RACE: Heimfolk Species in Voldrelm | World Anvil
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RACE: Heimfolk

In approximately 45000 MC the Heimfolk people emigrated north, seeking more room as apparently, their lands to the south had become overrun with Ogres, Goblins and Orcs, an inferior type of Grakthal-kin.   Akshold Rockbeard is the original King of the Heimfolk. The first Dvergashtol King.   The Heimfolk fall into three main clans: Viorheim (Forest), Felbrodir (Mountain) or Dvergashtol (Heimfolk capital).   Ferocious and proud warriors, the Heimfolk reside in the south around Felbrodir and Viorheim, with the largest, central clan in Dvergoshtol. Both the Felbrodir and Viorheim Clans pledge allegiance to the Heimfolk King in Dvergoshtol, but for some this is mere lipservice, and some see the Dvergashtol king as self-appointed. They pledge allegiance to the Emperor in Cylestol, but he is not their regent, and they are largely left alone by the Callenthi. The Heimfolk are possibly older than the Callenthi, and their origin cannot be traced by any nation other than their own. They claim to come from another land, far from the south, and there is talk that a great leader of the Heimfolk, will one day come from that direction, conquering all the lands in his path. This prophecy makes everyone, especially the Callenthi, a little nervous.   When the Heimfolk arrived, not all of them decided to stay with the three main clans. There was some disagreement about the lands chosen for settlement. Some Heimfolk continued the journey north, and there are small clans to be found in Aldenwood (Aldenheim) in the Noraeveror mountain range (Norrinheim) and even as far north as The Gulletwood Wilds.

PLAYING A HEIMFOLK PC

  Use the base dwarf stats given in the PHB (Darkvision, Dwarven (heimfolk) resilience etc). All heimfolk have a +2 to Constitution. Then add these mods depending on sub-tribe.  

SUB-TRIBE ADJUSTMENTS

 

Viorheim Clan

  Dex +1, Wis +1   Planar Sense: A lifetime in the Viorwood has rendered the Viorheim sensitive to planar energy. A Viorheim heimfolk can automatically sense any planar portals or Riftgates within a mile’s radius.

Felbrodir Clan

  Str +1, Wis +1   Lore Master: Felbrodir heimfolk generally fall into one of two categories: scholars or warriors. They also have the benefit of a world-class education system and benefit from voluminous libraries. Whatever their chosen path, they have been well-schooled in the history and lore. Scholars may choose one of the following proficiencies: Arcana, Religion or History. Warriors may choose one of the following proficiences: Athletics, Perception or Survival.  

Dvergashtol Clan

  Int +1, Cha +1   Born Diplomat: Dvergashtol heimfolk have the gift of the gab and can talk their way out of just about any situation. You gain automatic proficiency in Persuasion. When dealing with noble or royal type personages, you also have advantage on Persuasion checks.  

Aldenheim / Norrinheim Clan

  Dex +1, Wis +1   Woodsmaster: Aldenheim and Norrinheim are most at home in wild forests like the Aldenwood and Norrinwood where they hail from. As such,while they are in forest terrain they have advantage on Survival checks and checks to hide.  

Deorheim Clan

  Str +1, Cha +1     Badland dweller: The Deorheim have grown up shoulder-to-shoulder with Grakthal and know them well. They can automatically speak Grakthal and due to having grown up in that hostile environment they have proficiency in all Charisma-based checks against Grakthal, Orcs, and all goblinoid creatures. For the purposes of Intimidation checks made against you by Grakthal, Orcs or goblinoid creatures, the DC will be 10 + your Charisma Modifier + your Strength Modifier.

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