Races of Dwimmermount

  • You will choose a race before rolling for ability scores. There are no minimum requirements for races (as the AEC suggests) and ignore the Min/Max in the AEC entry. Also, ignore the "classes available" in the AEC and use those listed below under Permitted Classes.

    Demihumans do not have a level limit and may multiclass (as outlined in their sections). Demihumans also get special abilities, including infravision. To compensate, Men roll 4d6, drop the lowest for their ability scores.

    Also note that Men are the only race permitted to be Clerics and that can be raised from the dead. Dwarves turn to stone when they die and must have stone to flesh cast on them and elves may only be reincarnated.


    Ability Scores: 4d6, drop the lowest
    Permitted Classes: Cleric, Fighter, Magic-User, Thief
    Multiclass: N/A

    The human inhabitants of Telluria are generally called “men". Though men of Telluria differ from those found on Earth, they still reflect a wide variety of physical qualities.


    Ability Scores: 3d6
    Permitted Classes: Fighter, Thief
    Multiclass: Fighter/Thief
    Traits: As the Advanced Edition Companion, plus description below.

    Dwarves are exclusively male; there are no female dwarves. Consequently, dwarves do not reproduce as men do, but rather by carving their “sons” from rock and magically imbuing them with life. Many outsiders consider dwarves to be artificial beings, akin to animated statues or golems. Exploring the truth about the origin of the dwarven race and what conclusions should be drawn as a result was could become a character motivation.

    Because of their unusual nature, when dwarves die, they turn to stone. Thus, they cannot be restored to life through the use of raise dead, but instead require the spell stone to flesh. However, dwarves do benefit from other healing effects including spells such as cure light wounds and magic items such as rings of regeneration.

    Though dwarves are very long-lived, known to have lifespans up to a thousand years barring accidents or violence, their population would soon have been reduced to nothing if there were not some way for dwarves to reproduce themselves. That way is through the carving of a “son” from living rock, with embellishments and adornments of precious metals and gems. With enough attention and craftsmanship—outsiders say obsession—a weird magic takes hold of the carving and imbues it with the spark of life, becoming a new dwarf. Though, it is said monstrous gnomes and kobolds are sometimes spawned instead.

    Although there’s no reason a dwarf couldn’t carve more than one son, dwarven society frowns upon it, seeing it as evidence of arrogance and self-aggrandizement. The social stigma against multiple sons extends even to dwarves whose sons were carved inert, which is part of why dwarves place these “stillborn” children in a place of honor and respect in a dwarf stronghold. The origin of the stigma is lost to history, though many elder dwarves suggest that it arose in the distant past, during a time known as “the Tumult,” when some dwarves attempted to rebel against their Makers and were ultimately defeated.

    According to this theory, the leading rebels had carved multiple sons for themselves in an attempt to create dwarven dynasties, which threw the practice into disrepute. Obviously, the dwarf population is slowly and seemingly inevitably declining. Judging by the size of their underground cities, there were once many millions of dwarves in the world, but now most cities are lucky if they can boast thousands and many cannot even do that. More than a few dwarf cities are now totally abandoned, becoming famed underworlds filled with gold, magical treasure, and foul beasts. For their part, most dwarves are stoic in the face of the inevitable demise of their race, seeing it as the will of their Makers, though some hold out the hope that, one day, the Makers might reverse their fate and restore the dwarves to their former glory.


    Ability Scores: 3d6
    Permitted Classes: Fighter, Magic-User, Thief
    Multiclass: Fighter/Magic-User, Thief/Magic-User
    Traits: As the Advanced Edition Companion, 90% resistance to sleep / charm, plus description below.

    The term “elf” is a Thulian word used to describe those intelligent, humanoid beings who can claim descent from the Eld. At the climax of the uprising against the Eldritch Empire, the Eld nobility retreated en masse back to the Red Planet in the face of the Thulian onslaught. Those Eld unable to return whence they came, in time, came to be known as elves. As relatives of the evil Eld, elves are generally looked upon with suspicion by men and dwarves to this day.

    The defining characteristic of the elves is their longevity: so far as anyone knows, elves are immortal. They can be killed and certain ailments may slay them, but they never die of old age. All elves, regardless of their chronological age -- and many elves claim to be over a thousand years old -- look as if they were approximately in their late teens or early 20s from a human perspective. Interestingly, elves, unlike most other races, cannot be raised from the dead if slain.

    Physically, elves are lithe and agile and tend to possess fair complexions and hair. Their faces are delicate and finely chiseled—not unattractive by any means, but nevertheless possessing an “alien” quality to them that many men find disconcerting rather than alluring. Elven ears are slightly pointed. Though elves are, on average, shorter than men, they display a wide diversity of sizes.

    The alien quality of elves is not limited to their appearance. Distant and haughty, they do not seem to possess emotions as men do, or if they do, they are far less demonstrative about them. Because of their long lives, they are often slow to act, preferring to take weeks or even months to commit themselves to a course of action of any significance. Elves gently mock humans and even dwarves as “ephemerals,” seeing them as impetuous and foolhardy children. Needless to say, this has not helped their reputation among men, many of whom consider
    them little better than the Eld of old.

    Despite their longevity, elves are few in number; most humans have never seen more than two or three elves their entire lives and rarely do they ever see more than one elf in the same place. There are communities of elves in isolated parts of the world, but humans rarely see them, let alone visit them. Those few who have visited them note, among other things, that there are no children to be found among the elves.

    This lack of children has led to speculation about how new elves come to be, if indeed they do at all. For their part, elves refuse to broach the subject with “ephemerals,” implying only that it is an intensely personal matter that they do not discuss with nonelves. One popular belief is that elves are a dying race that will pass away forever when the last elf is slain. Another even more popular belief is that elves steal human children and raise them as their own. Others say that one can become an elf by consuming their food, a notion made more plausible by the fact that elves do not consume human foodstuffs if they can avoid it and prefer not to eat in the presence of nonelves, regardless of the menu.

    Though elves do have two genders that, outwardly at least, resemble those of humans, elves do not marry or form pair bonds or have any other kind of social arrangements that suggest either the formation of families or indeed any purpose to the physiological differences between the genders. It’s almost as if elves were male and female in imitation of humans!

    A minority of sages claim that many elven sites and structures are in fact older than those of Eldritch manufacture, arguing that it was not the Elves of Telluria who sprang from the Red Elves of Areon, but the reverse. For their part, the elves have nothing to add to such discussions, preferring to say as little as possible about their red-skinned relations.

    An even smaller minority of sages suggests that the elves may in fact be the descendants of the mysterious “Great Ancients” whose mighty works and artifacts predate even the Eldritch Empire, citing odd similarities between the devices of the Ancients and those produced by the elves. Once again, the elves have little to say on the matter and few men are willing to countenance the suggestion that the Great Ancients were anything but members of their own kind living in the distant past.

  • @jackson said he wanted to roll randomly for race. That's awesome! If you want to do that, roll 1d8 on the reincarnation table. Results of Creature = Human.

  • Added Elven resistance to Sleep / Charm per our convo at the last game.

  • Adventurer

    Do demi-humans get the ability modifiers as shown in the AEC, page 7?

  • @Aaron said in Races of Dwimmermount:

    Do demi-humans get the ability modifiers as shown in the AEC, page 7?


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