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Dwarf

 

Table of Contents

 

Background

Under Construction

Racial Features

The Dwarves' racial features are shown on the following stat block:

The Traveler's Guide to Aellorah

Dwarves

The Dwarves were the first of the seven races created on Aellorah and emerged in Reshyk in what is known as the Age of the Founders. The goddess Aellor introduced them to the world, teaching them seven basic spells that her and the other Seven Sisters agreed upon that mortals should have access to. The Dwarves are responsible for the development of Runetech, a fantastic development that far exceeds other races’ understanding of traditional magic. Allowing them to bypass normal restrictions on the amount of Flow that they could direct in a given time thanks to the Flow Lock, it ushered them into a new age that made them the most powerful force in Aellorah.

Dwarves get great satisfaction out of creating things, especially forging metal. They are unsurpassed in their understanding of metallurgy. Magic is the greatest happiness in many Dwarves’ lives. Many believe their magical supremacy comes from the head start they got ahead of everyone else, but that is simply not true. The other races simply do not understand magic with the depth that the Dwarves do.

For many years during The Restoration and Age of Extermination periods, the Dwarves lived as isolationists, placing a ban on travel into Reshyk, allowing travel only into the trade city of Greentide, to preserve the security of their Runetech. They have slowly begun to lift these restrictions after the awakening of the Forgeborn and King Rangrim’s liberation from the corrupting influence of Maven, realizing that though Runetech was dangerous if the whole world had access to it, their extreme isolation was not only harming their culture, but breeding a culture of outsiders who would go to extreme lengths to discover their secrets, despite promise of death to those who sought them.

The Dwarves inherited the divine domains of Forge and Magic from Aellor, as well as one other according to their subrace.

ability score increase: Your Constitution score increases by 2.
age: Dwarves mature rather slowly due to their long lifespans, reaching adulthood by 50, and generally live to be about 750 to 800 years old.
Size: Medium
speed: Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
Languages: You can speak, read, and write Dwarvish and Myrian.
race features:

Flow Sensitive

You have an innate connection to magic that allows you to sense Flow all around you, as if it were something you could smell or taste. You have proficiency in Arcana. Additionally, you can innately sense charged Flow within 30 ft. of you. You are always aware of magical effects within range, and as an action, you can focus to determine the distance of nearby magical effects from you. You cannot determine their direction or effects, however.

Heat of the Forge

Your skin naturally resists flame, giving you fire resistance, due to your innate affinity for smelting and forging. You also seem to prefer colder environments and can survive in temperatures as low as 0°F without protection.

Darkvision

Many Dwarves live underground or spend much time underground and are accustomed to living in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Tool Proficiency

You gain proficiency with the artisan’s tools of your choice.

Subraces

The Dwarves appear in the following racial variants:

The Traveler's Guide to Aellorah

Ashenfolk

The Ashenfolk are a variant of Dwarves that dwell in The Ashlands region on an island off of the mainland of Reshyk. They were once Dwarves just like the mainlanders, but after the Drakantal Empire in Arak was destroyed in the Age of Creation by the Voidspawn, they fled back to their homeland. However, the Voidspawn partially devoured the very souls of these Dwarves, feeding on the Flow within their bodies.

This resulted in their pale, ghost-like appearance and pale red eyes. This also robbed the Ashenfolk of strong emotion, leaving them stoic and monotone. Unfortunately, their appearance frightened the mainland Dwarves, and they believed them to be revenants, vengeful spirits, and fought them, driving them out of the mainland. The Ashenfolk, not wanting to return to Arak, went to an island off the coast and made their home in the cave systems beneath the Basalt Peaks, where they made their underground cities.

The Ashenfolk invented the magical discipline known as Runescribing. All Ashenfolk have the ability to use the Travel rune, allowing them to teleport to a previously inscribed rune within range.

ability score increase: Your Intelligence score increases by 1.
age:
Size: Medium
speed:
Languages:
parent race: Dwarves
race features:

Wayfarer

Your people's discovery of Runescribing has made it common practice. Once per day, you can speak the Aurum word for "travel" to scribe a rune onto a surface or object. For the next hour, as a bonus action, you can invoke the rune to teleport to the location of your rune as long as it is within 1 mile of you. If the space where you scribed the rune is occupied, you are shifted to the nearest unoccupied space. Once you teleport to the rune or once the hour has elapsed, the rune disappears.

The Traveler's Guide to Aellorah

Eldenfolk

The Eldenfolk are the first race of Dwarves that appeared on Aellorah, and the wisest. They have keen minds geared towards philosophy, magic, and scholarly matters. They are the most skilled practitioners of magic on Aellorah, and make up a majority of the Dwarves found on mainland Reshyk. Their minds are incredibly resilient and can absorb information from text by simply touching it, giving them a diverse range of memorization abilities.

ability score increase: Your Intelligence score increases by 1.
age:
Size: Medium
speed:
Languages:
parent race: Dwarves
race features:

Lore Keeper

Your people's minds are ironclad, and you retain information nearly indefinitely. Once per long rest as an action, you can absorb the knowledge contained within a text, book, or scroll, giving you proficiency in knowledge skill checks related to the topic of the book, as well as proficiency in any tools associated with the subject. If the absorbed text is a spell scroll, you can absorb the knowledge of the spell temporarily to allow you to cast that spell once without expending a spell slot. Spells cast in this way still require the necessary material components. Information absorbed with this ability is retained with crystal clarity for the duration. The information absorbed is retained for 24 hours before the effect wears off and you lose the absorbed knowledge.

Additionally, at any time, you can protect one memory at a time, making it impossible to forget, even by magical means.

The Traveler's Guide to Aellorah

Stonefolk

The Stonefolk appeared ages after the Eldenfolk, and are more connected with the natural world, being highly proficient in professions such as mining, smithing, and stone carving. They have a natural ability to become one with stone and pass through it as if it were air. Their skin is much more tough than the other Dwarves, and they prefer to dwell in structures built into mountains rather than the above-ground dwellings favored by the Eldenfolk.

ability score increase: Your Strength score increases by 1.
age:
Size: Medium
speed:
Languages:
parent race: Dwarves
race features:

Stone Shift

You have a connection to minerals, stone, and dirt that allows you to pass through them like water. Once per day, you can pass through solid stone, dirt, or other natural materials besides metal. While inside these materials, you can move at a speed of 20 ft. in any direction. You can remain inside this type of material for up to 10 minutes, or until you exit the material. While inside, you can sense passages where the material ends, but cannot see, functioning like Blindsight. Maintaining this ability requires concentration, and you cannot cast spells while within the material.

If you are inside the material when the effect ends, you are immediately ejected to the closest unoccupied space, taking 5 (1d10) force damage for each 5 ft. you were moved to arrive there. Any damage to the material you are within while using this ability does not effect you, but can potentially eject you from the material, ending the effect.


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