“Our people are so secretive because we have so many secrets.”
-from Corah, a Delver
Delvers are the descendants of the Fae folk and men who fled into the Delve when Valens the Traitor warned them of the coming starfall. While in the Delve, their forms were morphed, some say through the starfall’s magic penetrating the stone, the mixing of Fae and human blood, and the lingering effects of Ashuran Tekne, or some combination of the three. Some believe that the Delvers’ were morphed intentionally by Valens or some other scholar of Ashuran ways. The Delvers have since developed their own culture within the Delve, reinventing technologies such as explosive powder and ingenious metalworking, all the while lacking the power of sight. The Delvers family structure is very strict to prevent too much inbreeding within the small and isolated population, and genealogies are traced with precision. A Delver’s primary allegiance is to his or her family, which also determines a Delver’s profession and marriage. Delvers have never engaged in war because of their small population and tight quarters, instead settling conflicts between clans with ritualized games. Delvers collect secrets and information the same way other races collect gold, and trade them between each other similarly. The ingredients to a specific potion, a method of forging shadowsteel, the location of a crop of mushrooms, or the inner workings of a machine are all units of currency to a Delver, referred to as tajeem. Tajeem are given units of value by Tačeemec, lorekeepers and bankers who solemnly keep secrets so they may be traded fairly. This system of capital has made Delvers miserly with information and mistrusting of others during conversation, though they do not regard this as unkindness or rudeness.
Play a Delver if you want…
- To be alien, strange, and mysterious.
- To interact with the world in a fundamentally different way.
- To be able to excel as a monk, rogue, or avenger.
- Use the Githzerai statistics from the Player’s Handbook 3. In addition, your blindness will be a large factor in how you engage in the world and perhaps combat. You have true darkvision, but are unable to use ranged weapons beyond 10 squares. Languages are Vulgate and Lagoth.
Physical Description: Delvers are gaunt, pale, strange looking creatures with a vaguely simian appearance. Delvers stand at about five feet tall, but are usually hunched over so their long, spindly grey arms can brush along the ground. Their eyes, though still present, are sealed over by thick lids, and their noses are flat and open like a hound’s. Their ears are pointed like a Fae and forward facing, so to better use their echolocation. A Delver constantly clicks, though the pitch of the click can only be detected by Delvers or the children of other races. They do not adorn themselves, and only dress in clothes if they are within the presence of other cultures or need protection due to a dangerous profession. Delvers have short lifespans, rarely living longer than forty years, and reach sexual maturity by the age of ten. Delvers have sensitive senses of hearing, smell, and touch, and often pour over objects with their fingers and smell them deeply in order to identify them and commit them to memory.
Playing a Delver in this campaign: You are an explorer of a world completely alien to you, and others will look at you as a freak, a monster, and curiosity. They might not fear you, but you are uncomfortably alien to them. You have a method of engaging in conversation that regards information as both a weapon and as currency, and as such navigate dialogue like a battle.