Duerva Species in The Coin | World Anvil
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Duerva

People of the deep earth, often obsessed with perfection – The Colonies of the Duerva cut through the very flesh of the world, occasionally breaking through into the boundless Hollow World. Exposed to various gasses and diseases in the course of their explorations, Duerva have slowly mutated over the centuries to their current form, hairless and pink and taut-skinned. Most Duerva wear masks of office and rank like a human captain might wear a badge.

Basic Information

Anatomy

Duerva are bipedal humanoids that, under all their robes and masks are clothes, look something like a stocky naked molerat.   At a glance, Duerva appear somewhat hideous to most races; all Duerva are hairless, with taut pale skin ranging from pink to gray. Duerva stand between 4 and 5 feet tall and average about 150 pounds, and their eyes are dark in color with almost no variation to speak of. When unmasked, Duerva have an appearance not dissimilar to a naked mole-rat, though the face is less protuberant and the eyes larger in proportion (though small by human standards).   The lack of variation runs deeper still – Duerva are almost indistinguishable from one another at a glance, even for other Duerva. The cruel irony is that despite the shocking nature of their appearance, all Duerva faces are perfectly symmetrical. Unless altered in some way, all male and female Duerva are very similar looking to one another, and nearly impossible to tell apart at a glance for the average non-Duerva.

Biological Traits

Accustomed to life underground, Duerva have superior vision in dark environments, though they are effectively colorblind in these situations.   Due to the caustic and often dangerous elements of their native underground environment, Duerva have evolved a powerful resistance to fungal and poisonous elements, and are far less likely to contract natural diseases than other species.   Duerva also appear to have no decrease in reproductive ability due to the onset of age. In fact, Duerva appear to have no true form of "aging" in the way other species might experience it after reaching effective adulthood. There are no recorded instances of a Duerva dying of "old age" in any recorded document, and there are examples of Duerva living over 300 years before falling prey to violence, accident, disease or other forms of "unnatural" death.

Genetics and Reproduction

Duerva are mammals, with a similar gestation period to humans despite their long lifespans. Duerva are more likely to have twins than humans - 1 in 200 Duerva is a twin, as opposed to humans 1 in 250.

Growth Rate & Stages

Duerva mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years.

Biological Cycle

Of note is that most Duerva have some difficulty adapting to surface schedules if they integrate into non-Duerva societies. Duerva that are born and raised in semi-subterrainean environments do not have a circadian rhythm to their sleep patterns, instead sleeping in short bursts when they are tired. This is a learned behavior, but there is a biological reinforcement to the behavior as most Duerva appear to prefer napping repeatedly to long bouts of sleep.

Additional Information

Social Structure

Traditional

  Duerva refer to most settlements as "colonies," with each colony loosely organized around a sort of caste system, with family organizations called Kahram. The scope of this system changes based on the scale.
At the top of the castes is the Hizoi, a sort of ruling caste that make up the leadership of Duerva societies. They are often administrators, politicians, and the entirety of the legal professions.   Below that is the Aytesch, a caste of the educated and skilled, often religious leaders as well. This caste is associated with Architects, Engineers, Occultists, Physics, Priests, and Advisors.   Below that is the Khazari, the warrior and soldier caste. This includes most military professions and intelligence gathering, but is also associated with professions of transportation and public order. A caravan's captain is likely Khazari, even if the teamsters are not.   Below the Khazari are the worker castes, comprised of three distinct groups: The Khetzer, The Skizer, and the Ghim.   The Khetzer is the caste associated with physical labor. This includes construction, agriculture, fishing, raw material gathering, and sanitation.   The Skizer is the caste associated with non-laborious skilled professions. This includes artisans, culinary professionals, and craftsmen.   The Ghim are the "soft workers," or those that primarily do work that requires significantly less physical labor than the Khetzer and Skizer. This includes educators, artists, child-rearers, entertainers, financiers, and merchants.

Variance

  The caste system detailed above is reconfigured amongst the Baharzi following the Black Boot Revolution that overturned much of Duerva society. Amonst the Baharzi, the caste system has been equalized, and Kahram no longer dictate a person's career or place in society.

Perception and Sensory Capabilities

Seemingly adapted to life underground, Duerva have superior vision in dark and dim conditions, but cannot discern color in darkness, only shades of gray.

Civilization and Culture

Naming Traditions

Male First Names

Male First Names 
Abeurun, Aboon, Abur, Abur, Afik, Ahar, Ahar, Aitxer, Akar, Azar, Azeurur, Azoor, Azra, Azra, Bahra, Bahra, Bahra, Bahra, Bahun, Bahun, Bahun, Bahun, Bashar, Bashar, Bashar, Bashar, Beshkar, Beshkar, Beskeetxer, Beskeetxer, Chaeurch, Chaeurch, Chatscer, Chatscer, Chatscern, Chatscon, Chay, Chay, Chee, Chee, Chey, Chey, Chzay, Chzay, Eabeurn, Eabeurn, Eabur, Eabur, Eafik, Eahar, Eahar, Eaitxer, Eakar, Eazar, Eazeurch, Eazeurch, Eazra, Eazra, Ebuer, Ebuer, Ebuer, Ebuer, Ebuern, Ebuern, Ebuon, Ebuon, Ehar, Ehar, Eitxer, Ekar, Eshar, Eshar, Eshfik, Eshhar, Eshhar, Eshra, Eshra, Eshuerr, Eshuerr, Eshzar, Euruchar, Euruchfik, Euruchhar, Euruchra, Euruchuerch, Ezeurur, Ezoor, Graiz, Graiz, Grazi, Grazi, Greez, Greez, Grinazchi, Grinazchi, Grinazro, Grinazro, Grineurza, Grineurza, Grinizro, Grinizro, Griz, Griz, Grizi, Grizi, Gruerzin, Gruerzin, Gruesno, Gruesno, Gruezno, Gruezno, Gruezzen, Gruezzen, Hizay, Hizay, Hizee, Hizee, Hizey, Hizey, Hizzay, Hizzay, Ihar, Ihar, Ihar, Ihar, Iitxer, Iitxer, Ikar, Ikar, Ishar, Ishar, Ishar, Ishar, Ishfik, Ishfik, Ishhar, Ishhar, Ishhar, Ishhar, Ishkar, Ishkar, Ishra, Ishra, Ishra, Ishra, Ishuerch, Ishuerch, Ishuerr, Ishuerr, Ishzar, Ishzar, Iskeetxer, Iskeetxer, Izcher, Izcher, Izcher, Izcher, Izcher, Izcher, Izcher, Izcher, Izchern, Izchern, Izchern, Izchern, Izchon, Izchon, Izchon, Izchon, Izeurch, Izeurch, Izeurur, Izoor, Khatzscer, Khatzscer, Khatzscern, Khatzscon, Khay, Khay, Khee, Khee, Khey, Khey, Khizhay, Khizhay, Khizhay, Khizhay, Khzay, Khzay, Mazchi, Mazchi, Mazro, Mazro, Meurza, Meurza, Mizro, Mizro, Nenazchi, Nenazchi, Nenazro, Nenazro, Neneurza, Neneurza, Nenizro, Nenizro, Oochar, Oochhar, Oochra, Oochuerch, Oochzar, Raiz, Raiz, Razi, Razi, Reez, Reez, Riz, Riz, Rizi, Rizi, Rraiz, Rraiz, Rrazi, Rrazi, Rreez, Rreez, Rriz, Rriz, Rrizi, Rrizi, Schay, Schay, Schay, Schay, Schay, Schay, Terzin, Terzin, Tesno, Tesno, Tezno, Tezno, Tezzen, Tezzen, Tizra, Tizra, Tzay, Tzay, Tzerk, Tzirk, Tzurk, Uehar, Uehar, Uekar, Uekar, Uerzesh, Uerzesh, Uerzesh, Uerzesh, Uerzesh, Uerzesh, Ueshar, Ueshar, Ueshkar, Ueshkar, Ueshra, Ueshra, Ueshuerch, Ueshuerr, Ueshzar, Ueshzar, Uestscar, Uestscar, Uezoor, Ueztscer, Ueztscer, Ueztscern, Ueztscon, Xezra, Xezra, Xezra, Xezra, Xierzin, Xierzin, Xiesno, Xiesno, Xiezno, Xiezno, Xiezzen, Xiezzen, Yeehar, Yeehar, Yeeitxer, Yeeitxer, Yeerzesh, Yeerzesh, Yeerzesh, Yeerzesh, Yeerzesh, Yeerzesh, Yeeshar, Yeeshar, Yeeshfik, Yeeshfik, Yeeshra, Yeeshra, Yeeshuerch, Yeeshuerr, Yeeskeetxer, Yeeskeetxer, Yeestscar, Yeestscar, Yeezeurur, Yeeztscer, Yeeztscer, Yeeztscern, Yeeztscon, Yeybuer, Yeybuer, Yeybuer, Yeybuer, Yeybuern, Yeybuern, Yeybuon, Yeybuon, Yeyhar, Yeyhar, Yeyitxer, Yeykar, Yeyzeurch, Yeyzeurch

Female First Names

  Female First Names
Abeurun, Abur, Ahila, Anewa, Anra, Aun, Bahra, Bahra, Bahun, Bahun, Bashila, Bashila, Bemlili, Bemlili, Chaeurchi, Chay, Chee, Chey, Chnay, Eabeurn, Eabur, Eahila, Eaitxili, Eaneurchi, Eanra, Eaun, Ebuili, Ebuili, Ebuilin, Ebuon, Ehila, Eitxili, Enewa, Eshhila, Eshila, Eshra, Eshuilir, Eshun, Euruchihila, Euruchi, euruchila, Euruchira, Euruchiun, Grain, Grani, Green, Grin, Grinanchi, Grinanro, Grineurna, Grini, Grininro, Gruennen, Gruenno, Gruesno, Gruilinin, Hinay, Hinee, Hiney, Hinnay, Ihila, Ihila, Iitxili, Iitxili, Imlili, Imlili, Inchili, Inchili, Inchili, Inchili, Inchilin, Inchilin, Inchion, Inchion, Ineurchi, Inewa, Ishhila, Ishhila, Ishila, Ishila, Ishra, Ishra, Ishuilichi, Ishuilir, Ishun, Ishun, Khacili, Khatili, Khatilin, Khaton, Khay, Khee, Khey, Khinhay, Khinhay, Khnay, Manchi, Manro, Meurna, Minro, Nenanchi, Nenanro, Neneurna, Neninro, Rain, Rani, Reen, Rin, Rini, Rrain, Rrani, Rreen, Rrin, Rrini, Schiay, Schiay, Schiay, Tennen, Tenno, Tesno, Tilinin, Tinra, Tnay, Uhila, Uhila, Uhmhila, Uhmhila, Uhmitxili, Uhmitxili, Uhmlili, Uhmlili, Uhmnewa, Uhmntscili, Uhmntscili, Uhmntscilin, Uhmntscon, Uhmshila, Uhmshila, Uhmshra, Uhmshra, Uhmshuilichi, Uhmshuilir, Uhmshun, Uhmshun, Uilichi, Umilinesh, Umilinesh, Umilinesh, Umilinesh, Umilinesh, Umilinesh, Umybuili, Umybuili, Umybuilin, Umybuon, Umyhila, Umyitxili, Umyneurchi, Xenra, Xenra, Xiennen, Xienno, Xiesno, Xilinin 

Surnames

Duerva tend to use a surname that reflects their kahran.

Major Organizations

Black Boot Collective: Responsible for the overthrow of the caste system amongst the Bahrazi and the construction of the sociopolitical reformation that defines Bahrazi society today.

Beauty Ideals

Duerva are so similar in appearance to one another that is often difficult to tell one Duerva from another, even for other Duerva.   The physical body is seen as taboo to expose, and Duerva wear elaborate armor, robes, and masks to conceal their pale pink skin from the harshness of the environments around them. Beauty and Identity are things to be made and purchased and worn.

Gender Ideals

There is little difference in how male and female Duerva are seen in Duerva culture, other than for reproductive purposes.

Relationship Ideals

Reproductive Relationships

Naming conventions help to identify reproductive identities. but even these are flexible, as the many "male" and "female" suffixes to names (for example, "ern," and "ili") are often not used at all, especially by those either disinterested in a relationship that leads to reproduction, or those that have already partnered with someone in reproductive relationships.  

Non-Reproductive Relationships

Non-reproductive romantic or recreational relationships are not uncommon. They can be long term or short term.

Average Technological Level

Duerva are the first species with a written language in Thamrysis, and are master gemcutters, miners, alchemists, brewers and have developed several means of long-distance travel unique to their underground abodes.

Major Language Groups and Dialects

Duerva

Culture and Cultural Heritage

The similarities in Duerva appearance has lead to the cultural practice of Duerva to wear masks. All Duerva living among other Duerva wear a mask that serves as their public face – after all, being able to tell your father from your wife is a necessary part of civilized society. These masks are extremely personal, and most Dwuerva would see a Duerva without their mask as a human might see another human with their genitals hanging out.   Duerva operate in an extremely ordered society. Most of Duerva economy, culture, and arts draws from the belief that there is a perfect form of the world, and that the Duerva can unlock this perfection if they can reintroduce their deities into this plane of existence. The average Dwuerva accepts as an article of faith that the world is imperfect and can be improved, and even the least zealous find themselves working towards fixing things they find that aren’t working, be they crossbows or kingdoms.   Ruled by the Elected Prefects, Duerva consume what they need, work what is needed, and give what others need to create a society that is scale-able and modular, allowing Dwuerva kingdoms to operate with little to no input from other kingdoms and still retain cultural totality.

Common Taboos

Masks are never to be removed, and a mask should accurately depict a persons social standing, profession, and role in society.

Common Myths and Legends

Religion:   Apeirodwuei is the name of the many-and-one deity of the Duerva, a gem-like deity of enlightenment and perfection. They believe that this entity is the perfect essence of creation crystallized into a form knowable to mortals. Written along the facets and edges of Apeirodwuei’s many sides is the history of the entire world, and trapped within is the quintessence of pure creation.   Apeirodwuei is depicted as two pyramids intersecting, one pointing up and one pointing down, in a circle.   The Palatines   Known as “the palatines,” the other gods of the dwuerva are manifestations of the pure oneness of Apeirodwuei, and represent different aspects of creation and existence.   Merkura: An Cubic emerald of “plant” or “earth” material, compassion and abundance. Domains: Nature, Death   Arietur: A Ruby Tetrahedron of Fire, courage, and creation. Domains: Light, Life   Demeri: An Amethyst Octahedron of Air, cleansing and protection. Domains: Protection, City   Veniska: A Sapphire Icosahedra of Water, focus, and change. Domains: Knowledge, Trickery   Adamith: A Diamond dodecahedron of quintessence, purpose and higher knowledge. Domains: Arcana, Forge
Lifespan
350 years.
Average Height
Duerva stand between 4 and 5 feet tall.
Average Weight
Average about 150 pounds.

Duerva

Ability Score Increase +2 Con, +1 Str
Size Medium
Speed 25 ft, unreduced by Heavy Armor use.

Darkvision: Accustomed to life underground, you have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only shades of gray.   Dangerous Environment: You have advantage on saving throws against poison or disease, and you have Resistance against poison damage. You can move across difficult terrain made of earth or stone without expending extra movement.   Built to Last: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. You have proficiency with light and medium armor.

Languages. Dwuerva can speak, read, and write Common and Dwuerva. The Dwuerva runes are one of the oldest written languages, and many other people use Dwuerva for their own writing. You can recognize and identify non-Dwuerva languages that use Dwuerva runes, but you cannot read a non-Dwuerva language unless you learn it as well.

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