Dver
A race who once stood side by side with the Orphid of old, the Dver were renowned for their skill as builders and smiths. As the first of their brethren, the Stone Bloods stood at the forefront of ancient history alongside the elder Orphid. Their craft was held in highest regard among the Orphidian kingdoms, and they built their cities throughout mountains with domains that spanned entire mountain ranges. From the deepest cavern to the highest peak, the Dver ruled and thrived, building ever higher and digging ever deeper.
Stone Blood
As the first of their brethren, the Stone Bloods stood at the forefront of ancient history alongside the elder Orphid. Their skill was unparalleled among the Orphidian kingdoms and their craft was held in highest regard. They built their cities throughout mountains and their domains would span the whole mountain range. From the deepest cavern to the highest peak, the Stone Bloods ruled and thrived, building ever higher and digging ever deeper.
- Age:
- Stone Blood Dver typically reach maturity around 50 and live to around 400.
- Size:
- Stone Blood are medium sized. Their average height is around 4'8" (142 cm).
- Appearance:
- Stone Blood possess skin that ranges from the pale tones of polished marble to the darker shades of weathered granite. Their hair has a distinctive metallic luster and appears in silver, gold, or bronze hues. All Stone Blood share piercing grey eyes that seem to reflect the depths of mountain stone.
Languages: Common (Fluent), Dverrik (Fluent)
Traits
- Master Builder: You can construct buildings, fortifications, and structures with exceptional speed and quality. Construction projects take 25% of the normal time when you're involved, and you can assess the structural integrity of any building or construction with a glance. You can also create temporary fortifications and defensive positions using available materials.
- Forgemaster: You have mastery over the art of smithing and creation. You gain 2 degrees of advantage on all Smithing checks and smithing takes 50% the normal time and money. You can create Masterwork items with no extra cost. Additionally, you can identify the quality, origin, and methods used to create any forged metal item simply by examining it.
- Unsteel: You can see and exploit weaknesses in metal items or objects you have directly interacted with. Any melee weapon you wield gains the Armor Fouling property against rigid or metallic armor, reducing the target's armor by the amount of damage dice your weapon inflicts. When attacking metal weapons, you reduce the weapon's damage die by 1 for each hit.
- Stone Sense: You can detect structural weaknesses in stone and earth construction, navigate underground passages without getting lost, and sense vibrations through solid rock to detect movement or hollow spaces within 10 meters.
Ashborne
Born deep within the volcanic wastelands, far from the homeland of the original Dver, the Ashborne emerged from one of the most dramatic separations in Dver history. When the great fracturing occurred, this group ventured into the most inhospitable lands imaginable - regions of active volcanism, ash-choked skies, and molten stone. Here, far from any other civilization, they adapted to become something almost entirely new.
- Age:
- Ashborne Dver typically reach maturity around 50 and live to around 350.
- Size:
- Ashborne are medium sized. Their average height is around 5'1" (155 cm).
- Appearance:
- Ashborne possess skin that resembles rough stone in both color and texture. Their hair comes in deep shades of red or black, while their eyes mirror the hues and patterns of precious gemstones. Their physiques are angular and asymmetrical, with harsh, chiseled features that give them the appearance of having been hewn directly from volcanic rock.
Languages: Common (Fluent), Dverrik (Fluent), Petrific (Fluent)
Traits
- Igneous (per rest): Once per rest, you may transform your body into volcanic rock, becoming a literal stone for up to 3 hours. While in this petrified state, you are not fully conscious but are immune to most forms of damage and environmental effects. You cannot move, act, or perceive your surroundings while transformed, but you become virtually indestructible like the volcanic stone you embody.
- Bellows (per rest): Once per rest, you can intensify fires within 10 meters of you. Existing fires double in size and heat, dealing an additional die of fire damage to anyone within them. Fire-based attacks in the area gain +2 damage dice. This effect lasts for 5 turns in combat or 10 minutes outside combat.
- Ashform (per rest): Your body can take on the properties of volcanic ash and stone. Once per rest, you can partially disperse into ash, allowing you to slip through cracks and small openings that would normally be impossible to navigate. Additionally, you can harden your skin to become rough like volcanic rock, gaining 1 degree of advantage on grappling checks and making your unarmed strikes deal an additional die of damage for 2 turns in combat or 10 minutes outside of combat.
- Inner Forge: You can use your natural body heat to rapidly work and shape metals and stone. You can create simple tools, weapons, or objects in half the normal time without needing a forge or external heat source. Items created this way function as well as professionally made equivalents.
Sullen-Heart
The Sullen-Heart Dver were once among the few Dver clans who could be said to come close to matching the craftmanship of the Stone Blood Dver. Long ago they lived deep within the heart of the mountains, mining deeper, building higher and crafting larger. Before long they would see their achievements as a God's gift to the world. Their pride and hubris would not remain long as calamity would soon follow.
- Age:
- Sullen-Heart Dver typically reach maturity around 50 and live to around 750.
- Size:
- Sullen-Heart are medium sized. Their average height is around 4'6" (137 cm).
- Appearance:
- Sullen-Heart possess lean, gaunt builds worn down by endless travel and hardship. Their skin ranges from pale grey to weathered brown, marked with fine lines like a map of all the places they've wandered. Their hair is typically dull shades of brown, black, or streaked with premature grey and white. Their eyes are muted colors - faded blue, grey, or brown - that seem to look through things rather than at them, always searching for something just beyond reach. Their features carry the weight of their eternal journey, giving them a hollow, haunted appearance.
Languages: Common (Fluent), Dverrik (Fluent), Orphidian (Limited)
Traits
- Aura of Despair (per rest): Up to 3 times per rest, you may emit an aura of unnatural dread that covers an area within a 5 meter radius of you. All creatures within the aura must make a resistance check against their Vitality or be afflicted with overwhelming despair, giving them 2 degrees of disadvantage on all rolls while they remain in the area.
- Darkwind's Howl (per rest): Once per rest, you can unleash a mournful howl that summons cursed winds targeting up to as many creatures as your level within a 15 meter radius. Targeted creatures must make a resistance check against their Vitality or be marked by the darkwind curse. Cursed creatures suffer from persistent nightmares and foreboding winds that follow them for 72 hours, giving them 1 degree of disadvantage on all rolls and preventing them from gaining the benefits of rest.
- Foreboding Omen: Up to 3 times per protected rest, you may make a prediction of unluck on a creature or location of your choice. Roll 5 dice against the GM to see how true the prediction is, the GM will set the success threshold based on the prediction. An incorrect prediction will still have consequence or action.
- Survivor's Vigour (per day): You accumulate exhaustion at half the normal rate and cannot exceed 3 levels of exhaustion. You also require only half the normal amount of food and water per day to sustain yourself.
Frostkin
As the old Dver kingdoms fractured into disparate factions and attempted to outdo each other's accomplishments, those who would one day become known as the Frostkin journeyed away from their ancestral mountains. They travelled deep into the unknown North whereupon they would build their new home upon the vast expanse of glaciers. Built from only the ice they lived upon, the Frostkin would adapt and revolutionise their techniques to utilise the ice and water to create their signature Hydrosteel.
- Age:
- Frostkin Dver typically reach maturity around 50 and live to around 300.
- Size:
- Frostkin are medium sized. Their average height is around 5'0" (152 cm).
- Appearance:
- Frostkin possess skin that resembles opaque crystal or ice, giving them an otherworldly, translucent quality. Their bodies are always cold to the touch, as if carved from living glacier. Their skin comes in shades ranging from pale blue to deep slate grey. Their eyes shine in brilliant blue or stark white, while their hair is invariably a pure, stark white that seems to shimmer with frost.
Languages: Common (Fluent), Cryonnik (Fluent), Dverrik (Limited)
Traits
- Cryostasis (per rest): Once per rest, you may preserve an area up to 1 cubic meter in ice, all decay or other processes will be stopped for up to as many days as your Arcana stat.
- The Cold Forge (per rest): Up to 3 times per rest, you may use water or ice to create an unrefined Hydrosteel which you may shape into any weapon, implement or object no larger than 2 meters in length in any dimension. You must have sufficient water or ice to create the object. The created object will remain for either 3 uses or 3 hours, whichever happens first.
- Weather the Storm: You can negate the effects of weather on travel time and movement, and cannot get lost in low visibility conditions such as blizzards, fog, or snowstorms.
- Frost Temper (per rest): Once per rest, you can use extreme cold to temporarily harden and strengthen metal objects or structures up to 3 meters in any dimension. You may touch a metal weapon, piece of armor, tool, or structure and infuse it with glacial cold for 1 hour. Weapons gain an additional damage die, armor increases its rating by your Vitality stat, tools grant 1 degree of advantage on relevant skill checks, and structures become significantly more durable and resistant to damage. The enhanced object becomes extremely cold to the touch for anyone other than you.