The World of Teréth End - People & Races

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"What he told me in the next hour I cannot bring my mind to set on paper. I saw what I saw, I heard what I heard, and my soul sickened at it; and yet, now when that sight has faded from my eyes, I ask myself if I believe it, and I cannot answer. My life is shaken to its roots; sleep has left me; the deadliest terror sits by me at all hours of the day and night; I feel that my days are numbered, and that I must die; and yet I shall die incredulous. As for the moral turpitude that man unveiled to me, even with tears of penitence, I cannot, even in memory, dwell on it without a start of horror. I will say but one thing, Utterson, and that (if you can bring your mind to credit it) will be more than enough. The creature who crept into my house that night was, on Jekyll's own confession, known by the name of Hyde and hunted for in every corner of the land as the murderer of Carew. "

from Robert Louis Stevenson's
"Dr. Jekyll and Mr Hyde"

People

Ragboot (Drd9)

Book of Urdar

[earth]

Hiding in every forest and in the shadows of every city thrive the cursed Urdar.

The Urdar fully realize their lot in life. They are not physically strong. They are not intelligent (relative to other races).   They have no deity looking upon them or great destiny before them. The key to their existence is to remain unnoticed by the other more important races. Furthermore, the Urdar  have been cursed with an appearance of evil that colors the opinions of neighboring races, and has found them roles in children's tales of "ugly men" from the forest stealing away with Uren children in the night.

Physiology:  Urdar are short hairless humanoids with squat heads and crooked limbs.  Similar to Halvers, the Urdar are without exception ugly, misshapen creatures.  Older Urdar grow horns about the head and spurs from limb joints.  Urdari horns are not effectual, usually remaining short and twisted.  Urdar that are exposed to magic undergo an instant transformation into a state known as Kururdar (see Magic).

Urdar in the Dekàlan means "sub-Uren".

The savage Kururdar are physically larger (3x) and more powerful than the Urdar.

Psychology:  The Urdar are a neurotic race.  The Urdar are cognizant of the views of surrounding races.  They see themselves as ugly as others them percieve them to be.  This view compiled with the perception that they are a godless race, engenders a sense of racial self-loathing.  For these reasons most Urdar are an insecure and tentative people.  Though the Urdar prefer to see themselves as a kind and peaceful race, the Kururdar effect (see Magic) shatters that illusion.

Culture:   Urdari culture is usually modelled after the nearest neighboring culture of another race. Following the Acentran-Dekàlan War the Urdar found themselves with room to grow and soon filled the gulfs between claimed lands (now the Urdari Lands). They adopted Uren techniques for farming and began organizing themselves into small kingdoms as their Kandalan cousins had done centuries before.

Language:  The Urdar speak a lwo rumbling tongue colloquially known as Grumble.

Religion:  The Urdari refer to themselves as a godless race, having no mythic progenitor. Shamen (always present within sizeable Urdari communities) recently learned of the ways of Woad and flourished with their new found knowledge and magics. (see more)

Magic:  The Chaos has always been strong with the Urdari people, but until recently they have not been able to shape the power around them, rather the Chaos has shaped them.  One of the most protected secrets of the Urdar is the Kururdar effect.  When an Urdar is exposed to Chaos they undergo a transmogrification into a Kururdar; a malevolent expression of their spirit.  The effect lasts only slightly longer than that of exposure.  Following reversion, the despondent Urdar usually retreat to their shelters to cope with the event's implications.

Magic-use among the Urdar is a new development (within the last 500 years).  Original attempts were unsuccessful for when the Chaos was tapped the resulting Kururdar would end further experiment.  Upon the discovery of Woad, priests of that Order worked with the Urdar so that might experience the glory of the nature god.  After much work the Urdari shamen were trained to resist the effect.

Role Playing:  Urdar are difficult to play as characters, unless the entire group is Urdari.  The Kururdar effect may be resisted with a save against Will (DC 20) or a Concentration check if the Urdar chooses to do so.  The Kururdar is played a separate creature, always of Evil.  

 

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The World of Teréth End, © 1995-2004, Dennis V. Stanley; Site Design by Three-Headed Baby Studios;
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Races

The main races of Teréth End are:

Uren (Humans)
Chaosborn (Magic-Kin)
Duinu (Dream-Folk)
Dwürden (Dwarves)
Ejara (Dream-Folk)
Elve (Elves)
Faer (Changelings)
Faeri (Faerie)
Gnorm (Gnomes)
Gru
Grumun
Halvarel (Elf-Kin)
Halvers (Human-Kin)
Hörks (Elementals)
Ikitikirittik (Insectoids)
Neveren (Elf-Kin)
Ogren (Half-Ogres)
Ortor (Orcs)
Sha'al (Saurians)
Shul (Centaurians)
Urdar (Goblins)
Werrid (Lycanthropes)
Zultaya (Ichthyoids)

Ref. PHB (Player's Handbook), © Wizards of the Coast