Dwarf

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Guardians of the depths of the world, Dwarves, live halfway between the surface of Erenel and the horrors found at its core. Thanks to their tremendous skill in forging metals, the Dwarves use the Utterance, an Ancient Language of the Architect, to safeguard against the Leviathan’s Realm.
 
The stout dwarf folk are steadfast and strong-minded, with a proud history of great artisans, builders and tinkerers. They can endure much and stubbornly defend their beliefs even if their back is pressed against a wall. Naturally, they are not easily impressed. These traits serve the Dwarves well as they dig deep into hills and mountains, searching for precious minerals.   One of two major races with enough fortitude to withstand the might of Utterance, the ancient language of the Architects, Dwarves forge wondrous creations carved with the Axioms of their creator, Al’Madoon. This talent defines a Dwarf and is a crucial defense in protecting their subterranean cities. Following the Great Sacrifice, they awoke in their citadels and mines to abominations crawling up from the core of the world, now tainted from the fall of Vyse Tyranal, the Fallen Elf.

The Swarm

Since their awakening following the Great Sacrifice, Dwarven history has been filled with war. Crawling from the depths of the world under the Everlasting Slopes and Sundermist Tips, the Swarm were the first to greet the Dwarves.   Emerging from the rotting carcass of the Leviathan like maggots, the centipede-like abominations seek only to consume and exterminate. Using the underground cities and mines as pathways, the unrelenting insects invade time and again, with no end in sight.
by Dean Spencer
Yet all is not lost. Thanks to their skill in the Utterance, Dwarf colonies construct enormous palisades fortified by guardian Axioms where breaches in the rock are discovered. Seeing themselves as protectors of the surface world, the many clans work together, trapping and eradicating the Swarm below.

Basic Information

Anatomy

A Dwarf stands between 3 to 5 feet tall with a broad, heavy frame. Their skin, eye and hair color vary similar to a Human but often take shades of gray or red in alignment with their life underground. Generally, a male Dwarf will feature a long beard, often braided and decorated with various clasps and clan markings. Instead of a long beard, a female Dwarf will grow long hair, braided with the same clips and trinkets.

Additional Information

Social Structure

The chief unit of dwarven society is the clan, and dwarves highly value social standing. Even dwarves who live far from their own cherish their clan identities and affiliations, recognize related dwarves and invoke their ancestors’ names in oaths and curses. To be clanless is the worst fate that can befall a dwarf.   Dwarves in other lands are typically artisans, especially weaponsmiths, armorers, and jewelers. Some become mercenaries or bodyguards, highly sought after for their courage and loyalty.

Civilization and Culture

Naming Traditions

A dwarf name is granted by a clan elder, in accordance with tradition. Every proper dwarven name has been used and reused down through the generations. A dwarves name belongs to the clan, not to the individual. A dwarf who misuses or brings shame to a clan name is stripped of the name and forbidden by law to use any dwarven name in its place.

  Male Names: Adrik, Eberk, Fargrim, Margor, Rangrim, Thoradin, Vondal
Female Names: Bardryn, Diesa, Eldeth, Helja, Kathra, Riswynn, Vistra
Clan Names: Amberanvil, Battlehammer, Fireforge, Frostbeard, Ironfist
Lifespan
More than 250 years old. Dwarves reach adulthood at 50.
Average Height
3ft - 5ft
Average Weight
150 - 220 pounds

Herbal Ale

While most Erenel races have become acquainted with Dwarven ale, few have tasted the herbal ales brewed deep within a Dwarf citadel. These potent draughts are not magical and require unique ingredients found in the depths of the world.   Dozens of recipes exist and are typically tied to and safely guarded by a clan. Special properties are granted for a short period to those who drink, as do specific detrimental effects until the haze of alcohol wears off.
by Dean Spencer

Torgrim Runehouse

Character played by oRevert

Dwarf Traits

Your Dwarf character has a variety of natural abilities common with your ancestry. You will also pick one of the available sub races below. Dwarf 5E Racial Traits

Dwarf

Ability Score Increase Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1
Size Medium
Speed 30 ft

Darkvision

You have superior vision 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.  

Dwarven Toughness

Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.  

Tool Proficiency

You gain proficiency with the artisan's tools of your choice: Smith's tools, brewer's supplies, or mason's tools.

Languages. Common and one additional language of your choice  

 

Sub Races

Dwarves are divided into three subraces. Dreamer, Stonesoul and Topsider. Choose one of the sub races presented below.  

Dreamer

Dreamers share a profound connection with the Earth around them and can enter the Trance, which they call the Dream. Here in Al’Madoon’s subconscious state, Dreamers empower their ability to use the Utterance and safeguard their homes.
Dreamer 5E Racial Traits

Dreamer Dwarf

Ability Score Increase
Size Medium
Speed 30 ft

Guided Hands

You have advantage on ability checks related to artisan's tools you are proficient in. Additionally, you can use your hands as a set of smith's tools and mason's supplies, with which you are proficient.  

Tethersense

You can feel a warm aura whenever one or more magical objects are within 15 ft of you. You can also cast the identify spell, requiring no verbal or material components, once per long rest. If you are not otherwise a spell caster, you do not learn the name or details, but you do gain a general understanding of the effects.  

Trance

You don’t need to sleep. Instead, you meditate deeply, remaining semiconscious, for 4 hours a day. After resting in this way, you gain the same benefit that other races do from 8 hours of sleep.

Stonesoul

Vigorous and hardy, the stonesoul is accustomed to the dangerous life underground. Stonesouls see the subterranean world as a work of living beauty and serve as the frontline against the Swarm.
Stonesoul 5E Racial Traits

Stonesoul Dwarf

Ability Score Increase
Size Medium
Speed 30 ft

Front Line

You gain proficiency with light and medium armor.  

Too Stubborn to Die

When you succeed on a death saving throw, you can expend one Hit Die to regain 1 hit point as if your check was a natural 20. Once you use this trait, you can't do so again until you finish a long rest.

 

Topsider

While most Dwarves spend their lives deep underground, some clans have forsaken their earthbound roots and live on the surface. These Dwarves serve as intermediaries between the surface and subterranean worlds.
Topsider 5E Racial Traits

Topsider Dwarf

Ability Score Increase
Size Medium
Speed 35 ft.

Dwarven Supper

You gain proficiency with cook's utensils. During a long rest, you can prepare and serve a meal to aid you and your allies, provided you have suitable supplies. The meal serves up to 6 people who each gain 1d4 temporary hit points at the end of the long rest.  

Fleet of Stone Foot

Your base walking speed increases to 35 feet.


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