Of Crowns and Conquest (3.5e Campaign Setting)/Cultures

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Canim[edit]

Most Canim live in ancient rain forest of Aldwood, living in small close knit communities of several packs. Canim love the thrill of the hunt, and form bonds with their packmates that replaces their family unit.

Personality[edit]

Canim are very passionate creatures; however their passion is not to be confused with impulsiveness. While Canim are very quick to act, they rarely place themselves or their pack in harms way. Canim are fiercely loyal, and pride themselves in their ability to quickly adapt to any situation. Canim love the thrill of the chase, and usually enjoy the act of hunting their prey as much or more than the actual reward at the end. Canim are not afraid of conflict but rarely will engage in combat if they don’t believe themselves or their pack to have the upper hand, waiting instead for the perfect opportunity to strike.

Relations[edit]

Camin are welcome among all races, and seen as a valuable asset to society. They are the ideal loyal companion and are often hired to escort travelers and merchants, often accompanying Merfolk on the overland trade routes. Canim are well liked by the Septheon races, and their combat prowess has garnered them the respect of both the Centaurs and Wyrmkin. Canim tend to be indifferent towards the Marik.

Alignment[edit]

Canim are usually true neutral, placing their own survival and the wellbeing of their pack above all else. Naturally there are many outliers to their society that do not fit the norm, especially those Canim who live in large cities or within another races civilization.

Canim Lands[edit]

Most Canim live in the Aldwood Rainforest, located between the Centaurs in the badlands to the north and the Loxodon plains to the southeast. Canim maintain one of the ancient wellsprings of Krypteia, located deep in the heart of the Aldwood amongst Titan ruins. They represent the furthest reaches of civilization, although some might argue the the majority of Aldwood is untamed wilds with pockets of society. The distance and dangers of travel within Aldwood keep traditional Canim society pretty insulated from the rest of the world, only visited by merchants, the wealthy and of course all of the artisans hoping to craft their goods at the wellspring.

Religion[edit]

Canim worship the Seven Titans; Gods who lived amongst the Canim from the very beginning of their civilization and helped shape Canim society. They are referred to as the Packleader, the Denmother. the Hunter, the Huntress, the Builder, the Druid, and the Stalker. Canim believe that the Seven have left the plane of Krypteia and exist in a separate plane where they hunt eternally.

Language[edit]

Canim speak the common tongue.

Names[edit]

Canim’s full name consists of: their first name, the name of their mother, and the name of their pack or home. Husbands take on their wives pack or home name. (Canim names and places tend to be derived from Romanian)

Adventurers[edit]

Canim adventurers may be motivated by the thrill of seeking new challenges or even the desire to explore new places. They are far more likely to adventure with a party rather than alone. Most Canim spend some portion of their long lives adventuring and living among other races.

Economy[edit]

Canim do not export much to the other races, and is largely self sufficient. Of course most everything they do has some sort of relation to the wellspring: a place of unparalleled natural beauty, a source of magical power that can be infused into items, a place of magical healing and home to the Mulo College, the Alma Mater of some of the most noted spell casters in history. The Aldwood wellspring is one of the few accessible wellsprings in all of Krypteia, and is a destination spot for many. The demand for the wellspring far outweighs its accessibility. The majority of the population is semi-transient; there for extended stays while waiting for a spot to open in the Mulo College, their miracle to happen, or their crafted items to be chosen. The wellspring is a major source of income for the Canim, and a great many of them sell trinkets, "wellspring relics" and even wellspring "water."

Centaur[edit]

Centaur live in a strict matriarchal society, full of traditions and taboos. They do not have typical family units but rather group themselves into tribal units.

Personality[edit]

Centaurs believe that decisions affecting the entire tribe must be met and discussed as a group. Often the oldest female takes charge of the meeting, but it is not uncommon to have a charismatic younger female lead the discussion. Centaurs treat each other with respect, and believe that bad deeds are always punished, so they are careful not to commit them. There is no magical training in the highlands and as a result there are no real spellcasting Centaurs among the tribes. Magic makes Centaurs uneasy, they prefer the potions of their medicine women. Centaurs are a tough race, a necessary trait for survival in the highlands, however they are extremely compassionate with each other, and tend to form close relationships.

Relations[edit]

Centaurs do not like the other races, and typically kill them on sight except for the Merfolk whom they trade with. This makes life quite difficult for those Centaurs whom have been banished from the highlands as there is no small amount of animosity felt towards them.

Alignment[edit]

Centaur are almost exclusively lawful, and have neutral tendencies. Centaur Lands: Centaur live in small tribal communities, the females and children live together in villages. Male Centaurs either roam the highlands in parties or they are out tending to the herds. Once every decade the tribes will gather for several months in a great festival, otherwise the various tribes tend to stay to themselves.

Religion[edit]

Centaur worship numerous nameless nature spirits. There is no organization or clergy, but traditions are passed down from one generation to the next. Centaur perform a ritualistic great hunt every decade as a rite of passage into adulthood for males. Every male Centaur over the age of 11 who has not completed a hunt must head out in search of a rare rock the Centaurs refer to as "God's tear". The party is not allowed to ever return to the tribe until they have found and brought back a tear. These Centaur parties can be gone for years and some spend their whole lives searching. Only Centaurs who have returned with tears are considered full adults and allowed to mate, those who have failed and given up are never allowed back into the village, they live on the outskirts with the herds. The Centaur males that have completed their trials do not live within the village either, but they frequent it regularly as well as accompany females on hunting trips.

Language[edit]

Centaurs speak common, their individual tongues fell out of use when the Merfolk introduced common to them.

Names[edit]

Centaurs do not have names but rather descriptions of them, such as Runs-with-Wind. (Centaur names and places tend to be derived from Cherokee)

Adventurers[edit]

Centaur adventurers are most likely those who have been banished from centaur society. They rarely are able to find work outside of the highlands doing anything but adventuring and only with an open minded party. Most Centaurs have to resort to banditry to stay alive.

Economy[edit]

Centaur are pastoralists, surviving mainly on the various herds that they move from pasture to pasture throughout the year. Centaur do not have a form of currency and instead barter for goods and services. They rely heavily on Merfolk merchants to bring them goods. Centaur potions are extremely effective and their strength has been unable to be replicated amongst the wellspring races resulting in a high demand for them. The highlands also contain lost ancient ruins full of wondrous items that are occasionally found by the roaming Centaur parties. Centaurs pass out all that they can use from the sites and trade the rest to Merfolk for goods that provide small conveniences in their rough lives.

Loxodon[edit]

Loxodon are a family oriented species, most Loxodon can trace their lineage back to the time of the Seven, when their Gods walked among them. Loxodon kingdoms have a small standing military but a large pool of militia to draw from in times of war.

Personality[edit]

Loxodon are intelligent and highly spiritual beings, slow but immensely powerful. Loxodon are more often amused than excited, and more likely to be curious than greedy. Loxodon have one of the longest lifespans, usually living about twice the average age of other species. They tend to keep a broad perspective on events, keeping in mind their long religious and family histories. Loxodon consume food for substinance rather than pleasure, and can eat anywhere from 50 to 150 lbs of food daily. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and serious insults with righteous vengeance.

Relations[edit]

Loxodon are known for their good judgement and are frequently called upon to be arbiters in disputes. They are frequently found in other cultures as priests of the Seven, or in a military role. Many wealthy individuals prefer to have Loxodon bodyguards which is seen as a status symbol due to the enormous cost of feeding and equipping them. Loxodon prefer not to associate with the Centuar, Marik, Wyrmkin and Servitor do to their foreign religions. Merfolk are seen as a vital asset and are tolerated, general Loxodon belief is that the Merfolk’s Drowned God was one of the Seven.

Alignment[edit]

Loxodon are very lawful; most Loxodon living by various codes, which tend to be good.

Loxodon Lands[edit]

Loxodon lands are ruled jointly by Monarchs and Curates. Monarchs are hereditary leaders in charge of watching over the good of the realm while the Curates are the religious leaders and are vocal advisors to the monarchs and are in charge of caring for the peoples of the realm. The plains that the Loxodon live in are extremely fertile and support their agricultural society; a necessity considering the vast quantity of food they consume.

Religion[edit]

Loxodon worship the Seven Titans, Gods who lived among Loxodon at the beginning of their civilization and helped shape Loxodon society. They are referred to as the Father, Mother, Defender, Virgin, Harvester, Healer and the Stranger. Loxodon believe that the Seven are lying asleep until they are needed again, and that they have been tasked by the Seven to tend to the world. Devout Loxodon never eat sweets and travel on foot whenever possible, looking down on those who travel by litter or cart.

Language[edit]

Loxodon speak common and titan, a dead language used by the Seven.

Names[edit]

A Loxodon’s full name is granted to them in their twentieth year by their family patriarch upon reaching adulthood in accordance with tradition. Every proper Loxodon name has been used and reused down through the generations. A Loxodon’s name is not his own, rather it belongs to his family. If he misuses it or brings shame to it the family will strip him of it. A Loxodon stripped of his name is forbidden by Loxodon law to use any Loxodon name in its place. (Loxodon names and places tend to be derived from French)

Adventurers[edit]

Every Loxodon is required to have served 4 years in the standing military force and guardsmen of their kingdoms. After their required service some Loxodon choose not to return to farming or the city life but head out in search of adventure.

Economy[edit]

Loxodon are the primary consumers and producers of agricultural products, their main exports being grains, fruits and vegetables, but they have thriving ranches that produce dairy, leather and wool in addition to meat. Loxodon especially enjoy bark from trees and it is one of the most regulated commodities due to the presence of bark poachers. Loxodon lands also have easily accessible marble and unique alchemical materials. The large and diverse cities typically inhabited by Loxodon have virtually any goods available, however Loxodon typically purchase virtually all of their arms and equipment from the Scarab peoples and their vehicles tend to be Vedalken wrought to withstand their immense size.

Marik[edit]

Marik live in the dense northern jungles, among the ancient ruins of a past civilization. They live with their Chala companions throughout the Darkwood, from small tribal villages to huge jungle metropolises.

Personality[edit]

Marik lands are the most diverse in all of Atlantis, and their personalities are as varied. Their society is extremely open minded about all things save the All-In-One, which every Marik experiences and none doubt its existence. Marik have a strong sense of community and actively work towards the betterment of their community, themselves and the sharing of the All-In-One.

Relations[edit]

The Marik are viewed with varying degrees of hostility by the other races of Atlantis, their near monopoly on adamantine means they are in constant contact with the Merfolk, who cannot resist the profitable trade margins but remain uneasy around Marik. The Temple of the Seven bitterly hates the Marik as they routinely grant asylum to spell casters being hunted for witchcraft.

Alignment[edit]

Marik society is consequentialist, and they believe that the consequences of ones actions are the ultimate basis for any judgement for the rightness or wrongness of that action.

Merik Lands[edit]

The Marik habitate the tropical jungles of Darkwood in a collection of largely independent communities. Small villages elect a council while most large cities tend to have a single ruler who governs with the help of elected magistrates. Two Cities hold a disproportionate amount of power over other Marik peoples, both were built around massive ancient stepped pyramid temples. To the West, Anjar controls its immediate surroundings with an iron fist and claims dominion over the majority of the adamantine mines. In the East, at the foot of the mighty river Padra stands the wealthy city of Zaidpur. Zaidpur has an exclusive contract with the Merfolk and goes through great lengths to ensure that no other Marik trade with them.

Religion[edit]

Marik worship the All-In-One, a non-specific entity that binds all living things together. Like a dandelion spreading its seeds across a field so they believe that a creator being spread itself and created life on Atlantis. Marik are able to perform a ritual with another creature in a spiritual ceremony that binds their souls together, and they view this act as partaking in the All-In-One. Marik are able to bond with many creatures, including the other sentient races and even each other; however Marik generally look down upon same-race bonding as selfish, as it means they did not share the bonding of the All-In-One with an unenlightened race or creature.

Language[edit]

Marik speak the common tongue.

Names[edit]

Marik names take the format of: village/neighborhood name, family name, given name. (Marik names and places tend to be derived from Hindi)

Adventurers[edit]

Many Marik take up adventuring, but most refrain from entering the lands heavily populated by other species.

Economy[edit]

The Marik are a major exporter of adamantine, and have several mithril mines as well. Ironically Marik do not have a large number of metal workers or blacksmiths within their communities as they prefer precious metals, especially gold.

Chalas[edit]

Marik join their souls with creatures in one of two ways; either by Soul Binding with a willing creature after a month of careful observation and a second month of companionship, or by Soul Devouring with an unwilling creature by first consuming the heart of a living creature of the same species of the intended chala and then by spending a month ruling over the intended chala in fear, cowing it into submission. Rituals are completed at the end of the process on one of the many ancient step pyramid temples that are scattered throughout the Darkwood. Deep within the Darkwood Anjar presides over a secrative black market of every sort of species for the less scrupulous Marik to purchase for Chala use.

Merfolk[edit]

Merfolk thrive near water, fishing, trading and fighting when necessary. They have a tight knit mercantile society that values social interaction and defines beauty in color.

Personality[edit]

Merfolk are very sensible and pragmatic creatures. They are friendly to a fault, but nothing can dissuade them from attempting to get the better end of a bargain. They love collecting beautiful things to add to their ornate dwellings. Merfolk dislike open conflict and tend to leave when threatened. Merfolk do not forget when they are wronged, and if pushed to fight they do so by raping, reaving, and ruthlessly killing all of their enemy to the last man, woman and child.

Relations[edit]

Merfolk are welcome everywhere, and seen as a valuable asset to society. They are the essence of exotic, and are the main purveyors of exotic goods as well. Their trading networks are the cheapest way to send mail although it is also far slower than a direct overland route. Even in regions that were first settled by Merfolk, they are viewed as foreigners by the Septheon (Canim, Loxodon, Ogre, Vedalken and Scarab) in no small part due to their aquatic nature and religion. The tribal Centaurs trade with Merfolk for goods that they could not obtain otherwise. Merfolk tend to be suspicious of the Marik and are friendly to both Wyrmkin,and Servitors.

Alignment[edit]

Merfolk are usually chaotic with neutral tendencies, but there are many outliers to their society that do not fit the norm.

Merfolk Lands[edit]

Most Merfolk live in mercantile republics, bound together by a loose collection of trading guilds. They consider their leader to be the Goddess Regina, who rules them from her court at the ocean floor in the massive temple complex Bellezza. Bellezza is home to a Wellspring in addition to the Arcane College; the largest school for magic in Kryptiea.

Religion[edit]

Merfolk believe in the Goddess Regina, who keeps her court deep beneath the ocean. Her domain is over all water and they believe she is locked in an eternal struggle with the Storm God and their titanic clashes can be found far out in the oceans causing massive sea storms. Her will is made known through religious "Speakers" who reside at her temple complex. Needless to say, a vast amount of politicking by the various guilds and Merfolk factions takes place when a new Speaker is chosen. Devout Merfolk never drink strong spirits and only drink meads, beers or ales if acting sociable with another race. They believe that alcohol is a defilement of water and usually abhor intoxication, as it gives them a feeling that they have lost their “land legs.”

Language[edit]

Merfolk speak common, however they also have developed a sign language that they use while swimming, or when they prefer to communicate silently. The gestures are mostly made with their fins and gills but can also be made with their hands.

Names[edit]

Merfolk have a common name and a surname, the same as their mother's. They often refer to themselves as their common name and the town they are from. (Merfolk names and places tend to be derived from Italian)

Adventurers[edit]

A Merfolk adventurer may be motivated by crusading zeal, a love of excitement or simple greed. They are far more commonly found with naval parties but have been known to adventure on land.

Economy[edit]

Merfolk harvest sea silk and use it to make beautiful and highly sought after rugs and tapestries as well as clothing for other races. They also produce cosmetics and perfumes from various sea creatures, and fish for both sport and sustenance. They also produce vast quantities of gold from underwater and river panning operations as well as a unique form of copper that has been turned into bronze under water near fissures. Merfolk craft interesting accessories and jewelry, but ship most of their metals away in ingot form. Merfolk also have a specialized Arcane College that excels in sea focused spells located at their ancestral capital of Bellezza. The Arcane College makes use of the Wellspring it is located on to craft wondrous items, generating a steady source of revenue.

Ogrim[edit]

Ogrim are a strong and beautiful race, residing in the eastern foothills between the Dragonscar and the Iron Mountains. The extremely martial Ogrim society values individual prowess as much as spending time enjoying the company of others.

Personality[edit]

Ogrim are outgoing and at ease in large crowds, and often a welcome source of entertainment. Ogrim cities reflect their populace, as such there are many entertainment districts and taverns on every corner. Ogrim are proud of their heritage, their military, and the innumerable heros that have been produced. Ogrim love fortified wines as much as battle and frequently begin their days with a bottle.

Relations[edit]

Ogrim society is fractured into many small city states and minor fortresses. The Ogrim are fiercely independent and while they have several Leagues formed for mutual self defense there has never been a major uniting force within their society. Ogrim maintain close ties with the Merfolk and with the Scarabs, as they rely heavily on them for their arms and armor. The Ogrim also habitate the overland passes between Merfolk trade routes and as such many visitors pass through their domain. Ogrim respect Wyrmkin, distrust the Marik, and hate the Centaurs.

Alignment[edit]

Ogrim alignments vary depending on their upbringing, societal role, and the culture of their hometown.

Ogrim Lands[edit]

The Ogrim city states and fortresses mostly are located in Eastwood, but there are many smaller settlements of Ogrim found throughout Kryptiea. Statues of famous Ogrim heros can be found on every corner. Ogrim strongholds are usually a welcome sight for adventurers in dangerous lands, a guaranteed warm bed, strong drink and lively entertainment are sure to be found.

Religion[edit]

Ogrim worship the Seven Titans, Gods who lived amongst them from the very beginning of their civilization and helped shape Ogrim society. They are referred to as the Guardian, the Smiter, the Berserker, the Beguiler, the Besieger, the Warmage, and the Deathbringer. Ogrim believe the Seven feast in a great hall somewhere hidden on Krypteia and are that they joined by the legendary dead heros of Ogrim society.

Language[edit]

Ogrim speak the common tongue.

Names[edit]

Ogrim have two names, a first name and a family surname. (Ogrim names and places tend to be derived from Spanish)

Adventurers[edit]

Ogrim love adventure and the chance to make a name for themselves. Ogrim adventuring parties tend to fill up quickly and as a result many Ogrim can be found with other the other races.

Economy[edit]

Eastwood is not too rich in natural resources, and the Ogrim derive the majority of their wealth from hospitality and entertainment as well as the rare items found while adventuring. Minor businesses thrive and are as varied as the individual city states and fortresses that are scattered throughout the land. Ogrim also produce extensive amounts of fortified wine, but it is not a major export as it is mostly consumed locally.

Scarab[edit]

Scarabs live in mountainous regions, with cities that stretch far beneath the surface, connected to each other by complex caverns and tunnels that are the result of millennia of mining activity. They have a hierarchical society that has remained unchanged since the beginning of their ancient civilization.

Personality[edit]

Scarabs are a family oriented species and stalwart traditionalists. They take pride in their history and the quality of their craftsmanship, and are always seeking to improve their smithing processes. Most Scarabs can trace their lineage back to the time of the Titans, and there is a hall of records in every city with the genealogy of every citizen written in stone. Most Scarab families have been practicing the same profession for generations, and while it is not unheard of for a Scarab to choose a different career path few do. Scarab smithing techniques are passed down through families and it is a great honor to develop a new or improved technique and have it recognized by the Temple of the Smith. New techniques are named for the family that developed it, and quickly adopted by all.

Relations[edit]

Scarabs are an insular society, but due to the high demand for their superior blacksmithing products they maintain a high profile with the rest of the Krypteians. Recently Scarabs have began to interact with the other races on a far larger scale than they have previously. In fact, over the last century Upper Kheprian Scarabs even sent the occasional gifted smith to the Aldwood Wellspring to work, something that had never happened before. Scarab merchants and smiths can be found in major Loxodon, Ogrim, and Merfolk cities. Few Wyrmkin, Centaurs and Marik have ever seen a Scarab, their knowledge of them is limited to Scarab arms and armor.

Alignment[edit]

Scarabs of every alignment exist, depending on where they live and how they were raised.

Scarab Lands[edit]

The Scarab refer to their lands as Khepri, anything that is above ground is referred to as Upper Khepri while everything subterranean is known as Lower Khepri.

Religion[edit]

Scarabs worship the Seven Titans, Gods who lived amongst them from the very beginning of their civilization and helped shape their society. The Titans are referred to as the Father, the Mother. the Warrior, the Maiden, the Smith, the Crone, and the Stranger. Scarabs believe that their ruling families are direct descendants of the Titans.

Language[edit]

Scarabs do not have a spoken language, they communicate via sign language. Scarabs use their mandibles to make clicking noises for make simple verbal communication. Scarabs understand common.

Names[edit]

Scarab names are chosen with care to represent an individual’s personality, their devotion to a particular God or location or to reflect the times in which they live. Names can be nouns or adjectives, while some may take the form of statements. It is common to apply an epithet to help distinguish between those who have the same name. Scarabs often include the name of their father or mother. (Scarab names and places tend to be derived from Coptic Egyptian)

Adventurers[edit]

Most Scarabs that seek adventure do so subterraneously, the few that do adventure on the surface usually partner with someone who understands their sign language and can communicate for them.

Economy[edit]

Scarabs mostly focus on mining and working the many metals that are found within their homelands. The only metal that they completely lack is adamantine, and they rely on trade with the rest of Atlantis to obtain it. Scarabs also produce large quantities of spirited alcohol and maintain large farms of various fungi and algae.

Servitor[edit]

Servitor live in dense housing districts throughout the vast Wyrmkin cities in Pyrosis. They are the dutiful working class of Wyrmkin society and the backbone of the economy.

Personality[edit]

Servitors are hard working, nimble survivalists. They tend to focus on their own personal happiness, a trait reinforced by the society they live in. The well being of individual Servitors is not something the Wyrmkin concern themselves with, Wyrmkin care only that the Servitor are alive and efficiently working their assigned profession. Servitor do not have tight knit family units, most Servitors have multiple partners throughout their lives and few siblings have the same parents. An early death is a routine occurrence in Pyrosis, with raids by the Others frequently wiping out those Servitors who were too slow to scramble to safety or remain hidden until the Wyrmkin drive the Others off.

Relations[edit]

Servitor live together with the Wyrmkin in a dualistic society with the Servitor taking on many roles that the Wyrmkin cannot or dislike performing. Servitor rely on the Merfolk for many unavailable trade items. Servitor rarely come across other races within their homelands due to the dangerous nature of the north and difficulty of travel. Those Servitor who reside among the other races usually find themselves doing menial labor.

Alignment[edit]

Servitor tend to be chaotic in nature, but all alignments can be found in their diverse population.

Servitor Lands[edit]

The Servitor inhabit the wild and deadly northern foothills and mountains between the Marik and Centaurs. They reside inside Wyrmkin settlements and refer to their territory as Pyrosis. There are legends of an all Servitor civilization, but if it exists it is in total secrecy.

Religion[edit]

The Servitor worship the Faceless One. They believe that he has abandoned Kryptiea and that they must get their pleas to him so he will come to restore balance and revert everything to as it was in the beginning when all Kryptieans were equal and lived in harmony.

Language[edit]

Servitors speak the common tongue.

Names[edit]

Servitors have a common name and usually a descriptor following their name to differentiate them. (Servitor names and places tend to be derived from German)

Adventurers[edit]

Servitors are fearful of striking out alone in Pyrosis, and rightly so as the land is wild and full of peril. Those Servitor who desire a more free life usually escape amongst the Merfolk traders or into Marik lands and leave their homeland far behind them.

Economy[edit]

Farming, mining, building, cooking and a number of other menial tasks are assigned to the Servitor population in Pyrosis to keep the Wyrmkin free to battle the Others. The Servitor are the necessary working class in a militaristic society.

Vedalken[edit]

Vedalken live in tight knit communities called boroughs within the cities of other races. They love complex things, and the thrill of creating or discovering something new.

Personality[edit]

Vedalken are clever, capable opportunists. They are pleasant company, but usually more so because it is easier to influence a friend than an enemy. Vedalken are happiest when they are applying their knowledge to get something accomplished, and even more when they can do it in a unique manner. Vedalken family units are referred to as houses, and the majority of houses and their members are constantly trying to improve their societal standing. Complexity is an everyday fact of life in Vedalken society, from the food they eat to the objects they create, and even within their own relationships with each other. As such, Vedalken politics are full of intrigue and even a small dispute can be played out on a global stage.

Relations[edit]

Vedalken boroughs tend to be almost everywhere, and they are viewed differently based on the culture of the city they reside in. Mostly they are welcome assets to the ruling class and seen as a valuable asset to society, however in places where they are competing with the locals professions there can be some animosity. Vedalken maesters are highly prized and as a result many governmental policies tend to be beneficial towards them. Most Septhion races tend to view them favorably, the Wyrmkin view them with disdain for their innate lack of physical strength, and the Vedalken view Wyrmkin as brutes.

Alignment[edit]

Vedalken tend towards no particular alignment, not even neutrality. The best and the worst are found among them.

Vedalken Lands[edit]

Most Vedalken reside in boroughs within large cities and are self-governed, however they pay taxes to the rulers of the city that they live in. Their ancestral homeland was partially destroyed in the Dragonscar and the rest of it lost during the ancient wars of the Wellsprings.

Religion[edit]

Vedalken worship the Seven Titans, Gods who lived amongst them from the very beginning of their civilization and helped shape their society. The Titans are referred to as the Knight, the Priestess. the Warrior, the Archer, the Artificer, the Archmage, and the Assassin. Vedalken believe that the Gods are disguised amongst them, constantly manipulating events and inspiring them to greatness.

Language[edit]

Vedalken speak the common tongue, and are one of the few wellspring races to have maintained their original racial language, Vedalish. Vedalish is refered to as High Speech and is extensively used by the nobility while amongst themselves or in court, commoners use it more for swearing.

Names[edit]

Vedalken are referred to by their profession followed by their common name, the name of their house is added after their common name in formal settings. (Vedalken names and places tend to be derived from English)

Adventurers[edit]

A Vedalken adventurer is less likely motivated by crusading zeal, a desire for excitement or simple greed. Usually they are simply looking for a chance to leave the confined small neighborhood they call home, and experience the world.

Economy[edit]

Vedalken are skilled craftsmen, and purveyors of many intricate goods. Vedalken create beautiful jewelry as well as the most intricate of accessories. Everything that they craft tends to be embellished; from adventuring gear to tool kits, even their carts and wagons are as beautiful as they are functional. As a result, Vedalken goods are highly prized by the wealthy and are extremely costly. In no small part influenced by their heightened taste, Vedalken cuisine is exquisite. Their complex dishes and beautiful desserts are typically accompanied with house brewed beers, ales or even meads often brewed specifically for a certain dish.

Wyrmkin[edit]

Wyrmkin are known for their skill in warfare, and their strict militaristic society they live in. Wyrmkin are the longest lived species with lifespans that can stretch millennia, however Wyrmkin count themselves fortunate to live a century due in no small part to the fact that Wyrmkin live in the dangerous northern stretch and are the favorite prey of massive, deadly monsters they refer to as “Others.”

Personality[edit]

Wyrmkin are carnivorous predators and while highly aggressive, Wyrmkin can be focused and relentless when pursuing a goal. Wyrmkin enjoy hunting and will take on creatures of any size. If the target is intriguing or seems formidable, a Wyrmkin will stalk the creature to determine the best time to strike and the most appropriate tactic to use. Wyrmkin have a strong sense of pride and view themselves as the sole guardians against the Others.

Relations[edit]

Wyrmkin mostly keep to themselves, which doesn’t stop mercenary bands from constantly attempting to recruit them. Wyrmkin and Servitor live together in a dualistic society with the Servitor taking on many roles that the Wyrmkin cannot or dislike performing. Wyrmkin rely on the Merfolk for many trade items that are unavailable in their lands. Wyrmkin rarely come across other races within their homelands due to the dangerous nature of the north and difficulty of travel.

Alignment[edit]

Wyrmkin alignments vary depending on their upbringing, societal role, and the culture of their fortress.

Wyrmkin Lands[edit]

The Wyrmkin inhabit the wild and deadly northern foothills and mountains between the Marik and Centaurs. They refer to their territory as Pyrosis.

Religion[edit]

Wyrmkin worship Pyrosia, whom they refer to as the Heart of Fire or the God of Flame. her symbol is a fiery heart and her followers worship her as the God of light, heat and life. Her enemy is the “great other,” whose name is not spoken; the God of darkness, cold and death. Clergy are referred to as the red watch due to the crimson markings they paint on themselves. Every evening, red watch light fires and sing prayers at their temples and the watchtowers asking Pyrosia to bring back the dawn. "The night is dark and full of evil" is a common phrase in prayers to Pyrosia.

Language[edit]

Wyrmkin speak common and draconic.

Names[edit]

Wyrmkin are just referred to by the clutch they were born in, but with every accomplishment a new name is added. Wyrmkin go by their clutch name and a single descriptor, as their formal names typically become quite complex. (Wyrmkin names and places tend to be derived from Russian)

Adventurers[edit]

Wyrmkin tend to look down on those who leave their society. It is seen as neglecting their duty as well as a selfish act. This viewpoint is reinforced by the fact that Wyrmkin live far longer when they are away from the deadly north and the Others.

Economy[edit]

Pyrosis has vast gem mines and rare alchemical ingredients as well as unique furs, hides and magical items. The vast profits that stand to be made in the mountains are thwarted only by the constant threat of the Others.