Khor Turum - Duergar Kingdom
Duergar
Duergar are dwarves whose ancestors were transformed by centuries living in the deepest places of the Underdark. That chthonic realm is saturated with strange magical energy, and over generations, early duergar absorbed traces of it. They were further altered when mind flayers and other Aberrations invaded and performed horrific experiments on them. Fueled by Underdark magic, those experiments left early duergar with psionic powers, which have been passed down to their descendants. In time, they liberated themselves from their aberrant tyrants and forged a new life for themselves in the Underdark and beyond.- Like other dwarves, duergar typically have a life span of 350 years.
“Consider that the duergar began as homeless outcasts, and today their fortresses are some of the most impregnable strong points in the Underdark. The question might not be if they will conquer the realm below, but when.” — MordenkainenThe gray dwarves, or duergar, live deep in the Underdark. After delving deeper than any other dwarves, they were enslaved by mind flayers for eons. Although they eventually won their freedom, these grim, ashen-skinned dwarves now take slaves of their own and are as tyrannical as their former masters. Physically similar to other dwarves in some ways, duergar are wiry and lean, with black eyes and bald heads, with the males growing long, unkempt, gray beards.
- Duergar value toil above all else. Showing emotions other than grim determination or wrath is frowned on in their culture, but they can sometimes seem joyful when at work. They have the typical dwarven appreciation for order, tradition, and impeccable craftsmanship, but their goods are purely utilitarian, disdaining aesthetic or artistic value.
- Few duergar become adventurers, fewer still on the surface world, because they are a hidebound and suspicious race. Those who leave their subterranean cities are usually exiles. Check with your Dungeon Master to see if you can play a gray dwarf character.
- Duergar see themselves as the true manifestation of dwarven ideals, clever enough not to be taken in by the treacherous deceptions of Moradin and his false promises. Their period of enslavement and the revolt against the mind flayers led by their god, Laduguer, purged the influence of the other dwarven gods from their souls and thus made them into the superior race.
- Duergar have no appreciation for beauty, that ability having been erased from their minds by the mind flayers long ago and any thought of recapturing it obliterated by Moradin’s betrayal. The duergar lead bleak, grim lives devoid of happiness or satisfaction, but they see that as their defining strength — the root of duergar pride, as it were — rather than a drawback to be corrected.
Description
Like other dwarves, duergar were typically thick, stocky figures, though beyond this there were many differences. Both male and female duergar were typically bald, with females also lacking the capacity to grow facial hair. Many were also thinner than their dwarven brethren. Most obvious, however, was their dull gray skin and hair, often matched with an equally stolid expression. Regular dwarves said they had flat heads, possibly as an insult.- Because many duergar found on the surface world were criminal exiles, a surface dweller who encountered one of the gray dwarves was likely to notice facial and arm tattoos that marked the duergar as a traitor to his or her people.
Personality
Tyrannical, grim, industrious and pessimistic, the lives of the gray dwarves were bleak and brutal. Rather than a flaw, however, they viewed their lack of happiness as their greatest strength, the defining feature of duergar pride. The duergar saw themselves as the true paragons of dwarvish ideals compared to their weak and pampered kin, but in truth, their ways were a dark reflection of those found in normal dwarves.- While they did display the redeeming virtues of determination and bravery, duergar took dwarven flaws to their logical extremes. They were violent and hateful, sullen and insular, greedy and ungrateful, deeply cynical of others' motives and dutifully tracked and nursed every grudge, whether or not any offense was meant. Though their vices were many, the moral failings of the gray dwarves could be traced to three primary principles: bottomless greed, unceasing conflict, and rejection of emotion.
- Most dwarves were accustomed to the inevitability of struggle to be found in existence, but such knowledge was colored by their essential love of industry. Dwarves enjoyed their work, from the art of crafting to the trials of their everyday lives, seeing opportunity for success where others saw labor. In contrast, duergar industriousness was spurred on simply by the primal urge to build and create, driven by a need to own and acquire as much as possible. The duergar were dauntless perfectionists who never left a job half done and worked hard to excel in their field, and yet the dwarven ideal of achieving mastery of a craft meant nothing to them.
- Duergar creations weren't flawed or subpar, and in fact were rather enduring, but were completely utilitarian, considered valuable only for their function and bereft of warmth and artistry. Appreciation of beauty had been erased from their minds, the aesthetics of their creation ignored. Their works were not labors of love, for their goal was not quality, but quantity, an attempt to craft as many items as possible as fast as possible. At the heart of duergar efforts was simply desire, an insatiable desire for wealth and prestige. Yet even when their great schemes to acquire succeeded, the success was never cause for celebration, each acquisition just as incapable of satisfying their unending need for more.
- The higher a duergar rose and the more items they possessed, the stronger they would need to be to hold on to what they already had. They were not above stealing to get their beloved gold, and by making war on others they demonstrated one of their principles: might makes right. The weak were unfit to possess what was meant for the strong and those too weak to defend their holdings or themselves were considered by most to be unworthy of pity. Most placed little value on the lives and possessions of others, or at least their rights to these things. The helpless, weak, and less fortunate than themselves earned little mercy, yet all-consuming envy was harbored for anyone relatively better off.
“Work or die. In the first case, you are useful. In the second, you are entertaining.” — Vozala Spikefist
- The suffering of others was one of the rare times that the duergar could feel some semblance of happiness. They enjoyed tormenting those vulnerable to their predations, but this was not to be mistaken for the wasteful and extravagant displays of cruelty shown by the drow. Rather, the duergar enjoyed more "down-to-earth" suffering, working others to the death and using cruel jokes and petty abuse to bring a momentary smile to their faces. The closest they came to feeling true joy was when satisfying their violent urges and desire for treasure, especially when raiding dwarven strongholds to do it.
- To show weakness was a mortal sin to the duergar, whether on an individual or societal level. To their minds, weakness included such emotions as happiness or kindness, and they had no tolerance for those that failed to show the proper levels of ambition and cruelty. While regular dwarves showed a lack of trust to outsiders, they had strong family bonds, their dedication to furthering their clans and leaving behind a proper legacy showing in every aspect of their activities. The duergar inverted this value, for while they were bound by their rigid society, they did so because they had to, and indeed had no love of their kin.
- The gray dwarves were consumed by feelings of bitterness, convinced not only that their race had been denied their due, but that the world, other dwarves, and even their own kin and clan had cheated them of their birthright. They were forbidden from trusting others and raised from a young age to believe that betrayal was simply their inevitable fate, a self-fulfilling prophecy. Though the duergar were assigned life partners, this was merely to ensure the continued survival of the clan, for life in the Underdark required cooperation. The creation of a legacy was not considered because they had abandoned individuality, each member of society expected to perform their determined role as best they could.
- In the eyes of the duergar, life was nothing but harsh endless, toil, working from the cradle to the grave in ceaseless labor and drudgery. They were taught that this was their lot in life early, and so expected nothing else. In many ways, their lives were fundamentally empty, a hollow, unfulfilling version of the dwarven way of life. Despite their many accumulated treasures, their successful military operations, and all their pride in the purging of their weakness, the duergar felt no happiness or satisfaction. Indeed, they had no memory of what it meant to be happy, or even what it meant to be truly proud. They simply continued to toil and grumble about their lives, existing as cogs in a machine to forge products they cared not for, a life antithetical to joy and purpose found in the dwarven cycles of creation.
- On the positive side of duergar behavior, they shared the dwarven virtue of minding one's own business (at least as long as others didn't have something they wanted). Though most were evil, a fair number leant towards hardhearted neutrality (most in Khor Turum), wanting nothing more than to be left alone, and a rare few managed to become good.
Abilities
“The mind is but another material, set before us to shape into a weapon.” — Gargosa IronmindDuergar were in some ways even better adapted to underground living than other dwarves. While other dwarves lacked the capacity to see completely in the deepest darkness, this was not a problem for duergar. Duergar were also immune to many of the ancient techniques used by the mind flayers to control them, such as paralysis, phantasms, alchemical poisons, or some types of illusion.
- Duergar were also a sneaky, crafty people, unlike their honor-bound cousins, and often excelled at setting up ambushes or moving out of sight. Conversely, many were also good at detecting hidden objects. A few duergar also possessed natural abilities akin to the enlarge and invisibility spells. This came at a cost, however, and duergar, like drow, had a special vulnerability to sunlight.[10]
Combat
Duergar adventurers were most commonly concerned with personal gratification, and were frequently fighters or rogues, leaning on their training against the threats of the Underdark. Because of their cruel nature, experienced duergar adventurers often became assassins or blackguards.Society
Duergar were, as a whole, generally cruel and malevolent creatures, but as in most evil races this was as much a cultural affectation as a psychological trait.- Duergar would often ferment fire lichen into their alcoholic beverages, to create a hot and spicy drink.
Animals
For pets and familiars, duergar often enjoyed the company of Underdark creatures, such as bats, spiders, or carrion crawlers. For beasts of burden, duergar used large lizards or steeders.Magic
Unlike other dwarves, duergar had a strong tradition of magic, both in the divine and arcane varieties, and duergar clerics, runecasters, runesmiths, and wizards were highly respected for their skill. Clerics were fairly common, serving the duergar gods in order to gain power and influence within society.- In particular, the duergar had a fondness for magically crafted items that they could use to aid them in combat, protect their minds against tampering, or to hide from enemy senses. Duergar crafted many magic items unique to them, such as absorbing shields, bolts of battering, and stonereaver axes.
Religion
“Our gods sprang from among us. They endured our hardships and carved a path to our salvation. What has your god done for you?” — Morkai AshlordThe chief god of the duergar was Laduguer, the dwarven god of crafting, a tradition going back to the days of Clan Duergar, when the god served as the clan's divine patron. Early on, the veneration of Laduguer led to disputes with many of the other kingdoms of Shanatar, who chose to venerate Dumathoin as the patron of the entire shield dwarven race. When Clan Duergar was enslaved by the mind flayers, the duergar carried on their worship in captivity, although some secretly formed pacts with the devils of the Nine Hells as well.
A duergar mind master.
Although the duergar formally venerated all the Morndinsamman, the duergar in their captivity became only more devout in their exclusive worship of Laduguer and, later on, his adopted daughter Deep Duerra. Duerra, initially a duergar herself, was beloved among the duergar for having stolen the Invisible Art from the mind flayers during her campaign against them. They didn't receive the Thunder Blessing like other dwarves and saw it as yet another sign of the Morndinsamman having abandoned them. Still, a few duergar turned away from the worship of the wicked gods who ruled over the duergar such as Laduguer and Deep Duerra and found salvation through the Morndinsamman.Relations
Duergar were a coarse and distrustful race who felt that other races were out to get them, whether they were from the Underdark or the surface world. In spite of this, duergar were usually willing to trade with outside races, particularly from the surface world, for the sake of profit and the relations between duergar and their sometime-enemies, sometime-friends the drow and deep gnomes were especially complicated.- However, the duergar had absolutely no love in their heart for their closest of kin, the shield dwarves, who the duergar felt abandoned them to the onslaught of the mind flayers. Since then, the duergar had waged war time and time again against the shield dwarves, demonstrating a deep-seated loathing.
- Because of their pessimism, duergar rarely adventured of their own free will and were instead most commonly exiles cast out of their society. Some found escape from their society through petty crime, tattooed and cast out from their cities beneath the surface and driven into the arms of other races. Their grim disposition, however, made them unlikely to form many lasting friendships.
Demographics
Entirely Duergar, with Kolbold and Deep-Gnome allies/slaves, and some rogue Derro
Government
Dictatorship
C3 HISTORY
- Were once part of the enslaved Dhuergar serving the Mindflayers (Illithid), who used Khor Turum as a staging ground for assaults in this part of Wild Space. When they overthrew their enslavers, the Duergar reinforced their kingdom and established a dynasty under Thratuk Barbruund M Duergar Founder . That dynasty continues to Foznealda Woldmaul F Duergar, Queen of the Khor Turum , current Queen for the past few centuries
- The Duergar knew of the Githyanki Cresche in Oroccid 1,000 years ago, as the Githyanki were unaware of the Duergar, shielding themselves only from the surface races like the Dwarves and Elves. Khor Turum had an alliance with the Githyanki Cresche, offering protecting and secrecy in exchange for knowledge of the stars, and tactics and aid in fighting off any Mindflayers invasions. When the Githyanki abandoned the Cresche, Khor Turum felt betrayed, though the disappearance of raiding Mindflayer parties slightly helped.
- Have remained hidden in the Underdark for centuries after the last war with the Dwarves of Thindriline and Gimloth, who allied to drive the Duergar back to Khor Turum during their invasion of the Cambrey Valley.
- The location Khor Turum is known to dwarves, who keep a wary eye on it, though the entrance to Underdark itself was lost for centuries till Elyria of the Death Joints showed King Alphanis and the people of Domunz the way to the Drow city of Zyn
- The Duergar reluctantly trade with Zyn for supplies and somewhat for profit, they their closer alliance in the Underdark are the Kobolds of Dremgron
- They allow outsiders to the city, but aren't the friendliest, and look for any reason to kill, hurt, or imprison unwary travelers.
- Of late, there have been rumors that Queen Foznealda has had strange visitors in the government center, tall hooded, silent, threatening figures, who left her shaken and wide-eyed. (Returning Mindflayers have come seeking an alliance now that Cthulhu will soon rise, demanding Khor Turum join them or suffer when the Great Old One rises and destroys the gods, including Laduguer
NATIVES
- Derro CR 1/4 (dwarf-kin, outcasts)
- Derro-savant CR 3 (mage)
- Deep-gnome-svirfneblin CR 1/2
- Duergar-spore-servant CR 1/2 (plant creation)
- Duergar CR 1
- Duergar-alchemist CR 1
- Duergar-soulblade CR 1 (psionics)
- Deformed-duergar CR 1 (experiment, formerly 2 duergar)
- Duergar-stone-guard CR 2 (elite guards)
- Duergar-mind-master CR 2 (psionic wizard)
- Duergar-keeper-of-the-flame CR 2 (flame sorcerer)
- Duergar-spy CR 2
- Duergar-xarrorn CR 2 (fire weapons)
- Duergar-darkhaft CR 2 (spellcaster)
- Duergar-hammerer CR 2 (machine hybrid)
- Duergar-kavalrachni Cr 2 (cavalry on Steeders(below))
- Female-steeder CR 1 (giant hunting spider)
- Duergar-screamer CR 3 (machine hybrid - mining)
- Duergar-warlord CR 6 (leader)
- Duergar-despot CR 12 (psionics, mechanical parts)
PETS, FAMILIARS, and STEEDS
- Bat CR 0
- Giant-bat CR 1/4
- Spider CR 0
- Female-steeder CR 1 (giant hunting spider)
- Giant-spider CR 1
- Carrion-crawler CR 2
NAMES
MALES- Ermmin Wardrum
- Ermmir Mindbelch
- Regdor Warbuster
- Banmun Mindhonor
- Thodohr Redmight
- Gulmus Ashboot
- Kartharm Ragecrag
- Daldar Darkmantle
- Bandir Vengebattle
- Regmus Firebasher
- Brynrielle Doomchampion
- Brylvian Wickedmight
- Braenwyn Burnhold
- Tysthel Necksnapper
- Redtin Knifebreaker
- Brallemyl Stormhammer
- Lassla Rockbattle
- Mistthiel Keentale
- Mystsael Warminder
- Nissyl Cravenmaster
Founding Date
Many Millennia Ago
Founders
Alternative Name(s)
Dueroit
Type
Large city
Population
6,000
Inhabitant Demonym
Turumites
Location under
Related Reports (Primary)
Related Reports (Secondary)
LOOT AND ITEMS
- Wargong 30 gp 6 lbs.
- Night-caller UC 400 gp
- Feather-of-diatryma-summoning R
- Belt-of-dwarvenkind R 10,000 gp
- Shield-guardian-amulet R (pairs with Shield Guardian below)
- Shield-guardian (with amulet) 100,000 gp
- Whelm L (cannot be bought, only stolen, found or earned)
Duergar Traits
As a duergar, you have the following racial traits.Creature Type.
You are a Humanoid. You are also considered a dwarf for any prerequisite or effect that requires you to be a dwarf.Size.
You are Medium.Speed.
Your walking speed is 30 feet.Darkvision.
You can see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.Duergar Magic.
Starting at 3rd level, you can cast the enlarge/reduce spell on yourself with this trait, without requiring a material component. Starting at 5th level, you can also cast the invisibility spell on yourself with this trait, without requiring a material component. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level.- Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).


