Homebrew Dwemer (ES) Species Details

Dwemer

The Dwemer built elaborate underground cities near and beneath mountain ranges, including the Velothi Mountains and Red Mountain, and in the mountains of the isle Stros M'Kai. They were described as having been fearsome, unfathomable, and even cruel, though also careful, intelligent, and industrious. Their society consisted of free-thinking, yet reclusive clans devoted to the secrets of science, engineering, and the arcane scorning the Daedra and those who worshipped them.

Superior Creators

The Dwemer appear to have been a highly technologically advanced and particularly dogmatic race. Other races have still not cracked the secret behind their metal. Their weapons were simple but effective; weaponsmiths relied on creating quality materials first and merely allowed the form of those materials to flow from the method of the weapon's use. Their mastery of steam and geothermal power through tapping into the natural lava sources under Morrowind allowed them to create airships, sentient machines, mechanical observatories, and lighting systems that continued to work for centuries without any maintenance. Most of their settlements are still inhabited by Animalcule, enchanted mechanical guardians, commonly known as "Centurions" or "Spheres". They appear somehow linked to their place of origin and will lose power if removed from the vicinity. This may explain why many Animalcule remain active even after so long and supports the theory that they are strongly influenced by magic. Additionally, it appears that some Animalcule are capable of interpreting the actions of people around them - in a sense, 'perceiving' their intent - and responding accordingly. The Dwemer were somewhat comforted by their ability to empower lifeless fabrics into active beings, denying the organic power of the gods while at the same time transcending the mortal systems of life. This culture, often seen as sheer arrogance by others, allowed their technological capabilities to accelerate well ahead of any other race.

Divine Sin

The Dwemer inexplicably disappeared during the Battle of Red Mountain, the biggest and final battle of the War of the First Council. This purportedly came about due to the efforts of Lord Kagrenac, who was the Chief Tonal Architect of the Dwemer responsible for designing the great freeholds of their Second Empire. Kagrenac constructed Kagrenac's Tools (Wraith guard, Sunder and Keening) to harness the powers of the Heart of Lorkhan, which the Dwemer had discovered beneath Red Mountain. When the Chimer found out, they considered this aim blasphemous and sought to stop it. Kagrenac's exact goal remains unclear, but it is believed he sought to heighten his race to Anumidium.

Dwemer (ES) Traits

Your Dwemer character has a variety of natural abilities common with all other Dwemer.

Attribute Score Increase

Attribute Score Increase. Your Intelligence score increases by 2, and you Wisdom score scores increase by 1.

Age

As with all elves, Dwemer are long lived, maturing at the same rate as humans, but live for hundreds of years on average, but are able to live for thousands.

Size

Deep Elves have average builds, and their height is between 5 and 6 feet tall. Your size is medium.

Speed

Your base walking speed is 30.

Languages

You can speak, read, and write Tamrielic and Dwemeris.

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 you were in bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of grey.

Artificer's Lore

Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

Tinkerer

You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 40 septims worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.

When you create a device, choose one of the following options:

    Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a guar, skeever, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.

    Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.

    Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.

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