Dwelf Ethnicity in Lyanore | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Dwelf

Dwelves, or, more correctly, persons of dwarven and elven admixture, are very rare in the realms of Lyanore. They are the result of relations between a dwarf and an elf. Since the cultures are friendly but very different, dwelves tend to favour one culture over the other.
Dwelves have no lands of their own, though they are welcome in dwarven cities and somewhat less welcome in elven forests. In large cities in regions where elves and dwarves interact often, dwelves are sometimes numerous enough to form small communities of their own. They enjoy the company of other half-elves, no matter the variant, the only people who truly understand what it is to live between two worlds. In most parts of the world, though, dwelves are uncommon enough that one might live for years without meeting another. Some dwelves prefer to avoid company altogether, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast, throw themselves into the thick of society, putting their charisma and social skills to great use in diplomatic roles or as swindlers. Others, still, decide to take a simple life as a manual laborer.
Many dwelves learn at an early age to get along with everyone, defusing hostility and finding common ground. Usually, they have elven grace without elven aloofness and dwarvish enthusiasm without dwarvish anger. They often make excellent ambassadors and negotiators (except between elves and dwarves, since each side suspects the dwelf of favoring the other).

Naming Traditions

Family names

Dwelves use either dwarvish or elven naming conventions. As if to emphasize that they don’t really fit into either society, dwelves raised among dwarves are often given nonsensical or bizarre names, and those raised among elves often take dwarvish or elven ancestral names.
Parent ethnicities
Encompassed species

Remove these ads. Join the Worldbuilders Guild

Dwelf

Ability Score Increase Your Charisma score increases by 2, and your Constitution score increases by 1.
Size Medium
Speed Your base walking speed is 30 feet.

Age: Dwelves mature at a similar rate to what dwarves do and reach adulthood around the age of 30. They live slightly longer than dwarves, however, often exceeding 450 years, but never exceeding 500.
Alignment: Dwelves share the chaotic bent of their elven heritage. However, they also value law, giving them a more neutral alignment overall. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others’ demands, and sometimes prove unreliable, or at least unpredictable. Dwelves will rarely break an official law.
Size: Dwelves are about the same size as Drow, ranging from 4 to 5 feet tall.
Darkvision: Thanks to your mixed blood, 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 grey.
Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Hometown: Since Elves and Dwarves do not mingle in large groups, a Dwelf grows up among one or the other. Choose your hometown to be Elvish or Dwarvish.  

Dwarvish Hometown

Dwarven Combat Training: You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.
Tool Proficiency: You gain proficiency with a set of artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.
Extra Language: You can speak Dwarvish. You can read and write in the Davek script.  

Elvish Hometown

Elvish Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.
Extra Languages: You can speak Elvish and one other language of your choice. You can read and write in the Rellanic script and one other script in which your third language is written.

Languages. You can speak Common. You can read and write in the Common script.


Base HeightHeight ModifierBase WeightWeight Modifier
3'8"+ 2d8 100 lbs.*( 2d6 )

Guild Feature

Display your locations, species, organizations and so much more in a tree structure to bring your world to life!

Comments

Please Login in order to comment!