Homebrew Vyrian Species Details

 After Vyr; the first champion of difference, ascended to divinity and crossed into the wrathful afterlife to doll out 'the beast' out of the unworthy dead. The northern Vyrians were simply left a challenge: to follow in his footsteps and best their own internal beast.

In appearance they roughly resemble the traditional ogre; albeit without quite as rotund a stomach and being about one foot taller on average. Still possessing thick, pointed ears, a Vyrian lacks an ogre's large fangs or diminished legs. They also possess body hair on the chest, back, and especially the chin/face; as opposed to the near hairless ogre.

The Path of Vyr:

A Vyrian’s own success often relies entirely upon themselves, mostly living alone and taking great pride in this independence as it is thought to be the one of two true principles of the path of Vyr; the other being forming and/or respecting any form of functional society. Honor, Loyalty, Strength, Wisdom, and Competence all make up Vyrian virtue.

Due to living to and amongst themselves they may come off as too traditional, prideful and stubborn to those that have met a Vyrian; mostly (and rarely still) being Goliaths, whom Vyrian’s find their competitive natures puzzling due to how easily a Tribe can fall to their own harsh climate. Further Still they see the lack of elder Goliaths as evidence of a flawed philosophy; not that they don’t hold respect for the ‘gray men’ as they do seem to make it work.

The look of intent:

Vyrian’s lend themselves to a serious and stoic disposition for almost all Vyrian customs are of a serious nature to help survive the surrounding tundra. Even play fighting amongst youths has a serious undertone being a form of training mindset and habits. While they can and do find amusement in some activities, any given Vyrian will usually pay important attention to why they are doing what they are doing.

This leads many Vyrian’s confused by unceremonious or unimportant actions such as; song and dance, music, forging, and even talking. They also lack a concept of money and instead trade means, goods, and services.

Pantheon:

The Vyrian pantheon is simple, Vyr (Vyrelk’orikaan is the proper full name); the principal deity and his wife Raan (Vyraan’oritev).

Vyr: The first orin and pioneer of the ‘path of difference’, later known as the ‘path of Vyr/Vyr’s path’ to reject his natural orge tendencies in favor of collectivism for society. His final and greatest gift was physically going to hell to smite those who fail their own potential to send the unworthy soul to SUPER HELL, their now forcibly purified body is in turn left to Raan.

Raan: Vyr’s wife is believed to await the worthy dead who lived true to their potential to assist in the decomposition process to feed the world that once fed them.

  • Other traditions are that the unworthy have no need to be buried in death as Vyr personally slew the beast within them, and the worthy still need time for it to properly leave. It is also thought that all poor environments, from deserts to total hellscapes all originate from unpurified unworthy dead; their violence, greed, and other bad qualities stain the ecosystem.

Names: 

Vyrians don’t have a concept of names, instead referring to anyone or anything as it is.

  • Vyr: Youth
  • Vyrelk/Vyraan: Adult male/female

Suffixes indicate notable properties about the individual;

‘or: any kind of teacher 

‘orin: the local chief

Other suffixes are simple common words; exp: Vyrelk’eye (missing an eye)

The teacher/chief suffix is place before descriptions; exp:Vyrelk’orin’eye (one-eyed chief)

Teachers:

All positions of teacher or ‘or’ (wise) are held in high regard for a Vyrian well ‘wise to’ any of the three main curricular and broad subjects being:

    • Blood: Teaches many methods of combat, hunting, and simple medicinal practices
    • Mind: Teaches why do as Vyr does, why it is important, and how to hold meaningful conversation; will also help younglings that struggle with self control/anger.
    • Works: Teaches a broad array of skills including:

             survival, knowledge on wild plants/animals/monsters, climbing, camping, cooking, construction, tracking, navigation, mining, weaving, tailoring, farming, and forging ice steel (compressed iron)

All three are viewed equally and that to learn one is to strengthen one’s understanding of all three wisdoms. The works show you what one needs, blood allows defense of/with the works, and the mind allows for correct application of both.

Leaders:

Orin, the chief or ‘champion’ as it is known, is the greatest amongst the clan and has the responsibility of representing Vyr himself. Any individual can become an orin as one simply must best the current orin in ritualistic duel, although the requirements to obtain the right to make a challenge are: 

  • A renown body (athletic and strong) and mind (blood, mind, and works)
  • Have spent at least 85 years with this clan
  • Hand made their own proper clothes, Heavy gauntlet, and stick-axe (ice steel sword with a blue glacier ice core)

The duel itself takes place within a circle with a 12 ft circumference with the goal being to overpower their opponent with superior technique and strength twice in a row or until they surrender. Combatants may shove, attack, and grapple (just not on the ground). Neither can run, jump, lose self control, or permanently cripple their opponent. Killing is met with immediate banishment.

All stick axes are made with the same amount of material in blade and handguard. The sword is also mandated for one handed use. Many leaders signal their methods with the shape of the stick axe they wield.

Generally a longer blade emphasizes extrospection of individuals and resources, while a shorter blade signifies introspection.

Also a broad slashing blade shows off effort, usually through the community or collectivism, and more pointed thrusting ergonomics display service for the people or independence.

Of course this display is not always a matter of fact, and could always simply be a preference.

Vyrian Traits

A Vyrian is raised to be physically strong and mentally wise above all else. While naturally acclimated to colder climates, a Vyrian's training allows them to survive anywhere. Their grand bulk struggles with jumping long distances and landing, even from a simple jump. Some unfortunates can become banished and magically branded.

Age

They grow quite slowly by comparison to a natural ogre, but quite quickly in the eyes of their southern counterparts. Northern Vyrians are grown usually around age 40 and are considered adults at age 50, and can live up to around 220 years

Size

Towering behemoths, Vyrian's range from 10-12 feet tall and weigh from 1200 to 2450 pounds strong.

Random height & weight table

Base H.      Mod. H.      Base W.      Mod. W.

9'10''            2d12           1200           2d6+4d10

Mammoth Muscle

Natural powerful build

Wood's eye

Advantage on investigating/identifying various materials being: grasses, stone, ore, wood, water, and non-hidden wild animals/monsters

Bulky

Can only jump 5-10 feet long. Vulnerable to fall damage, falling a distance greater than one foot will cause 1d6 damage. Advantage against being physically knocked prone, but takes 1d6 damage anytime you are.

Banish Brand

 A Vyrian may do a shameful or bestial act such as; losing one’s temper or killing an opponent in a duel. These individuals will be given the ultimate challenge of character in the form of the Banish Brand. It will subsume the target’s living essence into itself, leaving them neither dead nor alive. They will no longer age as their body no longer has life to lose and their life is under magical hostage.The physical form of those challenged also takes on almost undead characteristics.

A deed or misdeed is tracked by impactful consequences and upright morality/rumored to be Vyr personally judging your every move.

Removing it will kill the bearer

Is counted as a 4th level Divination and 3rd level necromancy 10 minute ritual spell

Prematurely entering Vyrian land will kill the bearer

You lose all color in your skin, hair, eyes, blood, etc., being white. And keratin (hair/fingernails) and liquid components (blood/sweat/vomit) become translucent instead.

Immune to aging

Grants resistance vs. fatique, poison, and magical healing. Vulnerable to turn undead spells.

Languages

Due to a few hundred years of attempting to reel in the anger of their ogre cousins have left them with a pragmatic speech pattern using as few words as possible.

Can only speak broken common

Tundra Strider

Cold resistance, and can move on/through ice and snow unhindered.

Ability Scores

Your Strength score increases by 2, and your Constitution score increases by 1.

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