
Species: Dwarves
Dwarves
Core Identity
Keepers of Continuity.
VeilRift dwarves are memory-smiths—craftsfolk who seal stories inside stone and steel. Every arch they carve and every sky-buttress they set is more than architecture; it is a safe for a lesson, a name, or a triumph the Rift might one day erase. Guarding those captured memories is the heartbeat of their culture, and they labor so the past stays whole for everyone who still struggles to remember it.
Gravity-Forgers & Axis Wardens.
When the Sundering first tore the crust apart, whole landmasses drifted like wreckage—slamming together, shearing off, and raining stone on the world below. Dwarven forgesmiths refused to watch everything shatter. Studying the luminous Aetherstreams that ribbon the sky, they discovered they could “pin” an island to the current the way a rivet fixes metal to a beam. By hammer-singing ley-lines into shape and planting gravity keystones, they chained one fragment after another into stable orbits. Those early island-bonds became the skeleton of today’s VeilRift; where others saw hopeless debris, dwarves saw anchor-points waiting for the right song.
Haunted by Forgetting, Hallowed by Oath.
Dwarves do not fear dying; they fear being forgotten. Losing a name, a story, or an ancestor to the Rift’s chaos is their true nightmare. So they carve every vow, grievance, and victory into crystal geodes, glowing runes, and even heirloom bone. If a dwarf lived it, the record endures.
Origin & Myth
The Root-Realms & the Seven Forges
Long before the sky broke, the dwarves ruled vast subterranean nations known as the Root-Realms. Each realm was anchored by a single marvel called a Lodestone Throne—a barn-sized anvil that rang like a bronze bell when the runesmith-kings brought hammer to metal. Every strike burned words and memories straight into the surrounding stone, turning cavern walls into living chronicles. The seven Thrones did more than store history: their combined heartbeat acted as a hidden engine that held the planet’s gravity in perfect balance, keeping the lands above steady and whole.
The Shattering of the Seventh Throne
When the Sundering struck, the Seventh Lodestone Throne mis-cast its great rune. Instead of calming the chaos, the spell inverted gravity for thirteen heartbeats. Vault-cities shot upward, rivers of lava froze in mid-air, and whole chambers of the Root-Realms ripped free of the earth’s mantle.
Amid the upheaval, dwarven elders chose memory over survival. As ceilings turned to skies, they branded their line-runes into fist-sized soul-geodes—portable crystals meant to outlive them. Most smith-kings perished clutching these shards, but the geodes endured. Even now they drift among the shattered islands, glowing faintly and whispering the final words of fallen dynasties.
The Lament-Orbit & Birth of Gravity-Forging
The survivors awoke on broken island-shards drifting in wild circles. They soon learned an old forge-song could “tune” gravity: sing the notes, and a floating rock leans where you guide it.
Gathering splinters of the ruined thrones, they forged Axis Spikes—huge metal stakes driven into an island’s heart to lock its path. Island by island they pinned a safe lane through the sky, a somber ring of dwarf strongholds now called the Lament-Orbit, forever circling the scar where the Seventh Throne fell.
The Oath of Unbroken Thread
The Bleeding Interval—an age when the Rift’s magic began wiping words from stone and whole family lines from living memory—terrified the dwarves far more than war or famine.
To fight this “memory-bleed,” every clan swore the Oath of the Unbroken Thread:
“Let bone break and gold rust, but never the tale.”
Since then, each dwarf infant receives a thumb-size rune shard, seared just below the collarbone. The shard quietly records their deeds for the clan’s grand archive. If any part of that record starts to fade, the shard flares red and calls the clan’s Echo-Seekers—dwarves who will cross the Rift itself to reclaim the missing story.
Whispered Heresies
Some dwarven historians believe the Seventh Throne—the gravity-forge whose failure shattered the sky—didn’t break by accident. According to these whispers, it was destroyed on purpose to stop an omen called the Stone Eclipse, a future in which the Throne’s full power would have collapsed the world instead of saving it.
A covert circle of scholars called the Obsidian Ledger now scours the Rift for proof. They insist one last Throne still pulses somewhere in a pocket of warped time, waiting to be found. Most clans dismiss the tale—but not completely. Forge-masters across all castes quietly stockpile spare Axis Spikes (the pillars that pin islands in place), just in case the old prophecy stirs and the dwarves must hold the sky together all over again.
Cultural Pillars
The five load-stones that keep dwarf-kind oriented while the rest of the world drifts.
Rune-Threaded Lives
Every dwarf’s chest bears a Life-Stitch: a thin rune-scar of aether-metal that slowly lengthens as they accrue deeds and contracts. On death the stitch is extracted and hammered into the clan’s Archive-Stone, ensuring a deed can never be erased by Rift-forgetting.
Chronoguards consult Archive-Stones when a timeline warps—only a Life-Stitch record can prove a day truly happened.
Forge-Cant Liturgies
Daily labor is sung in the Deep-Glyph Meter, a pounding anvil-chant whose cadence encodes dates, debts, and discoveries directly into resonant alloys. Silence at the anvil is taboo; to work wordlessly is called “shaping shadow.”
Glyphpulse artificers embed fragments of these songs in gravity engines traded to Riftbull captains.
Axis Stewardship
After the Sundering, dwarves hammered Axis Spikes—tower-long adamant rods—into key sky-islands. Each spike works like a gravity nail: pinning that island to a safe trade current called the Lament Orbit and calms the Rift eddies around it.
Leaving a spike to rust is unthinkable. Entire caravans of Anchorforged masons spend their lives riding circuit to tap each spike back into tune and replace any that crack. To neglect the route is, in dwarf law, “to loosen the sky’s bolts”—an offence spoken of in the same breath as murder.
The Debt of the Seventh
Every clan sets aside one-tenth of everything it forges—ingots, tools, even art—and seals it inside the Severstone Vault. The hoard is a down-payment on a dream: one day, the lost Seventh Lodestone Throne will be rebuilt, and the debt of the shattered sky will be paid.
To question the tithe in public is to snap your own Life-Stitch; the clan writes you out of its story until you atone.
Yet not all agree that metal is what the Throne wants. Virelan memory-keepers whisper that the Seventh Throne is still alive, brooding somewhere in the Rift—and it hungers for an apology, not a mountain of ore.
Echo-Seeking
When a clan’s Archive-Stone suddenly glows red, it means a recorded deed is being erased from reality—usually by Rift-storms or chronomantic meddling. A three-person rescue team launches at once:
Anchorforged to track the physical shard that still “remembers” the event.
Glyphpulse to re-inscribe the lost rune once it’s found.
Oathbarrow to witness and seal the memory so it cannot unravel again.
Each carries a mnemonic hammer—a rune-headed maul that, when struck against stone, can “nail” a recovered story back into the weave of time. They hire Half-Giant porters for muscle and Mechanari map-keepers for on-the-fly recalculations, making Echo-Seeking expeditions perfect mixed-party adventures.
Whispered Gods
Most peoples stopped praying after the dragons devoured the old gods, but dwarves still catch faint “echo-tones” of those deities in the Aetherstreams—barely audible over the sky-wind, yet unmistakable to rune-trained ears. Echo-Seekers treat these whispers as way-markers:
A sudden chord of Forge-Hymn might point to a buried shrine whose name has vanished from all records.
A low tremolo, felt more than heard, can warn that a draconic relic is feeding on divine residue nearby.
Because of this sensitivity, dwarves remain the largest race to keep tiny household altars—less out of piety, more out of professional courtesy toward any power that still helps them hold memory against the Rift.
Visual & Sensory Notes
A dwarf can be felt before they are seen: a faint pressure change, as if the air has quietly remembered how heavy stone should be.
Physique
Compact muscle layered over density-tuned bone; their bodies incorporate native-minerals that subtly magnetize to nearby stone. Some Dwarves wear clothing with cloth streamers that drift toward canyon walls, or other stone surfaces when dwarves passes near.
Descriptives: Describe packs or weapons clicking against armor as unseen forces realign.
Skin & Hair
Skin tones resemble raw minerals—basalt gray, ochre sandstone, and flecked obsidian. Hair grows in crystalline filaments that fractal at the tips: braided “loadstones,” are sometimes weaved through their rune-beads or hair that glow when spell craft happens nearby.
Descriptives: Lighting reveals quartz-like shimmer under scars; hair clinks like faint glass when shaken dry.
Eyes
Look & Colour. Dwarven irises resemble polished ore – circles of granite grey shot through with tiny metallic veins. When emotion surges, those veins kindle into faint sparks: smoldering ember-orange in anger, storm-blue in grief, bright brass when joy flares.
The Smelter’s Bloom. Veteran forgers often have a permanent halo of dull gold around the pupil, a side-effect of years spent staring into fires.
Table Tip. In tense scenes, describe the metallic flecks brightening or dimming to telegraph a dwarf’s mood; no specialized lore needed, just “the veins in her eyes glow hotter.”
Voiceprint
Dwarven voices sound like small forges working inside the chest. From birth each clan teaches a breathing drill that trains a deep, steady hum before any consonant is spoken. The tone rolls up through broad nasal passages—some families even shape a child’s nose with soft clay during infancy, so the airways resonate like tuned flutes.
That resonance is not a quirk; it is a tool. A properly-pitched sentence makes iron filings dance and lets a mason “hear” cracks hiding inside stone. Runesingers—dwarves who lead the great gravity hymns—can ride one note for a full minute, adjusting its pitch until a sky-island’s anchor stones vibrate in sympathy.
Even a dwarf’s whisper carries weight: loose parchment will quiver; dust on a shelf will ripple in faint concentric rings. Travelers soon learn that when the papers start to flutter, their dwarven guide is worried.
Scent & Touch
A dwarf carries the forge wherever they go. Up close you’ll notice three clear notes:
Iron-oil – a spicy, lantern-warm grease made from ember-moss; it seeps from their gauntlets and keeps tools rust-free.
Ozone crackle – the faint “storm before lightning” smell left whenever rune-sparks jump between hammer and anvil.
Rain on granite – a cool, earthy freshness, as if stone has just been washed clean by a summer shower.
Their skin holds heat the way rock holds sunlight. Shake a dwarf’s hand and it feels like gripping sun-warmed masonry; in winter that warmth can be a welcome pocket-fire. After a long shift at the gravity forges, their beards gather pin-fine metal dust that glitters when they laugh.
Table cues: A hallway they recently passed through carries the scent of damp stone and static—which clever trackers can follow like a trail.
When a dwarf is anxious or angry, the ozone note sharpens; candles nearby flicker as tiny sparks snap across their calloused knuckles.
Dress & Iconography
Dwarven clothing is equal parts workshop, diary, and contract ledger.
Tool-Sash Cloaks. Every dwarf wears a cross-body lattice of narrow leather pockets—the task-lines. Along each pocket’s seam glows a strip of Deep Glyph Thread that states, in runic shorthand, what tool was housed there, what it fixed, and on which sky-isle. Reading a sash is like scanning a résumé carved in light; two dwarves can “compare notes” simply by touching seams and letting the glyphs pulse their stories.
Grudge Rings. Unsettled debts are carried openly as iron or adamant bands braided into hair, beard, or fingers. While a debt is unpaid the ring is whole and the rune upon it burns dull red. When the promise is finally met, its wearer places the ring on an anvil and cracks it in half with a single hammer-stroke. The broken ring is then worn on a neck-chain as proof the account is closed.
Forge-Mantles. Over their shoulders dwarves fasten a small back-plate—half badge, half counterweight—engraved with clan-crest above caste-mark (Anchorforged anvil, Glyphpulse spiraling rune, Oathbarrow tiered cairn). These plates resonate faintly with nearby Axis Spikes, giving the wearer an instinctive “true down” even when gravity shudders.
At the Table:
A quick Perception check lets characters read the easiest glyphs: intact red rings signal unresolved oaths, while a tool-sash glowing bright along the right shoulder means its wearer recently repaired a sky-dock hull. Savvy negotiators scan these signs before speaking—after all, knowing what a dwarf owes (or has just fixed) is half the battle of winning their trust.
Relics & Heirlooms
Soulprint Geodes: fist-sized crystals containing luminescent memory-echoes; when cracked, they sing ancestral voices.
Gravity-Lock Boots: studded with lodestones keyed to Forge-chant frequencies, allowing dwarves to climb inverted hulls during repairs.
Axis Tokens: small triskelion plates received after witnessing a Tri-Hammer Convergence, recognized as a universal “builder’s visa.”
Use geodes as interactive lore diaries; let stolen boots aid daring cliff scenes.
To see a band of dwarves crossing a sky-bridge at dawn is to watch living masonry in motion—every step is a patient promise that the world will hold together another day.
Societal Presence
Where they stand, who they serve, and why every other folk eventually knocks on a dwarven gate.
Hearth-Holds on the Upward Shelf
The great majority of clans have abandoned the ancient Root Realms for Up-Forges: inverted citadels bolted to the undersides of mid-sized sky-islands. From a distance they look like clusters of stone stalactites glowing with orange rune-light. Cargo is raised and lowered on gravity winches that hiss like distant organs.
Each hold is oriented around a Memory-Well—a spiral ramp descending to the clan’s Archive-Stone vault. Pilgrims from every race offer relics here in exchange for inscription services: if a dwarf carves a memory into stone, even Riftstorms struggle to erase it.
Outward Caravans (“Axis Circles”)
The dwarven equivalent of a road-crew, trading fair, and traveling temple all in one.
What they do. After the Sundering, dwarves drove giant gravity rods—called Axis Spikes—into key sky-lanes. These rods act like tent-pegs, stopping whole chains of floating islands from drifting into one another. Twice a year teams of Anchorforged masons and Oathbarrow wardens ride circuit to inspect each spike, tap its runes back into tune, and replace any that have twisted loose.
Who travels with them.
Half-Giants sign on as heavy-lifters, walking the sled decks like living cranes.
Velari pathfinders perch on the rigging, eyes sharp for storm-drakes nesting in cloud belts.
Wandering merchants hook skiffs to the convoy, turning each night’s camp into an impromptu sky-bazaar.
How it looks.
The patrol is a slow-moving caravan of stone-sled barges pulled by wind-kites. From a distance it resembles a string of glowing beads gliding through the mid-sky.
Wherever an Axis-Circle stops, locals rush out to trade supplies, register deeds in the dwarven archive-wagons, and hear news carried from the opposite side of the world. Dwarves who serve a full circuit return home speaking half a dozen tongues and carrying rumors months ahead of any sky-post courier.
Put simply: if the sky hasn’t collapsed on your village lately, thank an Axis-Circle crew—and maybe buy them a round when they dock.
Grav-Docks & Sky-Trade
How dwarven forges stay fed, and how the rest of the world keeps flying.
The Up-Forge & its Dock
Picture an inverted stone citadel—the Up-Forge—bolted to the underside of a floating island. Directly beneath it spins a wide metal ring called a Grav-Dock.
The ring turns constantly, tuned to the same gravity-song that steadies the forge above. Riftbull captains can glide their wind-skiffs alongside, latch on, and—because the dock is already matching their speed—lose almost no momentum. Five minutes later they’re unloading crates instead of circling for an hour.
What Changes Hands
Dwarves Export
Stabilized alloys – metals that don’t warp under Rift currents
Calibrated aether-compasses – stay true even when time hiccups
Gravity bolts & rail segments – spare parts for island tethers
Riftbulls Bring In
Sky-salt – vital for rune-etching flux and long-voyage rations
Ember-silk – fire-resistant cloth woven in high-altitude storm nests
Drift news – first-hand reports of storms, pirates, and dragon sightings
Glyphpulse Dwarves — the sky-ports’ secret weapon
Balance-masters. Glyphpulse dwarves run most cargo runs. They load every crate like a math problem because uneven weight can make a floating island lean or drift.
The Rune-Key. Each carries a hand-sized crystal etched with glowing symbols. It’s their all-purpose tool.
Jump-start for old tech. Many lifts, gates, and engines in VeilRift still run on forgotten dragon magic. When one stalls, a Glyphpulse clicks the Rune-Key into a socket, hums three rune-tones, and the machine restarts—no explosions, no guesswork.
No substitutes. Riftbull engineers, Mechanari builders, even dragonborn scholars have tried to copy the Rune-Key ritual and failed. Because of that, every busy sky-port keeps at least one Glyphpulse crew on the payroll.
Why It’s Important for Players
Need gear that won’t shake apart in a Riftstorm? The Grav-Dock market is the place.
Looking for rumors from half a world away? Buy a Riftbull quartermaster a mug and listen.
Planning to loot or repair a dragon-forged vault? Better befriend—or steal from—a Glyphpulse engineer first.
In short: the Grav-Dock is the beating heart under every dwarf city, pumping trade, news, and raw survival up through the stone to keep the whole skyborn world afloat.
Relations & Reputations
How Other Folk and Dwarves Size-Each Other Up
Humans
“Flexible, if you write it down first.” Dwarves admire their drive, but swear humans misplace records like loose nails.
What humans mutter back: “Ledger-Lords”— always counting, always quoting clauses.
Chronoseed Elves
“Excellent for a thousand-year plan; hopeless for today’s checklist.”
Elven nickname for dwarves: “Granite Hearts”— they feel only the beat of stone, never the music of time.
Orcs
“Battle-drums keep rhythm while we brace the walls.” Ore for war-songs; respect earned in echo-duels.
Orcish jab: “Stone-Stompers”— stomp first, measure later.
Gnomes
“Bright sparks—bolt the workshop door or they’ll ‘improve’ your winch.”
Gnomish sigh: “Slow-Ticks.” Need a meeting before every idea.
Halflings
“Luck on legs; perfect scouts for wobbling bridges.”
Halfling tease: “Groundhogs-in-Boots.” Can’t relax until everything is nailed down.
Dragonborn
“Living furnaces— give them room in the forge.” A draconic breath tempers alloy like no bellows can.
Dragonborn quip: “Ring-Counters.” Every favour becomes a contract.
Tieflings
“Proof that consequences leave scorch-marks.” Handy when fire and nerve are required.
Tiefling judgement: “Stone-Judges.” Always weighing sins on unseen scales.
Half-Elves
“Speak two truths at once—write at least one down, please.”
Their return jab: “Echo-Collectors.” Hoard every fragment of the past.
Half-Orcs
“Silence before the storm.” Strong backs for Axis work; their calm matches dwarf patience.
Half-orc label: “Stone-Monks.” Swing a hammer only after a sermon.
Riftbulls
“Wind knows their name; we know the bolts that hold their keels.”
Riftbull slang: “Anchor-Beards.” Ask payment in stabilisers, not coin.
Velari
“Soft pads, sharp eyes—good partners on echo-hunts.”
Velari warning: “Stone-Shadows.” Appear where new walls rise, demanding tribute of stories.
Feralith
“Instinct with mortar. Give clear rules and they’ll guard a breach for days.”
Feralith dig: “Rune-Biters.” Chew every problem until it tastes like rock.
Half-Giants
“Mobile scaffolds; honest strength.” Dwarves taught them brace-chants; they taught dwarves patience.
Giantish chuckle: “Pebble-Chiefs.” Small folk who think in mountains.
Mechanari
“Blueprints that walk—fascinating, but they skip the poetry of stone.”
Mechanari tag: “Clock-Masons.” Replace heartbeats with hammer blows.
Virelan
“Living libraries; vines remember what ink forgets.” Trade pollen-memories for carved archives.
Virelan aside: “Stone-Gardeners.” Prune the past like hedges.
Tessarim
“Crystals that talk back; their facets store the fine detail we lose.”
Tessarim murmur: “Pulse-Miners.” Tunnel through thoughts as if they were ore.
Umbralith
“Echoes with shadows—handle with ritual and respect.”
Umbralith hush: “Null-Carvers.” Chip memories so deep even light won’t follow.
Scorviir
“Forges wrapped in skin. Mind the heat, supply the ore.”
Scorviir remark: “Water-Quenchers.” Forever dousing their own embers with rules.
How the World Stereotypes a VeilRift Dwarf
(Use any of these stereotypes as a springboard for personality, back-story, or table banter.)
“Stone-headed accountants— they’ll charge you rent on your own breath.”
Play-idea: Your dwarf really is an itinerant ledgermaster, stamping “PAID” on pocket-slips after every shared meal.
“If you say it and don’t carve it, they’ll pretend it never happened.”
Play-idea: Carry a travel chisel; insist every deal be notched into the nearest wall, tree, or shield.
“Grudge-keepers: smile today, invoice tomorrow.”
Play-idea: Track wrongs in a little “Black Ledger.” When the page is full, you drop everything to settle the oldest score.
“They nail islands to the sky, but can’t lighten a conversation to save their beards.”
Play-idea: Your dwarf practices “small-talk drills” learned from a halfling friend— and still bungles every idiom.
“Work first, songs second, sleep… maybe.”
Play-idea: Treat downtime like a to-do list: if there isn’t a wall to brace, you’re carving whistle-tunes into the campfire stones.
“They hoard memories the way dragons hoard gold.”
Play-idea: Collect souvenirs— a shard, a leaf, a coin— from every scene. At night you catalogue them in your soul-geode.
“Talk to a dwarf about weather and they’ll quote gravitational drift rates.”
Play-idea: Whenever someone mentions clouds or wind, you reflexively calculate the island’s angle and mutter the figures aloud.
“Slow to laugh, slower to forget, impossible to budge.”
Play-idea: You physically plant yourself when emotions run high— crossing arms, locking boots— until the party drags you onward.
“Everything’s a contract: friendships, favours, even apologies.”
Play-idea: Handwrite a miniature oath-scroll each time you promise something, then file the scroll in a belt-pouch index.
“Give a dwarf a mystery and they’ll measure it before they marvel at it.”
Play-idea: Your first instinct is to test, tap, and weigh every artefact— even haunted ones— before admitting it might be magical.
Use one, mash a few, or flip them on their heads. They’re clichés in-world, so surprising the other characters (or NPCs) by not fitting the rumour can be just as fun.
Status in Wider Aetheria
Trusted craft, dreaded grudges. In most sky-ports the saying “etched in dwarf-stone” ends any contract debate; once a rune-seal is carved, the matter is settled. Cross that seal, however, and every hold along the trade-wind will close its gates—no gravity bolts, no lift-quartz, no archive stamps until the debt is repaid.
Slow blood, wide family. Dwarves wed late and children are few, so each hold adopts “forge-foundlings”: orphans of any race who brave a Forge-Calm—twenty-four silent hours beside the anvils, proving patience and grit. That is why you may meet a tiefling wearing a clan-ring or an umbralith quoting Deep-Glyph proverbs.
Land may drift and dragons may rage, but a dwarf-hold’s ledger must balance—or the world itself feels off-center.
Forge-Castes of the Stone-Memory
Three blood-legacies, one purpose: keep the world from slipping apart.
Anchorforged – “We bear the weight others fear.”
Role & Mythic Theme
Descendants of the First Eight masons who chained the earliest sky-isles after the Sundering, Anchorforged see themselves as living keystones—every heartbeat a promise that the earth will not fall.
Cultural Practices
The Counter-Chant – Before any construction they recite a five-line litany, matching breath to local gravity flux so the new stone “listens” to the island’s pull.
What they guard
Structural weight, gravity nails, any stone that keeps an island from wandering.
How they live
Before dawn they perform the Counter-Chant: five bass notes struck on portable anvils that synchronise their heartbeats with local gravitation. The same rhythm guides every hammer-fall throughout the day.
How they look
Broad torsos plated in aurum-iron girders; back-plates etched with concentric mass-runes that glow amber when a structure tilts off-true. Tattoos of narrow black bands circle each wrist—one band per sky-bridge personally braced.
Gift in play – Graveseal Stance
Proficiency-bonus times per long rest, you can plant your feet as a reaction. Until the start of your next turn you cannot be moved, knocked prone, or suffer forced teleportation, and you may redirect up to your proficiency bonus in bludgeoning or force damage from a nearby ally to yourself.
Role-playing seed
Anchorforged heroes tap floors and walls wherever they go. Ask the GM what pitch comes back; a dull tone means hidden cracks or secrets.
Stone-Debt Tattoos
A narrow band inked around the wrist for every structure personally stabilised; when the ink reaches the elbow they earn the honor-title Graveseal.
Glyphpulse – “A rune that does not adapt is a ruin that soon will.”
Role & Mythic Theme
Heirs to the vanished Circuit Basilica—an ancient megaforge whose singing sigils could re-program stone—Glyphpulse clans fuse artifice with living aether currents to keep those secrets alive.
Cultural Practices
Pulseflower Festivals – Each season they “grow” new spell-patterns by braiding molten alloy through levitating quartz petals, then gifting the hardened blooms to allied holds.
Script-Duels – Engineers solve logic-knots in mid-air holograms; first to crash an opponent’s array wins narrative precedence in design debates.
Signature Look
Spiralling bracer-projectors that cast runic star-light across work surfaces; scaffold-robes stitched with shifting glyph-threads that scroll personal notes while they labour.
What they guard
Runic circuitry, magi-tech infrastructure, the pulse that lets sky-ports breathe.
How they live
Every tool belt holds a Rune-Key—a palm-sized crystal that can store one spell or canticle. Between jobs they take part in Pulseflower Festivals, weaving molten alloy through levitating quartz petals to prototype new sigil-arrays.
How they look
Lean frames under scaffold-robes stitched with crawling glyph-thread; spiral bracer-projectors cast pale rune-light across work surfaces. Beard braids flicker with blue-violet sparks when they solve a difficult equation.
Gift in play – Micro-Cantrip Slot
When you finish a long rest you may bind any cantrip you know (or one from your class spell list) into your Rune-Key. Casting that cantrip never requires verbal or material components and does not count against your action economy the first time you use it each encounter.
Role-playing seed
Glyphpulse characters scrawl quick sigils on loose stones, cups, even enemy shields—temporary gadgets that might explode or illuminate at the worst possible moment.
Oathbarrow – “We guard the silence after the hammer falls.”
Role & Mythic Theme
Founded around the burial mounds of the Titan Wars, Oathbarrow dwarves pledged to keep restless echoes entombed. They turn sound and memory into interlocking shields.
Cultural Practices
Stone-Shroud Vigils – Entire nights spent humming bass tones into tomb-walls, damping spiteful resonance before it can awaken.
Echo-Adjudication – Mediators record disputes onto memory-crystal, replaying the vibration in slow cadence to uncover hidden intent before pronouncing judgement.
Signature Look
Obsidian-black scale mantles set with opal “ear-stones” that shimmer when lies are spoken; ceremonial mauls carved from the sarcophagus-lids of oathbreakers.
What they guard
Ancestral echoes, grave-wards, the hush that stops history from unravelling.
How they live
Nightly Stone-Shroud Vigils see them hum sub-bass tones into tomb walls, calming restless resonance. Their court trials use Echo-Adjudication: replaying spoken words at one-quarter speed to expose hidden malice.
How they look
Obsidian-scale mantles studded with opal “ear-stones” that shimmer when lies are told; ceremonial mauls carved from broken sarcophagus lids. Eyes tend toward pale granite flecked with ghost-blue.
Gift in play – Ancestral Ward
Once per short rest you can invoke the silence rune on your mantle. Until the end of your next turn you and allies within 10 ft have resistance to thunder, psychic, and necrotic damage, and hostile spellcasters in the area make concentration checks with disadvantage.
Role-playing seed
Oathbarrow dwarves record every promise on thumb-sized slate chips. Break your word and the chip crumbles to dust—often in the middle of tense negotiations.
Shared Rite: The Tri-Hammer Convergence
Every tenth winter, when Aetheria’s moons align and the Void-Tides ebb, delegates from Anchorforged, Glyphpulse, and Oathbarrow journey to Axis Prime, a fortress-isle suspended directly above the ragged scar where the Seventh Throne once sank.
At midnight they stand around the Triskelion Anvil, a three-armed block forged from fragments of the lost Lodestone Thrones.
Anchor Stroke – the Graveseal of the Anchorforged drives a square-headed hammer down the first arm, sending a bass boom through the island chain. It reminds stone of its weight and tells the drifting sky-isles to settle.
Glyph Stroke – a Glyphpulse Artilect follows, striking the second arm while singing a rising, crystalline motif. The note “writes” updated coordinates into every Axis-Spike lattice, fine-tuning orbital drift like the gears of a great clock.
Oath Stroke – last comes the Oathbarrow High-Warden. Their hammer falls in utter silence; the blow dampens discordant echoes, sealing away the year’s unquiet spirits and rogue memories before they can erode clan archives.
The three impacts merge into a single resonance that rolls outward at the speed of thought. Dwarf hold-stones vibrate in sympathetic harmony, grav-forges re-calibrate, and countless floating hamlets shift a hair’s breadth back into proper orbit. Far below, Velari hunters pause as soil trembles beneath their paws, and Riftbull helmsmen feel compasses steady. To most folk it is nothing more than an odd, comforting hum—a “stone heartbeat” that proves the world is still bolted together.
The ritual also serves as political cement. During the seven-day Convergence moot:
Grudges are tallied—unpaid debts are carved into provisional rings; those resolved are cracked in two and placed inside the anvil as ballast.
New Axis Spikes are assigned—Anchorforged captains volunteer for the next decade’s patrol routes.
Rune patents are shared—Glyphpulse sages trade updated stabilizer schematics for foreign aether-data.
Echo-wards are renewed—Oathbarrow clerics inscribe fresh silence-runes onto alliance treaties, preventing memory-bleed from rewriting them.
Outsiders who witness the ceremony realize why the castes rarely quarrel in earnest. They are not competing guilds but interlocking gears; remove one hammer-stroke and the resonance fails, leaving the sky to wander and the past to fray. In the dwarven tongue, the Convergence is called Karzul Vadekh, “The Moment We Catch the Sky.”
Iconic Figures
Mazzek Tarn-Axis
Anchorforged Axis-Warden who literally locked himself to a drifting island’s keel-stone and sang the Counter-Chant alone for eleven minutes, halting the free-fall of Trecta Spire long enough to evacuate ten-thousand souls. He now wanders the Lament-Orbit listening for “crack-songs” no one else can hear, a living early-warning siren against structural failure.
High-Cantor Talitha Rimeglass
Last survivor of the original Pulseflower Festival choir. Her crystalline vocal range once harmonised with an aether-hurricane and bled the storm of its violence. She roams forge-ports testing apprentices; when she finds one with “fractal pitch,” she gifts them a shard of her own Life-Stitch to carry the song forward.
Sola Quen-of-Cogs
Glyphpulse wunderkind who reverse-engineered Chronoguard pulse-math to build self-driving construction drones. Rumour says her machines now compose their own rune-lullabies at night, and that Sola is secretly teaching them clan law so they can claim legal personhood.
Graveseal Bryn Embermantle
A freshly minted Anchorforged hero whose Stone-Debt Tattoos already reach elbow-deep after bracing eight sky-bridges during last year’s Dragonquake. Bryn’s hammer Thrumline rings an octave lower than any known alloy—scholars suspect it houses a sliver of lost Lodestone.
Ledger-Shade Orrik Blackquartz
An Oathbarrow Sentinel turned Grudge-Broker. He mediates blood-feuds by reading fracture tones in Soulprint Geodes; if a client lies, the opal “earstones” sewn into his cloak fluoresce violet. Pirates hate him—he can prove any stolen memory’s true owner with a single tap of his maul.
Design Note for Players & DMs
Dwarf archetypes excel in “environment stakes” adventures: collapsing fortresses, malfunctioning sky-hooks, or puzzle-dungeons where structural integrity matters. Give them scenes where stabilising a bridge under fire is as heroic as felling a dragon.
Language, Names & Slang
Spoken Tongues
Mazzekul (“Deep Glyph Thread”) – native dwarven; consonant-heavy, full of resonant hums used to test echo-patterns in stone.
High-Cant – a compressed liturgical register sung only by Forge-Cantors during Gravitonic Chants; outsiders hear it as overlapping tuning-fork tones.
Trade Common – employed for surface dealings, spiced with masonry metaphors (“That plan’s got no bedrock”).
Naming Conventions
A dwarf’s full name is a layered record of duty and ancestry, spoken like a short chronicle:
Given-Name – Chosen at birth for a virtue the parents hope the child will embody: Brax, Talitha, Quen, Rime, Varrin.
Forge-Line – A patronymic or matronymic that honours the elder who first branded that family’s Life-Stitch: Brax Tarn, Talitha Rime, Quen Stone, Varrin Ember, etc.
Caste-Sign – Added after a clan-rite to declare life’s craft or oath, usually attached with “-Axis, -Glass, -Barrow, -of-Cogs.” Example: Brax Tarn-Axis (Anchorforged), Talitha Rimeglass (Forge-Cantor).
Memory-Knot – A secret “true name” cut into the dwarf’s personal Soulprint Geode. It is spoken only during legacy rituals or at a funeral and is never revealed to outsiders.
Quick NPC shorthand: most dwarves go by Given + Caste-Sign in everyday speech—e.g., Quen-of-Cogs, Mazzek Tarn-Axis, Varrin Stonebarrow.
Internal Slang & Everyday Idioms
“Crackline” – Any hidden structural flaw, or a personal secret that could bring down a plan if exposed.
“Dropping the Plumb” – Admitting fault with blunt honesty: “All right, I’ll drop the plumb—this brace was my mis-cut.”
“Ring-Bright” – Absolutely verified; a fact recorded in stone and beyond dispute.
“Grudge-Cold” – The calm, meticulous state of mind just before delivering dwarven justice.
Idioms & Oaths
“By the tenth ring of my geode, this debt will stand.”
A solemn pledge; ten rings mark a life fully recorded. Breaking such a vow stains every ring that follows.“Keep your keystone true.”
A reminder to keep composure and purpose aligned—just as a mis-set keystone brings the whole arch down.“The stone hums false.”
Said when a tale, ledger entry, or promise rings hollow to dwarven instinct.Departure blessing: “May your echo strike sound bedrock.”
Means: may your deeds find firm footing in history.
Role-play tip:
Dwarves almost never invoke gods—dragons hunted most deities to ground ages ago. Instead they swear by engineering absolutes and ancestral artifacts:
“On the unbroken arch!” – a shocked exclamation.
“By the Seventh Throne’s shadow…” – a weighty oath recalling the lost gravity-forge.
Using such structural references in speech instantly marks a character as steeped in dwarven culture.
Lore Hooks & Plot Threads
Plot Seed — “The Forge-Caste Schism”
The Rumour
Whispers echo along every grav-dock: a breakaway band of Glyphpulse rune-smiths is perfecting Grudge-Iron—a crimson steel quenched in ancestral spite. The metal “remembers” the pain poured into it; each cut deepens old feuds and stokes new ones.
The Job
Anchorforged elders hire the party to slip into Khelt Drath, a sealed furnace-city wedged beneath a drifting mesa.
Goals are simple on parchment, messy in practice:
Learn the truth. Is Grudge-Iron real or wartime propaganda?
Read the motive. Are these smiths trying to avenge forgotten wrongs, or do they mean to shatter the uneasy peace that keeps the sky-isles linked?
Decide the fate of the foundry.
Why It Matters
Soulprint Geodes ring hot at the thought of a blade that can erase a family’s story with one strike.
Grav-Forges that power Khelt Drath draw on the same Axis network that steadies nearby trade routes; one sabotage could tilt half a dozen towns.
Rival factions already circle: sky-pirates want the iron for prestige, Umbralith archivists fear it will overwrite memory, and ledger-mages see profit in selling “weaponized grudges.”
Choices & Consequences
Shut it down. Collapsing the forges ends the threat but melts the only surviving records of atrocities the sect claims to avenge. Future historians—and spirits of the wronged—may brand the party oath-breakers.
Let it stand. Protecting the smiths preserves the evidence but arms the world with rage-blades; expect an arms race of revenge steel.
Broker a reckoning. Use the proof inside Khelt Drath to force public trials, convert the Grudge-Iron process into peaceful “memory markers,” or thread a third path no dwarf clan has dared voice.
Tone at the Table
Investigation: Track rune-smugglers, decode ledgers burned into ore.
Moral debate: Is anger a right, a resource, or a ruin?
Cross-race teamwork made clear
Velari scouts can slip through the cloud-belts around Khelt Drath, keeping watch for sky-predators that would shred less agile guides.
Mechanari engineers understand the foundry’s rune-driven automatons and can shut them down—or reprogram them—without a hammer-swing.
Dragonborn smiths wield breath hot enough to re-temper Grudge-Iron safely; any lesser flame would crack the spite-laden metal.
In VeilRift, even the steel remembers. Will your party forge a story of healing—or hammer one more grudge into the world?
Smaller Story Seeds
The Axis-Stone Fracture
Symptom: A normally stable sky-isle begins to yaw and list; deep within its grav-forge, the First Axis-Stone—laid by Anchorforged ancestors—shows spider-web cracks that sing a discordant note only dwarves can hear.
Complication: Repair requires the “forgotten harmonic” stored inside an Ancestral Geode lost to a rival Oathbarrow line; retrieving it risks reigniting a generations-cold grudge.
Twist: The fracture echoes through memory-metal strata, causing visions of alternate pasts—players must decide which “version” of history to cement in stone.
The Twelve-Ring Ledger
Lead: A Glyphpulse archivist uncovers a rune-scroll detailing twelve outstanding contracts that were never fulfilled during the Bleeding Interval—each ring tied to a colossal payment in knowledge, not coin.
Quest: To cancel the accruing metaphysical debt (now destabilising local grav-fields) the party must reenact or renegotiate each compact—some with living factions, others with spirits encoded in rune-steel vaults.
Reward / Consequence: Success stabilises whole trade routes; failure may summon debt-collecting constructs known as Ledger-Revenants.
The Grudge-Cold Heir
Hook: A young dwarf’s Soulprint Geode is found “ring-bright” but empty—a sign their entire ancestral memory chain was stolen.
Investigation: Tracks lead to clandestine sky-pirates trafficking in reforged memories for illicit chronomancy.
Dilemma: Recovering the heir’s past may overwrite new experiences they’ve formed; party must weigh consent and identity versus lineage and dwarven law.
The Cantor’s Silence
Event: During a mass Gravitonic Chant meant to anchor three drifting hamlets, the chief Cantor’s voice simply stops—runes freeze mid-air, islands shudder.
Underlying Threat: An echo-wraith (a fragment of a dead song) has possessed her throat, demanding the release of buried “crackline” secrets the clan vowed to forget.
Solution Paths: Bargain with the wraith for disclosure, exorcise it through counter-harmonics, or locate the long-sealed secret and decide if the truth should indeed stay buried.