Dwarves of The Lonely Mountain Cultural Virtues in Middle Earth | World Anvil
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Dwarves of The Lonely Mountain Cultural Virtues

Broken Spells

The Dwarves of yore made mighty spells, While hammers fell like ringing bells.
  You have been taught some long-remembered fragments of old spells that retain power to this day. Some require you to cut or engrave a Runic inscription, usually in stone or metal, or sometimes carved in wood. You can learn a total of three such spells: Secrecy, Prohibition and Exclusion, and Opening and Shutting.   You learn one spell when you first select this virtue, and you may learn a new one as your undertaking during later Fellowship phases.  

Spells of Opening and Shutting

This fragment must be recited in front of a door or gate, to magically lock it, or recited backwards to open it if locked. The spell has no effect on a door that has been blocked by magic and now requires a particular word to open it. Attempts to break down the door have their DC increased by 10. The spell starts working as soon as you have finished reciting it.  

Spells of Prohibition and Exclusion

This Runic inscription is usually placed on gates and on doors, to protect an area from unwanted visitors. You may carve these signs on a rock or on the bark of a tree within the perimeter of your camp, and their power will wake you at the first sign of danger. Carve the runes and go to sleep. You will immediately awaken if any threatening presence approaches within 30 feet of your camp.  

Spells of Secrecy

Carve these runes on a concealed door, personal hiding place or object, and it will be noticed only if someone searches for it with great care. These signs are invisible to the untrained eye as long as the power within them is still working; they can only be seen and read when the spell is spent or broken.   The object concealed by the spell can only be found on a DC 30 Intelligence (Investigation) ability check, unless the searcher is a Dwarf, in which case the DC is 15.

Durin’s Way

That was the beginning of the War of the Dwarves and the Orcs, which was long and deadly, and fought for the most part in deep places beneath the earth.
  You have been taught how to defend yourself while fighting under the surface of the earth. You know how to exploit corners, darkness and other natural obstacles to your advantage.   When fighting underground, you gain a +1 bonus to your Armour Class and Dexterity saving throws.

Old Hatred

"Baruk Khazâd! Khazâd ai-mênu!" An axe swung and swept back. Two Orcs fell headless.
  When you face your kin’s most hated enemies you feel the strength of your ancestors, slain by the foul hands of Orcs, flowing impetuously in your veins.   When you are fighting Orcs, Goblins and their kind using a melee weapon, whenever you roll for damage, you can re-roll your weapon’s damage dice and use either total.
 

Ravens of the Mountain

 
There used to be great friendship between them and the people of Thrór…
  You have befriended a raven of the ancient breed living around the Lonely Mountain. Long-lived and able to speak the Common Tongue, these birds are often wise companions, bound to your kin by ties of old friendship.   Many times in the past they have provided invaluable help by gathering news or sending messages for your folk. If you are in Wilderland, your raven friend is never far away. You can sound a call and summon him to your presence in a matter of minutes. As soon as he joins you, you may command him.   Usually, the raven is eager to please you, but an unusual or less than reasonable request might put their faithfulness to the test and require a DC 15 Charisma (Persuasion) ability check. The raven does not ask for anything in return, but repeated requests over a short time might sooner or later lead him to feel entitled to compensation (his precise terms are up to the Loremaster, and might lead to interesting story developments).   The time needed for a raven to complete the errand depends on the request, on the distance to be covered and on the complexity of the assignment. A raven flies at an average speed of 30 miles per hour (enough to cross the whole width of Mirkwood in one day). The following list shows some of the possible errands you can assign to your winged ally, but should in no way limit your inventiveness.   Bring Tidings: A raven is always well informed about the latest events concerning the Wild, and is eager to report them.   Carry Messages: The raven can deliver messages anywhere in the region, passing its content to others of his kin.   Investigate: The raven can be sent to gather information on a specific subject. It must be something naturally accessible to one of its kind.   Carry Food: A raven might be persuaded to carry some food if able to steal or borrow it from a location within a day’s flight.

The Stiff Neck of Dwarves

"…yet he was ever a Dwarf with a stiff neck."
Dwarves are deemed to be stubborn and unyielding. Their natural inclination to persevere against all odds is strengthened by the taint of the Shadow.   If your current Shadow score is greater than half your Wisdom score, you get a +1 bonus to all non-combat ability checks not involving Charisma.

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