A peek at some of the entities in the world and in the game - The Dwarves
The Ancient Dwarves
Homo twergus Species Bonuses are for Physical = 0.9, Intellectual = 0.9, Somatic = 1.2, Aesthetics = 1.1, Ethos = 0.8, Illicitness = 1.1. Ancient Dwarves like Giants were formed out of the primal material and shaped by the Lacuna (They automatically have the Skill of Transference) that shaped the Superverse. They have an innate subtle understanding of the primal forces that course though their veins. This understanding gives them power to stem the tide of chaos and to shape these forces.
The Ancient Dwarves are cursed with one inborn skill of shape shifting into a permanent stone statue of them if they go out into the daylight. This inborn skill has not been passed onto their children. Ancient Dwarves are proud of their complete mastery of fire and water, both decorative and utilitarian. Their forges and furnaces are world famous. The extensive underground waterways that connect their halls were created as a means of transporting ore from lode to forge. However, it is not in the nature of Ancient Dwarves to leave unperfected any work of their hands, and the dramatic beauty of their dams, locks, canals, and harbors, embellished with waterfalls and fountains, is not the least of their endeavors.
The nature of the Dwarf is such that he cannot be persuaded into any convictions other than his own. Although he is subject to enslavement by runic chants, riddles, or trickery, dwarf can be forced to work for others both above and below ground. This is an involuntary and grudging servant that is so obtained. A Dwarf is a willing slave only to his own nature.
The Ancient Dwarves are very long-lived but not immortal. Their lives are centuries long and generally free of physical afflictions other than flat feet. Very few Ancient Dwarves are left in the Superverse. Their women and children are scarce, seldom seen, and silent, but the race is hardy. They are a dying species because they can not reproduce their own kind. Their origination is Somatic/Aesthetic. The offspring of the Ancient Dwarves are one of four subspecies of the modern Dwarves:
Dwarves of Under Mounts, the Rock Dwarves
Homo dweorhus quadrumus Species Bonuses are for Physical = 1.0, Intellectual = 0.9, Somatic = 1.2, Aesthetics = 1.2, Ethos = 0.9, Illicitness = 0.9. They are excellent smiths; their chosen materials are all manners of metals, gemstones, crystal, glass, and anything that can take shape and form under their hand. They prefer those materials which can be found, produced, or raised in their domain: leathers of muskrat, badger, mole, and ferret are valued by them for clothes, and their babies are dressed in the soft fur of bats. Goods which they do not provide for themselves are obtained by barter with Liosalfars who trade cloth, rope, nets, basket ware, foodstuffs, crude amber, and so forth in return for finished metal products such as jewelry, swords, arrowheads, chains, and lanterns. Elfin children receive ingenious toys and games from Rock Dwarves in return for jars of fireflies, the one of two only pets Dwarves care to keep. The other pet is the Badger. Badgers are to Dwarves as dogs are to humans; they are not only pets but also companion, helper workers and watchers of the day.
When Rock Dwarves are above ground, they apply themselves industriously to various occupations. They seek out patterns, ideas, designs, and inventions to take home. To this end, they attach themselves to the service of Wizards, Alchemists, Astrologers, and all manners of Engineers. Willing to serve as messengers, couriers, court functionaries, and entertainers, they thereby gain much knowledge of the plans of Hominids regarding the kingdoms of the Dwarves. They may stay above ground for long periods of time. Some become involved in the affairs of the upper world and participate in many adventures. Dwarves and their homely cousins, the Gnomes, occasionally establish colonies in caves and hills or attach themselves singly to households and forget gradually about going back below, devoting themselves instead to creating little but mischief. These Dwarves are of the lowest intelligence and are regarded as utter derelicts by the rest of their race.
Dwarves of Forest, the Antipoles
Homo dweorhus antepolus Species Bonuses are for Physical = 1.0, Intellectual = 0.9, Somatic = 1.2, Aesthetics = 1.1, Ethos = 0.9, Illicitness = 1.1. The Antipole has the inborn skill of Shape Shifting to a lion. The Antipoles produce items from wood, stone, and leather. They also collect wooden artifacts and will not lend these artifacts to any entities, trade them or sell them. It is said that Alfar live in caves or in grooves. They have been known to defend the forest and creatures in it, but more out of needs and wants than noble causes. Their origination is Physical. Their color is Yellow. They are the children of Tara.
Some female Antipoles, as they mature, lose the ability to live normal lives and need the support of another entity. These Antipoles form a synergetic relationship with another entity usually a Great Forest Lion. The Antipoles and Great Forest Lions have been known to live together and form communities. Some Antipoles and Lions have formed union. Their offspring are known as Leontocentaurs.
Dwarves of Mountains, the Nibelungs
Homo dweorhus nibelungus Species Bonuses are for Physical = 1.0, Intellectual = 0.9, Somatic = 1.2, Aesthetics = 1.1, Ethos = 0.9, Illicitness = 1.1. Their origination is Somatic/Aesthetic.
Dwarven Trolls, Bygdevolk
Homo dweorhus treppus Species Bonuses are for Physical = 1.1, Intellectual = 1.3, Somatic = 1.3, Aesthetics = 0.5, Ethos = 0.7, Illicitness = 1.1. Bygdevolk, the fourth species of dwarves, are the least attractive and most frightening in appearance, generally having a variety of other deformities such as, immoderate humps on their backs, long crooked noses, weak eyesight, flat feet, and children who are chronically adenoidal and round-shouldered.
Bygdevolk are the tallest dwarves, around five feet tall but can be shorter. However, they are the most dangerous, for they are fantastically intelligent, and are not easily frightened. In contests with hominids they are usually winners; alas that their great dwarven size and terrifying, unsavory appearance, however their appearance is not that intimidating because that many hominids have challenge them to a duel of either arms or wits. They live sometimes in single family or community with a King as a ruler. The Capitol City is Guldberg in heart of the Byde forest. They love gold and silver and, if possible, build their houses out crystals. They have been known to trade and lend at usury rate to hominids. However, they also love to steal provision, women and children.
The Bygdevolk are experts at Runeslog especially Maalrunor (speech-runes) and Trollrumor (Arcane-runes). The Trollrunor are divided into Skaderrunor (Mischief-runes) and Hjelprunor (Help-runes).
Bygdevolk prefer to live in city mount under artificial hills deep in the forest, but they do like the outdoors. They surround themselves with thorn brushes and stone walls. They dress themselves after a fashion of simple peasants. They bake, brew excellent ale and farm the land around their homes. They are not into smithery or handicrafts. The Bygdevolk have a great dislike for noise and hate the sound of a church bell. Thunder or the beating of drums frightens them. It has been known to drive them out of a community. They are very brave soldiers and their favorite weapons are wooden cudgels and stone shields. In combat, they love to give riddles to their victims before they kill them. Their origination is Somatic/Intellectual.
Rumors about the Dwarf are:
1. That Dwarf has strain of true malignancy.
2. That they have Mead of Poetry – Gift of verse or heady inspiration.
3. That Volund is a master of the smithery craft.
4. That in the practice of arcane arts, Dwarves have little interest, limiting themselves instead to the manufacturing of arcane objects in which they delight: rings, Hel-Kaplein, Tarnkappe, belts, locks, hinges, and doors. These wares are highly prized the world over; they are very dependable and very, very difficult to come by.
5. That Dwarf learns the language of Runes from the Giants. Some say that Dwarves taught the Giants the language. They have the ability use Rune Chants .
6. Those Dwarves alone can afford to wear cabochon diamonds.
7. That Dwarves posses much foresight, which is to say they know the best thing to be done now for the sake of future events.
8. That Dwarf doors, particularly those set in the rock sides of mountains, are not always visible at first. A command word or Item may be necessary to make the outlines of the door appear, or they may be apparent only on certain days of the year, and so forth. Occasionally the doors are guarded on the outside by fierce dogs or a captive Troll or two. These can be placated with the hitherto mysterious articles you have been instructed to collect on the way. Keys are not unknown for opening the doors, but by and large the operative device is the spoken word. It is well to stand back a bit from the doors when opening them because they swing outward. Enter carefully but without delay since they will swing shut before you expect them to, having given you and your party barely enough time to enter. Getting out again is where Man is separated from Heroes. Dwarf doors are still usable even in areas where Dwarves have long ceased to live.
9. That Ghost of Hominids or of Spirits does not frighten dwarves, but they are much troubled by Dragons, Trolls and Hominids.
10. Those Dwarves most often appear at mealtimes, unexpectedly, particularly when there is something very good to eat in the kitchen. It is wise to share with them.
11. Those Dwarves are susceptible to a hideous lust for raw crystals and gold which can overcome their normally greater love for things of beauty and skillful craftsmanship. Thus corrupted, a Dwarf will put quantity above quality, mass above magic, and as his hoard of crystals or gold grows his skill and interest in making and creating diminishes. Gloat replaces glee, craftiness supplants craftsmanship, and whole kingdoms of innocent Dwarves have been trapped and enslaved by the insatiable greed of one contaminated Dwarf.
12. That Hel-Kaplein or Tarnkappe of Invisibility is the most harmless and most useful of the arcane wares Dwarves produce. They wear them themselves at all times. If you see a Dwarf without a Hel-Kaplein or Tarnkappe, remember that the Hel-Kaplein or Tarnkappe itself can be invisible. One of the great marks of a Dwarf’s esteem is the gift of such an article. It has been rumor that Hel-Kaplein or Tarnkappe can have only two skills transferred to it. Only particle Skills can be transferred to Hel-Kaplein or Tarnkape such as invisibility, Bravery, Heroism, Strength, Shape Shifting, Prophetic and strength.
13. That wizards from time to time assign to their care newborn infants whom must be brought up in hiding. The dwarf settles down in a small cottage in the woods with the child and remains there contentedly with it until the Wizard calls for the full-grown lad to assume his rightful heritage.
14. Those Dwarves are known to give helpful entities, the Sabel och Mard as rewards.
15. That Bydevolk like to wear gray jackets.
16. That Ulva, a Bydevolk, has a golden harp that can charm entities.
17. That Moen Nam Cymru is a Holy Island to dwarves and giants. This island has the tombs of ancient entities. To know the name of one of these entities is to gain an aptitude slot with a Skill.
18. That if a Dwarf has a Totem Helpers, Badger is usually one of them.