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Dystopia - into the world's eye

Started by SA, March 30, 2006, 07:19:03 PM

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SA

Technologies of Mýr

The â,¬Å"Arcaneâ,¬Â

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The Conflagrate

The Artifice Worlds

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The Counterfeit Realities

The Great Ã' ther

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Ulvenir

The ulvenir hail from Zaâ,¬,,¢anauril, the small archipelago located a little over a hundred miles west of the Corlainth mainland which is generally referred to as the Sunset Isles.  Despite heavily militant inclinations which pitted the various clans against each other for centuries, the ulvenir eventually united under one banner and one faith, crossing the waters to the nearby Corlainth.

Nowadays, the ulvenir occupy much of West Corlainth, with two powerful nations (both very much at odds with each other) striving for supremacy.  Ulvenir are known across the civilised world for both their brilliant minds and their reputation as a merciless warrior people, and their history is a peculiar mix of intellectual triumph and wanton butchery.
[spoiler]Personality: Ulvenir are a naturally predatory race, being both physically and mentally geared towards violence.  This is evident in their demeanour, which is usually reticent and inflexible, though they move swiftly to action when aggression is called for.

In interesting contrast, ulvenii minds are also surprisingly intuitive.  While they do not shirk from conflict when it is appropriate (they believe cowardice and ignorance are by far the most contemptible of traits), they are more than willing to consider the merits of alternative action if such alternatives would prove favourable, and their diplomatic tact is exceptional.

Their two greatest loves are therefore war and intellectual discourse, and it is with good reason that they are colloquially called the bloody philosopher race.

Physical Description: Ulvenir stand between 6 feet and 7 feet tall, and weigh from 200 to 300 pounds.  Males are typically larger and more muscular than women, though both sexes are usually thick-set and imposing.  In hotter climates ulvenir tend to develop jet black complexions, but cooler environs may result in dark to medium grey skin.  Their hair is straight and black, traditionally grown long, and often worn in dreadlocks (called gaovad).  Both their ears and canines are long and pointed; the former being somewhat mobile in order to increase auditory acuity, while the latter supplements their carnivorous appetites.  Their eyes range in colour from violet through to bright red, with rare instances of amber eyes.

Ulvenir are arguably the longest-lived terrestrial race, reaching physical maturity at 20 and living well into their second century.

Relations: Ulvenir strive to rise above unfounded prejudices against other races, as they understand that they would otherwise fall prey to the ignorance they hold in high disdain.

However, this willingness to comprehend others is usually self-serving, as it more often stems from pride and an innate sense of tactics than from compassion.  They understand that in order to have the best advantage they must be well informed, and understanding both their enemiesâ,¬,,¢ and alliesâ,¬,,¢ minds is paramount.

Of course, never let it be said that ulvenir are incapable of empathy.  They they are simply strategic creatures first, considerate only as an afterthought.

Names: In Calthaire, ulvenii names are composed of three parts.  The first part is their given name, bestowed upon them at birth by their clan chieftain, with a prefix that denotes their clan.  This is their only name prior to maturity, at which point they select an additional name for themselves, which is spoken before the birth name.  When an ulvenir is considered venerable by his clansmen, they bestow upon him an epithet that they believe best describes him.

An example is â,¬Å"Malluk (adult name) Mal (clan designator) Guersahst (birth name) the Foolâ,¬Â.

Zzari names are simpler, with a birth name followed by a family name.  The family name is preceded by a suffix that identifies the ulvenirâ,¬,,¢s status, and is therefore subject to change.

Male Names: Eirqart, Elmeit, Ezradda, Malluk, Sulqain, Taphomdaqos.
Female Names: Adromelech, Deodra, Elraide, Siennadrin, Tomei, Udrielech.
Clan Names: Albuchh, Cedruchh, Galbuchh, Malbuchh, Sidruchh, Urhdruchh, Zaelbuchh.
Family Names: Baelum, Melukk, Pueâ,¬,,¢athuras, Ries, Zaupaldheadiadem.
[spoiler]Ulvenir Racial Traits
    +2 Constitution, +2 Wisdom, -2 Charisma: Ulvenir are solid and tough, with a tendency towards thoughtfulness and introspection, but their tacit demeanour does not lend itself well to dialogue.
    Medium: As Medium creatures, ulvenir have no special bonuses or penalties due to their size.
    Ulvenii base land speed is 30 feet.
    +2 racial bonus on Spot and Listen checks:  Ulvenir have keen sight and hearing.
    +2 bonus on initiative rolls:  Ulvenir possess a martial instinct that allows them to quickly and accurately gauge combat situations.
    +2 morale bonus on saving throws against fear:  Ulvenir are stalwart combatants and unflinching in the face of danger.
[/spoiler][/spoiler]

Samkha

The origins of the samkha are a mystery, lest their own fanciful and fragmented creation mythos be taken as fact.  Their creation stories tell of their genesis by the fiery hands of the legendary smith, Gnntaltundt, who commanded them to war unceasing until the Last Word, when all the world would fall prey to the hunger of the Burning Mother.  As far as paleontological findings can tell, they seem to have simply sprung from the very golden sands of the Fyrlâ,¬,,¢n Desert in East Corlainth, not four thousand years ago, and no evidence exists of their presence prior to that point.

Once, the Hundred Houses of the samkha nation were united under the rule of the seemingly immortal Ash Queen, and their unconquerable Wind Empire was a scourge unto the lands of East Corlainth.  Now, however, their kingdoms are floundering and disparate, each noble lord besmirching the names of his peers and crying bloody war in the name of a forgotten sovereignty.
[spoiler]Personality: To call the samkha wild would be a gross understatement.  Their caprice defines them, their passion sustains them, and the seemingly unchecked chaos of the howling deserts in which they dwell is the greatest beauty they will ever know.

Every samkha lives for the moment, and this impulsive inclination is evinced in their behaviour, culture, relationships and warfare.  They believe strongly in the indulgence of emotion, and see their lives and environment as a medium through which they can express themselves.  Thus, they are strongly artistic creatures, and their every creation is highly ostentatious, often to the point of pretentiousness.

However, their passion is also their most disturbing element, as their behaviour in the face of any perceived slight (real or imagined) is one of fury and violent retribution.  For all their whimsy, the samkhan honour code is strict and cruel, and those who trespass upon a samkhaâ,¬,,¢s person invariably pay in blood.

Physical Description: Samkha are tall and lithe, with a thin but wiry frame. They average between 5 and 6 feet tall, and weigh from 85 to 140 pounds.  There is little size difference between males and females, though females are slightly more heavyset.  Samkhan skin has a metallic sheen, and can be any colour, though individual bloodlines are relatively consistent in hue.  They are uniformly hairless, and their eyes are jet black orbs.

Samkha reach maturity at age 15 and few live longer than 75 years.

Relations: Samkha communities are famous for their xenophobic tendencies, and their lands usually have draconian laws regarding the presence of foreigners (even among their own species).  They are not necessarily violent in their attitudes, but many regard non-samkha as less than animals, and violence is usually the result of such views.

Individually, they are often just as ignorant, with an innate tendency towards feelings of racial superiority.  However, if they dwell in a society dominated by races other than samkha, this view manifests itself as a politely condescending attitude rather than an aggressive one.

Names: A samkhaâ,¬,,¢s name has two parts.  The first part is the name of her noble house, which is shared by all her kin, and the second part is her given name, bestowed upon her at birth by her parents.

The only distinction between male and female names is the masculine indicator â,¬Å"Rhudâ,¬Â and the feminine indicator â,¬Å"Ydheâ,¬Â which is placed after the house name and before the given name.

Outside of Zukhet and Voht Yaltet the same conventions apply, but family lines that have lingered in foreign lands for extended periods often have bastardised pronunciations.

House Names: Ardtneyd, Dullkthat, Ghydre, Syui, Yaugge, Yâ,¬,,¢enkth.
Given Names: Fhrodâ,¬,,¢dt, Klrstaet, Oaulssthet, Sâ,¬,,¢qtoptaht, Vaultnandn, Xosâ,¬,,¢adtnendt.
[spoiler]Samkha Racial Traits
    +2 Dexterity, +2 Charisma, -2 Wisdom, -2 Constitution: Samkha are slender and swift, and they know a passion unequalled in any other race, but their whimsical nature often blinds them to reason.
    Medium: As Medium creatures, samkha have no special bonuses or penalties due to their size.
    Samkhan base land speed is 30 feet.
    Surefooted: Samkha have an instinctive knowledge of the shifting sands of their home.  Because of this, they gain a +4 bonus on all Balance and Tumble checks, and may take 10 on such checks in any circumstance.
    +2 bonus on Craft and Perform checks: Samkha are adept at personal expression.
    Heat Endurance: Samkha gain a +2 bonus on saving throws against fire effects.  They can exist comfortably in temperatures of up to 120Ã,° F without having to make Fortitude saves.
[/spoiler][/spoiler]

Soup Nazi

I highly recommend a perusal of Baennet Zzar. This has been my favorite part of Dystopia to date, and if you check out any part of the setting, that's the best example of Salacious_Angel's work IMHO.

Of course the entire thing is worth reading, but digesting the whole setting in one sitting isn't always possible. If you read Baennet Zzar however you'll be hooked, and come back for more. I assure you.

-Nasty-

Here is the link to his WotC thread since this one isn't yet completed.
http://boards1.wizards.com/showthread.php?t=590755
The spoon is mightier than the sword


SA

Woot!  Thanks nate, I'll consider myself officially pimped :afro:

Baennet Zzar is undergoing structural revision, so it might not be up for a few more days.  Calthaire will naturally be next, followed by the Wild, Dautat and Yeldte, then Das Dramurr, and so on in the order they are listed in the thread.  Trust me, folks, it's gonna be awesome!

Senkennomei

Fear my editing power!  :grrr:



Sorry...this is what happens when you give me a computer and way too much spare time...
"If anything in this life is certain, if history has taught us anything, it is that you can kill anyone." - Michael Corleone
My Gallery

SA

Indeed...

Well, the world history bit is up on the first post, and Baennet Zzar should be up soon; enjoy.

SA

Baennet Zzar is now up, though it aint finished yet.

Enjoy.

SA

Major cities of Baennet Zzar up and running.  Culture still to come, and both Religion and the various organisations need to be expanded.

Comments are mandatory.  For every viewing of this thread that is not accompanied by a post, a New English family will [size=36]DIE...[/size]  :chophead:

I will make sure of it myself.

Soup Nazi

Woah...drastic.

-Nasty-

P.S. you know my thoughts already I suppose, but I can't wait to see new stuff. What do you plan on writing about next?
The spoon is mightier than the sword


SA

Darn right, drastic.  Those New Englanders have it coming; all new and psuedo-english-like...

Even though I said I'd do them in order (which would suggest Calthaire), I wanna tackle Das Dramurr next.  It's kinda Gothic/Lovecraftian/World'o'Darkness-ish.

Soup Nazi

Are we talking something like 19th century London, Jack the Ripper, Masque of the Red Death kind of thing here? Becuase if that's the case you've got me hooked before you even start.  :chase:

-Nasty-
The spoon is mightier than the sword


SA

That's a good way of putting it, actually.  However, I want to avoid making Das Dramurr euro-centric.  It's kind of like 19th century London, but without the pretentiousness that seems so evident in literature from that era.  The human empire is... "gritty", for serious want of a better word; there is no upper class akin to that found in the Victorian era, and for all of its political clout it is far from a cohesive empire...

The rulers of Das Dramurr have sold their souls (to the Fell?  To the Hellkind?  To the Sanghhei?) and the nation is now in the thrall of ancient and terrible things unnamed...

But once again, the claustrophobic darkness of Masque is similar, though Das Dramurr is not quite so subtle.