Creatures:
N Kappa: Kappas are a race of malevolent, diminutive humanoids that bear a strong resemblance to turtles. Despite their small size (an average kappa stands just over 2 feet tall and weighs
about twenty pounds), kappas are accomplished martial artists, focusing on techniques of grabs and throws.
Kappas have a stooped posture and a hard shell covering their backs, while thick but supple scales protect the rest
of their bodies. Their scales are usually green with yellow splotches, but occasionally
dull blue with yellowish brown accents. They have protruding pot bellies with
pouches near the base of the abdomen. Their feet are heavy and wide, with three
webbed toes ending in hooked claws. Their hands are similarly webbed and clawed,
though they are quite dexterous. Their heads are flat and plump, with a bowlike
indentation on the top of the head, which holds water from the kappa’s home lake, river or pond. Their broad mouths are filled with multiple rows of hooked teeth.
Their round, bright eyes are usually red or yellow, and covered by a transparent lid that enables them to see clearly
underwater. Most kappas have a long nose resembling a bird’s beak, but
some have shorter more humanlike noses.
Kappas speak common and their own language.
Combat: Generally a kappa’s behavior is unpredictable and extreme. Kappas
delight in the discomfort of others, but they are usually polite at first, even to potential prey. Potential victims can sometimes placate them by appealing to their vanity- complimenting their manners
or offering gifts, for example. But a hungry insulted or simply ornery kappa
shows no mercy. Kappas enjoy rending their victims with their claws, but sometimes
engage in wrestling contests. (IMPROVED GRAB; WATER IMMUNITY; HEAD BOWL)
*De’alyl Rilyntlar kappas are armed with lajatang
De’alyl Rilyntlar
kappa are faithful to the Luktirahcus, “She Who Carries the Blessed Waters,” and her demons. Matron Nei D' Orbben keeps a vial that contains water from the kappa’s home lake. The magic of the vial allows it to create a lake when poured into any crater, or pit.
N Bakemono: Bakemonos are the “goblins” of the Shadowlands- small, powerfully muscled humanoids with
the intelligence and temperament of vicious attack dogs. The bulk of the race,
are much like hounds whose leashes are held by shadowlands ogres. A few, those
gifted with extraordinary intelligence, advance in levels (usually as warriors), and use armor and weapons, and lead their
kin as warlords.
The average bakemono is about 4 feet tall, 150 pounds and rippling with powerful muscles.
Bakemonos speak their own language. Those with exceptional intelligence
also speak Common.
Combat: Most Bakemono are too stupid to use weapons, and they really have little need for them. They leap to attack like bulldogs, clenching their jaws around anything they can catch, and raking with
their filthy claws. They attack in packs throwing themselves on their victims
without fear or strategy.
* De’alyl Rilyntlar bakemono wear leather armor.
De’alyl Rilyntlar bakemono have been bred over centuries to be especially vicious and especially obedient to
any house noble. The only creature that can override a command from a house noble
is the matron. When given an order the bakemono unless otherwise instructed will
follow the last order given.
N Tsuno: In recent
years a new threat has appeared in the Shadowlands, previously unknown to the defenders of the Kaiu wall. Similar in some ways to the ogres of that evil place, these monstrous creatures- dubbed Tsuno (horn) because
of their prominent horns- show intelligence, ability to work together and magical affinity that has the Crab clan worried. Nearing a strong resemblance to Minotaurs,
tsunos are large animalistic bipeds that combine the features of Shadowlands ogres, fierce bulls, and a hint of lion. Their torso and arms are humanlike, though their hands are vicious claws. Their legs are jointed like those of a bull, but end in three clawed toes.
Their heads resemble the skull of a bull with two long, straight horns jutting out from the temples, two smaller, curved
horns above them and a line of short spikes running down their spines. Manes
of thick hair tumble down their backs turning into long, hairy tails. They typically
wear armor made of metal plates and carry cleaving weapons. They stand 9 to 10
feet tall and weigh 500 to 600 pounds.
Tsuno speak Shadowlands and Common.
Combat: Tsunos are mighty in physical combat, cooperating effectively
to gain flanking bonuses, avoid being flanked, and make the best use of their numbers.
They possess a strange talent for magic bearing a striking similarity to the ancestor magic of the Lion Clan’s
Kitsu Family*. (FEAR CONE;
SPELL-LIKE ABILITIES) *Kitsu family specialty spells (all spells have empower) are as follows: CURE MINOR WOUNDS;
CURE LIGHT WOUNDS; COMMUNE WITH LESSER SPIRIT; CURE SERIOUS WOUNDS; CURE CRITICAL WOUNDS; HEAL; RESURRECTION; MASS HEAL; SOUL
BIND. All normal spells are also available. The tsuno of house De’alyl
Rilyntlar are vicious warriors. Given command over themselves the drow cautiously
allow the massive creatures to govern themselves, so long as they are loyal to the house.
The tsuno have after several generations adopted the drow culture as their own, and each warrior swears a blood oath
of fealty to the matron.
N Wang-liang: Consumed
with jealous rage as their race enters the decline and humanity rises to the fore, the wang-liangs are an ancient, intelligent
race of giants related to the common oni and the ogre mage.
A wang-liang stands approximately 10 feet tall and weighs about
600 pounds. Its body is covered in a soft pelt of lustrous dark brown or black hair; including a wild tangle of hair atop
its head, and in males a long dark beard. Its feet end in two broad toes that end in hooked black toenails, while its hands
have retractable claws. Its eyes are wide and large, almost feline, with black
irises rimmed in luminous, fiery red. Its teeth are the sharp fangs of a carnivore.
Wang-liangs wear a variety of light clothing, made of cotton or silk and usually dyed red or green. In battle, they favor splint mail and wield exotic weapons like the lajatang. Wang-liangs speak Giant and Common.
Combat: Wang-liangs despise humans and rarely pass up a chance to
kill, injure, humiliate, or harass them. For all that, they are creatures with
a deep sense of honor, true to their word. Their intelligence makes them cunning
foes. (SPELL-LIKE ABILITIES; REGENERATION; FEATS)
Lolth came to Matron Nei
D' Orbben with knowledge of these angry giants. Nei D' Orbben realized the potential
such rage had, and used that same rage to manipulate the wang-liang into service. The
giants have not sworn fealty to the matron but they did however swear to follow her until their jealousy and anger has abided.
N Dokufu: The dokufu, or mountain spider, is an evil shape
changer that implants its eggs into human bodies to provide food for its young, and then swallows the bodies whole so the
eggs can hatch in its digestive tract.
In its natural form a dokufu is a monstrous spider about 15 feet in diameter
and 10 feet tall atop its thick legs. It is covered with a heavy exoskeleton
resembling the rocks of its mountain habitat. In human form, a dokufu appears
to be its actual age- impossibly old for a human.
Dokufus speak Shadowlands and Common.
Combat: In human form a dokufu uses surprise to entrap a solitary victim in its webs and forces eggs down the victim’s
throat. If attacked in human form, it reverts to normal form or flees. In spider form it attacks with the razor like claws of its front legs.
(VOMIT SPAWN; WEB; IMPLANT EGGS; SWALLOW WHOLE; FRIGHTFUL PRESENCE; ALTERNATE FORM)
Dokufus are as holy to the lolthites as any other spider. Upon the fist
encounter with one of the creatures, an entire house was obliterated. They thought
Lolth herself had come to destroy their house. Its alternate form is not that
of a human but now that of a drow. Those who wear the Dually Rilyntlar house
insignia are protected from the creatures. Though not as likely to use its drow
form to trick victims, the mountain spider is able to patiently wait, unmoving among the rock faces it blends with in the
caverns of the underdark.

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left to right, top to bottom: Kappa, bakemono, Tsuno, Wang-Liang, Dokufu |
Weapons list:
Blowgun (ammo types: dart or needle)
Butterfly Sword
Chain
Chakram
Chijiriki
Fukimi-bari (mouth darts)
Jitte
Katana*
Kau sin ke
Kawanga
Kusari-gama
Lajatang
Nagamaki
Naginata
Nekode
Ninja-to
Sai
Sang kauw
Sasumata
Shikomi-zue
Sodegarami
Three-section staff
Tonfa
Wakizashi*
War fan

|
weapons are not pictured in order. |
Armor types:
d Ashigaru armor (light)
d Bone armor (light)
d Brigandine (medium)
d Chahar-aina (addition)
d Cord armor (light)
d Dastana (bracers)
d Dhenuka (medium)
d Great armor (heavy)*
d Lamellar (medium)
d Leather scale (light)
d Partial armor (medium)*
d Tessen (shield)
Clothing:
Nobles: An elaborate silk or fine linen robe (Kimono) with exaggerated sleeves, an enlarged sash (Obi), and sleeveless outer
jacket (Kataginu) that emphasizes the shoulders, bearing the mark of the wearer’s family, soft-soled boots.
Travelers: A pullover shirt, a thigh-length cotton robe (Happi), loose knee-length
trousers with a drawstring, a simple sash (Obi), and sandals
Peasants: A pullover shirt, and loose, knee-length trousers with a drawstring
Matrons: The Matrons court wear is very elaborate,
with a long train and many layers.
Special items:
M Eggshell grenades (types: dust, flashpowder, pepper, poison smoke)
M Flash paper
M Liquid smoke
M Sleeping fire
House Specfic Spells:
~
Knit: It uses a secret combination of components of both "heal" and "harm" spells, known only to the House
De'alyl Rilyntlar. It works like a "heal" spell, completely curing diseases, blindness, wounds, injuries, mental disorders
caused by spells or injury, and dispelling “feeble mind" spells. But it
doesn't have the anesthetic quality to it, causing great pain while the person it's used on is being "healed".
~
Jade
Elemental: It uses a hunk of jade with a special rune inscribed in it to summon an earth elemental that is made of Jade rather
then the local environment.
~
Jade
Giant: when cast this spell turns its target into a raging behemoth with green skin. This spell is rarely used for it takes an exstentisive toll on the caster, it severally
damages the area, and unless the target dies it he yearns to return to that state. While
the spell is cast, the targets is practically invulnerable, and its anger determines his size and power, however when the
target calms down he loses all attributes. Target becomes immune to all mind
influencing spells.
Martial Arts Style:
The Athiyk d' Vhid Shadow Art
The “Spirit of Chaos”, as it translates from the Drow language, Shadow Art is a blending of combat-focused
and meditation-focused martial arts with deep, ancient, shadow manipulating magic unknown to none save a very few Drow of
the House Rilyntlar. These three facets of the Athiyk d’ Vhid Shadow Art, combative, meditative, and shadow magic combined,
allow for the practice of this art by priestesses, warriors, and mages alike within House Rilyntlar. The art is exclusive
to House Rilyntlar and it’s training and methods are closely guarded secrets of the House.
The combat aspect
of this “Shadow Art” allows for the development of combative capability and effectiveness. It’s practice
is highly similar to that of any regular combat-focused martial art. This is the “physical” facet of the art.
The meditative aspect of this art can be practiced on it’s own, as in any meditation, or in combination with the
combat aspect. This latter method helps to train the practitioner’s mind on focus and clarity during combat. It also
serves to help sharpen the senses so that reasoning and reactions are quicker and smoother. Even to the point of seeming to
be predictive of an opponents actions in the grand master stage of the art. It is this meditative aspect that makes this art
favorable to priestesses as well as warriors. The meditative aspect is essential to the practice of the shadow magic aspect
of the art. It cannot be utilized without the practice of the meditative aspect. This is the “spiritual” aspect
of the art.
The shadow magic aspect of the art comes from ancient texts possessed by the High Priestess of Lloth of House Rilyntlar
for generations. Many generations of study of these texts have yielded the discovery of shadow manipulating magic where the
practitioner can actually transport themselves through shadows and manipulate them. The more experienced the practitioner,
the greater the distance they can transport themselves and the more they can manipulate the shadows. This requires sharpened
mental and spiritual focus. This is why this aspect of the art cannot be practiced without the meditative aspect. This aspect
makes the art favorable to mages as well as priestesses and warriors. This is the “shadow” aspect of the art.
The three separate aspects of the Athiyk d’ Vhid Shadow Art can be used in varying combination, or as a whole all
at the same time. It is a most formidable art that is new and unfamiliar within Menzoberranzan.
Bushido*: literally meaning "Way of the Warrior” is the Code of Honor
and way of life of the Samurai. There are eight virtues, which a Samurai must
try to possess:
- A sense of justice and honesty,
- Courage and contempt for death,
- Self-control,
- Sympathy towards all people,
- Politeness and respect for etiquette,
- Sincerity and respect for one's word of honor,
- Absolute loyalty to one's superior,
- A duty to defend the honor of one's name and house.
Samurai
Creed*:
I have no parents; I make the Heavens and the Earth my parents. I have no home; I make the Tan T'ien my home. I
have no divine power; I make honesty my Divine Power. I have no means; I make Docility my means. I have no magic power;
I make personality my Magic Power. I have neither life nor death; I make A Um my Life and Death
I have no body; I make Stoicism my Body. I have no eyes; I make The Flash of Lightning my eyes. I have no
ears; I make Sensibility my Ears. I have no limbs; I make Promptitude my Limbs. I have no laws; I make Self-Protection
my Laws.
I have no strategy; I make the Right to Kill and the Right to Restore Life
my Strategy. I have no designs; I make Seizing the Opportunity by the Forelock my Designs.
I have no miracles; I make Righteous Laws my Miracle. I have no principles; I make Adaptability to all circumstances
my Principle. I have no tactics; I make Emptiness and Fullness my Tactics
I have no talent; I make Ready Wit my Talent. I have no friends;
I make my Mind my Friend. I have no enemy; I make Incautiousness my Enemy. I have no armor; I make Benevolence my
Armor. I have no castle; I make Immovable Mind my Castle. I have no sword; I make No Mind my Sword.
Ninja Code: The history of
Ninpo in fact is marked by a strong code of moral and just behavior that applies not only to the fighting or military aspects,
but to everyday life of the ninja. And learning to attain "sei shin"(or right mind) is essential to becoming a ninja. Some
facets of the moral code are:
1)
Loyalty, bravery and trustworthiness.
2)
He must be fair-minded:
exposed to different ways of thinking and the custom of different types of people.
3)
He must be a man of virtue
and commitment, willing to defend justice with selflessness and without fear of death.
4)
He must not engaged
in petty arguments or have double standards.
5)
Then there is the understanding
of the spirit of Budo, the samurai, the perfect gentleman - kindhearted, understanding and devoted to his training. - Being
called a Ninja is a great honor, like being called a great samurai. One who seeks peace and enlightenment, not violence.
Security for entering the De’alyl Rilyntlar
Estate:
- There are at all times three guards outside the
main gate. One remains inside the guard house next to a mirror at all times. The other two stand on either side of the gate. When
approached they stop the petitioner and order him to state his name and business. Once
stated they decide based on the appointment log in the guard house and their own opinions they will either send a message
asking for his/her entrance or one will begin to search the petitioner, while the second stands ready to draw his weapon. All weapons on the petitioner are
confiscated as are all spell components for transportation spells. They then
use a coded series of knocks to inform the second stage to open the gates and prepare to intercept the petitioner.
- Once again the Petitioner is searched for weapons. The third member of this trio of guards is a mage who then hands the petitioner a
bracelet that prevents transportation spells (i.e. shadow walk, portal to another plane, teleport) from working. If they refuse to wear it the standing order is to inform them they will be killed if they continue to
refuse and then again order them to wear it.
- If they successfully wear the bracelet the petitioner
is then escourted to the entrance to the main hall. Outside the entrance are
four guards, Once again the petitioner is searched for any weapons and all spell components are removed, another mage then
confiscates all magical jewelry.
- A single visible guard waits immediately inside
the door to the complex. He shackles the petitioners legs together to prevent
movement. And has a slave escourt them to the throne room.
- At the throne room the petitioner is put through
the final search. Where all but under clothes are removed. The petitioner is then brought before the Matron as the animal they are.
All artwork copyright of it's owners.
All text in times new roman from special items to creatures (front page) is copyright Wizards Of The Coast
Any Questions please contact Dnafein at dnafein_nabloss@hotmail.com
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