the fate of
an a llied stronghold that has fallen silent.They are he ld in high esteem
by their clan mates, since
they have dared to forsake the
safe ty of home for the un-certainty of the upper world.
When their mission is over,they return to the stronghold
and are hailed as heroes.Other
dwa rves turn to a life on the outside
becausethey
are misfits who found the stronghold
stultifyingor outcasts who were
forced to leave the clan becauseof criminal behavior.
Not all dwarves are born with thesame strong sense
of community, and the strictures ofsociety can prove difficult for some to
accept. Such anindividual might protest an arranged
marriage or insistthat the priests of Moradin have erred
in deciding theirvocation. The
rest of the clan views these malcontentswith mistru
st, a nd those who remain d isruptive can findthemselves exiled.H
AZARDOUS DUTYSome dwarves leave the
stronghold to serve the clanin
nontraditional ways as envoys, explorers
, crafters,and merchants. Although a human wouldn
't think of allthese folk as adventurers,
in the dwarves' view they areundertaking a dangerous
mission.Even when dw
arves volunteer for a life in the outsideworld, whethe r to
take up true adventuring or to pur-sue a mundane occupation, they r
emain members ofthe clan, and their duties almost
always include someresponsibility
to the clan. A blacksmith working in ahuman villag
e , for instance, might report news of th
eoutside world back to the clan.Dwarves who reside in surfac
e communities preferto keep to themselves when
not plying their trades, butover time they might develop
close relationships withneighbor
s of other races- much in the same
way thatdwarves
who join an adventuring party learn
to trusttheir companions.CASTOFFS AND CRIMINALSOf course, not every dwarf is destined
for a long life inservice to the clan. A few are born
with a tendency tothink and b ehave in ways that
undermine the clan ratherthan supp
orting it, and those who don't change theirways are cast out.Some
of these independent dwarves, especiall
y thosewho espouse the moral and
ethical standards of theirkin, end up becoming adventurers.
T heir companionsand allie
s satisfy eve ry dwarf's innate need to belon
g toa clan,
and those folk become the beneficiaries
of thedwarf's
industriousness and loyalty.For dwarves of evil
temperament, the place of one'sclan
is liable to be taken by a group such as
an assas-sins' guild or an outlaw gang. Those who
understandtheir role in the or
ganization and abide by its hierarchyare some of the most loyal followers
a would-be con-queror could acquire.MAGIC: Goos' GIFT TO DWARVESDwarves are of two minds on the topic of
magic.They view divine magic as a gift from
their gods, a directhelping hand meant to aid them
in their effort to followtheir gods' examples. Indeed,
many forms of divine magicare essential for the smooth
operation of any strongholdand the continued survival of th e clan. For that
reason,clerics are more common among the dwarves
than inother races. Dwarves who are especially
devoted to theclan are believed to have a special
connection to the dei-ties, and
often learn how to use that conduit to bring forthdivine magic.Arcane magic in all its forms is a different matter.Dwarves have no innate fear or hatred of such
things, butarcane magic has no true patron among
the dwarven dei-ties. As such,
the dwarves ignore it in their daily lives, andclan members
who take up the practice are exceedinglyra re.
Using arcane magic to assist in the creation of
one'sworks is anathema to almost
all dwarves, because the actamounts to nothing more than cheating. The
few dwarveswho embrace arcane
magic tend to venerate Abbathor, ifonly in secret.Evil dwa rves with no respect for authority
or commu-nity are few and far
between. Shunned by the rest oftheir race, they
take perverse delight in raiding villages,enslaving or killing
innocents, and otherwise ventingtheir rage against the world.DUERGAR
Duergar see themselves
as the true manifestation ofdwarven ideals, clever enough not to be
taken in by thetreacherous deceptions of Morad in and
his false prom-ises. Their period of enslavement a nd
the revolt againstthe mind flaye
rs led by their god, Laduguer, purged theinfluence of
the other dwa rven gods from their soulsand thus made
them into the superior race.Duergar have no appreciation
for beauty, that abilityhaving been erased from their
minds by the mind flayerslong ago
and any thought of recapturing it obliterated
byMoradin
's betrayal. The duergar lead bleak, grim
livesdevoid
of happiness or satisfaction, but they see
that astheir
defining strength-the root of duergar
pride, as itwere- rather than a drawba
ck to be corrected.A D ARK REFLECTION
WORK OR
DI E. IN THE FIRST CASE, YOU ARE USEFUL.
INthe second, you are entertaining.-Vozala SpikefistDuergar society is a
dark mirror of the dwa rven clan.Where dwarves toi
l for love of industry, duergar do soout of a drive to
create and own as much goods andtreasure as poss
ible. Their priests assign vocations andarrange marriages,
but only to ensure that a clan conti
n-ues to exist,
not out of any sense of creating a legacy
.In many
ways, the culture of the duergar is fund
a men-tally hollow.
For all their wars, and all the treasures
theyhave accumulated, duergar
feel no happiness or satis-faction. They simply conti
nue to exist, ever-turning cogsin an
engine of destruction that is the antithesis
of thedwarv
es' joyful cycle of creation.CHAPTER 3 I DWARVES AND DUERCAR