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Duergar are renowned throughout the world as the best blacksmiths and weaponsmiths in the world. Duergar are consummate craftsmen. They are extreme perfectionists and would rather start a project anew than produce a flawed work. It is for this quality that duergar craftsmanship is so desired. A duergar who produces faulty workmanship is forever disgraced by the rest of her people. Deliberately selling a crafted weapon or tool with an imperfection is the worst offense imaginable to them - tantamount to murder.
Many duergar find training with the Watchers or the Kelet. The enduring patience of the Watchers appeals to their desire for perfection, while the strict warrior codes of the Kelet appeal more to their warrior nature. They are highly distrusting of both the Order of Knowledge and the Cambiare for the magics of these groups are too intrusive and can meddle with the mind. Practioners are these forms of magic are often referred to as the “Mad Ones”, for they believe that entering another’s mind will inevitably damage the mind of the mage. Most duergar will not accept healing from a member of the Order either, fearing that their taint will even carry through such beneficent means.
Duergar are instantly recognizable by the small twisted horns on their heads. Most male duergar are bearded as well. As a people, they prefer to live away from the prying eyes of humanity. They maintain strongholds in each of the three major mountain ranges of the near world; the most prominent of these Duergar Cities is in western Andrynn within the eastern fingers of the Great Border Mountains. No duergar city is known to exist in Gondal for they have adopted the roaming lifestyle that predominates in Gondal. Though they guard their privacy fiercely, most duergar settlements are located close to human cities where they can sell their wares. Those duergar who do venture away from the mountains are often traders, or traveling smiths. Duergar have developed differently within the four cultures of the known world.
Special Rules
Duergar characters have access to the following special abilities: Metalskin and Reforge. These abilities may be taken a maximum of three times, though the full cost must be paid for each time. Duergar characters pay half cost for Weaponsmith and Armorsmith skills.
No duergar may join the Brahir. In addition, all Spirit healing spells from the Order of Knowledge (those spells whose names contain the word 'Heal' or 'Healing') require double the amount of mana to work on any duergar.
Required Makeup
Duergar characters must all have small twisted horns. The men are generally bearded.
Duergar Cultural Variations
Andrynn
All races have been integrated, to some extent, into the classes of Andrynn, even the Duergar. Though traditionally resistant to change, the Duergar have adapted well to the feudal systems of Andrynn. Many duergar have joined noble households and serve as master craftsmen to the noble and his estate. Duergar merchants travel extensively from one noble estate to another selling their crafts in bulk to meet the needs of the Andrynians. Most of the Duergar of Andrynn live in their mountain city or various settlements around the foothills of the Great Border Mountains. Occasionally, duergar have been known to live in some of the smaller human settlements, but these are only the most gregarious of their kind. Very few dwell long in the cities of man.
Dechaine
The Duergar of Dechaine do not wish to involve themselves in the pomp & circumstance of noble and aristocratic society. It seems to the Duergar that all of the people of Dechaine occupy their time with frivolous tales of courtly romance and noble intrigue when it could be better spent. Still, their money is good and the people of Dechaine have a unique affinity for fine craftsmanship. Not that any Dechaine craftsman could produce anything with as much aesthetic beauty and sturdy practical applications as an item crafted by a true duergar. The Dechainais have a particular taste for finer things and an insatiable desire for perfection. These things bring the Duergar to the magnificent cities of Dechaine. No matter the stubbornness of a duergar, one that has dwelled too long in Dechaine’s cities will acquire some of the quirks of its people. It is not uncommon to find a duergar wearing a ruffled collar, wide-brimmed and feathered hat, leather gloves, and tall boots.
Elements of Dechainais society have found their way into the Duergar city in the mountains between Dechaine and Salceny. There is even talk of a nobleman invited into the hallowed halls of the Duergar High-Chief. Though this is but a rumor.
Salceny
The Duergar of Salceny have found purchase in the Familia. The most prominent of the merchant families have a Duergar family in their number. Duergar craftsman are unparalleled in their skills and the honesty of their trading and are therefore counted on to increase the reputation of a family.
Duergar that leave their mountain home have found, to their surprise, that they are quite at home in Salcenian society. Though there are many distinct differences between the two cultures, the Salcenian penchant for shrewd merchanting is very familiar to a wandering duergar. There is no place in the world where a duergar will feel more at home, outside of one of the mountainous duergar establishments, than the cunning marketplaces of Salceny. In addition, duergar lend their skills to shipbuilding and mapmaking, two of the predominant occupations in Salceny, though few duergar would willingly sail aboard these vesssels. Of all of the countries, Salceny boasts the largest percentage of duergar that were born and raised in their society. Some of these duergar have never seen the city in the mountain or any other duergar settlement.
Gondal
The Duergar of Gondal do not mix with their cousin races on the steppes and open plains. Each race segregates themselves and none more than the Duergar. The duergar follow the Code of Gondal Warriors, as do all of the tribes, but only in Khangai do the duergar mix with the other races.
In this city, the various races keep their quarters with walls and banners, but the marketplace belongs to all. In the marketplace duergar are found in the company of humans, slana’ar, and elves, all trying to find the best deal. All races are blurred in the common places of the city, only the masters of men are differentiated from the mob. Those with true power walk separate from the common raff of the Golden City of Khangai. These powerful few recognize the strength of duergar craft and many skilled duergar find themselves hoisted from the masses to a place of honor in the houses of the powerful.
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