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Bladedancer
Learned Scribe

USA
149 Posts

Posted - 18 May 2007 :  19:03:02  Show Profile  Visit Bladedancer's Homepage Send Bladedancer a Private Message  Reply with Quote  Delete Topic
I was wondering if anyone knows if the derro savants were ever detailed. If they were not I was going to make the savants either sorcerers or maybe warlocks. The reason I ask is my Menzo group has royally pissed off a clan of derro (led by a cabal of savants) by reaching an artifact they have been looking for centuries. I planned on the derro ambushing them on the way back to Menzoberranzan but I kinda need to actually see the stats on the crazy buggers to do that eh?

Thanks in advance for any help given

Solarr Bladedancer
Mercenary For Hire
Master of the Ginsu Knives
They Slice They Dice They Will Cut through A Tin Can

Edited by - Bladedancer on 18 May 2007 19:21:00

warlockco
Master of Realmslore

USA
1695 Posts

Posted - 18 May 2007 :  23:30:35  Show Profile  Visit warlockco's Homepage Send warlockco a Private Message  Reply with Quote
Pretty much any Arcane caster except for Bard would work for them. Just have to look at the capabilities of the class vs what you want that particular Savant to be able to do. Sorcerer and Wizard both can work, Warmage wouldn't, as to the other non-core classes, not familiar enough with them to make any judgements.

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Matthus
Senior Scribe

Germany
393 Posts

Posted - 19 May 2007 :  00:11:52  Show Profile Send Matthus a Private Message  Reply with Quote
From Monster ManuaL:

Derro Savants are at least 5th-level sorcerers, they have one to three knowledge skills. A savant is accompanied by two lower-level students. Savants use their spells to confuse and frustrate rather than kill, preferring to make slaves of defeated foes.

Maybe this helps a little bit
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Bladedancer
Learned Scribe

USA
149 Posts

Posted - 19 May 2007 :  04:28:25  Show Profile  Visit Bladedancer's Homepage Send Bladedancer a Private Message  Reply with Quote
Ah thanks to the both of you! Can you believe I have all the Monster Manuals + Fiendo Folio except the one I happen to need for these insane little buggers?

Solarr Bladedancer
Mercenary For Hire
Master of the Ginsu Knives
They Slice They Dice They Will Cut through A Tin Can
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Zanan
Senior Scribe

Germany
942 Posts

Posted - 19 May 2007 :  14:47:56  Show Profile  Visit Zanan's Homepage Send Zanan a Private Message  Reply with Quote
Well, I have an old conversion of some Derro and their Savants from the good old Night Below campaign. You'd only have to adjust them for racial HD, which the lad who did it back then forgot. Interested?

Cave quid dicis, quando et cui!

Gæð a wyrd swa hio scel!

In memory of Alura Durshavin.

Visit my "Homepage" to find A Guide to the Drow NPCs of Faerûn, Drow and non-Drow PrC and much more.
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Bladedancer
Learned Scribe

USA
149 Posts

Posted - 19 May 2007 :  23:21:50  Show Profile  Visit Bladedancer's Homepage Send Bladedancer a Private Message  Reply with Quote
Zanan, that would be great! Thanks for the offer.

Solarr Bladedancer
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Master of the Ginsu Knives
They Slice They Dice They Will Cut through A Tin Can
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Zanan
Senior Scribe

Germany
942 Posts

Posted - 20 May 2007 :  09:40:13  Show Profile  Visit Zanan's Homepage Send Zanan a Private Message  Reply with Quote
I even found the old scrolls! Sadly, the old NB site isn't up any longer, wonder whether any copyright-hunter came questioning?

Here we go ... but remember to update / erratarize them with HD, SR, CR et al. These are 3E not, 3,5E stats too. Once you've done that, it would be great if you re-post them:

Male derro Ftr3/Rog3 (6); CR 7; Medium-sized Humanoid (4’ tall); HD 3d10+9 plus 3d6+9; hp 56 each; Init +9 (+3 Dex, +4 Improved Initiative); Spd 20 ft; AC 17 (+3 armor, +4 Dex); Atk +7 melee(1d6+2/crit19-20, short sword) or +6/+6 ranged (1d8/crit 19-20 x2, repeating crossbow); SA Derro traits, sneak attack, poison bolts; SQ: Derro traits, Evasion, Uncanny dodge; SR 18; AL CE; SV Fort +5, Ref +8, Will +3; Str 14, Dex 18, Con 16, Int 10, Wis 12, Cha 4.
Skills: Appraise +2, Climb +3, Hide +9, Jump +5, Listen +7, Move Silently +9, Spot +7, Swim +5. Feats: Alertness, Blind-Fight (Derro trait), Improved Initiative, Point-Bank Shot, Rapid Shot, Weapon Focus (repeating crossbow).
SA--Derro traits (same as dwarf except SR 18, Darkvision 30’, Sunlight Vulnerability, Blind-Fight).
--Sneak attack (+3d6).
--Poison (greenblood oil [DC 13, Initial damage 1 Str,
Secondary effect 2 Str).
SQ—Derro traits, Evasion, Uncanny Dodge.
Possessions: Silver glyph brooches (50 gp each), 2d10 gp.

Derro male Ftr3 (8); CR 4; Medium-sized Humanoid; HD 3d10+9; hp 30 each; Init +7 (+3 Dex, +4 Improved Initiative); Spd 20 ft; AC 18 (+3 Dex, +4 armor, +1 spiked buckler); Atk +5 melee (1d6+1 piercing) or +5 ranged (1d8/crit 19-20 x2, repeating crossbow); Face: 5 ft x 5 ft; Reach: 5 ft; SA: Derro traits, poison bolts ; SQ Derro traits; SR 18; AL CE; SV Fort +5, Ref +5, Will +3; Str 13, Dex 17, Con 16, Int 10, Wis 12, Cha 4.
Skills: Climb +5, Jump +5, Listen +3, Spot +3, Swim +2.
Feats: Blind-Fight (Derro trait), Improved Initiative, Point-Blank Shot ,Weapon Focus (short sword).
Possessions: 2d10 gp.

Monstrous Spider, Large (4); CR 2; Large Vermin; HD 4d8+4; hp 30 each; Init +3 (+3 Dex); Spd 30 ft, climb 20 (40 ft, climb 20 ft); AC 14 (-1 size, +3 Dex, +2 natural); Atk Bite +4 melee (bite 1d8+3 and poison); Face: 15 ft by 15 ft; Reach: 10 ft; SA Poison, web; SQ Vermin;SV Fort +5, Ref +4, Will +1; Str 15, Dex 17, Con 12, Int--, Wis 10, Cha 2.
Skills: Climb +14, Hide +6, Jump +2*, Spot +7*.
* Hunting spiders receive a +6 racial bonus to Jump checks and a +8 racial bonus to Spot checks.

Derro savant, male derro Sor8 (1); CR 9; Medium-sized Humanoid (4’ tall); HD 8d4+16; hp 37; Init +7 (+3 Dex, +4 Improved Initiative); Spd 20 ft; AC 15 (+3 Dex, Bracers of Armor +1, Ring of Protection +1); Atk +3 melee (1d41/crit 19-20 x2, dagger) or +7 ranged (1d4/crit 19-20 x2, hand crossbow) or 6-15 ranged (wand of magic missiles) ; SA Derro traits, poison bolts; SQ: Derro traits; SR 18; AL CE; SV Fort +4, Ref +5, Will +7; Str 8, Dex 16, Con 14, Int 13, Wis 12, Cha 16.
Skills: Concentration +9, Diplomacy +5, Intimidate +5, Knowledge (Arcana) +10, Scry +3, Spellcraft +8 Feats: Blind-Fight (Derro trait), Combat Casting, Craft Wands, Improved Initiative.
Possessions: wand of magic missiles (5th-level caster, 30 charges), bracers of armor +1, ring of protection +1, 1 potion of cure lt. wounds, brooch of shielding (41), scroll of blur (2nd level) and lesser shadow tentacle (3rd level, see page 187 of Lords of Darkness).
Sorcerer Spells (6/7/7/6/3); Spells Known:
0—dancing lights, daze, detect magic, light, mage hand, mending, ray of frost, read magic; 1st—comprehend languages, identify, magic missile, sleep, true strike; 2nd—death armor (Magic of Faerun), eagle’s splendor (FRCS), scare; 3rd—hold person, lightning bolt; 4th—summon monster IV.

Lieutenants, male derro ftr7 (2): CR 8; Medium-sized humanoid (4’ tall); HD 7d10 +21; hp 65 each; Init +7 (+3 Dex, +4 Improved Initiative); Spd 20 ft; AC 19 (+3 Dex, +5 armor, +1 shield); Atk +10/+5 melee (1d6 +5/crit x3, halfspear +1) or +10/+5 (1d4/crit 19-20 x2, hand crossbow); SA Derro traits, poison bolts; SQ: Derro traits; SR 18; AL CE; SV Fort +8, Ref +5, Will +3; Str 14, Dex 17, Con 16, Int 10, Wis 12, Cha 4.
Skills: Appraise +4, Craft (weaponsmithing) +6, Climb +6, Jump +6, Listen +2, Spot +2; Feats: Blind-Fight (derro trait), Improved Critical (halfspear), Point Blank Shot, Precise Shot, Quick Draw, Run, Weapon Focus (halfspear), Weapon Specialization (halfspear).
Possessions: halfspear +1, potion of cure moderate wounds, scale armor +1.

Derro savant, male derro Sor8 (2); CR 9; Medium-sized Humanoid (4’ tall); HD 8d4+16; hp 37 each; Init +7 (+3 Dex, +4 Improved Initiative); Spd 20 ft; AC 15 (+3 Dex, Bracers of Armor +1, Ring of Protection +1); Atk +3 melee (1d41/crit 19-20 x2, dagger) or +7 ranged (1d4/crit 19-20 x2, hand crossbow); SA Derro traits, poison bolts; SQ: Derro traits; SR 18; AL CE; SV Fort +4, Ref +5, Will +7; Str 8, Dex 16, Con 14, Int 13, Wis 12, Cha 16.
Skills: Concentration +9, Diplomacy +5, Intimidate +5, Knowledge (Arcana) +10, Scry +3, Spellcraft +8 Feats: Blind-Fight (Derro trait), Combat Casting, Craft Wondrous Items, Improved Initiative.
Possessions: #1--Bracers of Armor +1, Ring of Protection +1, 2 potions of cure lt. wounds, wand of polymorphing (12), jewelry worth 2000 gp.
Sorcerer Spells (6/7/7/6/3); Spells Known:
0—dancing lights, daze, detect magic, light, mage hand, mending, ray of frost, read magic; 1st—charm person, comprehend languages, identify, magic missile, sleep; 2nd—blur, detect thoughts, melf’s acid arrow; 3rd—dispel magic, lightning bolt; 4th—enervation.
Possessions: #2—Bracers of Armor +1, Ring of Protection +1, Ring of Spell Storing (blink, lightning bolt, spider climb), potion of cure moderate wounds, jewelry worth 2000 gp.
Sorcerer Spells (6/7/7/6/3); Spells Known:
0—dancing lights, daze, detect magic, light, mage hand, mending, ray of frost, read magic; 1st—mage armor, charm person, comprehend languages, identify, magic missile; 2nd—blindness/deafness, blur, detect thoughts; 3rd—fly, lightning bolt; 4th—fire orb (see Tome & Blood for details).

Derro savant, male derro Sor10 (1); CR 11; Medium-sized Humanoid (4’ tall); HD 10d4+20; hp 46; Init +7 (+3 Dex, +4 Improved Initiative); Spd 20 ft; AC 16 (+3 Dex, Bracers of Armor 21, Ring of Protection +1); Atk +4 melee (1d41/crit 19-20 x2, dagger) or +8 ranged (1d4/crit 19-20 x2, hand crossbow); SA Derro traits, poison bolts; SQ: Derro traits; SR 18; AL CE; SV Fort +4, Ref +5, Will +7; Str 8, Dex 16, Con 14, Int 13, Wis 12, Cha 16.
Skills: Concentration +9, Diplomacy +5, Intimidate +5, Knowledge (Arcana) +10, Scry +3, Spellcraft +8 Feats: Blind-Fight (Derro trait), Combat Casting, Craft Wondrous Items, Improved Initiative.
Possessions: #1--Bracers of Armor +2, Ring of Protection +1, 2 potions of cure lt. Wounds, Wand of Melf’s Acid Arrow (20), Boots of Levitation, jewelry worth 2500 gp.
Sorcerer Spells (6/7/7/7/5/3); Spells Known:
0—dancing lights, daze, detect magic, detect poison, light, mage hand, mending, ray of frost, read magic; 1st—charm person, comprehend languages, identify, magic missile, true strike; 2nd—alter self, invisibility, knock, melf’s acid arrow; 3rd—clairaudience/clairvoyance, flashburst (FRCS), hold person; 4th—acid orb, charm monster; 5th--teleport.

Cave quid dicis, quando et cui!

Gæð a wyrd swa hio scel!

In memory of Alura Durshavin.

Visit my "Homepage" to find A Guide to the Drow NPCs of Faerûn, Drow and non-Drow PrC and much more.

Edited by - Zanan on 20 May 2007 09:42:16
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Eremite
Learned Scribe

Singapore
182 Posts

Posted - 20 May 2007 :  14:29:37  Show Profile  Visit Eremite's Homepage Send Eremite a Private Message  Reply with Quote
Here are the derro from the 3.5E SRD. They have changed somewhat from 3E (including, inter alia, size is now small, type is now Monstrous Humanoid and they have 3 racial hit dice).


DERRO
Small Monstrous Humanoid
Hit Dice: 3d8+3 (16 hp)
Initiative: +6
Speed: 20 ft. (4 squares)
Armor Class: 19 (+1 size, +2 Dex, +2 natural, +3 studded leather armor, +1 buckler), touch 13, flat-footed 17
Base Attack/Grapple: +3/–1
Attack: Short sword +4 melee (1d4/19–20) or repeating light crossbow +6 ranged (1d6/19–20 plus poison)
Full Attack: Short sword +4 melee (1d4/19–20) or repeating light crossbow +6 ranged (1d6/19–20 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison use, spell-like abilities, sneak attack +1d6
Special Qualities: Madness, spell resistance 15 vulnerability to sunlight
Saves: Fort +2, Ref +5, Will +6
Abilities: Str 11, Dex 14, Con 13, Int 10, Wis 5*, Cha 16*
Skills: Bluff +5, Hide +10, Listen +1, Move Silently +8
Feats: Blind-Fight, Improved Initiative
Environment: Underground
Organization: Team (2–4), squad (5–8 plus 1 3rd-level sorcerer), or band (11–20 plus 30% noncombatants plus 3 3rd-level sorcerers and 1 sorcerer of 5th–8th level)
Challenge Rating: 3
Treasure: Standard coins; double goods; standard items
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: — (+2 if sane)
Derro are afflicted by a form of racial madness, which most often manifests as delusions of grandeur coupled with an overpowering urge to inflict torment on other creatures. Derro are capable of holding their murderous impulses in check for short periods of time in order to cooperate with creatures of other races, but such arrangements rarely last more than a few weeks. Of course, no derro is capable of recognizing that he is out of his mind.
COMBAT
Derro are stealthy and bloodthirsty. They like to carefully arrange cruel traps and deadly ambushes, and strike savagely from hiding. They delight in taking captives who can be tortured to death later, and favor traps and poisons that disable without killing.
Madness (Ex): Derro use their Charisma modifier on Will saves instead of their Wisdom modifier, and have immunity to confusion and insanity effects. A derro cannot be restored to sanity by any means short of a miracle or wish spell.
*The racial madness of the derro provides a +6 bonus to their Charisma scores and a –6 penalty to their Wisdom scores. A derro restored to sanity gains 6 points of Wisdom and loses 6 points of Charisma.
Poison Use (Ex): Derro typically carry 2d4 doses of greenblood oil or Medium monstrous spider venom, applying it to their crossbow bolts. Derro are not at risk of poisoning themselves when handling poison.
Sneak Attack (Ex): Any time a derro’s opponent is denied his Dexterity bonus to AC, or if a derro flanks his opponent, he deals an extra 1d6 points of damage. This ability is just like the rogue’s sneak attack and subject to the same limitations.
Spell-Like Abilities: At will—darkness, ghost sound; 1/day— daze (DC 13), sound burst (DC 15). Caster level 3rd. The save DCs are Charisma-based.
Vulnerability to Sunlight (Ex): A derro takes 1 point of Constitution damage for every hour it is exposed to sunlight, and it dies if its Constitution score reaches 0. Lost Constitution points are recovered at the rate of 1 per every 24-hour period spent underground or otherwise sheltered from the sun.
Skills: Derro have a +4 racial bonus on Hide and Move Silently checks.

Best
E
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sleyvas
Skilled Spell Strategist

USA
12020 Posts

Posted - 21 May 2007 :  16:08:38  Show Profile Send sleyvas a Private Message  Reply with Quote
Hmmm, I like your idea of derro warlocks though. With their "madness" this does seem to fit them a little better than sorcerors. Instead of serving a devil or somesuch, they could serve their deity. Considering warlock wasn't around when the derro savants were detailed, its understandable that it wouldn't have been listed.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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Bladedancer
Learned Scribe

USA
149 Posts

Posted - 21 May 2007 :  18:25:30  Show Profile  Visit Bladedancer's Homepage Send Bladedancer a Private Message  Reply with Quote
I was thinking of making a custom prestige class/ or core type class for these Mad little degenerates. I was thinking of mixing some of the abilities of warlocks,wizards, and a little cleric mixed in. Maybe a custom spell list will work well. I will probably make them have any knowlege skill as a class skill. Also somehow working the madness of the species into the mix as well. If anybody has any other ideas I would welcome hearing them. I have a couple of weeks to work on it so I can take my time and do it right.

Solarr Bladedancer
Mercenary For Hire
Master of the Ginsu Knives
They Slice They Dice They Will Cut through A Tin Can
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tauster
Senior Scribe

Germany
399 Posts

Posted - 25 May 2007 :  09:43:06  Show Profile  Visit tauster's Homepage Send tauster a Private Message  Reply with Quote
just a random idea, inspired by the Night Below boxed set:
Derro are most often portrayed as degenerates with a tendency to madness. I presume because without that, there wouldn't be enough difference to Duegar, so the designers didn't want another "evil dwarven race living deeper underground".

Why not linking them more closely to Kou Toa? The "gogglers" have an even more pronounced mad streak (heck, they even have a kind of police called "monitors" that keeps the members of their society who go mad in check!).

There might have been some awful experiments of inbreeding a few generations back or even occuring nowadays *shudder* (H.P. Lovecrafts "Shadows over Innsmouth", anyone?) that induced the Kou Toa's madness and caused the degeneration along with the extreme sensitivity to (day-)light, another commonality of both races.

I have huge difficulties portraying the Derro just as "the mad dwarven guys", partly because it doesn't look credible that a tribe/society/culture of (nearly-) mad or even only just degenerate individuals can survive long enough in the underdark to be considered native there. There is just too much competition among the powerful races over hospitable living space. Derro as they are portrayed nowadays would lose most of the time against Drow, Svirfneblin, other Dwarves, Kou Toa - let alone Mind Flayers or Aboleth. ...hmmm, the latter two races might be living even deeper underground, but they would still enslave/dominate Derro - the only state I can see them realistically living seemingly on their own: being dominated and protected by a powerful race.

Besides, stuff like inbreeding between fishman and dwarves would make the litte buggers way more yucky and give them a distinguishing mark - which I still don't see in their original form...
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sleyvas
Skilled Spell Strategist

USA
12020 Posts

Posted - 25 May 2007 :  19:51:55  Show Profile Send sleyvas a Private Message  Reply with Quote
I've always thought that a huge difference between the two races fell much along the line of work ethics. The Duergar are a very driven race, willing to work hard, build themselves up, seize opportunities, etc.... Whereas the Derro are a race more willing to pounce upon the work of others in order to survive. Derro might look for the easy way out (such as calling upon demonic entities perhaps, and sacrificing souls in payment). Also, many derro have a natural calling for arcane magic, but I wouldn't think they have draconic blood in them. I could see them having demonic origins however (whether through breeding, rituals, or just osmosis of being near something that corrupted them). I need to reread through monster mythology on the two dwarven brother gods that spawned them.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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tauster
Senior Scribe

Germany
399 Posts

Posted - 26 May 2007 :  10:55:04  Show Profile  Visit tauster's Homepage Send tauster a Private Message  Reply with Quote
quote:
Originally posted by sleyvas

I've always thought that a huge difference between the two races fell much along the line of work ethics. The Duergar are a very driven race, willing to work hard, build themselves up, seize opportunities, etc.... Whereas the Derro are a race more willing to pounce upon the work of others in order to survive. Derro might look for the easy way out (such as calling upon demonic entities perhaps, and sacrificing souls in payment).

I agree. I seem to remember a byword from The Slayers Guide to Derro (tsgtd): "If it's easier, use a slave" ...or something like that... but still, a difference only in work ethics is at least for me (and probably my group) not enough to really make a difference between the two races. Especially since they won't meet Duegar in the near future to find out about such fine cultural nuances. Thus, I need something more crass.

quote:
Originally posted by sleyvas

Also, many derro have a natural calling for arcane magic, but I wouldn't think they have draconic blood in them. I could see them having demonic origins however (whether through breeding, rituals, or just osmosis of being near something that corrupted them). I need to reread through monster mythology on the two dwarven brother gods that spawned them.

Arcane Magic for Derro is fine. I'm planning something along these lines for "my" Derro, but I still haven't found a proper theme for them.

1) They live in an area where quite some time (more than a century at last) a smallish drow city perished, so I'd like them to use some things reminding of drow. riding huge spiders, using web spells, poisoning their weapons are examples.

2) tsgtd mentiones that Derro mainly use strategies so spread confusion among their enemies. Although I think that as a rather "weak" race without so many "inherent abilities" (compared with all the magic goodness that drow have, let alone illithid), they would use a more violent appproach, trying to use surprise and then cause as much damage as possible. That would imply lots of electricity-based spells (fire is out of the question as it uses up too much precious air), maybe sonic/force magic or acid. ...for whatever reason, acid seems to be particularly good for the mean little buggers!

3) Mind-influencing magic might be great for them, because it goes well along with them being slavers. It saves you a lot of trouble if your slaves are serving you free-willing.

I'm still contemplating what I'll do with their savants: these guys amass lot's of expert knowledge in certain areas, but what exactly those areas are is mostly left undefined. Underdark ecology and local underdark history are nobrainers, as are certain crafts like underdark architecture, alchemy, mining etc. But what about stuff like portal magic? Or even node magic (see the underdark sourcebook)? I'm not sure whether I want them to use Nodes or have them more mobile by using portals, but in the other hand: If they are around that long, use arcane magic AND expert knowledge is one of the few things they are famous for, is's in my opinion quite certain they stumbled over that stuff.

Any other ideas about what (magical) themes would be fitting to Derro?

Any idea what kind of one-shot magic items might be suitable? I could use potions, dusts, oils and salves, all produced by their alchemist-savents, but I still think there are better ideas floating around out there...
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Dalor Darden
Great Reader

USA
4211 Posts

Posted - 20 Oct 2013 :  03:54:20  Show Profile Send Dalor Darden a Private Message  Reply with Quote
The Derro may have originally been envisioned as degenerate humans from the Suel Empire of Greyhawk...not truly dwarven.

As the Dwarves of the Forgotten Realms were originally denied the use of arcane magic...Derro in the Forgotten Realms may have been degenerate humans as well.

Their Savants in Greyhawk are remnants of one of the most powerful magical nations to ever grace the face of Greyhawk: The Suel Empire.

With that in mind...where do Derro even come from in Faerun?

The Old Grey Box and AD&D for me!
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George Krashos
Master of Realmslore

Australia
6680 Posts

Posted - 20 Oct 2013 :  04:35:57  Show Profile Send George Krashos a Private Message  Reply with Quote
I'm thinking that you could go to that perennial well that is Netheril and postulate that they were either the result of arch wizard experimentation on dwarves of Delzoun, or interbreeding between an isolated dwarven clan and Netherese refugees after the fall. Lots of possibilities out there though.

-- George Krashos

"Because only we, contrary to the barbarians, never count the enemy in battle." -- Aeschylus

Edited by - George Krashos on 20 Oct 2013 04:37:02
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Wooly Rupert
Master of Mischief
Moderator

USA
36877 Posts

Posted - 20 Oct 2013 :  05:42:20  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
Golarion has a fun spin on derro.

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Dalor Darden
Great Reader

USA
4211 Posts

Posted - 20 Oct 2013 :  06:12:38  Show Profile Send Dalor Darden a Private Message  Reply with Quote
quote:
Originally posted by Wooly Rupert

Golarion has a fun spin on derro.



Share?

The Old Grey Box and AD&D for me!
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sleyvas
Skilled Spell Strategist

USA
12020 Posts

Posted - 20 Oct 2013 :  14:32:12  Show Profile Send sleyvas a Private Message  Reply with Quote
going back to the original spin on this topic, having Derro that are the non-classic player character classes in 3.5 would seem to be very good. I'm thinking things like Derro binders that have no problem sharing their existence with vestiges... derro warlocks that serve either their twisted deities or powers from the far realm... derro alienists... derro dread necromancers... derro warmages... derro psionicists, etc...

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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Wooly Rupert
Master of Mischief
Moderator

USA
36877 Posts

Posted - 20 Oct 2013 :  15:44:19  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by Dalor Darden

quote:
Originally posted by Wooly Rupert

Golarion has a fun spin on derro.



Share?



http://pathfinderwiki.com/wiki/Derro

Never really cared for derro, myself, until I read the Pathfinder spin on them.

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Fellfire
Master of Realmslore

1965 Posts

Posted - 20 Oct 2013 :  18:36:45  Show Profile Send Fellfire a Private Message  Reply with Quote
Wasn't it the Illithids responsible for the corruption of the Derro? I thought the tale of their deities (see Diirinka and Diinkarazan) was reflected in their origin. Bat-guano crazy psionicists (and girlfriends) frighten me.

I like the Pathfinder take as well. I think I have that issue of Kobold kicking around my HD somewhere. I could dig it up for ya if you'd like. That kuo-tuo spin is both icky and original.
'

Misanthorpe

Love is a lie. Only hate endures. Light is blinding. Only in darkness do we see clearly.

"Oh, you think darkness is your ally? You merely adopted the dark. I was born in it, molded by it. I didn't see the light until I was already a man, by then it was nothing to me but.. blinding. The shadows betray you because they belong to me." - Bane The Dark Knight Rises

Green Dragonscale Dice Bag by Crystalsidyll - check it out


Edited by - Fellfire on 20 Oct 2013 18:59:41
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Dalor Darden
Great Reader

USA
4211 Posts

Posted - 20 Oct 2013 :  19:01:11  Show Profile Send Dalor Darden a Private Message  Reply with Quote
The Duergar, not the Derro, were essentially made by the Illithids.

The Old Grey Box and AD&D for me!
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Fellfire
Master of Realmslore

1965 Posts

Posted - 20 Oct 2013 :  20:28:48  Show Profile Send Fellfire a Private Message  Reply with Quote
Worth a grog nod. A variant of Tasha's Uncontrollable Hideous Laughter - Diirinka's Hideous Laughter

Misanthorpe

Love is a lie. Only hate endures. Light is blinding. Only in darkness do we see clearly.

"Oh, you think darkness is your ally? You merely adopted the dark. I was born in it, molded by it. I didn't see the light until I was already a man, by then it was nothing to me but.. blinding. The shadows betray you because they belong to me." - Bane The Dark Knight Rises

Green Dragonscale Dice Bag by Crystalsidyll - check it out

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Dalor Darden
Great Reader

USA
4211 Posts

Posted - 20 Oct 2013 :  20:48:08  Show Profile Send Dalor Darden a Private Message  Reply with Quote
quote:
Originally posted by Fellfire

Worth a grog nod. A variant of Tasha's Uncontrollable Hideous Laughter - Diirinka's Hideous Laughter



LOL.

What few know is that "Tasha" was actually the alias of the Greyhawk character named Iggwilv...consort of Graz'zt and mother of Iuz the Demi-God.

The Old Grey Box and AD&D for me!
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Fellfire
Master of Realmslore

1965 Posts

Posted - 20 Oct 2013 :  20:55:11  Show Profile Send Fellfire a Private Message  Reply with Quote
Indeed? And author of the Demonomicon. Where did you learn that, Dalor?

Misanthorpe

Love is a lie. Only hate endures. Light is blinding. Only in darkness do we see clearly.

"Oh, you think darkness is your ally? You merely adopted the dark. I was born in it, molded by it. I didn't see the light until I was already a man, by then it was nothing to me but.. blinding. The shadows betray you because they belong to me." - Bane The Dark Knight Rises

Green Dragonscale Dice Bag by Crystalsidyll - check it out

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Dalor Darden
Great Reader

USA
4211 Posts

Posted - 20 Oct 2013 :  21:19:20  Show Profile Send Dalor Darden a Private Message  Reply with Quote
quote:
Originally posted by Fellfire

Indeed? And author of the Demonomicon. Where did you learn that, Dalor?



Greyhawk Canon mate: Iggwilv traveled with the Company of Seven for some time under the alias Tasha. Other members were: Zagig, Keoghtom, Murlynd, Nolzur, Quaal, and Heward.

The Old Grey Box and AD&D for me!
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sleyvas
Skilled Spell Strategist

USA
12020 Posts

Posted - 21 Oct 2013 :  14:26:17  Show Profile Send sleyvas a Private Message  Reply with Quote
you know, I could see a society of derro and dark creepers living side by side. Both are somewhat insane.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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