Chapter 3 of the Dwarf Player's Guide! It starts with a very good amount of lore regarding dwarf names, with quite a lot more interesting/new lore than I was expecting. Honestly, when I started writing all this, I didn't think I'd do it chapter by chapter, I thought I'd do it in one or two posts like with Lustria. Turns out there's a lot more to talk about than I expected. Makes sense though given the subject matter.
Page 38 tells us how dwarves are addressed.
For example, Master Brewer Breda Roreksdottir of Clan Oakbarrel would be the full name and title of the Dragonbreath Tavern owner in the Neiderwind district of Altdorf. Her full name would be used in a guild (or hold, if she was a Karak Dwarf ) ceremony. Those addressing her in other settings would use different names depending on their relative status. Dwarf superiors in the Brewers Guild (since she is an Imperial Dwarf ) would call her Breda Roreksdottir while Dwarf equals and inferiors would use Master Breda.
Dwarfs from outside the Brewers Guild would refer to her as Master Brewer Breda. When talking about her in the third person, Breda's surname is used. Family members will generally refer to each other according to their relationship, so Breda's family might refer to her as Kuni (Cousin) or Nez (Niece).
I don't think we've seen the Khazalid word 'kuni' before, and I'm wondering if it's gendered or not like 'niz/nev' is. (Also yeah, this page spells 'niz' wrong.)
Page 38 also tells us that surname is based on who raised them. If the father was present (men die more since they go to war more often than women), they're named after him. Otherwise, after the mother even if she remarries. If both die, after the aunt or uncle who raises them.
Two brand new kinds of surname are introduced in page 40.
The formal surname of 'Khazadsson' or 'Khazadsdottir' is used in the extremely rare occurrences where a newborn Dwarf is a foundling of unknown descent. Once the foundling is adopted by another Dwarf, the youngling adds another name consisting of the foster parent's name with the suffix 'sfind' (found by). For example, the foundling Dwarf named Grim and raised by Kazran Moreksson would be Grim Khazadsson-Kazransfind.
When they come of age, Imperial Dwarf foundlings may opt to petition the elders of their adopted clan to change their surname. Usually, these foundlings replace their adopted surname with the (Reikspiel equivalent of ) their clan name. In extremely rare cases, Imperial Dwarf clans may decide to go it alone without a surname until they can earn a surname through deed or achievement.
Suitors may give nicknames that flatter their intended's achievements, appearance or temperament. Nicknames such as 'the Fair' or 'the Beautiful' have been over-used in recent centuries and fallen out of favour.
Interesting to see that something in dwarf society can fall out of favour simply by being over-used. Their love of the old is grand but not quite all-encompassing.
Clan names were originally established early in Dwarf culture from the nickname of the clan's founding ancestor. These names generally remain unchanged for millennia. For example, the Dwarfkings of Karak Ungor derived their clan name of Stonehammer (Durazgrund) from the nickname of their ancestor, Grum Stonehammer. Grum went to battle with a massive stone hammer during the Coming of Chaos wars, taking great pleasure in cracking the skulls of his enemies.
We have the origin of clan names. I think this is something that could've been inferred, but nice to see it outright said.
In the rare times friction within a clan cannot be peacefully resolved, Clan Elders may deny the offending faction the right to use the clan's name. The elders of the now splintered fraction then meet to determine the clan's name going forward. The new name must be petitioned through the dwarf hold's Elder Loremaster to ensure the new Clan name is not already in use in the hold or elsewhere.
Splinter clans are a thing that can happen, and 'Elder Loremaster' is a title that exists.
Some Imperial Dwarfs engage in work that could prove embarrassing for the clan, such as helping mass produce inexpensive tools or weapons as part of a Human industry.
Humans have mass production.
Page 41 has some holds where a dwarf could hail from. Some of these are unfamiliar to me.
Page 42 tells us more about dwarf biology, and I'll post an image from the WFRP core rulebook for reference.
Dwarfs have a wide distribution along the Mountains from ranging from Dwarf holds overlooking the arid and Greenskin-infested Badlands to those enduring the cold winds of Norsca. Traits such as hair and eye colour differ between these far-flung lands.
As most Dwarf Characters would come from lands between these extremes, there is a reasonable distribution of such traits. For Norse Dwarf Characters, subtract 5% from each of the dice rolls for hair and eye colour. For Dwarf Characters from the Vaults, Black Mountains, Tilea, and southern Worlds Edge Mountains add 5 to the dice rolls.
Page 43 brings forth a favoured subject: linguistics.
Although it has adopted few words from interactions with other cultures, Khazalid has remained remarkably unchanged compared to any other Old World language. In fact, Khazalid has had more influence on other languages than they have had on it. Many words in Reikspiel and Norse derive from the Dwarfen tongue from trading and other interactions over the course of millennia. Even the debased and vile Dark Tongue and foul-sounding guttural Orc languages have words with Khazalid elements.
Dark Tongue is the language used by daemons, so how'd Khazalid influence it? I'd been presuming DT was a kind of primordial tongue similar to the Old Ones' and thus already has words for all concepts, so I'm not sure how Khazalid would be contributing anything new. Maybe DT isn't so primordial a tongue as I'd thought.
And now we have what appears to be a lore inconsistency.
The Dwarf runic script is extremely ancient, dating back to the time during their early history when they expanded out from the south of the Worlds Edge Mountains. Their distinctive angular form resulted from the hard materials (wood, metal, and stone) upon which the Dwarfs inscribed them with a knife or chisel. Even today, Dwarfs prefer to inscribe their books on long, thin scrolls of beaten metal (such as gold or copper) instead of parchment. Occasionally leather is used when metal is scarce. The great sacred tomes of Karaz-a-Karak, the Book of Remembering and the Great Book of Grudges, are written on thousands of sheets of gold (or gold-copper alloy) beaten as thin as parchment.
Dwarfs making parchment-thin paper for tomes is fine, makes sense for them, but the Great Book of Grudges is written in the blood of High Kings. That doesn't work if its pages are made of metal.
The runic script includes a basic alphabet (Klinkarhun) and pictographic characters. Both kinds of runes can be found mixed in Khazalid texts from the Golden Age. Older pictorial runes did not fall entirely out of common use until a few hundred years before the migration of the warlike manling tribes (Unberogens, for example) migrated into the lands now known as the Empire. Secret and ancient texts from the Long Migration and Age of Ancestor Gods tend to be written exclusively with picture runes. Text and records from the time since the manlings spread throughout the Old World are exclusively written in basic alphabetic runes.
Looks like usage of Khazalid script changed over time. I wonder what spurred this change.
Dwarfs do not have any runes or words for distinguishing between the sexes. Dwarfs do not concern themselves with an individual's gender, but rather their abilities, skills, and reputation. The sole exceptions to this rule involve the rune denoting the King's consort and certain familial relationships.
Good to know.
The Norse Dwarf dialect is slightly different from the version of Khazalid used by the Karak and Imperial Dwarfs. Nonetheless, any of the Dwarf kindred can be understood by another.
Also good to know. I think you can see a little of this linguistic drift in how the Norse use 'Kraka' while the rest use 'Karak'.
Pages 44-47 are a large glossary of Khazalid words, some of them new. I want to mention two.
"Gnoll-engrom" was previously spelled in the book as "Gnollen-grom". I don't know which is the correct spelling.
Interesting description here. Page 8 calls Karak Zorn the first karak and describes it as "a city both above and below ground". It sounds like it wasn't a mountain hold at all, but a place built on flat ground. I guess that's why it's so difficult to find - it's not as easy as just looking for whatever mountain happens to stand out.
The situation is interesting. Dwarf legend says the gods were "carved by time from the rocks of the mountains", so they were definitely mountain-folk to begin with, but it also says that Zorn was founded under Valaya and Grungni's guidance. Why set up a surface city instead of a mountain hold? Was it essentially a tutorial island, a place to build up skills, tools, and stockpiles needed for mountain colonisation to be possible?
Moving on to pages 48 and 49, we have the skills and talents for PC dwarves from Karak Azul Karak Eight Peaks. I imagine there'd be differences compared to the DL versions of those holds.
Dwarfs (Karak Azul)
The weapon-smithies of Karak Azul have become a dark and joyless place since the kidnapping of King Kazador's kin by the Orc warlord Gorfang Rotgut. A king's ransom has been promised to the adventurers that return the captured kin from Black Crag, and slay the monster Gorfang.
Skills: Climb, Consume Alcohol, Cool, Endurance, Evaluate, Haggle, Intimidate, Language (Khazalid), Lore (Dwarfs), Lore (Metallurgy), Melee (Basic), Trade (Any One)
Talents: Hatred (Orcs and Goblins) or Resolute, Magic Resistance, Night Vision, Read/Write or Relentless, Sturdy
Dwarfs (Karak Eight Peaks)
Karak Eight Peaks is an active warzone, as King Belegar's kin fight an endless siege to liberate the occupied hold. Clansfolk are rarely permitted to leave the front, but adventurous Dwarfs may be dispatched abroad to find weapons, allies, or information that can help wage the war at home.
Skills: Consume Alcohol, Cool, Endurance, Evaluate, Intuition, Language (Khazalid), Lore (Dwarfs), Lore (Geology), Lore (Warfare), Melee (Basic), Set Traps, Trade (Any One)
Talents: Magic Resistance, Night Vision, Read/Write or Resolute, Strong-minded or Tenacious, Sturdy
Page 49's description of Izor dwarves has something a little interesting.
Whilst most Dwarfs have abandoned the subterranean tunnels of the Karaz Ankor as unsafe, the Dwarfs of Karak Izor labour underground extensively, constructing their own Underway.
An Underway project.
Page 50 also has something interesting, in the description of Norse dwarves.
The Dwarfs of the frozen north are hearty and independent. After centuries of isolation, they are keen to explore the wider world, by exercising the naval expertise they gleaned from cultural exchange with Human tribes.
So on the one hand, it's neat to see cultural exchange leading them to figure out how to build boats. On the other hand, this makes dwarven maritime history more confusing. I thought human boatmanship was primitive?
Page 54
However, there will always be exceptional Dwarfs within the Karaks who persist in flouting these conventions, refusing to conform to the role expected of their age, gender, bloodline, etc.
Gender roles exist in the Karaz Ankor.
Page 55, Common Folk
Though most Dwarfs work some trade or another, service work is still important (if less prestigious): innkeepers, shopworkers, bartenders, and beard groomers can all make a decent living in the Karaks. [...]
Karak Villagers and other Peasants live at the outer peripheries of the mountain holds. At one extreme are the lowest deeps of the hold's mine faces, an honourable place for Dwarfs to ply their trade. At the other extreme are the clans that labour above-ground: herdmasters, lumberjacks, trappers, and foragers. These clans seldom command much respect, as it is often claimed in the Karaks that overexposure to the sun has a deteriorative effect on the Dwarf psyche.
Beard groomers exist, and dwarf peasant status varies depending on how far away from the sun they are.
Page 56, Dwarf Engineer career, art of a prosthetic leg
Page 57, Dwarf Artforms
Sculpture is the most popular art form, but engraving and beard weaving are also regarded. [...] Contrary to popular belief, Dwarfs do have a sense of humour — though it manifests as dry, sardonic remarks on matters that others might find grave and serious, stoic acknowledgement of disasters when others around them are panicking, begrudging admiration of things others find awe-inspiring, and boisterous, competitive boasting when others would prefer things to be civil.
Beard weaving is an art, and begrudging admiration is a form of humour.
I can very easily see this coming from someone sitting there in consternation, stewing over how bad a bookkeeping practice it is to cross things out as a way to mark them resolved.
Bad, but not the worst. Page 57, Reckoner level of the Dwarf Lawyer career
Reckoners are intermediaries who carry records of outstanding grudges between clans and holds. Where possible, they negotiate settlements on their clients' behalf, expunging grudges for later ratification. Traditionally their logs are inscribed on stone tablets, and shattered upon resolution.
Page 58, Runebearer career level of the Messenger career
Every Runebearer dreams of setting a new record on the Kislev Run, the longest distance ever travelled in a single mission.
Hehe.
Page 59, Dwarf Slayer career
Disgraced Dwarfs journey to the Temple of Grimnir at the nearest Dwarf hold where they undergo the Slayer Ritual (Drengidumar).
They are stripped of all personal possessions; hair shaved on the heads other than a strip over the crown of their head; remaining hair dyed with a bright, unnatural colour (usually bright orange) in order to distinguish their dishonoured status from afar; hair spiked with animal fat; and ritually tattooed with symbols marking their shame, including Grimnir's Rune.
New Khazalid word in the form of Drengidumar - a google search only turns up two results. Also, seems that slayer hair colour isn't exclusive to bright orange.
Slayers forsake membership of clan, guild, and hold, and so fall outside the usual structure of Dwarf society.
Turns out there's a sizeable number of clanless, guildless, holdless dwarves. Not sure if they count as cultless though.
SLAYERS DO NOT WEAR ARMOUR
Slayer Characters cannot ever choose to wear or carry protective wargear. Doing so would risk robbing themselves of the glorious death they crave above all else. More importantly, it would violate their Slayer Oath to Grimnir, mortally dishonouring themselves a second time over, with a shame not even the Slayer Oath can redeem.
Slayers may change Careers as they acquire new expertise — perhaps studying under Malakai Makaisson to become an Outcast Engineer (page 56), or joining the Slayer-Captain Long Drong's crew of Pirates (Sea of Claws page 78). But even as the Character changes Career, their Slayer Oath remains binding. They are still oathsworn to forsake shields and armour, even if they acquire them as Trappings from their new Careers.
If a player is considering playing a Slayer, but finds the ban on wearing armour to be restrictive, frustrating, or an unacceptable constraint on character agency, the solution is simple: play a different Career. There are many Career options, in this book and others, that provide the opportunity to play a powerful, armoured, monster-slaying warrior that should be more in line with their tastes. The Slayer Career provides a more unusual gameplay challenge, in line with their more unusual character perspective. Embrace that challenge only if you are enthusiastic to do so with sincerity!
Discord message said:
>if a player is considering playing a Slayer, but finds the ban on wearing armour to be restrictive, frustrating, or an unacceptable restraint on player agency, the solution is simple:
>PLAY A DIFFERENT CAREER
Page 60, the War-mourner career level of the Slayer career
War-mourner was once the title of ancient Dwarf champions, who were oathsworn to uphold their king's honour on his behalf in battle. If a Dwarf were to resurrect the title on behalf of the Slayer King of Karak Kadrin, they could fulfil his Slayer Oath in his stead, ending the cycle that has doomed the Ironfist line.
This is quite a lot different from what the wiki says a war-mourner does. For reference:
<
Garagrim Ironfist>
Prince Garagrim Ironfist became Karak Kadrin's "War-mourner" when he was still a beardling. This title made him responsible for choosing those Slayers whose turn it was to die when the great throng of Karak Kadrin marched forth -- a duty that originally was carried out by the priests of Grimnir. A second part of Garagrim's duties as War-mourner was making sure that whoever had been chosen to die reached his final doom.
Page 64 introduces the Doom Priest career, Grimnir's priests. They aren't slayers, however page 65 does give us this quote:
'Fight. Die. Battle for eternity outside the Halls of the Ancestors. What fear does death hold for the Brotherhood of Grimnir? Either way, it's war without end, all the way down.'
— Logek the Daunting, Slayer-Priest
It seems that slayers can be priests. Also, we've got some information there on dwarf beliefs on the afterlife.
Page 66, Forge Priest career
The masterworks forged by the Ancestor Gods are the closest things Dwarfs have to religious relics. Many, such as the Stone of Grungni on the Silver Road, have withstood the passage of time; others, such as the lost Dolmen of the Gods, are surely only waiting
to be rediscovered.
Forge Priests are about honouring these relics and restoring them if they're damaged by enemies or time.
Page 67, Hearth Priest career
When a Dwarf dies, ceremonies must be observed to usher their spirit to the Hall of the Ancestors. Such rituals are usually observed by the priests of Gazul, or priests of Valaya in holds where the God of the Underworld is not worshipped.
Looks like not all holds worship Gazul.
Page 74 gives the Runescribe career access to Toughness at level 1, same as Scholar. I wonder sometimes why that is.
Page 76 has the Runesmith career and names level 3 'Runemaster', in between Runesmith (level 2) and Runelord (level 4). So guess the Dum guys were just calling themselves apprentice-taking runesmiths, no drama at all. Page 76 also has this:
The greatest Runesmiths are known as Runelords, individuals who have crafted multiple master runes, or maybe even invented their own. Some are shockingly ancient, such as Kragg the Grim of Karaz-a-Karak, and are seldom seen outside their forges. Others are (relatively) younger and more intrepid, embarking on quests for lost runic artefacts like Thorek Ironbrow of Karak Azul, or even seeking runic power in the creations of Humans and Elves like Gotri Hammerson of Zhufbar.
Rune invention is a thing, Kragg the Grim is still canon, and there's a runesmith seeking out human and elven rune power. Neat!
Page 77
'Temporary runes? You must have mistaken me for an Elf, boy. Dwarfs do a proper job — we craft our magic to last, or we don't bother doing it at all.'
— Runelord Kragg the Grim
Page 77 also has this gem:
'Dwarf runic weapons belong on the battlefield, not inside some musty barrow! I'll take the Great Hammer of Wrath from Grimdal's cold grip, if it's the last thing I do.'
— Runesmith Kazgar the Fearless, later sealed inside Grimdal's Tomb by a sorceress
This is a reference to an old White Dwarf battle report called The Battle of Grimdal's Doom, which you can read
here.
Page 78 gives us the Thane career, and contrasting with Divided Loyalties, in the DPG it's a clan head rather than a military rank.
You are the leader of a Dwarf Clan, or soon to inherit the position.
Thanes are the ruling class of Dwarf society, bowing to none save their Kings. Their honour is inseparable from the Clan they command, obliging them to represent their kin as a respectable authority figure. This includes personally leading their Clan into battle, where they assume the role of officers and generals.
Page 79
'You think the hard work stops now I've inherited the title? Funny thing about Dwarf Kings and their heirs — they have a nasty habit of dying in battle. I'll wager odds are good that, in a hundred year's time, there'll be a whole cluster of us Thanes making the case that we should be the next on the throne. So pull your socks up, cousins. We have a lot of work to do, and only one century to do it in.'
— Birgit Grogrilsdottir, Thane of Clan Oakenhaf
I wonder if this'd mean that Mathilde is a legal candidate to be a queen. Though perhaps not; even if Air Bud doesn't specifically prohibit humans, it might have something like only a true heir of Grungni or whatever being able to count.
Page 83 has this unusual and neato image:
Pages 84-86 cover Grudges as an actual gameplay mechanic. Instead of gaining bonus XP through Ambitions, which are character/party goals, you can choose to instead gain bonus XP through resolving Grudges (including Party Grudges if the party's mostly dwarves). Formal support for grudges - whether mechanical or not - is absolutely vital for a dwarf player's guide and I'm glad that Cubicle 7 fulfilled that need. Page 84 says this:
Once a Grudge is entered into your book, it cannot be removed except by satisfying the Grudge. Because Dwarf Characters can accumulate several Grudges over the course of their adventures, they may struggle to record all their Grudges on their character sheet. The Book of Grudges journal, sold separately, is perfect for the purpose of recording these Grudges.
Honestly, of all the things a company could sell, a book of grudges for you to use with a dwarf PC is really neat in concept.
Page 84 also has this:
THE DAY OF GRUDGEMENT
Twice every century the Day of Grudgement is called. On this event the Dwarf kings from each hold travel to Karaza-Karak to report to the High King of new grudges to be written in the pages of the Dammaz Kron, or the happy news of the settling of an outstanding grudge which can be struck out. As the Dwarf empire is ever more beleaguered by its foes, the Day of Grudgement has become increasingly complicated, and the event can actually last for several weeks.
I love Warhammer.
Page 85
If you learn that the Grudge's perpetrator has died without making recompense, the Grudge is inherited by their closest adult relative, liegelord, den mother, or undead master (as appropriate).
Relieving to see that it's closest
adult relative. Be a bit sick if you'd had to transfer the grudge to an infant or something.
Page 86 describes the dwarf afterlife.
Unresolved Grudges
Dwarfs do not subscribe to the vision of the afterlife evangelised by the priests of Morr. Instead, they believe that the spirits of their dead reside deep beneath the earth, in the Halls of the Ancestors, where they are judged by their gods and awarded a seat at the great feast table proportional to their deeds in life. It is said that Dwarfs with many Grudges left unresolved will be seated furthest from their most prestigious ancestors, and deprived of the best food and ale.
There's also a mechanical effect to unresolved Grudges:
If a Dwarf Character dies, their player's new Character starts with additional XP, equal to half the XP the deceased Character acquired in play. However, this bonus XP is reduced by 25 XP for every outstanding Grudge the deceased Character had upon death, and reduced by an additional 25 XP (50 XP total) for every outstanding Blood Grudge. If the player's new Character considers the deceased Character to be kin, any outstanding Grudges of the deceased Character are transferred directly into the new Character's book of Grudges.
This is like the Doomed Talent, where if you die in a way similar to your doom, you start your next character with half XP. I do not like this mechanic. I have literally not met a single person who's ever professed to liking this mechanic; universal practice as far as I've encountered is to let new characters start at the same XP as what the other characters are at. I guess we're stuck with it for however many years this edition of WFRP lasts.
And that's chapter 3! 86/144 pages done. I anticipate the next chapter will result in a shorter post, both because this one was the longest chapter in the book, and because the next chapter is just engineering stuff. The two after that - on runesmithing and religion, respectively - may be longer though, given the subject matters.