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Dwarf

The dwarves of Cisum live in a wide variety of environments. Many still live in the ancient mountain and hill cities of the continents, but other have found homes amongst the island regions like the Acapellago. The regions have shaped certain aspects of the dwarves over the centuries, but they do still share some thing in common. Most dwarves are stout of heart and bold in spirit. Many are excellent craftspeople, with their home regions adding a variety to the materials and specialities. Nearly all dwarves are fiercly loyal to their clans and nations. Dwarves are long-lived, though not as long as the elves. Their long lives and often quick tempers can lead to grudges that last for decades.

Civilization and Culture

Naming Traditions

A dwarf's name is granted by a clan elder, in accordance with tradition. Every proper dwarf name has been used and reused down through the generations. A dwarf's name belongs to the clan, not 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, Alberich, Baern, Barendd, Brottor, Bruenor, Dain, Darrak, Delg, Eberk, Einkil, Fargrim, Flint, Gardain, Harbek, Kildrak, Morgran, Orsik, Oskar, Rangrim, Rurik, Taklinn, Thoradin, Thorin, Tordek, Traubon, Travok, Ulfgar, Veit, Vondal

Female Names: Amber, Artin, Audhild, Bardryn, Dagnal, Diesa, Eldeth, Falkrunn, Finellen, Gunnloda, Gurdis, Helja, Hlin, Kathra, Kristryd, Ilde, Liftrasa, Mardred, Riswynn, Sannl, Torbera, Torgga, Vistra

Clan Names: Balderk, Battlehammer, Brawnanvil, Dankil, Fireforge, Fishmonger, Frostbeard, Gorunn, Holderhek, Ironfist, Loderr, Lutgehr, Rumnaheim, Saltbeard, Shipwright, Stakeln, Tornn, Ungart

Major Organizations

The Shipwright's Guild runs shipyards on several islands of the Acapellago, as well as some of the ports along the continents. Headquartered on the sentient-made island Synchronicity II, it is currently run by Bylwyn Shipwright. Few ships are made in the Acapellago without the hands of the Shipwright's Guild being involved. Shipwright Guild ships are second only to the precious few ships made by the Oaks and Maples of the Forest.

Culture and Cultural Heritage

The hill and mountain dwarves are often the more traditional-minded. Deeply loyal to their clan or kingdom, it is rare for them to live outside their birth communities. The exception here is if the dwarf marries into clan from another kingdom. Hill and mountain dwarves are most at home on the mainland continents of Cisum, rarely venturing even to the coastal reagions beyond the occasional traveling merchant.

In stark contrast to this, are the island dwarves. Far fewer in number than their hill and mountain cousins, the island dwarves are often more independent of the familiar bonds of a clan. The freedom of the sea often pulls them from their family for weeks or months at a time, and so they are often cordial to non-dwarves. This is especially true of their fellow sailors. Trust in their shipmates is vital to a safe journey.

Interspecies Relations and Assumptions

Dwarves are usually respectful, if cold, towards most other races. They often take a long time to warm up to certain individuals and trust them. There's an old saying among the dwarves: "The difference between an acquaintence and a friend is about a hundred years." While not always true, this often makes it difficult for the shorter-lived races to befriend a dwarf.

Lifespan
350 years (average)
Average Height
4'1 - 5'
Average Weight
140 - 160lbs

PHB, Homebrew, MotM

Dwarf

The dwarves of Cisum live in a wide variety of environments. Many still live in the ancient mountain and hill cities of the continents, but other have found homes amongst the island regions like the Acapellago. The regions have shaped certain aspects of the dwarves over the centuries, but they do still share some thing in common. Most dwarves are stout of heart and bold in spirit. Many are excellent craftspeople, with their home regions adding a variety to the materials and specialities. Nearly all dwarves are fiercly loyal to their clans and nations. Dwarves are long-lived, though not as long as the elves. Their long lives and often quick tempers can lead to grudges that last for decades.

If playing using achievements and milestones, choosing this race at character creation grants the player the achievement "Hammer Time."

ability score increase: Your Constitution increases by 2. See subraces for an additional ability increase. Alternatively, increase one score by 2 and another by 1, or three scores by 1.
age: Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years. Some dwarves can live over 400 years.
alignment: Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend towards good as well, with a strong sense of fair play and a belief that everyone deserves a share in the benefits of a just order
Size: Medium
speed: Your base speed is 25 feet. Your speed is not reduced by wearing heavy armor.
Languages: You can speak, read, and write Common and Dwarvish.
race features:

Darkvision. Accustomed to life underground, 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 Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.

Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.

Tool Proficiency. You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, mason's tools, or carpenter's tools.

Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Subrace. There are three main subraces of dwarves in Cisum: hill dwarves, island dwarves, and mountain dwarves. Choose one of these subraces.

Hill Dwarf

As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience.

Ability Score Increase. Your Wisdom score increases by 1.

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

Island Dwarf

As an island dwarf, you are more accoustomed to life at ground level and even on the sea. You're often leaner than the hill and mountain dwarves and are typically darker from time spent in the sun.

Ability Score Increase. Your Charisma score increases by 1.

Maritime Life. You gain proficiency with trident and net. You also gain a swim speed equal to your base speed.

Mountain Dwarf

As a mountain dwarf, you're strong and hardy, accustomed to a difficult life in rugged terrain. You're probably on the tall side (for a dwarf), and tend toward lighter coloration.

Ability Score Increase. Your Strength score increases by 2.

Dwarven Armor Training. You have proficiency with light and medium armor.

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