Homebrew Albion Dwarf Species Details

Strong, stocky, and shorter than any other humanoid race besides Halfings and Gnomes, the dwarves are skilled builders and boast a long tradition of courage and martial skill that has served them well in their millennia-long battle against the Necrospawn.

The dwarves developed a vast underground empire of twelve great thaigs that spanned the breadth of Albion, with its population outnumbering most of the mortal population. The single-mindedness of the dwarves is credited for the race's survival. Their ability to dedicate their efforts to a cause helped them survive in conditions that no other race would have long been able to and gave rise to a level of technology that far surpasses anything else in Albion. They have mastered clockwork, mechanical weaponry, and limited steam power. Dwarven clockwork, while uncommon, is notable, as time-telling in Albion is inexact. Dwarven architecture is said to be the most durable in the world, and many believe that dwarves construct fortifications with a siege mentality. It can endure powerful sieges and withstand the test of time.

Due to their underground life, dwarves have developed superior vision in the dark. Furthermore, because of their hardy constitution, sickness is thought to be rare among the dwarven folk.

Society

The dwarven social hierarchy is ruled by complex, interrelated, and rigid castes. The casteless, commonly known as "dusters" after their ghetto of Dusk Town, are the lowest rung of dwarven society. (Outcasts in their own city, unable to take up work among the higher castes, nor to defend their honor in the Provings or fight the Necrospawn to protect the city, dwarves rejected by the Stone itself.) Dwarves who are exiled or born on the surface are also officially casteless - but with an increase in the number of higher-caste dwarves choosing to live on the surface, it is becoming difficult for some surface dwarves to be considered permanent exiles. The average dwarf will never see the surface, and often will have superstitious beliefs concerning surface-life (such as falling into the sky, or the sun falling to the ground).

Above the casteless are servants, artisans, miners, smiths, merchants, warriors, and nobles. Among the nobles, the Dyshars are a group of dwarves who participate in the Assembly on behalf of their house. While it is possible for some dwarves to better their family's station by performing great deeds and/or siring children with higher-caste dwarves, these remain rare and difficult circumstances. Lower-caste dwarves who rise in caste are generally considered "upjumped" by the highest castes. In dwarven society, children inherit the caste of their same-sex parent; should a son be born, he would inherit his father's caste, or his father's lack of caste, should that be the case.

It is also known that slavery existed in the times of the ancient dwarven empire.

Monarchy is the dwarven standard of government, but heredity tends to be a weak factor in determining who sits on the throne when the time comes for a new ruler. While the monarch may suggest their heir to the throne, the new monarch is ultimately determined in the Assembly by a vote of the Dyshars.

It has been mentioned that most of the wealth of the dwarves comes from selling processed Elithium to the mages of Albion. The Chantry holds a monopoly on Elithium trade with the dwarves (in order to maintain control over templars and mages), but there remains a flourishing black market of the substance, dominated on the dwarven end by the Carta in Dusk Town.

Education

 

Education in the thaigs appears to be given to those with caste and may in part be administered by members of the Shaperates. Among the casteless there is no formal education and most are functionally illiterate.

Religion

Unlike many other cultures in Thedas, dwarves do not worship anthropomorphic gods. Instead, their philosophy promotes personal excellence and an almost intimate tie to the Stone that houses them. Referring reverentially to "the Stone", the dwarves speak of it as being alive. They are the Stone's children; they respect her, they fear her, they cherish her, and they give thanks to her for protecting them and providing them with her bounty. This religion has been practiced for two thousand years by the dwarves. Their other cultural beliefs are more akin to ancestor worship. Dwarves who lead a strong and noble life are said to strengthen the Stone when they die, becoming one of the Ancestors. Those who are ignoble or disgraced would weaken the Stone and are therefore rejected by it for all eternity. Surface dwarves and casteless are believed to be rejected by the Stone. Every once in a while, a dwarf is declared by the Assembly to be particularly noble. If the required motion is passed in the Assembly, these dwarves become Paragons and are revered during their lives as living Ancestors. When a dwarf achieves Paragon status, a noble house bearing their name is established. The deeds of a Paragon are carefully recorded in the Memories, records of lineage and deeds that help determine what caste a dwarf is born into. The word of a Paragon is held in such esteem that it can surpass even the monarch's word. Furthermore, a dwarf can be declared as a Paragon even posthumously.

Surface dwarves still preserve their beliefs in the Stone, while some do not follow or care for any religion. Only a small minority of them is part of the Chantry. The judicial functions of government are split between the monarch and the Shaperate. The monarch and their warriors deal with crime and maintain order, while the Shaperate deals with civil disputes. The Shaperate is also ultimately responsible for the preservation of all records current and historical. As a result, it is the supreme authority over the authenticity and binding nature of contracts, as well as legal precedent. The Shaper of Memories is considered a role of absolute impartiality in dwarven society, and commands enormous respect as a disinterested third-party in legal matters.

Dwarf Traits

Creature Type: Humanoid
Size: Medium (about 4–5 feet tall)
Speed: 30 feet

As a Dwarf, you have these special traits.

Darkvision

You have Darkvision with a range of 120 feet.

Dwarven Resilience

You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.

You have Double Resistance to all Magical damage. You have Advantage on all magic saving throws you make.

You have immunity to Elithium and can handle it safely with your bare hands.

 

Dwarven Toughness

Your Hit Point maximum increases by 2, and it increases by 2 again whenever you gain a level.

Stone Sense

You have Tremorsense with a range of 30 ft. You must be on or touching a natural or worked earth or stone surface to use this Tremorsense. As a Dwarf, you can identify any type of stone or mineral that you find simply by sight or touch. Dwarves also possess a unique ability called "Stone Sense," a talent for subterranean navigation derived from the race's progenitor. Stone Sense is described as the ability to hear the distant song of Elithium. This connection allows dwarves to sense a passageway before reaching it and can navigate the Deep Roads without getting hopelessly lost.

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