The World of Teréth End - People & Races - Uren
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People & Races > Uren (earth/spirit)

 

Overview

From the jungles of Tasserus to the icy wastes of Varsta, the Uren have established themselves on every continent of the World of Teréth End.   Though not the most intelligent of the races, or the longest lived, or the strongest, the Uren populations have exploded across the world unlike any race before them.  In their path, the Elder Races have withdrawn into the safety of their ancient retreats waiting for the Uren scourge to weaken or run its course.  For an Age the hirsute savages have shown no sign of slowing.  More disturbing than their reckless multiplying is evidence that they may be emerging as an intelligent race, with a speed that outpaces their maturity.


Uren (Humans)

The most populace race on the surface of Teréth End are the Uren (UHR-ehn or OR-ehn).  Residents of every continent and the shores of every sea, the Uren have made more impact on the world in two Ages than the Elve and Dwürden have in four.

The fact that most available cultural studies and histories of Teréth End are from the Uren perspective is unavoidable as the Uren are also the most prolific writers.  Some have guessed that since the Uren lifespan is so short that there is more of an impetus among the Uren to compose their thoughts in writing for subsequent generations, a task deemed less necessary among Elder Races.

Since their emergence at the dawn of the Third Age, the Uren have diversified more than any other race.  The Dwürden, who also appear throughout the world, are similar from one continent to the next, though ages separate them from their common Lyrasti ancestors.  This too is attributed by some to the shorter lifespan of the Uren.  The Immortal Races are much slower to change, whereas change among the Uren can be measured in decades.

Physiology:  A typical Teréth End man stands 5' 8" tall with the typical woman 2" shorter.  Uren skin tones range from pale (north Acentyrea, north and west Terèthor, north Lyrast) to tan (south Acentra, south Lyrast, Vulmura) to brown (middle Terèthor, Tasserus) to dark-black (Fiery Isthmus, south Tasserus), to dark-violet (Emer).  Hair colors range from blond, to brown, to black and red.  Eye colors range from black, to brown, to blue (and hazel), to green and violet (rare).

Psychology:  Most Uren of Teréth End are simple people with little education and very real fears regarding the Unknown.  Uren seek comfort and answers to these mysteries in the words and teachings of religion.  Because the Uren mind is limited in scope and understanding, most scholars of the race specialize in a single field of study.

The Uren mind is quite fragile and prone to Unhinging.  This propensity for irrational and emtional outbursts makes the Uren a favorite target for outsiders, including the Gru.

Culture:   Most Uren cultures exist to protect the smallest groups within the culture, the family.  Families bind together in communities.  Communities bind together as towns and villages.  Villages and towns are usually protected under some lesser master who in turn (along with other similarly 'ranked' masters) are mastered.  In some cultures there are more layers than this (i.e. Acentyrea, Dekàlas...), in others there fewer (i.e., Shar).

Language:  The most widely spoken language of the Uren is Old Azàlari or Tradetalk).  As a hub for international commerce, the City of Azàlari's old dialect has been adopted by sailors, merchants and businessmen worldwide.  The Dekàlan-Tasseran hybrid tongue can be heard in port cities from Terèthor to eastern Lyrast.  In some Acentran cities, Tradetalk may not be spoken outside merchant areas for the language is believed to have a close kin-ship with the Dágul tongue (Egdris's 'gift' to Scarazdralegth is not forgotten).  (see more)

Religion:  Unbelievers rank among the rarest of Uren sub-groups.  The deities of Teréth End are believed to affect the life of people every day, from the rising of the morning sun to the opening of flowers in Amarad.  Not only is the influence of the gods evident, but the benefit of their favor is actively sought.  Though Uren deities very rarely intercede directly in mortal affairs, their majesty is apparent in the priests of their faith.  With such evidence, it is left to fools to disbelieve.  Intercession does occur, but never in a manner which would reveal the presence of the deity beyond a doubt.  For example, a priest may ask his god to destroy a bridge to thwart an advancing army, as the army crosses the bridge it crashes into the river below sweeping the soldiers and their horses away; those seeing the spectacle (miracle?) are left to wonder if the priest's deity caused the bridge to collapse, or whether the weight of the army was too great for the old timbers.

Of all of world's races, the Uren have the most diverse religions.   Though the Sha'al may worship more deities, Uren of different regions worship different pantheons.  The only other race to do the same are the Dwürden, who worship differently on Terèthor, Vulmura and Lyrast.

In most polytheistic cultures of Teréth End, it is common for a person to devote themselves to one deity, but to offer homage and prayers to others whose favor may be helpful through the day's course.  A Dekàlan follower of Amra may asking for the blessings of Kandlan before eating a meal, or the wisdom of Iráen before making a difficult choice.

Magic:  The Uren have no natural magic ability.  All members of the race who show an ability for touching the Chaos are believed to have some vestige of Elve or other Elder Race blood within their lineage.  For this reason, it is not possible for all Uren to study and master magic.  The percentage of the population with the potential for this is generally unknown, though some sirkùli are believed to solved this mystery.  Because elder blood is necessary for weaving the Chaos and the ability to do so can be passed through the rapidly expanding generations, the Elve do not approve of the creation of Halvarel and Neveren; for each that is born is an erosion of their power.

One aspect of Uren magic-use that is widely observed is the relationship between birthdate and Weaving potential.  An Uren born beneath the full phase of Woad has the potential to access divine magics, while those born under the more common full phase of Mamra may access the magics arcane.  Birth beneath either of these moons does not insure that the Uren child will develop the necessary aptitude for spellcasting, but is viewed as a requirement nonetheless.  There are scattered stories of Unawakened Uren manifesting Weaving talents after exposure to Wild Magics, but the accounts have not been verified.  It would seem that if those reports were true, there would be plenty of factions willing to spare no expense to erase all evidence of the fact.

D&D 3.5 Uren Pkg.
Type; Medium Humanoid (Human)
Vision; Normal
--
Base Speed; 30 feet
Special Quality; Skill points 1
Special Quality; Starting feat 2
Special Quality; Zodiacal skills 3
--
Aging; (MA = 35, O = 53, V = 70, Max = +2d20)
PHB35p109
Automatic Languages; Other (local)
Bonus Languages; None
--
Favorite Class; Any
 
  1. Skill Points. Uren characters gain an additional 4 skill points during character cretaion and gain an addition 1 skill point per level gained thereafter.  
  2. Starting Feat. Uren characters gain one additional feat during character creation.
  3. Zodiacal Skills.  Uren characters may also gain up to 3 additional skill points based on their star- or moonsign (see zodiacal sign).

Recommended traits:  any (UA35pp87-91); Recommended flaws:  any (UA35p91)

Notes / References
  1. Fem. Names: ...
  2. Masc. Names: ...
  3. Lexicon: ...

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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)

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Ref. PHB35 (Player's Handbook), © Wizards of the Coast
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