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  1. Andorea WIP
  2. Lore

Deepwyrm Enclave Lore

Race: Duergar, Deep Gnomes
Government: Hive Council
Theme: Subterranean dominance, psionic control, ancient wyrm reverence


Origins & Ideology

The Deepwyrm Enclave emerged deep beneath Andorea during the late First Era, when early dwarven and gnomish societies delved too far and encountered vast caverns ruled by ancient wyrms—beings older than most surface civilizations. Rather than destroy the intruders, the wyrms imposed a brutal choice: submission, transformation, or extinction.

Those who survived became something new. Duergar and deep gnomes of the Enclave were reshaped by psionic pressure, isolation, and proximity to ancient minds. Over generations, individuality gave way to collective purpose. The Enclave believes that the surface world is unstable, wasteful, and doomed to collapse, while the deep earth endures.

The Deepwyrm Enclave represents order through unity—a society where survival is ensured by obedience, secrecy, and the suppression of personal ambition in favor of the whole.


Governmental Structure

The Enclave is ruled through a rigid, psionically reinforced hierarchy designed to eliminate dissent.

Key elements of governance:

  • The Hive Council

    • Collective ruling body composed of the most powerful psionic leaders

    • Members are mentally linked through shared consciousness rituals

    • Decisions are unanimous by necessity—dissent is psychically resolved

  • The Wyrm Regents

    • Ancient wyrms who serve as living symbols of authority

    • Rarely intervene directly, but their presence underpins all legitimacy

    • Thought to exert subtle mental influence over the Council

  • Node Overseers

    • Regional administrators controlling major cavern complexes

    • Responsible for production, defense, and population management

    • Selected based on psionic strength, not lineage

Citizens do not vote, protest, or rebel. Order is maintained through mental cohesion rather than fear.


Military & Internal Security

The Enclave’s forces are optimized for subterranean warfare and mental domination.

Tunnel Hosts

  • Heavily armored infantry trained for cavern and tunnel combat

  • Excel in choke-point defense and sudden overwhelming assaults

  • Often augmented with psionic enhancements

Mindshock Units

  • Elite psionic strike forces

  • Capable of disrupting enemy coordination and inducing fear or paralysis

  • Used sparingly to avoid collateral mental collapse

Wyrmbound Guardians

  • Fanatically loyal defenders stationed near ancient wyrm lairs

  • Equipped with relic weapons forged from deep-earth materials

  • Serve as both soldiers and sacred wardens

The Silence Ward

  • Internal security and counterintelligence division

  • Detects dissent, surface influence, and rogue thought-patterns

  • Enforces conformity through memory alteration or psychic severance


Foreign Relations Context

  • Allied with:
    None — The Deepwyrm Enclave is strictly isolationist

  • At War with:
    Ironhold Compact – Ongoing subterranean conflict over tunnels, resources, and territorial expansion

The Enclave does not recognize surface diplomacy as legitimate. To them, war is not declared—it is inevitable when boundaries are crossed.