Signup

The dwarves of Eldareth are not the children of gods — they are the crafted heirs of giants, born not of clay or chance, but of vision. In the aftermath of the Titanfall, three mighty jarls of the giantkin stood before a shattered world and dared to shape its guardians.

Thalkor, the Sentinel of Stone, forged the Ironcrest — steadfast bulwarks of earth and duty.
Saaktar, the Flamewright, kindled the Emberforge — beings of molten will and enduring fire.
Thorden, the Storm-Runed Seer, carved the first Runeborn — minds honed to preserve order through pattern and glyph.

At the Soul Forge, where the bones of fallen titans smoldered with elemental power, these lineages were born. Not to serve, but to stand fast. To outlast ruin. To hold the line when all else breaks. They were shaped to anchor the world — in stone, in fire, and in will.

They do not forget.
They do not falter.
They are the keystone of the world.

Ironcrest – The Stone-Bound

“We are the mountain. We bend for none.”

The Ironcrest are built from the bones of the world — broad and still as carved granite, with skin in hues of slate, clay, or stone-veined gray. Their eyes glow faintly in earthen tones or gleaming white, like moonlight on marble. Hair runs dark and heavy — iron-grey, coal-black, or deep red — worn in thick braids that often carry the weight of family, service, or fallen kin. They do not stride — they stand.

Forged by Thalkor, the Sentinel of Stone, the Ironcrest are the architects of fortresses and the silent sentinels of broken gates. Their strongholds rise from glacier-rooted valleys and blackrock cliffs, shaped not for beauty, but for permanence. They do not seek glory. They endure. To them, change is not progress — it is a tremor in the stone. They cling to old wars, old names, and old pain not out of stubbornness, but reverence. They are the shield that does not fall — even when no one remains to witness it.

Emberforge – The Fire-Forged

“Flame devours. We temper it — or burn with it.”

Emberforge dwarves are heat-hardened and elemental, their skin cast in copper, bronze, or soot-black tones, often veined with glowing ember-marks that pulse with emotion or exertion. Their eyes burn in shades of molten gold, coal-red, or flickering orange, while their hair ranges from flame-red to ash-blonde or char-black, often braided with rings of brass or obsidian. Their bodies are thick and calloused — shaped by forge, flame, and weight of will.

Born of Saaktar, the Flamewright of the Fire Giants, the Emberforge are smith-priests, rune-binders, and flame-walkers — artisans of destruction refined into legacy. They dwell in forge-citadels built above magma flows or deep within volcanic roots, where metal is not merely shaped, but awakened. But fire is a dangerous teacher. The Emberforge walk a narrow line between passion and wrath, brilliance and burnout. If they lose control of the forge within, they risk becoming the very force they were meant to master.

Runeborn – The Rune-Carved

“The world is a language. We remember how to read it.”

Runeborn dwarves are carved in cool tones of marble, cloud-stone, or pale grey — their skin often etched with faintly glowing runes that pulse in moments of magic, emotion, or deep contemplation. Their eyes shimmer like crystal: amethyst, pearl, or soft sapphire, sometimes flecked with shifting sigils. Their hair is almost always white, platinum, or faint blue — worn short or concealed beneath hooded robes and gemstone circlets. Where others move with force, the Runeborn move with precision.

Crafted by Thorden, the Storm-Runed Seer, the Runeborn were not shaped for stone and fire, but for pattern and preservation. They dwell in vault-temples and storm-forged spires, where silence is sacred and magic is spoken through layers of ink, chisel, and breath. They are wardwrights, archivists, and scholars of permanence — preserving what time would erode. Yet in their devotion to the structure of things, the Runeborn risk forgetting the soul beneath it. They see the world’s shape too clearly… and sometimes, forget to feel it.

Legacy in Eldareth

The dwarves of Eldareth are not just survivors — they are foundations.

Their cities rise not in defiance of nature, but in dialogue with it. Their tombs are carved with names never spoken aloud. Their hearts carry songs in deepstone dialects no surface wind remembers.

Even in exile, they are not lost.
Even broken, they are not unmade.

They are the hammer in the dark, the wall that holds, the breath in the forge. And though the giants who crafted them have long faded into memory, the dwarves endure — not as echoes of their makers, but as masters of their own becoming.

Where the mountain holds, so too will they.

Dwarf Common Traits

Combine the following traits with the traits associated with the lineage you select.

Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.

Creature Type. You are a Humanoid. You are also considered a dwarf for any prerequisite or effect that requires you to be a dwarf. Size. You are Medium.

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

Darkvision. You can see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Dwarven Resilience. You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.

Forge Wise. Your divine creator gave you an uncanny affinity for working with stone or metal. You gain Tool Proficiency with two of the following options of your choice: Calligrapher's supplies, Mason’s Tools, Smith’s Tools, or Woodcarver's Tools.

Sturdy Stance. You have advantage on saving throws you make to avoid or end the prone condition on yourself, and you have advantage on saving throws against effects that would move you against your will.

Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Emberforge Lineage Traits

Volcanic Resilience. You have resistance to Fire damage.

Blazing Transformation. Starting at 5th level, you can use a bonus action to cause flames to wreathe your body without causing harm to you. This transformation lasts for 1 minute or until you end it as a bonus action.

Until the transformation ends, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and once on each of your turns, you can deal extra fire damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.

Once you use this trait, you can’t do so again until you finish a long rest.

Ironcrest Lineage Traits

Ironcrest Toughness. Your Hit Point Maximum increases by 1, and it increases by 1 again whenever you gain a level.

Stonecunning. As a Bonus Action, you gain Tremorsense with a range of 60 feet for 1 minute.

You must be on a stone surface or touching such a surface to use this Tremorsense. The stone can be natural or worked.

A creature with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the creature and the source of the vibrations are in contact with the same ground or substance.

Tremorsense can't be used to detect flying or incorporeal creatures.

You can use this ability a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Runeborn Lineage Traits

Runic Resistance. You have advantage on saving throws against spells.

Runes and Wards. You know the Blade Ward cantrip.


Starting at 3rd level, you can cast the Sanctuary spell with this trait without requiring a material component.
Starting at 5th level, you can also cast the Aid spell with this trait without requiring a material component.
Once you cast Sanctuary or Aid with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).