Vulkooridal Ethnicity in Eberron | World Anvil

Vulkooridal

The elves of Aerenal trace their origin to the mysterious shores of Xen'drik, where their cousins, the dark-skinned elves called "drow", still live among the ruins of the empires of the giants. The tribes of the drow are the most advanced society in Xen'drik, and their way of life has managed to survive for thousands of years despite the mystical curses afflicting the realm.   The drow carve a deadly existence out of the ruined continent they call home. These dark-skinned elves believe it is they, not the pale-skinned rebel offshoots who fled to Aerenal, who truly preserve the dignity and valor of the elf race. Allied with monstrous scorpions, the drow battle the fallen race of giants over the ruins of the mysterious continent.   As the most civilized inhabitants of ruined Xen'drik, the drow are the heirs to both the lingering might of giant nations and the ancient elven spellcraft once learned at the feet of dragons.   The homeland of the drow is a contradiction of sorts — an ancient ruin that nonetheless holds magical treasures of almost unimaginable might. As Siberys shards fall on the broken landscapes and jungles, explorers from other continents brave sahuagin-filled waters to crowd the port city of Stormreach.

Naming Traditions

Feminine names

Curra, Kas'asar, Kirris, Xen'va

Masculine names

Ek'ann, Kaxxar, Xen'kar

Family names

Gen'thac, Torkak, Xar'cha

Other names

They typically have only 2 names, a personal name and a family name. Dark elves are very careful about sharing their family names, and it is considered an insult in drow society to ask about a family name. Among dark elves, sharing a family name is sometimes a sign of trust and friendship, but more often it is a sign of submission to a more powerful individual.   Dark elves guard their family names so carefully not because of any personal danger or need, but because family is the ultimate source of loyalty for any dark elf; a dark elf never wants to give away any information that might weaken the family.   Their proper and family names feature multiple syllables, hard consonants, and glottal stops (represented by apostrophes).

Culture

Culture and cultural heritage

The jungles of Xen’drik are a harsh and unforgiving land; the drow dwell in the underground realm of Khyber as often as they haunt the ruins of aboveground Xen’drik. Covered by thick jungle and the ruined cities of the ancient giant kingdoms, the continent houses too many dangers for the drow to establish large and stable cities such as those on Khorvaire. Drow settlements are small temporary affairs. Occasionally a relatively large and powerful tribe might stay for some time in the ruins of a giant city, but such occupations are short-lived. The drow only stay long enough to plunder what artifacts they can. The largest drow settlements are underground.

Common Customs, traditions and rituals

The Qaltiar, meaning "broken oath" in Elvish, are one of the drow cultures that emerged on Xen’drik after the fall of the giant civilisations. The ancestors of the Qaltiar drow rebelled alongside the elves against the giants. It's even possible that some of these drow fled Xen'drik in the exodus lead by Aeren.

The Qaltiar are a nomadic tribal society inhabiting the jungles of Xen'drik. They worship a host of animal spirits which they believe guide them in their lives. The greatest of these spirits is the scorpion, Vulkoor. They also believe that souls are tested by these spirits when they die. If a soul is found worthy, they are reborn into the world.

There are many of these spirits, far more than those listed here, and not all Qaltiar are united in their views of the spirits or the roles these spirits play. Some of these tribes venerate a rainbow-winged serpent, which is almost certainly a couatl.

  • Vulkoor is the greatest of the spirits worshipped by the Qaltiar and takes the form of a great scorpion. He is seen as both a deadly hunter and a wise provider, who teaches the Qaltiar to live sustainably. He is usually depicted as a ghost scorpion, and drow warriors will often wear Armor made from the pale chitin of ghost scorpions, which they consider to be one of Vulkoor's many gifts. Others will tattoo themselves with scorpion venom, a ritual that they believe will imbue them with the power and wisdom of Vulkoor.
  • Hul'drac is the spirit of the shifting panther (displacer beast) and is second only to Vulkoor in the stories of the Qaltiar. He is a cunning hunter who relies on guile and trickery to avoid enemies’ blows. He is often revered by hunters and warriors of the Qaltiar, who hope that he will guide them in battle.
  • Ko'molaq is a spirit that takes the form of an immense two-headed serpent. Ko'molaq translates to "keeper of secrets", and he is said to possess knowledge of many hidden and secret things. Drow will often beseech Ko'molaq for guidance, but the advice given should always be taken with a grain of salt, as you can never know if Ko'molaq is telling the truth.
  • Kura'tra is the spirit of the tilxin bird, a clever spirit that relies on speed and keen senses to outwit and outrun predators. While many other spirits the Qaltiar revere are predators, Kura'tra is seen as a wise and cunning spirit worthy of respect. The Qaltiar may call on Kura'tra to provide them with inspiration, or to speed them along their way.
  • Ton’amil is a spirit that takes the form of a rainbowfeathered winged serpent. They are said to command the light, the sun and the stars, and Ton’amil illuminates the darkest nights and helps lost Qaltiar find their way home. Rarely, there are stories of Ton’amil appearing to Qaltiar and empowering them to fight particularly fearsome foes.
  • The Wanderer is an enigmatic spirit that takes on many forms. They are seen as a bringer of change that is neither good nor bad. If you encounter them, the only thing you can be sure of is that your future is uncertain.
 

Hantar’kul

The name of this tribal tradition translates to “Blood Hunters,” and its members worship Vulkoor the Cunning. The drow of the Hantar’kul believe that it is the destiny of their people to rule over all Xen’drik. They despise the giants and other creatures of the shattered land, but they believe that dominance over these creatures is assured; it is foreigners that they see as a threat. As such, the Hantar’kul actively prey on explorers who venture into the depths of Xen’drik. They have been responsible for the destruction of a number of mining and farming settlements, and the Hantar’kul present an ongoing threat to House Tharashk and House Vadalis operations. Although they hate all foreigners, the Hantar’kul have a special vendetta against the elves of Aerenal and Valenar and the drow and half-drow who live within Stormreach.

As with many other drow traditions, the Hantar’kul mantle is borne by a number of different drow tribes. These tribes respect one another but rarely work together, and each has slightly different traditions. The tribe that poses the greatest threat to Stormreach is the Qar Hantar’kul, which uses a curved double-bladed dagger as its emblem. The Qar tribe has recently set up camp in the tunnels below Stormreach; the drow hope to fi nd powerful weapons in the deep dungeons and to establish a strong foothold from which to strike at the foreigners in the world above.

Most Hantar’kul fit the traditional image of the Vulkoori drow, including the pale tattoos and chitin armor. However, the Blood Hunters recognize the power of the past, and they constantly search for magic items and weapons they can use. As students of Vulkoor the Cunning, their numbers include rogues, rangers, assassins, and monks.

Major organizations

The Qaltiar tribes dedicate themselves to hunting giants. Others devote themselves to tribal feuds, pursuing vendettas that have lasted for thousands of years.
Encompassed species
  • Humanoid(Elf)
  • +2 Dex, +2 Cha, -2 Wis Those who have met and befriended Vulkoori Drow know them to be light on their feet and surprisingly warm and friendly once accustomed. On the other hand, they are rash to act and easily insulted, especially by non-tribesmen
  • Medium-size
  • Low-light vision 4x

    Due to the bizarre experiments their forebears endured at the hands of the Giants, the Vulkoori see their best at dawn and twilight, or under otherwise poor conditions, which are common to their jungle environment. They see four times farther in dim light than a human would.
  • Jungle Resistances

    Partially due to environment, and partially due to culture, these drow gain a +2 bonus to saves vs. Poison, Disease and hot climates are one step less severe.
  • Poison Use

    Vukoori are skilled in the use of poison and never risk accidentally poisoning themselves. Drow favor an insidious toxin that causes its victims to lapse into unconsciousness—this poison allows drow to capture slaves with great ease.
  • Spell-Resistance

    As an aftereffect of the experiments, they gain a natural resistance to any spell cast at them. They gain Spell Resistance 6 + Character Level
  • Spell-Like Abilities

    Drow can use the following spell-like abilities once per day: dancing lights, darkness & faerie fire. Caster level equals the drow’s class levels.
  • Tribal Weapon Familiarity

    Vulkoori drow are proficient with the Xen’drik Boomerang and Drow Long Knife and treat any weapon with “Drow” in the name as a Martial Weapon.
  • Light Sensitivity

    Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds these drow for 1 round. There is no subsequent penalty after the 1st round
  • Automatic Languages

    Common, Drow, Drow Sign Language. Bonus Languages: Draconic, Giant, Mabran, Quori, Undercommon

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