Mistdweorg are dwarves that live in an extensive cave network beneath rainforests.

Isolated High Society

The mistdweorg are proud, secretive and isolationist. Their culture relies upon slave labor to provide the necessities such that the mistdweorg themselves can focus upon the creation of art, literature and gladiatorial combat. They use secrecy to protect their society, fearing outsiders would enslave and divide them.


Like all dwarves, mistdweorg names are granted by clan elders according to tradition and an individual’s name can be stripped from them, if they dishonor or misuse the name.

Male Names: Corrum, Dorgol, Fradzim, Lomabert, Oscarvol, Walezak.

Female Names: Bevanny, Jemerine, Kallabeth, Melathy, Nazaria, Shoshanna.

Clan Names: Aireyborn, Embershine, Gempolish, Gutpunch, Patternweave, Quiet-Fire, Whish-Whisper.


As a mistdweorg you are among the most magically inclined of the dwarves. You have innate magics that develop as you gain in power, and you’re born with the force of will to bend magic to your whims. Mistdweorg are less heavyset compared to other dwarves, with pale skin that ranges from light gray to marble white. Their hair can match the hue of almost any gemstone and their eyes have a similar variety of colors.

In addition to the regular racial traits for a dwarf, you gain the following:

Ability Score Increase. Your Charisma score increases by 1.

Mistdweorg Magic. You know the resistance cantrip, and can cast it without any material components. When you reach 3rd level, you can cast the blur spell once per day. When you reach 5th level you can also cast the wind wall spell once per day (requiring no material components). Charisma is your spellcasting ability for these spells.

New Feat

Mistdweorg High Magic

Prerequisite(s): Dwarf (mistdweorg)

You master more of the magic typical of the mistdweorg.

You learn disguise self and invisibility, both of which you can cast once without expending a spell slot. You regain the ability to cast both these spells in this way when you finish a long rest.

Additionally, you gain the ability to cast wind wall as a ritual spell. When you do so it does not require concentration and its duration increases to 8 hours.

You may only have one wind wall active at a time.

If you cast wind wall again, either as normal or as a ritual, the previous wind wall effect immediately dissipates.

Charisma is your spellcasting ability for these spells.

Section 15: Copyright Notice

Vast Kaviya Campaign Setting © 2019 Mike Myler, published under license by Legendary Games; Authors Mike Myler, Andrew Engelbrite, Will Gawned, Alec Kaknes, Anthony Alipio, Sharene Gilchrist, Matteo Piovanelli, Jesse Jordan, GM Lent, Brian Istenes, and Jeremy Esch.

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