Malorns

The Malorns are the third tribe of the landsmen under the Divhi Malar, though their relationship with their ancestral leader has soured over the ages. The Malorns and Draks, the major division of this tribe, were once thinkers, philosophers and debaters of extraordinary skill and insight, but since they fell under the sway of the Divh Daak their beliefs have become cruel, amoral and dangerous.

Names

Malorns (subrace), Maldraks (historic), Draks (subrace), Maldaakorns (Haedrasia), Darkmen (Inner Sea Basin).

Stereotypes

Manipulative, Cunning, Proud, Cultured, Philosophical, Amoral, Cruel.

Potency


Visage

The Malorns and Draks are the most different of the divisions within the tribes, though they share many common features. Malorns are of unremarkable height, and lean towards being narrow shouldered and fleshy, but with a tendency for willowy delicate limbs. Their skin is pale with ruddy highlights, though this may be as much a product of their homeland as their stock, and scars easily, which given the environs of Maldaakore means that few Malorns are free of a plethora of narrow white scars criss-crossing their hands and faces. Malorns have brown hair, sometimes so dark it is black, or very rarely a striking coppery red, which is usually dead straight. By contrast Draks are almost skeletally lean, usually with visible bones, and their skin is the grey-white of ash and their hair has a whitish tint to it even as infants. It is common amongst Draks to dye their pale hair in unnatural firey orange, or blood red.

Malorns and Draks have high cheeks, wide eyes and prominent aquiline noses. The eyes are heavily lashed and usually of an indeterminate dark colour with red-brown highlights. They have narrow jaws, prominent chins and men often wear a beard though facial hair is seldom thick so these are kept closely cropped or else plated and oiled. Draks (and only Draks) are sometimes born with piercing, near luminous blue eyes, which against their dark colouration is deeply unnerving.

Aetherial

The Malorns who were not enslaved remember little of their ancient craft, but their legends tell of their ability as healers. However the Draks have taken their ancient craft and turned it to new purpose: the Malorns were once bone and flesh crafters and now the Draks use these ancient secrets to create armies from the bodies of their dead that litter their borders. Beyond this the Drak Toldaks have powers granted to them by the Divhi Daak which seem to translate into unnatural knowledge, as if secrets were constantly whispered into their ears.

Malar, The Hidden One

Malar was once the patron of the Malorns, though it has been a long time since he has claimed that role. To the Draks he is Divh of lies and deceit, and to the Malorn slaves he is surely dead, for how else could their patron have so forsaken them? Malar has not been seen in a very long time, in fact since the Toldaks laid waste to Kel Maldrak none have known the fate of the Divhi Malar, and it is a crime to even speak his name before a Drak or Toldak. In the north in Nardaan the Malorns believe that Malar was slain by Daak, and they wage a brutal campaign against those few Draks who remain in that place.

Craft


Cunning

The Malorns are a thinkers and artists, but unlike many bookish scholars theirs is a social, rhetorical wisdom, they have a love of discussing and building their own knowledge based on the opinions of others. They are often confrontational and argumentative, but never allow such discussions to become personal, and for such debate to degrade to violence, force or offence is alien to them. They also love art, poetry, even philosophy. However since the Toldaks of Daak have joined these debates the Draks have begun to see morality as arbitrary and strange, and have become advocates of amoral pragmatism that frequently spills over into gleeful cruelty. Convinced that their Malorn cousins are in the world simply as subordinates the Draks frequently indulge their taste for physical and mental torture on this slave-race.

Social

Malorns are given to focus very much on the individual, and so a sort of might-makes-right mentality prevails in their societies, and because the Toldaks and the Torch-Lords have a Divhi at their back they must certainly be the mightiest, which is clearly evidenced in their unnatural longevity and mysterious powers. As a result they make the laws, and if they are there to enforce these laws then they are followed to the letter. Draks tend to live in very isolationist communities, probably due to the hostility of their homeland. Drak settlements usually consist of only a single family being served by a large number of Malorn slaves. The family work to keep the slaves starved, weak and sick so that they don't have the strength to rise up against their master, but they can seldom do much about escapes, however most escapees are doomed. Young males who are not in line to inherit the family estates usually go to find a bride whose estate they can inherit so that there are seldom dynastic struggles.

Civilization

The Draks now dominate the Malorns, favoured by their new divhi. Draks live in enclaves in the middle of the wastes, where they work hard to make the small lands they control rich oases that support them, and use slave labour to allow them to live lives of deep contemplation, meditation and leisure. When Draks are poorer and unable to found their own enclave, or lose theirs to a more powerful Drak, they gather in cities where they become skilled craftsmen, traders and professionals. Draks have by far the highest level of literacy and education of any race, though the teachings of the Toldaks dominate the Drak psyche. Cities and enclaves are made of ash-stained stone, dominated by a towering windmill, with few if any windows and metal bound doors. Structures usually surround small courtyards, sheltered from the hostile environment, where plants are allowed to grow wild and unchecked, and where fresh water is flaunted in wasteful displays like mirror ponds and fountains. Towering aqueducts and raised highways link cities and enclaves, though the water is intentionally poisoned at its source to stop escaped slaves from drinking from the aqueducts, and purified when it arrives at its destination. Malorn slaves live in stables like beasts of burden, having a barred stall that allows for little comfort or privacy, but they are not prisoners - after all, escape means certain death, one way or another.

The Toldaks rule everything in Maldaakore. Studying the secrets of Da'ak, they use the sinister powers granted to them by their malign divhi to dominate the people, taking what they want and living as kings. They are revered and feared in equal measure by even the most wealthy and powerful draks, and their secret monasteries remain closed to all outsiders, but when a drak is not making proper offerings to Da'ak the Toldaks know, and they come to him, and his screams remind others to make their prayers and their offerings as is prescribed. Drawing on the sinister aura of the Toldaks, the draks present a very different face to the world of their culture, with armies of the shambling dead and great Caliban with blasted, Baalfr-faced armour melded with their flesh guarding citadels of iron and basalt. It is no wonder that the nation of Maldaakore inspires such terror and revulsion in its neighbours.

Languages


Places

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Names

Male: Aitor, BeƱat, Eguzki, Fermintxo, Gambino, Gotzon, Gutxi, Igon, Iker, Joseba, Julen, Kemen, Martzel, Matxin, Ortzi, Patxi, Sendoa.
Female: Abene, Alazne, Edurne, Eukene, Garbi, Haizea, Hirune, Itxaro, Kattalin, Maia, Nagore, Naiara, Nerea, Terese, Usoa, Xaxada.

Statistics


Talents
Malorn Hale +1 | Tough +1 | Insightful +1 | Wilful -2 | Forceful -1
Drak Hale +1 | Strong +1 | Insightful +1 | Wilful -2 | Persuasive -1
Unique Abilities
none
Ageing
Infant 0-3 years -5 to all Talents except Lucky
Child 4-11 years -3 to all Talents except Lucky
Adolescent 12-16 years -1 to Tough, Clever and Knowledgeable
Adult 17-39 years none
Middle-aged 40-59 years -1 to Fast, Hale and Strong
Old 60-69 years -2 to all Physical Talents, -1 to Knowledgeable
Venerable 70+ years -3 to all Physical Talents, -2 to all Mental Talents
Basics Variables
Morphology Bipedal Height 5'7" + Size' + 1d3' - 1d3'
Diet Omnivorous Weight 165lbs + (Sizelbs x5) + (Brawnlbs x3) + 1d10lbs - 1d10lbs
Cycle Diurnal Gender standard
Prime Sense Vision