Qeruborim

The architects of the Hanging Towers, and originators of the ley sciences, the three-eyed people known as the Qeruborim have long held a reputation as a clandestine but wise culture of mystics. In the last age, they held great temple cities in the spires and peaks of ancient mountains, and they would stay in their keeps in reclusion for centuries, ignoring wars and other strife of the surface folk, by and large, only to emerge in key moments and either to assuage some potential conflict or to share a cryptic omen or foretelling.

It is known that a Qeruborim seldom shares their mystic acumen without reason, and so the traditional response to a Qeruborim interlocuter is one of deference and respect. So it was that when a Qeruborim cabal would arrive in a given conflict, that conflict would actually be suspended and the mystic foretellings of the Qeruborim would be heeded as requisite advice. The last time the Qeruborim entourage was ignored, the monstrous gods awoke.

Today, the Qeruborim have redesigned their culture to embrace their role in the Epicentral Empire, as the facilitators and engineers of the great ley engines of the Spinning Cage. Most of the Tower Majestries, the sects of magi who keep the Towers aloft, are directly influenced by societies of Qeruborim. It's safe to say that without their knack with the mystic arts and ley engineering, the war with the monstrous divine could have worked out very differently.

Hallow Dwarf Ancestral Traits

Age. Hallow dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years.

Size. Hallow dwarves are less stocky than their dwarven cousins, but around the same height and with beards just as thick. You are Medium.

Speed. Your walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.

Darkvision. 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.

Third Eye. You may cast detect magic once per short rest.

Stalwart Frame. You have advantage on saving throws against poison, and you have resistance to poison damage.

Art of a paint spill by Pavel @ Unsplash