Dvérgar Dwarf

 

Species Name: Evil Dwarf, Dvergar, Duergar, Grey or Lost

The Dvergar are a cruel and evil subrace created by prolonged exposure to infernal magic. They typically make their homes in the deepest parts of the earth, where even other Dwarves fear to tunnel. They rarely venture above ground, finding it painful, except during heavily overcast days or at night. The light does not cause them damage, but it does affect their ability to see clearly. Other dwarves find their ways repulsive. Dvergar war on other dwarf races, and sometimes even join forces with orcs and other evil races to raid dwarf strongholds. They frequently compete with mountain dwarves for living space and minerals. Usually the Dvergar are bested in such struggles. Consequently, numerous Dvergar strongholds are exceptionally poor, having been driven into areas rejected by others. In some cases, however, this may have been to their advantage and may have led them to the discovery of hidden subterranean wealth that they could secretly acquire.

Type: Humanoid

Physical Traits: Short height, solidly muscled, broad shouldered, large thick fingered hands. They are very similar in appearance to other Dwarves but have distinct pale grey skin, no hair, and bright eyes.

Height: 4 ft

Weight: 150 lbs

Abilities: Nightvision up to 180 metres

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual

INT: 3D6, WIS: 3D6, STR: 4D6, DEX: 3D6, CON: 4D6, CHA: 3D6, MR: 2D6, HPs: CON +D12

Orbit/Climate: See Earth

Feeding Habits: Omnivore. The Dvergar diet is an omnivorous mix of fungi, insects, and subterranean animals. Duergar complexes include caverns used as fungus farms that are filled with giant, edible mushrooms. They brew a potent ale from such mushrooms.

Lifespan: 450 years

Technology: 2

Culture: Xenophobic, hostile, intolerant and aggressive, held in check by strong social customs. The Dvergar dwarves are a malevolent breed that dwells in the extreme depths of the ground.

The Dvergar alternate between working in concert with the Svartálfar and being at odds with them, as the Svartálfar believe themselves superior to everything. They have a deep-seated grudge against other Dwarven races due to their exile from their midst. Dvergar are suspicious and hostile to strangers and have a very difficult time learning to trust anyone. At the same time they tend to be brooding, calculating, cool headed individuals who plan for the future (especially revenge on those who have wronged them). They like to choose the ground for their battles when they fight, giving themselves the best chance for certain crushing victory with a minimum of losses to themselves. They continue to  meddle in powers that noone was ever meant to touch.

Every so often they mount an all out war against the other subterranean creatures. This war is a means of winnowing out the weakest of the Dvergar lairs, a focal point for racial identity, and a chance to really create some terror amongst their rivals. It also serves the purpose of starting rumours. Humans will certainly hear that a war is being fought and they will send hundreds of scouting and adventuring parties to the underground to investigate. The Dvergar welcome this new source of slaves.

Dvergar do not venture into the surface except at night or on the gloomiest days. Their lairs are always deep underground. These are elaborate collection of chambers, passages, rooms, and secret areas. There is a 25% chance a monster is kept as a guardian for the lair complex. Such a creature is probably kept at an entrance to the complex or kept within the treasure cave. There is a 75% chance that a lair holds D4×10 slaves. Dvergar raise giant spiders called steeders for mounts. A large chamber serves as “corral” for the herd of 20D10 steeders of various sizes.

They are not as affluent as other dwarven races. Individuals may have a few gold or platinum coins stashed away. Normal, usable items like weapons or armour are immediately distributed. Magical items and the bulk of the acquired treasure is stored in a well-protected chamber deep in the Dvergar complex. Dvergar detest the other dwarves races, whom they consider pampered. weak, and self-indulgent. They may ally and even share living space with evil dwarves, but the Dvergar’s hostile nature makes such alliances extremely rare. Dvergar tend to see intruders as invaders. Even if trespassers can convince the Dvergar of their peaceful intentions, the Dvergar may demand a stiff toll to permit safe passage. Even then, Dvergar may discreetly follow the travellers to see what they are up to and, if treasure is involved, to steal such riches for themselves.

Duergar rarely bother surface-dwellers due to their disadvantages on the surface. When encountered on the surface, such dwarves are usually on a mission or part of a raiding party. Daylight affects them as follows: their enhanced ability to gain surprise is negated, Dexterity is reduced by 2, attacks are made with a -2 penalty to the attack roll, and opponents’ saving throws are made with a +2 bonus. If the encounter occurs when the Dvergar are in darkness but their opponents are brightly illuminated, the Dvergar’s surprise ability and Dexterity are normal. but the Dvergar suffer a -1 penalty to their attack rolls and opponents gain a +1 bonus to saving throws against Dvergar attacks. Duergar are not adversely affected by the light given off by torches, lanterns, magical weapons, or light and faerie fire spells.

Government: Dwarves are traditionally ruled by a king or chief, but these are only two of the possible forms of government available. Major strongholds are always ruled by a feudal king.

Population: 5,000,000

 

Creating a Dwarf character

Step 1: Age
Determine your character's age. If older than 100 you need to determine which years you have been present in.
01-20 10 xD4 years
21-40 10 xD6 years
41-60 10 xD10 years
61-80 10 xD12 years
81-00 10 xD20 years
Next decide what you have been doing. Were you involved in any famous historical incidents? In the present day where does your character live or is he a wanderer, moving around continuously?
Step 2: Attributes
Roll attributes as normal but STR and CON are +D6, while MR is -D6. Mana = INT + WIS. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep. Mana can however be permanently traded for HPs at a rate of 1 for 1.

Hit points = CON +12, +12 per level.

Step 3: Skills

Choose skills in the normal manner according to the character's class. Then for every 100 years alive select 1 additional skill.

Step 4: Abilities

All Dwarves gain all the following free;

Night Vision - The character can see in absolute darkness at a distance equal to his normal sight.

Magic Resistance - +1 to save vs spells at levels 3, 7, 10, 14, 17 and 20.

Additionally Dwarves start with 40 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Earth Heals 10 Whenever underground the Dwarf can heal at phenomenal rates. He must concentrate for 1 minute uninterrupted to perform the following healing; restore 1 HP per INT, +1 per level per 10 minutes; reduce the damage and duration of drugs, toxins and poisons by 4% per INT, +1% per level and gives +1 to save per 4 INT; negate all pain for 1 minute per INT, +1 minute per level; or stabilize his condition (stops bleeding, binds wounds, etc.) for 15 minutes per level.
Increased Thac0 5 +1 Thac0 with melee weapons at levels 1, 3, 5, 7, 9, 11, 13, 15, 17 and 19.
Intimidating 10 This character has a fearful appearance +1 CHA
Natural Chameleon 10 Using this ability the Dwarf can blend into and render himself nearly invisible in any mountainous or subterranean terrain. When hiding he can conceal himself from attackers and eavesdrop on his enemies. He can hide near a well travelled road and secretly observe passersby, or conceal himself near an enemy campsite waiting for an opportune moment to steal their supplies. 
Nature Survival 10 Due to a Dwarf's extensive experience and training underground he gains +1 to any physical, combat and survival rolls made while within that environment. He may choose an additional terrain at level 5. Terrain types include; Jungle, Desert, Tundra, Mountain, Forest or Ocean. Each time this ability is rebought he may either take an additional +1 with their terrain OR choose a new terrain.
Reduced Sleep 5 The Dwarf needs one hour less normal sleep per 5 CON.
Sense Hidden 5 The Dwarf gains +1 per 5 INT to detect a hidden object, door, person, etc.
Smell 5 Smell increases to x1 normal range per 3 WIS with an additional x1 per level. It can only be used for smelling poison or impurities in food and beverage.
Willpower Bonus 5 +1 Willpower save at levels 1, 4, 8, 12, 14, 16 and 20.
Witch Sight 10 The character can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and whether it is harmful or helpful.
Step 5: Classes
Any but favoured ones include Slayer, and Soldier. Mage classes are generally shunned (except for Artificers, Alchemists, Runesmith, Priests and Shaman) due to their resistance to magic.

 

 

Races