In the grim darkness of vaguely medieval Europe, writers had not decided that short people are hard to write and the horrors that lurk below the surface are as bad or worse than those who lurk in the dark beyond. The Dawi, known as Dwarfs to mankind (which are known as Umgi or "shoddy/inferior" to Dwarfkind) stand alone against most of the greenskin race, particularly the Night Goblins and the endless Chaos-aligned super science rat mutants named Skaven while still holding their own against Chaos, the undead, Elves, and the occasional betrayal by their human allies. For being a race so quick to unite and slow to forgive that they will choose to fight alongside their sworn Dwarf enemies against their nonDwarf allies or raze a fortress they built and slaughter all inhabitants because they were shortchanged two pennies, they are highly divided by family, clan, kingdom, and region while still forming a functional and united group.
Strict rules govern Dwarf society that have been handed down from all ancestors since their creation by the Old Ones. They are a society where nepotism is actually considered a positive thing, and the long immaculate memories of the race allow kings such as Thorgrim Grudgebearer to recall the entire recorded family history of every soldier in their army despite having never met face to face, The result is a dynasty with its own colors and symbol in every facet of life from baker to ranger. Dwarfs sharing a tie in an army could be as small as two brothers and an uncle wearing the symbol of the family on their back, to a unit bearing the colors of the clan on their shields, to all models of a unit type bearing the emblem of the guild they are outfitted by, to the entire army marching under the flag of their Hold while supported by a single unit from another Hold that can outfit their common troops in gilded metal and sparkling gems. All of this can exist in the same army, and the same model can be rolled for multiple times to give him additional background. For example a Dwarf can belong to a wealthy guild but dwell as the head of the local branch in a poor settlement and be famous for a his great great great grandfather cleaving a dragon's head off in battle.
Inspired by Fantasy Flight Games' Deathwatch Role-playing Game's Space Marine Chapter Creation Tables.
(Roll three times on the first table. Once for primary color, second for secondary, third for detail. For each color, roll once on the following tables.)
With which colors do the faction usually use to represent itself? (1d100)
|
1-10
|
White
|
11-20
|
Black
|
21-30
|
Red
|
31-40
|
Orange
|
41-50
|
Blue
|
51-60
|
Purple
|
61-70
|
Green
|
71-80
|
Yellow
|
81-90
|
Brown
|
91-100
|
Grey
|
Color lightness? (1d100)
|
1-33
|
Light
|
34-66
|
Dark
|
67-99
|
Primary
|
100
|
Roll again
|
Warmth? (1d100)
|
1-50
|
Cool shade
|
51-100
|
Warm shade
|
Where is the faction found in the world? (1d100)
|
1-20
|
Dispersed: Scattered by misfortune or the nature of their group, these Dwarfs remain united as a larger faction but live in smaller groups for various reasons and must travel in order to reunite when summoned. Merchants, explorers, traveling craftsmen in great demand, mercenary warbands, refugees, and Dwarfs on a personal mission such as Josef Bugman are likely candidates.
|
21-80
|
Concentrated: This faction has a central location, and rarely sends members away from it. Their works are central to their homeland, and make it famous. Examples are a guild which sells arms and armor from their Hold, a professional army which defends the homeland, a clan which makes up most of the population of a settlement or a family which rules it.
|
81-90
|
Foreign: This group lives away from their Dawi kin, and is relatively unconnected to the rest of the race. Isolationist Dwarf settlements, colonies in foreign lands, traders living among other races, or settlements cut off from the rest of the race by physical or political boundries.
|
91-100
|
Scattered: These Dwarfs may no longer have a single home, may have stretched themselves thin in their endeavors, or may not be fully aware of where their much of their kin are currently located. Wanderers by profession or nature, or else they lost each other in flight when fleeing from the destruction of a home. Dwarfs of the Underway who must constantly keep the path clear in order to facilitate fast and safe inter-Hold travel, naval Dwarfs who spend much time at sea, guilds which operate in a greater region or even the greater world, clans and families which have undergone multiple projects such as Hold reclamation or expeditions.
|
In which region does/did the group most call home? (1d100)
|
1-20
|
Karaz Ankor, north
|
21-40
|
Karaz Ankor, south
|
41-50
|
Badlands settlements
|
51-65
|
Grey Mountains
|
66-80
|
Black Mountains
|
81-85
|
The Empire (Gnomes/Imperial)
|
86-90
|
Southwest Old World
|
91-92
|
Lothern
|
93-94
|
Norse Region
|
95-96
|
Southlands
|
97-98
|
East of Karaz Ankor
|
99
|
Lustria
|
100
|
Inter-dimensional Warp hole (Squats, Blood Bowl universe, or roll again if silliness isn't desired)
|
From which Ancestor Gods did the leaders of the faction descend? (1d100)
|
1-30
|
Valaya+Grungni (possibly through Smednir, Thungni, or Snorri Whitebeard)
|
31-60
|
Valaya+Grimnir (possibly through Morgrim)
|
61-80
|
Gazul
|
81-90
|
OC Ancestor God (make up your own)
|
91-100
|
Non-god ancestors (an important ancestor is still venerated)
|
Who was the faction’s greatest hero? (1d100)
|
1-15
|
A king and descendant of Valaya
|
16-30
|
A famous Runesmith who invented a new technique or rune
|
31-45
|
A Longbeard whose lifelong exploits have become the stuff of legend that will never be surpassed
|
46-60
|
A beardling who has honored his ancestors far more than most Dwarfs can ever hope to
|
61-75
|
A minor Ancestor God, revered by his or her descendants and disciples
|
76-90
|
A stout general who achieved great victory, saving his kin or striking a terrible Grudge out forever
|
91-100
|
A skilled craftsman whose work has inspired songs, and is treasured in the vaults of heroes and kings alike
|
What is the faction’s current size and importance? (1d100)
|
1-10
|
Familial: These Dwarfs belong to a specific bloodline that is famous for an ancestor or lineage, which can be traced back to the time of the Ancestor Gods. All members of this family have their exploits recorded with great care, and their names grace a pillar in the Dwarf capital of Karaz-a-Karak. They will never go into battle without an identifying mark of who they descend from that all who see them (or find their body) may know and remember.
|
11-35
|
Clan: These Dwarfs are members of a clan, who have a representative in Karaz-a-Karak and their nearest Dwarf settlement. They will bear their clan symbol and/or colors to bring honor to their kin. Regardless of their profession, the clan receives a share of the glory...and profit.
|
36-55
|
Guild: These Dwarfs belong to a prestigious Guild, which controls some aspect of Dwarf society. From the armed men of the Baker's Guild to the guards which protect the glittering haul of the Miner's Guild to the soldiers outfitted with the newest (approved, after half a millennia of testing) tech from the Engineer's Guild. They bring glory to their fellows, and let their race know that the old ways are as well-kept as they were in when Snorri held the throne.
|
56-90
|
Home: These Dwarfs bear the colors and banner of their home. Be it a small village in foreign lands from Stirland to Lothern, a fledgling Hold still being carved below, a mighty Karak which accepts refugees from less fortunate homes, to even a warship which will be the home of a Dwarf for most of their life. When these Dwarfs appear marching across a hill or suddenly emerge from passages underground, all know who they are and why they have come. Allies will rejoice, and enemies will know fear.
|
91-100
|
Region: These Dwarfs or their ancestors hail from a region known to other Dwarfs for the quality of Dwarf it produces, and iconography that they bear speaks to the geography they hail from more than the settlement found in it. Greylings from the Grey Mountain region deal often with humans and are more forgiving (as forgiving as a Dwarf can be), while those from the Badlands are a poor and scattered lot who speak often of vengeance. Dwarfs of the Ankor are constantly reminded of the greatness of their race's ancient past and are of a prouder disposition, while Norse Dwarfs are aggressive and traditionalist. Coastal Dwarfs tend to be eccentric and cheerful, Gnomes and Imperial Dwarfs share a very different culture than others of their kin. Dwarfs who choose to bear regional marking are proud of their homeland as a whole, and feel bonds to their neighbors which Dwarfs from other regions don't share or are critical of.
|
What is the wealth of the Dwarf faction? (1d100)
|
1-25
|
Poor: These Dwarfs have suffered great hardship at the hands of their enemies. They carry wooden items, and their equipment is new rather than heirlooms passed down from generation to generation. Their important figures bear steel, or possibly even shameful iron, rather than Gromril. Gold is rare among their adornments and gems are cheap. Usually refugees, these Dwarfs must find safety and work with their kin or a friendly race or face a shameful end.
|
26-60
|
Modest: While not every member of their group glitters, it isn't common to resort to inferior materials for their personal items. They may be a previously unimportant group now rising to prominence, or are a group fallen from grace. If from a destroyed settlement they are refugees who managed to take much of their wealth during the evacuation, and will be able to survive wherever they end up. If colonists, they will need to become more profitable before they will be considered to elect a king.
|
61-75
|
Wealthy: This group has plenty in their vaults. Although accepting generosity is shameful and no Dwarf ever got rich passing out gold to human cripples, these Dwarfs have the wealth to buy influence fund projects, or to shelter their less fortunate kin and bring honor to themselves. Not only are their members not in want of beautiful adornments, but rare would be something as distasteful as wood or steel without gold and gems be found. Rather than call upon every member of their own to bear arms, these Dwarfs can pay for the services of the guilds and clans to support them in their endeavors. The grumbling of the Longbeards of this group will be heard by the king, and the loudest may reach the ears of the High King himself. Kings of lesser holds themselves may be a part of this group.
|
76-90
|
Very wealthy: Gromril armor for even non-Ironbreakers/Irondrakes. The rarest of gems, and heirlooms dating back to the earliest days of the Dwarfs. They may even possess something crafted by Grungni himself. There's more adorned with gold on their person than isn't, and an even better result from all the gold in their coffers is one of the principles of Dwarf society; all sleights must be paid in blood or gold, and the wealthier the group the less they have to fear from a young member insulting his in-laws from another group sparking a war. Expeditions to Lustria, wars to clear out their Book Of Grudges, and the reclamation of lost Holds are all funded by these powerful groups.
|
91-100
|
Legendary: These Dwarfs hail from the oldest of families, have a near-universal control of an industry, are part of the ruling family of a settlement, or profit from fabulously lucrative resources such as ores that can be found nowhere else or control of a trade route. Even the Beardlings fresh out of the mandatory time in the mines can find themselves bedecked in Gromril plate and no Longbeard will be found without at least one runic item on their person unless they don't wish to wield one. Services of the Engineers guild can be easily hired and artillery support in each battle will be top notch and unless a dire crime was committed the kinsmen will never have to worry about being able to afford gold payments. The wealth attracts the services of mercenaries and they frequently fund expeditions or campaigns by more unfortunate Dawi so that they don't need to spend precious kinblood. The internal Book of Grudges is kept clean save the direst of Grudges to great enemies like Chaos, so they also participate in attempts to thing down the Great Book of Grudges as well. But they are aware that such power attracts great jealousy and those mercenary contacts have long been considered a great and proven boon indeed. If there aren't many kin, they can afford to have hordes of mercenaries march with them, and if there are many kin all can wield gromril and mercenaries can still be paid handsomely.
|
How strong is the group in terms of manpower? (1d100)
|
1-20
|
Minuscule: This group has very few members, or has lost most of its fighters in a recent defeat. It may have many non-combatants that it will send away rather than send in to fight for it who would otherwise only see combat in a last stand rather than face enslavement and torture. Most likely they would fight as a small group in another force if they fight at all.
|
21-45
|
Small: This group has guards and/or scouts for its important things and enough workers and kin with a full beard that can swing an axe beyond that, but can't form a full army by themselves. They would have to rely on distant kin, neighbors, rely on those who have a stake in their continued survival, or hire non-members to fight for it.
|
46-75
|
Average: At absolute full muster this faction can field a full army entirely by themselves by sending every fit one of their group to war, although it is only in desperation that they would do so. Hiring soldiers or calling upon Oaths is likely what will complete their fighting force.
|
76-95
|
Major: This group can withstand a modest WAAAGH before sending for aid or planning an evacuation.
|
96-100
|
Grand: This group has an army large enough to retake a Hold in the Ankor by themselves, have the manpower to rebuild it, and the civilian population to repopulate it. They may not have quality soldiers depending on their wealth, but they have the manpower that would put a Goblin Warboss to shame.
|
What are the faction’s favored battle tactics and military doctrines? (1d100)
|
1-20
|
Traditionalist: These Dawi refuse to use anything "new". If it wasn't being used when Valaya's ass was warming Karaz-a-Karak's throne and Snorri was sleeping in a crib beside it, its inferior. They'll technically allow it in their army, but the shaming by their fellows means few will want to if any.
|
21-40
|
Slayer Rush: Slayers congregate to the faction due to its risky endeavors and/or worthy cause. These Slayers can be relied on to do their part while the rest of the army finishes what those unfortunate souls can't.
|
41-50
|
Dwarfpoleon: Artillery is what wins battles, and a cannon doesn't need to be fed and liquored.
|
51-60
|
Strike The Earth: "Deepstriking" Miners will soften up the enemy while the rest of the army arrives to relieve them. Use of Ironbreakers and Irondrakes is also likely.
|
61-70
|
Gunline: Bolt or blast, Thunderers and/or Quarrelers form the bulk of the army.
|
71-80
|
King's Guard: Hammerers lead the army, bashing faces in the name of the king!
|
81-85
|
Royal Air Force: Excessive use of Gyrocopters, Gyrobombers, and possibly even a Magic Carpet.
|
86-90
|
Pull The Lever: Ample use of Irondrakes, Gyrobombers, and Flame Cannons.
|
91-95
|
Preferred Enemy: There is one particular enemy towards whom the Dawi feel a burning hatred [see Table 11]. Against these wretches and their servants, the Dwarfs fight with a furious prowess that does not come from mere training.
|
96-100
|
Tactically Flexible: Roll two more times on this table. If you land on the same option twice, then the faction becomes famous for that area of warfare.
|
Who is the faction's most influential ally? (1d100)
|
1-12
|
Their Dwarf neighbors (another family, clan, Hold, region)
|
13-24
|
A distant Dwarf faction connected to this faction by marriage
|
25-36
|
An Ankor-famous hero (adventurer, unit champion)
|
37-48
|
A(nother?) Guild
|
49-60
|
A Runemaster
|
61-72
|
A Master Engineer
|
73-80
|
The Longbeards of Karaz-a-Karak
|
81-85
|
An Empire faction
|
86-90
|
A trail of puppets leading back to Queen Neferata
|
91-93
|
A Bretonnian nobleman
|
94-96
|
A High Elf Prince
|
97-98
|
A Tomb King
|
99
|
An Ogre Tyrant
|
100
|
A Dark Elf Prince
|
Who is the faction's MOST hated enemy? (1d100)
|
1-18
|
Urk (Orcs)
|
19-36
|
Grobi (Goblins)
|
37-54
|
Raki (Skaven)
|
55-63
|
Dum (Chaos)
|
64-72
|
Gor (Beastmen)
|
73-81
|
Elgi'drazh (Dark Elves)
|
82-90
|
Zangunaz (Vampire Counts)
|
91-94
|
Ogri (Ogre Kingdoms)
|
95-96
|
Elgi (High Elves)
|
97-98
|
Uzkuli'gorl (Tomb Kings)
|
99
|
Umgi (Humans)
|
100
|
Roll on the preceding table (Kinslaying is a terrible thing, many will take the Slayer Oath before it is through)
|
How far afield has the faction ever traveled for war? (1d100)
|
1-15
|
The faction has only ever fought defensive battles in its home, or is inexperienced in war.
|
16-30
|
The faction has defended its neighbors from invaders.
|
31-45
|
The faction has defended the Empire, or traveled to defend far-off Dawi.
|
46-60
|
The faction has helped reclaim a lost Hold or marched offensively against greenskins/Skaven.
|
61-75
|
The faction has pursued Grudges against faraway foes in places like Bretonnia, Athel Loren, Kislev, or the Mountains Of Mourn.
|
76-85
|
The faction has waged war in the Chaos Wastes, Nehekhara, the Southlands, or Lustria.
|
86-95
|
The faction has fought in Naggaroth, in Skavenblight, against the Empire, against Chaos Dwarfs, or against non-Chaos Dwarfs.
|
96-100
|
The faction has fought on behalf of or alongside Elves.
|
How does the faction appear in the eyes of other Dwarfs? (1d100)
|
1-4
|
Black Sheep: These Dwarfs bring shame to all who deal with them. While Dwarfs will still pay them the dues they are owed as the Ancestor Gods and traditions require, no other help will ever be given and most refuse to speak of the faction. According to the Longbeards if all was right with the world they'd all take the Slayer Oath.
|
4-15
|
Humble Bearing: This faction tries to make it through the day, one day at a time. They have no time for waxing on lost glory or wading into halls where the invading spear-carriers outnumber the roaches. To other Dwarfs they appear beat-down and are almost mourned as lost to their owed glory, and in reverse this faction doesn't have the time or patience for their pomp and lectures. While they still have pride and record Grudges, their Book Of Grudges isn't full of insults uttered by drunk humans in the gutter and they don't drive away potential customers with speeches about the history of Dwarf craftsmanship.
|
16-35
|
Belly And Beard Full: A cheerful group, uncharacteristically so. As good or miserable as things get, these Dwarfs keep a good nature. Even the Slayers this faction has produced are immediately recognizable as having come from these Dawi, given the normally sour scowl has sweet mirth when landing an axe blow. They are generous with ale when available, and grumble (slightly) less when there isn't. Brothels full of non-Dwarfs thrive around communities made of these Dawi. Non-Dwarfs who prove themselves trustworthy allies can find kinship with them, and an Elf may be called a backstabbing knife-eared bastard son of bastards only when out of earshot. None of this sits well with other Dwarfs, who find these Dwarfs irritating and an insult to the race, but their behavior isn't bad enough to actively hate them.
|
36-65
|
Elf-like TRUE DAWI: These Dwarfs are arrogant and proud, and are VERY eager to explain why. They won't tolerate insults of any kind, and many (if not all) financial transactions with them may result in a "Grudge tax" for all the insults both real and imagined ABSOLUTELY UNFORGIVABLE WITHOUT BLOOD OR GOLD. These Dwarfs talk up their glories, refuse to talk about their failures, and treat the accomplishments of non-Dwarfs as one would the "special" child that their own child unfortunately associates with. Highly unpleasant to non-Dwarfs, but Dwarfs have a hard time hating the "true" Dawi attitude. Even the lowest retainer from this faction behaves as a human king would.
|
66-80
|
Grudge-centric: All Dwarfs are focused on Grudges, but these Dwarfs REALLY focus on them. They will refuse to deal with any faction who are in their Book Of Grudges until the honor debt is cleared. They will accept (a substantial amount of) gold only because society requires it in some circumstances, but prefer blood and will choose it over gold whenever they have the chance. They are truly sons of Grimnir, and no Dawi would fault them for it.
|
81-100
|
Beaten And Brittle: These Dwarfs are world-weary from the constant reminders of their lost glory. The Time Of Woes wears heavily on them, constant reminders of their fall exist in their empty halls, vaults sealed by Gromril doors behind which lie Night Goblins and Skaven, entire lost Holds, treasures and trade goods worth all the gold in a Karak lost in the wilds, desecrated shrines and statues of ancestors with no chance of being rebuilt are everywhere. They are defeatist, and all dealings with them bring down the morale of other Dwarfs.
|
What is the faction's goal moving forwards? (1d100)
|
1-20
|
Grudges: The faction has a Book Of Grudges that is too full, or a Grudge was writ that was too great to delay, and Grudges have a harmful effect on Dwarf psychology. Blood or gold must be extracted until all is settled.
|
21-40
|
Reclamation: The past holdings of the faction have been conquered, lost, or destroyed. They must be retaken.
|
41-60
|
Wealth: The value of a Dwarf is their honor, age, and gold. Their honor is well and their beards grow longer, but the floor of their vault can still be seen.
|
61-80
|
Alliances: Dwarfs usually stand alone, and feel shame at asking for help, but great honor comes to a Dawi who helps his own particularly if not asked, and some still value the friendship of others not of their race, particularly the Umgi of Sigmar's Empire owing to near two millenia of fighting against the monsters of the world. Although other races don't value an Oath like a Dwarf, all know that to break an Oath will result in eternal vengeance from all Dwarfs. Just ask the Elves.
|
81-100
|
Unity: Dwarfs have many greedy aspects, but above all they work towards the benefit of their race as a whole. Factions without an immediate concern or who see greater benefit to aiding their fellows. Roll again from this list for the second faction's goal.
|