The Dead-Eyed
Dwarves are bald and bearded, shorter and stronger than men. They value only
work and blood.
Appearance
STOMP STOMP
STOMP – the heavy iron-shod boots of Dwarves passing invisibly but for glaring
lamps and lances of light.
For the
Dead-Eyed Dwarves have many magics; cloaks which make the wearer invisible,
clicking rings which make their owner large or small, strange insect-lenses
which pick up every drop of light and ever stranger eye-wear; pearl-pale
cyclopean masks which perceive the flow of ‘dark’ itself and twin-cone faces
which turn rebounding clicks and whines into images in the air. Beneath these,
often, grills or tubes, breathing apparatus or voice amplifiers, who knows.
Beneath those; beards.
Their lamp are
harsh, actinic and directional; itself a near-aggressive act within the Veins.
The blinding sharp-edged light turns the Dwarves behind them into silhouettes. The
tramping, trudging, armoured and indifferent Dwarves. Few cultures of the Veins
dare to wear full-armour underground; none but the Dead-Eyes possess the craft
to endlessly clean, amend and fix their metal shell, the brutal endurance to
carry metal weight, nor the size-shifting techno-magic which lets them shrink
and grow, giving them access to shafts and warrens which others attempt only in
extremity.
They can pass
invisibly, but they are loud. Stomp, stomp, stomp. Too big, too small. Disappearing
in the blink of an eye. Hooded, armoured, masked, with wild prickling beards.
Lights powered by crackling batteries which drip toxic alkali slime. Loaded
with crossbow, axe and pick, careful maps and guidance dials, grappling hooks
and superlight chains. Walking and moving in unison, grunting to each other in muttered
subsonic; a guttural under-speech, as if they resented even, the need to speak,
even to each other.
The most likely
encounter is that you are simply ignored. The cost/benefit assessment of
enslaving you simply doesn't move the dial.
The Dead Eyes
Things don’t get
better when the masks come off. There is just something missing in there; the
strange, deep-time, assessing gaze of a Dwarf, but with the humour, honour,
boldness; gone, washed away, leaving what? Eyes pale as slate, empty as the
letter O.
They eat,
breathe, smell, move like living things, more than many in the Veins, yet a
vampire, or a crazed patchwork Gilgamash, can have more 'anima', more
individuality, vitality and humour than a Dead-Eye Dwarf.
They are not
pleasant to deal with, but they are reliable, practical and rational, and
they think long-term, which makes them an incredible stabilising force. Yet
no-one, and nothing 'likes' the Dead-Eyed Dwarves.
Abilities
Powerful Lights
Bright white
spheres, hanging lanterns and lances of burning white light. Used to blind or
disorder seeing foes, or simply to pick out blind enemies.
Invisibility Cloaks
Heavy toxic things
with pointed hoods, less useful in the Veins than you might think, these are
used mainly in raiding other lands. When wrapped around and buttoned up,
everything they cover turns translucent. Complex physical movements, like most
forms of attack, will make the wearer visible, at least for a moment.
Size-Control Rings
Heavy
click-clacking bracelets which turn like locks or rings of code. Rapid tactile
codes are needed to make use of one, and once that code is known, each ring is
still is different, tuned for a particular Dwarf. Worn, usually on the left arm.
Move the right hand over and quickly, and loudly, click through the code before
carefully carefully carefully clicking through the size-set sequence.
When a Dead-Eyed
Dwarf shrinks or grows, its not a smooth transition. Its as if they were an
image and each heavy CLACK spun some fresh lens in front of them so that they
seemed smaller or larger by leaps. CLACK CLACK CLACK and big, big BIG, as if
they were projections, with the ‘real’ dwarf somewhere else.
It takes time and
training to accustom oneself to getting bigger and smaller on the regular.
Seeing Lenses
They like these,
though its questionable how useful they are. Varied masks and lenses, the most
common are Light-enhancing eyes, heat-trace Snake-Pit lenses and Sonic Lenses.
More rare are the special ‘Dark Vision Lenses’ which literally treat darkness
as a substance.
Each Dwarf will
only have one set of Lenses, if they have any, and few groups will have more
than one set of each kind. They are hard to make, maintain and repair and each
Dwarf makes their own.
Mouth Masks
The Dead-Eyed
Dwarves don’t even use gas that much, purchasing it from the RayMen occasionally,
but they like to wear the masks. Some protect from gas, some change the voice
to a harsh bark, others alter voices to simulate those heard, still others
provide air should the Dwarf go underwater, or into airless spaces.
Again, each Dwarf
only has one set and the whole group rarely has more than one of each. Its not
a systematised technology.
Combat Encounters
Morale
Morale plays no
part in the decisions of the Dead-Eyed Dwarves
Everything is based
on their immediate objectives. If violence is required, and they think they
will win, it starts at once, without warning.
If victory becomes
impossible, or if the situation changes, so that violence no longer serves,
they simply stop, again, without warning, usually turning invisible and simply
walking away.
If there is no way
out, they fight, bitterly, to the emotionless end
Combat Tactics
Armoured;
the Dwarves can weather most projectiles, and most blows.
Bright
Directional Lights; these can be used to blind many Veins inhabitants.
Activating then turning off the lights can be more effective than actual
invisibility.
Invisibility
Cloaks; if out-ranged, bottled up or boxed in, a combat team can use their
invisibility to close with the enemy, or to escape if needed.
Size-Change =
BIG; The Dwarves can ‘click-click-click’ up to Ogre size. This always takes
an action and is loud. All of their equipment changes with them, as if it, too
was being projected from somewhere else. A Dwarf might turn huge and fire
ballista-sized crossbow bolts, or get close before turning massive and laying
into a party from behind its lines.
Size-Change =
small; mainly used for escaping should a situation turn bad, especially by
accessing crawl-spaces or similar. Combining this with Invisibility makes them
near-impossible to catch.
The enormous
power of their techno-magical abilities, combined with their utter ruthlessness
and invincible will, means the Dead-Eyed Dwarves don't need fancy 'tricks',
though like many Veins cultures, though they have an expertise in Poison (to
which they have a meaningful resistance), and sometimes use various forms of
Gas.
Chameleon/Tarantula Cavalry
Mainly used in
and around their settlements, due to the enormous costs of keeping them fed,
but the Dead-Eyed Dwarves do often use ‘Cavalry’ formations; their favourites
are a very chunky form of huge Tarantula, and kind of sticky lizard with some
Chameleonic abilities.
They will
usually change size to something smaller in order to comfortably ride these
things. The combination of activating their toxic invisibility cloaks, the
giant animals, and the glaring lights they carry, creates a truly bizarre
appearance.
Non-Combat Encounters
No Pride, No Shame
The Dead-Eyed
Dwarves don’t carry resentments around, if they beat you before, or were beaten
by you, their attitude will be what it always is - relentlessly practical.
This makes
conflict with them a troubling experience; they will not try violence unless
they believe they will win, and they are rarely wrong.
Non-Combat Encounters
the Dead-Eyed
Dwarves will pass invisibly, except for their lanterns. They seem like trudging
shadows passing underneath an actinic light which glows like a willow the whisp.
Did they just
walk right past?
Whatever they
are doing, they are doing it. They have a purpose and if the PCs cannot help
or impede them,
what do they care?
Goals of the Dead-Eyed Dwarves
[THIS NEEDS WORK
BUT HERE IS THE BASIC IDEA
A simple way to
do this might be for there to be three goals;
One BIG THING
that the whole of local Dead-Eye Dwarf culture is currently aiming towards. You
roll for this when you are generating the Veins and it remains the same
throughout the Campaign.
Two –a medium
scale political or large structural goal that will help them towards the MAIN
THING. This can change from session to session and can differ from settlement
to settlement. (But it doesn’t have to change). You can roll for this
on-encounter, or during the session or just keep it from previous sessions if
that make sense.
Three - a
current goal for *this particular group*, the mission or thing they are
currently trying to fulfil, which will lead towards the second, which will lead
towards the third. You roll for this when you encounter these guys.
Do, whenever you
are dealing with Dead-Eyes, just look at this list; they are doing A, to
achieve B, to finally achieve C. And all you need to think about, as it is all
the Dead-Eyes are thinking about, is ‘how do I achieve the next goal and make
sure it connects to the main goal’. ]
They must always
be working
Simple Behaviours For Encounters
Literal
They do not like
metaphor. Things mean one thing. If a thing tries to mean two things then it
becomes nothing.
LITERAL DOESN'T
MEAN STUPID - they do not like metaphors,
but they understand them. They know that you or other characters, are
not being literal, and they can understand that, but they themselves will do
everything they can to avoid it.
Taciturn, Concrete, Direct
Get to the
point, get there now and be explicit about what it is.
Use the minimal
number of words to make things clear.
Do not 'chat'. Every
conversation has a clear and concise point towards which they are going.
Dead-Eye Culture
Long ago the
first of them emerged from a distant primal core. He made himself. That work
goes on. They believe they are improving. It is their mission to do so.
Their family
trees spring up, not down. Each generation more focused and efficient than the
last. This is the Ascent. Dead-Eye heredity. A machine of blood and bone,
carrying them into the pre-remembered future. One of only two things in which
they truly believe.
They have
statistics, and the graphs all show a clear upward trend. Production,
efficiency and development, all increase.
They imagine the
future and the things they will build there. It belongs to them. They want it
more. They understand it more. They will become what the future needs them to
be. The future is a god to them. A god-above-gods. They know it to be true.
Even as the race
slowly winds itself deeper and deeper into the earth, passing through fretted
valves and carved abandoned chambers they have made, falling in its orbit of
stone, they map their continual advance.
Each thing must
be built upon another thing. A word, a deed, a thought, each must have its
foundation. Arguments over the Ascent are arguments over reality itself.
Without its sustaining foundation, the word becomes a gabble of sound, the deed
an accident, the thought a dream, the existence a lie.
Dull
One of the most
powerful, wide-ranging and transformative of all the cultures of the Veins, the
Dead-Eyed Dwarves are dishwater-dull, to deal with. Utterly reliable and quite
insane, they are a power second only to the Aelf-Adal, to whom they are almost immune,
and with whom they enter irregular war.
Makers Of Ruin
The totality of
their physical effect on the Veins of the Earth is enormous. Dead-Eyes
never stop working, mining, carving, delving. They are always building,
cutting, shaping, and thence always moving.
They cannot stop
working, ever.
This makes a Dead-Eye
city or settlement, more like the cast of a worm than a singular place. They
mine and carve EVERYWHERE, continually, they do not stop to inhabit very long. A
Dead-Eye settlement is like a time-worm; it’s not located in any particular
place but is continually being delved, leaving the carved and developed volumes
behind it, like the cast of a worm.
The Dead-Eyes
therefore make the Veins more ‘ruined’ and more ‘empty’ than they would
otherwise be, for an empty building can be empty in ways a cave cannot.
Dead-Eyes do
still consider that they 'own' anything that they have worked on, (that they
haven't formally agreed to sell or exchange), which means these vast
Piranesi-ruins that plunge through the Veins are technically 'theirs'.
Neutral, Practical Evil
Dead-Eyes do not
torture or psychologically destroy their slaves. Not deliberately at least.
They simply kill them when they fail.
Skilled slaves
can appear to rise far in Dead-Eye ownership, and will (any skill at work must
be nurtured and sustained so that better work may be done). But it is not the
individual that is respected. It is the work. The work passing through the
alien flesh.
They do not
really hate their slaves. They do not realise that they are beings at all. Only
vectors for work.
They do not
really hate anyone. Because they really don’t know there is anyone there to
hate.
Neutral, ultra-reliable,
non-bigoted, they may be the sanest (?) culture in the Veins.
They are
honestly quite boring to encounter and maybe that's ok. Remember it’s not about
offending them, it’s unlikely you even could offend them, it’s about
getting in their way, and if you do get in their way, they will grind through
you and over you with utter ruthless indifference. It’s almost like fighting
golem.
Skill Is Meaning
They respect
skill. But it is the skill itself they respect, which is work moving
through the body, not the body or the person itself, which are just bearers of
the skill.
Work Is Meaning
The only other
thing they understand is work.
A body and a
mind are only useful because of the work they can together do. The soul is the
work passing through the flesh.
No other race
grasps this. They might ask “What are the Dead-Eyes working towards? What is
their plan?”
They are working
to be working. Work is the plan. Work is the point.
They will never
stop. They can never stop.
They will cut
cities from bare stone, tear up every vein, embellish every surface, then, when
there is no unworked spot or unplanned gap, when every single piece and thing
has become a channel for planned creation, when even the pebbles stare up from
the floor with idly-carved eyes, then they move on.
Gems mean
nothing to them except that they can be cut, or have been cut.
If one loses the
ability to work and if they cannot further the ascent, they simply walk into
the dark. Or sit where they are, staring at nothing, waiting to starve.
if a Dead-Eye is
crippled or otherwise prevented from working, they lose any will to live. They must
work, they must proceed towards the goal. It is all they are. It is
everything they are.
Jealous
Yes, ok, perhaps
they can be a little irrational. They are still Dwarves after all. They
can be jealous of craft and ownership, especially of unique objects and
materials. The RayMen and their wonderous tech inspire some of this, but many
ethnogroups have a little this or that which really, really, should that
not truly belong to the Dwarves?
No Dreams
They do not
dream, rather they experience a lucid ebony. Its possible they are not even really
unconscious, just ‘shut down’. What are the Nightmare-Men going to do? Give
them a spook?
Fidget Spinners
Since they
literally can't stop working, they tend to have a lot of ... odd things they do
when they can't physically work, like knitting. If they are waiting, they carve
stones or rock where-ever they sit down, leaving tiny faces in pebbles or maps
on flat slate. (Although you never actually see them 'waiting’.)
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Demon-Bone Sarcophagus = £20 (-£20)
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