The World of Teréth End - People & Races - Zultaya
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People & Races > Zultaya (earth/water)

 

Overview

Arriving for the first time at the atoll port of Spiraci (Uralu Sazularyu) one is unready for the unfolding spectacle, regardless of time and research spent in preparation.  Gleaming sea walls rise from thundering waves that crash upon their barnacled feet.  The city rises defiantly from the ocean depths, defying the terrible strength and will of the relentless sea.  Hundreds of sailing ships from a hundred ports rock in the swelling seas surrounding the city.  Each waits their turn as the beacon fires signal them forward one at a time.

Passing through the great coral gates, ships enter into a sheltered harbor.  Crowding the slopes of the harbor's edge is a mass of roads, buildings and towers collected from every land of the world (and some places unaccountable).  Here are represented every seafaring culture known to the World of Teréth End.  The cacophony of clashing colors and roof tops is more than the eye can behold in a glance.  But again, the city holds more surprises for the traveler.  Looking over the side of one's ship one first dazzled by the clear waters and then seized by vertigo as they realize that the city continues below the waves, receding into distant lightlessness.

All of these wonders would be impossible without the monstrous Zultaya.  Here in their City Above and Below the Sea, the Zultaya engage in all forms of commerce with all races and people (except the Aqolaqba Elvarel).  At this place they are in no way disadvantaged.  They offer products unavailable on the surface for prices that they set.  Those foolhardy enough to cross their gracious hosts often find their ships unseaworthy and later sold to the highest bidders.  Those who cannot afford or find lodging are removed from the city, whether they have a ship or not.  That is the most important lesson learned by those that deal with the Zultaya, good business partners are treated well, all others are unwelcome.


Zultaya

Deep within the seas and rivers of the World of Teréth End live an icthyoid race known as the Zultaya. Largely unknown to most of the world, the Zultaya are a widespread race with great influence under the Great Seas and along the world's shores.  The fact that few Zultaya have been seen is due more to their desire to avoid the surface than any misconception of scarcity.  Members of the race learned long ago that their appearance invokes fear among the land-dwellers.

Physiology:   Though there is some variety (i.e. hue, pattern, shape, size, etc.) among the Zultaya, general features are constant throughout the race.  From a distance, the body-shape of the Zultaya is sometimes thought to be a comical hybrid of fish and Uren.  This idea quickly changes when they are examined more closely.

Zultaya appear as large fish with humanoid limbs that are not proportionate to their bodies.  Their eyes are dish-like and unblinking and their mouths gape with triangular teeth.  In addition to proportional fins and gills, the Zultaya have humanoid arms and legs that extend from beneath the pectoral fins and pelvic fins respectively.  Most Zultaya do not have ventral fins.  Despite webbed digits, the Zulayan humanoid limbs are folded back against the body while swimming.  When moving bipedally the Zultaya's body stands at an angle, balanced on feet and caudle fin.    The Zultayan caudle fin is turned 90° from the rest of its body like a fluke; this gives them balance and support when upright.  Because of the orientation of their caudal fin, Zultaya swimming is more akin to that of cetaceans than fish.

Psychology:  The nine Great Seas are wide and dangerous realms to those that live beneath them.  Those that thrive in these waters are either predators or have a well-tuned instinct for survival.  The Zultaya, although viewed as fearsome to many, do not consider themselves predators.  Their people survive by using the safety of numbers.  This need outweighs all other aspects of the Zultayan mindset; they are a social people whose individuals rarely desire to be away from their kind.  Those that are familiar with the race know that solitary Zultaya are likely to be sick or worse.

Living in a society where individuals are never alone creates dependencies and social dynamics that are alien to Uren observers.  Zultaya society is very structured to accomodate this basic need.  Priests of the race are focal points for all aspects of Zultayan life (i.e. love, law, business, spiritual, etc.).

Culture:   Zultayan culture in some respects is similar to Uren culture.  The Zultaya arrange themselves by families and communities, building towns and great cities connected by an ancient network of trading avenues.  In select places (such as Uralu Sazularyu), the submarine trading networks of the Zultaya meet and interact with the trading systems of the land-world.

There are no nations as are known among land-worlders among the Zultaya.  The Zultaya divide themselves by spiritual borders.  These regions are called tayir.  The borders of each tayir may change from year to year depending on the spiritual association of the people within that area.  For this reason there are many priests within the Zultayan society to maintain the binds which keep each tayir together.

As a people, the Zultaya are not deceitful to each other or those with whom they have civilized relations.  Deceit among the race is a terrible crime and dealt with using the strongest punishment issued by its people, exile.

Language:  There are many variations among tongues of the Zultaya, most with ancient roots, but most members of the race have come to learn a single shared tongue language for purposes of trade known simply at Zultayan.  Locals of a specific water body or region likely have a regional language, which in turn are divided into sub-languages and dialects.  To most land-world dwellers, all languages of the Zultaya sound similar (and may be indistinguishable to all but the most well-trained ears).

Magic:   Most Zulatayan magics are divine in nature.

D&D 3.5 Zulataya Pkg.
Type; Medium Monstrous Humanoid (Aquatic)
--
Strength +4
Constitution +1
Vision; Superior Low-light
MM35p103
Base Speed; 20 feet, swim 60 feet
--
Feat; Multiattack
MM35p304
Feat; Weapon Focus (Shortspear)
PHB35p102
Special Quality; Freshwater Sensitivity 1
MM35p217
Special Quality; Water Dependent 2
MM35p217
Special Quality; Claw and Bite 3
--
Special Quality; Natural Armor +2
--
Aging; Long (MA = 43, O = 86, V = 129, Max = +3d8)
--
Automatic Languages; Zultayan, other (local)
--
Bonus Languages; None
--
Favorite Class; Cleric
--
 
Level Adj.
+2
  1. Freshwater Sensitivity (Ex):  Zultayan characters that are submerged in freshwater must make a DC 15 Fortitude check or become fatigued.  This check must be repeated every 10 minutes that the Zultaya is submerged.
  2. Water Dependent (Ex):  Zultayan characters can survive outside water for 1 hour per 2 points of Constitution (after this time, rf. DMG35p304 drowning rules).
  3. Claw and Bite (Ex).  Zultayan characters can attack with a tearing bite (1d6), two claws (1d4 each), weapons or a combination of these.

Recommended traits:  Absent-Minded (UA35p87), Cautious (UA35p87), Detached (UA35p87), Farsighted (UA35p87), Specialized (UA35p90), Suspicious (UA35p90); Recommended flaws:  Inattentive (UA35p91), Noncombatant (UA35p91), Unreactive (UA35p91)

D&D 3.5 Zultaya NPC Template
Medium Montrous Humanoid (Aquatic)
Hit Dice:  3d8+3 (15 hp)
Initiative:  +0
Speed:  20 ft. (4 hexes), swim 60 ft. (12 hexes)
Armor Class:  12 (+0 Dex, +2 natural), touch 10, flat-footed 12
Base Attack / Grapple:  +5 / +5
Attack:  Bite +5 melee (1d6+2/x2)) or Claw +5 melee (1d4+2/x2)) or Shortspear +6 melee (1d8+3/x3) or heavy crossbow +4 ranged (1d10/19-20)
Full Attack:  Shortspear +6 melee (1d8+2/x3) and bite +3 melee (1d6+2/x2); or heavy crossbow +3 ranged (1d10/19-20); or claw +3 melee (1d4+2/x2) and claw +3 melee (1d4+2/x2) and bite +5 melee (1d6+2/x2)
Space / Reach:  5 ft. / 5 ft.
Saves:  Fort. +4 (good), Ref. +1 (poor), Will +4 (good)
Special Attacks:  --
Special Qualities:  Freshwater Sensitivity,  Water Dependent
Abilities:  Str 15, Dex 10, Con 13, Int 11, Wis 12, Cha 11
Aging:  Long (MA = 43, O = 86, V = 129, Max = +3d8)
Skills:  Profession (any one) +2, Diplomacy +3, Listen +3, Spot +4
Languages:  Zultayan
Feats:  Multiattack, Weapon Focus (shortspear)
Environment:  Deep Sea
Organization:  Varies (rarely solitary)
Challenge Rating:  2
Alignment:  Usually lawful neutral
Advancement:  By character class (favored = cleric)
Level Adjustment:  +2

Notes / References
  1. Fem. Names: ...
  2. Masc. Names: ...
  3. Surnames:  ...
  4. Lexicon: ...
  5. Zultaya are based loosely on the Sahaugin (MM35p217)

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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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