Searuse
Thunder cracked overhead, sounding the arrival of the Searuse, and of the Seven Exiled Lords. Through Ashen Fields, and descending the Spires of Thorns, the cursed march ever onward. Above, the beasts drip their acidic spittle while they watch the Searuse, the ground smoking and bubbling with every drop. Beneath them the ground cracks and threatens to crumble into nothingness with every step. A light, forever lost in the darkness of their own choosing.
Fate, however, had other plans for them.
Those of the Searuse were not the first to walk these damnable paths. They came before cities of Iron, of Fire, and of Defiance. Searuse befriended these, nameless, accursed creatures. Potential was seen in their new surroundings, the things that the first took for granted. Searuse saw promise in the beasts which roamed outside the cities and so fed them. They saw an untapped strength in the first, and so learnt what little magic that their allies would offer. Gaining the trust of the first, Searuse began to coil around them, usurping control of the lands. Their affinity with the beasts proved their greatest asset. Rulers fell. Poisoned. Devoured by the strange beasts kept outside the walls. Every manner of evil befell the first as Searuse grew.
In the wake of these betrayals, and the wholesale slaughter of the first came the Searuse. Upon the thrones of stone they sat, whetted still in the blood of the first. They reveled in their newfound power, gazing deep into the abyssal lands. They beheld the wandering souls of those sacrificed for the first, crying out blindly to any that would listen. Searuse answered.
Culture
Shared customary codes and values
There are only four laws that govern all the peoples of Searuse. However, there are many laws based around the social hierarchy that was built.
Knowledge Above All
Arcane growth is important to war. Learning and understanding allows for others to be used more efficiently.
Fear not the Forbidden
Secrets have been made for a reason. The unworthy are turned away, as are cowards.
Neither be Seen, nor Heard
Stealth, and secrecy go hand in hand in their society. It is best to keep level headed, and hide your presence as much as possible.
Suffer Not the Thief
Thieves are a sign of a societies slow decay. A thief which has stolen from their own must be put to death to keep order.
Arcane growth is important to war. Learning and understanding allows for others to be used more efficiently.
Fear not the Forbidden
Secrets have been made for a reason. The unworthy are turned away, as are cowards.
Neither be Seen, nor Heard
Stealth, and secrecy go hand in hand in their society. It is best to keep level headed, and hide your presence as much as possible.
Suffer Not the Thief
Thieves are a sign of a societies slow decay. A thief which has stolen from their own must be put to death to keep order.
Common Taboos
There are certain taboos that all must accept, for their society to function.
Reveal Not Your True Nature
Those of Searuse are pretenders, violent usurpers. To show that they are not as powerful as they claim would be to unravel the lies that they are built upon.
Never Allow Emotions to Guide You
Although those of Searuse have extensive emotions, their role in this world does not allow them to express their feelings openly, for it shows weakness.
Never Allow Lesser Beings to Overcome You
Although it is a common practice to undermine those above them, and to struggle to gain more relevance. However, being undermined in such a way is looked down upon heavily.
Reveal Not Your True Nature
Those of Searuse are pretenders, violent usurpers. To show that they are not as powerful as they claim would be to unravel the lies that they are built upon.
Never Allow Emotions to Guide You
Although those of Searuse have extensive emotions, their role in this world does not allow them to express their feelings openly, for it shows weakness.
Never Allow Lesser Beings to Overcome You
Although it is a common practice to undermine those above them, and to struggle to gain more relevance. However, being undermined in such a way is looked down upon heavily.
Ideals
Courtship Ideals
Those of Searuse do not court among one another, for despite their immense pride there is a greater shame built within most of them. Rather, they seek outwards, to integrate other cultures, and people worthy of them into theirs. It is, as their way, often the males that seek after potential partners during their trials to be fully accepted into their people as adults. During their exertions into the 'mortal realms', the youth will often watch those that they find themselves attracted to. Hours will be spent studying the character, the motivations, and the history of the person before approaching. Presenting themselves in the manner in which they believe is sought after the most, they assume a false persona to get closer. They often serenade the individual with tales of their glory, the riches and powers that they control just beyond the veil, offered if they will follow them. It is a lie, of course. However, it is a deception that fuels personal growth as they despise being caught in a lie.
On occassion, these world walkers will seek after potential partneres for siblings and friends during the trials, keeping multiple tabs on those that they can bring back.
Older bachelors, when desperate enough, have been known court some of the spirits that come petitioning to them. These are relationships without much feeling, and with little communication, though it is easy to assume this sort of partnership. However, this path is looked upon with scorn by most.
Relationship Ideals
Relationships are seen as a union, a joining of skills and resourses to further their own social ranking. Despite bringin thier spouces into their own realms, those of Searuse often wish domination over the others family, bleeding them for wealth and favors.
Quick Character Creation
% Dice | Race |
---|---|
1-70 | Human |
71-80 | Dwarf |
81-90 | Elf |
91-100 | Halfling |
% Dice | Class |
---|---|
1-25 | Fighter |
26-50 | Adept |
51-75 | Assassin |
76-100 | Cultist |
% Dice | Alignment |
---|---|
1-50 | Lawful Evil |
51-90 | Neutral Evil |
91-95 | Chaotic Evil |
96-100 | Neutral |
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