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Draughir
== Draughir ==
Sobriquets: Draugr, Wendigo, the Cold, the Wise,  
 
the Kindly, the Hungry, Feaster, Ghul, Aberrant,  
=== Sobriquets ===
Monster, Dread
 
Realm Affiliation: Winter
Draugr, Wendigo, the Cold, the Wise, the Kindly, the Hungry, Feaster, Ghul, Aberrant, Monster, Dread
The Draughir are touched by the realm of Winter, a  
 
nightmare realm of hunger and death that nonetheless  
=== Realm Affiliation: Winter ===
possesses hidden wisdom.  
 
They are monstrous in appearance, and fight with  
The Draughir are touched by the realm of Winter, a nightmare realm of hunger and death that nonetheless possesses hidden wisdom. They are monstrous in appearance, and fight with instinctual urges to act in an inhuman manner.They are a Lineage that expresses itself physically in a number of ways, and Lineage strength varies greatly based on part how inhuman they appear. The Lineage encourages players to be creative when coming up with personal looks, and has a wide range of potential expressions.
instinctual urges to act in an inhuman manner.
 
They are a Lineage that expresses itself physically in a  
The Draughir Lineage is intended to appeal to players who want to play something “other” or “inhuman.” It empowers them to flirt with some “wicked” tropes  but hopefully without descending into casual LRP eeeeeeevil for its own sake. The Lineage serves a role in “humanising” the otherwise easily-mistaken-for-evil Winter Realm. The Draughir encourage an element of “anti-hero” or  
number of ways, and Lineage strength varies greatly based  
“misunderstood outsider” and also allows for “wrestling with inner demon” roleplaying ideas. It also allows a player to explore “darker” roleplaying themes through the roleplaying emphasis on calculation, pragmatism and expediency.
on part how inhuman they appear. The Lineage encourages  
 
players to be creative when coming up with personal looks,  
An inspiration for the Draughir might be a fictionalised “Vlad Dracul” who does cruel things to his enemies, burns extraneous peasants alive, and still thinks of himself as a sort of “protector” of what is his. The Sith in the Old Republic are also an inspiration, as to a degree are the morlocks of H G Wells’ Time Machine.
and has a wide range of potential expressions.
 
The Draughir Lineage is intended to appeal to players  
=== Draughir Trappings ===
who want to play something “other” or “inhuman.” It  
 
empowers them to flirt with some “wicked” tropes  but  
The Eternals of the Realm of Winter are monsters that use magic to conceal their monstrous  appearance. The Draughir lineage lacks this magic and so looks like a monster all the time. There’s a fair bit of variation, but we need some clear limits
hopefully without descending into casual LRP eeeeeeevil  
to avoid “open world” creep. With an eye to the trappings – the physical changes that set a Draughir apart from a human without
for its own sake.
Lineage – I’ve put together this short list. The “required trapping” is intended to be the baseline thing that defines a Draughir – a starting point from which to build a look. This is very much a Lineage where players have a lot of creativity when designing their costume. It also needs some work narrowing it down.
The Lineage serves a role in “humanising” the otherwise  
 
easily-mistaken-for-evil Winter Realm.
==== Required Trapping: “Weird” Skin ====
The Draughir encourage an element of “anti-hero” or  
“misunderstood outsider” and also allows for “wrestling  
with inner demon” roleplaying ideas. It also allows a  
player to explore “darker”  
roleplaying themes through  
the roleplaying emphasis on  
calculation, pragmatism and  
expediency.


An inspiration for the Draughir might be a fictionalised
“Vlad Dracul” who does cruel things to his enemies,
burns extraneous peasants alive, and still thinks of
himself as a sort of “protector” of what is his. The Sith
in the Old Republic are also an inspiration, as to a degree
are the morlocks of H G Wells’ Time Machine.3
Draughir Trappings
The Eternals of the Realm of Winter are monsters
that use magic to conceal their monstrous
appearance. The Draughir lineage lacks this magic
and so looks like a monster all the time. There’s a
fair bit of variation, but we need some clear limits
to avoid “open world” creep.
With an eye to the trappings – the physical changes
that set a Draughir apart from a human without
Lineage – I’ve put together this short list. The
“required trapping” is intended to be the baseline
thing that defines a Draughir – a starting point
from which to build a look. This is very much
a Lineage where players have a lot of creativity
when designing their costume. It also needs some
work narrowing it down.
Required Trapping: “Weird” Skin
Pale, corrupted, scabrous or discoloured skin.
Pale, corrupted, scabrous or discoloured skin.
Other Trappings
 
Prominent veins
==== Other Trappings ====
Scarred or gouged flesh  
 
Wrinkled skin, especially around the eyes.
Prominent veins, Scarred or gouged flesh, Wrinkled skin, especially around the eyes, Hollow, deepset eyes, Predatory teeth, “Predatory” eyes – especially red or yellow contact lenses, Small claws, talons or iron fingernails
Hollow, deepset eyes
“Bestial” or “Predatory” roleplaying – staring, sniffing, twitching and so on.
Predatory teeth
 
“Predatory” eyes – especially red or yellow contact  
=== Roleplaying Draughir ===
lenses
 
Small claws, talons or iron fingernails
Draughir blood influences the character of the one who possesses it. Not every Draughir expresses these effects to the same degree, but characters who strongly express these roleplaying effects often possess stronger blood than those who do not. I’m not sure about “hungry” as it is close to Cambion “driven”, and I think there is definitely a better way to say “us-and-them.”  
“Bestial” or “Predatory” roleplaying – staring,  
 
sniffing, twitching and so on. 4
Draughir are practical. They do what it takes to stay alive. They choose the most effective course of action without letting ethical or moral concerns get in the way. Altruism is not part of their nature. When a village is starving to death the Draughir suggests eating the dead without a second thought, and will do it themselves even if the rest of the village reacts with revulsion. If the destruction of a village will slow an advancing army, that structure is history. food cannot be carried during a retreat, it will be poisoned or destroyed rather than left for the enemy.
Roleplaying Draughir
 
Draughir blood influences the character of the one  
Draughir are calculating. Everyone is either useful, dangerous or not a threat. Every situation advances the Draughir’s aim or hindering it. If something is useful, it should be used. If something is dangerous, it should be destroyed or avoided. A draughir on a vital mission will leave a lame companion behind rather than risk slowing the group down. They’re the kind of people who are comfortable with sacrificing ten lives to save a hundred, with using disease or terror as weapons.
who possesses it. Not every Draughir expresses these  
 
effects to the same degree, but characters who strongly  
Draughir have an us-and-them mentality. They can be loving and gentle towards their friends and family, but tend to treat strangers and acquaintances as potential rivals and competitors. Draughir are socially dominating – they expect those they are  
express these roleplaying effects often possess stronger  
looking after to treat them with respect and deference. A Draughir might even have a definition of “us” that is remarkably selfcentred, viewing everyone else as potential prey. I think maybe there’s an element of “territoriality” or “pack” here – what’s  
blood than those who do not.
theirs is theirs and they look after it but woe betide anyone who threatens it, or who isn’t grateful for being part of their domain.
I’m not sure about “hungry” as it is close to Cambion  
 
“driven”, and I think there is definitely a better way to  
Draughir are hungry. This might be a physical hunger, but is often a metaphorical hunger for power, wealth, security,  
say “us-and-them.”  
knowledge or sensation. In either case, it is a hunger that cannot be satisfied. This can be positive - they refuse to  
Draughir are practical. They do what it takes to stay  
become complacent. It can also negative - they are never satisfied with what they achieve.
alive. They choose the most effective course of action  
 
without letting ethical or moral concerns get in the  
All Draughir risk becoming monstrous. They cease to be human in their thoughts, and view other people as cattle or prey. They lose their empathy, and become prey to alien hungers that make it easy for them to commit unspeakable acts. Lone Draughir or individuals who have contact only with other Draughir seem to be particularly prone to this loss of humanity, which is why most Draughir seek out human company. The Draughir express some werewolf concepts without the lycanthropy, or “serial killer” ideas – they can seem reasonably normal up to the point where they eat your granny, or you discover they’ve been putting corpses in the stew because all the beef has run out.
way. Altruism is not part of their nature. When a village  
 
is starving to death the Draughir suggests eating the  
=== The Blood ===
dead without a second thought, and will do it themselves even if the rest of the village  
 
reacts with revulsion. If the destruction of a village will slow  
Draughir are as warm blooded and vital as any human, they just sometimes have corpse-like characteristics. They mate and breed just like humans, they have hair, and they give birth to live offspring. While a few Draughir – especially those of strong  
an advancing army, that structure is history. food cannot be  
Lineage – are born with clear Draughir marks, others appear entirely human but undergo a transformation in later life (generally  
carried during a retreat, it will be poisoned or destroyed  
before they hit puberty). This unexpected transformation of a beloved child helps fuel the fear that many fear for the Draughir. A common belief is that people who turn to cannibalism will have Draughir children, or will slowly become Draughir themselves. The Eternals of Winter might feel especially paternal/maternal towards a Draughir. This is likely to be an unsettling experience.
rather than left for the enemy.
 
Draughir are calculating. Everyone is either useful, dangerous  
=== Possible Advantage: Carrion Eater/Iron Stomach ===
or not a threat. Every situation advances the Draughir’s aim  
Draughir get sustenance from anything they can eat or drink, even if it would cause a normal human to become sick. They can eat rotting meat, spoiled vegetables and uncooked flesh, as well as drinking blood, stagnant water or rancid milk without ill effect. They also don’t “need” as much food, drink or sleep as anyone else – they can survive by eating cockroaches if they have to. They’re no more resistant to poison than anyone else; this is a survival tool that also allows them to subsist on leftovers and offal  
or hindering it. If something is useful, it should be used. If  
while their friends and family get the stuff they need to stay healthy (for example). They’re not body disposal experts, because it takes *forever* to turn a human into 180lbs of raw meat and eat it, even if you don’t throw up every time you swallow a mouthful.
something is dangerous, it should be destroyed or avoided.  
 
A draughir on a vital mission will leave a lame companion  
=== Lines of the Draughir ===
behind rather than risk slowing the group down. They’re the  
Some Draughir children are killed or given away because people fear them and what they may turn into. Varushkan Draughir may be heroes who can make harsh decisions and understand monsters. Some people might make a “sacrifice” by becoming Draughir as part of a pact so they can survive hard times, but with a “cautionary tale” element about those same Draughir ultimately eating the people they were trying to help.
kind of people who are comfortable with sacrificing ten lives  
to save a hundred, with using disease or terror as weapons.
Draughir have an us-and-them mentality. They can be loving and gentle towards their  
friends and family, but tend to treat strangers and acquaintances as potential rivals  
and competitors. Draughir are socially  
dominating – they expect those they are  
looking after to treat them with respect and  
deference. A Draughir might even have a  
definition of “us” that is remarkably selfcentred, viewing everyone else as potential  
prey. I think maybe there’s an element  
of “territoriality” or “pack” here – what’s  
theirs is theirs and they look after it but woe  
betide anyone who threatens it, or who isn’t  
grateful for being part of their domain.5
Draughir are hungry. This might be a physical hunger, but  
is often a metaphorical hunger for power, wealth, security,  
knowledge or sensation. In either case, it is a hunger that  
cannot be satisfied. This can be positive - they refuse to  
become complacent. It can also negative - they are never  
satisfied with what they achieve.
All Draughir risk becoming monstrous. They cease to be  
human in their thoughts, and view other people as cattle  
or prey. They lose their empathy, and become prey to alien  
hungers that make it easy for them to commit unspeakable  
acts. Lone Draughir or individuals who have contact only  
with other Draughir seem to be particularly prone to this  
loss of humanity, which is why most Draughir seek out  
human company. The Draughir express some werewolf  
concepts without the lycanthropy, or “serial killer” ideas – they can seem reasonably  
normal up to the point where they eat your granny, or you discover they’ve been putting  
corpses in the stew because all the beef has run out.
The Blood
Draughir are as warm blooded and vital as any human,  
they just sometimes have corpse-like characteristics.  
They mate and breed just like humans, they have hair,  
and they give birth to live offspring.
While a few Draughir – especially those of strong  
Lineage – are born with clear Draughir marks, others  
appear entirely human but undergo a transformation  
in later life (generally  
before they hit  
puberty). This  
u n e x p e c t e d
transformation of a  
beloved child helps  
fuel the fear that  
many fear for the Draughir.
A common belief is that people who turn to  
cannibalism will have Draughir children, or will  
slowly become Draughir themselves. The Eternals  
of Winter might feel especially paternal/maternal  
towards a Draughir. This is likely to be an unsettling  
experience.6
Possible Advantage: Carrion Eater/Iron Stomach  
Draughir get sustenance from anything they can eat or  
drink, even if it would cause a normal human to become  
sick. They can eat rotting meat, spoiled vegetables and  
uncooked flesh, as well as drinking blood, stagnant water  
or rancid milk without ill effect. They also don’t “need”  
as much food, drink or sleep as anyone else – they can  
survive by eating cockroaches if they have to. They’re no  
more resistant to poison than anyone else; this is a survival  
tool that also allows them to subsist on leftovers and offal  
while their friends and family get the stuff they need to  
stay healthy (for example). They’re not body disposal  
experts, because it takes *forever* to turn a human into  
180lbs of raw meat and eat it, even if you don’t throw up  
every time you swallow a mouthful.
Lines of the Draughir
Some Draughir children are killed or given  
away because people fear them and what  
they may turn into.  
Varushkan Draughir may be heroes who  
can make harsh decisions and understand  
monsters. Some people might make a  
“sacrifice” by becoming Draughir as part  
of a pact so they can survive hard times,  
but with a “cautionary tale” element about  
those same Draughir ultimately eating the  
people they were trying to help

Revision as of 07:44, 1 June 2012

Draughir

Sobriquets

Draugr, Wendigo, the Cold, the Wise, the Kindly, the Hungry, Feaster, Ghul, Aberrant, Monster, Dread

Realm Affiliation: Winter

The Draughir are touched by the realm of Winter, a nightmare realm of hunger and death that nonetheless possesses hidden wisdom. They are monstrous in appearance, and fight with instinctual urges to act in an inhuman manner.They are a Lineage that expresses itself physically in a number of ways, and Lineage strength varies greatly based on part how inhuman they appear. The Lineage encourages players to be creative when coming up with personal looks, and has a wide range of potential expressions.

The Draughir Lineage is intended to appeal to players who want to play something “other” or “inhuman.” It empowers them to flirt with some “wicked” tropes but hopefully without descending into casual LRP eeeeeeevil for its own sake. The Lineage serves a role in “humanising” the otherwise easily-mistaken-for-evil Winter Realm. The Draughir encourage an element of “anti-hero” or “misunderstood outsider” and also allows for “wrestling with inner demon” roleplaying ideas. It also allows a player to explore “darker” roleplaying themes through the roleplaying emphasis on calculation, pragmatism and expediency.

An inspiration for the Draughir might be a fictionalised “Vlad Dracul” who does cruel things to his enemies, burns extraneous peasants alive, and still thinks of himself as a sort of “protector” of what is his. The Sith in the Old Republic are also an inspiration, as to a degree are the morlocks of H G Wells’ Time Machine.

Draughir Trappings

The Eternals of the Realm of Winter are monsters that use magic to conceal their monstrous appearance. The Draughir lineage lacks this magic and so looks like a monster all the time. There’s a fair bit of variation, but we need some clear limits to avoid “open world” creep. With an eye to the trappings – the physical changes that set a Draughir apart from a human without Lineage – I’ve put together this short list. The “required trapping” is intended to be the baseline thing that defines a Draughir – a starting point from which to build a look. This is very much a Lineage where players have a lot of creativity when designing their costume. It also needs some work narrowing it down.

Required Trapping: “Weird” Skin

Pale, corrupted, scabrous or discoloured skin.

Other Trappings

Prominent veins, Scarred or gouged flesh, Wrinkled skin, especially around the eyes, Hollow, deepset eyes, Predatory teeth, “Predatory” eyes – especially red or yellow contact lenses, Small claws, talons or iron fingernails “Bestial” or “Predatory” roleplaying – staring, sniffing, twitching and so on.

Roleplaying Draughir

Draughir blood influences the character of the one who possesses it. Not every Draughir expresses these effects to the same degree, but characters who strongly express these roleplaying effects often possess stronger blood than those who do not. I’m not sure about “hungry” as it is close to Cambion “driven”, and I think there is definitely a better way to say “us-and-them.”

Draughir are practical. They do what it takes to stay alive. They choose the most effective course of action without letting ethical or moral concerns get in the way. Altruism is not part of their nature. When a village is starving to death the Draughir suggests eating the dead without a second thought, and will do it themselves even if the rest of the village reacts with revulsion. If the destruction of a village will slow an advancing army, that structure is history. food cannot be carried during a retreat, it will be poisoned or destroyed rather than left for the enemy.

Draughir are calculating. Everyone is either useful, dangerous or not a threat. Every situation advances the Draughir’s aim or hindering it. If something is useful, it should be used. If something is dangerous, it should be destroyed or avoided. A draughir on a vital mission will leave a lame companion behind rather than risk slowing the group down. They’re the kind of people who are comfortable with sacrificing ten lives to save a hundred, with using disease or terror as weapons.

Draughir have an us-and-them mentality. They can be loving and gentle towards their friends and family, but tend to treat strangers and acquaintances as potential rivals and competitors. Draughir are socially dominating – they expect those they are looking after to treat them with respect and deference. A Draughir might even have a definition of “us” that is remarkably selfcentred, viewing everyone else as potential prey. I think maybe there’s an element of “territoriality” or “pack” here – what’s theirs is theirs and they look after it but woe betide anyone who threatens it, or who isn’t grateful for being part of their domain.

Draughir are hungry. This might be a physical hunger, but is often a metaphorical hunger for power, wealth, security, knowledge or sensation. In either case, it is a hunger that cannot be satisfied. This can be positive - they refuse to become complacent. It can also negative - they are never satisfied with what they achieve.

All Draughir risk becoming monstrous. They cease to be human in their thoughts, and view other people as cattle or prey. They lose their empathy, and become prey to alien hungers that make it easy for them to commit unspeakable acts. Lone Draughir or individuals who have contact only with other Draughir seem to be particularly prone to this loss of humanity, which is why most Draughir seek out human company. The Draughir express some werewolf concepts without the lycanthropy, or “serial killer” ideas – they can seem reasonably normal up to the point where they eat your granny, or you discover they’ve been putting corpses in the stew because all the beef has run out.

The Blood

Draughir are as warm blooded and vital as any human, they just sometimes have corpse-like characteristics. They mate and breed just like humans, they have hair, and they give birth to live offspring. While a few Draughir – especially those of strong Lineage – are born with clear Draughir marks, others appear entirely human but undergo a transformation in later life (generally before they hit puberty). This unexpected transformation of a beloved child helps fuel the fear that many fear for the Draughir. A common belief is that people who turn to cannibalism will have Draughir children, or will slowly become Draughir themselves. The Eternals of Winter might feel especially paternal/maternal towards a Draughir. This is likely to be an unsettling experience.

Possible Advantage: Carrion Eater/Iron Stomach

Draughir get sustenance from anything they can eat or drink, even if it would cause a normal human to become sick. They can eat rotting meat, spoiled vegetables and uncooked flesh, as well as drinking blood, stagnant water or rancid milk without ill effect. They also don’t “need” as much food, drink or sleep as anyone else – they can survive by eating cockroaches if they have to. They’re no more resistant to poison than anyone else; this is a survival tool that also allows them to subsist on leftovers and offal while their friends and family get the stuff they need to stay healthy (for example). They’re not body disposal experts, because it takes *forever* to turn a human into 180lbs of raw meat and eat it, even if you don’t throw up every time you swallow a mouthful.

Lines of the Draughir

Some Draughir children are killed or given away because people fear them and what they may turn into. Varushkan Draughir may be heroes who can make harsh decisions and understand monsters. Some people might make a “sacrifice” by becoming Draughir as part of a pact so they can survive hard times, but with a “cautionary tale” element about those same Draughir ultimately eating the people they were trying to help.