unknown reasons, dwarves have a strong attraction to gold. Dwarfs will seek to amass gold, even to the point of acting unreasonably such as refusing to abandon gold in order to save their lives.

The exception to this refusal to leave gold is any gold that is going to be buried such as by a cave in.

As far as a Dwarf is concerned, any gold that is "lost" underground is as easy to regain as a coin dropped in the street. This addiction is sometimes called "gold lust.

The Dwarfs take this metal much more seriously than Gold and only Royalty, Generals and the Legendary Ironbreakers can afford to have it as their armour.

Grudges Dwarfs take their obsession with gold seriously, but they take grudges even more seriously. A Dwarf is said to never forget a grudge.

A Dwarf will even end a lifelong friendship over a grudge of the "lightest" matter. To a Dwarf, the source of the grudge no matter how absurd does not matter so much as the fact that it is a grudge.

Grudges can be ended amicably, though the stubborn nature of Dwarfs makes compromises difficult and grudges must always be fulfilled. The High King of the Dwarfs possesses a large book called The Great Book of Grudges , in which he alone is allowed to write every grudge against the Dwarfs in blood.

In the rare case a grudge ending, it can be removed from the Great Book while remaining legible. Killing a Dwarf sparks a grudge that is similar to a vendetta, in that the grudge will transfer down the generations both in the dwarf family and the family of the focus of the grudge and it MUST be paid in blood.

In the case of "lesser matters" gold can suffice to end a grudge. All the Dwarves present found this incredibly funny, which is probably the only reason they did not kill Felix on the spot or declare a grudge upon him.

The Dwarfs are a martial race hardened by thousands of years of constantly defending their holds from would be invaders both above and below the ground.

Dwarf Warriors are drawn up from the citizenry of Dwarf society. Dwarves are mostly craftsmen and artisans and there are few professional Dwarf soldiers, but in times of war Dwarfs may be called up by their clan leaders who will organize them into regiments ready to fight.

Dwarves are physically strong, resilient and broad of shoulder enabling Dwarf armies to force march at great pace across hard country, a feat of endurance seldom seen in other races.

They will fight with a mixture of axes and hammers, often being passed down through a family line for generations, and gird themselves in heavy armour, often with a large round shield.

Longbeards are old and wise Dwarfs and are very experienced warriors, such is evidenced by their longer beards. Longbeards are veterans of many wars and have endured far more hardships than most beardlings young Dwarves can even imagine and as such they grumble about how everything is less scary or well made as it was in their day.

Nothing can stop a Longbeard from a good grumble. Longbeards on the field of battle are very powerful and do not suffer distress about minor shifts in the battle situation which might panic a younger dwarf.

Within the game, Longbeards are equipped in much the same way as dwarf warriors but due to their experience they are better at hitting enemies and wounding them and are immune to panic.

Slayers are dwarves who have lost their honour, brought shame to their families or broken an important oath. Such a crime would be solved by death, but because Dwarves see suicide as a waste, to regain their honour, slayers seek glorious death in battle against the strongest of opponents.

They have mohawks which are put up with pig grease, and beards dyed orange along with the mohawk - this is as Grimnir did before he journeyed north to battle against Chaos.

They refuse to wear armour of any sort and are often next to naked except for the exotic tattoos that cover their body.

In battle they carry an assortment of axes, typically a pair of axes or a large two-handed great axe, which they can alternate between.

Within the game, Slayers have conquered their fear of death and as a result, fear very little. They are brave, stubborn and incredibly violent when in battle.

Ironbreakers are the guardians of the lower deeps. They are experienced tunnel fighters and often fight against Skaven and goblins attempting to tunnel into a Dwarf hold.

Without their efforts, the majority of dwarf holds would have almost certainly fallen to enemy attacks. Ironbreakers are professional soldiers in that they are perpetually under arms - due to their status as professional tunnel fighters they wear powerful gromril armor, which can protect a Dwarf from enemy blades and rock falls.

Within the game, Dwarf Ironbreakers have high weapon skills, good strength and great armor and leadership characteristics.

As a result of this hardiness, many opponents would avoid fighting them and would attempt to tackle less armored soldiers, counter with their own heavily armored units, or use range units.

The history of the Hammerers goes back to when the High King was visiting the mines of Ekrund when a large cave in occurred. The craftsmen of the mines picked up their hammers and beat a path for the King to escape.

Hammerers are stubborn, even by Dwarf standards, and are known for an unswerving loyalty to their lord; a loyalty solidified in the gift of the heavy warhammer from Lord to Hammerer.

Within the game, Dwarf Hammerers are heavily armoured and exceedingly strong shock infantry; which due to their stubbornness will almost never run away.

If joined by their liege lord, they are completely fearless. Dwarf Quarrellers and Thunderers form the bulk of the missile contingent in a Dwarf Army.

There was once a time when Dwarf powder weapons had not been invented and Dwarf Quarrellers reigned supreme with their crossbows.

Over time, as the Dwarf Handgun came into common usage, the Crossbow lost its dominance. Nowadays, most Dwarf armies see a pretty even split of Quarrellers and Thunderers.

Dwarves are naturally methodical and slow to panic; and so are suited to reloading and firing both weapons calmly, even when the enemy is right on top of them.

The competition between various engineers is such that in the efforts to make increasingly better and more reliable weapons Dwarf Handguns have become the most effective weapons of their type in the world.

Most Thunderers have crafted their own weapons and over the years add many augmentations and improvements; and are as a result very proud of their weapons.

Despite this, many Dwarves stick to the good old and reliable crossbow as they begrudge the cost of powder when a bit of brute force will propel a bolt as far as a bullet.

Within the game, both units are highly effective at shooting with the choice between the two often being kept more as personal preference rather than any real advantage offered by either one; while Dwarf Thunderer is more effective at shooting but is more expensive points wise, the Dwarf Quarreler may carry a shield and a heavy axe or hammer, making them more effective troops in close combat.

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