From: Psychedelic Goblin Subject: WFRP: RUKH, god of Smithing the following god is based on a note on Ringil (Apocrypha Now pg 63) RUKH, dwarven god of smithing Rukh is the brother of Grungni and represents the dwarven crafting of metal, and to a lesser extent, invention. He appears as a broad dwarf with a short black beard, bronzed skin, wearing a leather apron, and wielding a adamantine hammer. His arms are marvellous constructions of steel and mithril and can hammer tirelessly. Some scholars postulate that he is an aspect of the gnomic god Ringil, but his followers vehemently deny this, stating that the opposite is closer to the truth. Alignment - Neutral Symbol - A Hammer in a clenched metal fist. Worn as a pendant by his clerics and branded onto their leather aprons. Area of Worship - Worshipped by dwarves throughout the Old World. Temples - All dwarven smiths and their guilds have a small shrine dedicated to Rukh, the focus of which is usually a silver plated anvil engraved with his symbol. Friends + Enemies - Rukh is on good terms with the dwarven pantheon (esp his brother Grungni). He has very little to do with other cults, but is on good terms with the Elemental gods, because he uses all 4 elements in the forging process. He hates the enemies of dwarven kind. Holy Days - Rukh has no specific holy days but his followers offer prayers to him at the start and completion of any construction. Cult requirements - Any adult dwarf who has completed a career as an Engineer, Craftsman or Inventor may follow Rukh. Strictures - All initiates and clerics of Rukh must abide by the following strictures: - 10% of all income must be made over to the cult - never leave a work unfinished - the products of your craft are sacred and must not be abused or allowed to fall into the hands of enemies (such as goblinoids) - retrieve any items of dwarven manufacture that such an enemy holds - dwarven artefacts are the races birthright. Spare no effort to bring them back to the dwarven community Spell Use - Clerics of Rukh may use any Elementalist spells except: Walk on Water, Zone of Hiding, Cause Rain, Part Water, Become Ethereal, Create Quicksand, Dust Storm, Hedge of Thorns, and Summon Swarm. He can use the following Battle Magic spells: Hammerhand, Animate Sword, Curse of Arrow Attraction, Enchant Weapon He also has several cult specific spells. Skills - Clerics may spend XP each level to buy any of the following skills: Engineer, Metallurgy*, Rune Lore, Smithing* * - indicates they may purchase the skill twice. Trials - Trials favoured by Rukh involve the construction of superior items, and the retreival of lost dwarven artefacts. Blessings - Skills favoured include all craft type skills. Construct is the only favoured test. CULT SPELLS Soften Metal Spell Level - 1 Magic Points - varies Range - 1yd Duration - varies Ingrediants - a small flame This spell softens the metal of any object being worked on. It cannot soften items that are not being constructed, reworked, or repaired. For Iron/Steel it costs 1MP per 10enc For Mithril it costs 2MP per 10enc For Adamantite it costs 4MP per 10enc The net effect is an additional +10% to the construct test. Arm of Rukh Spell Level - 2 MP - 1 per hour Range - Personal Duration - 1+ hours Ingrediants - small silver hammer (about 1GC) This spell endows the casters arm with tireless strength. He can work the metal faster, longer and with more skill. It enables the construct to be created in 50% of the normal time and gives +10% to the construct test. Note that the MP cost must be expended every hour while working and continue throughout the process. Find Flaw Spell Level - 2 Magic Points - 1 per 5enc Range - Touch Duration - Instant Ingrediants - a tiny magnet This spell enables the caster to find any potential flaws or weakness in a piece of metal and work around the flaw so the metal is stronger. Increase the T of the item by 1 and its damage points by d4+1. Note: this spell can only be used on unworked metal/ore, and does not increase the Armour Points of any armour made from it.