At A Glance
Delvarians are a genetic variant of underground-dwelling Elves, sharing most of their surface kin’s physical traits. However, their unique physical features set them apart from the Elven Bloodlines. With their isolation from the surface world, their subterranean society developed into a Theocracy which loosely governs about a dozen City-States. This Theocracy focuses on the Gods of the Elemental Courts and is often seen as overtly overzealous.
Delvarians
Most loremasters agree that Delvarians and Elves diverged from the Elvenborne, at about the same time. Fossil records and discovered sites support that they most likely co-existed, if only in trade during the Stone Age of Galdor. Delvarians are on average taller than their surface kin and retain slightly longer ears, linking them a bit closer to their common ancestors. Like Elves, they also benefit from a longer lifespan and their society has benefited from a very long oral and written tradition. While early Elves and Delvarians had a much more connected history, over the eons Delvarians moved deeper into the dark warrens of the subterranean world than even most Dwarves feel comfortable with. Their society has largely developed removed from entanglement with any of the surface races, their closest neighbors often only being Kosani or Kobold enclaves that prefer deeper homes and the Jjoiroot, also called Deep Dwarves. Having carved out a place in the deep warrens of Galdors crust, they developed a deep respect for the living stone that surrounds them. Respect has extended to the howling winds, raging water, and liquid stone fires that shape the subterranean world.
The engrained respect for the fundamental elements of nature has led to a theocratic society focused on rituals and religious aspects that venerate the Elemental Gods and their Court. While not all Delvarians participate in religion, most who seek any advancement within any of their major cities will, or at least will play the political game of pretending to. This Theocracy focuses on the Heart of the World as an over deity, for her domain is that of living stone. The Phoenix is worshiped as her right hand, for his power lies in the very lifeblood of molten rock. Lesser veneration is attributed to the King of the Heavens, and Mistress of the Abyss as while wind and water impact their lives neither is as much of an omnipresent hazard as cave-ins or lava flows. While far from uncommon, some choose to only directly worship one of the Elemental Gods becoming cultishly devout and rejecting the more common religious tenets. These cults can be as dangerous to be a part of as they are dangerous to those around them, often breeding fanatical, violent zealotry among their members. This type of religious zealotry was once much more fervent and is like a stain on the Delvarian people's past. Hundreds of minor cults crowded their distant past, with various priests flaying the skin of non-believers, tossing heretic children into seas of lava, or pulling the hearts of the unworthy from their chests in bloody ceremonies.
Fear gripped a society that was run ragged and to its breaking point by the competing nature of these shamanistic cults, a combination that led to the rise in the disenfranchised and eventually open warfare. Revolts and skirmishes between the various priesthoods grew into a bloody civil war that tore through Delvarian society some 6000 years ago. A particularly powerful Cult, dedicated to the Thousand-Handed Goddess amassed a great army that threaten to end the Delvarian people for good. Those who followed her proclaimed themselves the Dokkalfar, or Dark Elves in Bjorntonge, and quickly became the largest threat. Their brutality led to the dissolution of many of the other cults' followers, as a greater and unified movement grew in response. Although they were eventually defeated and driven into the wilds of the unexplored deep warrens the Cult of the Thousand-Handed Goddess changed Delvarian society forever. Cults to the hungering and bloody-handed old gods faded, replaced with devotion to the Elemental Court.
Modern-day Delvarians live very similar lives to their surface-dwelling cousins, lives that are far removed from anything other than the most fleeting consideration of the surface world. While still extremely theistic, barbaric rituals are mostly a shame of their past and have been left far behind. Scientific understanding specifically in Aethermancy, Engineering, Geology, and Geomancy has become a pillar of modern Delvarian society. While rare on Galdor’s surface and occurring nearer to it in seams and mineral deposits, natural groves and forests of Aethamite are common throughout the subterranean realms. With easy access to these gifts, their cities are often seen as the centers of the subterranean world, and while they are far from the only race that calls this region home they are most widespread. Trade with Jjoiroot and Kosan is common, with the talents of Kosan gem smiths being sought after for their ability to maximize the efficiency of Aethamite.
Encounters with surface-dwelling races are uncommon, with the majority of them being with Dwarves and Wyrsi, both of who often choose to live within the first few lawyers of Galdor’s Crust. At times it is more advantageous to travel below the mountains rather than chance the high passes, and mixed towns of the deeper subterranean races often exist to support these passages. Most Delvarians that interact with the surface world, are those within the city-states’ military or political infrastructure, and these negotiations are often stilted and overtly polite bureaucratic social mazes. Infamous for being held in uncomfortable environments, with the stuffy attitudes of the Delvarian barely masking their territorial hostility and religious contempt. On the other hand, they often espouse the virtues of The Heart of the World and his servants, to those they deem in need of his message. Outcasts of Delvarian society are rare with many finding their way into the cities around Galdor that are either underground or very near to it.
Physical Description: Delvarians have much in common with their surface kin the Elves. Their lives are long, their traditions deep, and their respect for nature deeply ingrained, however in their case, it is the nature of the living stone, wind, fire, and water. They are slender and graceful, yet slightly taller than their cousins, with the occasional Delverian reaching seven feet in height. Skin tones range from deep blue to deep purple in tone, but darker colors and even onyx skin tones aren't unheard of. Rare are those who have a pale almost blue or lavender tones, some seeming to even have a moonlight glow to their fair skin. Some Loremasters speculate that skin tone is a significant indicator of social status within Delvarian society, but they are unsure if it is lighter or darker tones or ranges that hold significance. Eye and hair colors range to match, with raven black hair and purple eyes being the most common. Silver, deep reds, and blues often mix into both their eyes and hair. The length of their tapered ears is much more pronounced than an Elves and is much closer to that of the few Elvenborne that have managed to survive.
Society: Delvarian society is governed by the most powerful of Vurn’Hie Noble Houses, most of whom control larger parts of the Delvarian City-States. These City-States are like kingdoms onto themselves, with the smaller and more outlying City-States of the Calh’A paying fealty to them while sharing military and logistic resources through a coalition of convenience. Most Noble Dynasties can trace their bloodlines back to heroes of the Dokkalfar Schism, these familial bloodlines dictating the basic power structure of the City-States. The eldest child of a family will often find themselves in service to the church in some way while the second born often dedicates their life to military service or other martial pursuits. The three most know City-States are Crepasculm (City of Twilight), located somewhere underneath Deavonworth. Terra Corbis (World's Heart), is located somewhere underneath Junktown. And Ignicivas (City of Fire), located somewhere underneath Emerald.
Religious worship of the Elemental Court, with The Heart of the World as the primary deity, is the center of their culture. Although how much is true devotion, and how much is the appearance of, can range drastically. While most are fiercely religious they are also extremely territorial, and which aspect is driving the other is often a dangerous and hazy topic to dive too deep into. Social, moral, and legal issues maintain a much deeper link to divinity and divine right than any other of Galdor’s races. Often rushing to judgment and quick to anger when their religion is too closely questioned. They are prone to dictate how others should live their lives in regard to and connection with religion and religious affairs. Many societies have fallen prey to Delvarian Crusades, based on religious slights perceived or otherwise. Delvarian clergy are especially fervent and often go out of their way to promote their way of life. Many of the close sentient neighbors to the Delvarian City-States have converted to the worship of the Elemental Court, although not always by Choice.
Secondary to the Theocratic aspect of society is the Matriarchal aspect of law. Delvarian women are more likely to gain high esteem within their society, and most Delvarian Noble Houses strive for their first and second born to be female. Women hold power positions of higher office in the state religious and judicial workings of the City-States government. They are also esteemed as valued commanders and many hold positions in the Delvarian Military. Males of high enough birth, often sons of Noble Houses or children of legendary Warriors can find positions within the government, but it is more common for them to find a place in military commands. Few males ever find themselves inside the Church. It is extremely rare for a male to be the only heir to a family bloodline, but when it does happen, regardless of status, these males often find themselves in places of heightened power and position.
The ruling body of Delvarian society is known as the Council of Mothers and comprises the highest-ranking females from the most powerful Noble Houses. It is a divinely elected position, where only those of the Noble Houses are allowed to vote to replace any sitting Mother, and only upon her death. The votes are tallied by the ranking priestess and priests, who themselves are never eligible, and the position is chosen based on the largest number of votes per house. The size of the council varies depending on the size of the overall population of the City-States, currently the council seats twelve members.
Relations: Most Delvarians never venture out of their subterranean territories, preferring the deep realms and the feel of surrounding living stone to the dizzying heights of the sky falling endlessly up and away. Likewise, they prefer the ever-present soft blue and green glow of which provide light and warmth to their City-States, and the dull orange-red glow of cultivated lava to the bright beacon of Galdor’s Sun. Just as the idea of an endless sky makes them ill at ease, surface dwellers aren't always the most comfortable knowing that rocks, however far above and unseen, are ever-present when in their realm. Relations with the Delvarians are strained to say the least. With the edition of their ever-present state religion, it can be even harder to see eye to eye with them on anything. However, they present and staunch and polite face in business dealings, although often coming across as even more arrogant and unbending than Elves.
It is uncommon to travel through their territory, and rare to visit one of their cities, but not unheard of and this is more a product of geological and geographical factors than designed isolation. They have one of the smaller populations on Galdor, and unlike others, they often only fall into one of three major bloodlines. Vurn'Hie, or Deep Dwellers in Low Galdorian, are those who live in and around their city-states, hardly ever venturing out into the caverns and tunnels closer to the surface. The Vurn'Hie have almost no contact with the surface world and are incredibly uncomfortable when they do find themselves in the open air. They work closely with the Cahl'A in matters of trade and business with the surface world. The Cahl'A, roughly translated to Twilight Children in Low Galdorian, are those more prone to interact with the surface world, they choose to live in the upper caverns and often find positions in the military of the city-states or as Ambassadors and Merchants. Twilight Children are more prone to venture out into the open world from time to time, but they often prefer the comfort of enclosing rock walls or the shroud of night.
More apt to welcome outsiders, especially when those outsiders come bearing gifts or bring laden trade wagons. The Cahl’A are also normally in positions of power amongst the settlements that follow and maintain the few underground passages used by the surface world. Lastly, the Hai'A, or Air Children in Low Galdorian, are the most common to be seen, as some even live in the cities of the surface world. They are seen as somewhere between selfless ambassadors on a great pilgrimage for the Heart of the World, and Exiled Outcasts.
The Dokkalfar make up an unofficial fourth bloodline, but in general, they are extremely hostile and corrupted, much like the Rajamien of the surface world. Dokkalfar claim territory in the deepest and most obscured places of the subterranean realms, often only seen when they raid their kin or the surface world.
Alignment and Religion: Most Delverian are Neutral, following the ethical and moral stance of the Elemental Court very deliberately, and often with no regard or consideration to any other point of view. The Vurn'Hie are the most militant about religion and have been known to call honor duels and even get into large military skirmishes over religious “slights”. The Calh'A are a lot more relaxed in matters of faith while still venerating the Elemental Court. However, even with them, religion is very intertwined with Delvarian culture. The attitudes of the Vurn'Hie and Calh'A, have earned most of the race their reputations as unbending religious deists and zealots. In contrast, the Hai'A tend to do whatever they want, as they are the most ingrained with the surface world.
Adventurers: Responding to the call of adventure on the surface of Galdor is one of the fastest ways to become a member of the Hai'A. While some might stick to their core beliefs and roots as Vurn'Hie or Calh'A, integration and world experience often soften their more militant reactions to Religious Matters. Delverians become adventurers for many reasons, from seeking glory to just experiencing the natural, magical, and civil wonders of the world. Others might have been chosen to execute a specific mission at the behest of their house or even the Council of Mothers. While some may have chosen military service attached to a trade envoy bound for the surface. Whatever their reason, Delverian adventurers hardly ever return home, unless their goal was to seek out hidden lore or riches and bring these back to their Houses.
Names
Delverian names are as varied and unique as the people they belong to, with each often fostering several. One known only to immediate family, one known to their social circle, and a final formal name for use among outsiders. In addition, most Delverian names contain a pronunciation break character ('), and a common insult to a Delverian is to pronounce their name without this pause or break. This slight is generally overlooked when an outsider does it but is extremely insulting when another Delvarian chooses to do this. The implication is that the speaker is of higher status or is projecting an air of being "better than". There are no masculine/feminine name derivatives, the Delverian feel that there is little value in being able to tell which is the stronger (female) or weaker (male) simply by hearing a name.
Societal Names:
This is the full, given name of a Delverian Adult, bestowed at birth, but not typically used until they are acknowledged as adult members of society. Until that time, they tend to be known by Household affiliation.
Examples:
First daughter of house Val'eth or
Third son of House Ja'nai.
Full names can be as short as a given name coupled with the name of the house to which they belong.
Examples:
Hon'zen Levithaani or
Shima'nii Olgthan.
In some cases, they may have many honorific middle names to pay respect to the elders of the house to which they belong.
Example:
Dre'llior Baz'nuthen Kri'llinari V'zj Tul'eth Gi'thon of House Ul'neth.
Family Names:
Family names tend to be shortened versions of their societal names, and are only used among immediate family. In some cases, the family names will be used by extended family, but this tends to only occur in smaller Houses. These names tend to end or begin with the breaking character of the given societal name.
Examples:
Ani would replace the formal
Ani'kintha while
Jino would replace the formal
Vael'jino.
Formal Names Known By Outsiders:
These names tend to be made from the given name and the Delverian's most prestigious title, in the common tongue, and are tailored to show prestige and dominance.
Examples:
Klin'ath The Virtuous or
Jini'thraas, Bane of Shadows.
Informal Names Known By Outsiders:
These names are typically just the Delverian's given name and are typically reserved for friends or trusted compatriots outside of Delverian society. Unlike the previous examples, these names tend to omit the break characters used in their other names. These are the most common names used by travelers, traders, and adventurers.
Examples:
Ulian from the formal
Ul'ian,
Ovileth from the formal
Ovil'eth, or
Wajiine from the formal
Wajii'ne.
Bloodlines
Hai'A
Outcasts, pilgrims, and those consumed by the wanderlust of the surface world. Hai'A are those most adapted to the surface world, many even preferring to live under the endless void of the open skies. It is members of this bloodline that are most often to be met across Galdor's surface settlements, some even living in among the larger and more settled cities. However, they do often prefer the kiss of Glador's Sister Moons on their skins, not the heat of the sun, and often find employment or run businesses that cater to the darker hours. A Hai'A is the most likely to become an adventurer, and even when a member of another Bloodline finds themselves following the path of adventurer or mercenary, they are often named Hai'A until they return.
The Hai'A do not have any "Noble Houses" that interact with the greater governmental and social structure of Delvarian Society. Although most are City Hai’A, there are two organized criminal organizations that are strictly run by the Hai'A.
Perks:
City Hai’A gain a d4 in Profession and a d4 in Performance.
Silver Hawks: This tightly-knit criminal organization operates out of the city of Devonworth in the Wilder Lands. While the organization isn't entirely made up of Delvarians they do fill most of the leadership roles. Silver Hawks are infamous for producing some of the best thieves and spies money can buy.
Perks:
Hai'A Silver Hawks gain d4 Gambling and d4 Thiervery.
Sah'Varhan Syndicate: Jar'en Kal Sah'Varhan has a reputation as one of the bloodiest and most ruthless underworld figures in all of Galdor, acting openly and with impunity in the city of Dangi. She managed to forge the Syndicate through a mix of powerful allies within the Pirate Princedoms as well as by utilizing her own powers of necromancy to gather the secrets of the dead. Secrets that grant her power over several houses of Galdorian Nobility. Often called Spirit Traders, many members of the Syndicate practice spirit communication or higher levels of necromancy, and a lot of their power comes from their ability to manipulate the dead and learn those secrets thought dead. The power has left the Jar’en in almost open control of the city and island of Dangi, a fact the Eisarn Empire, largely, turns a blind eye to. As her criminal activities allow another focus and sort of buffer between the Pirate Princedom of Rene de'Shaw and the city of Eisarn Capital of Emerald.
The Sha'Varhan Syndicate is not confined to Dangi and has established operations within The Great Bridge of Ku and the Blackskar most notably. While these other arms of the Syndicate act in a decentralized matter, they are still sworn to Jar’en and will heed her call when and if it comes. Ranking members of the Syndicate are most likely to be Wizards or Sorcerers dedicated to Necromancy, or Veilwalkers.
Perks:
Someone who grew up under the influence of the Sah'Varhan Syndicate gains d4 Intimidate, d4 Occult.
Calh'A
The Calh'A prefer living in the upper reaches of the underground world, their caverns and warrens often guarding passages to the deeper canyons and chasms of the surface world. They may even leave the safety of their cavernous homes to dance under the moonlight for certain religious occasions. They often interact as the trading buffer between the surface world and the Vurn'Hie, however, they still retain some of the mistrustful nature of their deeper kin, for those of the surface races. They enjoy a close bond with the underground-dwelling dwarves known as the Jjoiroot and freely associate and trade with them. It isn't unheard of for Delvarians of this bloodline to find themselves as adventurers, but it is far from common.
Calh'A Houses:
There are several houses that make up the ruling body, each House has its specialty, and unaffiliated members of Calh'A society that show an affinity towards these specialties may be recruited by the house to further promote its agendas. While adventurers might be from any of the ruling Houses, this is extremely rare.
City Calh'A: These are Calh'A that are not affiliated with a House, and make up the majority of the Calh'A population in the City-States. These are the academics, artisans, blacksmiths, crafters, farmers, merchants, miners, and other professionals that help make up the City-States’ population.
Perks:
A City Calh’A gains d4 in Profession and d4 in Academics, Faith, Occult, or Science.
House Son'Bratha:
This House prides itself on its military might and martial prowess, holding regular tournaments to weed out the weak from those who have true warrior skills. This is one of the most likely Houses to pull in younger commoners, often folding them into the warrior conclaves of their households. Over time these warriors can gain rank and privilege, based on martial performance and battlefield initiative, although they are expected to honor the noble-blooded members of House Son'Bratha. Induction into a warrior conclave comes with food, lodging, and shared practice space for its members and their immediate families. Warriors are paid regularly, based on rank, and are encouraged to spend their wages on the holdings of the House itself but are not limited to doing so. It is a life of strict discipline, testing the core strengths of even the most natural warriors.
Perks:
Members of House Son’Bratha gain d4 Fighting and d4 Survival.
House Del'Nurtad:
Among the gravel of the laboring caste, there are always a few opals, rubies, and other priceless gemstones which stand out and catch the light. The masters of House Del'nurtad are always on the lookout for craftsmen who exhibit truly exceptional skills. These diamonds in the rough are recruited into the House and tutored under the apprenticeship of master craftsmen. Initiates are provided room, board, and a monthly income. In addition, they can earn additional pay from creating and selling desirable artifacts. As they move through the ranks of the House, a lowly initiate becomes a journeyman, then a craftsman, a senior craftsman, and finally a master craftsman.
Perks:
Members of House Del’Nurtad gain d4 Craft and d4 Profession.
House Vizant:
Known for their Magical talents, the noble bloodline at the heart of House Vizant, seeks out those who show promise in the magical arts. Without the benefit of the Magical Colleges of the surface world, the Loremaster of the House maintains an impressive private library, which is said to rival even that of the Highcrest College of Magic. Young aspirants of considerable magical talent are sought out by the House, but even those with lesser talents are not turned away if they seek knowledge. Although not as large as any of its surface counterparts, the House does run a small University Complex, The Hall of Shifting Lights so called due to the ever-shifting array of magical colors that swirl in its earthen rafters. The University’s center is a massive Library with a wing dedicated to the Arcane, Divine, and Scientific arts. Each of these wings is further segmented by the magic schools and their varied purposes.
Perks:
A Member of House Vizant gains d4 Occult, d4 Faith, or d4 Science depending on their area of study, and +2 to Common Knowledge.
House Iil:
Known as the House of Shadows, it is often said that those who don't know of its entrance will never find their way to it. Operating in the deepest shadows of the City-States House Iil trades almost exclusively in rumor, secrets, and lies. Rumored to operate more like a criminal organization, trading in assassinations, fencing stolen goods, and in acts of mayhem. This is far from the entire picture, as members of House Iil are some of the most accomplished diplomats, knowledge merchants, operatives, spies, and scouts operating within the City-States. With a well-deserved reputation as brokers, they often act on behalf of the Vurn'Hie and Chal'A Houses in dealing with the Surface World. A role that puts them in a perfect position to act as operatives, spies, and assassins. While their Nobles operate on the streets of the City-States in plain sight leveraging fear to maintain order in society by keeping an active watch and preventing trouble before it happens.
Perks:
Members of House Iil gain d4 Intimidate, d4 Persuasion, or d4 Taunt, and d4 Theivery.
House Uthan'te Okla:
While most of the Chal'A and Vurn'Hie Houses are rich in minerals and treasures, many things aside from precious metals and rare stones are scarce and difficult to find underground. It has fallen to House Uthan'te Okla to act as a link between the subterranean realms and the wider world of the surface. Members of this House venture the farthest afield of any Delvarians, other than the Hai'A, out into the harsh light and endless void of Galdor's sky. Establishing and nurturing long-standing trade relationships with the surface world, trading metal, stone, precious gems, magical devices, scrolls, and potions in exchange for surface crops, wood, spices, and other luxuries.
Perks:
Members of House Uthan’te Okla gain d4 Persuasion and d4 Riding.
Vurn'Hie
Also known as Deep Dwellers the Vurn’Hie almost completely shun the surface world almost never venturing past the upper caverns Galdor’s subsurface. They rely on the Calh’A of their cities and trade with the Hai'a for goods that they needed from the surface but most consider surface goods to be luxuries. Much of their society remains a mystery to the surface-dwellers, only a few brave adventurers have ever seen Deep Dweller society in action, most were not welcomed, and even fewer were able to take the tales of what they had seen back to the surface world. They remain as much a mystery as the true name of their society, even the Hai'a do not know its meaning or prefer not to share.
Direct trade is almost non-existent between the surface world and the Vurn’Hie Houses, and on the rare occasions direct contact does exist the surface dweller is sworn to secrecy. However, the military might of the Vurn’Hie can be glimpsed by those taking the deep passages through Delvarian Territory. Warriors clad in black armor, faces hidden behind onyx masks, unmoving like status, seeming to face the road more than they face the darkness that encroaches on it. But even in these cases they are only ever seen, never heard for it is the Calh’A who coordinate the transactions of passage and act as the more friendly guards along those deep roads. Those very few, and exceptionally lucky how have either managed to walk the halls of the great City-States or more likely have escaped its dungeons know the value of their secrets.
Vurn’Hie Houses
House Xanthe:
The most devout of the Vurn’Hie, the priestesses and clerics of House Xanthe are said to be the most connected to their deity the Heart of the World. Warriors of the House act as secret police and inquisitors routing out an dealing with cults found within the City-States that follow any god, not of the Elemental Court. The House also maintains the many Temples to the Heart of the World, while their vassal Houses maintain the lesser Elemental Gods Temples. The head of the House is always either a Cleric or Priestess of the Heart of the World. Currently, the Matriarch of House Xanthe retains a permanent chair on the Council of Mothers
Perks:
Members of House Xanthe gain d4 in Faith and d4 in Healing.
House Ulthe:
Whispered to be the House of traitors and atheists, however hardly ever to their faces, House Ulthe stands apart in many ways. One of the few Noble Bloodlines that was almost wiped out during the Dokkalfar Schism, the House has rejected Religion in any form ever since, preferring to master the Arcane in all its forms. However, their lack of Faith is far from a complete heresy as they still acknowledge the power of the Elementals, and venerate their connection to Delvarain Society. The other House also realize that to destory or exile them would be a fatal move, as no House cultivates and trains more Arcane Casters and Masters of the Occult than the Ulthe. House Ulthe also stands out as it is the only House to be under the leadership of a male, the Archduke Zar’Tes Mal’Ien Ulthe. His daughter, an extremely power Sorcerecess sits on the Council of Mothers.
Perks:
Members of House Ulthe gain a d4 in Occult and a d4 in Spellcasting.
House Wanei:
While each of the Noble Houses, major or minor, keep their own house guard and private militaries, no House is as dedicated to the arts of warfare like House Wanei. When the Delvarains march to war against another foe, soliders of the Wanei make up the backbone of their forces. Most othe Houses send children of their Noblelines to train under the Wanei, for even the most junior of Wanei’s common soldiers is better drilled and equipped than most squires of Noble blood. The House has amassed a fortune acting as Mercenaries playing all sides of any Delvarian conflict, as well as marching against any other foe a House might pay them to. As much wealth has come from payment, as that taken from the other denizens of the subterranean realms. With this wealth they have secured deep relationships with House Ulthe and House Xanthe, and the soldiers, scouts and spies of House Wanei are often augmented by magical means and blessed by powerful divine magic.
Perks:
Members of House Wanei gain a d4 in Intimidate or Taunt and a d4 in Fighting.
City Vurn'Hie
All other Vurn’Hie come from one of the many Lesser Houses or the citizenry of the City-States. Within the City-States all Delvarians are considered Citizens, able to hold titles, and porperty. Theses are the academics, artisans, blacksmither, crafters, farmers, merchants, miners, and other professionals that help make up the City-States’ population. Non-Delvarians captured in wars or conquests often find themselves as slaves or peasants, living as indentured servants within their mistress’ houses. The City Vurn’Hie makes up the majority of the Deep Dwellers' population.
Perks:
City Vurn’Hie gain a d4 in Profession and a d4 in either Academics, Faith, Occult, or Science.
Random Starting Ages
Adulthood |
Intuitive 1 |
Self-Taught 2 |
Trained 3 |
90 years |
+3d6 years
(93 - 118 years) |
+5d6 years
(95 - 120 years) |
+9d6 years
(99 - 144 years) |
- Includes: barbarians, hooligans, oracles, rogues, and sorcerers.
- Includes: bards, cavaliers, fighters, grenadiers, gunslingers, operatives, paladins, rangers, summoners, veilwalker, and witches.
- Includes: aethermancers, alchemists, battlemages, bio-thaumaturges, clerics, druids, inquisitors, magi, monks, wizards.
Random Height and Weight
Gender |
Base Height |
Height Modifier |
Base Weight |
Weight Modifier |
Male |
5 ft. 8 in. |
+2d8 in.
(5 ft. 10 in. - 7 ft.) |
110 lbs. |
+2d8×5 lbs.
(120 - 190 lbs.) |
Female |
5 ft. 4 in. |
+2d6 in.
(5 ft. 6 in. - 6 ft. 4 in.) |
90 lbs. |
+2d6×5 lbs.
(100 - 150 lbs.) |
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