Dwarves
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Two races of Dwarves survived the tyrant attack - the deep dwelling Derro and Duregar. Where the proud mountain dwarves, with their indomitable warrior culture, were some of the first to give their lives against the death orbs the deep dwellers remained in their caves fathoms beneath the earth. And now they make their homes in the grand halls of the Dorondo Cities, built by their long lost kin. Though the capricious Azer of the North Wall appear to be dwarves, the duregar and derro maintin vehemently that they are something else entirely.

Self-Name: Dwarf (singular), Dwarves (plural), Dwarven (attributive)
Stereotypes: Gruff, Mean, Warlike, Stoic/Paranoid, Cruel.

Inheritors of the Hallowed Halls


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Duergar are typically stocky figures, though beyond this there are many differences. Both male and female duergar are typically bald, with females also lacking the capacity to grow facial hair. When they are not bald, the hair is coarse and white or pale grey. Many are also thinner than their dwarven brethren. Most obvious, however, is their dull grey skin and hair, often matched with an equally stolid expression. Because many duergar found on the surface world are exiles, a surface dweller who encounters one of the grey dwarves is likely to notice facial and arm tattoos that mark the duergar as a traitor to his or her people. Derro, meanwhile, appear to be some degenerate hybrid of dwarves and humans. Their rough skin is white with blue undertones and have sporadic tufts of coarse tan or pale blond hair. The eyes of the derro lack any visible pupils.

Dwarves are unusually tough for humanoids, in more ways than one. Dwarven stomachs, for instance, are resistant to virtually all poisons and it takes less effort for a dwarf to get back on its feet than other races. Dwarves also have dense bodies and are difficult to push around as a result, as well as having the capacity to bear loads that other races might find hindering with little ill effect. Dwarves also have a sense about them that few races do, with a preternatural awareness of their surroundings useful for a subterranean race as well as good judgement all-around in general.

Many dwarves are difficult to like and lack the charm of many other races, though this is not a trait common to all dwarves and some possess a great deal of charismatic power. Furthermore, dwarves are not entirely unsocial and more than a few have a natural knack for bartering or judging the value of an offer, something that sits well with their legendary crafting abilities. It is occasionally believed that dwarves possess the ability to see in the blackest darkness, and there is evidence that this may be true. However, many dwarves do have an affinity in other ways for the caverns in which they live, possessing a natural affinity for recognizing unusual patterns in stonework that can seem almost supernatural at times.

Stone, Fire and Maddness


Duergar are at their heart a grim and bitter race, pessimistic of their future and deeply cynical regarding the motives of others. In a dark inversion of the strong family bonds typical of their long-extinct dwarven kin, duergar view those not immediately related to them as adversaries set on holding them back, an expectation that becomes a self-fulfilling prophecy since every duergar is taught to believe this from their early childhood. As a result, duergar are a dark and cynical race, who expect to be betrayed, and are willing to betray another before they are turned on.

Derro, meanwhile, are afflicted by a form of racial madness, which most often manifests as delusions of grandeur coupled with an overpowering urge to make sure that other creatures acknowledge their superiority and greatness. To make matters worse, they are prone to deranged and ridiculous paranoia, unable to trust even their closest family, and constantly plotting to thwart betrayals both real and imagined. Derro are capable of holding their demented impulses in check for short periods of time in order to cooperate with creatures of other races, but such arrangements rarely last more than a few weeks. Of course, no derro is capable of recognizing that he is out of his mind.

Azer greatly resemble the dwarves. They are very slightly taller and heavier on average, but are otherwise almost identical in stature. Their skin is dark bronze, brown, or even black, while their eyes are featureless orbs of pure orange, yellow, or red. Unlike dwarves, however, azer are completely hairless. Instead, their heads are wreathed in flames that always burn for as long as the azer lives. Typically, the flame wraps around the azer's head fairly evenly, giving it the appearance of having both hair and a beard formed of fire, but some have "shaped" flames that cover only part of their head.

Squatting in Splendour


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Duergar and Derro both once lived deep beneath the earth. Both races were driven underground in an ancient war with the mountain dwarves, and then in warring with one another the derro were driven even deeper. Duregar built great cities, that are marvels of dwarven architecture, with massive ornate columns supporting enormous caves filled with structures cut from the living stone under the mountains. These great halls are perpetually lit by luminescent worms bred to colonize the cave rooves, giving all duregar settlements a dim, blue radiance that is eerie and gloomy to human eyes.

Duregar meanwhile descended to dank, mushroom filled caves, where they lived in crude hide tents and suffered frequent collapses, while proclaiming themselves the overlords of the deep. Now the derro have occupied the cities of the mountain dwarves; massive open air cities of expert masonry carved into the slopes of towering mountains, filled with wonders of metalwork, stonework, mechanics and engineering. The derro are only now beginning to understand how the massive cranes that tower over their new homes work, and how the perfectly symmetrical towers and temples, and the great monuments carved from single, massive blocks of marble and basalt, were built. The derro have made cosmetic changes to their new homes, crudely changing statues and mosaics into derro, and painting frescoes with gay colours to make them more their own. Great plazas are now mushroom fields, and only the temples sacred to Zalhoon, where the derro go to worship, have remained reverently untouched.

Dwarven Names


Male: Arikom, Baenn, Bharik, Bruthwol, Dodrak, Gwistra, Horgar, Ivar, Krigran, Migrim, Mirdis, Murghol, Ranis, Sadek, Thangardt, Thoregg, Zanndryn.
Female: Ankra, Biza, Brilmara, Dorthis, Luuva, Matta, Narri, Olga, Quindal, Stalja, Ulara, Visine, Weltha.

Dwarven Traits


Splinter Race Feats: Deep-Born (duregar), Mad-Spawn (derro), Magma-Born (azer). All dwarves must choose one splinter race feat.
Type: Medium biped folk with a Reach of 1. Your maximum wounds equal your Constitution score.

  • Attributes: +4 Constitution, –2 Dexterity
  • Base Speed: 20 ft.
  • Darkvision I: You ignore the effects of dim and faint light.
  • Enlightened Blend: Your maximum Blend rank increases to your Career Level + 5. Only the highest bonus from any single enlightened ability may apply to each skill.
  • Improved Stability: You’re considered 1 Size category larger for carrying capacity, Trample attacks, and resisting Bull Rush and Trip attempts so long as you are standing firmly on the ground and not climbing, flying, or riding.
  • Iron Gut: You gain a +2 insight bonus with saves against disease and poisons.
  • Restricted Actions: Kick attacks, as well as Jump and Swim checks you make are considered untrained (see page 63 of the Fantasy Craft Second Printing core rulebook).
  • Thick Hide 2: You’re considered to be wearing partial armour that provides Damage Reduction 2. This DR does not stack with other armour (only the best protection applies). If you gain thick hide from multiple sources, your hide offers the highest single DR value + 1 per additional hide benefit (e.g. thick hide 4, thick hide 3, and thick hide 1 offer DR 6).
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