The Dwemer, the “people of the deep”, are a fabled “Lost Race” of Mer from Dwememereth, which mostly consisted of modern-day Morrowind, where they are believed to have been the most prolific, though they also had a strong presence in Hammerfell, High Rock, and Skyrim. Meric races use the term “Dwemer”, which translates to “Deep-Elves” or “Deep Folk”. Men commonly refer to them as Dwarves. The early history of the Dwemer is still clouded in mystery. There is no known story of their dissociation from the Aldmer, which must have occurred very early in Tamrielic history, as their society bore few correlations with that of the Altmer besides some similar legal principles. The Dwemer built elaborate underground cities near and beneath mountain ranges, including the Velothi Mountains and Red Mountain, and in the mountains of the isle Stros M’Kai.
Many misconceptions about them have abounded for centuries: scholars long thought that most Dwemer ruins which dotted Tamriel outside Morrowind were mere outposts and that there were few significant Dwemer settlements elsewhere until 1E 420. Their society consisted of free-thinking yet reclusive clans devoted to the secrets of science, engineering, and the arcane until they mysteriously disappeared around 1E 700.
Dwemer Characteristic Baseline
Traits
Power Well (5)
Power Well (X)
Characters with this trait have more magicka than usual. The size of their Magicka Pool is increased by X. If the character would receive this trait twice, combine the X values.
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Weakness (Frost, 1)
Weakness (Y,X)
Characters with this trait are weak to a certain damage or effect type. They increase damage of Y type by X after any other mitigation and suffer a -10 penalty per X to tests made to resist non-damaging effects of this type. If this trait would stack for a single damage type, instead only apply the highest value of X. Different values of Y damage type are considered different traits. In cases where the character is not making the Y related test, but rather a Y related roll is being made against one of their Characteristics, decrease that characteristic by 10 times X for the purposes of resolving that roll.
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Powers
The Calling
The Calling (Power)
The Dwemer (Race) have developed the capability to form connections with the minds of others, allowing silent and instant communication across great distances. A Dwemer may do this at any time, though they may not attempt to contact someone they have not met. Forming a mental connection requires the character to pass a Willpower test or gain a level of fatigue. Once a connection is formed the two minds may communicate as they see fit. Every minute of communication beyond the first imposes another Willpower test, where failure incurs a level of fatigue. Alternatively, they may form a connection with a number of others equal to their Willpower bonus, but doing so causes them to automatically fail the Willpower tests imposed by normal communication.
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