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Vallorian Society and Culture
Part
III of a series, "The Vallorian," by Mike
Mearls
First
introduced in Malhavoc Press's hit monster compendium
Legacy of the Dragons,
the Vallorians are a malevolent race that lurks within
forgotten caves and ancient caverns deep beneath the
world of Arcana Unearthed.
This article, the third in a series of three, introduces
you to the society and traditions of this growing
threat. Whether you use the Vallorians in Arcana
Unearthed or your d20 campaign, this article serves
as a starting point for learning how these vicious
enemies of good organize themselves.
The
first three sections of this article reprint material
from Legacy of the Dragons to give you the
essential background on these fiends. The "Cities"
and "Vallorians in the Campaign" sections
are wholly new material.
For more on Vallorian characters, see part
one and part
two of this article.
Overview
Vallorians are a degenerate, malicious subrace of
humanity. These creatures have small, slender, frames,
pale skin, snow-white hair, and large, black eyes.
Many males and females shave their heads bald, while
others style their hair in strange, elaborate patterns.
From deep within their subterranean realms, Vallorians
plot to invade the surface using their bizarre and
deadly living weapons.
In
the ancient days, an entire kingdom of humanity disappeared
shortly before the rise of the dramojh. A mighty human
king named Vallor led his people beneath the earth
rather than face possible defeat at the hands of the
dramojh. Legends tell that this king and his followers
had the power to win the struggle but were too self-centered
to consider sacrificing any of their number for the
good of all -- and thus the Vallorians descended into
the depths of the earth. For untold generations they
lived within the deepest caves. Inbreeding, magical
experimentation, and natural adaptation transformed
them into a degenerate race of subterranean creatures.
Over the centuries, their legends have changed to
include tales that blame the other human factions
for turning against them and working with the dramojh
to force them beneath the earth. Now, they plot and
wait for an opportunity to take what they see as rightfully
theirs.
The
Vallorians have learned to manipulate living creatures
to create a wide variety of items. A Vallorian sword
is a specialized creature crafted from an undulating
vat of proto-flesh. It has a hard, sharp-edged carapace
and can smell blood and lunge at an opponent as its
Vallorian master wields it. Vallorians' armor is made
of living creatures that cloak them in protective
shells and heal them of their wounds.
The
Vallorians gained this knowledge by forging a pact
with a being of pure malevolence, a dark god known
as Harzahk, who gave them the secrets of proto-life
and fleshcrafting in return for their obedience. Since
that time, the Vallorians have followed the dictates
of Harzahk's priests. They offer living sacrifices,
preferably intelligent humanoids, to the writhing,
tentacled pools of proto-flesh from which they craft
their strange weapons and armor. During times of famine,
when the fungus crops bear little edible food and
the great hordes of underworld herd lizards and beetles
dwindle, this sickening mass of pulpy flesh also serves
the Vallorians as an emergency food source.
Vallorian
Society
Within their underworld settlements, the Vallorians
have built a highly stratified society in which an
individual's clan dictates much of his lot in life.
The nobles that led the Vallorians into their self-imposed
exile founded a society based on inheritance and social
position. Each clan has a specific task charged to
it, and its members are expected to perform that task
to the best of their ability. For example, the Stonehammer
clan specializes in masonry and construction, while
the Swiftblades are soldiers and war leaders. Only
Vallorians who display exceptional skill with magic
or weaponry can rise above their clan's station. Such
individuals are placed into elite training cadres
at a young age. If they develop their talents, they
are allowed to take as a surname the name of one of
the five royal houses: Tyrgar, Philomon, Ulthar, Grevin,
or Cyrthrik. Otherwise, trainees remain without a
surname, placing them above the other clans but still
below the five royal ones.
The
royal clans rule by means of clever politicking and
their influence in the religious hierarchy. They have
divided the caverns their race controls into five
roughly equal portions and rule as oligarchs, with
the patriarchs and matriarchs of each clan serving
on a ruling council. Infighting plagues this arrangement,
with the lower clans continually putting their support
behind different royal clans. Since each of the lower
clans controls one industry, the five ruling ones
need to maintain at least passable relations with
all of them, all while competing among themselves
for power.
This
balancing act would have long ago collapsed into anarchy
without the power of the Harzahkite priests. Each
of the ruling houses contributes its most skilled
and brightest children to the priesthood, where they
are trained in the art of magic while maintaining
their familial ties. Thus, the priests' control over
the proto-flesh vats keeps the lower houses in line,
but those lesser families' numbers and skill in a
wide variety of crafts allow them to remain independent.
Compared
to surface folk, the average Vallorian has a relatively
secure, safe, and prosperous life. Unfortunately for
those surface folk, the Vallorians blame them for
their banishment. With the Harzahkite priests fanning
the flames of hatred, the Vallorians capture explorers
and travelers who venture into the earth and cast
them into the proto-flesh as sacrifices.
Vallorians
dream of conquering and enslaving the world above,
but their numbers are too few for a direct invasion
to have any chance of success. They prefer indirect
actions, such as hiring blade trolls (see Legacy of
the Dragons) and other monsters to raid towns for
sacrificial victims and loot. As the Vallorian population
continues to grow slowly, the caverns they inhabit
will eventually be too small to house and feed them
all. In time, Harzahk's divine vision of a Vallorian
conquest of the upper realms may come to pass.
Vallorian
Realms
The original Vallorian settlements grew up in massive
caverns deep within the earth. The settlers survived
by cultivating mushrooms and hunting a species of
small, subterranean pig known as vraka. These creatures
feed on bugs and small insects and have proven relatively
easy to breed in captivity. In addition, the Vallorians
hunt large beetles and keep small herds of giant crickets
and other bugs. Their cities are protected by stone
walls, with a cathedral to Harzahk and a pool of proto-flesh
positioned in the center of each city. When a settlement
needs more room, the Vallorians build downward, with
many of their dwellings featuring multiple floors
carved from the rock and earth. Wells dug into the
rock provide water.
Cities
Vallorian cities resemble armed camps. Teams of warriors
lead the tartharyls -- walking, fleshy bags of acid
that scuttle on thin, bony legs -- to sear any natural
plants or fungus from the regions beyond the city's
walls. In this manner, no foe can approach a settlement
without being spotted. Teams of workers drag away
boulders or smooth down any ridges, while observation
posts carved high up on the cavern's walls provide
sentinels with a perfect view of the region.
The
Vallorians use a sculpted race of bat-winged homunculi
to communicate between watch posts. These creatures
are smart enough to memorize messages of up to several
hundred words. Usually they swoop from a watch post
to guard towers below to spread news. In an emergency,
a single watch post can dispatch dozens of these creatures
to spread word of coming danger. The Vallorians in
the city below know that a battle is at hand when
dark clouds of tiny homunculi burst from the posts
above them.
Each
watch post is manned by a pair of Vallorian sentinels,
warriors who have bathed in the vats of proto-flesh,
allowing the slimy organic material to bore into their
bodies. Under the careful ministrations of the fleshsmiths,
a Vallorian sentinel gains enormous eyes, almost comically
large ears, and an elongated nose (which grants the
sentinel the scent ability plus a +2 bonus to Listen,
Search, and Spot checks). The newly modified Vallorian
is then sealed within one of the watch posts, with
only one other sentinel (who has the opposite sleep
shift) and the homunculi to accompany him. Provisions
are sent to the sentinels magically. Family clans
that present volunteers for this process win tremendous
prestige. Vallorians who fail in revolts, power struggles,
or who simply suffer overwhelming unpopularity with
their families are prime candidates for this fate.
The
city below is always organized into concentric circles
of defensive walls. The cyclopean temples of Harzahk
dominate the innermost circle, along with the pools
of proto-flesh. The innermost walls are studded with
dozens of watchtowers and siege engines, but their
greatest defense lies hidden within the walls. Caustic
proto-flesh slime dwells within the rock. Any army
foolish enough to breach the inner walls faces an
onrushing wave of devouring flesh. The Vallorians
are loath to unleash this measure, as it drains their
vats and leaves them unable to produce new weapons
and armor, but as a weapon of last resort it has turned
the tide of many battles. Triumphant foes have dispatched
messengers to gather wagons, carts, and engineers
to aid in the sack of a Vallorian city, only for the
messengers to return to an endless plain of bones,
skulls, and shattered weapons stretching out from
the Vallorians' final outpost.
The
outer precincts of a Vallorian city are strictly separated
along clan lines. The mightiest families control an
entire ring within the city's successive layers of
walls, while lesser clans may divide a single ring
into several walled compounds. Usually, a wide area
of animal pens, fields of mushrooms and the few plants
that grow in the subterranean world, and other foodstuffs
are used as a buffer between the outlying poorer and
less prestigious urban areas and the inner rings of
the wealthiest and most prosperous clans.
Vallorian
noble houses literally fight for their position within
a city, with open warfare flaring up as one house
attempts to seize living space from another. Such
combats are highly ritualized and focus on assassination
and skirmishes. If a Vallorian family can slay the
eldest three members of a rival family and defeat
at least 50 of its warriors in the space of five cycles
of sleep and waking, it gains control of the loser's
territory. In this case, the two families swap their
living space. The artisans in the family often resist
such challenges, as they can prove bad for business
and trade. Thus, fighting may occur once per decade.
The outright murder of skilled workers and targets
aside from a house's eldest members and warriors is
punishable with execution, fines, and even an overturned
victory. During times of crisis, warfare is considered
treason, and the city as a whole may rise up and annihilate
a house foolish enough to initiate it.
Non-Vallorians
are arrested on sight within a city unless accompanied
by a sponsor. This sponsor is held responsible for
his charges' actions. If they face charges for any
crimes, he must face them too. Vallorian cities lack
any sort of visitor's quarters, and inns are utterly
unknown. Even Vallorians from other cities are expected
to have an invitation and lodging arranged through
one of the resident families. When the Vallorians
deal with blade trolls and other mercenaries, they
meet with them outside the city walls.
There
are a few market and general social areas within Vallorian
cities, but these places are all located within the
precincts controlled by the families who specialize
in such activities. The Cointakers might rent space
to the other families in a large, open area they built
within their territory, allowing trade and political
discussions to take place on neutral ground. One clan
may specialize in cuisine, creating a row of restaurants
and pubs in its territory where Vallorians from all
the clans gather to socialize, enjoy fine food, and
gossip.
Above
all else, Vallorian society is orderly. The clans
pride themselves on maintaining beautiful, clean precincts.
Owing to their small population, the Vallorians have
plenty of work to go around for everyone. Their excellent
wares and high level of civilization allow them to
trade mundane weapons, tools, and art objects with
other races of the underworld. In turn, they can hire
mercenaries to defend their lands and defeat their
enemies. In many ways, the Vallorians' power can be
traced to their economic might rather than their living
weapons.
Vallorians
in the Campaign
Many evil races fall prey to infighting. The evil
armies may be on the verge of victory, when suddenly
dissension tears through the ranks as warlords battle
for the ultimate fruits of victory. Such attitudes
are antithetical to the Vallorian way. Unified in
their hatred against the surface folk, driven into
strictly regimented life by the priests of Harzahk,
and pounded into a complex political, economic, and
social web that makes even the smallest clan an important
player, the Vallorians are a seemingly monolithic
force. In truth, they do suffer from internal struggles
and the occasional blood feud, but overall they are
so dangerous precisely because they are organized,
focused, and relentless. A Vallorian lord is likely
to put aside his feuds and rivalries in the face of
an enemy. A Vallorian found to work with surface worlders
may face execution.
Yet,
despite their harsh nature the Vallorians have a stable,
relatively comfortable society. They may be depraved,
ambitious, and murderous, but among their own kind
most Vallorians live as simple artisans, traders,
and laborers. The priests of Harzahk and the histories
that speak of great betrayals and wrongs committed
by humanity create a hatred that burns within them,
but they project their anger and evil outward. Unlike
the stereotypical evil society, the Vallorians do
not casually engage in murder and repression of their
own kind. Their arrogance drives them to inflict such
evils on others, but it also gives them a strong sense
of unity. They see themselves as the one truly civilized
race in the world. Surrounded by foes and forced to
endure terrible conditions, they dream of conquering
and subjugating others. Even the fiercest Vallorian
rivals respect each other's basic rights and dignity.
Their society has existed in a tenuous state too long
for them to casually set aside their fellows.
As
enemies, the Vallorians present an interesting dilemma.
Black-hearted and incapable of seeing other races
as more than playthings and potential victims, they
remain patient, smart, and unified in the face of
an opponent. They truly believe they are on the right
side of any conflict and never think of themselves
as evil or debased. Instead, they view other races
as mere animals. Raiding a human settlement creates
the same moral and philosophical dilemma as burning
out a colony of wasps that nests too close to a barn
door.
Also
see: Vallorian
Living Weapons and Armor and Playing
Vallorians
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