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April 25, 2009, 6:27 pm

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Aldruku

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A powerful empire, macabre and violent. Now gone, a victim of their own folly.

The Aldruku Empire - an empire woven from tribal clans and bound by the powers of their shamans. Bloody and warlike, they continually lashed against their neighbors. It was they who helped shatter the Hanaset empire.  And their final war was that against the Nyorians. In their bid to destroy their most hated enemy, they wrought their own doom and created the horror known as Nethernimbus.

A Cruel, Violent People
The Aldruku are a bronze-age society embroiled in sorcery. Hailing from tropical coastlines they are excellent sailors and build ships similar to Viking longboats. They were a violent people prone to head hunting, slavery and cannibalism.  The Aldruku have no central leader - the nation is led by hundreds of tribal shamans who coordinate over distance via magical rituals.  The shamans are advised by their gods through visions.

Practitioners of the Dark Arts
The Aldruku were some of the greatest necromancers of the Ancient world.  They created many amulets of power and their skill reached it’s zenith with the Wands of Soul Rending. These weapons enabled the destruction of the Nygorian High Fleet, and brought about the fall of both Nygoria and Aldruku.

A Visage Macabre
The Aldruku use body paint and tatoos, along with mutilations to create horrifying appearances. Shamans tend to paint themselves to resemble skeletons.  Upon their heads, the shamans wear skullcaps fabricated from human skin - taken from fallen enemies.  Their Warriors would typically carry trophies of slain victims, such as shrunken heads or fingers. Armor is generally leather reinforced by bone.  This leather is generally made from the hides of wild boars or sharks.

Snake Headed Vessels
The Aldruku build longboats of all sizes, from single-person to large ships of war.  Their ships are built with cobra-like prows and serpentine imagery is used throughout.  Their paddles are carved to appear as cobras - the blade of the paddle shaped like a cobra’s hood.

A Dark Legacy
The Aldruku are nearly extinct as a people. There are a few isolated islands harboring dwindling and terribly inbred pockets of Aldruku, along with small enclaves in other kingdoms.

They have, however, left a dark and dangerous legacy in their large number of necromantic amulets.  These talismans, generally crafted from human bone and either bleached white or dyed night black, are repositories of necromantic energies to be drawn upon by unprincipled magii. While useful to the powerful and skilled, they are occupied by bound dread spirits who will seek to take over weaker users, spurring them to even greater acts of evil and depravity then they may already be prone to.



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Comments ( 6 )
Commenters gain extra XP from Author votes.

Michael Jotne Slayer
August 22, 2008, 11:15
0xp
Ku is cow in norwegian^_^
valadaar
March 26, 2009, 11:28
0xp
They are getting a name changew :P
valadaar
April 24, 2009, 11:34
0xp
Updated: A short description of one of the lost races of Neyathis. Let me know what you think of this format.
EchoMirage
April 25, 2009, 5:37
0xp
Well, this seems to be a bare-bones version to me. It could use fleshing out.
valadaar
April 25, 2009, 18:27
0xp
Updated: K, back to stubhood you go.
axlerowes
March 12, 2014, 5:09
0xp
this reads like a lot of the GM notes in my old note books, very meta, just facts and without a clear voice or tone.

I like the ideas in this a lot, and its useful stuff for understanding your world. You should man up Valadaar, and write this up proper or take a stand in favor of this kind of content. Because I think the message is clear and you get your point across even f you don't have a narrative and mention stuff like Viking long ships.


Random Idea Seed View All Idea Seeds

       By: Almar

While setting up camp for the night, the PC's are aproached by another group of adventurers who seem nice enough. The road is somewhat dangerous and the other group suggests camping together. The two bands split watches, one adventurer from each group watching at once. The night goes by without incident, the next day the PC's travel with the other group as they are going the same way.

The group consists of Hordel the ranger, who is skilled with the bow. Hordel is a quiet man who speaks little but appears quite skilled. Dremar is a barbarian who is a little excentric, he seems to be an excasive drinker and thiunk that battle is the solution to everything. He appears to be a stout and powerful fighter with his greataxe. Ferrin is the leader of the group, a rouge by trade. He is daft and witty, speaking with the PCs often and asking many questions. He fights with finesse with his rapier. Preminitat as a cleric but he will not say which god he worships. He uses his spells to empower and heal his party and fights with a club. He sticks close to Ferrin. Ferrin is a great talker and tells much of himself and his party, but asks even more about the history and capabilities of the PCs. He tells of some adventures his party has had, and they seem like an interesting group of mercenaries. Hordel is quite and has little interest in speaking with the PCs, he ignores most questions. He spends a lot of time with Dremar and sometimes Ferrin. Dremar seems to not care about any questions ansked to him, nor does he seem to know the answers. He seems battle hardened and is a simple man. Preminitat rarely starts conversations but will speak with the PCs. However, some of his accounts of the party's history seem to condradict those of Ferrin.

The Party spends another night and day with Ferrin's group. One of four things can happen on the third night.
1: While eating dinner around the fire, Ferrin gets into an argument with one of the PCs when he/she mentions the discepincies between Ferrin's stories and Preminitat's.
2: Hordel gets mad after repeated questioning about his life from the PCs.
3. Preminitat gets mad after repeated questioning from the PCs about what god he worships.
4: One of the PCs rejects the offer of a drink from Dremar and he takes it as an insult.
All of these scenarios result in a battle between the parties. If Ferrin's party is defeated and still lives he swears vengance. His party may then cross paths with the adventurers again.

Encounter  ( Locations ) | November 15, 2003 | View | UpVote 0xp


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