Many believe the derro to have originally been dwarves that dug too deep and stumbled across some great evil far below, and the physiology of the shallow derro does seem to mirror dwarven biology, if smaller. They stand between 3 and 4 feet tall but weigh less than the average dwarf; about 110 pounds. Most derro have pale blue or grey skin, though there are cases of families with mottled purple skin, while their hair is almost exclusive pale, often white or serverely washed out shades of yellow or brown. Many derro appear to have clouded eyes, or in rare case no irises at all, but this does not impare their vision. While exposure to the deep ones has shortened the lifespan of derro, it is not unusual for one to live close to 200 years if not struck down by illness or attack.

the earth, as far from the monstrosities as they could manage and there built towns and eventually cities.

Derro are, for the most part, a murderous and insane people, driven to madness by the mutterings of ancient evils that live in the deepest and darkest parts of the world. Several centuries ago however, a mutation in their genetics created a new breed of derro; one resistant to the whispers. Over many generations these derro were outcast and, in most cases, slaughtered but enough escaped for the mutation to survive. Hiding in the shadows, resistant enough to keep their own minds but without the strength of will to leave their deep homes, they bred and evolved. With time, these altered derro grew bolder, eventually freeing themselves completely from the compulsions of their past and headed towards the surface. They found the light of the sun was difficult to cope with and so these Derro moved to the shallower caverns of

And they were led from the depths, far from the whispers of the deep ones, to the shallows of the world where they could live free from the twisted creatures that had for so long poisoned their minds

Slow To Trust

Many of the surfaces races still distrust the shallow derro, unable to overlook the similarities to their deep brethen, though not to the point that they have attempted to drive them back to the depths. This amnimosity has in turn led the derro to be slow to trust members of other races with one noticable exception.

The derro, for their own reasons, have tried to restablish links with their presumed ancestors; the dwarves. While they are not happy to share such a connection, the dwarves have taken better to the derro than most, even establishing trade routes to connect the derro with parts of the surface world. It is not unusual to find dwarves in the derro's shallow cities, especially mercenaries who act as additional guards in the larger cities.

Council Led Society

Each derro cities is governed, for the most part, by a council of elders deemed the prominent members of the city in their respective fields. Elders are often master craftsmen, tacticians, historians, warriors or negotiators. During times of war the council weild more power, primarily when under attack from deep derro, with the tacticians and warriors taking the most control of the city. The deep derro seem to seek the destruction or reintegration of the shallow derro and as such the attacks are reasonably common, though often from raiding bands rather than a full army.

Eldritch Survivors

If the dwarves are brawlers of the shallows, the derro are the casters. Though they try to distance themselves from the creatures that altered their biology, shallow derro still harbour some small element of this power, which often manifests itself in some form of magical ability. Many derro take up enchanting and magical crafting though it is not uncommon for them to train to become sorcerers, wizards or, more rarely, warlocks. Above ground expeditions will often take these more actively magical derro with them for protection. While the derro do not exhibit the blacksmithing skills of their distant cousins, they far surpass them in the creation of other magical items. Many craftsmen will accept commissions from cities and send them out with the surface expeditions.

Derro Names

Many derro choose to take names from their surface dwelling cousins, using dwarven forenames with family names more suitable to their arcane inclination over the smithing bent of dwarven clan names. Some still choose to use deep names, often using something akin to a duergar family name.

Male Names: Alberich, Belwar, Bruthwol, Dain, Diirzan, Durthmeck, Einkil, Fakamiirn, Flintm Horgar, Ivar, Kildrak, Kronthud, Murghol, Oskar, Rangrim, Rurikm, Schneltheck, Securiin, Thangardt, Thulwar, Tordek, Travok, Vondal, Walschud

Female Names: Amber, Beliss, Brilmara, Dagnal, Dorthis, Durthee, Gunnloda, Hlin, Ivridda, Lulthiss, Mardred, Olga, Schnella, Torbera, Thulmarra, Ulara, Weltha

Family Names: Balderk, Dankil, Firehand, Gemcutter, Goldcrown, Holderhek, Ironthew, Loderr, Seamfinder, Stonecutter, Strakein, Ungart

Shallow Derro Traits

Your derro character has an assortment of inborn abilities common to the derro of the shallow caverns.

Ability Score Increase. Your Dexterity, Constitution and Charisma scores increase by 1.

Age. Derro mature similarly to dwarves, being considered young until about 40. They can live to around 200 years.

Alignment. Though shallow derro have thrown off their evil past, they retain their chaotic nature with most of them being chaotic neutral, though those of a more lawful or good mindset do exist.

Size. Derro stand between 3 and 4 feet and weight a little more than 100 pounds. Your size is Small.

Speed. Your base walking speed is 25.

Superior Darkvision. Having spent your life underground, you have superior darkvision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of gray and blue.

Eldritch Resistance. Your ancestors threw off the controlling abilities of an ancient evil and this power still lingers in your mind. You have advantage to save against any effect that would leave you frightened, charmed, or otherwise controlled.

Magical Artifact Proficiency. Your race grasps the usage of magical items faster than most. As such, you feel at ease using them. While you are attuned to a magic item, you are considered proficient with it. You must still meet a magic item's requirements before attuning to it.

Stop the Whispers. As an action you may cast Silence centered on yourself as a 2nd level spell. When cast this way the spell also blocks all forms of telepathic communication. You may not use this ability again until you take a long rest.

Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to percieve is in direct sunlight.

Languages. You can speak, read, and write Common, Undercommon and Dwarven.