Dwarf Runes
Dwarf Runes enable the Dwarfs to temper and bind magical essence in the fires of their forges. [2a]
Dwarfs are extremely resistant to magic and its influence, neither perceiving its presence nor feeling its effects. They have learned to use magic in a different way to other races, by inscribing it onto items such as hammers, axes and armour. The Dwarfs are the most successful of all the races when it comes to making magic items, indeed many of the most powerful magic weapons in circulation in the known world are made by the dwarfs.
Dwarf's who use Runes to create magic items are known as a Runesmith and as Dwarfs have no direct equivalent to a human wizard, they are very important individuals. [2a] Runesmiths are a very ancient guild of craftsmen, and for thousands of years they have preserved the secrets on how to forge magic runes with incredible power.
The Dwarf language, Khazalid, consists of runes, inscriptions specifically designed to be carved in stone or engraved on metal. Magic runes are different to ordinary runes in shape and detail, but much of what makes a rune magical is how and when it is inscribed. These arcane runes trap magical energy - their presence binds and holds magic just as a nail would hold to pieces of wood. [2b]
Especially powerful runes include the awesome master runes and certain secret runes known only to the runesmiths of the temple of Grungni, Grimnir and Valaya. Inscribed into a weapon, the rune may glow or flash, especially when it is unsheathed for battle and although most will fade over time, hundreds or thousands of years, the eternal runes never fade. [2b]
Contents
History
Ancestor God Thungni is the progenitor of the Runesmith clans and taught his offspring the secrets of runesmithing. [10b]
According to the Dwarf Loremaster Ulther Harginsson, in ancient times some Dragons were allies of the Dwarfs, even helping carve out their halls and set Runes into Gromril with dragonfire in exchange for treasure to attract mates. After betrayals by the dragons, the Dwarfs will longer trust the Drakk and so some greater runes can no longer be forged. [1a]
Rules of Runecraft
- Jealous Runes: Only a single Master Rune may be inscribed on an item. [11][13]
- Rule of Form: Runes must be inscribed on the item that they are designed for - Weapon runes on weapons, Armour runes on armour etc. [11][13]
- Rule of Pride: Runesmiths do not like to repeat themselves and will not copy the work of others once they have concluded their apprenticeship. [11][13]
- Rule of Three: It is virtually impossible for a item to bear more than three runes.[11][13]
Known Runes
- Ancestor Rune: Standard Rune. Assist nearby Dawi to remember that their duty. [11][13]
- Curse Rune: Anyone other than bearer touched by the Rune item is weakened. [7]
- Dragon Rune: Drakk-Dreng-Rhun: A symbol of a stretched hide and is potent against Dragons, Giants and other monsters. [2d]
- Enchanted Rune: The inscribed ranged weapon is infused with magic.[12b]
- Flakkson's Rune of Seeking: Engineering rune. Created to assist Bolt Throwers in shooting down Dragon riders in the War of Vengeance. [11][13][Note1]
- Grudge Rune: The weapon is extremely deadly to a named individual but will fade when the enemy is slain. [7a][8][11][13]
- Grimnir's Rune: Grimnir-Rhun:. [2f]
- Grungni's Rune: Grungni-Rhun: first created in Karak Azul. [2f]
- Iron Rune: Azul-Rhun: The rune seems to depict a furnace. [2e]
- Master Rune of Adamant: Armour rune. Improves the wearer's resilience. [4a][8][11][13]
- Master Rune of Alaric the Mad: Ignores the armour and any other defences of those it strikes. [10a][13]
- Master Rune of Balance: Talismanic rune forged from the embers of a captured spellbook. Makes casting spells more difficult near the Rune. [7][8][11][13]
- Master Rune of Banishment: Makes the weapon more effective against the Undead. [7]
- Master Rune of Breaking: Can destroy the inferior weapons of the enemies of the Dwarfs. [8][11][13]
- Master Rune of Calm: This powerful Rune stills the Winds of Magic. [8]
- Master Rune of Challenge: Talismanic rune often inscribed into a book or a warhorn. Forces the enemy to attack the wielder or flee. [13]
- Master Rune of Daemon Slaying: Makes the weapon more effective against Daemons. [7]
- Master Rune of Defence: Engineering Rune. Reduces the effectiveness of missiles used against the war machine or defensive work it is inscribed upon. [7][13]
- Master Rune of Dismay: Talismanic rune often inscribed into a book or a warhorn. When sounded causes foes to tremble and quake in fear. [4a][6][13]
- Master of Dragon Slaying: Merely wounding a Dragon will kill it outright. [7][8]
- Master Rune of Death: Anyone wounded by the weapon is killed. [4a] Said to have been engraved on the weapons with which Grungni slew Urmskaladrak. [6]
- Master Rune of Disguise: Engineering rune. Renders a War Machine almost invisible. [8][11][13]
- Master Rune of Bursting Flame: Ranged weapons inscribed with this rune enable its ammunition to burst into flame.[12b]
- Master Rune of Expel Chaos: Helps allies resist corruption. [10a]
- Master Rune of Fear: Standard rune. Unit gives the illusion of being giants instead of dwarfs. [8][13]
- Master Rune of Flight: Used since ancient days to surprise the enemies of the Dwarfs, it enables a weapon to be thrown a considerable distance and then return to the wielder. [4a][8][11][13]
- Master Rune of Grimnir: [10a]
- Master Rune of Gromril: Armour rune. Greatly increases the defences of the wearer. It takes months of hammering in a precise rhythm and the purest metals, missing one strike can diffuse its powers. [4a][7][8][11][13]
- Master Rune of Groth One-Eye: When inscribes upon a banner it bolsters the stubbornness of nearby Dawi. [11]
- Master Rune of Grungni: Standard rune. Uses the Winds of Magic to protect the bearer and any nearby Dwarfs from missile fire. [8][11][13]
- Master Rune of Haste: [10a]
- Master Rune of Hesitation: Causes the enemy to pause in their charges against the Dwarf throng. [8]
- Master Rune of Immolation: Engineering rune. A desperate rune that explodes Dwarf war machine that is in danger of being captured. [8][11][13]
- Master Rune of Industry:[10a]
- Master Rune of Kingship: Talismanic Rune. Must be inscribed on a crown making the wearer and those they lead immune to terrors of war. First worn by High King Gotrek Starbreaker. [6][13]
- Master Rune of Kragg the Grim: Weapon rune that enhances Great Weapons. Runelord Kragg the Grim deciphered ancient axes with this rune but did not create it himself. [13]
- Master Rune of Misfortune: First created by Duronk the Crafty, Rune activates if the item is ever in possession of anyone other than the Clan or Clans it was made for. [7]
- Master Rune of Passage: The bearer can move through virtually any inanimate objects [10a] and vegetation. [11]
- Master Rune of Piercing: Enables the projectiles of a ranged weapon to easily penetrate armour and flesh.[12b]
- Master Rune of Skalf Blackhammer: Able to make a weapon wound enemies with ease. {{Fn|11}[10a][13]
- Master Rune of Skewering: Engineering Rune. Increases the accuracy of crossbow or a bolt thrower. [7][13][Conflicting Sources7]
- Master Rune of Slaying: Makes the ranged weapon potent against Dragons, Giants and Trolls.[12b]
- Master Rune of Smithing: Preserved in Karak Kadrin within the ancient tome Runedrokikron. Weapon with it causes mighty wounds. [8][11][13]
- Master Rune of Snorri Spangelhelm: Aids the wielder in hitting their foes. Its awesomeness can bring tears to the eyes of a Runesmith. [10a][11][13] [Conflicting Sources1]
- Master Rune of Spellbinding: Talismanic rune. Defends against enemy magic. [7][13][Conflicting Sources5]
- Master Rune of Spite: Talismanic rune. First devised by Vikram to defend the gates of Karaz-a-Karak. Enemies may find their attacks reflected back on themselves. [5][6][8][11][13]
- Master Rune of Steel: Armour rune. Increases the resilience and protection of the armour it is inscribed upon. [7][13]
- Master Rune of Stromni Redbeard: Standard rune. When inscribed upon a banner it boosts the fighting prowess of nearby Dawi. [10a][11][13]
- Master Rune of Swiftness: First struck by Thurgrom the Hermit who was the last Runesmith to work in the Elf cities of the Old World. It grants great speed. The Rune must be slaked in quicksilver. [6][8][11][13]
- Master Rune of Taunting: It attempts to force nearby enemies to charge the bearer. [7]
- Master Rune of Valaya: Standard rune. Any spell cast at the bearer will be greatly hindered or fail. [7][11][13]
- Master Rune of Vengeance: As a enemy mage attempts to draw the power to cast a spell, they are struck by lightning bolts - the more winds they draw, the more frequent the strikes. [9]
- Mighty Strike: Drengdang-Rhun: May date from the time stone great axes and hammers were used, its form is that of a doubled rune for striking. [2d]
- Rune of Accuracy: Engineering Rune that makes the weapon more likely to hit, may only be inscribed upon a stone-thrower or a ranged weapon. [6][12b][13]
- Rune of Alarm: Should a living creature pass within a yard of the Rune it will sound a very loud alarm. [7]
- Rune of Battle: Standard rune. Aids the unit win close combats. Once even lesser Dwarf Holds and mines inscribed this rune on their banners. [4a][8][11][13]
- Rune of Banishment: Ghull-Dreng-Rhun: Said to have been created by Snorri Spangelhelm and commonly used on the burial goods of Dwarf Lords to prevent intrusion by Ghouls or Wights. [2d][8]
- Rune of Blasting: Causes a large explosion. [7]
- Rune of Breaking: It can shatter enemy weapons if its parries them, but does mnot effect natural weapons. [7]
- Rune of Brotherhood: Talismanic rune. Allows the dwarf to assimilate skills of his closest comrades. [13]
- Rune of Burning: Engineering Rune. Ammunition fired by the weapon burst into flame when it hits it target. [6][8][11][13]
- Rune of Clear Sight: Enables the wearer of the talisman to ignore any fog, mist or smoke. [10a]
- Rune of Cleaving: Azz-Rhun: [2d][8] [Conflicting Sources2]
- Rune of Communication: A pair of Runes are created together and the holder of each will always know the general direction and distance of the other. [7]
- Rune of Confusion: The enthusiasm of enemies charging the bearer fades away. [8]
- Rune of Courage: Kuzz-Rhun: Standard rune. The rune represents the flayed pelt of a beast recalling the time when young dwarfs where required to go out into the wilds and return with the skin of a wild creature which would be made into a banner to prove his courage. [2f][8][11][13]
- Rune of Cutting: Hakka-Rhun: One of the oldest runes and not attributed to any specific Runesmith, it is likely to have originally been carved on to the wood or bone hilts of stone axes. [2d] [4a]
- Rune of Daunting: Enables a Dawi to cause fear. [10a]
- Rune of Daemon Slaying: From the time of the Ancestor Gods, it is a potent weapon against the servants of Chaos. [11]
- Rune of Determination: Standard rune. Magnifies the spirit of Dwarfen tenacity even in the most hopeless struggles. [13]
- Rune of Disclosure: When inscribed upon a box it will glow if anything false or a forgery. [7]
- Rune of Discovery: Enables the bearer to find a specific gem or metal which glows when nearby. [10a]
- Rune of Disguise: Engineering Rune, it distorts the space around the war-machine keeping it hidden until it fires.[6]
- Rune of Dismay: The Rune fills foe with great dread. [11]
- Rune of Enemy Detection: Detects a specific type of creature within range. [10a]
- Rune of Far Sight: The talisman allows the bearer to see much further. [10a]
- Rune of Fate: Talismanic rune. A portion of the soul of the wearer is kept within a jewel. Grants dreams of future battles. [7][13]
- Rune of Fear: Dwor-Rhun: Invented by Okri Two-Hoards to defend his hoard when he was away. [2f][8]
- Rune of Fire: The Rune is forged whilst the weapon is still white-hot and bonds the heat of the forge to it. [8][11][13]
- Rune of Forging: Engineering Rune. Protects the war-machine from misfires. [6][8][11][13]
- Rune of Fortitude: Armour rune. Increases the health and vitality of the wearer. Some claim that the Rune itself becomes sentient, but the Runesmith's deny this. [7][11][13]
- Rune of Fortune: Akrak-Rhun: Commonly used on axes or swords, it is derived from the rune for promise or bond. [2d] When used as an Engineering rune on a war-machine helps prevents malfunctions or misfires. [6][8][13]
- Rune of the Furnace: Talismanic rune. Designed to aid forgeworkers. Grants immunity to any form of Fire. [4a] [6][8][11][13]
- Rune of Fury: Increases the attacks of the bearer by enraging them with unavenged Grudges. [4a][8][11][13]
- Rune of Guarding: Standard rune. Protects the Battle Standard Bearer. [13]
- Rune of Healing: The wearer slowly regenerates. [7]
- Rune of Hearth and Home: Strengthens the resolve of nearby Dawi. [10a]
- Rune of Illusion: Inscribed on a Weapon, it grants the holder the appearance of a great and ferocious creature. [7]
- Rune of Immolation: Engineering Rune that can be used to destroy a war-machine to prevent it falling into enemy hands. [6]
- Rune of Impact: When struck onto armour it adds powerful momentum to the charge of the wearer.[11]
- Rune of Iron: Armour rune. It is often used in multiples to provide overlapping protection akin to folded steel. [4a][8][11][Conflicting Sources3]
- Rune of Kadrin: Often used on standards, it makes the bearer and other Dwarfs less likely to miss. [7]
- Rune of Luck: Talismanic rune. Magmund Hammerson, Runesmith who first created this Rune, won a fortune through gambling. [8][5][6][11][13]
- Rune of Locking: Only a Rune of Opening can open a lock with this Rune. [7]
- Rune of Might: Duruk-Rhun Often used on hammers in Karaz-a-Karak - it is simple in form but several different ancestors are credited with its creation. It grants great strength to the wielder. [2e][8][11][13]
- Rune of Molten Steel: Projectiles unleased by the inscribed ranged weapon burn with fury.[12b]
- Rune of Oath and Steel: Strengthens the armour of nearby Dawi. [10a]
- Rune of Opening: A temporary rune that can open any lock. [7]
- Rune of Parrying: Klang-Rhun: Simple and ancient Rune. [2e] [8]
- Rune of Passage: Vegetation, rocks, snow and mud are cleared aside as the Dwarf advances. [6][8]
- Rune of Penetrating: Engineering rune. Increases the power of the war-machine. [6][13]
- Rune of Plenty: Makes a container produce more of any one substance or item such as arrows, porridge, sulphur etc. [7]
- Rune of Preservation: Armour rune. Protects the wearers weaknesses. [8][11][13][Conflicting Sources4]
- Rune of Purification: Helps nearby allies resist toxins in the air or water. [10a]
- Rune of Rapid Fire: Allows the ranged weapon to fire extremely fast. Or just a clever innovation instead of a true rune. [12b]
- Rune of Reflection: An enemy wizard loses control of their own spells which rebel and are used against them. [9]
- Rune of Reloading: Engineering rune. Makes a proven war machine almost sentient in its ability to allow repairs. It may fire quickly even after misfires. [8][13]
- Rune of Resistance: Increases the protection granted by the armour it is inscribed upon. [4a]
- Rune of Restoration: It can heal Dwarfs or other races, to a lesser extent. [7]
- Rune of Retribution:. [10a]
- Rune of Sanctuary: Standard rune. Grants protection against magic. [7][11][13]
- Rune of Seeking: Engineering Rune, Bolt Throwers with this Rune are highly accurate against flying targets. [6]
- Rune of Skewering: Engineering rune. First created with the aid of the Elves, they would regret it during the War of Vengeance. [8][Conflicting Sources7]
- Rune of Shielding: Provides additional defence against missiles including magic missiles and spells. [7][8] it was first created during the War of Vengeance and used on the shields of entire regiments. [11]
- Rune of Slowness: Standard rune. Anyone attacking the bearer is slowed as the banner projects a barrier which draws on the intractable nature of the nearby Dawi. [7][11][13]
- Rune of Smiting: Causes brutal wounds. [5]
- Rune of Spellbreaking: Talismanic rune. Runesmiths use this to counter enemy magic like other wizard would use a Dispel Scroll. It is said to be created by Grungni and Valaya working together. [6][8][11][13]
- Rune of Spell Eating: Absorbs and stores the energy of a spell cast at them. [7]
- Rune of Spell-Hating:Used by Runesmiths during the War of Vengeance, it can shut down the most powerful of sorcery, no matter how much power is used in its casting. [9]
- Rune of Speed: A weapon moves faster with this rune inscribed upon it. [7][8][11][13]
- Rune of Stalwart: Provides a defence against things that cause fear and terror. [7]
- Rune of Striking: Dang-Rhun: Ancient rune likely used on the first metal weapons, especially favoured on swords. It assists the wielder to easily reach the most vulnerable areas on a foe. [2d][8][11][13]
- Rune of Stoicism: Standard rune. A reminder to all Dawi that each one of them carries the legacy of their ancestors and hence is never alone. [11][13]
- Rune of Stone: Armour rune. Increases the protection of the armour it is inscribed upon. The first rune an apprentice learns. [4a][8][11][13]
- Rune of Swiftness: Alabrin-Rhun: Supposedly stolen from the Elves by Thurgard the Treacherous but its lore is kept secret by his descendants. [2e]
- Rune of Toughness: Increases the resilience. [5]
- Rune of Transformation: Allows a weapon to be transformed into another weapon. [7]
- Rune of Truth: Detects faked, forged or counterfeited items. [10a]
- Rune of Valiant: Provides defence against fear and terror.[7][13]
- Rune of Verminkin: Injuries nearby Skaven and rodents. [10a]
- Rune of Warding: Talismanic rune. Protects the wearer from magic [7][13] or wounds.[8][11]
- Rune of Warning: The wearer is never surprised by enemies as the Rune will give them a odd feeling if an attack is imminent. [7]
- Rune of Wrath and Ruin: A raging storm strikes the nearby enemies of the Dawi. [10a]
- Shield Rune: Thrung-Rhun: A shield reinforced by a vertical stroke is the form of the rune and is also similar to the rune for a clan. [2e]
- Spelleater Rune: Narga-Rhun: Talismanic rune. [2f][Conflicting Sources6]
- Stalwart Rune: The crew of the war machine fight harder to defend it. [8][13]
- Strollaz' Rune: Standard Rune. Dwarfs that march beneath this rune standard are relentless to advance. [8][11][13]
- Valaya's Rune: Valaya-Rhun: Her rune represents a shield and defends against magical attacks. [2f]
- Za: The Rune of Kingship. [3a]
Ancestor Runes
These were forged in ancient times and are normally inert in modern times, only becoming active when the Winds of Magic blow strongest. [10a]
Doom Runes
These can only be struck upon an Anvil of Doom - the Rune of Hearth and Home, the Rune of Oath and Steel and the Rune of Wrath and Ruin. [10a]
Runic Tattoos
Runes that are inscribed onto the flesh of members of the Slayer Cult.[12a]
Name Runes
An object created by a Runesmith is marked with their name and this Name Rune can itself have its own powerful properties. [2c]
Warfare
Rune weapons can be great two-handed swords or axes, hammers, swords but not lesser weapons such as spears. [2c]
Gallery
Quotes
Find the heart of the mountain. Take it on the last day of the third moon. Stoke the furnace at midnight. When the ore glows red. Hammer it before the dawn. Bend seven times the white-hot metal upon itself. Recite seven times the rune of forging. Quench in the blood of a dragon. Slake red hot in the quicksilver of Karak Ungol. Do this in the name of Haki the ancestor. Temper in the blood of a Troll slain on the day of Grungni. Bind the hilt with Dragon hide, with the horn inside. Haft the hilt with Azgal's gold, bind with azul-metal. Mark the Orc-fang pommel with the sign of Grimnir. Perform the naming rite with ale upon Valaya's altar. The slaying of a Troll by night will make the rune to glow for a thousand years.
~ Forging a Magic Sword. [2c] |
Notes
- Conflicting Sources1: Revised 6th Edition army book contains regular Rune of Snorri Spangelhelm while 8th edition and DPG contain the Master Rune.
- Conflicting Sources2: Revised 6th Edition army book version of Rune of Cleaving only enhances the strength of the wielder while 4th edition version is an ancient rune that ignores all non-magical armour.
- Conflicting Sources3: Revised 6th Edition army book version of Rune of Iron provides magical defences instead of toughening the wearer while 8th and W:TOW versions increases the toughness of the wearer.
- Conflicting Sources4: Revised 6th and 8th Edition army book version of Rune of Preservation mentions that it was created after the prince Valkan Firebrand was decapitated by a Wight. Instead W:TOW Forces of Fantasy notes that the rune was first created to counter the decapitating blows of the swordmasters of the Elves. Effect is the same.
- Conflicting Sources5: Revised 6th army book version of Master Rune of Spellbinding makes dispelling easier while Realms of Sorcery states that Lower level spells are unable to be cast near this Rune.
- Conflicting Sources6: Revised 6th armybook version of Rune of Spelleating does not affect enemy runes. Instead it is a more powerful version of Rune of Spellbreaking. While 4th edition version states that: It is a complex rune which is the specialty of Karak Azgal, it is difficult for a rune to be created that can nullify other runes so its lore is kept highly secret.
- Conflicting Sources7: Different sources conflict is the Rune of Skewering a Master rune or not. Lore and effect remains the same.
- Note1: Flak is a term for Anti-aircraft warfare
Sources
- 1: Old World Bestiary
- 1a: Dragons, pg. 54
- 2: White Dwarf 153 (UK)
- 3: White Dwarf 160 (UK)
- 3a: Thorgrim Grudge Bearer, pg. 6
- 4: White Dwarf 163 (UK)
- 4a: The Battle at the East Gate, pg. 47
- 5: White Dwarf 165 (UK), pg. 55
- 6: White Dwarf 206 (UK), Runes Sheet
- 7: Realms of Sorcery (1st Edition), Thungni's Runes, pg. 217-226
- 8: Forces of Fantasy (TOW): Runic Items, pg. 32-38
- 9: White Dwarf 266 (UK): The War of the Beard: Part II: The Dwarf's War of Vengeance, pg. 56
- 10: Dwarf Players Guide
- 11: Warhammer Armies: Dwarfs (8th Edition), Runic Items, pg. 59-65
- 12: Arcane Journal: Dwarfen Mountain Holds:
- 13: Warhammer Armies: Dwarfs (Revised 6th Edition): Dwarf Runes, pg. 43-47
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