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The Dwarves of Loaerth (Part 3)

This is the third and final part of a series about the Dwarves of Loaerth, one of the three Races of Men found in the upcoming adventure setting Loaerth & Feywyrd for the Savage Worlds Roleplaying Game.  The last addition to the series mainly covers the Savage Worlds’ specific rules for Dwarves in Loaerth. Follow the links to the other parts to learn about their history, physical appearance, and culture: Part 1, Part2.

Player Character Traits

All dwarf characters exhibit these traits.

Tough as Nails:Dwarves are extremely tough and begin play with a d6 Vigor.

Hardy: Dwarf characters can tolerate harsh environmental conditions much better than other races. They gain a +4 bonus vs. all negative environmental effects such as cold, fire, suffocation, and drowning.

Low-Light Vision: Dwarves have eyes that can see extremely well even in the dimmest of lighting. They ignore all penalties in Dim and Dark lighting.

Natural Fear of Fey: After more than a millenia of oppression by the elves, the dwarves developed a natural fear of them, and this fear is reinforced from early childhood. Dwarven children are raised hearing horrible stories of the Fey, and all grown dwarves suffer from a persistent uneasyness around them. Whenever a dwarf character is in the presence of any Fey creature they must make a Guts roll. A failure indicates the dwarf suffering a -1 penalty on all Trait tests until the Fey creature is no longer in sight. On a critical failure, the penalty worsens to - 2 and the character is Shaken.

Slow: Dwarves have a Pace of 5″.

Racial Hindrances

These optional Hindrances are only available to dwarf characters.

Sooty Hands (Minor): Your character is obsessed with having small amounts of Dwarven Coal in their pockets to constantly play with. Invariably, the dirty black soot from the DC ends up getting all over anything and everything they handle. They suffer a -2 Charisma penalty on interactions with any Fey creature as a result.

Coal Cough (Major):Your character suffers from a disease often found in children raised in and near dwarven mines. His pace is reduced by 1 and his starting vigor is a d4. The benefit of this hindrance is that he starts with Knowledge (Geology & Mining) d6.

Racial Edges

These optional Edges are only available to dwarf characters.

Coalcraft Affinity

Requirements: Novice, Dwarf, Smarts d6, Spirit d6 Your dwarf has a natural feel for Coalcraft objects and receives a +2 to any Trait test required to use or activate such an item. This Edge must be chosen at character creation.

Coal Scarred

Requirements: Novice, Dwarf, Arcane Background, Vigor d6 Your body has been marked by dozens of coal scars, burns caused by the intentional burning of coalstone powder along the skin. If done correctly, by a fuelsmith for example, the designs of the scar and the pieces of stone that are placed into the wounds while they heal act as a permanent source of power throughout the character’s life. This Edge grants your character an addition 3 Power Points and +2 bonus to Intimidation rolls.

Ocular Ancestry

Requirements: Novice, Dwarf You come from a long line of successful dwarven miners and fuelsmiths. Due to a Lamarckian Hex placed on your family centuries ago, your eyes are larger than normal and you see perfectly well in total darkness (even while reading texts). You never suffer any penalties due to the absence of lighting. You do, however, receive a -2 penalty on all Shooting and Throwing rolls in anything brighter that Dim environments. This Edge must be chosen at character creation.

Half-Dwarf

Requirements: Novice, Dwarf or Human. You are a half-dwarf, the child of a dwarf and a human. You qualify as both races for meeting the requirements of any Edge, Hindrance, ability, item or other circumstance. You are genetically sterile and unable to produce offspring.

Visionary Coalcraft Artisan

Requirement:Seasoned, Dwarf, Smarts d8, Agility d8, Arcane Background (Coalcraft) You have pushed your talent for coalcraft to new heights and have created a unique Coalcraft Wonder. This Edge may be taken multiple times, but only once per Tier, each time resulting in the creation of a new Wonder.

The Dwarves of Loaerth (Part 2)

This is the first part of a series about the Dwarves of Loaerth, one of the three Races of Men found in the upcoming adventure setting Loaerth & Feywyrd for the Savage Worlds Roleplaying Game. Part 1 in this series can be found here.

History (cont.)

The dwarves, at least at first, brought the power of dvergarkol to the table.

Before the elves vanished in the Helfay, most dwarves were not much better than slaves, and this was purely due to  physical differences between dwarves and the other races of men. There are many differences, but the elves were quick to realize one thing: dwarves are shorter than than most humans and nearly all trolls, but their strength and natural constitution afforded them the ability to survive for long periods of time in many harsh environments elves detest. So, as the elves of the Feywyrd expanded and (eventually) dominated all of the Known World, they subjugated the dwarves and forced them to work as miners, quarrymen, factory hands, forge-smiths, and stone masons. Anything that the elves considered grueling, manual labor was often given to a dwarf to do. (Trolls, with their willful attitudes, were usually to insubordinate to be useful this way). This made dwarves the perfect workers. And elves — for their love of material wealth (gold!) and property above all else — needed the dwarves to dig it up. And dig they did, but while digging up gold, silver and iron ore -  and all the other shiny things that elves were so obsessed with – they discovered something else: a black oily stone they called dvergarkol.

This new rock was something special indeed. Something they would keep a secret for decades. They called it dvergarkol (“dwarven coal”, or sometimes coalstone,  in the common tongue) because since no one else had discovered it.

The Discovery of Dwarven Coal

Dvergarkol Miner Concept, by Rob Torno

In some parts of the Known World there once grew magnificent trees called Euloru  (a elven name). These were massive trees, like seqouias, but reaching hundreds of meters tall – some reaching over 300 meters. Their trunks could reach 30m in diameter and their roots would reach down, searching for Mantle Water,  into the very foundations of the world. The elves would siphon the sap from these trees and use it to make a wine: Tali’ven, or mantle wine.  The dwarves, however, found their own use for the tree:  the euloru had roots that extended several kilometers underground and in the deepest reaches of dwarven mines, where the bedrock was cracked by groundwater seeping from deep aquifers of mantle water, the massive Euloru roots would creep in, soak up it up, and over time harden into a crumbly, oily black  stone. Dvergarkol.

The fascinating properties of  dvergarkol were discovered by accident. The story goes that a few dwarves were taking a break from their duties and decided to cook a meal on a stone slab made from Euloru Stone. Once fire touched the surface of the stone it began to burn and flare with a fierce white light all the while pulsing and hissing with scalding steam. The dwarves all died from their wounds; but their friends, after finding their parboiled companions, realized what they had discovered: power. And, like all good dwarves, they followed the chain of command back to their elders and told them of this news. The elders decided then and there that this new stone would be kept a secret from the elves at all costs.

The dwarves struggled to keep the stone a secret for more than a century, all the while developing an entirely new science, Coalcraft, which harnessed the incredible energy of dvergarkol. Eventually, the secret of the stone made its way to the ears of elven lords – who immediately acted to secure the dvergarkol and make it their own – but it was too late.

Dwarven Archtype Concepts, by Charles Dickey

The Helfay banished the elves from the Known World just a few weeks after they learned of dvergarkol, and in the Feywyrd this stone was nowhere to be found. Coalcraft, however, remained in the Known World – and the recently freed dwarves were its master. In the few centuries since the Helfay, knowledge of Coalcraft has swept the Known World. It is practiced by dwarves, humans, and trolls alike – although the dwarven cartels that deal in dvergarkol still keep a tight control on who buys and sells the stone, and where it is mined from. They have become very rich indeed. And all the major first discoveries fueled by DC have been made by dwarven coalcrafters and fuelsmiths: they built the first  Coalstone Steamery in Loaerth (a restaurant that makes roasted cheese, and adds mixes of nuts and berries to your liking while you wait). They crafted the first Coalstone Firestarter as a gift to the Troll King Moosingsing (and at the same time the first Coalstone Fire Extinguisher). They built the first prototype coalcraft Airship, the DC10 Stargazer, and the first leakproof submersible, Deepview 1. And they designed the first ever functional Steam Jogger (a steam powered set of mechanical legs that lets the user run for hours over rough terrain).  A recent discovery of malachrome – a new alloy found only on The Island, has spurned a whole new level of innovation among coalcrafters. The Malachrome Guard Dog being just one example of that ingenuity.

So one could say that the dwarves have stepped forward into the bright future of the Known World along with the rest of humanity. Dwarven coal is not longer a secret whispered about, but is instead a centerpiece of modern society. In fact, the need for more DC grows each year. A mad rush for discovery of new veins of coalstone still drives much of the expansion and exploration of the world  in the wake of the Helfey.

In the next post in this series, you’ll find the complete Savage Worlds game mechanics for playing a dwarf in Loaerth and see some more concept art! Stay tuned! In the meantime — let us know what you think in the comments! Have any questions? Would you change anything? Does anything need clarification?

written by Jonathan Jacobs editing by Cassey Toi artwork by Rob Torno and Charles Dickey

The Dwarves of Loaerth (Part 1)

This is the first part of a series about the Dwarves of Loaerth, one of the three Races of Men found in the upcoming adventure setting Loaerth & Feywyrd for the Savage Worlds Roleplaying Game.

Introduction

The dwarves of Loaerth are staunch folk. Quick to anger, dependable and clever too. Most of the new “coalcraft” gizmos and wonders that have been made in the last century or so were invented by dwarven machinists, coalcrafters, or fuelsmiths. They came to Loaerth to help rebuild the city after the Helfay and wars that followed it were over. They brought with them a now infamous material,  dvergarkol, and knowledge of how to burn it and shape it into something useful or terrifying. The science of Coalcraft has since changed society and the future of Mankind.

Physical Appearance

Male Dwarf Concept Art, by Paul King

Dwarf men and women are shoulder height compared to most humans, reaching five feet at the extreme. They are often maligned as being fat or grossly rotund in stature, but in truth they are only slightly more stocky than humans. They have thicker bones per length than humans, another reason for their squat stance. Like the other races of Loaerth, there is a large amount of physical variation between the various tribes of dwarves.

Dwarf skin ranges in color from charcoal black to bone white. The majority of dwarves, however, have skin the color of charcoal. Less often, in warmer climes, individuals with lighter shades of grey and ash are seen. Coalscars, a type of tattoo worn by both dwarven men and women, are common. Since the return of the Fey, some dwarven fuelsmiths have been able to create Coalscar Runes which glimmer with faint light or hold a captured magical effect.

Dwarven men are capable of growing beards that reach their feet in a matter of months. Depending on the work they do, they are frequently braiding, trimming, or even shaving their beards. To a dwarf, a beard is equally a nuisance as it is a fashion statement. They are almost never used as a status symbol like those by male Trolls.

Female dwarves are slightly smaller than the males in size and stature, and do not grow beards. They frequently braid their hair in long ropes and weave into them filaments of fine wire, dust from dwarven coal, and rust brown clay-powder. Once properly fixed, their hair often resembles beautiful veins of gold, copper and iron laying across their shoulders.

History & Discovery of Dwarven Coal

By Charles Dickey

In most places in the Known World, dwarves were used as slaves, servants or serfs before the Helfay. They were under the “care” of the elven overlords and kingdoms of the day. Being smaller than humans, but a bit hardier, they were often put to work in mines, shipyards, factories and other hazardous places the elves avoided. This led dwarves to become natural miners since they are able to work well even in the harshest of environments with limited light or air. Pounding away at the the Known World’s foundation for centuries brought about the idiosyncrasies of dwarven culture, their tendancy for ground-living, and their all-too-common caelumphobia. Nonetheless, the plight of the dwarves eventually led to what was likely the single most important discovery in history. What’s more is this discovery was able to be kept a secret for generations. They called it dvergarkol (“dwarven coal” in the common tongue), and today it is the principle driving force behind the entire Loaerthian economy.

The Loaerthians are about physics, science, reason, math, chemistry, alchemy, biology, technology and innovation. Magic is the thing of legend and myth to most Loaerthians. Up until five years ago (when The Island was discovered), elves were no more real than the bogey man. Magic was dead, relagated to saying grace at supper and prayers before nightfall. Nothing magical existed in Loaerth. Why a few, rare feytrolls continued to live on after the Helfay is a mystery (most did vanish, as did all the other fey creatures along their magic). Most people didn’t believe Felix Sundown even existed; those that saw him speculated he was merely a grossly disfigured dwarf or a troll’s baby.

Dvergarkol, “dwarven coal” or simply DC, is the source of Loaerthians power. Today in Loaerth, many of life’s convienciences would be impossible without DC. Some might even say that it is something they needed to even live. It is the thing that drives most Loaerthian  discoveries, and that fuels their growing hunger and expansionist rule. It leads them out into the now vacant wildes of the Known World to find more; and until now, they have never needed to look back.

But now the Fey have returned, and the future is strangely uncertain…

In the next post in this series, you’ll learn more about the backstory of the dwarves of Loaerth and see some more concept art! Stay tuned!

Written by Jonathan Jacobs Edited by Cassey Toi

Interview with Felix Sundown (Part 2)

Edited by Cassey Toi

Feytroll Bust - Greyscale

Felix Sundown, by Matt Lichtenwalner

Hello again!

Finally, we  have time to sit down and discuss Loaerth & Feywyrd again. What a pleasure! I’m glad to see you again, and this time around lets chat some more about the Fey. Some of you had some questions, and hopefully we’ll get them answered.

Who are the Fey you ask? Well, for one, feytrolls aren’t all of them. There is fey blood running through the veins of creatures other than my own kind. Our brothers and sisters in magic, whose very flesh is made or tainted with the stuff of the Feywyrd, include elves, hodolu faerys, giants, myrmidons and many others which I have not even had the chance to meet.

Some, like the elves, were in the World since the dawning of history, they are not true natives of the World. Looking back eons, myth speaks of the elves fleeing from another world into our own. They fled, as an entire race, from things so dark and unspeakable that the names were eventually either lost or stricken from their history. They stayed and made a home here. It’s also thought that the elves brought my people, the feytrolls, with them as servants, watchers, and scholars. And, they brought with them Magic.

The humans at the time were probably living as tribal nomads, or in rudimentary villages when Magic was first taught to them. The World’s primitive dwarf and troll peoples are believed to have been unable to learn its secrets or refused it at the outset. Nonetheless, the humans learned about magic from these elven newcomers and, within a few generations, boasted formidable sorcerers and ritualists in their own right. Eventually, the dwarves and trollkind also fostered traditions of Magic that were unique to each of their racial heritages.

In time, the elves prospered and eventually became the dominant race of the world. They eventually built vast civilizations on the backs of trolls and dwarves. Humans, for the most part, escaped this fate and were able to live in relative peace with their elven counterparts. But only the men and women of Loaerth managed to carve out an independent existence. These people, and perhaps a few more in other pockets of the World, escaped subjugation at the hands of the elves through careful negotiation and strong military might.

What is Loaerth? Just look out the window! Loaerth is a coastal city state that sits on the edge of the Degra Sea. Loaerth has a long, and deep rooted, history of independence. It’s a city of merchants and scholars, soldiers and sailors, artists and thieves. Loaerth is a flickering light, struggling to stay lit even as the winds of change try to blow it out. It is and has been the center of the world for five centuries, ever since the Helfay left the world a vacant place. All the non-Fey, the races of Man, have grown to call Loaerth home. They have also ventured far out into the wild to explore the empty frontier – empty because there are whole cities that were suddenly devoid of anyone living there after the Helfay.

What are the people of Loaerth like? Considering you are no doubt new here, I’ll take a bit more care in answering that. Well, for one, the humans of Loaerth for the most part keep to traditional, plain dress. All too often you will see a man or woman dressed decidedly boorishly, only to be sporting the latest clockwork or coal-work gizmo, bauble, or trinket. “The more it whirls, the more it twirls.” they say. I’m still not sure what in the gods name that means, but you’ll hear them say it all the time

The dwarves of Loaerth are staunchy folk. Quick to anger, but dependable. Clever too. Most of the new gizmos and “wonders of the world” that have been made in the last century or so were invented by dwarven machinists. As you would expect, most dwarves love to drink ale and eat hearty meals that would send many a grown man to a physician. The interesting thing about dwarves is the way they live. Their homes are dense, I mean 10 to 20 families to a house. They prefer these deep basements where they all lay about in tight quarters. I’ve heard them say it makes them feel “safe” while they sleep. Baths? Forget about it. They do take dust baths in the summer, but I have yet to see a dwarf with a bar of soap. Not that they are averse to water, but soap for some reason is taboo.

The trolls of Loaerth are few and far between. Most trollkind moved out of the city a century or so ago after a great fire burned the Troll Ghetto to the ground. They have a few scattered communities , so I’ve heard, hidden away in valleys rarely traveled by city folk. They are more commonly seen along the frontier. Trolls are a quiet, thoughtful folk. Slow to anger and gentle with their hands, even for their great size. You will often see trolls in the employ of merchants looking to travel, or in the company of explorers venturing out to the frontier in the hopes of finding lost riches. Trolls, unlike dwarves, have a unique language that has never gone out of use. It is said that they do not write down their own history, but that it is part of their language so by using trollspeak, “Gua’Fig Na”, they are keeping their history alive as well.

There’s so much more to tell. I’m just at a lost on where to start or to continue from. What else would you like to know? Please ask me anything! Leave a comment after this interview is done, or send me question via tweeting birds.

Until next time, I’ll leave you with a common nighttime blessing for children:

“May the gods wrap me in copper and coal. Protect me from harm, and heat my soul. May my dreams spark the light keeps hodolu away, and may I wake with my heart free from the Fey” – Blessing For a Child’s Night

Changing Directives

Written by Matt Cicci

Sentinel Five hunkered low, remaining hidden from the view of the men surrounding the campsite. This act of stealth was an impressive feat considering the figure’s tall, metal frame. Unmoving and unbreathing, Sentinel Five had sat still behind a thick bush of gooseberries for approximately three hours. The only evidence of the steel warrior’s presence was a faint whirring noise, the sound of the crimson-tinted lenses that served as eyes readjusting to the dimming light of evening. Through the ever-focusing gaze, he, the sentinel had only recently adopted the pronoun, had spent silent hours studying a quintet of dwarves carouse around a roaring flame.

Seeing the sturdy folk, axes and hammers at their sides and a bottle of whiskey being passed around, reminded Sentinel Five of his father, Rendersson Forgegrinder. Though Rendersson rarely drank in the fashion these dwarves were, the mere physical qualities, the stoutness, the beards, the deep voices all reeked of his creator. For a scant moment, Sentinel Five envisioned Rendersson, wrench clutched in hand, oil smearing his stone-hued skin. He knew his father had fled his own kind, but was also aware of the fleshed races capacity for emotion and sympathy . . . would Rendersson be capable of killing members of his own race?

The question quickly left Sentinel Five’s mind. It was a thought of purely inconsequential matter. Even if his father could not, he had constructed his children with the capability to do so. He watched one of the dwarves fall backwards clutching his sides in laughter, and realized now was the time to put that capability into action.

Sentinel Five strode through the sparse woods, his heavy frame carefully snaking through branch and brush. His objective became clearer with each measured footstep; these dwarves had mentioned the Hidden Vale, therefore they must be eliminated. A blade sprung from his right arm, ushered in by the sound of grating metal.

He was five paces from entering the ring of campfire light, four paces, three paces . . .

A quick blur of motion sent Sentinel Five ducking forward and down; he heard the thrown hammer thud solidly against a nearby tree. He was not surprised by the suddenness of the dwarves’ perception and action, he knew from previous encounters, and from the military history books he had read, that the stout race valued combat prowess. Still, Sentinel Five allowed himself a split-second of hollow disappointment before sprinting towards the dwarven encampment.

Sentinel Five broke into the orange light of the campfire only to see dwarves with brandished weapons and eyes already clear of the night’s drunken glaze. They shouted tactical commands in their thick, consonant-heavy tongue. Sentinel Five spoke the language fluently; however, he refused to register the dwarves’ baritone chatter, his thoughts instead focusing on his own strategy.

He sprinted towards his most visible foe — a young dwarf with a wild blond beard — with his sword arm held high and leading the way. His blade came down in a heavy cleave, but rang hard off the hilt of the dwarf’s battle axe. Sentinel Five was prepared for this, his automated reflexes were already responding as his brain whirred through myriad maneuvers and strategies. His foot was kicking out before the dwarven warrior even had a chance to smile at his defensive success. Sentinel’s steel heel landed solidly in the chest of the axe-bearer causing him to roll backwards with a pained exhalation of breath.

“By the forge! He’s made of metal,” one of the other dwarves remarked.

Sentinel Five did not offer a verbal reply, but did spin towards the speaker.

The dwarf, a pot-bellied old warrior, was flanked by two of his brethren, one who spat out a thick wad of tobacco through gold-plated teeth. “I guess that just means, we’ll get to melt down your bones when were done, eh?” He nodded slightly to his compatriots , who began to fan out in a tactical approach Sentinel Five realized was designed to cut off any angle of retreat.

Sentinel Five realized their tactics were in error immediately; retreat was not an option for him.

The metal soldier charged towards the fat dwarf, an action that forced the flanking dwarves hands and pulled them towards him with the hopes of collapsing his flank. Seeing their thick hammers rising for a synchronized strike, Sentinel Five swept his sword-arm low and horizontally across his path. The sword swipe was so sudden, yet so strong and fluid, the dwarven warriors immediately dropped the heads of their hammers to block the vicious cut. The moment the dwarf to Sentinel’s left lowered his hammer, the steel soldier raised his free hand level with his foe’s face. A spring-loaded dagger jumped from his wrist and sank into the dwarf’s skull.

A gout of blood sprayed upwards and out, barely preceding an inhuman and high-pitched wail of pain. The dwarf fell backwards clutching at the dagger buried hilt-deep in his eye socket; his movements, spasmodic and weak, were quickly recognized by the arrayed combatants as death throes.

To their credit, and as Sentinel Five had predicted, the dying dwarf’s companions pressed on, their faces etched with a clearer hatred and a battle-hardened determination. The pot-bellied dwarf raised his shield and barreled forward; despite his girth, he moved quickly and efficiently, leaving the metal warrior no hopes of avoiding the rush.

With a resounding crack and the splintering of wood, Sentinel Five was driven backwards by the heavy dwarf’s pumping legs and great weight. It was all he could do to maintain his balance as the dwarf continued to press. Still from the corner of his eye, he noticed the blond dwarf he’d kicked earlier standing up and preparing to rejoin the battle.

The remaining dwarf, the older, craggly faced man with gold plated teeth, followed in after the shieldbearer. He brought his hammer downwards with an overhand swing. The crushing chop came up short as a series of swift jabbing parries from the harried steel warrior kept the blow at bay; the gold-toothed dwarf cursed loudly and spat a dark stain of juice on the sentinel’s metal exterior.

Sentinel Five was acutely aware of the battle’s rising threat. While it was true one dwarf lay dying, another was returning to the fray, one was pinning him backwards with heavy wooden shield, and the other was taking advantage of that distraction. Assessing the threats and running impossibly quick strategies through his mind, Sentinel Five formulated the most efficient plan to ending the menace.

He bent his knees and leaned forward in an impressive display of strength that stopped the pushing dwarf stone cold. Following through on his sudden use of applied force, Sentinel Five drove his free hand forward in a fist. The steel gauntlet crashed through the shield and connected with bone-breaking force into the dwarf’s jaw. Accepting inevitable retaliation from the gold-toothed dwarf, he swung his sword-arm from its defensive riposte into a cutting arc that cleanly severed the now shieldless dwarf’s head from its shoulders.

Before his latest victim’s head had even touched the earth, Sentinel Five was driven to his knees by a wicked hammer swing that rang into his back with enough force to break stone. Unable to twist himself into a guard, Sentinel Five braced for another impact, one that came as the gold-toothed dwarf dropped the hilt of his hammer into the sentinel’s metal face.

Sentinel Five’s vision splintered into plethora of fractured images; one of his lenses had been cracked from the heavy handed smash that had also sent him spinning to the ground. Above him, Sentinel Five saw a number of gold-toothed images standing with a thunder cloud of hammers waiting to rain downwards.

“Gods-be-damned machine. If ye have a soul, may it burn in hell!” The dwarf brought his hammer down in an arc on course to crush the sentinel’s face.

With clockwork precision and speed, Sentinel Five shut off the damaged eye, bringing his hammer-swinging enemy into sudden, crystalline view. He shot his sword-arm up and inside the arc of the dwarf’s swing; the blade cut tendon and muscle. The vicious wound stole the strength of the hammer swing and the head of the weapon bounced off Sentinel Five’s skin with only a faint force and a dull, weak thud.

He kicked out, sending the dwarf backwards and down. Instead of rising to his feet, Sentinel Five rotated his head around and backwards. The sentinel’s awkward, inhuman motion gave the blond dwarf who’d been sneaking in from that angle pause. Sentinel Five took advantage by raising his free arm and letting fly the remaining four daggers loaded there. Sentinel Five had risen and turned back towards the campfire before the dwarf even fell.

“By all the fires that light the forges of the Great Hall, that was impressive.”

Sentinel Five realized the voice belonged to the fifth dwarf, the one who’d remained out of the fight. He turned towards the figure who stood on the other side of the fire from him. The dwarf was skinnier than most, with a long single-braided, red beard that swept the earth with its length. He was also unarmored and unarmed, wearing little more than a brown cloak and travel-worn breeches. Sentinel Five began formulating plans to deal with spellcasters.

“You must be the one sent out from the Hidden Vale.” The skinny dwarf ran a hand backwards through his scraggly red hair. “How long have you been . . .”

Sentinel Five jumped forward, clearing the fifteen feet and the fire in a single bound. His great weight came crashing down on the dwarf, his sword-arm twisting free to deliver a killing blow. Instead, surprisingly as he landed a sudden jolt of electricity welled up from his felled foe and blasted him upwards and back. He landed hard, his arms and legs twitching.

Sentinel Five lay motionless for what he realized to be a dangerously long few seconds. Only the whimpering of the gold-toothed dwarf with the wounded arm, and the heavy, pained breathing of the spellcaster alleviated his concerns. The dwarves seemed to be in equally bad shape and unable to capitalize on his sudden lack of mobility.

Sentinel Five’s one functioning eye focused on the swirl of stars lighting the sky above the forest’s sparse canopy, and wondered if, as fleshed races sometimes believed, his father was looking down on him from above. If he failed to gain his feet first and was killed, would his father be disappointed in his failings? When his father died, would he join Sentinel Five in some form of afterlife? Was afterlife even an option? Did it even exist?

Sentinel Five realized that these were inconsequential thoughts; he felt his legs regain movement while the sounds of incapacitation still emanated from his foes. He stood and raised his blade; the spellcaster was the main threat. He strode forward with steps still uneven from the electrical blast and poised his sword for a quick kill.

The dwarf lay there watching the sentinel approach with a slight smile on his face. He lifted his arm. Where flesh should have been, a thin steel skeleton, full of the same bolts and connectors as the sentinel’s arm, existed. “Sentinel Five, I presume? I’m Vanfried Forgegrinder, son of Rendersson.”

Sentinel Five paused, sword still held high and deadly. The firelight danced and flickered along its edge impatiently, as if unable to stand still with blood so close at hand. “You are my father’s son?”

Vanfried chuckled. “Your father? I suppose so; it seems as if we are brothers.” Vanfried propped himself up on his automated arm. “Regardless of relations, Five, we need to get back to the vale.”

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Azania Toysmith, Dwarven Clockworker

Written by: Sean Holland Edited by: Cassey Toi

Don’t wind it too tight, you’ll break the spring.

Background

The Toysmith family has been associated with clockworking, gearsmithing and golem making for generations, but they primarily stick to working in the Dwarven freeholds. Azania, a talented student, quickly moved from apprentice to journeyman. Her talents lay in creating more delicate toys and flights of fancy, things not usually found among dwarves, but immensely popular with other races. After much discussion, it was decided to send Azania to work outside the freeholds where her talents could bloom.

Working at a market Azania found a book referencing Forgegrinder’s works. Curious, she wrote to her family for more information, they passed on little information other than a family connection; Forgegrinder was her grand-uncle. This only made her more curious as his early work on toy soldiers and clockwork dragons excited her. Wherever she travels, she looks for early examples of his works and design notes for them. She has not missed the fact that information on his later work has been removed from the public eye, but she assumes it is the usual actions of those who wish to use the designs for war, some thing she has no interest in.

Description

Azania is slender a dwarf, which distress her, she would like to be a bit more solid. She wears her waist length black hair pinned up, usually in a bun. Her eyes are a pure sapphire blue. Her hands bear testament to her work, there are a multitude of small scars on them. She prefers practical clothing with lots of pockets, but will dress according to the local fashion when required to attend a social function.

Azania is not your typical dwarf, as well as being a skilled craftswoman she is an excellent salesperson. Open and cheerful, she loves to demonstrate the toys she builds and enjoys the challenge of building new ones to the specifications of buyers.

She is an innovative inventor and very curious about anything to do with clockwork, gears and other complex mechanisms -magical and mundane. This often leads to her talking about and debating the best ways to build things for hours.

What Can She Do?

If you want a toy or fancy made of clockwork, there is no finer craftswoman. She prefers working with metals and semiprecious stones, but she can make a gem-encrusted gold songbird – that sings when struck by the first ray of the sun – with the best of them. When not working on commissioned work, Azania likes to build simple toys like soldiers and horses from tin and scrap metal. She has a small amount of magical talent which she uses to enhance her craft work.

Azania’s mastery of clockwork, gears and toy design has, inadvertently, created an expertise in locks and traps. Others may realize this, but she will not, until she is put into a situation that requires the use of those skills.

Who Might Know Her and Why

Azania usually sells to the upper levels of society, those who can afford her most exotic and beautiful toys. Anyone of that group may have seen her work , received or bought something of hers as a gift.

Members of a clockworking or toymaking guild would certainly know of her and her work. Just as any dwarf in the area is likely to know of her by reputation at the very least. Dwarven culture dictates that the local dwarves keep an eye on her and protect her if needed.

Azania is constantly on the lookout for interesting toys and trinkets to incorporate into her creations. Merchants who sell those items are likely to know and at times do business with her.

Plot Hooks

  • Azania’s existence and line of questioning has put Sentinel 5 in a position it does not know how to resolve. Her inquiries into what became of Forgegrinder may, potentially, lead her to find and try to and locate the Hidden Vale. It senses that Azania embodies the purity of what its maker wanted from life, to make things that made people’s lives better. Sentinel 5 seeks to deny Azania access to information that could lead her to the Vale, but it has managed -so far- to avoid acting directly against her, a situation it wants to avoid.Azania hires the characters to track down some of her grand-uncle’s early notebooks, putting them on the fast track to conflict with Sentinel 5. Which, while it trusts Azania’s motives it does not trust what others may learn and can act again them with impunity. Sentinel 5 does not wish to reveal itself, so it will lay traps for the party, such as herding wild animals into attacking them and so forth. It feels compelled to avoid showing itself to anyone who might report on its existence back to Azania.
  • Worried that Azania may decide to try and locate her grand-uncle’s resting place at some point, Sentinel 5 decides to drive her far away from the Vale. It does this by economic warfare. It starts killing her patrons and customers. Azania notices the pattern before anyone else does and hires the characters to protect her patrons, though she does not know from what or why.
  • A damaged Sentinel 5 approaches Azania, one of the few people who could repair it. She would take pity on such a being and repair it. Upon learning of the true nature of Sentinel 5, her guilt that her action in helping it led to further bloodshed, compels her to hunt it down. To do so she would need help.

Creative Commons License

Azania Toysmith by Nevermet Press is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 United States License. Permissions beyond the scope of this license may be available at http://www.nevermetpress.com/contact.

Nevermet Press