Roleplaying Guide    

 

06/15/08: Naming your Dwarf
09/13/07: Character Alignment
07/21/07
: Dwarven Attitudes
01/18/04: Dwarven Cultures
02/28/04: Weapons and Armor
02/29/04: Dwarven Physical Appearance
10/09/04: How to Swear Like a Dwarf!
01/29/09: Message Board Avatars
05/13/07: Metals, Ores, and Alloys
11/18/07: Dwarven Dictionaries
07/21/08: Dwarf Sayings
07/24/07: The word "Lad"
04/28/07: Dwarven Social Structure
06/04/06: Dwarven Age
11/18/07: Dwarf Racial Relations
07/21/08: How to speak like a Warhammer Dwarf

 
 
   

 

 


>> Character Alignment <<
Choosing a character alignment helps with roleplaying your persona. Stone and Steel would be considered a Lawful Good guild, but it welcomes Dwarves that fall into any of the good or neutral categories (taken from The D&D Player's Handbook).

Lawful Good:   Characters of this alignment believe that an orderly, strong society with a moral government can work to make life better for the majority of the people. When people respect laws and try to help one another, society as a whole prospers. Therefore, lawful good characters strive for those things that will bring the greatest benefit to the most people and cause the least harm. Lawful good characters keep their word.
   
Neutral Good:   These characters believe that a balance of forces is important, but that the concerns of law and chaos do not moderate the need for good. Since the universe is vast and contains many creatures striving for different goals, a determines pursuit of good will not upset the balance; it may even maintain it. If fostering good means supporting organized society, then that is what must be done. If good can only come about by through the overthrow of an existing social order, so be it. Social structure itself has no innate value to them.
   
Chaotic Good:   Chaotic good characters are strong individualists marked by a streak of kindness and benevolence. They believe in all the virtues of goodness and right, but they have little use for laws and regulations. They have no use for people who "try to push folk around and tell them what to do." Their actions are guided by their own moral compass which, although good, may not always be in perfect agreement with the rest of society.
   
Lawful Neutral:   Order and organization are of paramount importance to characters of this alignment. They believe in a strong, well organized government, whether that government is a tyranny or benevolent democracy. Laws must be created and obeyed. The benefits of organization and regimentation far outweigh any moral questions raised by their actions. An oath is binding, regardless of consequences. A completely impartial magistrate, or a soldier who never questions his orders are good examples of lawful neutral behavior.
   
True Neutral:  True neutral characters believe in the ultimate balance of forces, and they refuse to see actions as either good or evil. True neutrals do their best to avoid siding forces of either good or evil, law or chaos. It is their duty to see that all of these forces remain in balanced contention. True neutral characters sometimes find themselves forced into rather peculiar alliances. To a great extent, they side with the underdog, sometimes even changing sides as the previous loser becomes the winner. A true neutral Druid might join the local barony to put down a tribe of evil gnolls, only to drop out or switch sides when the gnolls were brought to the brink of destruction.
   
Chaotic Neutral:   Chaotic neutral characters believe that there is no order to anything, including their own actions. With this as a guiding principle, they tend to follow whatever whim strikes them at the moment. Good and evil are irrelevant when making a decision. Chaotic neutral characters are extremely difficult to deal with. Such characters have been known to cheerfully and for no apparent purpose gamble away everything they have on the roll of a single die. They are extremely unreliable.
   
Lawful Evil:    A lawful evil villain methodically takes what he wants within the limits of his code of conduct without regard to whom it hurts. He cares about tradition, loyalty, and order, but not about freedom, dignity, or life. He plays by the rules, but without mercy or compassion. He is comfortable in a hierarchy and would like to rule, but he is willing to serve. He condemns others not according to their actions but according to race, religion, homeland, or social rank. He is loath to break laws or promises. This reluctance is partly because of his nature and partly because he depends on order to protect himself from those who oppose him on moral grounds. Some lawful evil villains have particular taboos, such as not killing in cold blood (but having underlings do it) or not letting children come to harm (if it can be helped). They imagine that these compunctions put them above unprincipled villains. The scheming baron who expands his power and exploits his people is lawful evil. Some lawful evil people and creatures are committed to evil with a zeal like that of a crusader committed to good. Beyond being willing to hurt others for their own ends, they take pleasure in spreading evil as an end unto itself. They may also see doing evil as part of a duty to an evil deity or master. Lawful evil is sometimes called "diabolical" because devils are the epitome of lawful evil. Lawful evil is the most dangerous alignment because it represents methodical, intentional, and frequently successful evil.
   
Neutral Evil:    A neutral evil villain does whatever she can get away with. She is out for herself, pure and simple. She sheds no tears for those she kills, whether for profit, sport, or convenience. She has no love of order and holds no illusion that following laws, traditions, or codes would make her any better or more noble. On the other hand, she doesn’t have the restless nature or love of conflict that a chaotic evil villain has. The criminal who robs and murders to get what she wants is neutral evil. Some neutral evil villains hold up evil as an ideal, committing evil for its own sake. Most often, such villains are devoted to evil deities or secret societies. The common phrase for neutral evil is "true evil." Neutral evil is the most dangerous alignment because it represents pure evil without honor and without variation.
   
Chaotic Evil:    A chaotic evil character does whatever his greed, hatred, and lust for destruction drive him to do. He is hot-tempered, vicious, arbitrarily violent, and unpredictable. If simply out for whatever he can get, he is ruthless and brutal. If he is committed to the spread of evil and chaos, he is even worse. Thankfully, his plans are haphazard, and any groups he joins or forms are poorly organized. Typically, chaotic evil people can only be made to work together by force, and their leader lasts only as long as he can thwart attempts to topple or assassinate him. The demented sorcerer pursuing mad schemes of vengeance and havoc is chaotic evil. Chaotic evil is sometimes called "demonic" because demons are the epitome of chaotic evil. Chaotic evil is the most dangerous alignment because it represents the destruction not only of beauty and life but of the order on which beauty and life depend.

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>> Dwarven Attitudes <<
The following guide on Dwarven attitudes was written by Nystramo Axepeak Founder of Clan Axepeak (NWN 1994).

There are several classic Dwarven attitudes that can be reflected in the role playing of your dwarf. While not every dwarf will exhibit every attitude, it is a rare dwarf that does not exhibit at least one of them.

>> Grumpy <<
The Grumpy dwarf is displeased with everyone and everything. The weather is always too hot or too cold, the food never tastes like it should, and his companions never appreciate him. Be careful not to make your grumpy dwarf a whiner, however. While a grumpy dwarf loves too complain, it will always carry with it the message that at least he/she is a dwarf and is able to bear the burden of this adversity. "Hmph! Blasted humans, dragging me around this noisy forest! They're lucky dwarves can take almost anything or I would have bolted for home weeks ago!"
 
>> Superior <<
Most dwarves, if not all, consider their race to be inherently superior to all others. Elves lack the basic virtues of perseverance and consistency, humans are rude and always in a hurry, gnomes take too much pleasure at the expense of others, and halflings just are not willing enough to work. While dwarves recognize that other races may have achieved power, none of them have reached the level of civilization of the dwarves. The superior dwarf will take any opportunity to point out the deficiencies of other races, often creating friction when there would otherwise be none.
 
>> Confrontational <<
The confrontational dwarf will both give and take offense easily. He feels that any disagreement is best resolved through conflict, quite often of the physical variety. A glance, inflection, or badly chosen word could lead to an attack from such a dwarf. This dwarf is also most likely to insult others, just to provoke them into an assault.
 
>> Berserker <<
This dwarf simply loves to fight. He doesn't care what the fight is about, or who started it. If he sees a fight going on, he will simply choose a side and jump right in. Battle is a joyous thing, to be sung about with companions afterward. The berserker dwarf sees combat as the ultimate expression of his skill, and he loves it for that alone.
 
>> Leader <<
This dwarf has a penchant for taking charge of any situation. He sees what needs to be done, and sets about getting everybody around him to doing it. Note that this dwarf may not actually know the proper thing to do, but he will always think he does.
 
>> Stoic <<
The classic dwarf, the stoic bears any situation without complaining. When others complain, he considers them to be whiners. Faced with a flight a red dragons bearing down upon his small party, the stoic will observe, "This could be prove to be a challenge." He will then heft his axe and face the enemy head on. Threatening a stoic dwarf is a waste of breath, since he will never show himself to be intimidated by anything.
 
>> Greedy <<
Dwarves are well known for their love of wealth, especially gold and gems. However, this should not be mistaken as general greed. Most dwarves simply love these things for their beauty or usefulness. However, it is not uncommon for some dwarves to take this to an extreme and feel the need to own these things for the sake of owning them alone. Such dwarves may result to trickery, theft, or outright assault in order to get hold of them.


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>> Dwarven Cultures <<
Choosing a Dwarven culture will help you understand where your Dwarf hails from and how the cultural values of his or her upbringing have influenced them today. The following are two general Dwarven cultures representing opposite ends of the cultural spectrum. In many cases Dwarves tend to roleplay a hybrid of the two.

>> Hill Dwarves <<

 
Preferring to live in either the lowland hills at the foot of a mountain range or in the mountain meadows, the Hill Dwarves provide regular sources of timber required for mining supports used by their Mountain Dwarf kin. Their society is generally made up of various crafter ilk such as carpenters, farmers, and lumberjacks, and they actively engage in trade with other races. As a result of their interaction with surface dwellers, Hill Dwarves tend to know a good deal about alot of different things. Physically, they tend to be thinner than their mountain cousins, with shorter, softer beards, and ruddy cheeks, marking them as Hill Dwarves.
Symbols: Two Silver Rings, Hammer and Anvil, Forge, Silver Fist.
Equipment: Blunts, Shields, Polearms, Platemail, Chainmail, Quilted Armor.
Values: Safety, Home, Healing, Records, Tradition, Marrage, Family, Truth, Faith, Loyalty, Honesty, Obligations, Oaths, Protection, Creation, Smithing, Craftsmanship, Metalcraft, Stonework, Engineering.

 

>> Mountain Dwarves <<

 
Choosing to live within the deeps of the mightiest mountain ranges rather than on the mountain's side, the Mountain Dwarves tend to keep to themselves more than their surface-dwelling cousins. They are quite secretive and suspicious of outsiders, and they defend their homes like a Dragon protecting its treasure hoard. The vast wealth found within their mountains requires staunch defenses, as such, mountain Dwarves are taught at an early age the arts of war and tunnel fighting. In addition to being Miners, Blacksmiths, Jewelsmiths, and Stonewrights, Mountain Dwarf fighters can be found in various Mercenary Companies wandering the lands. More often than not, Mountain Dwarves tend to be much heavier than their Hill Dwarf cousins and are better equipped to handle the rigors of battle.

 

Symbols: Two Crossed Battleaxes, Faceted Gem inside a Mountain, Pickaxe, Gold Coin.
Equipment: Slashing Weapons, Shields, Crossbows, Ringmail, Studded Leather, Leather.
Values: Battle, War, Valor, Bravery, Honor, Exploration, Mining, Secrets under the earth, Buried wealth, Ores, Gems, Minerals, Metals.

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>> Dwarven Social Structure <<
It can get confusing at times listening to Dwarves talk about their relations. While Dwarves are generally closer than most races, there are still distinctions between the different social groups found in a Dwarven city. To help sort out the confusion, the following lists the various social structures that make up Dwarven society.

Clan: Dwarves live in family units called Clans. These are blood-relatives and immediate family sharing the same last name. Members of Clans tend to live in close proximity to one another and are generally renown for their skill in a particular trade.
Guild: Dwarf Guilds are organizations that specialize in a particular trade and are formed by a specific Clan or group of Clans within each Hold. Examples include the ancient Runesmithing Guild or the relatively newer Engineering Guild. These Guilds tend to be secretive, protecting their knowledge to ensure that their monopoly continues and will go to great lengths to prohibit a rival clan from practicing the trade, including banishment from the Hold. This practice is known as "baren umbari", literally barring trade.
Regiment: In times of war, clans muster together any Dwarf old enough to fight and form into Regiments. The warriors of these regiments are expected to maintain their own armor and weapons, which are often ancient family heirlooms handed down through the generations and presented to the Dwarf when he comes of age.
Throng: A large gathering of Dwarves, an army. A Throng is made up of numerous Regiments fighting under one King.
Hold: A subterranean city delved by the Dwarves. When a Dwarf says they are a member of a Hold, they mean to say that they are a citizen of that delving, not necessarily a family member of one of the Clans dwelling there.

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>> Weapons and Armor <<
Dwarves have an affinity with their gear like no other race and part of the fun playing a Dwarf is outfitting them with weapons and armor. Dwarves are known to name their weapons which have seen them through tough times. Names are generally spoken in Dwarvish, but when translated into the common tongue they sometimes read "Chaosbane", "Demonbiter", or "Shieldsplitter". Once an item is forged, the finishing touches are usually added to it by another specialized tradesperson. These features include:

>> Runed <<
Engraved upon both weapons and armor by a Runesmith, these ancient markings grant the user magical enchantments in physical ability.
 
>> Enchanted <<
For a fee, Sorcerers can imbue weapons and armor with almost any magical spell that is invoked when the item is struck. Sometimes the effects can be humorous.
 
>> Jeweled <<
A skilled Jewelsmith can insert gems into weapons and armor for decorational purposes. These sometimes are used to identify one's rank or affiliation with a Dwarf Hold.
 
>> Embossed <<
Elaborate decoration consisting of either platinum, gold, or silver-trim. This noble-trimming is added, upon request, by a Forgemaster. Typically found on the weapons and armor of Dwarves that have some sort of political status.

 

>> Armor Types <<
Cloth, Padded, Quilted, Wire Fleece, Leather, Hardened Leather, Studded Leather, Demon Hide, Ringmail, Chainmail, Banded Mail, Scalemail, Splintmail, Linked Mail, Tigulated Mail, Platemail, Drake Scale, Dragonscale.
 
>> Head <<
Barbute, Basinet, Burgonet, Pointed Cap (with or without tassel), Circlet, Closed Helm, Coif, Conical Helm, Crown, Goggled Helm, Great Helm, Full Visor Helm (Sutton Hoo), Full Helm, Helmet, Nasal Helm (with or without mail curtain), Open Faced Helm, Skull Cap, Sallet (War hat). Dwarven helmets are generally either Horned, Winged, Jewelled, Spiked, Studded or a combination of these.
 
>> Chest <<
Breastplate, Brigandine, Corselet (long tunic), Cuirass, Gambeson, Hauberk, Jerkin, Tunic, Vest. Occasionally, heraldic clothing such as a Cape, Surcoat, Traveling Cloak (with or without hood and tassel), Doublet, Sash, Robes, Tabard, or Long Sleeve / Short Sleeve Tunic (with or without hood and tassel) is worn over top armor.
 
>> Arms <<
Bracers, Epaulets, Mantle, Paulderons, Sleeves, Spaulders, Vambraces.
 
>> Hands <<
Gloves, Gauntlets.
 
>> Legs <<
Chausses, Greaves, Hosen, Leggings.
 
>> Feet <<
Boots, Buskins, Solleret, Thigh boots. Boots tend to be either steel-toed or hob-nailed.
 
>> Axes <<
Battleaxe, Bearded Axe, Broad Axe, Cleaver, Crescent Axe, Double-Bladed Axe, Dwarven Axe, Hand Axe, Hatchet, Hewer, Pick Axe, War Axe, Great Axe, Mattock, Throwing Axe.
 
>> Hammers <<
Battlehammer, Cudgel, Hammer Pick, Smithy Hammer, Warhammer, Sledgehammer, Maul, Truncheon, Throwing Hammer.
 
>> Maces and Flails <<
Mace (Bare, Flanged,  Spiked, or Studded), Flail (Bare, Barbed, or Studded), War Mace (heavy head with large single spikes on each side), War Scepter, Heavy Flail (Bare, Barbed, or Studded), Morning Star.
 
>> Swords <<
Bastard Sword, Broadsword, Cutlass, Claymore, Dwarven Broadsword, Flamberge, Falchion, Gladius, Longsword, Kryss, Greatsword, Rapier, Scimitar, Short Sword, War Blade, War Sword, Viking Sword, Zweihander.

 
>> Daggers and Wands <<
Dagger, Dirk, Knife, Hunting Knife, Stiletto, Parrying Dagger, Razor, Serrated Knife, Throwing Knife, Wand.
 
>> Polearms <<
Bardiche, Glaive, Gnarled Staff, Halberd, Lochaber Axe, Partisan, Pole Axe, Pole Hammer, Javelin, Lugged War Spear, Long Spear, Quarter Staff, Staff, Trident, War Fork, Voulge.

 
>> Crossbows <<
Heavy Crossbow, Hunting Crossbow, Siege Crossbow (fires multiple bolts simultaneously), Soldier's Crossbow. Lacking the resources needed for Crossbows, Dwarves must venture to the roofless world to harvest the wood required. Crossbows are made from heavy woods such as Elm, Oak, Ironwood, and Runewood. Quarrels often contain the following types of crossbow bolts: Barbed, Blunt, Bodkin, Broadhead, Flammable, and sometimes Envenomed.

 
>> Firearms <<
Arbalest, Blunderbuss, Cannon, Dwarven Rifle, Mortar, Pistol.
 
>> Shields <<
Aegis, Buckler, Heater Shield, Kite Shield, Round Shield, Spiked Shield, Tower Shield. Shields can be fashioned entirely from either wood or metal, but more often than not, they are made from wood reinforced with metal trim and rivets.

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>> Dwarven Physical Appearance <<
Dwarves are naturally strong and heavy-set. This comes from working over an anvil, carving stone caverns, and swinging a heavy axe or hammer (besides have you seen the size of their typical ale mugs? You'd have to be fairly strong just to lift a full one without spilling any!). As a result, their chest, back, and arms are massive in comparison to a typical human. Additionally, Dwarves love their food and drink, further increasing their girth. Dwarven legs tend to be shorter than their arms, reducing their height even more (which makes it pretty easy to dodge an incoming tree trunk swung from a giant or a flying ale mug thrown by a rowdy tavern patron). Dwarven body types range from muscular to overweight with the hybrid stocky build being the norm.

Beards! A Dwarf's pride and joy. If Dwarves could be considered vain, this would be the reason. Lengths almost never start higher than a Dwarf's chest and usually are grown down to their waist, or even to the floor. Length is a status symbol among the Dwarves and a long beard is given much respect. Various methods of braiding are done to keep it clean and out of the way during battle. Groups of Dwarves sometimes braid their beard in all the same fashion so as to identify themselves with their clan.

>> Beard Styles <<
Neck length, Chest length, Waist length, Down to the Floor. Braided Sideburns, Braided Moustache, Braided Beard (anywhere from one big braid, multiple braids, or completely braided), Bound using a clasp (bound either near the bottom, middle, or top of the beard), Forked, Tucked in belt, Unbraided/Natural, Beard with no Moustache, or a combination of the above.

Note: In some worlds female Dwarves do have beards. For example, in J.R.R. Tolkien's Middle Earth and Sony's Everquest, they do. In Games Workshop's Warhammer and Blizzard's Warcraft, they do not.

 
>> Hair Styles <<
Balding, Receding, Curly, Shaved, Mohawk, Short, Shoulder-length, Long, Top Knot (braided or unbraided),  Pony tail (braided or unbraided) or a combination.
 
>> Hair Colors <<
Hair color ranges from White, Light Grey, Grey, Dark Grey, Light Blonde, Blonde, Dark Blonde, Light Red, Red, Dark Red, Light Brown, Brown, Dark Brown, Black
 
>> Body Type <<
Dwarves vary in build depending on their trade and age. Height ranges from 3'5" to 5'7" and weight from 100lbs. to 300lbs.
Thin: Very young or living in harsh conditions.
Normal: Living a typical life inside the safety of a mountain.
Stocky: Engaging in battle or trades like mining or blacksmithing on a regular basis.
Heavy: Older or wealthier Dwarves who have lead a successful life and are now fully enjoying the fruits of their labours.

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>> Message Board Avatars <<
Now that you have an idea of what your Dwarf is going to look like, it would be a good time to choose an avatar to use on our message boards. An avatar is a picture used on a message board to help people visualize your character. Below is a set of instructions on how to add an avatar to your message board profile as well as an extensive list of Dwarven avatars hosted on this site. (Note: There are quite a few pictures on the following pages, it may take up to 12 minutes to view all of them on a dial-up internet connection)

Male Dwarven Avatars (Color)
Male Dwarven Avatars (Black and White)
Female Dwarven Avatars (B&W / Color)


 >> Avatar Setup Instructions <<
 
1. Browse the list of available avatars or create and host your own, if none are to your liking.
2. To get the link of an avatar, just right-click it and copy the URL address.
3. Go to the Guildhall Message board and launch "My Control Center". Click Here.
4. Once logged in and at the "Control Center" screen, click on Edit Profile.
5. On the "Public Profile" screen look for the "Personal Information" heading.
6. Under the "My Photo" heading enter the website address for your avatar. It must appear in this format:
  • http://members.shaw.ca/stoneandsteel/avatar001.gif height=100 width=100
7. At the bottom of the screen click "Save Changes" and you're done!
Notes:
  • Avatars are to be no larger than 100x100 pixels.
  • If you do not include the "height=?? width=??", your avatar will be shrunk to 60x60 pixels.

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>> How to Swear Like a Dwarf! <<
Part of being a Dwarf is being able to properly express your frustration and disapproval in true Dwarven fashion - well crafted, to the point, and very insulting. The following table is based on Christopher Perkins' article 'Dwarven Etiquette' in Dragon #245. Just roll a d100 or pick a result from each table A, B, and C. Insults marked with an * are so exceptionally vile (to a dwarf) as to be considered fighting talk.

D100 A B C
       
01-04
05-08
09-12
13-16
17-20
21-24
25-28
29-32
33-36
37-40
41-44
45-48
49-52
53-56
57-60
61-64
65-68
69-72
73-76
77-80
81-84
85-88
89-92
93-96
97-00
incompetent
stinking
perfumed*
cantankerous
drooling
beardless*
hidebound
gibbering
repugnant
babbling
nitpicking
clanless*
pompous
dangling
slothful
hideous
tentacled
warty
dainty*
witless
craftless
rickety
girly
corroded
moth-eaten
anvil-dropping
lily-livered
willow-waisted*
cave-slinking
pointy-earned*
fish-catching
toe-biting
nib-chewing
poetry-reading*
rat-eaten
porridge-eating
ballet-dancing*
axe-breaking
nose-picking
lice-ridden
tree-climbing*
hanky-waving*
adle-pated
lantern-lugging
elf-kissing*
two-faced
mucus-oozing
beard-shaving*
milk-drinking
tool-snatching*
halfling's-armpit
snotling-fondler*
lump of antracite
sissy*
goblin/orc/troll-friend*
pixie*
cave-in
troll-barf*
thumb-basher
gas spore
pestie
sewer rat
crybaby*
puke-for-brains
rockrunt
stench kow
bat-dropping
smudge-rubber
oathbreaker*
tunnel worm
rust-bucket
goblin/orc/troll-spawn*
cave gherkin
fossil
stalactite

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>> Metals, Ores, and Alloys <<

"Tis well known that Dwarves have been able to discern the whisperin's of the earth fer ages now. Each ore, mineral, an' metal has a distinct voice, an' in time ye will come t' recognize em all. If ye sit still long enough t' listen t' an old miner, ah'll give ye a brief introduction into each of em. By the Delver's Pick, ah'm even gonna explain what an alloy be! So, pay attention ah'm only gonna tell ye this once."

- Orrin Gemstone,
 Gold Miner of Mount Glander.


>> Noble Metals <<  

Platinum
The rarest of the noble metals and the most pliable. In fact, Platinum is almost too rare to be used as a standard form of currency and too soft to be used in armor or weapon craft. The world of men typically use this metal to emboss the armor and clothing of their richest nobles.
   

Gold
By comparison, Gold is considerably more common than Platinum and is the backbone of any economy. While still too malleable to afford any reasonable defense on its own, Gold-plating is used over top of a more durable metal to fashion weapons and arms for some of the wealthiest kings. Dwarves' lust for Gold is unmatched by any other race and their propensity to hoard it is legend.
   

Silver
The most common of the noble metals and as such, Silver is used as a secondary form of currency when gold is scarce. Silver is harder than Gold and this metal is used in weapon crafting because of its peculiar properties. As documented by Loremasters, Silver is toxic to the undead and a blow dealt with a weapon fashioned from this metal is said to do additional damage to them.
   
>> Mundane Ores <<  

Copper
The most common and least durable of the mundane ores. Copper is often used by poorer nations as currency and for weapon crafting. Copper weapons are the easiest to obtain, but require replacement often and copper armor is unheard of. Dwarven Forgemasters consider working with Copper to be an insult and would rather "donate" the metal to a human blacksmith than forge anything with it themselves.
   

Iron
Slightly less common than Copper, Iron is of reasonable strength and considerable durability. Any respected nation has their military legion equipped with Iron weapons and armor at the very least. This is the lowest form of ore that Dwarves will work with and many a song has been sung about its durability. Iron's martial value prohibits its use as a standard form of currency among all the races.
   
>> Alloys <<  

Bronze
Bronze was the first alloy ever created and it was the Dwarves, in their attempt to bring value to Copper, who discovered it. Bronze is made by smelting both Copper and Tin together. The result is an attractive metal that is stronger and more durable than Copper. The effort required to create Bronze prohibits its use as a form of currency.
   

Steel
Steel was the second alloy created by the hands of the Dwarves during an experiment to see if Iron's durability could be surpassed. Comprised of both Iron and Carbon, steel did in fact surpass iron's strength and durability. However, the experiment was of limited success. The downside of this alloy is that it is quite heavy and requires great strength to wield weapons and armor forged from it.
   

Fine Steel
Fine Steel is the result of laborious efforts by the Dwarves to improve Steel's strength without increasing its weight. The development of Fine Steel was a noteworthy success and those responsible for its creation were rewarded handsomely.
   
>> Mythical Ores <<  

Gromril
The metal known as Gromril is the toughest and most sturdy in the Known World. It is said that a Dwarf armored in Gromril can withstand a cave-in and is able to walk away from it unscathed. This silvery ore, not considered native to the Old World, is known variously as either Meteoric Iron or Silverstone. Due to its ability to turn away blows, armor fashioned from Gromril is so durable that it is sometimes referred to as "Hammernought Armor". Due to its rarity, Gromril forged weapons and armor are limited to nobility as well as the elite Ironbreakers. It should be noted that Gromril-forged armor is always fashioned in plates and it is believed that only Grungni possesses the skill to forge mail from it. Recovered Gromril armor is of little value to other races as it is always forged to fit Dwarfs alone, with the rare exception of notable Dwarf-friends, and only Dwarfs possess the skill to work with it. Weapons forged of Gromril are nearly immune to magical weapon-breaking spells.
   

Mithril
The rarest of the mythical ores. Mithril is found in the deepest caverns and usually at great peril to the miners attempting to uncover it. Its hardness is equal to that of dragon scales, but its weight is nearly that of cloth. Both its properties and the risk that is required to obtain this ore makes it extremely valuable and only the most expensive weapons and armor come from it. Mithril is also known as "True Silver" because it does considerable damage to undead creatures when struck upon them.
   

Adamant
While not as rare as Mithril, Adamant is still of considerable value. This ore is one of the strongest and heaviest discovered by far, even surpassing that of Fine Steel. It is the preferred ore of Dwarven Forgemasters for weapon crafting because of its strength and challenge to work with. Those able to wield weapons crafted from this metal in battle are legendary and tales of their adventures are told in every tavern.
   

Netherium
A dark and mysterious ore. Netherium is another heavy metal and only second in strength to Adamant. This ore can only found in the vast quarries of the nether world. It is a strange ore to behold, black like a shadow and reflecting almost no light at all. Dwarves say that weapons forged of Netherium whisper to the wielder and long forgotten tales speak of those cursed or driven mad by its murmurings.

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>> Dwarf Sayings <<

Khazukan Kazakit-ha' or its common shortened form of, 'Khazuk! Khazuk! Khazuk! / Look out! The Dwarfs are on the warpath!
- Warhammer Dwarf Army Supplement Book

Uruk mortari! / Prepare to die!
- Warhammer Gotrek and Felix novel

Tanugh aruk!
- Gotrek's Warcry.

Kill the men, kill the elves! Take the gold for ourselves!
- Dwarf Army in the Battle of Five Armies - The Hobbit - J.R.R. Tolkien

Baruk Khazâd! Khazâd ai-męnu! / Axes of the Dwarves! The Dwarves are upon you!
- Dwarf battlecry used by Gimli - Lord of the Rings - J.R.R. Tolkien

A Dwarf army is like a well-crafted mail shirt; each warrior is an iron-hard link, knitted together by duty, honor and loyalty. And, like a mail shirt, never a blow shall pass them as long as all the links remain strong.
- Durgrim Redmane - Warhammer Dwarf Army Supplement Book

There is nothing as sure in the world as the glitter of gold and the treachery of Elves.
- An old Dwarf saying - Warhammer Dwarf Army Supplement Book

A Dwarf is only as big as his beard.
- Durgrim Redmane to Beardlings in a Tavern - Warhammer Dwarf Army Supplement Book

Revere the ancestors, obey your king, bear your arms with pride, fear no foe, hate the Greenskin, mistrust the Elf, and you can do no wrong.
- An old Dwarf saying - Warhammer Dwarf Army Supplement Book

When I were but a lad, my father, the King, taught me three things; never accept a gift from an Elf, never trust gold that glistens in darkness, never forget a grudge. On his deathbed I swore to uphold those values to me own dying day, and Grungni willing, I will.
- King Alrik Ranulfsson of Karak Hirn Warhammer Dwarf Army Supplement Book

Look to the left side of your tools.  / This is how Dwarves would tell each other to prepare for war. Almost every Dwarf in Thorbardin was a craftsman of some sort and the well-made tools of Dwarven trade doubled as weapons.
- Dwarven Nations Trilogy, Book 1: Covenant of the Forge

Thorin! Thorin-Dwarfhome! Thorin-Everbardin... hope and comfort, welcome this one home.
- The last words a Hylar Dwarf speaks before death - Dwarven Nations Trilogy, Book 1: Covenant of the Forge

Khaham Demapdul un Grund. / Clan , Honour and Hammer.
- Clan saying saying of Dwarvenholt

Samryn un Alagh ar dun! / Honor and Valor from below!
- Stone and Steel's battlecry.

Strike me once, mayhap it be an accident. Strike me twice, mayhaps an error. Strike me thrice, beware.
- From our Dwarf cousins in Mithgar

Nyrr Doch. / Taste axe.
- Dungeons and Dragons.

T'dr'duzk b'hzg t't. / Today is a good day for someone else to die. (pronounced: Good luck)
- Discworld, Terry Pratchett

Nobody tosses a Dwarf!
- Gimli from the film: "Lord of the Rings, the Two Towers"

Keep your feet on the ground!
- World of Warcraft, Dwarf Gryphon Master in Ironforge. Strange thing for a flying mount master to say...

Sharpen your axe today, for there may be orc skulls to cleave tomorrow.
- An old Dwarf saying - Dungeons and Dragons campaign "Farlandworld"

There's nothing more motivating than fighting with a bad hangover.
- Dwarf Mountain King Hero in Warcraft III

We fight to protect our kinfolk, we fight to defend our clans, but more importantly we fight to uphold our honor. Ne'er forget the torment we have suffered and for each and every wrong our enemies heaped upon our ancestors, they shall repay the debt in blood. For we are sons of Grungni; alone we are rocks, united we stand with the strength of a mountain.
- Dwarf King Alrik at the defense of Karak Hirn - Warhammer Dwarf Army Supplement Book

The test of a shield is in the way it withstands battle.
The test of an ale is in how it ages in the barrel.
The test of an arch is in how long it stands up.
The test of an individual is in how long he lives.
- Dwarf proverb on Age - Dwarfs: Stone an Steel WFRP Supplement

To lack gold is to lack a pit-prop against the caves-ins of misfortune, to lack a shield against the arrows of spite.
- Dwarf proverb on Wealth - Dwarfs: Stone an Steel WFRP Supplement

The blades of enemies may steal your old age;
Thieves may steal your gold;
Slander may steal your reputation;
But skill, once learned, you keep forever.
- Dwarf proverb on Skill - Dwarfs: Stone an Steel WFRP Supplement

Gold cannot buy lost honor, nor craft repair it.
- Dwarf proverb on Reputation - Dwarfs: Stone an Steel WFRP Supplement

Tradition must be respected, for it is the voice of our ancestors.
- Dwarf proverb on Tradition - Dwarfs: Stone an Steel WFRP Supplement

 

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>> The word "Lad" <<
Many players use the word "lad" like they would use the word "friend" to give their Dwarfs' speech more of an roleplayed feel. When speaking to humans or elves, it is quite appropriate to use the term "lad" frequently and without consideration. However, when speaking to other Dwarfs, the use of the word "lad" requires a bit more caution and thoughtfulness to ensure that offense is not taken.

"Lad", in its singular form, can be used as a term of endearment when speaking to other Dwarfs, but the term infers youth or inexperience. "Lads", in its plural form, can also be used as a term of endearment, but in the camaraderie sense, "let's go lads!" or "well done lads!". In the plural form, the Dwarf saying it usually considers themselves to be an equal, or one of the group.

When speaking one on one with another Dwarf in the same guild as yourself, keep this order in mind when using the word "lad" (from highest consideration to lowest):

Non-insulting examples of the use of the word "Lad" when speaking to other Dwarfs:

 

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>> Dwarven Age <<
The average life expectancy of a Dwarf is roughly 200 years. Stages of the Dwarf Life:

Infancy
Youth (30 years)
Adulthood (70 years)
Fullbeard (120 years)
Longbeard (150 years)
Elder (200 years)
Great Beard (400 years)
Living Ancestor (older than 400 years)

Note that Living Ancestors aren't common but they are as rare as their honorary title would lead you to believe. Many Kings have lived for 300-400+ years, the oldest Dwarf was over 1600 years old when he died. It is sometimes said that Living Ancestors are too stubborn to die, they have more important things to do and will not die until they are accomplished.

 

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>> Dwarf Racial Relations <<

Dwarfs
There are rare incidents recorded of Dwarfs fighting other Dwarfs, notably during the Time of Woes when some Dwarf clans wanted to abandon the Worlds Edge Mountains and settle the Grey Mountains to the west. This sort of behavior is extremely rare among Dwarfs. Perhaps it is their dwindling numbers or perhaps it is their well-recorded heritage that makes this so. Quarrelling Dwarf clans tend to cease communications and trade before raising arms. Generally speaking, Dwarfs of Karaz Ankor look down upon Expatriate Dwarfs.


Humans
Men and women of the Empire are the Dwarfs strongest allies in the Old World. When Sigmar saved High King Kurgan Ironbeard, the Dwarfs have ever since come to their aid. Dwarfs have even shown men some of their more basic blacksmithing secrets and introduced them to black powder to create handguns and cannons. Dwarfs know that men are short-lived and easily corruptible by power and magic. Despite this, they still see them as natural allies against the forces of destruction. It is only when dishonored will a Dwarf raise arms against men, and even then, reparations are demanded first to prevent any bloodshed.


High Elves
Long ago, Dwarfs and Elves were great allies against the forces of Chaos. Through Dark Elf treachery, Dwarf stubbornness, and High Elf pride, this alliance was sundered during the War of Vengeance (known as the War of the Beard to the High Elves). The Dwarf victory in the War of Vengeance erased the great majority of grudges against the Elves that had been entered up to that time, because King Gotrek's declaration that the life and Phoenix Crown of Caledor II constituted just compensation for all the Elf insults and injustices of the war.

Of course, fresh grudges have arisen since then. The Dwarfs feel a general animosity towards the Elves, regarding them as untrustworthy, flighty, arrogant and without many redeeming characteristics.

From a young age, Dwarfs are taught to be suspicious of elves and the magic they wield. The haughty nature of the High Elves and the dour nature of Dwarfs often put the two races at odds, as such the two races typically engage in trade through Empire and Bretonnian merchants. Dwarfs do not openly wage war on the High Elves unless the need to settle a grudge arises.


Orcs & Goblins
Far deeper than their contempt for the Elves, though, is the hatred the Dwarfs have for the greenskin races (Orcs, Hobgoblins, Goblins, and Snotlings). The Orcs and Goblin have taken more Dwarf lives, and destroyed more Dwarfholds, than all other races combined.

Worse still, their victories were not achieved with warrior facing warrior honorably on the battlefield, but in brutal assaults upon the Dwarfholds themselves, which inevitably resulted in tombs being desecrated, treasure being stolen. and the wholesale slaughter of the fallen Hold's population - including women, the young, and the revered Elders. The scribes of Karaz-a-Karak have spent generations calculating the compensation due for the Goblin Wars, an amount that some Dwarf philosophers have used as a metaphor for an incalculably high value.

The general feeling among Dwarfs is that only the complete destruction of the greenskin races can even come close to representing the just compensation for these massacres. Only under the rarest of circumstances will Dwarfs suffer a greenskin to live. When encountering a Greenskin, a Dwarf will always try to slay them out of hand as they feel no good can come from sparing them. No trade or communication exists between the two races save for when they are interrogating captives.


Chaos
Followers of Chaos seek to destroy the races of order, starting with the realm of men. Dwarfs honor their oaths from long ago and frequently come to the aid of the Empire to do battle against the marauding hordes from the north. The coming of Chaos has warped Men and Dwarf alike and talk of corrupted Chaos Dwarfs while in earshot of a Dwarf will quickly earn oneself a few bruises. Dwarfs do not actively campaign against the followers of Chaos as concerns on the home front keep them very busy.

The Dwarfs reserve a particular loathing for the corrupted Chaos Dwarfs, whom they called the Tainted (Khazalid: Frurndar). Their existence is seen as a disgrace to the entire Dwarf race, and one which can only be expunged by the total extinction of the Chaos Dwarfs. The savagery of the battles between the two races nearly reaches that of the Dwarf-Orc conflicts. The few chaos Dwarfs who survive long enough to be captured can only look forward to a lengthy interrogation before they are also killed.


Dark Elves
Dark Elves are regarded with the same mistrust the same as High Elves, with one difference. A Dark Elf is just as likely to speak to you as they are to rip out your still beating heart. Dark Elves and Dwarfs rarely meet, but when they do, it is usually in battle.

 

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>> How to Speak like a Warhammer Dwarf <<
The ancient language of the Dwarfs is called Khazalid. Often described as the sound of rumbling thunder, the sound of Khazalid is hard to replicate in the written word. All Warhammer Dwarfs have very deep resonant voices and a tendency to speak more loudly than is strictly necessary, making them sound rowdy and irascible.

Khazalid vowel sounds in particular are uncompromisingly precise and heavily accented. Consonants are often spat aggressively or gargled at the back of the throat. For the most part, Dwarf dialect remains consistent around the whole of the World's Edge Mountains, though "northern" dialects have been represent in official works as a Scottish 'burr.

In regards to the common dialect, replicating the loud voice of a Dwarf could be DONE IN ALL CAPS, but that sort of thing is considered by most players to be fairly rude. A more reasonable compromise would be to add an exclamation point at the end of most sentences!

The above described vowels and consonants sounds, on the other hand, are fairly difficult to replicate. So, it is considered acceptable to simply type in standard english and let folks' imaginations do the rest. That said, there are some examples of written Warhammer Dwarf dialect that I will provide below.

 

ain't = is not / isn't
around abouts = around here
aye = yes

backside = behind / rear / back
beggars = something underestimated
'bout = about

call = you call
calls = call
cart = carry
'cause = because
could = you could
'course = of course
cur = villian

daft = foolish

'em = them

givin' = giving
grub = difficult work
Grungni knows what = God knows what

hah! = (laughs)

if'n = if
is = are
it'd = it would

knows = know

lad = young male
lass = young female
least = at least
like as not = not unlike

Manling = Human
messing about = fooling around
mind = mind you
more'n = more than

nary = not
nay = no
needs = need
nippy = agile
nowadays = today
nowt = nothing

olden = old

proper = correctly / as it should be

sun-touched = mad (insane)
swallowed up = disappeared / not to be found

that've = that have
them = those
they's = they are / they're
'twas = it was
'twere = it was

'uns = ones

was = were
were = was
what with all = with all
whatnots = stuff
whiz-bang = gadget
willy-nilly = wild / unorganized

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