However, Clerics of the Dwarf-Gods are not without powers of communion with the spirit world. In the endless dripping catacombs beneath the Temple of the Dwarf-Gods in Castle Blitzendrang are interred ancestors and heroes known collectively as the Revered Elders. These worthies exist in various states of sullen, grasping Undeath and are approached only with a high degree of caution and circumspection, for they resent intrusions by the living (and the cultic covenant with the Elders renders all attempts at Turning inefficacious).
Any Cleric of the Dwarf-Gods who has reached Priest level or higher may descend into the deep catacombs of Blitzendrang to beard the Revered Elders in their domain. This journey has a similar effect as the Magic-User spell Contact Other Plane, but rather than choosing a plane of remove, the Cleric chooses an analogous depth to which he will descend from the 3rd to 12th levels of the increasingly shade-stalked labyrinth. Considerations of sanity and survival conspire to make trips into the catacombs quite rare, but in no event may a Cleric attempt to consult the Elders more than once in a week; more frequent presumption yields the direst possible result.
The Revered Elders' knowledge and veracity is determined per the usual table, as is the Cleric's chance of returning with his sanity blasted. There is also a 10% chance per journey, checked independently of other rolls, that the jealous Undead will claim the Cleric for their own. In such a case, the character is retired from play and joins the ghastly ranks of the Elders, although he may (at the Referee's discretion) reach the threshold and gasp out some or all of his hard-bought knowledge before being dragged shrieking and gibbering back into the depths by unseen hands.
*****
Player characters in the Dwarf-Land campaign are Dwarves and Gnomes, generally assumed to be natives and citizens of Castle Blitzendrang and its surrounding estates. It is therefore also assumed that each player character has a place to live. To determine what sort of residence an individual player character maintains at the start of play, consult the following table:
RIBALD RESIDENCE TABLE (1d8)
You live in:
1. A Hollow Tree
2. A Very Large Mushroom
3. A Titanic Boot
4. An Ancient Barrow
5. A Cozy Cottage
6. A Hillside Smial
7. A Teetering Tower
8. A Subterranean Grotto
The lavishness of the residence's appointments will naturally increase over the character's career through the routine expenditure of upkeep costs and whatever improvements the character independently undertakes. As always, the Referee is encouraged to expand the table and replace entries as necessary to maintain variety in the milieu.
The more I read about Dwarf Land the more I want to play in it and/or run it. It's very rare that I actually want to run other people's campaign settings, but I love Dwarves. Your vision of them in particular is very attractive from a gaming standpoint.
ReplyDeleteI'm glad you like it. I'm now deciding whether to make that table a reflection of several the various quarters of the Dwarf-Town surrounding the castle - "the Boots", "the Smials", "the Barrows", etc.
ReplyDeleteI'm now deciding whether to make that table a reflection of several the various quarters of the Dwarf-Town surrounding the castle - "the Boots", "the Smials", "the Barrows", etc.
ReplyDeleteI would think some dwellings (smials, cottages) would be more likely clustered together than others (boots, barrows) though a method of indicating this might prove more trouble than it's worth.
Do dwarves and gnomes respectively favor any dwelling more than one another?
I would think some dwellings (smials, cottages) would be more likely clustered together than others (boots, barrows) though a method of indicating this might prove more trouble than it's worth.
ReplyDeleteYeah, I can't imagine there are that many boots unless there was a sale.
Do dwarves and gnomes respectively favor any dwelling more than one another?
Haven't decided yet, don't know if I ever will. Since Blitzendrang has been unmoored from Thunderhold, it's now adjacent to Dwarf-Town. There have to be farms and such, and I suspect Dwarf-Town is mostly cottages, towers, etc. with spots of "color." There just happen to be equal chances of everything right now because I haven't decided and because players enjoy getting weird shit. :)
There just happen to be equal chances of everything right now because I haven't decided and because players enjoy getting weird shit. :)
ReplyDeleteYeah, definitely so. I just mean more like "on the whole, dwarves prefer boots while gnomes prefer mushrooms," or vice versa.
Yeah, I can't imagine there are that many boots unless there was a sale.
ReplyDeleteDwarves hunting giants so they can construct proud trophy dwellings from their boots. Giants wondering if they should go to war against dwarves barefoot to avoid attention, but then again those huge iron heels are sweet for crushing dwarves on rock or drowning them in mud.
Castle Blitzendrang
Neither a fan of the Scottish Dwarf nor the Jewish one but a German Jewish Scientist Dwarf I can buy with some aid from the Glass Harmonica!
German Jewish Scientist Dwarf
ReplyDeleteThey're definitely more Germanic/Swiss/Low Country than Norse or Scottish, and more Glass Harmonica than Tolkien. There are, for instance, some ancient Dwarves bowling thunderously in a certain valley. They are best avoided.
It occurs to me that I may extend the table to d10 to allow for A GREAT WINDMILL as a potential residence. I'll get around to that when I get around to the LAWN GNOME BLOOD trait that allows one to assume the appearance of statuary.
(Actually, I think Granny Grimtits will probably live in a windmill or outsized gourd.)
Dwarves hunting giants so they can construct proud trophy dwellings from their boots.
ReplyDeleteOh, and I like this very much.
Loving the built in homes - neat touch.
ReplyDeleteThis is all great stuff.
ReplyDeleteI misread smial as "snail" several times in a row, though, and now I really want a character who lives in the shell of a gigantic snail. A little round door in the side, a metal chimney, a rope ladder... and the snail moves so slowly that the mailman never has trouble finding the house.
snail
ReplyDeleteHaha, I really like that.
(There are several "weird" residences around Dwarf-Town, including a decommissioned Daern's Instant Fortress.)
Truly inspired, Scott. Really liking this thread.
ReplyDelete...although he may (at the Referee's discretion) reach the threshold and gasp out some or all of his hard-bought knowledge before being dragged shrieking and gibbering back into the depths by unseen hands.
ReplyDeleteI cackled out loud at this.