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dwelf

Monster

Land of Eem Bestiary · p.46

Open source p.46
Folk, Solo/Group, Dwimmercrafty
Level 5–10
Classes C
Parley 2
Block 0
Actions 2

Names Bim, Wysh, Eeza, Pathwan

Legend has it that a fallen star struck the Land of Eem long ago, shattering into a million million beams of glimmering light. From this fallen star, the beams of light carried the mysterious Starfolk like chariots, and from the Starfolk came magic. The dwelfs were the first to inherit this magic, and it is said that they gifted dwimmercraft to the other folk of Eem. But this came at a great cost, and not much else is known about that tale except by the most wizened loremasters. Today, dwelfs wander here and there—as sallow, sullen-eyed creatures of the Underlands, unknown to almost all folk. Time has robbed most of them of the knowledge of their past, and they cannot bear to glimpse the light of day. Although they appear frail and slender, dwelfs are powerful beings, gentle, yet terrible should they be crossed.

Names: Bim, Wysh, Eeza, Pathwan

abilities

Old Magic

Choose or roll three spells from the Spell table (p192). However, casting a spell inflicts Dread to the dwelf.

vulnerabilities

Dwelfs cannot stand the sun and are to all Stats in the daylight.

social

Dwelfs are rare, wise creatures despite almost never interacting with others. They speak in riddles and have a spacy, airy cadence to their conversations. Overwhelmingly, their words are tinged by a melancholy sadness that they cannot explain, and they often spiral into existential philosophizing. They are generally peaceful, but are wary of magic power wielded by those who are reckless or evil.

combat

Dwelfs are very dwimmercrafty. However, time has faded their gifts, which they rarely use as it saps them of life. They are also unable to harness such power unless faced with a dire situation. Dwelfs mostly fight by hindering and harassing their enemies so that they can escape, rather than cause outright harm to their foes. But if faced with mortal danger, they unleash great power.

defeat

If Defeated they become despondent, wanting nothing more than to slink away into the darkness with their thoughts. If killed, dwelfs vanish into thin air. Some say their magical essence returns to the stars, or that they simply cease to exist after persisting as they were for far too long.

victory

If possible, dwelfs try to make a foe see the error of their ways via an opaque lecture. Legends say that dwelfs, if they so choose, can blink particularly stubborn creatures from existence, or banish them to a location a hundred miles away.