Homebrew Dumkins (Underland) Species Details
๐๐พ๐ถ๐ด๐ฒ๐ท๐ผ
The Smallfolk of Underland
โNever underestimate a Dumkin. Especially if they're smiling.โ
๐๐ท๐ฝ๐ป๐ธ๐ญ๐พ๐ฌ๐ฝ๐ธ๐ป๐ ๐๐ช๐ป๐ช๐ฐ๐ป๐ช๐น๐ฑ
Dumkins are Underland's smallfolk, a cheerful and hearty people known for their enormous personalities, stubborn determination, and seemingly endless curiosity. Small in stature but rarely small in spirit, Dumkins have a remarkable talent for finding comfort in the strangest places and turning almost anything into an excuse for tea, food, or celebration.
They are best known for their cozy underground villages, where winding tunnels open into warm homes, oversized kitchens, flourishing gardens, bustling tea shops, workshops, and pantries containing enough baked goods to feed an army. Dumkins are often considered harmless by the larger peoples of Underland.
This reputation is frequently a mistake.
Dumkins have survived wars, tyrants, monsters, magical disasters, and the Breaking through a combination of stubbornness, ingenuity, community, and an almost unreasonable refusal to give up.
They are also frequently considered unintelligent by outsiders. This belief stems largely from the infamous story of a particular pair of Dumkin twins whose legendary exploits have been retold, exaggerated, and misunderstood for generations. The truth is considerably more complicated.
Dumkins are not foolish.
They simply have a very different relationship with common sense.
๐๐ฑ๐๐ผ๐ฒ๐ฌ๐ช๐ต ๐๐ฎ๐ผ๐ฌ๐ป๐ฒ๐น๐ฝ๐ฒ๐ธ๐ท
Dumkins are small humanoids with round, sturdy builds and expressive faces. Their appearance varies considerably from family to family, but most possess warm complexions, rounded features, and thick hair that seems determined to become unruly regardless of how often it is brushed.
Most Dumkins stand between 2ยฝ and 4 feet tall, with broad hands and sturdy feet suited to climbing, gardening, crafting, and navigating the tunnels beneath Underland.
Their feet are often slightly oversized compared to the rest of their bodies. Many Dumkins go barefoot in their homes, claiming that shoes are unnecessary when one already has "perfectly good feet."
Hair
Dumkin hair comes in nearly every natural shade, with unusual colors appearing occasionally due to magical ancestry or exposure to Underland magic.
Curly, thick, and unruly hair is particularly common.
Eyes
Dumkins are known for large, expressive eyes. Brown, green, hazel, blue, and gray are common, though unusual colors are not unheard of.
Distinctive Features
Many Dumkins have:
- Rounded ears
- Rosy cheeks
- Freckles
- Thick eyebrows
- Small noses
- Broad smiles
- Calloused hands
- Surprisingly strong legs
Some families possess distinctive traits passed down through generations.
๐๐ฝ๐ฝ๐ฒ๐ฝ๐พ๐ญ๐ฎ๐ผ ๐ช๐ท๐ญ ๐๐ฑ๐ฒ๐ต๐ธ๐ผ๐ธ๐น๐ฑ๐ฒ๐ฎ๐ผ
Dumkins are generally cheerful, curious, and welcoming. They enjoy simple pleasures and believe there is almost always something worth celebrating.
- A good meal is worth celebrating.
- A new friend is worth celebrating.
- Finding twenty gold pieces in an old drawer is definitely worth celebrating.
- Surviving an encounter with an Inkling?
That's a feast.
Dumkins are stubborn to an almost legendary degree. Once a Dumkin decides something matters, convincing them otherwise can require an act of divine intervention.
They value home, friendship, family, food, curiosity, and perseverance.
The Dumkin Philosophy
One of the oldest Dumkin sayings is:
"Small doesn't mean helpless."
Another is:
"If you can't go around it, go under it. If you can't go under it, ask a Dumkin."
Dumkins believe that problems are meant to be solved rather than feared. They may complain loudly while solving them, but they will solve them.
๐ฃ๐ฑ๐ฎ ๐๐๐ฝ๐ฑ ๐ธ๐ฏ ๐ฝ๐ฑ๐ฎ ๐๐ธ๐ธ๐ต๐ฒ๐ผ๐ฑ ๐๐พ๐ถ๐ด๐ฒ๐ท
Few stereotypes annoy Dumkins more than the belief that they are stupid.The misconception began generations ago because of a famous pair of Dumkin twins whose adventures became the subject of countless stories, plays, songs, and children's books.
The twins were, by all accounts, dumb. Unfortunately, they were also spectacularly bad at following instructions. Their adventures became famous throughout Underland, eventually turning them into cultural icons. Over time, outsiders began confusing their ridiculous behavior with stupidity.
Dumkins have never forgiven anyone for this. Ask a Dumkin if their people are stupid and they will probably laugh. Ask them if the twins were stupid and you may find yourself invited to a three-hour lecture on historical inaccuracies.
Usually accompanied by tea.
๐๐พ๐ต๐ฝ๐พ๐ป๐ฎ
Dumkin culture revolves around community.
A Dumkin village is rarely quiet. Somewhere, someone is baking. Somewhere else, someone is arguing about gardening. Children race through tunnels while inventors test questionable contraptions in their workshops.
And somewhere nearby, tea is being served.
Family
Dumkin families tend to be close-knit and often extend far beyond blood relatives.
- A Dumkin's neighbors may be considered cousins.
- A best friend may be called a sibling.
- An elderly shopkeeper may be referred to as "Auntie" despite having absolutely no biological relationship to the family.
Dumkins believe family is something you build, not merely something you inherit.
Hospitality
Dumkin hospitality is legendary.
- Guests are expected to eat.
- If they say they aren't hungry, they are given tea.
- If they insist they aren't hungry, they are given a plate.
If they continue refusing, a Dumkin will assume something is terribly wrong and begin asking questions.
Celebrations
Dumkins love festivals.
Their celebrations commonly involve:
- Food
- Music
- Dancing
- Storytelling
- Games
- Tea
- Competitions
- Homemade inventions
- More food
๐๐ธ๐ถ๐ฎ๐ผ ๐ช๐ท๐ญ ๐๐ช๐ซ๐ฒ๐ฝ๐ช๐ฝ๐ผ
Dumkins traditionally live beneath the hills and fields of Underland in cozy underground settlements. Their villages are rarely gloomy. Instead, they are filled with warm lanterns, colorful doors, winding passageways, gardens, kitchens, workshops, and tiny clockwork devices. A Dumkin home may have a kitchen twice the size of the living room.
Nobody considers this strange.
The kitchen is obviously the most important room.
Dumkin Villages
A typical village may contain:
- Tea shops
- Bakeries
- Community kitchens
- Underground gardens
- Clockwork workshops
- Libraries
- Cozy taverns
- Market tunnels
- Mushroom farms
- Communal gathering rooms
Some settlements are built around enormous underground caverns containing entire ecosystems.
๐ก๐ฎ๐ต๐ช๐ฝ๐ฒ๐ธ๐ท๐ผ ๐๐ฒ๐ฝ๐ฑ ๐๐ฝ๐ฑ๐ฎ๐ป ๐ก๐ช๐ฌ๐ฎ๐ผ
Dumkins are generally friendly toward other peoples, although their friendliness should never be mistaken for submission. They have a particular talent for being underestimated. And they tend to enjoy it. Dumkins are often the people others confide in because they appear harmless and approachable.
Dumkins know this.
Many Dumkins consider being underestimated a useful advantage.
๐ฃ๐ฑ๐ฎ ๐๐ป๐ฎ๐ช๐ด๐ฒ๐ท๐ฐ
The Breaking struck Dumkin communities particularly hard. Their underground homes protected many villages from the worst of the initial destruction, but countless settlements were cut off from one another as Underland shifted.
Some tunnels collapsed. Others changed direction. A few reportedly began leading somewhere they had never led before.
Dumkins responded the way Dumkins tend to respond to disaster:
- They rebuilt.
- Then they fed everyone.
- Many Dumkin villages became safe havens during the Breaking, opening their homes and kitchens to displaced travelers.
Even now, some Dumkins maintain emergency stores of food, tools, medicine, and tea in case Underland changes again.
๐ฃ๐ฑ๐ฎ ๐๐ท๐ด
Dumkins generally distrust the Ink Master. They have little patience for his destruction of homes and communities. However, Dumkin inventors have become fascinated by the strange properties of Ink.
- Some study it.
- Some attempt to contain it.
- Some use small amounts in experimental machinery.
Most village elders strongly discourage this.
The inventors rarely listen.
๐๐ญ๐ฟ๐ฎ๐ท๐ฝ๐พ๐ป๐ฎ๐ป๐ผ
A Dumkin might leave home for countless reasons.
They may be searching for:
- A lost family member
- A rare ingredient
- A legendary recipe
- An old invention
- A missing village
- A mysterious treasure
- A new place to call home
- Answers about the Breaking
- Someone who insulted their cooking
Some simply want to see what lies beyond the tunnels they've known their entire lives.
Curiosity is one of the strongest forces in Dumkin culture.
And Dumkins have an extraordinary amount of it.
๐๐ช๐ถ๐ฎ๐ผ
Dumkin names tend to be warm, playful, and easy to pronounce.
๐๐ช๐ต๐ฎ ๐๐ช๐ถ๐ฎ๐ผ
Bramble, Toby, Pip, Milo, Benny, Finley, Hob, Percy, Ollie, Rupert, Wilbur, Nettle, Wally, Barnaby, Digby, Tuck, Pippin, Moss, Fenn, Arthur
๐๐ฎ๐ถ๐ช๐ต๐ฎ ๐๐ช๐ถ๐ฎ๐ผ
Poppy, Mabel, Millie, Tilly, Daisy, Maisie, Winnie, Faye, Clover, Elsie, Nellie, Bonnie, Posy, Rosie, Prim, Hattie, Dottie, Pearl, Honey, Bramble
๐ค๐ท๐ฒ๐ผ๐ฎ๐ ๐๐ช๐ถ๐ฎ๐ผ
Pepper, Cricket, Rowan, Pip, Sunny, Bluebell, Button, Clover, Moss, Wren, Bean, Twig, Berry, Pumpkin, Fizz, Nib, Tumble, Sprout
๐ข๐พ๐ป๐ท๐ช๐ถ๐ฎ๐ผ
Appleby, Butterbun, Crumble, Honeywick, Tealeaf, Puddifoot, Thimble, Bramblebottom, Tumblepot, Goodbarrel, Muffin, Sweetroot, Underbough, Crumpet, Copperkettle, Picklewick, Pockets, Buttonfoot, Bumbleseed, Hearthstone
๐ก๐ช๐ฌ๐ฒ๐ช๐ต ๐ฃ๐ป๐ช๐ฒ๐ฝ๐ผ
๐๐ซ๐ฒ๐ต๐ฒ๐ฝ๐ ๐ข๐ฌ๐ธ๐ป๐ฎ ๐๐ท๐ฌ๐ป๐ฎ๐ช๐ผ๐ฎ
Increase one ability score by 2 and another by 1, or increase three different ability scores by 1 each.
๐๐ป๐ฎ๐ช๐ฝ๐พ๐ป๐ฎ ๐ฃ๐๐น๐ฎ
You are a Humanoid.
๐ข๐ฒ๐๐ฎ
You are Small.
๐ข๐น๐ฎ๐ฎ๐ญ
Your walking speed is 25 feet.
๐๐พ๐ถ๐ด๐ฒ๐ท ๐ก๐ฎ๐ผ๐ฒ๐ต๐ฒ๐ฎ๐ท๐ฌ๐ฎ
You have advantage on saving throws against being frightened.
๐๐พ๐ถ๐ด๐ฒ๐ท ๐๐พ๐ฌ๐ด
When you roll a 1 on a d20 for an attack roll, ability check, or saving throw, you can reroll the die. You must use the new roll.
๐๐ช๐ฝ๐พ๐ป๐ช๐ต ๐ข๐ฝ๐ฎ๐ช๐ต๐ฝ๐ฑ
You can attempt to hide even when obscured only by a creature that is at least one size larger than you.
๐๐พ๐ถ๐ด๐ฒ๐ท ๐๐ท๐ฐ๐ฎ๐ท๐พ๐ฒ๐ฝ๐
You gain proficiency in one of the following skills of your choice:
Investigation, Nature, Perception, Sleight of Hand, or Survival.
๐ข๐ถ๐ช๐ต๐ต ๐๐พ๐ฝ ๐ข๐ฝ๐พ๐ซ๐ซ๐ธ๐ป๐ท
When you fail a saving throw, you can choose to reroll it. You must use the new roll.
Once you use this trait, you can't use it again until you finish a long rest.
Dumkins (Underland) Traits
Dumkins may be small, but they are surprisingly hardy and resourceful. Their natural luck, stubborn determination, and ability to slip into places others cannot make them capable adventurers. Though outsiders sometimes mistake their friendliness and eccentricity for foolishness, Dumkins possess a sharp mind and an uncanny knack for getting themselves, and often their companions, out of trouble.
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