1. Notes

Dwarven Gods

Upon the Loom of Existence, where the threads of all worlds are spun, All-Father Odin saw a flicker—a vibrant, resonant chord struck between two distant spheres. It was a harmony unlike any heard before, a song of merging realities. He consulted with Frigg, his wise queen, who gazed into the deepest well of fate and saw not a clash, but a communion.

"A new path is opening," she declared, her voice like the rustle of autumn leaves, "for a people born of deep earth and starlight."

Meanwhile, in the forge-fires of SvartalfheimBrokkr and Sindri, the master smiths, felt a tremor in the very bedrock. Their hammers rang with an unfamiliar rhythm, a beat that spoke of distant ores and unknown veins. It was Thor, his mighty hammer Mjolnir thrumming in his grasp, who first discerned the source. "These are the echoes of a people who have touched the boundless beyond!" he boomed, his voice shaking the mountains. "They seek a new home, one as strong and enduring as the Bifrost itself."

And so it was that the Æsir and Vanir, in their boundless wisdom, watched as a profound event unfolded. Across the vast emptiness between worlds, a shimmering bridge of starlight and elemental essence formed. It was not built of wood or stone, but of the very fabric of existence, stretching from a realm where the mountains pulsed with alien light to this world, where the roots of Yggdrasil sank deep.

Our ancestors, those who would become the first dwarves, did not walk this bridge in haste or fear. They drifted, a slow, deliberate migration of spirit and nascent form, carried by currents of cosmic will. They bore with them the knowledge of their former sphere: the secrets of crystalline growth, the whispers of metals yet unknown to this earth, and a profound connection to the heart of stone itself. They arrived not in a singular flash, but as if woven into the very mountains, coalescing from the shimmering mists of transition into the sturdy forms we know. They sought the embracing darkness of the deep, for only there could the echoes of their journey truly settle, and their ancient, star-forged wisdom take root in the soil of this new, vibrant world.

The stone remembers, and the stone remains, a testament to the grand design that brought the Children of the Deep to these lands, guided by the unseen hand of the gods.


Understanding the Realms and Powers

As a dwarf, your understanding of the cosmos is tied to the very mountains you call home, and to the divine powers that shaped this world and guided your ancestors to it. Here are some names you should know:

  • Æsir (EYE-seer): These are the primary gods, the mighty clan of deities who dwell in Asgard. Think of them as the stern, honorable, and powerful rulers of the heavens and earth. They are the gods of war, wisdom, justice, and kingship. All-Father Odin is their chieftain, and Thor is their champion. They are the ones who watched over the Great Transit that brought your people to this world, ensuring your safe arrival. When you swear an oath by the beard of Odin, you invoke the power of the Æsir.
  • Brokkr (BROCK-ur): One of the greatest smiths ever known, a true master of the forge. Brokkr is a dwarf, though not of your direct lineage in the way a cousin is. He is one of the mythical smiths of old, famed for crafting some of the most wondrous treasures for the gods themselves, including the mighty hammer Mjolnir for Thor, and the golden ring Draupnir for Odin. His legend is a testament to the supreme craftsmanship that runs in the veins of all dwarvenkind. He is a source of ancestral pride and inspiration for any smith or artisan.
  • Frigg (FRIGG): The Queen of the Æsir, wife to Odin. Frigg is the goddess of marriage, motherhood, prophecy, and domestic arts. She is wise, knowing many fates, though she rarely speaks of them. She is a powerful protector of families and hearths. It was Frigg who, gazing into the well of destiny, foresaw the coming of your ancestors and deemed their migration part of a greater design. When dwarven women pray for strength in the home or clarity in their decisions, they often turn to Frigg.
  • Sindri (SIN-dree): The brother of Brokkr, and his equal, or perhaps even his superior, in the art of smithing. Sindri is also a legendary dwarf, known for his incredible skill and the magical artifacts he helped create. Some say Sindri is the truer craftsman, while Brokkr is the one who presents their works. Like Brokkr, Sindri represents the pinnacle of dwarven ingenuity and mastery over stone and metal. He embodies the perfect melding of skill, patience, and arcane knowledge in creation.
  • Svartalfheim (SVART-ahlf-hame): This is one of the Nine Worlds connected by Yggdrasil, often spoken of as the "Home of the Dark Elves" or "Dwarves" depending on which sagas you hear. For your people, it is understood as the mythical, ancient realm where the deepest, oldest secrets of crafting and earth-lore reside. It is a place of endless mines, glittering veins of precious metals, and the resounding echoes of master-smiths' hammers. While not your direct ancestral home (which was 'another sphere'), it is the archetypal origin point for all true dwarven craft and skill within this world's mythology. It's the spiritual heartland of all dwarven artistry.
  • Vanir (VAHN-eer): The other great clan of gods, distinct from the Æsir but now allied with them. The Vanir are primarily associated with fertility, wisdom, prophecy, and natural magic—things like bountiful harvests, the sea, and the beauty of the world. Freyja and Freyr are prominent among them. While the Æsir are often seen as the protectors of the realm, the Vanir represent the flourishing life and ancient mysteries. Their combined wisdom ensured the stability of this world for your ancestors to settle. Dwarves honor the Vanir in rituals that celebrate the bounty of the earth, good fortune in mining, and the flow of underground springs

The Stone remembers; the Stone remains.

WIP - Dwarven Clerical Domains

As a dwarven cleric, your connection to the Norse gods is as strong as the stone of your ancestral halls. Each deity offers a unique path, granting their followers distinct powers. 

  • Odin All-Father (Order, Knowledge, War): The All-Father, god of wisdom, magic, poetry, and war. Odin represents the strategic mind, the thirst for knowledge, and the courage to face any foe. Potential Domain Benefits: A cleric of Odin might gain access to spells of divination, knowledge, and strategic combat. They could receive bonuses to intelligence checks, wisdom saving throws, and abilities that enhance tactical prowess. At higher levels, they may even gain the ability to see glimpses of the future or inspire their allies with unmatched battle plans.
  • Frigg (Life, Peace Twilight): The Queen of the Æsir, goddess of marriage, motherhood, and foresight. Frigg embodies the strength of the hearth, the protection of family, and the wisdom to see what might come. Potential Domain Benefits: Clerics of Frigg could receive spells focused on protection, healing, and divination. They may gain abilities that strengthen their allies' defenses, provide bonuses to charisma checks when dealing with family or community matters, and grant glimpses into potential futures, allowing them to avoid danger or guide their allies.
  • Thor (Tempest, War): The God of Thunder, protector of Midgard (Earth). Thor represents raw power, unwavering courage, and the defense of the weak. Potential Domain Benefits: A Thor-devoted cleric might wield spells of thunder and lightning, gain bonuses to strength checks and saving throws, and have abilities that enhance their combat prowess. They could become a bulwark against enemies, able to withstand immense damage and unleash devastating attacks. They might also gain the power to control the weather, calling down storms upon their foes.
  • Njörðr (Nature, Life, Order): God of the sea, wind, and wealth. Njörðr embodies the bounty of the ocean, the flow of trade, and the prosperity that comes from a harmonious relationship with the natural world. Potential Domain Benefits: Clerics of Njörðr might gain access to spells related to water, weather, and wealth. They could receive bonuses to skills related to seafaring, trade, and diplomacy. They might also gain the ability to create resources, find hidden treasures, or ensure safe passage for themselves and their allies on water.
  • Freyr (Nature, Peace, Light): God of fertility, sunshine, and peace. Freyr represents the life-giving power of the sun, the abundance of the earth, and the joy of a peaceful existence. Potential Domain Benefits: A cleric of Freyr could wield spells of healing, growth, and light. They might gain abilities that enhance the fertility of the land, heal wounds quickly, and radiate auras of warmth and protection. They could also have influence over animals and plants, ensuring bountiful harvests and the well-being of their community.
  • Freyja (Life, Light, Arcana): Goddess of love, beauty, fertility, gold, and magic. Freyja embodies passion, allure, and the potent magic that binds the world together. Potential Domain Benefits: Clerics of Freyja might gain spells related to charm, illusion, and healing. They could receive bonuses to charisma checks, become skilled diplomats, and wield magic that enhances beauty, inspires love, or protects against emotional manipulation. They might also have a strong connection to the fey, granting them access to ancient and potent magic.
  • Loki (Trickery, Forge, Twilight): The cunning shapeshifter, god of mischief, lies, and fire. Loki represents the unpredictable, the subversive, and the potential for chaos to break stagnant patterns. He is the intelligence that finds loopholes, the charm that deceives, and the spark that ignites transformation. Potential Domain Benefits: Clerics of Loki could gain spells focused on illusion, deception, and subtle manipulation. They might receive bonuses to dexterity (Sleight of Hand, Stealth) and charisma (Deception, Performance) checks. They could gain abilities that allow them to create diversions, escape sticky situations, or magically alter their appearance. At higher levels, they might be able to sow discord among their enemies, reveal hidden weaknesses, or even temporarily twist fate in their favor through cleverness and misdirection. They are often the ones who find the "unconventional" solution to a problem, or reveal truths that others prefer to keep hidden.
  • Hel (Death, Grave, Twilight): The chilling ruler of Helheim, the realm of the dishonored dead, the sick, and the aged. She is the daughter of Loki and the giantess Angrboða, making her a half-sister to the great Fenrir wolf and the Midgard Serpent. Her appearance is often described as half-beautiful, half-decaying, reflecting the duality of life and death. For most dwarves, reverence for Hel is not about worship in the traditional sense of seeking blessings for life or fortune. Instead, following Hel's domain is a stark, often somber, acceptance of mortality and the grim duty towards the departed. A dwarven cleric of Hel might be a keeper of crypts, a chronicler of genealogies, or a grim warrior who understands that death is a part of the great cycle, and sometimes, it must be embraced. They might be chosen for their resilience, their stoicism in the face of loss, and their unyielding commitment to the final resting places of their ancestors. They understand that every stone, no matter how mighty, will one day crumble, and every life, no matter how long, will eventually end.

WIP - Yggdrasil - The Great World Tree

The cosmos is nordic with nine distinct realms, all connected by the branches and roots of the great World Tree, Yggdrasil.


  • Asgard (Ásgarðr): Home of the Æsir (Gods): This is the high seat of Odin and his divine kin. It's a realm of grand halls, divine power, and eternal vigilance. The Bifrost, the Rainbow Bridge, leads here from Midgard. It's a place of power, justice, and the preparations for Ragnarök.
  • Midgard (Miðgarðr): Home of Humanity: This is the realm we (and presumably your player characters) currently inhabit. It's the middle realm, surrounded by the vast, uncrossable ocean and protected by the Midgard Serpent. It is a place of mortals, struggle, and nascent civilizations. This is where the Dwarves and pretty much everyone they know resides.
  • Jötunheimr (Jǫtunheimr): Home of the Jötnar (Giants): A realm of wild, untamed nature, harsh mountains, forests, and frozen wastes. It is the land of the giants, ancient beings of elemental power, often adversaries of the gods.
  • Vanaheimr (Vanaheimr): Home of the Vanir (Gods): This is the realm of the older, wiser gods associated with fertility, wisdom, prophecy, and natural magic (like Njörðr, Freyr, and Freyja). It is often depicted as lush, green, and vibrant. The Dwarves believe this is where they came from and in legend it is the source of their magic.
  • Svartalfheimr (Svartálfaheimr) / Nidavellir (Niðavellir): Home of the Svartálfar (Dark Elves) / Dwarves: This realm is deep beneath the earth, a subterranean world of intricate caves, vast mines, and glowing forge-fires. It is the legendary home of the master craftsmen, the dwarves. Some sources equate Svartalfheimr directly with the dwarves' home (Nidavellir) or see it as a neighboring realm where "dark elves" reside, who are often indistinguishable from dwarves in many myths. It is a place of immense mineral wealth and unparalleled craftsmanship.
  • Alfheimr (Álfheimr): Home of the Ljósálfar (Light Elves): A bright, beautiful realm, often depicted as ethereal and luminous. It is the home of the light elves, beings of grace and beauty.
  • Niflheimr (Niflheimr): Realm of Mist and Ice: One of the two primordial realms (alongside Muspelheim). It is a cold, dark, and misty land, home to the ice giants and the chilling river Elivagar. It is often the first stop for souls journeying to Helheim.
  • Muspelheimr (Múspellsheimr): Realm of Fire: The other primordial realm, a blazing land of fire giants and intense heat. It is ruled by Surtr, the giant who will eventually set the world aflame at Ragnarök.
  • Helheimr (Helheimr): Realm of the Dishonored Dead: Ruled by Hel, this is where most souls go after death if they did not die gloriously in battle (and thus go to Valhalla or Folkvangr). It is often depicted as gloomy and cold, a mirror of Niflheimr.