Homebrew D'vern Species Details

An offshoot of the dwarven race that broke away from the tribes thousands of years ago, before the convergence of the houses. The D’vern sailed from the Scalding cove of Estren following the dimming of the fires of mount Sahlesh. Making their new home within the volcanic caverns of Thur’indel. Using the rough landscape of eastern Einuin, and molding it to their needs, the D’vern quickly established themselves as an independent Kingdom amongst the other denizens of the continent.

Nearly 1500 years of prosperity followed; finding the D’vern in lucrative trading positions with the other nations, and even making in-roads with the normally standoffish Grimaardian nation. However, Such prosperity always finds a way of being pulled from under those less vigilant.

The lizard-folk of Rassk were revealed within their subterranean kingdom, beneath the heated depths of Thur’indel, during excavation of the deep-mines nearly 300 years ago. There were no diplomatic discussions; no accords to be had. The Lizard-folk, being a barbarous tribal people, attacked the D’vern with haste and ferocity. The war for the D’vern capital of Thur’indel lasted nearly a hundred years, before the D’vern were pushed out of their now ancient home.

The few surface settlements fell one by one, and the D’vern eventually found themselves pushed westward into the unwelcoming lands of Grimaard, and the Eastern mountain territory of the Ustad Demarchy. The fighting has continued, though battle-lines have been well drawn for many years, and the Lizard-folk have found themselves well established in what they have renamed to their volcanic city of “Rassk”.

Needless to say, the Goliaths of the Ustad Demarchy were not welcoming to the D’vern. And no sooner had the D’vern established footholds in the as-yet unpopulated eastern region now dubbed “Ver Boldahr”; that the Goliath tribes began assaulting the scattered, weakened D’vern Nation.

The D’vern however, benefit from their natural proclivity towards earthen and fire magics; while the Goliaths of the Ustad Demarchy are magic averse, and in fact, do not tolerate magic users within their borders as a rule. Countless skirmishes have been fought, temporary peaces signed and shattered, but the D’vern nation stands. Broken and displaced into new lands. Always pining for their home capital of Thur’indel.

At this time, an accord stands between Ver Boldahr and Ustad that has seen most of the fighting ended on the western flank. Though skirmishes and small conflicts still break out, and racial tensions run high between the two peoples. On the eastern front, the three isles of Ro’urok have been fortified by the D’vern nation, and engage in near ceaseless raids against the Lizard-folk of Rassk.

Short Stature, Shorter Temper

D’vern are very similar in build to the typical mountain Dwarf. Standing under 5 feet tall with very squared stout frames. Though the differences mount from there. The historical home of the D’vern lies not just within mountains, but the deep ashen pits of volcanic rock. Working in and around the heat and pressures required to create veins of some of the more precious metals and jewels in the land. As the centuries passed, the traits of the D’vern diverged. Their skin took on a more ashen hue, their eyes a strangely piercing coal black; and the iconic dwarven beard no longer held a high place in society. In fact, working in such environments led D’vern diggers to prefer clean shaven faces to avoid the singes and burns of their delicate hair. With the grudges held by the D’vern following their divergence from the other clans, subsequent generations held that this ritual shaving of the face also helped to visually show the divide between the two races.

Long Lived, Stubborn

D’vern can live to be upwards of 350 years of age. Not quite as long as their cousins, though they do not tend to become as frail in old age. Often times, a D’vern “elder” will be found dead in his battle raiment, or still holding the tools of his trade. Continuing his tasks daily from his Cresting day to his last. 

Clans and Kingdoms

There are no clans within the D’vern nation. Only one peoples are recognized, and any dissention within the whole is considered something to be extinguished with extreme prejudice. The D’vern have taken care to keep meticulous historical records of their people, and consider their traditions and national ties, incredibly important.  

Gods, Gold, and Tradition

D’vern society does not recognize a singular God figure, nor does it build temples or enact or prevent worship in any way. Instead the vast majority of D’vern have a deep reverence of their ancestors, their ancestral homelands, and the values that have guided their peoples throughout the ages. One trait that D’vern have not shaken from their cousins is the love of Gold and treasures. A driving force among the D’vern is the use of rare materials in their works, and establishment of lucrative trade.

D'vern Traits

Your d'vern character has an assortment of inborn abilities, part and parcel of d'vern nature.

Ability Score Increase

Your Constitution score increases by 2.

Spark of the Core

All D’vern have an innate ability to use some earthen magics. Using their ancestral spark They may cast a spell from the following list.

You regen your sparks on a long rest.

A D’vern receives a Spark at 1, 5, 10, 15, and 20 level.

 

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.

Size

Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.

Speed

Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.

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.

Volcanic Ancestry

You have resistance against fire damage and do not suffer ill effects from extremely hot environments. (explained in the “Combat” section).

Combat Training

You have proficiency with the Pike, Trident, War Pick, and Halberd.

Tool Proficiency

You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.

Storied History

Whenever you make an Intelligence (History) check related to the histories and culture of the D'vern and Dwarves, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Languages

You can speak, read, and write Common and Dwarvish and the subdialect of D'vernish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.

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