Tales from the Seventh

Duergar


Background
Dengar, along with his brothers Dalgon and Dergor were originally miners from a race called the Duergar, indigenous to the elemental realm of earth.
After tunneling through a pocket of valuable crystals, they were pulled through an dimensional rift and deposited upon a towering volcanic mountain range in a strange and unknown land. Though the place was crawling with shadows and darker creatures, they found incredibly pure quantities of mithrion bleeding from the great fiery peaks. Realizing the potential, the three brothers constructed a secret stronghold and set about forging a gate back to their home realm. It took forty years but eventually they had their portal operational. Various kin were recruited to carve out a sizeable kingdom within the heart of the mountains. When a great cataclysm shattered their original homeland, the colonials were all that would survive of a once thriving race.

The colony prospered. The dwarves came to be welcomed by many of the inhabitants of Dorüne and became bitter enemies of the Shadowkin. Although they tried to avoid conflict on a grand scale, they were often called upon to forge weapons and armor in the countless struggles.

This changed at some point after the War of the Seven. Brand Bloodfire, Mazon Heartstone and Torvan Ironfist, three legendary dwarven mage-smiths and direct descendants of Dengar, Dalgon and Dergor themselves, came upon an extremely ancient passageway deep below old Fireforge, the greatest volcanic mountain of the range. At the end of this musty corridor they discovered a forgotten temple to some unknown protean diety. Upon a crumbling altar were three hammers of amazing craftsmanship. One of scarlet mithrion, one of black heartstone, and one of silver Illithrion. Undaunted, Brand hefted the red one and was endued with vast vitality. Torvan took the black and Mazon the silver hammer to the same effect. With these tokens and awash in arcane energy, the newly formed Powers returned to Stonehold.

The clans of the three were infused with power and over the millenia evolved their own individual traits. The line of Dengar became the Dengari, or the Bloodfire clan, and gained an affinity for fire. The line of Dalgon became the Dalgoni, or the Heartstone Clan and gained power over earth and stone. The line of Dergor became the Dergori, or the Ironfist clan, and gained mastery over metals.

Personality
The Duergar are not native to Dorune, but they consider the world their only true home. They bear a strong affinity to fire and earth and prefer to live underground, especially in volcanic regions. Though they live in groups, they are often reclusive and build dwellings that provide substantial insolation. They are craftsmen without peer and take great pride in all of their work. Because of their stone-like density they cannot swim, sink like stones and greatly fear sizeable bodies of water. They also dislike wide open spaces and despise demons and creatures of shadow that often invade their domains.

Homelands
While the greatest concentration of dwarves live within the great underground city-fortress of Stonehold under Old Fireforge in the Central Blackfangs, there are many enclaves both large and small scattered across the world. Well known holdfasts include that of Mord-Morden under the Mithrion Mountains, Fel-Zor within southern Torr Farrenfel, and Dark Dolthorim deep below frosty Dagon's Fist. Stormgate is currently the only human city with a sizeable Duergar population, although a few can be found practicing their trades along the Jewel Coast.

Religion
The three dwarven
deities of are course Brand, Mazon and Torv. Each dwarven holdfast has a central triangular shrine at its center where the dwarves regularly pay their respects. Their only official holy day is the Day of Fire, the anniversary of the day their gods ascended.

Appearance
Short, stout and extraordinarily heavy. Each of the three have different physical characteristics. Dengari have ruddy skin, bright flaming red hair (or often no hair or beard at all). Dalgoni have very dark, almost black skin and black hair. Dergori have gray skin and silvery white hair. All have extra large black eyes.

Duergar Weapons and Armor
Duergar are typically are well armored and equipped, often with gear crafted by themselves. An average dwarf wears a long shirt of ringmail over a soft leather tunic and pants. Hardened leather boots and gauntlets are reinforced with metal boning. A steel helm is worn on the head and a shield carried on the back when not in use.

All dwarves favor blunt, smashing type weapons as racial preference. This includes hammers, maces and especially two-handed war-bars. They rarely, if ever, use missile weapons.

Once dwarves gain in age and skill, they can learn to fashion weapons and armor from mithrion, heartstone and illithrion (depending on their clan).

Weapon and armor statistics can be found here


Summary
Other Names: Dwarves, Dengari, Dalgoni, Dergori
Homeland: Scattered across the great mountain ranges of the world.
Languages: Kadzar (native), Common (fluent), Kadzar Runes (written)
Mystical Affinities: Elemental (Fire and Stone), Runes, Enchantment, Alchemy
Archetypes: Stonefire Defender, Runemaster, Mage-Smith

Duergar Racial Package Deal
Cost Ability
5 Increased Density: +5 STR 
6 Duergar Fortitude: +3 CON
4 Duergar Fortitude: +2 BODY
1 Increased Density: +1 PD
1 Increased Density: +1 ED
2 Increased Density: -1" Knockback  Resistance
5 Duergar Eyes: Nightvision
3 Duergar Longevity: Life Support (Longevity: Up to 800 years)
4 Fire Resistant: +4 ED Force Field (0 END, Persistent, Inherent, Only versus Fire)

Total Cost of Package Abilities: 31

Value Disadvantage
-2 Stubby Legs: Running -1"
-2 Increased Density: Swimming -2"
-20 Psychological Limitation: Fear of water (Very Common, Strong)

Total Value of Package Disadvantages: -19

Options
Cost Ability
+0 Kadzar Language: Native
+2 Common Language: Fluent
+1 Kadzar Runes Literacy: Written form of Kadzar
+0 Home Mountain: Area knowledge of home area 8-
+2 Mountain Dweller: Survival (Mountains) (INT Roll)
+1 Weapon Familiarity: Blunt Weapons (Hammers, Maces, War-bars)
+2 Professional Skill: Mining, Mason, Blacksmith, Armorsmith, Weaponsmith, Jeweler or Gemcutter 11-
-15 Psychological Limitation: Fear of Open Spaces (Very Common, Moderate)
-15 Psychological Limitation: Hatred of Shadowkin (Common, Strong)