About Duran Daemric Davadar
Duran Daemric Davadar is the heir to the Great House of Davadar. He is quite tall for a dwarf, has dark red hair and beard, and icy light blue eyes for which the Davadars are famous for. He has a stern look, and is quite charismatic, his appearance gives him an aura of nobility. Duran is known to be just but unforgiving, he is fond of surfacer brewed drinks of the humans, and he learned the more traditional art of battle against underground foes like aberrations instead of preparing to fight giants.
Duran grew up under tutelage of dwarven masters in the family estate at Stoneward Plains. Just like his two younger brothers and sister, he barely ever met his ever preoccupied and busy father Aemaric Duran Davadar. He was trained in the art of diplomacy and fighting since a child, and gave the Oath of Faith to Ereshkal before becoming an adult just as his father and grandfather did. He joined the Stonelords only a week after it.
After his education finished he began to help his father out in the merchant business, he was often seen as an escort to caravans in the underground Obsidian Road, but later he also helped creating new trade routes and sign deals at the negotiating table. Just like his father he believes that traditions are important and is not afraid of considering trade agreements with the surface dwellers in the South.
Duran was given Stonewood Castle as a test by his father to see how well he can handle the position, the city of Stonewood itself remained in the hands of the Mayor and his father so the income of the castle is barely enough for upkeep and supplies. Duran made quickly a name as a good merchant himself in the town as he bartered some deals of his own which made supplies cheaper and cut back unnecessary spending in the castle.
Duran is now the Lord Commander of Stonewood Castle, he has a duty to protect the same named town which connects the underground to the surface world with the garrisoned troops.
Racial and Class Details:
Favored Class: Stonelord
Current Magic Resistance: 6
+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
Medium: Dwarves are Medium creatures and receive no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Deep Warrior: Dwarves with this racial trait grew up facing the abominations that live deep beneath the surface. They receive a +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus on combat maneuver checks made to grapple such creatures (or to continue a grapple).
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid
Magic Resistant: Some of the older dwarven clans are particularly resistant to magic. Dwarves with this racial trait gain spell resistance equal to 5 + their character level. This resistance can be lowered for 1 round as a standard action. Dwarves with this racial trait take a –2 penalty on all concentration checks made in relation to arcane spells.
Mountaineer: Mountain dwarves are skilled at climbing and navigating narrow ledges. Dwarves with this racial trait are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb or Acrobatics checks to cross narrow or slippery surfaces.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Traits and Feats:
Rich Parents: You were born into a rich family, perhaps even the nobility, and even though you turned to a life of adventure anyway, you enjoyed a one-time benefit to your initial finances. Your starting cash increases to 900 gp.
Glory of Old: In your veins flows the blood of dwarven heroes. You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Tunnel Fighter: Caves and tunnels are a second home to you. While underground, you receive a +2 trait bonus to initiative checks and a +1 trait bonus on weapon damage rolls for critical hits (this damage is multiplied on a critical hit).
Eye for Quality: Early in life you learned how to see the innate value in any object. You gain a +1 trait bonus to Appraise checks and Appraise is always a class skill for you.
Great House Davadar is an important but not the most important noble family among the ten Great Houses.
The Davadars are heirs to a long family of hero protectors, builders, and merchants, but converted to their new faith of Ereshkal only 2 generations ago. Exact details about the origin of the family are lost to time but there is evidence that they were once members of an ancient clan before the Great Houses emerged.
For the Davadars trade routes with the surface and the roads underground is the lifeblood, they are somewhat traditional due to being old nobility, but consider trade with outsiders and being patron to arts (stone and metalcrafting, and recently gunsmithing) of high importance.
Ancestral lands of the family are the Stoneward Plains, which were expanded as the caverns got carved out more and strengthened, or lands got bought and inherited. Stonewood is the main source of income though due to trade with the surface, despite the mines on the Field. The castle itself doesn't give much income, its existence is tied to the welfare of the town and the supplies from underground.
The family while being ancient is currently one with the fewest family members.
Stoneward Plains: Large underground caverns in Marzol Mountains with fertile ground and a river, it is like an underground farm with villages and towns compared to the surface realms, and has an additional obsidian and gold mine. It is like an underground Duchy, and one of the two sources of influence and income for House Davadar.
Stonewood Castle: a castle which reaches deep into the ground and rises high into the sky on the southern side of Marzol Mountains. It guards Stonewood, a town where four trade routes combine into one road just before the road disappears underground. The castle has only one, usually blocked road to the town, while the normal movement and supplies go through the underground road network which connects the surface town and castle too the underground dwarven territories. Duran owns the castle as his father gave him the duty to protect the town and the trade routes, it is a test to see how good a heir he is.
Stonewood: The town was just an outpost before old Lord Davadar (great-grandfather of Duros) connected it with the great Obsidian road, carving out and constructing a new trade route hundred years ago after a forefather of the current dwarven King granted it to House Davadar. The town now is on the surface and acts as connection between the dwarven realms under Marzol Mountains and nearby human towns and cities. The name "Stonewood" comes from the simple fact that the location faced the mountain at north and a forest at south when it was founded. Now multiple roads pass through the forest which was long ago elven realm, a few elven rangers still roam the lands but security worsened due to bandits finding good opportunities to attack travelers between Stonewood and the human settlements hiding in the woods.
Religion of Ereshkal:
Ereshkal is a Neutral Good Earth/Underworld/Merchant goddess with access to Earth/Trade/Good/Defense/Death domains.
Also known as "Defender of Mountains", "Underworld Merchant", "Guardian of Traders", "Lady Commander of the Death Sentinels".
Favored weapon: earth breaker
Her symbol: a stylized mountain with a hammer before it, with its head towards the sky
Ereshkal's clergy (and most followers) never use a wooden symbol, instead, they wear an oval stone with the symbol on it.
Her usual appearance is that of a strong female dwarven warrior with a scar on the face and a two-handed maul in a richly adorned golden plate mail, or as stone golem with golden ore veins in it, or in some cases a beautiful female of any race (usually dwarf) with golden hair together with a shop stand she stands near at.
She appeared as divine entity only two dwarven generations ago, and it is unknown if she is a true dwarven goddess or if she has origins elsewhere. Be it either, her dogma fits the dwarven society well, and it was no surprise that her faiths spread quickly despite the suspicious looks of the followers of the more traditional gods. The the whole Davadar family converted to her faith, and that was the first time a noble Great House choose a patron other than the traditional deities.
The goddess is mostly known to be a patron for traders and guardians, Ereshkal's blessing is said to be aiding and protecting merchants thus. There is more to her than this first impression however, despite the protection she grants to dwarven community the opposition (usually the more traditionalist clergy of other gods) point out her ties to the undead and underworld as reasons she shouldn't be trusted.
Ereshkal is one of the few gods which allows undead followers and servants despite being good aligned. Just as majority of the gods granting positive energy channeling she opposes the souls of the dead be forced to do things against their own will. This is why all the undead followers she has serving herself or her faithful clerics have chosen to become undead of their free will. Clerics of her do not get the ability to rebuke and command undead, but she does grant the undead creation spells to the clergy. A fraction of her undead army known as Death Sentinels keeps watch at the Wall, bolstering the mortal dwarven forces there while majority of the undead forces remain at her divine plane, to protect her and the souls of the other faithful there.