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THE BRAVE DWARDS

HISTORY

The Dvergar are one of the lowest groups of beings in Scandinavian mythology. Unlike most of these groups, such as the alfar ("elf") or the dísir (a type of female spirit), many dvergar have individual names and, in some cases, play an important role in myths. Dvergar's translation for "dwarf" responds to etymological rather than historical reasons; the “dwarves” of mythology are not necessarily small in stature. The term is found in all Germanic languages, such as modern English dwarf (formerly dweorg) or German Zwerg (formerly High German twerg). The original Germanic root, dwergaz, is of uncertain etymology, perhaps related to Indo-European themes "crooked, weak", denoting a deformed, crippled and possibly monstrous being. The same word dvergr also indicates a support pillar in the hall. Similarly, a role played by dwarves in mythology is like supporting pillars of the sky at each cardinal point.

DWARVES

Appearance: They are small, most have a huge beard

Personality: They are friendly most of them prefer to keep building things, they usually get along with Hephaestus' children

SKILLS

Passive Powers


Improved Speed

 

Being warriors these beings are very quick during the fights.

 

Level 01-10: They are capable of moving at 200 km / h.

 

Level 11-25: They are capable of moving at 400 km / h.

 

Level 26-35: They are capable of moving at 600 km / h.

Level 36-50: They are capable of moving at 800 km / h.

Level 51-99: They are capable of moving at 1000 km / h.

Level 100-150: They are capable of moving at 1200 km / h.

Level 151-200: They are capable of moving at 1400 km / h.

Level 201-250: They are capable of moving at 1600 km / h.

Level 251-300: They are capable of moving at 1800 km / h.


Improved Strength

 

Level 01-10: They can destroy wood with their strength.

Level 11-25: They can destroy rocks with their strength.

Level 26-35: They can destroy iron with their strength.

Level 36-50: Can destroy steel with their strength.

Level 51-99: They can destroy titanium with their strength.

Level 100-150: They can destroy diamonds with their strength.

Level 151-200: Can destroy adamantium with their strength.

Level 201-250: Can destroy vibranium with their strength.

Level 251-300: Can destroy divine metal with their strength.

 

Longevity

 

Level 01: Dwarves have great longevity which allows them to age at an extremely slow rate of time.

 

 

Weapons Expert

 

The dwarves were the forgers of the gods, producing the most diverse weapons and items for the gods, besides being warriors they learned to use weapons in addition to being able to understand in a basic way how magic devices work.

 

Levels 01-25: Even though he is new to the camp, the dwarf has a high skill that lets him know the basic use of any type of weapon, allowing him to recognize any type of weapon, even its equipment (from bullets) , how it was made, etc.)

 

Levels 26-50: The dwarf becomes even better with weapons of any kind, both biochemical, melee, firearms, or mystical weapons having an average experience with each one.

Levels 51-75: The dwarf becomes experienced with any type of weapon, knowing everything he needs to know about every type of weapon from traditional to magical, the senses of these offspring combined with his mind allows him to collect great information about weapons knowing exactly which move the opponent will make.

 

Levels 76-100: Now the dwarf has discovered all the tricks and privileges exercised by the skill with these weapons, being able to control it perfectly, as well as having the ability to make or create impossible movements with it.

 

 

 

Open mind

 

Dwarfs, like any builder, have an open mind, being open to any theory, thought or even anything that might defy the laws of physics and so on. Thanks to this they have the ability to analyze and understand all types of skills, powers or attacks.

 

Level 100: The dwarf, in addition to being able to observe powers, attacks and abilities, is also able to understand them by having a quick analysis; thus he is able to create against measures, or traps that may come to fight his opponents or the adverse types of situations.

Note: You must have seen the power at least once before the countermeasure is taken.

 

Dwarf Armor

Like his hammer, the dwarf has armor during his battles.

Level 01-10: This armor has a resistance compared to iron. It allows you to remain invisible and intangible for up to 2 rounds.

Level 11-25: This armor has a resistance compared to steel. The dwarf can see weaknesses and areas with little muscle pressure on his opponents' bodies. You can also have a better analysis of situations.

Level 26-35: This armor has a resistance compared to titanium. The dwarf manages to launch rays of magical energy at his opponents.

Level 36-50: This armor has a resistance compared to diamond. At this level, the armor only provides magical protection against external attacks, absorbing 50% of the damage, thus creating a magical aura around the dwarf which can be released against its opponents in the form of a repulsive wave or a kinetic explosion.

Level 51-99: This armor has a resistance compared to adamantium. The armor improves the muscular condition of the dwarf's body, allowing him to move with better mobility, being able to move faster and with more strength.

 

Level 100-150: This armor has a resistance compared to vibranium. The armor allowed the dwarf to materialize his own energy and to mold it into several things, such as a shield (adapted to the armor's resistance), a barrier, weapons, etc.

 

Level 151-200: This armor has a resistance compared to divine iron. The armor allows the dwarf to increase or decrease the gravity of the area near it.

 

 

 

Descendant of Ymir

 

The dwarfs emerged from within the body of the first created being (Ymir) so he inherits some abilities.

 

Level 01-10: Like Ymir, the bodies of these beings are balanced between heat and cold. Not being affected by climate change or even thermal shock. The blood of these beings are able to freeze whatever comes in contact.

 

Level 11-25: The dwarf as one of the first beings to be created after Ymir's death acquires a great deal of knowledge about the world, understanding and understanding it perfectly.

 

Level 26-35: The dwarves were able to survive the flood that occurred during the creation of the world, so they have an enormous aquatic resistance, being able to survive under water that is nothing more than Ymir's own blood. Dwarves can also heal when under water, but it is a low-scale recovery, for cuts, burns, etc., not healing amputated limbs.

 

Level 36-50: The dwarf gains resistance to ice and fire, these being the elements that generated Ymir.

 

Level 51-99: Dwarves are able to visualize the whole world through the eyes of Ymir who stays in the sky knowing exactly what is going on.

 

Level 100-150: The dwarf is able to talk to all the plant life that is close to him, being able to acquire information, and he can also read the stars getting some form of guidance through them. Getting whenever you want to summon a cloud that will come from the sky to help you, allowing you to fly.

 

Experienced Thief

 

Dwarves are known to be considered thieves and cheaters.

 

Level 01-10: The dwarf manages to know when the people around him are lying, in addition to knowing when an item, a weapon, armor or some creation is false, replicated or not; having eyes capable of seeing how valuable these things can be.

 

Level 11-25: The dwarf acquires great stealth by being able to move silently in addition to being able to control his feelings.

 

Level 26-35: The dwarf is able to have a wide view of the entire territory he is looking at, managing to create in his mind a plant of the entire territory.

 

Level 36-50: The dwarf is able to outwit his opponents more easily, having a well developed oratory.

 

Level 51-99: The dwarf is able to invade and circumvent any system he wants, managing to find areas with little energy concentration of any type of barrier. Being able to invade the most protected places in existence.

 

Level 100-150: The dwarf manages to steal items from other characters. (let him be with him during the saga).

 

Note: You can only steal only one item from each character, and can only steal up to 3 items per saga.

 

 

 

Dwarf's Ring

 

Dwarves loved raw materials and this included mainly jewelry, so they always have a beautiful ring on their finger.

 

Level 01-10: Initially the ring allows the dwarf to read and speak in any language of the nine kingdoms that he wishes.

 

Level 11-25: The Ring allows you to analyze everything the offspring wishes to inform you of how their victims are both physically and mentally.

 

Level 26-35: The Ring allows the dwarf the ability to detect and track life and energy.

 

Level 36-50: The Ring allows the dwarf to be able to talk telepathically with other beings.

 

Level 51-99: The Ring allows the dwarf the ability to levitate and fly.

 

Level 100-150: The Ring allows the dwarf to open portals so that he can go anywhere in the 9 kingdoms.

 

 

 

Resistance

 

Level 01-10: Dwarves are resistant to pain.

 

Level 11-25: Dwarves are resistant to bruise attacks (punches, kicks, etc.).

 

Level 26-35: Dwarves are resistant to burns.

 

Level 36-50: Dwarves are resistant to punctures and bleeding.

Active Powers


Metal Handling

 

Level 01-20: Can handle metals on a small scale, also being able to generate them, but all will have the strength of steel.

 

Level 21-40: Can handle metals on a medium scale and those that generate will have the strength of titanium.

 

Level 41-60: Can handle metals on a large scale and those that generate will have diamond resistance.

 

Level 61-80: Can handle metals perfectly and those that generate will have the resistance of adamanium.

 

Level 81-100: Can manipulate metals on a global scale and those that generate will have the resistance of vibranium.

 

Level 101-120: The metals you generate will have the resistance of Divine Iron.

 

 

 

Customize

 

Level 01-20: The offspring can change the color of an object they touch.

 

Level 21-40: The offspring can change the physical properties of the object, being able to make it from other materials, the resistance being equivalent to the metal that the offspring can generate.

 

Level 41-60: The offspring can change the shape of the object at will without losing its natural functions.

 

Level 61-80: Can give a simple power to that creation.

 

Level 81-100: Can give life to an object for 2 rounds.

 

Level 101-120: Can give life to an object for 3 rounds.

 

Level 121-140: Can give life to an object for 4 rounds.

Level 141-160: Can give life to an object for 5 rounds.

 

 

 

Great Forge Hammer

 

The dwarves carry a huge hammer with several runes, which is the same used in forges.

 

Level 01-10: The hammer is initially only capable of causing tremors, earthquakes, even breaking bones easily with its attacks.

Level 11-25: The hammer at this level is capable of generating an elemental aura allowing it to be able to deliver major attacks using natural elements (fire, water, earth, etc.).

Level 26-35: You can now emanate a little magical / mystical energy around the hammer where you are able to break protections and barriers that are in front of you, managing to hit the hammer handle on the floor to absorb magical / mystical energy for you.

Level 36-50: The hammer is able to transmute any inanimate matter that it comes into contact with.

Level 51-99: The Hammer now displays a solar aura above the cable which does not affect the dwarf but affects the external environment, managing to deliver very powerful attacks, since this solar aura exhibits the same temperature as the sun.

Level 100-150: The dwarf's hammer proves capable of countering his opponents' magic once he touches them. When touching the victim, in addition to being able to cancel the magical / mystical energy, the dwarf can also absorb magic power through his attacks (it can be touching the victim's body, or approaching the visible sources).

Level 151-200: The hammer gains the ability to release a purple aura which can negate the effects of any items that are nearby, except for the character.

 

 

 

Magic Skills

Dwarves were recognized for having powerful magical abilities.

Level 01-10: The dwarf initially acquires the ability to transform totally or partially into anything they desire, in addition to being able to move things around with their mind, also managing to easily disassemble and assemble the most diverse objects, thus being able to understand and study them better.

Level 11-25: The dwarf is now able to generate and shape fire and ice. Also managing to summon creatures made purely of elements.

Level 26-35: The dwarf is now able to use part of the rune magic, managing to create offensive and defensive traps with it; it is enough to materialize these runes somewhere and soon the effect becomes real. The dwarf is also able to give life to inanimate beings by materializing a rune in some part of this matter.

Note: The longer the creation of the rune lasts, the stronger it can become.

 

Level 36-50: Has the ability to materialize magic crystals capable of absorbing the souls of beings who die near the dwarf. This soul is absorbed by the crystal (if it has a level less than or equal to that of the dwarf) where it can come to use that soul to strengthen the crystal that can be used to forge weapons. The same after examining a certain item that your teammates or your opponents are using it capable of removing the power they have, transforming this power into an enchantment is placing it in another item, or in a particular item or armor. (After removing the item's power it is automatically destroyed).

 

Level 51-99: It acquires the ability to generate and shape electricity and water. Achieving at this level to summon various creatures made entirely of various metal alloys, these creatures being fully loyal to the dwarf.

 

Level 101-150: Proves able to materialize runes with adverse effects, managing to use them as a means of teleportation if you wish or even to hide if you wish. The dwarf at its peak is now able to summon large living armor made of rare metal alloys such as adamantium and vibranium, these armor are loyal to the dwarf and receive instructions telepathically, and the dwarf can also control it manually, if desired he can materialize runes both in armor and creatures, granting them simple abilities that the dwarf has at lower levels.

 

 

 

Ymir worms

 

The Dwarf during his combats he is able to summon the same worms that inhabited Ymir to help him in his combats. These worms were adopted the names of dwarves and elves.

Level 01-10: Can summon 10 of these dwarves and elves.

Level 11-25: Can summon up to 20 dwarves and elves.

Level 26-35: Can summon up to 30 dwarves and elves.

Level 36-50: Can summon up to 40 dwarves and elves.

Level 51-99: Can summon up to 50 dwarves and elves.

Level 100-150: Can summon up to 60 dwarves and elves.

Note: This power can be used three times per event. The dwarves and elves summoned are inferior to the dwarves of the Nordic pantheon and elves of the Celtic pantheon.

 

 

Gemstone Handling

 

Level 30: Dwarves have the magical ability to manipulate, control and shape precious stones such as natural and artificial gems and gems.

 

Level 60: Can control, generate and shape diamonds and crystals.

 

 

 

Craftsman Mode

 

Dwarves are always recognized for their skills as a craftsman. These beings are able to enter into a magical mode known as artisan mode, which calms the dwarf's whole mind while his deductive, analytical, building capacities more in-depth, his magical abilities are also shown to be improved.

Level 20-40: Initially the dwarf is in a great state of concentration and it is almost impossible to remove him from this state; a magical aura covers the dwarf's body and its speed and agility increases 2x more. The dwarf can view items that are close to the same, understanding and understanding everything about them without even having to see them being used, he can also materialize things in his hands. The dwarf first acquires in this mode the ability to transmute dead bodies into beings composed of metallic alloys, managing to control them as if they were puppets, having a factor that differs from a simple puppet being that a little magical energy travels inside the puppet maintaining the soul of the individual trapped in the puppet, thus leaving the victim conscious but totally submissive to the dwarf.

Level 41-60: The dwarf manages to improve his speed and agility up to 3x if desired, at this level his eyes emanate a magical glow which allows him to dismantle any item, armor or weapon that approaches the dwarf's body at an incredibly fast speed , for example making a sub machine gun that is at least 10 meters close to the offspring completely disassemble. These eyes can cause systems and items to malfunction, preventing them from working even though the item has normally been overhauled.

Level 61-80: At this level, the dwarf is covered by an armor made purely of magic energy which is full of devices, magic buttons and etc. allowing the dwarf to fight with better efficiency. Having its speed and agility improved up to 4x. These buttons are enchanted with runes that cause both gravitational, kinetic and transmorphic effects. An interesting skill at this level is that the dwarf can disable the effects and powers that any item, armor or weapon has, as if it were a PEM only for items and armor.

Level 81-100: Upon reaching this level, the dwarf proves to be extremely experienced with this mode, his body besides possessing the armor has the ability to manipulate magic energy, also now being able to magically create any type of weapon, armor or item that can be used in your battles, managing to create magic armor filled with magic cannons, missiles and etc; managing to personalize himself quickly and easily, it is as if his mind and the magical energy functioned as one, as he thinks the energy is molded creating the desired, as long as he or the ally has it in his inventory.

 

Divine Scream

 

Level 40: According to Snorri, the dwarves received from the gods the awareness and form of the powerful words of the gods, so the dwarf acquires the magical ability to produce sound waves through his mouth against his opponents, which are so powerful that they can leave someone unconscious easily, having equal or lower levels.

 

 

 

Divine Items

Whenever they are in combat, the dwarves are able to summon some items that can help you during battles.

 

Level 01-10: Tracking Magnifier: A magnifying glass which allows the dwarf to track the one or what he is looking for, no matter where he is, it is enough to have an image of what he is looking for he will be able to find.

Level 11-25: Amulet of the Soul: The Amulet is able to imprison the soul of someone who died before the dwarf.

Level 26-25: Protective Cloak: This cloak is capable of protecting the dwarf from external and internal physical attacks.

Level 36-50: Immobilizing Chains: These chains are capable of immobilizing their victims, preventing them from using their powers and telling only the truth. The chains last 4 rounds before they disappear.

Level 51-99: Mystical Claws: The dwarf is capable of damaging any type of matter with these magical claws that have less resistance than its strength.

 

 

 

Divine Armor

 

Even though they were not a deity, these creatures wanting to become as strong as the gods created something that could allow them to rival them. That was the divine armor. The dwarf will be dressed in armor that gives him five meters in height, without affecting his speed. The upper part of the armor (which covers the entire body) is scarlet red with silver details, with the helmet having a pair of horns. The lower part has the black color of obsidian, also covering that part of the body. In his hands, there is a sword that is almost the size of the armor. This armor provides a power equivalent to the Norse gods, and this armor is virtually indestructible, just like the chains that bound Fenrir, it is full of runes that allow the dwarf to freely manifest their powers. This armor cannot be easily damaged, since the armor is capable of breaking the physical resistances of its opponents through its attacks, managing to use absolute magnetokinesis and magical energy to produce magical attacks, which are of great destructive potential. The sword that the dwarf acquires together with the armor guarantees him the ability to undo energy attacks being considered an anti-energy sword. The runes prevent them from trying to manipulate the metallic alloy that makes up the Armor beyond themselves and from others trying to control the interior of the dwarf's body.

 

Level 180-200: Lasts 2 rounds.

 

Level 201-220: Lasts 3 rounds.

 

Level 221-240: Lasts 4 rounds.

 

Level 241-260: Lasts 5 rounds.

Note: Once per mission.

CLAIM GIFTS

Brisingr

Forging in the bowels of Svartalfheim using mysterious metals and rune magic, Brisingr- fire in the ancient language, is a magical cannon that fires fireballs and incredibly hot flames that act as a shield. Fire is generated through the Sowilo grenade rune inside.

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