duergar monster card

Duergar Monster Card art by Daniel Lopez-Melville

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Duergar Culture, Psychology, & Lore

by Alec Wilson

 

“You Glareworlders cannot imagine the beauty of the Undermere.  The quiet.  While you shout under the Burning Eye, while you plow your stinking fields, these places wait in silence.  Come down into the sweet dark.  Come and see them for yourselves.”  

– Kalub Greyfingers, Duergar Gloomcreeper

Culture and Psychology

Duergar are deep-dwelling Dwarves.  They live in the Undermere far below the habitations of Mountain and Hill Dwarves.

Duergar are small in stature compared with other Dwarves; both shorter and slighter.  They have nimble fingers and sinewy limbs, and they are quick on their feet.  It has been widely speculated that Duergar are the result of interbreeding between Hill Dwarves and evil Urdlen Gnomes.  This hypothesis is not unfounded–Duergar have many Gnomish qualities:  They have longer fingers than most other Dwarves, they are smaller and have darker skin, and they are soft-spoken and more patient than their raucous relatives.  They do not grow beards as readily as their kin, and some Duergar are not able to grow beards at all.  In addition, many Duergar exhibit an almost Gnomish preoccupation with gadgets and machines–they spend long hours tinkering in their workshops deep within the earth.

The trope of Duergar being enslaved by Mind Flayers is true for only a tiny fraction of the race.  Duergar have their own culture and Duergar settlements within the Undermere range in prosperity from wealthy to destitute.

Duergar are forced to trade with others primarily for food.  They manufacture high-quality metal goods and are known for their masterwork hand tools.  Importantly, they also smelt glass.  The Duergar have mastered the art of glass smelting, pouring, and blowing.  They also grind fine lenses for telescopes, spectacles, and magnifying glasses.  They guard these secrets carefully; Duergar glass forges are often concealed behind secret doors within labyrinths of tunnels.  Duergar glass is prized by alchemists, wizards, wine connoisseurs, and those who require magnification.  Duergar glass is not cheap, but is known both for its beauty and for its durability.  Even the High Elven Queen Lirabeth is known to serve wine to important guests in grey Duergar glasses.

Duergar clans are ruled by a council of five elders called the Morenkheldor, literally translated, ‘words in the dark.’  They write Duergar law, adjudicate disputes, levy taxes, dispense punishment, and set the rates of trade.  Most rank-and-file Duergar live in fear of the council, who meet in secret, and who have the power to press them into service, redistribute their wealth, and repossess their homes.  On the rare occasions when Duergar clans meet, typically to coordinate war against the Drow or a surface-dwelling foe, each clan sends the most senior member of its Morenkheldor to speak on its behalf.  In the ongoing War for Longdark Path, an alliance of nine Duergar clans was formed who descended on the Drow city of Grazrulgol and achieved a bloody victory.  They held the Longdark Path for nearly eight months on this occasion, before the Drow ruthlessly reclaimed it in the Wailing Battle.

Once every three years the subterranean Kol’em’kar fungus blooms in the deep, emitting a phosphorescence that lights the Undermere with green, violet, and cobalt glows.  This fungus coats the walls and rooves of underground tunnels, halls, and massive caverns, and the Duergar tend to its growth wherever they can.  The Undermere comes alight during this time for just over a fortnight, and thousands upon thousands of leagues are illuminated.  The entirety of the Longdark Path, for example, is lit.  This event is called the Undersun and is known in educated circles aboveground.

Most sentient beings who inhabit the Undermere celebrate during the Undersun.  The Duergar embark on a nine day feast called Sad-Eyes and Rich-Hands, during which the poor wait on the wealthy, then join them late in the feast for whatever scraps are left.  The entire clan then intone Duergar dirges for long hours, until retiring to repeat the ritual again the following day.  Their chanting reverberates for miles underground, sometimes echoing up to the surface through narrow air vents bored in the rock.

Overworlders who have witnessed the Undersun report being stunned by its beauty.  Interviewed at the Halfling Halfbarrel Inn soon after his successful expedition to the Undermere, the Human Ranger Erikson Longboots reported:

“An endless glimmering in the deep, for which no torch was needed.  Miles of the most delicate green light, which changed by degrees to starlight blue as I traveled downward, and then again to violet as I descended deeper.  But most incredible:  I encountered both Duergar and Drow on my journey, and both allowed me to pass.  The Drow showed only cold bemusement at my presence and shook her head before disappearing down a black passageway.  But the Duergar handed me a greyglass flask full of hot spirit, this beauty you see here in fact, hummed a bit of tune, winked at me–aye winked!–then trotted back from whence he came.  I swear I saw the merry sway of dance in his step!” 

Special Tactics

Duergar often seek to harm, dominate, or swindle those they encounter.  This is especially true when the meeting occurs in the Undermere.  It is unwise for non-military expeditions to enter Duergar territory without a compelling trade offer.  Duergar often spy on intruders from the shadows for hours or even days–gathering information about their strengths, weaknesses, and intent–before deciding whether to ambush them, lead them astray, or initiate diplomatic talks.

Duergar are infamous for kidnappings, both above and below ground.  They routinely steal children from the Overworld, enslaving them or selling them back for steep ransoms.  They also abduct trespassers in the Undermere, picking off laggards in adventuring parties, or those who have strayed too far beyond the group.  They use these unfortunate captives as slaves, or as bargaining chips in future conflicts.

Qualities

Schemers. Patient by nature, Duergar are motivated to increase their power and domination over others.  They do not act rashly as a rule, but develop detailed plans over time before entering into trade, negotiations, or protracted warfare.  Even during chance encounters, Duergar patrols employ cold tactics designed to maximize their chances of victory.

Stoic. To persevere in their centuries-long war with the Drow, and to repel numerous other threats in the Undermere, the Duergar must be able to endure long work and suffering.  Duergar are known for their ability to work quietly and without ceasing for months on end.  They have a high tolerance for pain, are infamous for their ability to resist interrogation, and are not overly afraid of death.

Duplicitous. Above all else, Duergar are survivors.  As perennial underdogs in their environment, they have learned to do and to say whatever is necessary to get by.  Reports of Duergar two-facedness are legion.  Duergar radically and routinely alter their stories and stance to fit the current situation.

Opportunists. Duergar think nothing of attacking the weak.  They particularly enjoy joining forces to overthrow strong opponents, but will readily assault their former allies if the battle should happen to deplete their power.

Weaponry

Melee 1. Lead-Headed Hammers.  These unbalanced hammers require special training to use.  Non-Duergar suffer -1 to hit when wielding them.  Duergar deal 1d8+4 damage with them.  Other races in possession of a Lead-Headed hammer deal 1d8+STR+1.

Melee 2. Razor Axes.  These finely honed weapons deal regular battle axe damage, but leave lasting wounds.  Razor axe wounds cause 1 damage each round due to blood loss, until any amount of healing is received.

Ranged 1. Crossbows.  Duergar often employ crossbows of their own make, which deal normal damage.

Ranged 2.  Fungus Bombs.  A Duergar specialty, Fungus Bombs can be thrown up to 60′.  They explode in a 20×20 square.  All non-Duergar in effected squares must Save DC 13 CON or choke on the fumes and become partially blinded in the must.  Those who fail their Saves suffer -2 to hit for 1d4 rounds.

Special Units

Rot Clerics. These worshippers of Laduguer cast spells as 3rd-level Clerics.  They are infamous for the Duergar spell Rot Flesh, which deals 3d6 necrotic damage to all within a 40×40 square, with a range of 200′.  Those affected may Save DC 15 CON for half damage.  In addition, those who fail their Saves suffer an additonal 1d6 necrotic damage each round until they succeed at the DC 15 CON Save.

Undermere Gloomcreepers. These Duergar Rogues have +8 Stealth while in the Undermere, and strike for +2d6 extra damage when attacking with surprise.  They attack with long, serrated knives that deal 1d6+2 damage, and are often coated with sleeping poison.  DC 12 WIS or CON Save, or sleep for 1d2 rounds.

Tunnel Fighters. The backbone of Duergar forces, Tunnel Fighters wear grey chainmail armor and wield Razor Axes and Lead-Headed Hammers.  They enter battle with a disconcerting and mournful chant that they intone in unison.

Siege Engineers. Long war with the Drow has made the Duergar proficient in siege warfare tactics.  Duergar Siege Engineers build masterwork battering rams, ballista, catapults, and a particularly Duergar contraption:  The Shriek Dragger.  Shriek Draggers launch up to three spring-loaded traps per round, similar to bear traps affixed to long chains.  Range 60′.  Those struck take 3d6 piercing damage and must Save DC 15 STR or be ensnared.  They are then dragged back toward the Shriek Dragger 10′ each round, taking an additional 1d6 piercing damage each round in the process, until they succeed at a DC 15 STR Save to free themselves.

Special Abilities

Undermere Sense. Duergar within the Undermere receive +6 to all Perception checks (Spot, Passive Perception, etc.)

Honed Blades. Duergar use axes as do all Dwarves, but they are also infamous for using short, serrated swords that they hone to a fine edge.  These blades deal +1 damage when wielded by Duergar.

Throw Voice. When in the Undermere, Duergar may throw their voices to misdirect foes.  PCs must Save DC 15 INT to resist the deception.  Failed Saves result in the PC believing they heard the voice emanating from direction different from the true direction.

Call Earth Elemental. When in the Undermere, each Duergar may attempt to call an Earth Elemental once per day, with a 5% of success.

Movement

Run. Good.  Duergar have excellent stamina when underground.

Climb. Poor.  Most Duergar abhor climbing and avoid it when possible.  Undermere Gloomcreepers have specialized training and climb well with ropes, hooks, and pitons.

Swim. Poor.  Duergar, like most other Dwarves, detest swimming and avoid water deeper than their ankles.

Burrow. Average.  Armed with picks and shovels, Duergar can good time through sand, loose soil, and hardpack.  With spikes, hammers, and Duergar explosives, they tunnel as well as any Dwarves.

Fly. n/a

Grudges

Duergar are almost universally despised by the other Humanoid and Goblinoid races.  As a result they possess strong hatred for Humans, Elves, Dwarves, and almost all surface-dwelling creatures.  They fear and detest Mind Flayers, and are known to deal occasionally with Dark Gnomes and Troglodytes.  They war continuously with Drow for territory in the Undermere.

 

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