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{{Races
{{Races
|Image = DenurAI.jpg
|Image = Denur1.jpg
|Name = Denur
|Name = Denur
|Pronunciation = Dé-nuur
|Pronunciation = Dé-nuur
|Classification = Human
|Classification = Dwarf
|Nicknames = Master Smiths, Stone-Lords
|Nicknames = Mountainfolk, Dwarf (Derogatory)
|Languages = Common, Drazkal
|Languages = Common, Denurûm
|Average Height = 1.02m - 1.52m (3'4" - 5'0")
|Average Height = 1.02m - 1.52m (3’4” - 5’0”)
|Average Weight = 50kg - 70kg (110lbs - 154lbs)
|Average Weight = 60kg - 80kg (132lbs - 176lbs)
|Maximum Age = ~200 Years Old
|Maximum Age = ~200 Years Old
|STR = +0
|STR = +0
Line 14: Line 14:
|INT = +0
|INT = +0
}}
}}
== Introduction ==
==Introduction==
Shorter than the average human but bulkier and stronger, the Denur stands at around 3’4 to 5’0 and weighs around 60 kilograms. They are greedy and very prideful because other races pray to gods and rely on gods while the Denur don't need to. They have made it this far through pure determination and strength. Most notable about the Denur among all other nations is that they are expert smiths, hence the nickname Master Smiths. They have a tough time trusting others as they are afraid of them stealing their secrets or betraying them, which is why they live very secluded and have a language that none of the outside worlds can understand. Denur has many nicknames, some of which hold great honor to their kind; and others of a great offense. It is honorable to call the Denur as Stone-Lords, or Master Smiths, though it is highly offensive to call them Dwarves, Mountain Dwellers, or Stunted People.
The Denur, or the Mountainfolk as they are sometimes dubbed by the other races of Eden, are one of the most ancient and proudest of the races on the continent. The stories of their ancestors are etched deep into the core of the continent and the hearts of these stubborn folk. Once they controlled an Empire that spanned across all the mountains, north to south, east to west, the remnants of their fallen holds can still be found and are hard to overlook. These days they are reserved to the northern part of the continent, most prominently their ancient capital of Dar-ach Denur, said to have been built by the first High King. Here they gather their strength in the hope that one day they will be able to return to the lost greatness of their ancestors and reclaim their birthright.  


__TOC__
Your average Denur believes in three things: strength, fame, and wealth. Most prominently the last of these three, the Denur are known for their greed and willingness to delve deep for what they want, among those the most coveted metal of all; Starmetal. Through ages of living underground and honing their skills, the Denur have become the undisputed masters of the mine, their halls being the largest example of their prowess. Aside from being prolific miners, the Denur are also highly proficient engineers, smiths, and craftsmen, priding themselves on being able to produce weapons, armour, and even prosthetics that are far more advanced than anything the Humans or Elves could conjure.


== Appearance ==
To outsiders, the Denur can come across as arrogant or sheltered. They tend to keep to themselves and are distrusting of outsiders and visitors. Their harsh belief in their Ancestor Gods gives them an aura of ambition that one can easily get swept up in. These folk as a whole are a strong-willed and sturdy people, talented craftsmen, and hardy warriors. Above all they pride themselves on their loyalty to one another and those they have sworn an oath to. A Denur breaking a sworn oath would mean complete disgrace and an outsider breaking an oath to them will mean a deeply rooted grudge that will not be forgotten. The unbreakable bonds of kinship have made it so that the Denur are one of the most collected and unified races on the continent, and even though their way of ruling is often an absolute one, there exists a complete belief in a shared goal and ambition among the Denur.
The Denur are smaller in height, only standing at 3’4 - 5’0 (102cm - 152cm) tall but are bulkier and stronger than the average man. A feature that every Denur has is their thick beard, long, short, kept, wild, and all the above, just not shaven. The hair color you typically see in the Denur is brown and black but also, although rare, dark red. Bigger noses sit in front of their faces, and their eyes can be brown, green, and grey. They have fair skin but are more pale than usual because they are deep in the mountains and seldom see the light.  
==Character Creation==
===Appearance===
====Physical Traits====
[[File:DenurFemale.jpg|thumb|An example of a Denur Woman.]]
The Denur are a short and stunted race in nature but possess an incredible degree of durability and endurance. They are often referred to as humanoid boulders, much like their environment, as they are practically immovable. The average Denur stands at a humble 1.02m to 1.52m in height, but they make up for their lack of height with their strong build, most noticeably their broad shoulders and powerful legs.


== Languages ==
Denur often have pale skin due to one main reason, their lack of exposure to sunlight. It is not uncommon to see Clan colours painted upon their face as decoration. These mountain folk have a broad spectrum of hair colours, ranging from the deepest blacks to the brightest reds. The colour of their eyes often leans towards the lighter side of blues and greens, as these help with the dim lighting usually found within their underground holds. From a very young age (~12 years old) beards begin to grow on the faces of male Denur, these beards will from then on continue to grow for the rest of their lives. These beards hold a special place in Denur society, as they show their age, wealth, and experience. The longer their beard, the more respect a Denur deserves from his kin, having it trimmed or shaven is seen as a grand slight on one’s honour. Female Denur have this same system, only they similarly braid their hair to show status and renown.
Drazkal was made throughout the years; it's an ancient language and one that only Denur knows. The language is made up of runes that are not like any other. The language is spoken with harsh-sounding consonants like k, d, t, and some consonant blends like ch.
====Apparel:====
The Denur have always been masters of adapting to their environment, and now that they mostly dwell in the snowy mountains and frozen tundras, the Denur have made it customary to wear multiple layers of clothing. The materials used for this clothing can consist of fur, leather, and steel and are usually covered in engravings of runes and symbolism of their feats and respective clans. [[File:Hinterskin.png|none|thumb|467x467px|A guide to typical Denur Skin Colors]]
===Languages===
Through the centuries of Denur civilization, the language of the Mountainfolk has evolved alongside them. All Denur speak the common tongue, paired with what is usually a hefty accent derived from their original language, known as Denurûm. While speaking the common tongue, Denur often create more guttural sounds than the average speaker. For instance, the present participle of a verb would end with -ing’, but a Denur would pronounce it as ‘-en’. The vowel ‘u’ sounds more similar to an ‘oo’-sound, the ‘i’ would sound more like an ‘eh’-sound, and more often than not they do not pronounce the ‘t’ if a word ends with it, resulting in words like ‘That’ becoming ‘Tha’. Their own, ancient, language of Denurûm is guttural. Denur have deep, resonant voices and a tendency to speak more loudly than is strictly necessary. Consonants are often spat aggressively or gargled in the back of the throat.
{| class="wikitable"
! colspan="6" | The Denurûm Language: Quick Guide
|-
! colspan="2" |<u>Greetings</u>
! colspan="2" |<u>Races</u>
! colspan="2" |<u>Titles</u>
|-
!Denurûm
!Common
!Denurûm
!Common
!Denurûm
!Common
|-
|Kverit
|Greetings
|Elrik(ar)
| Elf
| Harrikum
|High King
|-
|Farvel
|Farewell
|Vit-Elrik
| High Elf
|Kalanfadur
|Clan Father
|-
|Felag(ar)
|Friend(s)
|Holt-Elrik
|Wood Elf
|Langstrom
| Ancestor
|-
! colspan="2" rowspan="14" |
|Dôk-Elrik
|Dark Elf
|Harstrom
| Graybeard
|-
|Denur
|Denur
|Langstrom
|Longbeard
|-
|Ferum(ar)
| Human(s)
|Darstrom
|Fullbeard
|-
|Urk(ar)
| Faulskins(s)
|Strommi
|Beardling
|-
|Tuvlin
|Tiefling
|Thagi
|Shaven (Traitor)
|-
! colspan="2" rowspan="9" |
|Smidur
|Smith
|-
|Grungar
|Miner
|-
|Fadur
|Father
|-
|Modir
|Mother
|-
| colspan="2" |  '''Commonly Used Words'''
|-
|Karazum
|Mountain(s)
|-
|Kalan
|Clan
|-
| Urk
|Enemy
|-
| Bryn
|Gold
|}
{| class="wikitable"


King - Kjung
|}
===Naming Schemes===
The naming of a Denur is often a complicated matter, as throughout their lives they can accrue multiple surnames. When a Denur is born, they are granted the name of their Clan as their surname such as “Whitebeard” or “Grudgebearer”, these names usually describe an overbearing physical feature, ability, skill, or profession that is common in their family. As they get older and begin to gain fame and renown, they may be given (nick)names such as “Heavybrow” or “Flameheart” which would then be placed in between their first name and their family name. These names can get even longer should titles or ranks be rewarded to the Denur.


Lord - Jovr
===Cultures===
Nations and cultures in which the Denur race is present.
{| class="wikitable"
|+
![[File:DarachDenur.png|frameless|200x200px]]
![[The High Kingdom of Arduan]]
|What is left of the ancient Empire of the Denur has now been dubbed the High Kingdom of Arduan, the lands in the north of Eden, controlled from the ancient seat of Dar-ach Denur. Here they mine their minerals and hoard their wealth, so that they one day may retake their fallen holds. The High Kingdom is ruled by a council of clans, who all advise the High King in matters of state. Due to this ancient system, the Denur have created a stable base from which to expand. The way of living within the High Kingdom is deeply rooted in their ancient customs and religion, believing that the mountains provide all they need. One nation, one purpose, one High King.
|}


General - Alzerja
==World View==
{| class="wikitable"
|+General Attian Human opinions on the other races of Eden.
|-
![[File:AttianMale1.jpg|frameless|200x200px]]
!On Attians…
|'''Neutral'''
''“Aye, I do trade with ‘em from time to time. Easy enough to get some bryn out of, they’ll pay for just about anything Denur. Aside from tha’, I don’t talk to ‘em more than I ‘ave to.”''


Captain - Forg
*Sylvia König, Imperial Huntress.
|-
![[File:HinterlandersAI.jpg|frameless|200x200px]]
!On Hinterlanders…
|'''Neutral'''
''“Hardy folk, those Hinterlanders. The northern ones at least, last time some o’ the southern ones moved up north they flooded the area with friends o’ the Urks.”''


Throne Guard - Kjungustol Gevorgun
*Klaudius Jungling, Merchant from Adelsburg.
|-
![[File:KhadanAI.jpg|frameless|200x200px]]
!On the Khadan…
|'''Negative'''
''“They serve the Dôk-Elrik, an’ anyone who chooses to serve a friend o’ the Urks is an enemy o’ mine. I’m sure they’re equally as tolerable as the rest o’ the Ferumar, if anythin’.”''


Ironguard - Ornzargevorgun
*Herman Voss, Imperial Innkeeper in Brandenhafen.
|-
![[File:HelfAI.jpg|frameless|200x200px]]
!On High Elves…
|'''Slightly Negative'''
''“We’ve always been cordial with these Elrikar, but there’s somethin’ about ‘em tha’ makes me squint, mostly the fact they look down ‘pon us so much, lanky bastards.”''


Recruit - Rothilr
*Helena Bahl, Imperial border guard.
|-
![[File:WelfAI.jpg|frameless|200x200px]]
!On Wood Elves…
|'''Slightly Negative'''
''“They are fine as long as they stay inside their holt, they stay out o’ my way, I’ll stay out o’ theirs. I trade with ‘em, but only because I ‘ave to.”''


Home - Orhim
*Friederich von Löwenmark, Imperial diplomat.
|-
![[File:DelfAI.jpg|frameless|200x200px]]
!On Dark Elves…
|'''Negative'''
''“Urk lovers, plain an’ simple. I’ve never been a fan o’ sand, and they choose to live on top of it, reason ‘nough to keep them at arm’s length I’d say.”''


War - Orstrjeth
*Karl Ochsenbauer, Veronian Fisherman.
|-
![[File:HalflingAI.jpg|frameless|200x200px]]
!On Halflings…
|'''Negative'''
''“I keep ‘em as far away from me as I can, abominations. Tale goes they were once Denur like meself, only they got corrupted by the sun. Nowadays they live down south I believe, they can stay there.”''


Conquest - Mimmal
*Helmut Ganz, Farmer from Brandenhafen.
|-
![[File:OrcAI.jpg|frameless|200x200px]]
!On Orcs…
|'''Very Negative'''
''“Urks, truly our greatest urks. I ever see one o’ them near me hold, it’ll get an axe between its eyes, tha’s for sure.”''


Defend - Vrutan
*Holga Schwertz, Hintisch Cheese maker.
|-
![[File:GoblinAI.jpg|frameless|200x200px]]
!On Goblins…
|'''Very Negative'''
''“Travel in packs, these lot, easy ‘nough to end. Sneaky an’ dangerous should ye give ‘em the chance though. Not a chance I’ll let one of ‘em get away should I stumble ‘pon one.”''


Attack - Sgor
*Ingelbert Mehr, Imperial Soldier from Holstein.
|-
![[File:TieflingAI.jpg|frameless|200x200px]]
!On Tieflings…
|'''Slightly Negative'''
''“Spawn o’ the void, I tell ya. The Ancestors warned us about them lot, only bad things can come from trusting a Tuvlin. Horns are ‘sposed to be on yer helmet, not yer skull..”''


Trade - Vzlun
*Gottfried Schwartzenkraus, Imperial Witch Hunter.
 
|}
== Culture ==
They believe in showing your worth. In this, they are a capitalist society. If one can carry their own, they will be richer, but if they do not push their weight, they will be lower class. To outsiders, Denur might be very closed off and only speak a few words and be very blunt with their replies, though this is to be expected from the stone lords, gaining trust and respect amongst them would reveal the true culture of the Denur being good, strong and prideful folk. Usually dressed in rugged clothing because most are smiths and miners, they look homeless to the outside world. They don't care about other religions, speak of it if you will but don't try and force it on them, or you may be thrown out of their home. They are very prideful and will easily be provoked, even minorly insulted. Additionally, their society is centered directly around their superb craftsmanship and abundant rich resources within their mountains. Therefore, their people tend to flaunt their wealth with large jewels, necklaces, and other extravagant but small jewelry.
 
=== <u>Celebrations & Holidays</u> ===
*'''Denur Day'''
:: The celebration of the awakening of the Denur.
 
*'''Day of Victory'''
:: The day that the first king of the Denur took up his position and started the beginning of a great nation.
 
*'''Death’s Day'''
:: Death’s Day is to celebrate all the warriors that fought to protect the citizens of the Denur.
 
*'''Denur’s Day of Giving'''
:: A day celebrating the riches the mountains have given, gifts are given to the children from their parents and others.
 
=== Romance & Marriage ===
The Denur only marry once in their lives and be with one partner. They also tend to only have one or two children, mostly as per their underground living standards. Since Denur only marries once, it's a big thing for all the Denur; a huge gathering of all the Denur will be there, even the king. Food and drink are catered by the king's coin instead of the groom and/or bride. The weddings start in the King's Hall just in front of the king's throne, all stand for the groom walks down the hall, stands at the front, and waits for his beloved soon-to-be wife to come down. As she makes her way down, every dwarf she passes by will tell her “Klarth’s Embrace” which in common is "Steel’s Embrace" the meaning of that phrase is to wish them a happy marriage and to stay as strong as steel together. When the bride makes it to the front and holds hands with the groom, all Denur in the hall together will chant “Skljef locked e zana” translated to common would be “Love locked in stone,” until the king stands up and slams the bottom of his weapon's handle on a circular piece of bronze making a loud and deep sound through the hall. After a moment of silence, cheering will begin as well as dance and the couple locking their love with a kiss.
 
=== Life & Reproduction ===
The Denur tend to live upwards of 200 years and usually marry within the first 100 years of their lives. As stated above, they tend to only marry once with one partner. Usually, they have only one to two children per family, which creates a stagnant and sometimes declining population growth among the race. Throughout their lives, they have had two jobs, one usually dealing with soldiering and the military, and the other predominantly being a miner or a forge master. Some more noble families move directly to positions of influence and power within the king’s court. Some move directly into merchants and begin selling their products as soon as possible.
 
=== Death & Funerals ===
Death in the Denur is a time of sadness for everyone. Since the Denur is so close to one another, the death of someone will bring a tear to all's eyes, even if it was one they barely knew. A funeral will be held for the dead. Even after the war, the dead will be brought back to the mountain to be respected and have a great farewell. After death, the dwarf would be laid in a stone tomb and buried underneath the mountain. If there is no way of bringing a dwarf's body back to its home, the dwarf would be burned. Although they may not believe in a God or an afterlife, they believe in large funerals because it is the last time they will ever see that dwarf again.
 
== History ==
 
=== The Old Age: ===
The Dark Age: The first city made by the Denur, “Druskvar” grew slowly but surely, bigger than any of its previous cities. All was going well until a threat started looming overhead. Druskvar was then soon sacked after it was found by the enemy, all their riches gone to waste and few places to go. All hope was lost because Denor was killed in the battle, and his only son didn't think he could deal with this without his father. When they finally needed to take a break and rest, Denor’s son Farin looked among his fellow Denur and saw in their eyes that they were looking to him for answers on what they were to do now. All food was lost, no riches in sight, and no place to call their own. Looking among the children filled with tears and sadness, he finally built up the courage he needed and led the Denur to the next step in their lives.
 
=== The Expansionist Age: ===
A few hundred years later, the current capital of the Denur was finally being built by King Throl. This capital was full of riches, even more than most of their settlements combined. During this time, with the abundance of material, other Denur were sent to set up colonies in other areas, making them prosper even more. All this combined made the Denur the richest in all the land. Plentiful gems, an abundance of gold and iron, and a copious amount of coins. Many feared them because their mastery of smithing was shown in how strong their armor and weapons were.
 
=== The Age of Destruction: ===
Starvation hit most of the Denur colonies, making most of them die out. This was caused by such a terrible winter that most couldn't even stand upright in the wind. No trades were coming from nearby nations for tools in return for food. The only settlement that lived through this was the capital of the Denur, Dar-ach Denur, for their abundance of wealth and having so much of everything stocked up. All other colonies were lost.


==Character Traits==
Upon creation of an Denur character, you can pick two of the following traits for your character to reflect their background.
{| class="wikitable"
|+
! colspan="2" |Racial Traits - Denur
|-
!Nightseer
|Players with this trait get the night vision effect when entering dark spaces and during the night.
|-
!Sturdy
|Players with this trait get two extra points in the defence stat.
|-
!Strong
|Players with this trait get two extra points in the strength stat.
|-
!Enduring as Rock
|Whenever damage is done to this player, roll a D6. On a 4+, the attack that hit the player with this trait does -1 damage. (Resillience potion effect outside CRP)
|-
!Too Angry to Die
|When a player with this trait reaches 0HP, they roll a D20. On a 15+ they regenerate 4 HP. (Totem of undying effect outside CRP.)
|-
!Magical Resilience
|Players with this trait may ignore spell effects if the effectiveness roll is below 12
|-
!Natural Sprinter
|Players with this trait may once per battle add 5 to their dash action range.
|-
!Warden
|Players with this trait may choose to attempt to take damage aimed at their allies within 3 meters of them during CRP.
When doing so, roll a D20. On an 8+, the player with the warden trait takes the damage instead of the target player.
|}
__NOTOC__




{{Navtable_Races|class="mw-collapsible"}}
{{Navtable_Races|class="mw-collapsible"}}

Revision as of 22:25, 1 April 2024

Denur
Denur1.jpg
Pronunciation Dé-nuur
Classification Dwarf
Nicknames Mountainfolk, Dwarf (Derogatory)
Languages Common, Denurûm
Average Height 1.02m - 1.52m (3’4” - 5’0”)
Average Weight 60kg - 80kg (132lbs - 176lbs)
Maximum Age ~200 Years Old
Stat Bonuses

+0 Strength

+4 Defense

+0 Agility

+0 Intelligence

Introduction

The Denur, or the Mountainfolk as they are sometimes dubbed by the other races of Eden, are one of the most ancient and proudest of the races on the continent. The stories of their ancestors are etched deep into the core of the continent and the hearts of these stubborn folk. Once they controlled an Empire that spanned across all the mountains, north to south, east to west, the remnants of their fallen holds can still be found and are hard to overlook. These days they are reserved to the northern part of the continent, most prominently their ancient capital of Dar-ach Denur, said to have been built by the first High King. Here they gather their strength in the hope that one day they will be able to return to the lost greatness of their ancestors and reclaim their birthright.

Your average Denur believes in three things: strength, fame, and wealth. Most prominently the last of these three, the Denur are known for their greed and willingness to delve deep for what they want, among those the most coveted metal of all; Starmetal. Through ages of living underground and honing their skills, the Denur have become the undisputed masters of the mine, their halls being the largest example of their prowess. Aside from being prolific miners, the Denur are also highly proficient engineers, smiths, and craftsmen, priding themselves on being able to produce weapons, armour, and even prosthetics that are far more advanced than anything the Humans or Elves could conjure.

To outsiders, the Denur can come across as arrogant or sheltered. They tend to keep to themselves and are distrusting of outsiders and visitors. Their harsh belief in their Ancestor Gods gives them an aura of ambition that one can easily get swept up in. These folk as a whole are a strong-willed and sturdy people, talented craftsmen, and hardy warriors. Above all they pride themselves on their loyalty to one another and those they have sworn an oath to. A Denur breaking a sworn oath would mean complete disgrace and an outsider breaking an oath to them will mean a deeply rooted grudge that will not be forgotten. The unbreakable bonds of kinship have made it so that the Denur are one of the most collected and unified races on the continent, and even though their way of ruling is often an absolute one, there exists a complete belief in a shared goal and ambition among the Denur.

Character Creation

Appearance

Physical Traits

An example of a Denur Woman.

The Denur are a short and stunted race in nature but possess an incredible degree of durability and endurance. They are often referred to as humanoid boulders, much like their environment, as they are practically immovable. The average Denur stands at a humble 1.02m to 1.52m in height, but they make up for their lack of height with their strong build, most noticeably their broad shoulders and powerful legs.

Denur often have pale skin due to one main reason, their lack of exposure to sunlight. It is not uncommon to see Clan colours painted upon their face as decoration. These mountain folk have a broad spectrum of hair colours, ranging from the deepest blacks to the brightest reds. The colour of their eyes often leans towards the lighter side of blues and greens, as these help with the dim lighting usually found within their underground holds. From a very young age (~12 years old) beards begin to grow on the faces of male Denur, these beards will from then on continue to grow for the rest of their lives. These beards hold a special place in Denur society, as they show their age, wealth, and experience. The longer their beard, the more respect a Denur deserves from his kin, having it trimmed or shaven is seen as a grand slight on one’s honour. Female Denur have this same system, only they similarly braid their hair to show status and renown.

Apparel:

The Denur have always been masters of adapting to their environment, and now that they mostly dwell in the snowy mountains and frozen tundras, the Denur have made it customary to wear multiple layers of clothing. The materials used for this clothing can consist of fur, leather, and steel and are usually covered in engravings of runes and symbolism of their feats and respective clans.

A guide to typical Denur Skin Colors

Languages

Through the centuries of Denur civilization, the language of the Mountainfolk has evolved alongside them. All Denur speak the common tongue, paired with what is usually a hefty accent derived from their original language, known as Denurûm. While speaking the common tongue, Denur often create more guttural sounds than the average speaker. For instance, the present participle of a verb would end with ‘-ing’, but a Denur would pronounce it as ‘-en’. The vowel ‘u’ sounds more similar to an ‘oo’-sound, the ‘i’ would sound more like an ‘eh’-sound, and more often than not they do not pronounce the ‘t’ if a word ends with it, resulting in words like ‘That’ becoming ‘Tha’. Their own, ancient, language of Denurûm is guttural. Denur have deep, resonant voices and a tendency to speak more loudly than is strictly necessary. Consonants are often spat aggressively or gargled in the back of the throat.

The Denurûm Language: Quick Guide
Greetings Races Titles
Denurûm Common Denurûm Common Denurûm Common
Kverit Greetings Elrik(ar) Elf Harrikum High King
Farvel Farewell Vit-Elrik High Elf Kalanfadur Clan Father
Felag(ar) Friend(s) Holt-Elrik Wood Elf Langstrom Ancestor
Dôk-Elrik Dark Elf Harstrom Graybeard
Denur Denur Langstrom Longbeard
Ferum(ar) Human(s) Darstrom Fullbeard
Urk(ar) Faulskins(s) Strommi Beardling
Tuvlin Tiefling Thagi Shaven (Traitor)
Smidur Smith
Grungar Miner
Fadur Father
Modir Mother
Commonly Used Words
Karazum Mountain(s)
Kalan Clan
Urk Enemy
Bryn Gold

Naming Schemes

The naming of a Denur is often a complicated matter, as throughout their lives they can accrue multiple surnames. When a Denur is born, they are granted the name of their Clan as their surname such as “Whitebeard” or “Grudgebearer”, these names usually describe an overbearing physical feature, ability, skill, or profession that is common in their family. As they get older and begin to gain fame and renown, they may be given (nick)names such as “Heavybrow” or “Flameheart” which would then be placed in between their first name and their family name. These names can get even longer should titles or ranks be rewarded to the Denur.

Cultures

Nations and cultures in which the Denur race is present.

DarachDenur.png The High Kingdom of Arduan What is left of the ancient Empire of the Denur has now been dubbed the High Kingdom of Arduan, the lands in the north of Eden, controlled from the ancient seat of Dar-ach Denur. Here they mine their minerals and hoard their wealth, so that they one day may retake their fallen holds. The High Kingdom is ruled by a council of clans, who all advise the High King in matters of state. Due to this ancient system, the Denur have created a stable base from which to expand. The way of living within the High Kingdom is deeply rooted in their ancient customs and religion, believing that the mountains provide all they need. One nation, one purpose, one High King.

World View

General Attian Human opinions on the other races of Eden.
AttianMale1.jpg On Attians… Neutral

“Aye, I do trade with ‘em from time to time. Easy enough to get some bryn out of, they’ll pay for just about anything Denur. Aside from tha’, I don’t talk to ‘em more than I ‘ave to.”

  • Sylvia König, Imperial Huntress.
HinterlandersAI.jpg On Hinterlanders… Neutral

“Hardy folk, those Hinterlanders. The northern ones at least, last time some o’ the southern ones moved up north they flooded the area with friends o’ the Urks.”

  • Klaudius Jungling, Merchant from Adelsburg.
KhadanAI.jpg On the Khadan… Negative

“They serve the Dôk-Elrik, an’ anyone who chooses to serve a friend o’ the Urks is an enemy o’ mine. I’m sure they’re equally as tolerable as the rest o’ the Ferumar, if anythin’.”

  • Herman Voss, Imperial Innkeeper in Brandenhafen.
HelfAI.jpg On High Elves… Slightly Negative

“We’ve always been cordial with these Elrikar, but there’s somethin’ about ‘em tha’ makes me squint, mostly the fact they look down ‘pon us so much, lanky bastards.”

  • Helena Bahl, Imperial border guard.
WelfAI.jpg On Wood Elves… Slightly Negative

“They are fine as long as they stay inside their holt, they stay out o’ my way, I’ll stay out o’ theirs. I trade with ‘em, but only because I ‘ave to.”

  • Friederich von Löwenmark, Imperial diplomat.
DelfAI.jpg On Dark Elves… Negative

“Urk lovers, plain an’ simple. I’ve never been a fan o’ sand, and they choose to live on top of it, reason ‘nough to keep them at arm’s length I’d say.”

  • Karl Ochsenbauer, Veronian Fisherman.
HalflingAI.jpg On Halflings… Negative

“I keep ‘em as far away from me as I can, abominations. Tale goes they were once Denur like meself, only they got corrupted by the sun. Nowadays they live down south I believe, they can stay there.”

  • Helmut Ganz, Farmer from Brandenhafen.
OrcAI.jpg On Orcs… Very Negative

“Urks, truly our greatest urks. I ever see one o’ them near me hold, it’ll get an axe between its eyes, tha’s for sure.”

  • Holga Schwertz, Hintisch Cheese maker.
GoblinAI.jpg On Goblins… Very Negative

“Travel in packs, these lot, easy ‘nough to end. Sneaky an’ dangerous should ye give ‘em the chance though. Not a chance I’ll let one of ‘em get away should I stumble ‘pon one.”

  • Ingelbert Mehr, Imperial Soldier from Holstein.
TieflingAI.jpg On Tieflings… Slightly Negative

“Spawn o’ the void, I tell ya. The Ancestors warned us about them lot, only bad things can come from trusting a Tuvlin. Horns are ‘sposed to be on yer helmet, not yer skull..”

  • Gottfried Schwartzenkraus, Imperial Witch Hunter.

Character Traits

Upon creation of an Denur character, you can pick two of the following traits for your character to reflect their background.

Racial Traits - Denur
Nightseer Players with this trait get the night vision effect when entering dark spaces and during the night.
Sturdy Players with this trait get two extra points in the defence stat.
Strong Players with this trait get two extra points in the strength stat.
Enduring as Rock Whenever damage is done to this player, roll a D6. On a 4+, the attack that hit the player with this trait does -1 damage. (Resillience potion effect outside CRP)
Too Angry to Die When a player with this trait reaches 0HP, they roll a D20. On a 15+ they regenerate 4 HP. (Totem of undying effect outside CRP.)
Magical Resilience Players with this trait may ignore spell effects if the effectiveness roll is below 12
Natural Sprinter Players with this trait may once per battle add 5 to their dash action range.
Warden Players with this trait may choose to attempt to take damage aimed at their allies within 3 meters of them during CRP.

When doing so, roll a D20. On an 8+, the player with the warden trait takes the damage instead of the target player.


Races
Human Races Attians · Khadans · Hinterlanders
Elvish Races High Elves · Wood Elves · Dark Elves
Dwarvish Races Denur
Orcish Races Orcs · Goblins
Other Races Halflings · Tieflings · Sylvani