BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Naniluma

Slaves No More

Basic Information

Anatomy

  DM Note: +2 to Constitution, Dwarven Resilience, advantage on saving throws against Poison and Resistant to Poison Damage.

Growth Rate & Stages

Duegar, as with other dwarves, consider their children to be children until the age of 50 when a Berrogeita is held. This is a more solemn event than with other dwarves, as it represents when the Illythid considered dwarves to no longer need their blood parents and would begin to trade and barter with an individual, leading to a breaking of the clan tradition.

Dietary Needs and Habits

Being nearly a pure underground civilization until the fall of the Illythid, Duegar diets tend to follow what other underground omnivores eat, such as moss and algae, fungi, and some small protein sources like bats or other rodents like moles and shrews that might wander deep enough to encounter hunting traps.

Additional Information

Social Structure

The Duegar function as a single house of freedmen in this era, having recently overthrown the Illythid overlords of the slave colonies under Dulkunbu.

Perception and Sensory Capabilities

Dark Dwarves, like their cousins Dark Elves and Dark Gnomes, all have an increased ability to see in the dark and have appeared to pick up a genetic link to some token magic, causing Dark Dwarves to be able to case Enlarge/Reduce and Invisibilty on themselves naturally. They also have a genetic memory of experience dealing with the illusions and psychic tricks of the Illythid, and have a greater perception against these sorts of manipulations.
DM Note: Darkvision
Duegar Resistance: You have advantage on saving throws against illusions and against being charmed or paralyzed.

Civilization and Culture

Major Organizations

Duegar have a single governmental institution known as the Sakonki, which functions much as a dwarven noble house that is open to all Duegar.

Beauty Ideals

In males, the ideal duegar has minimal hair, and a thick muscle build. Females tend to fashionably favor more head hair, and both genders sport beards, although lesser than their mountain or hill cousins.

Average Technological Level

High. Duegar have a surprising amount of industrially focused technology including deep bore drills, motorized mine carts, and arcane "power tools"

Major Language Groups and Dialects

Duegar speak an etymological mixture of Dwarven and Githi, called Deep Speech, which is shared as a trade language between the Gith, The Duegar, the Drow, and the Dark Gnomes.

Common Taboos

Working against the consent of another is a major taboo in the Duegar culture after their freedom from bondage. The idea of slavery, slaves, indentured servitude outside of a contractual debt are very poorly looked upon, and will have possible violent consequences when presented to a duegar.

Historical Figures

Harri, the leader of the Duegar rebellions
Bizzara, the first enslaved of the Duegar by the Illithyd Borzo, the wife of Bizzara and mother of Duegar. She seems to hold some form of religious position on the mythology of Duegar, as a sort of holy mother.
Genetic Ancestor(s)
Scientific Name
Saxum Fortis Meus Tenebrum
Origin/Ancestry
Dwarven
Lifespan
600
Average Height
1.6m
Average Weight
200lbs
Body Tint, Colouring and Marking
the Duegar tend to be despite their name, lighter in appearance than their Dwarven cousins. They get mistaken periodically as albino dwarves, with white skin, and shock white hair, although there is usually a slight tint of color reminiscent of their ancestry in black, red, gold, and tawny.

Dark Dwarf (Duegar)

Ability Score Increase +2 Con, +1 Str
Size Medium
Speed 25 ft (not reduced by heavy armour)

Dwarven Armor Training. You have proficiency with light and medium armor.

Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.

Duergar Magic. When you reach 3rd level, you can cast the enlarge/reduce spell on yourself once per day, using only the spell's enlarge option. When you reach 5th level, you can cast the invisibility spell on yourself once per day. You don't need material components to cast innate spells, but you can't cast them in sunlight, although sunlight has no effect on the spells once cast. Your innate spellcasting ability is Intelligence.

Duergar Resilience. You have advantage on saving throws against illusions and against being charmed or paralyzed.

Tool Proficiency. Choose one of smith’s tools, brewer’s supplies, or mason’s tools.

Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Superior Darkvision. 120 ft.

Languages. Common, Dwarvish, and Undercommon.


Comments

Please Login in order to comment!