Durzite (3.5e Race)
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Durzites are crafty, Small-sized underground dwelling folk. Their culture, social structure, talents in magic and engineering skills allowed them to become self-sufficient. Indeed, their fear of the strength and unpredictability of other races led them into isolation. Only in recent ages have they begun to open their boundaries to outlanders… at least somewhat. Their long lifespans and low population count have made them standoffish and individualistic, valuing privacy and "personal time" to work on their crafts and skills. Some are driven by intense personal goals that may cross over into obsessiveness. However, they know the value of group strength and devote their best efforts to secure the safety of themselves and valued allies and assets.
Durzites stand between 3 to 4 feet tall and weigh around 35 to 45 pounds. Their skin is typically a pale ruddy tint from living underground and their faces are tight and angular. Their rather long, pointed ears jut back along their heads (rather than pointing up as long-eared sylvan folk). While difficult to discern in bright light because of their habit of squinting, their irises are typically deep purples, fuchsias, aquas, oranges and yellows. Curiously, instead of hair, their heads are topped with coarse spines, similar to that of a hedgehog. These spines slowly grow longer as they age. The head spines of an elder durzite reach a length of around a foot, though they often bend and curve under their own weight.
Valuing privacy, they often wear loose robes, cloaks and capes to conceal possessions, like armor or weapons. Of course, in the briskly chilled underground, these clothes also serve to keep them warm. Having to traipse across hard stone, often slippery with dew or loose pebbles, durzite cobblers took it as a challenge to produce the best possible footwear. Durzite-made boots are renowned as being comfortable, long lasting and sure-footed, fetching prime prices in markets and bazaars.
Traditionally, durzite clothing is drab or dark colored with a few flourishes for personal taste and style. Grays, rusts, dark purples and dim metallic tones have been fashionable in recent years. They seldom wear hoods or hats, but can. Their spines don't prevent them from wearing such things, though it does often make them uncomfortable. Headbands and bandannas are fairly more common, as well as scarves and shawls.
Because of their isolationist tendencies, durzite cities don't often cooperate much with other neighboring civilizations. This rarely leads to strife and war, as little interaction allows political peace to be kept. The presence of a durzite city in a region often acts as a stabilizer, keeping the status quo in check (for the good or ill of others).
Most commonly among other races, gnomes establish trade routes with durzites, but other folk regard them as too sly to be trusted. Dwarves, with similar living environs, have never gotten along with durzites. Durzites prefer to keep to themselves and don't usually bother with the troubles of the outside world, unless such trouble threatens their sovereignty. Many creatures of the underdark despise the cities of the durzites and their secret weapons and schemes. As they grow and spread, durzite stronghold cities occasionally encroach on the territorial boundaries of underdark communities, which usually leads to strife, war, or at the least, political unrest.
Individual durzites, when traveling, are often viewed with caution and a watchful eye of judgement. Their poor social manners among other races make them awkward and embarrassing in public.
Durzites often run structured, organized lives, and thus tend toward lawful alignments. Though, with adventurers and outcasts, they tend toward neutrality without the rigors of daily study and schedules. As durzites are varied in their opinions and outlooks, they may be of any alignment.
Durzites live deep within mountains. Their cities commission great golems to carve away at the rock and haul away huge boulders. Artisans and stone masons follow after and smooth and decorate their halls. Though it is not the halls that impress as much as their caverns, huge open underground spaces filled with stonework buildings, magically-shaped and lit from all around by thousands of tiny continual flames. Occasionally, these continual flames are gathered and intensified into great spheres and hung from the cavern ceiling. The multitude of smaller lights tends to hide shadows and give a look of diffused light in their cities. Spiraling walkways often line the walls of these caverns, leading off to other smaller chambers. The city center is reserved for fortified strongholds, home to the senate of council elders, high mages and high priests who preside over their city-states. This assembly of strongholds often bridge the expanse and reach to the ceiling of these great caverns, acting as a support pillar for the city and for its culture. The elder council is composed of those durzites who win public election, as well as those who live to 500 years, which automatically earns them a seat, so long as they fairly claim residency.
Titled elders, mages, priests and the evivo ("crystal-wards") form a city's Governing Commons. They elect one of their own to sit as "aldministratus" (high elder), a position of advisor and arbiter, who presides until his passing or retirement. Though, during peace time, the aldministratus often takes leaves of duty for personal reasons, as durzite cities, for all their size, are sparsely populated. For this reason, durzites are wary of letting too many outsiders in at one time. Durzites keep track of visitors, rarely allowing more than 1 visitor per 2 durzite citizens. Some highly sovereign cities relax this policy. Others, with stricter, king-like aldministrati, check all guests with suspicion.
Visitors come to trade, as with gnomes, or to shop for finely made crafts and goods in their bazaars. As masterwork tools and gear fetch higher prices, these items are actually more common than standardly-made gear, especially considering their capacity for magical learning and talent. Enchanted, special material, rare and unusual gear can often be found ready-made with enough searching at a durzite bazaar. With the number of craftsmen among their population, finding someone to commission a work is often easy enough (though this doesn't necessarily mean a good deal). Bazaar districts are also one of the few areas of durzitic cities built to accommodate the height and sizes of taller races.
There are a few commonalities between durzite city-states. They maintain Gate Halls, heavily guarded interconnecting chambers with permanent portals connecting to other durzite cities and to other planes of existence. Golems of various sorts along with magically-trained guards secure these areas. Travelers, for the convenience, should be willing to pay tolls for passage.
Durzites speak Common and Durzite, a dense language that's difficult for non-native speakers to learn the nuances of. Most durzites also learn to speak Gnome for trade and reading informative Gnomish texts. Durzite uses its own set of complex and variable-meaning runes.
- Optional: Learning Durzite as a language costs twice as many skill points.
As "elven" is to "elf", "durzitic" is to "durzite".
Occasionally, other races will refer to durzites as "durzees", or to a single durzite as "durzee" as slang (rather than as a racial slur).
Durzite names were commonly long and obtuse, but in modern ages, their names have gotten progressively shorter. In ages past, it was not unheard of for names to reach past seven syllables. With their longevity and low population, a durzite will rarely use his surname, saving it for formal occasions and introductions only. Marriage might mean the husband or wife adopting the surname of their spouse, depending on any nobility or class standings. Couples may even keep their own surnames, naming sons after the father's surname and daughters after the mother's surname in many instances.
- Male Names: Adelmorn, Alkin, Diyamaki, Ganikarto, Ganteka, Gurdok, Kakarneb, Obbynebek, Ornugon, Varden
- Female Name: Amekmia, Emediomana, Fadameta, Mekanouta, Mesvanterra, Quinata, Votumeta, Zota
- Surnames: Anentoken, Arekton, Bakuearol, Cantemarden, Jotenberki, Kanderlan, Penkaron, Sarahasi, Setsaravar, Sotaragas
- City Names: Baruyaglanagut, Bruhnekolli, Chelmn, Elt, Kelbuchus, Neubenwankii
- -2 Strength, -2 Constitution, +2 Intelligence, +2 Wisdom: Durzites are smart and wise but also physically weaker than other races (even given their size).
- Humanoid (Durzite)
- Small: As small creatures, durzites gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size characters.
- Durzite base land speed is 20 feet.
- Low-Light Vision (Ex): Durzites can see twice as far as humans under conditions of poor illumination. They are able to distinguish color and detail under these conditions.
- Innate Skills: A durzite gains a +2 racial bonus on Sleight of Hand checks made to conceal equipment on his person, as a durzite avoids being generally conspicuous about his possessions. He also gains a +2 racial bonus on any combination of 2 different Knowledge, Craft or Profession skills of his choice as durzites are keen on various topics, industrious and enjoy working. These skills must be class skills.
- Racial Boundary (Ex): A durzite suffers a −2 racial penalty on Charisma-based skills when dealing with other intelligent races (Bluff, Diplomacy, Disguise, Gather Information, Handle Animal, Intimidate, Perform, Use Magic Device, Use Psionic Device).
- Age Resistance (Ex): As a durzite ages, he suffers only a −2 penalty on his Dexterity when reaching middle age, but suffers the penalties of old age and venerable age as normal. Aging bonuses accrue as per normal.
- Exotic Weapon Training: A durzite is practiced in esoteric combat techniques gained from their long youth. He gains Exotic Weapon Proficiency as a bonus feat applied to a weapon of his choice.
- Automatic Languages: Common and Durzite.
- Bonus Languages: Draconic, Dwarven, Gnome, Terran and Undercommon. See the Speak Language skill.
- Favored Class: Wizard
- Level Adjustment: +0
- Effective Character Level: 1
|Middle Age1||Old2||Venerable3||Maximum Age|
|175 years||263 years||350 years||+4d% years|
|Sex||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||3' 0"||+2d4||37 lb.||× (1) lb.|
|Female||2' 10"||+2d4||32 lb.||× (1) lb.|
Durzites have been known to interbreed with gnomes on occasion, since the two races share an interest for machines and magic and have the commonality stature. These half durzite/gnomes are commonly referred to as sharp gnomes. They generally resemble gnomes with spiky hair and more angular features. Sharp gnomes fit well enough into either gnomish or durzitic society as they are similar to each other socially.
Notes from Wandering Scholar Marza
“I once purchased a pretty amulet from a durzite bazaar. Several years later, as I sat penning notes under a tree, I sneezed and the amulet exploded. Blue ink sprayed all over and swirling lights and smoke left me stumbling in a daze. I staggered about and tripped on a badger hole. The badger, enraged by my intrusion, attacked my foot. It was a very bad day.”
Races of Rom
The races from Rom:
|Author||Ganteka Future +|
|Effective Character Level||1 +|
|Favored Class||Wizard +|
|Identifier||3.5e Race +|
|Level Adjustment||0 +|
|Racial Ability Adjustments||-2 Strength +, -2 Constitution +, +2 Intelligence + and +2 Wisdom +|
|Summary||Durzites are Small-sized, long-lived, crafty underground dwellers with a knack for unorthodox combat and stunted social graces. They sport hedgehog-like spines for hair and have gaunt faces. +|