Player Characters of DQM: Dwarves and Elves

Throughout February, we turn the spotlight on the various culture and race options for PCs in Dead Queens of Morvena. Two classic fantasy races, dwarf and elf, are given special treatment in this adventure setting. Illustration by Matthew Meyer.

"Panic" by Matt Meyer

"Panic" by Matt Meyer

Dwarf

Dwarves make their homes in the Pala Mountains far northeast of The Marchlands, and there are many nations of dwarves. While some dwell deep within caverns, others have made their homes in stone-worked cities above ground. A small number of dwarves have come down from the mountains to make their homes in the wooded foothills. These dwarves make their homes above ground, hunt wild game as well as farm domesticated plants, and are largely considered “backwards” or “backwoods” by the mountain-dwelling dwarves.

  • Environmental Resistance: A natural resistance to adverse elements grants dwarf characters +4 against all negative environmental effects
  • Godless Heathen: Dwarves are a race of the earth, stone, and soil, and they revere no gods. Dwarves may not take AB: Miracles.
  • Low Light Vision: Dwarves are primarily subterranean beings. They ignore all penalties for Dim and Dark lighting.
  • Magical Forbiddance: Dwarves are unable to use arcane magic; a dwarf character can never gain AB: Hex Magic or AB: Occultism.
  • Major Magical Vulnerability: -4 to all trait rolls against all Arcane skills, with no exceptions.
  • Small but Tough: Although dwarves have Size -1, their Toughness is unaffected by this, due to their very physical lifestyles.
  • Strong: Dwarves are incredibly strong for their size. PC dwarves start with d6 Strength.
  • Warrior Culture: All dwarves, regardless of gender, are trained in martial arts from an early age. PC dwarves start with a d6 Fighting skill.

Elf

Elves inhabit the lands north of Lathis and east of The Marchlands and Drimsy. The Elven States of Faira are made up of confederate states and are largely agricultural. The Forest of Nris is a wilder region inhabited by nomadic tribes. Although there are significant cultural differences between elves of the two regions, PC elves all share the same racial characteristics.

  • Blend into Brightness: In conditions equaling full sunlight, elves can blend into brightness, effectively becoming invisible. All elves have 5 Power Points to use on this power.
  • Celestial Constitution: Although it is not common knowledge, the seemingly hollow bones of elves contain the same ether that occurs in The Beyond, which gives them complete immunity to all forms of disease. This ether is also responsible for their ability to blend into brightness.
  • Elven Eyes: Elven visual acuity is legendary, and all elves gain +2 to all Notice rolls involving sight. They have Low Light vision as well, and ignore penalties for Dark and Dim lighting.
  • Hollow Bones: Due to their ether-filled bones, elves have very light frames which confer both advantages and disadvantages. They are very quick, having a Pace of 10, but are fragile in constitution and strength. Elves must spend twice the amount of points to raise their Strength at creation and throughout character advancement. They also have -1 Toughness.

About Charles Dickey

Charles Dickey is a writer, game designer, and bookseller. He's not sure what he wants to be when he grows up.