Rise of the Savage Runelords
Drek aka "Ramel Ramelson"
Drek is a Duergar, a slaver and a bit of an all round cunt. He is a greedy, corrupt, perverse and morbidly obese priest of the Dark Furnace.
Drek has pale skin, grey beard, bald hairless head and dull grey eyes, much like a dead fish. He loves dark jokes, especially when they inflict hurt, fear and shame on others. Like all 'good' dwarves from his part of the mine he treates everyone else as cattle and will happily kill for metalic based wealth. He comes complete with chainmail, a nasty looking hammer and the ill fitting garb of a recently murdered dwarven cleric (see below).
Drek is currently masquerading (rather badly) as Ramel Ramelson, a dwarven follower of Ylias Frosthammer. He caught the poor sap napping at a way station a few weeks back. He is heading into Sandpoint under the cover of the festival to meet with Silas, a new slaver contact.
"To a duergar, the concept of forcing a lesser race to toil unto death is the greatest mark of personal success one can hope to achieve."
The filthy turd has lived "the missionary life" on the surface for a few months now, peddling his nasty brand of corruption, subjugation and dark mischief. The corpulent cleric rarely misses an opportunity to abduct, trick, lure and generally coerce people who cross his path. They find the fat midget oh so amusing until it is too late. Drek has already sent a few 'samples' back to the mines for a life of toil, servitude or something a whole lot worse. His overseer, Lash, has given him an open and rather grand brief on what needs doing topside. Sandpoint looks like just the place so start….
Ater surviving the seige on the port Drek takes up residence in the blood splattered furnaces beneath the wrecked glass works factory. It was the nearest thing to a home away from home for the poisoned dwarf. He immediately starts the clean up and rebuilt effort starting with the subterranean levels. The furnaces receive his special attention. Once consecrated to the Mast of the Dark Furnace and fed suitable fuel they begin to crackle and spit delightfully.
He chats with those who visit the factory in person or just happen to wander close. To a man they agree to his noble request. Why not stay a while and lend a hand? These new helpers seems pleased to stay indefinitely but sadly some just can't take the strain. They become another casualty of war and another corpse bobbing about in the bay. Damn those goblins and their filthy kin. The god seems pleased at this new worship not to mention recent events and sends along a special friend.
The undeniable progress with the factory rebuild pleases the owners greatly. His "methods" on the other hand make them wide eyed and physically sick. There are angry words and threats with heated discussion all the way up to the council. Luckily it seems kick starting commerce in the town was the councils one and only prioirty. They needed Sandpoint back on track soonest else risk losing out to other trading ports.
The dwarves methods were foul but perhaps a "necessary evil" for the time being at least. The council could easily "throw him under the cart" once the port was restored. They asked if the same results could be achieved on other rebuilding projects? Why of course with suitable resource and support. Longer term such an enterprise would also turn a healthy profit for the council members.
Sensing now was the time he visits the big nosed map maker. The deep gome is introduced to his special friend and having been slapped silly completes the "labour management" paperwork in short order. The application to the Mercantile League was worded "labour management for use in Sandpoint reconstruction effort" in the hope recent events will influence their decision.
Silas was next on his list. He needed to firm up the supply side now Sandpoint appeared ripe for exploitation.
Drek (Great Character)
Duergar Slave Master from Nar-Voth
Initiate of Droskar, Master of the Dark Furnace
Lies As Easily As Breathing
Corrupt And Depraved
At Home In The Darkness
Guarded By Brutal Ogre Enforcer
Establish New Trafficking Network And Become High Overseer
Morbidly Obese Glutton
Skills (20/plus 4 max)
4 – Droskar Prayers
3 – Deceit, Resolve
2 – Resources, Contacting, Melee, Alertness, Stealth
Holy Symbol (stone arch over fire)
Stolen Ramel Stuff (Frosthammer Clerical Garb, Holy Symbol and Hammer)
Slaver Gear (manacles, chains, branding irons etc)
War Hammer (+2 Dam / Armour-Piercing)
Leather Armour (1 Minor consequence)
The Dark Smith, Master of the Dark Furnace
The God of Slavery, Toil And Cheating
See Through Glamour
Initiate (plus 1 to gods power and geas)
Divine Servitor x2
Domination – Command
Domination – Enslave
Create Element – Fire
Initiate: never speak to or help sun/light worshippers in any way.
Physical Stress: 5
Composure Stress: 7
Brutal Ogre Enforcer (Divine Servitor)
Divine Servitor of Droskar
Evil-looking humanoid with twisted features
Mirth in the most shocking acts of cruelty
Hunger for the flesh of intelligent beings
Deceptively cunning and sneaky
Towering mountain of monstrous muscle
Savage Fighter: use Might instead of Melee Weapons when fighting with 2H weapons
Oversized: plus 2 to Intimidation checks, plus 1 Physical stress, minus 2 Rapport
Thick-Skinned: plus 1 Physical stress
One Hit to the Body: once per session, pay a Fate point to ignore stress from one attack
Huge wickedly barbed club (plus 4 damage: Unwieldy)
Torn and burnt leather armour (1 Minor consequence)
Physical Stress: 7
Composure Stress: 4
x2 stunts = 4 plus 3 = 7 advances
quality x2 (plus 3/good), stunts x4, independent x1
Droskar (Pronounced DROH-skar)
Titles: The Dark Smith, Master of the Dark Furnace
Portfolio: Duergar God of Toil, Slavery and Cheating
Domains: Artifice, Charm, Darkness, Evil, Trickery
Favored Weapon: Hammer, natch.
Droskar is a dwarven deity with a very limited following among the surface-dwelling races. He believes that sufficient toil leads to eventual success, and that those who fail simply weren't trying hard enough. In the pursuit of this goal, Droskar believes that one should be free to do whatever is necessary to accomplish one's goal, even if that includes lying, cheating, the exploitation of others, or even worse crimes. His symbol is a stone arch with a fire burning beneath it.
Originally one of the greatest student smiths of Torag, it was discovered that he had been copying his work from others whom he had enslaved. For this he was cursed by the Father of Creation to never be able to create an original work and cast from the pantheon. Rejected, he searched for followers of his own, promising them salvation in return for ceaseless work or simply enslaving them. None of these helped him, however, or inspired any originality within the god.
Droskar's following began as a reaction against the bon vivant trends that pervaded the dwarven society of their day, instating a dreadful dogma of salvation through endless toil and brutal subservience to the Dark Smith, as Droskar was often called. The dwarves became slaves to their own industry, producing heaps of weapons, armor, and gear to appease their dark god. The wilderness around them was fed to Droskar's fires of industry, until the dwarves choked on their own black fumes and starved in the dust.
Droskar once held promise as the greatest of Torag’s students. Day after day he labored at the forge, and the designs he produced brought wonder and delight to all who beheld them. Droskar’s greed for power and respect outstripped his good sense, though, and Torag soon uncovered the truth: Droskar’s works were copies. He had kidnapped, imprisoned, and tortured a talented smith for the designs that garnered so much admiration. Torag’s wrath was great, but rather than slay Droskar outright, he cast the cheat out of his kingdom and cursed him to struggle forever in a fruitless quest to produce an original work. Droskar recruited worshipers by promising salvation in return for ceaseless toil, or enslaved them and forced them to labor, but his followers could not inspire Droskar to originality. His presence gradually faded from Golarion, and while most scholars believe him dead, certain ruined temple forges still carry whispered prayers inside their halls.
Though most Golarion scholars believe him to be dead, Droskar’s church is the primary faith of the duergar, and in his name they churn out arms and armor for various conflicts deep under the surface. He teaches that repetitive work leads to improved skill, and that if you push yourself far enough, you will achieve greatness. Those who toil and still fail in this endeavor are either not working hard enough or aren’t putting their heart into their work. He believes in using slave labor to allow craftsmen to focus on the creative aspects of work without worrying about minor details; slaves also provide convenient scapegoats when output doesn’t measure up to the expected standards. Among the faithful there is strong competition, as one who manages to create something exceptional or innovative must beware a rival or superior stealing it or taking credit for the achievement.
The god's followers have declined on the surface of Golarion over the millennia,but it is below its surface that his teachings have spread. Droskar is the dominant religion of the Darklands-dwelling race of dwarves known as the duergar. The rise of this new religion also saw the first appearance of a new undead monster associated with such endless toil: the forge spurned
Forge spurned are cursed, fiery undead creatures, doomed to stalk the living in order to gather new souls for their god Droskar.
"The choking order of smelted steel tinged with burnt hair and flesh wafts on a foul wind. The jangling of heavy chains echoes ominously. A hulking dwarf wrapped in heavy steel links approaches. Its face, hands, and body are riddled with glowing hot hooks and half-melted razor wire. Black smoke rises from its smoldering beard, framing its freakishly contorted face in ashy darkness. The tormented thing hefts a black iron hammer and as it charges the chains draping its form spring to life like metal serpents."
When a dwarven worshiper of Droskar perishes, he is brought before his divine lord and judged. If the Master of the Dark Furnace finds him unworthy he is pierced with burning barbs and returned to the world as an undead terror on an accursed errand to gather souls for Droskar’s Furnace. The penance varies depending on how displeased the master is with his subject. Lesser offenders need only capture ten or twenty souls to appease Droskar. Others are condemned to spend several lifetimes gathering hundreds of souls to earn a reprieve from their fiery torment. Most of these accursed cast-offs are dwarven smiths, warriors, or clanlords who failed to please the Master of the Dark Furnace in life. They are consumed with their need to forge their soul chains and prey upon any creature they feel they can easily best. If a forge spurned is felled and its chain taken by another, it seethes in dark fury. A forge spurned stops at nothing to retrieve its chain, lest it be forced to forge another, extending its period of burning torment.
Forge spurned often haunt their former homes, skulking in darkened dwarven halls or among the ruins of their people’s past glory. They prefer to remain below the earth where their malevolent soul forging goes unnoticed by others. Forge spurned often lair near magma vents, lakes of lava, or other hot environs that facilitate their sinister toil.
Equally skilled in both deception and combat, duergar are a repulsive offshoot of the dwarven race. Most at home in the lightless depths, they despise virtually every other race in existence. They hate dwarves above all others, though, and will ally with other creatures temporarily if it means a chance to spill the blood of their worse foe. Duergar are sometimes called gray dwarves
Duergar are sullen, insular, and tireless workers. They are always eager to acquire new slaves to supply their labor needs. The duergar don't waste slaves in the sort of cruel spectacles other evil races enjoy – they simply work their captives to death.
Dark dwarves have few good points aside from courage and determination. They are avaricious, short-tempered, sullen, violent, and ungrateful. Duergar nurse grudges for a lifetime and never stop counting the slights (real or imagined) they've received. They believe that might makes right, and they have no pity for those who are too weak to defend their property or themselves.
On the positive side, duergar believe in minding their own business (so long as other folks don't have anything they want) and working hard to excel at their chosen crafts. No obstacle daunts a dark dwarf who has settled on a goal. Duergar may not have much loyalty to anyone other than themselves, but they never leave a job half done.
Dark dwarves stand 4 to 4-1/2 feet tall, but are lean and hard compared to other dwarves. Their skin is a dull gray, and their eyes are black and cold. Male duergar don't have hair above their ears, but they often boast short, wiry beards of iron-gray or black. Most females are likewise bald, but some have short-cropped hair of dull black.
Duergar are universally disliked by all other societies, and even have trouble getting along with each other. They are churlish and hateful, and they have nothing to do with folk of other races unless they stand to gain something by it. Of the other races commonly encountered underground, duergar find svirfneblin (deep gnomes) the least irritating, since the gnomes are also outstanding artisans who value hard work.
Duergar absolutely loathe other kinds of dwarves as well as mind flayers because, according to duergar legends, thousands of years ago the rest of dwarf-kind abandoned the gray dwarves (as they were known then) to thralldom and misery under mind flayer rule.
Not all of Nar-Voth’s dwarves chose to abandon their ancestral homes in pursuit of the Quest for Sky at the onset of the Age of Darkness. A not-inconsiderable number heard the prophecies and the rhetoric of Torag’s faithful and found the very concept of the Quest for Sky to be foolish. These dwarves chose to remain in the Darklands, a choice that drove a permanent wedge between clans and shattered family bonds forever. Yet as they attempted to retain their hold on the mostly abandoned dwarven cities of Nar-Voth, they soon found that their numbers were too few to hold the defenses. These dwarves found themselves in a perpetual retreat, beset on all sides by troglodytes, derro, dark folk, and all manner of beasts, and as they retreated to small fortified portions of their cities they nursed a growing hatred for their kin, whom they felt had betrayed them and left them to die in the Darklands. In bitterness, this beleaguered remnant turned to one of Torag’s greatest enemies in their hour of need—Droskar the Dark Smith. Droskar gave the embittered dwarves a new prophecy—a prophecy of darkness and rebirth, of innovation and the promise of power. These dwarves, on the verge of extinction, accepted this bargain and turned their reverence toward this fell deity. As an outward sign of their corruption, acursed by their former god and dwarven brothers, all of the hair fell from their scalps (although their beards and moustaches remained), and their skin turned an ashen gray. They became known as duergar—“gray-faced” in the Dwarven tongue.
In exchange for this mark of both shame and fealty, Droskar imbued within the duergar an innate mastery of magic to help them survive. Many duergar learned to train the giant spiders and beetles of the Darklands to serve as mounts and guardians. With these changes, the duergar slowly began to reclaim ground lost in their years of headlong f light. The smallest of the Darklands dwarfholds were quickly retaken and secured, creating bastions from which the duergar could mount missions of vengeance and reclamation. Duergar society is brutal and filled with toil, as one might expect from a people dedicated to a deity like Droskar. Over the ages, they have modified and rebuilt the ancient dwarven cities, often trading in artistry for functionality. Their cities generally have little evidence of rebellious activity, vagabonds, extensive slums, or similar problems that often plague other cities, yet a duergar city is by no means a utopia. They are places of endless labor, where the only ones who work harder than the duergar to perfect their weapons and defenses are their hapless slaves—duergar are perhaps the Darklands race most dependant on slavery, although not out of necessity. To a duergar, the concept of forcing a lesser race to toil unto death is the greatest mark of personal success one can hope to achieve.
Sterile crossbreeds resulting from interbreedings between orcs and men or elves, ogres are violent, rapacious, and cannibalistic, although some can control their impulse enough to survive in civilization’s darker parts. Often tragic figures, many ogres (especially those with elven blood) make powerful magic users. Evil-looking humanoids with twisted features, massive strength, and an insatiable hunger for the flesh of intelligent beings, ogres are solitary creatures, dwelling alone in abandoned ruins, deep forests, or lonely moors. Bigger than a man, smaller than a giant, there's something of the orc or goblin about them. Most are brutish and dumb, but there are stories of terrible ogres who know sorcery.