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The Slayers Guide to Derro
The Slayers Guide to Derro
Date: 19 January 2011, 07:10

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Kicking off with an overview of Derro Physiology the author, Joseph Miller (also responsible for the forthcoming EA Familiars), delves into their origins, diet, lifestyle and psychology of these Dwarves. He also studies physical variations within the race, which manifest themselves as a range of new Derro-only feats, such as Sun-Braver and Shade-Stalker which can easily give seasoned adventurers who think they know everything a nasty surprise.
The Habitat chapter takes a look into the realms the Derro prefer and the rare occasions they are forced to move residence (often due to disastrous volcanic activity) before launching into Derro Society. Here, we are introduced to the highest caste of Derro, the Savant and the councils they form, as well as the Chosen of the race (the Sun-Bravers and Shade-Stalkers) and the Persecutors, who form the religious backbone of the Derro. Their technological abilities are also studied, along with their religious beliefs and the way this all drives their whole society. New magical items unique to the Derro are featured, such as the Mask of the Tormentor (a powerful religious item), Bonding Whips and the Tome of Forbidden Names, which greatly increases the magical capabilities of both arcane and divine Derro spellcasters.
Methods of Warfare covers ways Derro fight, both individually and as large groups - there are plenty of ideas here on how to launch attacks on other settlements or making your players lives miserable! New Derro arms and equipment are fully detailed, including new poison types, climbing saddles, knockout bolts and the Akave, a popular Derro weapon that combines the benefits of both the warhammer and the battleaxe.
After this, the Roleplaying with Derro chapter fulfils two functions - first, it provides the Games Master with plenty of hints and tips on how to portray Derro to his players without risking them becoming just another bunch of evil Dwarves (or like Duergar but a bit 'different'). It also provides new prestige classes to flesh out Derro characters and villains, such as the Persecutor, Savant and Taskmaster. New Derro spells will give this race a great advantage over players, as well as provide player arcane spellcasters with an impetus to uncover their spellbooks - after all, a
human or elf wizard with access to this magic is likely to be one of only a very tiny number on the surface world who can cast them. Great for building a unique character!
Scenario Hooks and Ideas gives the Games Master a set of jump off points to build scenarios upon so he can introduce Derro into his campaign immediately, and in a believable manner, and this is followed by a complete Derro lair, Finnius' Mine, which should challenge any mid-level party.
This book is wrapped up with a complete Derro Reference List, which provides stats for several Derro characters, from lowly warriors to their Savants and great leaders.

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