On
The Dwarves
Since the dwarves declined almost
overnight, some great span of time ago, most surface structures of their race, and
era are long gone, buried under ice or forest or simply torn down, scavenged
& unmade. Imlin Road being an almost
solitary example of Dwarven surface work besides the Shining City. Technically speaking, there are volumes
written about the dwarves, all of it conjecture and storytelling as not even
the Gray Heart can see that far back in time.
Practically speaking, what remains is a scattered few surface cities
locked high in the mountains and a few sea forts.
Though
dwarves are still seen, some even in Human lands, they are no longer a gathered
people and the vast majority live secret lives apart from the other races.
Some
say the Dwarves birthed Majic into this world, finding it trapped deep inside
the earth and freeing it, others that it was brought forth as a result of a war
between the Dwarves and the Gnomes, and others still that it came from a
machine the dwarves built and then broke.
Some
Dwarven locations are known and spoken about.
What comes next is common knowledge.
Imlin Road is a paved road
from ancient times known to connect the three passes that lead through the
great Brake of the Northern Province, Eyeguard Pass, Headless Pass and Yulibren
Pass. It begins at the old sea fort Tole
Acoro and moves west through the lost fortress of King John, then through
Witcholby and on up into the Green valley and the Passes.
The Underoad is rumored to connect all
subterranean caves and ancient mines of the Western Continent. It is said one can walk anywhere underground
and one can see the seven cities of the dwarves without ever having to look at
the sun. Since only one Dwarven DarkCity
is known (Ghen Ghan), it is curious how anyone would know there are six
more. Many adventurers claim to have
walked the Underoad and some even claim to have Broken the Lock. Even if it were true, it is very hard to find
any adventurer willing to be part of an expedition with the intention of doing
so from the start.
Graidles Lock is a series of passages
connecting all ancient underground locations of the Northern Province. It is a terrifying place overrun with
wraiths. To “Break the Lock” is a term
used for accidentally breaching these passages, as few would ever do so
intentionally. Sketches of the lock have
circulated for years in the Northern Province, take from the unnumbered rooms
of the quarry by lucky adventurers. Copies are available for a few silver.
Ghen Ghan is the name the
Elves gave the Dwarven Undercity that is located deep beneath the brake
somewhere in Graidles Lock. The entrance
is rumored to be the Keep at Headless pass but others have said they have
entered the city from the swamps of Nehi.
There is a war-hammer and a goblet taken from the Ghen Ghan that sit
above the great hearth of the Inn of the Dying Minotaur in Brighton.
Yidari Duor (yellow door) is the
Elvin name for the ancient ruins of a Dwarf Fort a week north of
Bricking by the Yellow Wood near the sea.
Many young and inexperienced adventurers stop here first along their
journey to fame and fortune. It is
mostly a camp that is heavily peopled by the deformed victims of Olinus whome
the people of Brighton call the Beastmen.
There are also beggars, thieves, Gypsies, and the sort whose mettle is
not meant for the deeper places of the north.
It is a great place to trade rare items and pawn reassure. Many adventurers maintain
rooms/buildings/camps here. It is like a
friendly Manyrivers.
The Shining City can be seen from
almost anywhere in the northern province that has an unobstructed view of the
Brake directly west of the Nehi. Though
Imlin seemingly passes near it, none but braggards claim to have found the road
to it. Its many brass and silver towers
catch the first light of the day and gleam bright before the stars are dowsed
by the sun.
Undu Delveng is a place known
by many and delved by the hardiest of adventurers. Of those that come back from its depths, none
leave without either treasure or stories of terror that keep them from ever
returning there again. It is located
northwest of tenwillows by two days on horse.
Zurgurg is both an ancient
Dwarven Mine and also a city of the Dead for LeahDah. It is three days west of the Stitchel road
between the Howling wood and the Blue Mountains of the South. It is easy to find by the statue of Aday atop
the Cliff above the gates to the mine.
Tole Acoro is the first
structure travelers used to see as the came up Chapmans Bench in the old days
before the war and the waking of the army of the dead. Now the road has been renamed the Stitchel
Road and few visit the Old Sea Fort anymore.
Ships sometimes trade here but money is to be made in bricking and so
many who used to live here have moved to Tenwillows or further north. It is a great harbor and the easiest places
besides Bricking where goods can be offloaded and taken onto the cliffs that
rise above the sea all along the coast from The Mule Stone to Tarsus.
Torm Holn is the most notorious
of the Dwarven Forts as it is wholly and completely overrun with undead and the
Aspects of Malfator are seen there with regularity. It is also home to Dawn, one of the Simulacra
of Ovardiis. In appearance it rises some 3 thousand feet straight up from the
earth and looks almost like a tower only a tower the size of a mountain. It is 5 days south of the City of the King
making it only two days from Witcholby.
Eyeguard fort was recently
taken from the Dark by the Wardens but with the Arrival of Akua, the garrison
was wiped out and now it is home to the wrath Mohoru, an ancient lieutenant of
Ovardiis. One must pass the eye of Akua unnoticed
and survive the halls of Mohoru to make it out of the Northern Province by this
road. It may be easier to brave the Stitchel.
Headless pass is a long
road. It is more a part of Graidles Lock
than an road as it goes underground five times until it reaches the Sea beyond
the Brake and the beautiful city of Tarsus in the cliffs.
Yulibrien is an ancient
Dwarf Fort acquired by the elves at the beginning of the time of Olinus. It has not left their possession since then
though many battles have been fought there including the Incursion War, The War
of Exile, the Great War of the North and the coming of the Light. The Gray Elves do not trade with men. Hey ride Griffins and travelers will be
stopped long before they get close to Yulibrien. The camp at White Creek is a
crossroads on the Imlin where travelars can choose either the pass to Yulibrien
or the Pass to Headless or Eyeguard From
the camp one takes the pass directly west to Yulibrien and the Kingdom of
westfolden and the lands of the Druids and the Gray Elves, or will go North to
Headless pass and the great city of Tarsus or south through Eyeguard and the
Vasting and King John’s lands.
Of the things said in good company
about the Dwarves, many have heard that;
*the written runes of Majic;
“Nulidian” are actually the Dwarven Alphabet.
*the Dwarves are impervious to some
kinds of magic and that their touch can disenchant weak items like potions and
curses.
*the Dwarves will eat human and
Elvin flesh.
*there are no Dwarven Majic Items or
Artifacts.
*a Dwarf cannot be trusted.
*that Dwarves cannot be killed with
arrows.
*that Dwarves speak with dragons.
*that Dwarves can only spend so much
time in the light and then must retreat below ground.
*that Dwarves can summon undead.
*that Dwarves can see things that
are invisible to Elves and Men.
*that a Dwarf can pick ANY lock.
Of the uses for Dwarf, the following
is common knowledge;
*Dwarf Heart – can be purchased
in bazars and some seedy markets and high-end apothecaries. A Dwarf heart, if warn openly around the
neck, will ward off unseen arrows. They
can be boiled and eaten before a trip underground. Powdered, they are used as curatives and
anti-venoms with other ingredients.
*Dwarf Teeth – Improve
bargaining skills and insure you are not cheated when dealing with appraisals
and mineral exchanges.
*Dwarf Fat – is an
aphrodisiac for Women.
*Dwarfs Bone (powdered) –
when used in leather preparation, helps ward armor made with that leather from
spell-craft.
*Dwarf Eyes – (pickled) Help
you find hidden treasure and secret doors.
*Dwarf Tears – Even just one,
if administered to a man, will destroy his willpower.
*Dwarf Tongue – is used in
silence spell crafting. If taken, it
will reduce the chance of someone lying or telling secrets. It is carried by Knights of King John, who
will eat it if they are captured.
Dwarves are a part of the world and like Elves, they are Innate Creatures, and from the Dark. Dwarves have a bond with the world and the elements and have ancient dark rituals passed down since the beginning of time, before the light that lets them bond with elemental spirits.
There are rituals, one of the known ones is the Ritual of Fire. the Ritual is complex and carried only by the remaining dwarven houses, and some creatures like Druids, or Dryads or the Great Nature Dragons. It is said to help a dwarf utilize elemental power to light fires, warm the air around them, and fan or wane flames. There are rituals for all the elements.
There is also the story of Boltar Helcast, who tore open the sky and drowned the Elves of Uperwi in fire, then chased Igni the Wanderer through the air all the way to the ruined city of Skyfall, and bound him there in chains of stone he called forth from the ground, so he could not return to the Green lands of the west, and his people.
It is also said the doors of the dwarves open only with the elemental will of their masters. It is why they have no real locks like the elves make, but their mechanism are interacted with by the control of elemental forces moving inside the stone itself, each locks complexity a description of the dwarfs power who built it.
More on the Elemental powers of the Dwarves
Each dwarf starts with the ability to interact with the elements. These are best described as improvable abilities. There are 5 "Gates" a Dwarves knowledge can "Pass Through" that develops it relationship with its elemental counterparts. Each Element has one of these Gates. They are called the gates of Fire, the gates of Air, etc.
A dwarf begins his PC career with 0/100 points in each elemental well. Points are acquired and lost through actions and rituals the PC performs. A Dwarf's Powers must first be awoken by another dwarf. After that, a PC's points are added to its wells in-game.
For instance, a dwarf PC takes part in the Initiation of Fire, held for him by his uncle. It lasts two days, and at the end of the ceremony, he gains a 1/100 in his Fire Well. This 1 point can be spent to accomplish feats in the game world. It may make it easier for him to light a fire, or may take away the chills.
Since the ritual is a representation of the bond between an elemental and the Dwarf, it is also the way in which the Elemental grows in strength, that and through the consumption of Incense through ritual, Gems, and Precious Metal.
When a well reaches 0, the dwarf suffers exhaustion, which requires a Con check to shrug off. Failure means unconsciousness for 1-4 hours.
The Initiation of (Fire, Air, Earth & Water). 1/100 - 14/100.
This Initiation allows the Dwarf to interact with the Elements.
The ritual must be performed by an Dwarf with greater than 50 points in their well. The cost of the ceremony is 100gp Incense, 100gp in Precious Metals, and 100gp in Gems/ Precious Minerals. The ritual takes 24 hours, during which the dwarf must make constitution checks. Each failure adds an hour to the ritual. It is not uncommon for the ritual to last 3 days. A roll of a 20 means the ritual has failed and the Dwarf was not able to secure the Elemental force.
Once completed the dwarf must sleep uninterrupted for one hour for each hour the ritual took to complete. Some dwarves have died trying to recover from the ritual, it is custom to attend a dwarf and look after them during this phase.
When the Dwarf awakes they can mark a Pool for the elemental power the Initiation was for, as 1/100. Think of this as a cross between hit points and spell points.
As points accrue, the PC can do things like, clear water, ignite fires, cool or warm the air around them, make digging easier, hold breath longer, etc.
The Trial of (Fire, Earth, Air & Water). 15/100 - 39/100.
The Trial is where the elements coalesce into an elemental force for the Dwarf. The Ritual costs $1,000pg worth of Incense, $1,000 worth of Gems / Minerals, and 1,000gp worth of Precious metals.
The ritual requires 3 full days to perform, or 72 hours. During this time, the dwarf must stay vigilant or be consumed by the elemental forces coalescing into the actual elemental. The Dwarf can stay conscious for 4 hours for every point of constitution they have. For each hour a dwarf has to stay awake after their constitution wears off, they must make a save, with each failure temporarily reducing the constitution of the dwarf. If the Con falls to 0 the dwarf dies. Death can come for any dwarf that has a con lower than 15, if they fail all their checks.
At the End of the Ritual the Dwarf Falls unconscious for 72 hours and must be looked after by someone if the dwarf is to survive. It is during this time that the elemental bonds with the dwarf.
When the Dwarf awakens, they gain their 15th point in the Elemental well the Ritual as performed for.
Those who have passed the Trial of Fire can do additional damage with elemental power, equivalent to 1pt of damage per Turn. They can amplify their previous abilities, and manipulate the elements in this way, by causing a flame to leap from a fire and land on someone. They can plash water in someone's face or on a torch, they can disrupt spell book pages with brief gusts, or dry mud, or locate rocks easily.
The Test of (Air, Earth, Fire & water). 40/100/ - 74/100.
This Ritual is where the Elemental forces become and actual Elemental for the Dwarf.
This Ritual Causes the Dwarf Significant Physical pain, Emotional Duress and Actual Damage. the Ritual Requires $5,000gp in Incense, $5,000gp of Precious Metals, and $5,000gp of Gems and Minerals. It takes 1-8 hours to perform, minus 1 hour for every point of Con above 14.
During the Ritual, The Element of the Test, will materialize and face the Dwarf, attacking or coalescing with it. Again the Dwarf must make a constitution check. If the Dwarf fails, the Elemental attacks that round doing 1-4 damage to the Dwarf, and giving the Dwarf a penalty of 1 on the next save. This is done for every point of Con the Dwarf has, and is viewed as a permanent HP total for the Elemental eventually. this continues until the Dwarf dies at the hands of the elemental, or it becomes an active independent agent of the Dwarf and a full fledged Elemental. For this reason Dwarves rarely attempt this Ritual without being moderately high level.
If the Dwarf survives. The Elemental now becomes an NPC that the DM Controls, until the PC reaches 50 points in the well, then the PC controls it themselves.
Lets say that during the ritual, the Dwarf PC with a 17 Con, rolled 17 times, and only failed two checks, but survived the ritual, this means that the Water Elemental is effectively a 1hd Creature with 15hp. It exists on the Elemental Plane, but can break through when summoned by the Dwarf. No artifice is required to do this, just the Dwarfs intentions.
The elemental can be commanded with the Dwarfs mind. In the beginning it is just attack, over time and after multiple summoning's the Elemental will become more familiar with the Prime Material Plane, and the bond between it and the Dwarf will grow stronger. Further, the protections offered by the relationship include things like the inability to drown, in protection from freezing to death and reduced damage from fire, or the ability to hurl large rocks.
It is at this level that Dwarven locks are able to be operated.
The Gate of (Water, Earth, Air & Fire). 75/100 - 99-100.
This Ritual requires a trip to the Elemental plane of the Elemental gate. It is conducted entirely by the elemental and no two rituals are the same. It occurs instantly when a well reaches 75 points. A rift to the elemental plane opens and the elemental pulls the dwarf in.
Some Dwarfs never return from this. Others return years later, and some, seem to be spit back almost instantly.
Once the Test has been passed, the Dwarf returns to the Prime Material Plane and bears a connection to the elemental of the Elementals devising. The Elemental can open small portal's to their home plane. It can handle more complex tasks. its HP now Match the Dwarfs as they rise and fall, its HD become 1 per level of the Dwarf. It's Thaco is per its HD and its damage is 1-8 per round. It can be up to 100' distant from the Dwarf. the dwarf has the ability to do things like Fly, shape stone, see and move underwater swiftly and indefinitely, throw fire, bury people, drown people, knock things from the air, etc.
It is at this level that Dwarven Locks are able to be Made.
"It happened quick. The bolt landed where I aimed, and the rage fell from its eyes as I think it knew as we all must, that this was the end, that this is what had killed it. And in that light I saw it, the blue light of that realm spill into ours, and like a bridge fallen beneath my feet, I dropped into it."
The dwarf fiddled with his pipe. In time he started again.
"It was Nazua, my elemntal that was there, caught me in herself. At first I thought I was drowned, there was no up, no air to swim to, no surface/ It was a while before I quit fighting for air. Then we swam, or she swam me. The strangest lights, the most beautiful and most terrifying things I have yet to see in my life were there, everywhere. It seems I was there forever. I saw a water nest of sorts, no way to really describe it, full of smoke and gems, and I recognized it. some of the items in it, the Blue Pearl from the Ritual of the Test of Water, and one of the silver ingots from the Basilisk hoard that was a part of the Initiation.
"There were other things also, small forces in the deep, currents? I think now they were a kind of child of Nazua. They were fascinated by me. And now, I have this." The dwarf said pulling on a ring with his thumb, that at first looked like silver, then of smooth stone, but it was water, from that place that he went. It danced around his hand.
"And you think you were gone a week?" I asked him. He looked at me then looked away as though we talked about his childhood or a time long gone, where good alone dwelled, a county, a time, his youth.
"At least" he said, turning back to his pipe and the distraction that it lent.
"To us, you fell through the floor and then burst right back up through it and a splash of water. The Kord had not even fallen to the ground when you cried out that you were home."
The Rite of (Fire, Water, Air & Earth). 100/100 - 200/100
The Rite of Fire is the last of the Gates. From this moment forward the Elemental and the Dwarfs power just continue to grow until death.
The Rite involves a "Grand Sacrifice" After which the Elemental will choose to stay bound to the Dwarf for all time, or to free itself of the bond.
If the Elemental stays, it becomes a semi permanent denizen of the Prime. It does 2-16 pts damage per round in a single attack. It can move independently in the world. It can take the dwarf into the elemental plane at will. It cannot be permanently killed. it regenerates either in the elemental plane over time or with sacrifices. its HP become permanent and rolled per the HD that match the Dwarfs level. Sacrifices can gain bonuses to the HP rolls. This will be the Elementals permanent HP.
The dwarf will be able to swim through stone, cause material to burst into flames, shred the wings of flying things, sink boats, collapse stone towers, etc. The Elemental will not dissipate into the elemental plane if the Dwarf goes unconscious or dies. It will work for the benefit of the Dwarf independently.
Dwarven Patriarchs can have Elemental Well of F350/100 - W400/100 - E125/100 - A25/100 Or even; E0 - W0 - A0 - F500/100.
More on the Elemental powers of the Dwarves
Each dwarf starts with the ability to interact with the elements. These are best described as improvable abilities. There are 5 "Gates" a Dwarves knowledge can "Pass Through" that develops it relationship with its elemental counterparts. Each Element has one of these Gates. They are called the gates of Fire, the gates of Air, etc.
A dwarf begins his PC career with 0/100 points in each elemental well. Points are acquired and lost through actions and rituals the PC performs. A Dwarf's Powers must first be awoken by another dwarf. After that, a PC's points are added to its wells in-game.
For instance, a dwarf PC takes part in the Initiation of Fire, held for him by his uncle. It lasts two days, and at the end of the ceremony, he gains a 1/100 in his Fire Well. This 1 point can be spent to accomplish feats in the game world. It may make it easier for him to light a fire, or may take away the chills.
Since the ritual is a representation of the bond between an elemental and the Dwarf, it is also the way in which the Elemental grows in strength, that and through the consumption of Incense through ritual, Gems, and Precious Metal.
When a well reaches 0, the dwarf suffers exhaustion, which requires a Con check to shrug off. Failure means unconsciousness for 1-4 hours.
The Initiation of (Fire, Air, Earth & Water). 1/100 - 14/100.
This Initiation allows the Dwarf to interact with the Elements.
The ritual must be performed by an Dwarf with greater than 50 points in their well. The cost of the ceremony is 100gp Incense, 100gp in Precious Metals, and 100gp in Gems/ Precious Minerals. The ritual takes 24 hours, during which the dwarf must make constitution checks. Each failure adds an hour to the ritual. It is not uncommon for the ritual to last 3 days. A roll of a 20 means the ritual has failed and the Dwarf was not able to secure the Elemental force.
Once completed the dwarf must sleep uninterrupted for one hour for each hour the ritual took to complete. Some dwarves have died trying to recover from the ritual, it is custom to attend a dwarf and look after them during this phase.
When the Dwarf awakes they can mark a Pool for the elemental power the Initiation was for, as 1/100. Think of this as a cross between hit points and spell points.
As points accrue, the PC can do things like, clear water, ignite fires, cool or warm the air around them, make digging easier, hold breath longer, etc.
The Trial of (Fire, Earth, Air & Water). 15/100 - 39/100.
The Trial is where the elements coalesce into an elemental force for the Dwarf. The Ritual costs $1,000pg worth of Incense, $1,000 worth of Gems / Minerals, and 1,000gp worth of Precious metals.
The ritual requires 3 full days to perform, or 72 hours. During this time, the dwarf must stay vigilant or be consumed by the elemental forces coalescing into the actual elemental. The Dwarf can stay conscious for 4 hours for every point of constitution they have. For each hour a dwarf has to stay awake after their constitution wears off, they must make a save, with each failure temporarily reducing the constitution of the dwarf. If the Con falls to 0 the dwarf dies. Death can come for any dwarf that has a con lower than 15, if they fail all their checks.
At the End of the Ritual the Dwarf Falls unconscious for 72 hours and must be looked after by someone if the dwarf is to survive. It is during this time that the elemental bonds with the dwarf.
When the Dwarf awakens, they gain their 15th point in the Elemental well the Ritual as performed for.
Those who have passed the Trial of Fire can do additional damage with elemental power, equivalent to 1pt of damage per Turn. They can amplify their previous abilities, and manipulate the elements in this way, by causing a flame to leap from a fire and land on someone. They can plash water in someone's face or on a torch, they can disrupt spell book pages with brief gusts, or dry mud, or locate rocks easily.
The Test of (Air, Earth, Fire & water). 40/100/ - 74/100.
This Ritual is where the Elemental forces become and actual Elemental for the Dwarf.
This Ritual Causes the Dwarf Significant Physical pain, Emotional Duress and Actual Damage. the Ritual Requires $5,000gp in Incense, $5,000gp of Precious Metals, and $5,000gp of Gems and Minerals. It takes 1-8 hours to perform, minus 1 hour for every point of Con above 14.
During the Ritual, The Element of the Test, will materialize and face the Dwarf, attacking or coalescing with it. Again the Dwarf must make a constitution check. If the Dwarf fails, the Elemental attacks that round doing 1-4 damage to the Dwarf, and giving the Dwarf a penalty of 1 on the next save. This is done for every point of Con the Dwarf has, and is viewed as a permanent HP total for the Elemental eventually. this continues until the Dwarf dies at the hands of the elemental, or it becomes an active independent agent of the Dwarf and a full fledged Elemental. For this reason Dwarves rarely attempt this Ritual without being moderately high level.
If the Dwarf survives. The Elemental now becomes an NPC that the DM Controls, until the PC reaches 50 points in the well, then the PC controls it themselves.
Lets say that during the ritual, the Dwarf PC with a 17 Con, rolled 17 times, and only failed two checks, but survived the ritual, this means that the Water Elemental is effectively a 1hd Creature with 15hp. It exists on the Elemental Plane, but can break through when summoned by the Dwarf. No artifice is required to do this, just the Dwarfs intentions.
The elemental can be commanded with the Dwarfs mind. In the beginning it is just attack, over time and after multiple summoning's the Elemental will become more familiar with the Prime Material Plane, and the bond between it and the Dwarf will grow stronger. Further, the protections offered by the relationship include things like the inability to drown, in protection from freezing to death and reduced damage from fire, or the ability to hurl large rocks.
It is at this level that Dwarven locks are able to be operated.
The Gate of (Water, Earth, Air & Fire). 75/100 - 99-100.
This Ritual requires a trip to the Elemental plane of the Elemental gate. It is conducted entirely by the elemental and no two rituals are the same. It occurs instantly when a well reaches 75 points. A rift to the elemental plane opens and the elemental pulls the dwarf in.
Some Dwarfs never return from this. Others return years later, and some, seem to be spit back almost instantly.
Once the Test has been passed, the Dwarf returns to the Prime Material Plane and bears a connection to the elemental of the Elementals devising. The Elemental can open small portal's to their home plane. It can handle more complex tasks. its HP now Match the Dwarfs as they rise and fall, its HD become 1 per level of the Dwarf. It's Thaco is per its HD and its damage is 1-8 per round. It can be up to 100' distant from the Dwarf. the dwarf has the ability to do things like Fly, shape stone, see and move underwater swiftly and indefinitely, throw fire, bury people, drown people, knock things from the air, etc.
It is at this level that Dwarven Locks are able to be Made.
"It happened quick. The bolt landed where I aimed, and the rage fell from its eyes as I think it knew as we all must, that this was the end, that this is what had killed it. And in that light I saw it, the blue light of that realm spill into ours, and like a bridge fallen beneath my feet, I dropped into it."
The dwarf fiddled with his pipe. In time he started again.
"It was Nazua, my elemntal that was there, caught me in herself. At first I thought I was drowned, there was no up, no air to swim to, no surface/ It was a while before I quit fighting for air. Then we swam, or she swam me. The strangest lights, the most beautiful and most terrifying things I have yet to see in my life were there, everywhere. It seems I was there forever. I saw a water nest of sorts, no way to really describe it, full of smoke and gems, and I recognized it. some of the items in it, the Blue Pearl from the Ritual of the Test of Water, and one of the silver ingots from the Basilisk hoard that was a part of the Initiation.
"There were other things also, small forces in the deep, currents? I think now they were a kind of child of Nazua. They were fascinated by me. And now, I have this." The dwarf said pulling on a ring with his thumb, that at first looked like silver, then of smooth stone, but it was water, from that place that he went. It danced around his hand.
"And you think you were gone a week?" I asked him. He looked at me then looked away as though we talked about his childhood or a time long gone, where good alone dwelled, a county, a time, his youth.
"At least" he said, turning back to his pipe and the distraction that it lent.
"To us, you fell through the floor and then burst right back up through it and a splash of water. The Kord had not even fallen to the ground when you cried out that you were home."
The Rite of (Fire, Water, Air & Earth). 100/100 - 200/100
The Rite of Fire is the last of the Gates. From this moment forward the Elemental and the Dwarfs power just continue to grow until death.
The Rite involves a "Grand Sacrifice" After which the Elemental will choose to stay bound to the Dwarf for all time, or to free itself of the bond.
If the Elemental stays, it becomes a semi permanent denizen of the Prime. It does 2-16 pts damage per round in a single attack. It can move independently in the world. It can take the dwarf into the elemental plane at will. It cannot be permanently killed. it regenerates either in the elemental plane over time or with sacrifices. its HP become permanent and rolled per the HD that match the Dwarfs level. Sacrifices can gain bonuses to the HP rolls. This will be the Elementals permanent HP.
The dwarf will be able to swim through stone, cause material to burst into flames, shred the wings of flying things, sink boats, collapse stone towers, etc. The Elemental will not dissipate into the elemental plane if the Dwarf goes unconscious or dies. It will work for the benefit of the Dwarf independently.
Dwarven Patriarchs can have Elemental Well of F350/100 - W400/100 - E125/100 - A25/100 Or even; E0 - W0 - A0 - F500/100.

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