Known as the forgefoots in ancient times, the troverians took their new name after the reemergence. Unlike the dwarves who were molded by stone and minerals by the all-father, the troverians were born from halflings who worshipped the bounties of the earth, and were the last to be ascended by Io before his sacrifice.

The troverians were an instrumental part of the ancient civilization, working with gnomes and dwarves and combining their technology with their own. It was this adaptability that led to the creation of the equal hunter weapons. It was one of their greatest accomplishments and greatest regrets. The equal hunter weapons made life easier for the ancient civilization, but also was the spark that would eventually begin the Great Dragon War.

The troverians live in the mountains and hills, in recent years they were welcomed to the village of Harth where they work together with the dwarves to develop new weapons and items for the Hunters Guild. Most troverian adventurers have some sort of smithing or artisan skill, and typically join one of the many factions to find hidden technology and rare materials that they can bring back home.


Troverians look very much like their former halfling relatives. They are slightly taller, and bulkier and as result are commonly mistaken for dwarves. Their skin usually tanned, Troverian males grow massive beards and moustaches, wearing them in odd but traditional shapes. Female Troverians lack facial hair all together, resembling human females with a smaller but sturdier frame.

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Troverian - Traits

Alignment. Troverians care most of all about wanting to work. As such, they are usually neutral or chaotic good.

Age. Troverians mature at the same rate as humans but live a few years less.

Size. Troverians stand between 4 and 5 feet tall and average about 150 pounds, similar to dwarves. Your size is Medium.

Speed. Your base walking speed is 25 feet.

Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Heart of Fire. You have resistance to fire damage.

Troverian Magic. You know the mold earth cantrip. When you reach 3rd level, you can cast the heat metal spell once per long rest. Wisdom is your spellcasting ability for these spells.

Tool Proficiency. You have proficiency with the artisan's tool of your choice: smith's tools or mason's tools.

Artisan's Cunning. Whenever you make an Intelligence (History) check related to the origin of metalwork or you make an Intelligence (Investigation) to identify or locate ores, you are considered proficient in the skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Workaholic. When crafting an item (XGtE p.128) as your downtime activity, you divide the gold piece cost of the item by 200 to determine the amount of workweeks it takes to craft it. You can complete multiple items in a workweek if the items' combined cost is 200 gp or lower.

Languages. You can speak, read, and write Common, and one language of your choice, likely Halfling or Dwarvish.