Homebrew Dvergr Species Details

In the world of Megacities and Magicks, dwarves are known as the dvergar, not to be confused with Duergar or Dark. Dvergar is plural, and dvergr is the singular form.

Megacities rich in glitz and glamour, gold-covered penthouses atop mountain-high apartment buildings, the echoing of picks and hammers in deep titanium mines and blazing forges, a commitment to corporation and tradition, these common threads unite dvergar.

Unlike how “dwarfs” are in other worlds, the dvergar live high above ground in skyscrapers. Their greed extends beyond physical wealth; they also seek personal status, whether through fear and power or economic means.

The origin of the dvergar is shrouded in mystery. Some of their legends tell of a great migration from “a world of endless caverns.” Wherever their roots, these migrant dvergar established a mighty nation beneath the main level streets of The City of Midnight.

Most dvergar legends, unconcerned with the question of origin, dwell on the mighty artifacts and priceless treasures crafted by deep-dwelling dvergar from generations ago, and of the wars they waged against goblin corporations. Dvergar today cherish the memory of this time.

 

SHORT AND STOUT

Bold and hardy, dvergar are known for their skills as bodyguards, miners, and metalworkers. Though they stand well under 5 feet tall, dvergar are so broad and compact that they can weigh as much as a human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk.

Dvergar skin ranges from deep brown to a paler hue tinted with red, but the most common shades are light brown or deep tan, like certain earth tones. Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male dvergar value their beards highly and groom them carefully.

 

LONG MEMORY, LONG GRUDGES, OLD COMPANIES

Dvergar can live for more than 400 years, so the oldest living dvergar often remember a very different world. For example, some of the oldest dvergar living in Neo Sheppardston can recall the day, more than three centuries ago, when Fir-Bolg conquered the Dvergr Trade Federation and drove them into homelessness. This longevity grants them a perspective on the world that shorter-lived races such as humans lack.

dvergar are solid and enduring like the skyscrapers they love, weathering the passage of centuries with stoic endurance and little change. They respect the traditions of their family, tracing their ancestry back to the founding of their most ancient businesses in the early years of reconstruction, and don’t abandon those traditions lightly. Part of those traditions is devotion to the gods of the dvergar, who uphold the dvergar ideals of industrious labor, skill in hostile takeovers, and devotion to the forge.

Individual dvergar are determined and loyal, true to their word and decisive in action, sometimes to the point of stubbornness. Many dvergar have a strong sense of justice and are slow to forget the wrongs they have suffered. A wrong done to one dvergr is a wrong done to the dvergr’s entire corporation, so what begins as one dvergr hunt for vengeance can become a full-blown corporate feud.

 

CORPORATIONS AND SKYSCRAPERS

Dvergar skyscrapers tower above the cities where the dvergar mine for titanium and uranium and forge items of wonder. They love the beauty and artistry of precious metals and fine jewelry, and in many dvergar, this love festers into avarice. Whatever wealth they can’t find in their cities, they gain through trade. They dislike airships, so enterprising humans and goblins frequently handle trade in dvergar goods along trade routes. Trustworthy members of other races are welcome in dwarven cities, though some areas are off limits even to them.

The chief unit of dvergar cities is the corporation, and dvergar highly value social standing. Even dvergar who live far from their own cities cherish their corporation’s identities and affiliations, recognize related dwarves, and invoke their ancestors’ names in oaths and curses. To be unemployed is the worst fate that can befall a dvergr.

Dvergar in other lands are typically artisans, especially weaponsmiths, armorers, and jewelers. Some become mercenaries or bodyguards, highly sought after for their courage and loyalty.

GODS, GOLD, AND BUSINESS

Dvergar who take up the freelance life might be motivated by a desire for riches, for its own sake, for a specific purpose, or even by an altruistic desire to help others. Other dvergar are driven by the command or inspiration of a deity, a direct calling, or simply a desire to bring glory to one of the dvergr gods. Corporation and ancestry are also important motivators. A dvergr might seek to restore a corporation’s lost honor, avenge an ancient wrong the corporation suffered, or earn a new place within the corporation after having been fired. Or a dvergr might search for the ballpoint pen wielded by a mighty ancestor, lost during a corporate battle centuries ago.

 

Dvergr Names

A dvergar name is granted by a chief executive officer, in accordance with tradition. Every proper dvergar name has been used and reused down through the generations. A dvergar name belongs to the corporation, not to the individual. A dvergr who misuses or brings shame to a corporation’s name is stripped of the name and forbidden by law to use any dvergar name in its place.

 

Male Names: Adrik, Alberich, Baern, Barendd, Brafren, Brottor, Bruenor, Dain, Darrak, Delg, Eberk, Einkil, Fargrim, Flint, Fogneastr, Gardain, Harbek, Kildrak, Morgran, Nutim, 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, Rutgrahilda, Sannl, Torbera, Torgga, Vistra
Corporate Names: Balderk, Battlehammer, Bigtower, Brawnanvil, Dankil, Fireforge, Frostbeard, Gorunn, Heavenscraper, Holderhek, Ironfist, Loderr, Lutgehr, Metalpike, Rumnaheim, Strakeln, Stronggrip, Torunn, Treasureborn, Ungart

Dvergr Traits

Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.

Creature Type

You are humanoid.

Size

You are small (about 2-4 feet tall) or medium (about 4-5 feet tall)

Speed

Your base walking speed is 30 feet.

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.

Dwarven Toughness

Your Hit Point maximum increases by 1, and it increases by 1 again whenever you gain a level.