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===Runesmithing=== Dwarfs, as previously mentioned, cannot simply cast magic. Their bodies resist it, their presence weakens and disrupts it, and the mental energy of Dwarfs can outright negate it as if it isn't even present (this is very comparable to a [[Blank]] in [[Warhammer 40000]], although Blanks are described as being soulless and nightmarish on an emotional level to be around whereas Dwarfs simply force magic to sit still and shut the fuck up). While all Elves and certain members of other races can be born with the ability to see magic, and most individuals can feel it to some degree (usually as a feeling of unease or sense that something is different, like Athel Loren feeling primal and sentient), Dwarfs have absolutely no ability to sense magic in any form unless its literally lighting something up or it producing a physical effect. This is a benefit in that morale of Dwarf troops marching through an area simply grumble as they would anywhere else while the landscape would be causing humans to piss themselves in place and flee the moment they heard the wind blow. Either as the invention of Valaya and Grungni or as a gift from the Old Ones, Dwarfs can smith the letters of their language in different ways into objects to produce magic. This magic is permanent or contains a set amount of charges, being completely transformed into something even safer than High Magic. These vary from the Rune Of Stone, a very basic Rune that is first taught to apprentices in the craft and only requires them to carve it right (which in human terms means perfect) to complex runes requiring a far more complex process. For example: on the last day of the third full moon of the year at midnight at the heart of a mountain the furnace is heated, the ore hammered before dawn and folded seven times while each time singing a song of forging, dipped in dragon blood and cooled in quicksilver from Karak Ungol while praising the ancestor god Haki, tempered in the water of Varn, sharpened with dragon horn. Then on the third moon of winter the Rune is carved on the finished surface, daubed with troll blood that was killed on Grungni's Day, the hilt then bound in dragon hide with the horns on the inside, hafted with gold from Azgal and bound with metal from Azul, given a pommel made from an Orc's fang covered in Grimnir's runes, blessed with ale on an altar of Valaya, and finished by killing a Troll at midnight which finishes the magic and activates the rune. All runes trap small amounts of magic, making a Dwarf letter to a friend technically infused with magic that races capable of seeing it can discern information beyond the text from. But magic runes trap a large amount of magic, forcing it to behave a specific way without any of its unpredictable or Chaos effects that an unlucky wizard can cause. Runesmiths are what the Dwarfs who practice runelore are called, their craft handed down from the gods themselves. While not technically the priesthood, they are closely tied to the faiths and the shrines. Absolute perfection is required in their craft as all other aspects of Dwarf society rely on runes, from the simple miners requiring runes allowing them to break through harder rock on a timetable to the machinists who use the runes to give their creations extra security in continuing to function to kings whose runed crowns protect them from assassins. There are rules to how many and what kind of runes may be placed on an object. Technically this was providing a lore explanation for the crunch rules for runes, back when Games Workshop Army Book designers gave a fuck. * The Rule Of Three: No object may have more than three runes, as things from the material plane cannot take that much magic. * The Rule Of Form: Runes are specific to the type of object. Runes for machines cannot be placed on armor, weapons on the mundane. How exactly the rune figures out the difference between a pickaxe used as a weapon and one used for work isn't clear...this may simply be a rule of Runesmithing and not how runes work. * The Rule Of Pride: Duplicate choices of runes cannot be used in the same army. A Thane may have a Rune Of Stone for example, but then literally no other Dwarf may have a Rune Of Stone. The Thane can have a Rune Of Stone and a Rune Of Protection, allowing any other Dwarf to have a Rune Of Stone OR a Rune Of Protection but not both. This is almost certainly a rule for mechanics, with the lore explanation being that Runesmiths dislike repeating themselves or copying the work of others beyond their apprenticeships (note that since every single rune option is preexisting on top of the basic Dwarf idea of older being better and new being shit, there is a lore contradiction here). * Jealous Runes: Master runes cannot be used more than once per army, and no more than one master rune can be on any object. They also cannot be combined together and refuse to work if there's more than one on the same battlefield. How this works for two opposing armies is unstated. Note that unless otherwise stated, runes can be used more than once on the same object to amplify their effect. Of course this doesn't mean every rune and symbol on an object is a magic rune carved by a Runesmith. Some runes are just good luck symbols, slogans, and decorations (but since all runes are magic, that doesn't necessarily mean that there's no effect at all...).
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