Difference between revisions of "Ungir"

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{{Infobox creature
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{{Infobox strain
 
   | title                = Ungir
 
   | title                = Ungir
   | image                = Ungir.png
+
   | image                = UngirFighter.png
   | caption              = A typical Ungir
+
   | caption              = An Ungir fighter ready for battle
   | type                  = [[Humanoid]]
+
   | strain                = [[Ungir]]
   | subtype              = Ungir
+
   | pronunciation        = 🔊 ung-GEER
   | alignment            = Lawful Evil
+
   | scientific            = Homo Draconiculus
   | challenge            = 1d8
+
   | plural                = Ungir
   | size                  = Small
+
   | possessive            = Ungir/Ungirsi
   | patron_deity          = [[Kurtulmak]] (official)
+
  | substrains            = [[Ustinde]], [[Karangi]], [[Usatin]], [[Juzuu]]
   | vision                = [[Darkvision]]
+
   | patron_deity          = [[Wodenism]]
   | active_cycle          =  
+
   | eyesight              = [[Lowlight]]
   | diet                  = Omnivorous
+
   | hearing              =  
   | lifespan              = Usually up to 50 years, max 120 years
+
   | smell                =  
   | location              =  
+
   | lifespan              = 100 years
   | language              = [[Common]], [[Draconic language|Draconic]]
+
   | location              = [[Ungir Federation]]
  | subraces              = [[Draconic Ungir]]
+
   | language              = [[Otani language|Common]], [[Ungir language|Ungir]]
   | climate              = Temperate
+
   | climate              = Various
   | terrain              = Forests
+
   | terrain              = Forests, Hills, Mountains, Cities
   | height                = 2' – 2'5" ( 60 – 74 cm)
+
   | height                = 7-8 [[Kol]] (100-122 cm)
   | length               =  
+
   | weight               = 3 [[Tas]] (20-30 kg)
   | wingspan              =  
+
   | wingspan              = 30 [[Kol]] (4.5m) (if wings are present)
  | weight                = 35–45 lb (16–20 kg)
+
   | skin_color            = Variable
   | skin_color            = Variable, often reddish brown
+
   | hair_color            = Variable
   | hair_color            =  
 
 
   | feathers              =  
 
   | feathers              =  
   | eye_color            = Burnt orange, red
+
   | eye_color            = Various
   | build                =  
+
   | build                = Slight
   | distinctions          = Small, aggressive, physically durable, industrious, nimble, stealthy
+
   | distinctions          = Draconic facial features, scaly skin, and talon-like feet
   | first                =
+
   | dispositions          = [[Hoarding]]
  | based                = [[wikipedia:en:kobold|kobold]] (German), [https://www.dndbeyond.com/monsters/Kobold Kobold - MM]
+
}}
  | 5e_equivalence        = [https://forgottenrealms.fandom.com/wiki/Kobold Kobold]
+
The Ungir (🔊 ung-GEER) are a highly gregarious and industrious people with a penchant for exploring the underground.
  |}}
 
[[Ungir]] are aggressive, inward, yet industrious small [[humanoid]] creatures. They were noted for their skill at building traps and preparing ambushes, and mining. They were distantly related to [[dragon]]s and [[Draconic Ungir]]s and were often found serving as their minions.  Kobolds are sometimes known to humans only by racial epithets such as '''kobold''' or '''troglodyte'''.
 
  
==Description==
+
==Overview==
The [[Ungir]] are reptilian humanoids, standing between 2' and 2'6" (60cm – 75cm) tall, weighing 35 to 45 pounds (16 – 20kg), with scaled skin between reddish brown and black in color and burnt orange to red eyes. Their legs are sinewy and digitigrade. They have long, clawed fingers and a jaw like a [[crocodile]]. Small white or tan horns protrude from their heads, and they have rat-like tails. They would often smell of wet dog and stagnant water. [[Ungir]] like to wear red or orange garments, which are often ragged due to their proclivity for crawling through tunnels.
+
The Ungir (🔊 Un-geer) are, for the most part, a highly gregarious and industrious people with a penchant for exploring the underground. Their origins come from a combination of human and draconic ancestry, with mixtures of different flavors of Aydahar lineage as well. Over time the result of this great mélange of genetic experimentation led to the current Ungir, plus a few variants.
  
===Subraces===
+
Variations of Ungir can range from timid to aggressive, inward to gregarious, yet most remain industrious. One will rarely find an Ungir who is not working on a project, be it a tunnel, a building, or nearly any enterprise imaginable. They are particularly noteworthy for their skill at building traps and preparing ambushes, and digging tunnels, the latter most often for the purposes of mining.
* [[Draconic Ungir]]
 
  
==Ungir in Otan==
+
==Physical Characteristics==
[[Ungir]] are closely related to the draconic [[Aydahar]] creatures, intelligent and humanoid.  Perhaps due to their diminutive size, they lacked the authoritative nature of their [[draconic blood]]ed cousins. Finding it difficult to live in and amongst them, they broke with the draconic nation of [[Aydahar Confederation]] and sought lands to the north, where they formed their own [[Ungirsi Federation]] consisting mostly of themselves and what dragons would follow them to their new land.
+
The Ungir appear to be very short and slight humans, with draconic or perhaps reptilian-looking features. They stand between 3' and 4' (60cm – 90cm) tall, weighing 35 to 45 pounds (16 – 20kg). They have a small number of scales occurring on the hands and feet, with scaly spots appearing on various locations all over their bodies. The skin and scale colors vary with the variant of Ungir, but the two colors are rarely much different.
  
===Geography===
+
Compared to humans, their hands have considerably more robust claw-like nails, which adapt them to digging by hand (though they rarely dig this way). They also possess a crocodilian jaw, which gives away their draconic ancestry. On the back of their heads, they possess anywhere from two to four small white or tan horns, and lastly, they possess short dragon-like tails. Their tails are prehensile, but very few Ungir can manage tasks with their tails that require much dexterity.
The [[Ungirsi Federation]] is a nearly landlocked nation bordered to the northwest by the elven nation of [[Ælfwode]], to the northeast by the [[Grendel]] nation of [[Grendland]] and the south by the [[human]] nation of [[Ortalyk]].
 
  
The capitol, [[Negizi Ungir]] is near the short stretch of [[Ungirsi Federation|Ungirsi]] coast that separates the [[human]] and [[Grendel]] nations.
+
==Natural and Latent Abilities==
 +
Because of the draconic "seed" that infects their blood, the Ungir have some common abilities that humans do not.  They have tougher skin, covered in small scales in most places. While these scales are flexible, they do resist cuts far better than skin.  The Ungir can also see better in low light.
  
[[File:UngirsiMap.JPG|thumb|400px|link=Ungirsi Federation|A map of the Ungirsi Federation]]
+
Their tails provide them with better balance, increasing their acrobatic capabilities, and their talon-like feet and relatively small size make them good at jumping. Lastly, the Usatin Ungir have wings... and can fly.
  
===History===
+
==Society and Culture==
[[file:UngirRaid.png|thumb|600px|Ungirsi after a successful looting]]
+
[[File:Ungir2.png|right|300px]]
For most of the [[In Memoriam|IM]] Era kobols of the Ungirsi Federation have been at war with humans, elves, and the other 'soft skinned' humanoids, largely under the direction of [[Zoranthar]], currently of the [[Council of Nine]].
+
The Ungir are four societies merged into one. Despite this, all four societies share a common background marked by persecution from other strains. There is no historical evidence to prove that Ungir and the Aydahar once shared common territory, but there are clues. The Aydahar language has nicknames and idioms that refer to "small dragons" that are present in their culture.
  
Before the council, [[Zoranthar]] had concluded that orcs, Ungirsi, goblins and the like had been unfairly oppressed by their humanoid brethren and even marked for extermination. Far from accepting this genocide, [[Zoranthar]] imagined he could turn the tables and bring about a renaissance for the orc (and Ungir) kind.
+
It is assumed by sophists in both cultures that the Ungir were driven out of Aydahar territory for a reason that would cause the same division today. That behavior is hoarding. The Ungir love to hoard, while the Aydahar find such behavior to be abhorrent. Dragons in Aydahar territory hoard, and this is a trait of dragons, not people, or so the Aydhar believe.
  
===Relations===
+
The Ungir love to hoard, and their society is dominated by those who are most successful at it. The Ungir with the largest hoard is made their king. Ungir who have provided great services to their people are awarded tokens, which can supplement their hoard, allowing a less wealthy Ungir to seize political power. Survival of their people is naturally more important than any hoard.
Ungirsi hold a deep racial hatred for nearly all other [[humanoid]] races and enjoy killing and torturing them, in particular [[brownie]]s, [[gnome]]s, [[pixie]]s and [[sprite]]s.
 
  
Ungirsi were known to use dire weasels as mounts.
+
Meanwhile, the four distinct Ungir lifestyles developed mostly as survival tactics. The Ustinde culture lives above ground in keeping with Aydahar tradition.  Due to their small size, they are more likely to create easily abandoned edifices with their hoards on indoor carts ready to roll.  
  
===Notable Ungirsi===
+
Their Karangi cousins dig. They build deep underground to escape pursuers from above. The Karangi can collapse tunnels, make others too small to enter, and create elaborate traps to confound anyone crazy enough to pursue them in their underground homes.
* [[Daniar Erbolat]] - Chief Warlord of the [[Ungirsi Federation]]
 
  
==Personality==
+
The Juzuu took to the sea and created small settlements underwater. They continue to build temporary settlements on beaches adjacent to their underwater territory. These settlements enable the Ungir to trade with air-breathing traders. These settlements can be abandoned at the first hint of trouble with little cost to the Juzuu, who will replace them quickly when trouble has subsided.
Ungirsi were resentful of their short stature and hated members of other races who poked fun at them for this. Most felt as though they ought to compensate for their small size in other ways, such as humor or aggression. They would naturally tend to hate larger creatures, and although they would show respect and obedience if required, they always looked for ways to display their resentment.
 
  
The ultimate goal of the Ungir race was to conquer as much land as possible. They would plan and dig mines industriously, while laying cruel traps for interlopers, preferring an ambush to direct confrontation. If they ever confronted an enemy, they would try to overwhelm foes with sheer numbers. Among the monstrous humanoids, they were known for cunning plans, and unlike many others, would also share those plans among the entire tribe. General plans and goals would be common knowledge, and detailed plans were shared with all who asked to allow them to work fruitfully for the good of the tribe. Their society was influenced by their [[lawful evil]] alignment.
+
The last of the cultures is the Ustinde, those Ungir who have sprouted wings. The Ustinde can fly and throughout most of their youth, are concerned with little else than flying. They "nest" in high places and won't begin to hoard until later in life, their preoccupation with flying being a large part of their daily life.
  
Ungirsi were confident and happy to remain separated from the other races. A Ungir saying stated:
+
==History==
 +
There are two important histories of the Ungir: the pre-history and written history. As with all strains, the pre-history is all that happened before the Great Erasure, which happened over 260 years in the past. While this little-understood erasure of history literally erased all memories and written documents, clues remain.
  
<blockquote>The dragon scale toughens our skin. The dragon bone adorns our skull. The dragon heart flames our sorcery. We are the dragon, and for the dragon we live. Long live the dragon.</blockquote>
+
Ungir sophists and historians recognize the tell-tale signs of Ungir culture that exist throughout the Aydahar nation of Altinquor and in the surrounding nations as well. They surmise that they had a clear history of living with and trading with the Aydahar. With the Ungir all living in ceded Grendel lands post-Erasure,
  
Where other races considered heroes to be those who enact great feats of strength or military prowess, Ungir heroes were those who showed great prowess in trap setting, torture and ambush.
+
Since the Great Erasure, the Ungir people have been finding their feet.  They built up towns and cities out of essentially nothing in the gods forsaken lands they were given. With nothing of value on their lands, they were rarely harassed by any but faraway travelers who wandered too close.  
  
==Biology==
+
It wasn't until the Grendel War that the Ungir took up arms in any serious way. Clashing over the human land grab, the Grendel felt penned in on all sides and declared war on humans, nearly overtaking the neighboring country of Soltustik. When the crown prince of Ortalyk got involved in the war, the Ungir dropped the gauntlet and invaded Ortalyk from the West.
===Reproduction===
 
Ungirsi were extremely fecund egg-layers, having the highest birth rate among humanoids.  A pregnant female would lay her egg within two weeks. About one in ten pregnancies led to two eggs. An egg needed incubation for about two months, but the newly hatched Ungir could walk in just hours. The eggs were particularly sturdy, and the young inside could survive even if the egg broke as much as fifteen days early.  Ungir young matured quickly, having reached young adulthood in six years. They often laid eggs in a common nest, with specialized foster parents watching over the eggs and [[wyrmling]]s.
 
  
Some rare Ungir children were [[Dragonwrought Ungir|dragonwrought]], and it was possible to tell this because the egg would be speckled with flecks of the dragon's color, which became more numerous throughout the incubation period. These Ungirsi possessed wings like those of a [[dragon]], and some were of enough use to allow flight. Ritual demanded that the egg be taken to a sacred hatching place, and dragonwrought Ungirsi would be raised above ground if they were able to fly, so that they could learn to use their wings.
+
The move in solidarity with the Grendel would cost the Ungir dearly, as their campaigns were disastrous. The Ungir, who are masters of defensive tactics, stalled when on the offense.  With little plunder to add to their hordes, they eventually found themselves on the defensive by the war's end as their armies were pushed back. After the war, few nations would trade with them or offer any level of trust.
 +
  
===Shedding===
+
==Racial Variants==
Like other reptiles, Ungirsi shed their skin periodically. A growing Ungir might do this as frequently as weekly, but a developed one usually shed once per season. Unlike snakes, Ungirsi did not shed their entire skin at once; they instead shed portions of it over a period of time, much like lizards do. The process was usually accelerated by rubbing. [[Bitterleaf]] was often applied after shedding to help the new scales acquire strength and shine.
 
  
==Combat==
+
===[[Juzuu]]===
Ungirsi used their cunning and sheer weight of numbers to defeat enemies. They preferred to lay traps or ambushes, and would only engage a foe directly after it was weakened. If their numbers were diminished such that they had less than a two-to-one advantage, the group would usually flee. Ungir traps included spike pits, tripwires, flaming oil, and poisonous vermin. They disliked gnomes to such an extent that they would attack on sight.
+
[[File:Juzuu.png|left|250px|A [[Juzuu]] aquatic [[Ungir]].]]
 +
The Juzuu (🔊 joo-ZOO-oo) are an aquatic variety of Ungir. They sport gills enabling them to live underwater indefinitely in underwater settlements.
  
Ungirsi would usually loot what treasure they could carry from their defeated enemies, who were usually killed. Occasionally, Ungirsi would enslave their foes, who then might be sold on, unless they were gnomes, which Ungirsi would always kill, but never eat.
+
The Juzuu are an aquatic variety of Ungir who are very rare indeed. They sport gills enabling them to live underwater indefinitely, which is inaccessible to many adventuring parties. Even in their underwater realms, however, they naturally seek to tunnel and build their abodes in underground caves and tunnels beneath the ocean floor.
  
==Society==
+
<br style="clear: both;">
Ungirsi lived in the dark, ideally underground or thick forest, in tribal societies. Their lairs were often overcrowded, although when one tribe became too numerous, it split into numerous smaller ones. The overcrowding eliminated the concept of privacy, so Ungirsi slept in communal areas where nudity was not regarded as shameful or offensive, even to the opposite sex. Ungirsi wore clothing for function or ritual, but not to prevent nudity. The common overcrowding often led to conflict, and two Ungirsi would fight to settle their differences, although these fights were not usually lethal. This led to a lack of deep-rooted divisions or grievances in Ungir society.
 
  
They were respectful of authority figures, and would obey diligently, particularly when their ruler was of [[lawful evil]] alignment.
+
===[[Karangi]]===
 +
[[File:Karangi.png|left|250px|A [[Karangi]] dark [[Ungir]].]]
 +
The [[Karangi]] (🔊 Kare-rahn-jee) are a dark-featured variety of the [[Ungir]] who prefer be continuously underground.
 +
<br style="clear: both;">
  
Ungirsi had specialized laborers, yet the majority of Ungirsi were miners. They possessed [[darkvision]] and were particularly sensitive to bright light. Ungirsi preferred exile to execution, and in some disputes, Ungirsi would split tribes in order to spread their kind over a larger region.{{fact}} Ungirsi had natural tendencies towards sorcery. They could live up to 135 years,  and [[Dragonwrought Ungir|dragonwrought]] even longer. Ungirsi were similar to dragons, but while dragons had warm blood, Ungirsi were cold-blooded. Due to this, they were susceptible to cold, especially if it was brought on quickly. They enjoyed swimming and would gather to bathe together, especially after shedding (see below). Ungirsi would take a lot of care maintaining their claws and teeth, using smooth stones to polish claws and chewing roots to clean teeth.
+
===[[Usatin]]===
 +
[[File:Usatin.png|left|250px|An [[Usatin]] flying [[Ungir]].]]
 +
Depending on the family line, roughly one in every dozen [[Ungir]] produce an [[Usatin]] (🔊 Oo-sah-tin). Regardless of their coloring or previous bloodline, they will differ fundamentally by having developed a fully articulated pair of wings.  Even as infants, these natural-born tunnellers will seek the surface and take to the air like birds. They quickly attain a mastery of flight that rivals, if not exceeds that of any other sapient avians on [[Otan]].
  
It was unknown how Ungirsi were of dragon heritage. While each Ungir valued its own life, the tribe came first. They considered the success of their tribe to be their own success.
+
<br style="clear: both;">
  
===Mating===
+
===[[Ustinde]]===
Ungirsi did not maintain monogamous relationships, and due to the importance they placed on propagation, they chose mates by practical measures rather than love or other emotions. Mating was an impersonal act for Ungirsi.
+
[[File:Ustinde.png|left|250px|An [[Ustinde]] surface [[Ungir]].]]
 +
The [[Ustinde]] (🔊 Oo-stin-day) are the surface-dwelling [[Ungir]] most commonly known to other races.
 +
<br style="clear: both;">
  
===Language===
+
===[[Half-Ungir]]===
Ungirsi spoke [[Yipyak]], a version of the [[Draconic language]], with a yipping accent. Some could also speak [[Undercommon]]. According to [[Monster Manual 1st edition]] D&D Ungirsi could speak [[goblin language|goblin]] and [[orcish]], as they were considered a [[goblinoid]] race. Over the past few editions it has gradually taken on more reptilian characteristics until [[Monster Manual 3rd edition]] stated definitively that they are indeed reptilian subtype.  
+
[[File:Half-Ungir.png|left|250px|An [[Half-Ungir]].]]
 +
There are probably few things more rare on or below the surface of [[Otan]] than a [[Half-Ungir]].  
  
===Mining===
+
<br style="clear: both;">
Ungirsi often created their lairs by mining them from the rock. Mining was a meticulously planned and conducted process where nothing was left to chance. [[Divination]] magic was used to locate ore and mineral deposits. A high proportion of a Ungir tribe were miners. Each family group was expected to cut its own room, the walls of which they would adorn with a pictorial history of the family.
 
 
 
===Crafting===
 
The greatest art for Ungirsi was trapmaking. The use of invention and cunning in traps was the mark of a good trapmaker. The other art form was the pictorial representation of the tribe's history, created on the walls of a specially created room in every lair. Ungirsi enjoyed making jewelry from the gems and precious metals they encountered while mining. They could be possessive about their personal jewelry collections, and much effort was put into crafting beautiful jewelry, unlike other items, which were functional rather than aesthetically pleasing.
 
 
 
===Fashion===
 
Most Ungirsi were miners and so dressed in sleeveless tunics and [[breeches]]; but Ungirsi enjoyed dressing in more elegant clothing for festivities. These included clothes made from silk or leather, but tailored clothes were only common among leaders. Garments were often made to compliment the wearer's eyes, which involved the use of orange or red dyes. Other garments might be dyed to demonstrate the wearer's affinity to a particular kind of dragon. Ungirsi required the dexterity in their feet too often to wear footwear, and the soles of their feet were hard enough to cope with most surfaces. Due to the amount of time Ungirsi spend mining, gemstones were readily available, and they used these to adorn their clothing, and to make jewelry.
 
 
 
===Religion===
 
The main deity of the Ungirsi was [[Kurtulmak]], the god of war and mining, who hates all living things besides their kin. A main part of their religion was to seek out magic items that they believed may help free Kurtulmak from his eternal prison. The other main god worshiped by the Ungirsi was [[Gaknulak]], the god of protection, stealth, trickery and traps. A lesser-known Ungir demigod was [[Dakarnok]]. The remainder of the Ungir pantheon was comprised of deified Ungir heroes.
 
 
 
Ungirsi were also known for serving dragons and praising them as gods. A Ungir tribe would present a dragon with tributes and sacrifices and whatever they thought it may like; they might have even seen it as a great honor to be devoured by the creature. If a Ungir tribe was not accepted by a dragon they might start working for it in secret. Once a tribe settled to serve a dragon, their entire existence was to serve their god in every way.
 
 
 
===Diet===
 
Ungirsi were omnivorous, eating plants and animals, but would not refuse to eat intelligent creatures if the opportunity presented itself. They were able to eat just about anything when the situation became desperate, even tree bark or bone. Due to their cold-blooded nature, Ungirsi that had spent time in a warm place would not need to eat for days.
 
 
 
==5e Equivalence==
 
When translating the Ungirsi to be played in Dungeons & Dragons, their "monster" version can be found in the Monster Manual, while a playable race can be found in Volo's Guide to Monsters. 
 
 
 
== Player Notes ==
 
Ungir... I hate 'em.
 
  
 
{{Copyright notice}}
 
{{Copyright notice}}
  
[[Category:Ungirsi]]
+
[[Category:Ungir]]
 
[[Category:Humanoids]]
 
[[Category:Humanoids]]
[[Category:Creatures of lawful evil alignment]]
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[[Category:Draconic Creatures]]
[[Category:Scalykind]]
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[[Category:Player Races]]
[[Category:Scaled Ones]]
 
[[Category:Reptilian humanoids]]
 
[[Category:Dragonkind]]
 
[[Category:Creatures]]
 
[[Category:Creatures with the draconic blood]]
 
[[Category:Ungirsi Creatures]]
 

Latest revision as of 13:00, 24 September 2025

Ungir
UngirFighter.png
An Ungir fighter ready for battle
Strain Ungir
Pronunciation 🔊 ung-GEER
Scientific name Homo Draconiculus
Plural Ungir
Possessive Ungir/Ungirsi
Substrains Ustinde, Karangi, Usatin, Juzuu
Patron Deity Wodenism
Eyesight Lowlight
Lifespan 100 years
Location Ungir Federation
Language Common, Ungir
Climate Various
Terrain Forests, Hills, Mountains, Cities
Height 7-8 Kol (100-122 cm)
Weight 3 Tas (20-30 kg)
Wingspan 30 Kol (4.5m) (if wings are present)
Skin Color Variable
Hair Color Variable
Eye Color Various
Build Slight
Distinctions Draconic facial features, scaly skin, and talon-like feet

The Ungir (🔊 ung-GEER) are a highly gregarious and industrious people with a penchant for exploring the underground.

Overview[edit]

The Ungir (🔊 Un-geer) are, for the most part, a highly gregarious and industrious people with a penchant for exploring the underground. Their origins come from a combination of human and draconic ancestry, with mixtures of different flavors of Aydahar lineage as well. Over time the result of this great mélange of genetic experimentation led to the current Ungir, plus a few variants.

Variations of Ungir can range from timid to aggressive, inward to gregarious, yet most remain industrious. One will rarely find an Ungir who is not working on a project, be it a tunnel, a building, or nearly any enterprise imaginable. They are particularly noteworthy for their skill at building traps and preparing ambushes, and digging tunnels, the latter most often for the purposes of mining.

Physical Characteristics[edit]

The Ungir appear to be very short and slight humans, with draconic or perhaps reptilian-looking features. They stand between 3' and 4' (60cm – 90cm) tall, weighing 35 to 45 pounds (16 – 20kg). They have a small number of scales occurring on the hands and feet, with scaly spots appearing on various locations all over their bodies. The skin and scale colors vary with the variant of Ungir, but the two colors are rarely much different.

Compared to humans, their hands have considerably more robust claw-like nails, which adapt them to digging by hand (though they rarely dig this way). They also possess a crocodilian jaw, which gives away their draconic ancestry. On the back of their heads, they possess anywhere from two to four small white or tan horns, and lastly, they possess short dragon-like tails. Their tails are prehensile, but very few Ungir can manage tasks with their tails that require much dexterity.

Natural and Latent Abilities[edit]

Because of the draconic "seed" that infects their blood, the Ungir have some common abilities that humans do not. They have tougher skin, covered in small scales in most places. While these scales are flexible, they do resist cuts far better than skin. The Ungir can also see better in low light.

Their tails provide them with better balance, increasing their acrobatic capabilities, and their talon-like feet and relatively small size make them good at jumping. Lastly, the Usatin Ungir have wings... and can fly.

Society and Culture[edit]

Ungir2.png

The Ungir are four societies merged into one. Despite this, all four societies share a common background marked by persecution from other strains. There is no historical evidence to prove that Ungir and the Aydahar once shared common territory, but there are clues. The Aydahar language has nicknames and idioms that refer to "small dragons" that are present in their culture.

It is assumed by sophists in both cultures that the Ungir were driven out of Aydahar territory for a reason that would cause the same division today. That behavior is hoarding. The Ungir love to hoard, while the Aydahar find such behavior to be abhorrent. Dragons in Aydahar territory hoard, and this is a trait of dragons, not people, or so the Aydhar believe.

The Ungir love to hoard, and their society is dominated by those who are most successful at it. The Ungir with the largest hoard is made their king. Ungir who have provided great services to their people are awarded tokens, which can supplement their hoard, allowing a less wealthy Ungir to seize political power. Survival of their people is naturally more important than any hoard.

Meanwhile, the four distinct Ungir lifestyles developed mostly as survival tactics. The Ustinde culture lives above ground in keeping with Aydahar tradition. Due to their small size, they are more likely to create easily abandoned edifices with their hoards on indoor carts ready to roll.

Their Karangi cousins dig. They build deep underground to escape pursuers from above. The Karangi can collapse tunnels, make others too small to enter, and create elaborate traps to confound anyone crazy enough to pursue them in their underground homes.

The Juzuu took to the sea and created small settlements underwater. They continue to build temporary settlements on beaches adjacent to their underwater territory. These settlements enable the Ungir to trade with air-breathing traders. These settlements can be abandoned at the first hint of trouble with little cost to the Juzuu, who will replace them quickly when trouble has subsided.

The last of the cultures is the Ustinde, those Ungir who have sprouted wings. The Ustinde can fly and throughout most of their youth, are concerned with little else than flying. They "nest" in high places and won't begin to hoard until later in life, their preoccupation with flying being a large part of their daily life.

History[edit]

There are two important histories of the Ungir: the pre-history and written history. As with all strains, the pre-history is all that happened before the Great Erasure, which happened over 260 years in the past. While this little-understood erasure of history literally erased all memories and written documents, clues remain.

Ungir sophists and historians recognize the tell-tale signs of Ungir culture that exist throughout the Aydahar nation of Altinquor and in the surrounding nations as well. They surmise that they had a clear history of living with and trading with the Aydahar. With the Ungir all living in ceded Grendel lands post-Erasure,

Since the Great Erasure, the Ungir people have been finding their feet. They built up towns and cities out of essentially nothing in the gods forsaken lands they were given. With nothing of value on their lands, they were rarely harassed by any but faraway travelers who wandered too close.

It wasn't until the Grendel War that the Ungir took up arms in any serious way. Clashing over the human land grab, the Grendel felt penned in on all sides and declared war on humans, nearly overtaking the neighboring country of Soltustik. When the crown prince of Ortalyk got involved in the war, the Ungir dropped the gauntlet and invaded Ortalyk from the West.

The move in solidarity with the Grendel would cost the Ungir dearly, as their campaigns were disastrous. The Ungir, who are masters of defensive tactics, stalled when on the offense. With little plunder to add to their hordes, they eventually found themselves on the defensive by the war's end as their armies were pushed back. After the war, few nations would trade with them or offer any level of trust.


Racial Variants[edit]

Juzuu[edit]

A Juzuu aquatic Ungir.

The Juzuu (🔊 joo-ZOO-oo) are an aquatic variety of Ungir. They sport gills enabling them to live underwater indefinitely in underwater settlements.

The Juzuu are an aquatic variety of Ungir who are very rare indeed. They sport gills enabling them to live underwater indefinitely, which is inaccessible to many adventuring parties. Even in their underwater realms, however, they naturally seek to tunnel and build their abodes in underground caves and tunnels beneath the ocean floor.


Karangi[edit]

A Karangi dark Ungir.

The Karangi (🔊 Kare-rahn-jee) are a dark-featured variety of the Ungir who prefer be continuously underground.

Usatin[edit]

An Usatin flying Ungir.

Depending on the family line, roughly one in every dozen Ungir produce an Usatin (🔊 Oo-sah-tin). Regardless of their coloring or previous bloodline, they will differ fundamentally by having developed a fully articulated pair of wings. Even as infants, these natural-born tunnellers will seek the surface and take to the air like birds. They quickly attain a mastery of flight that rivals, if not exceeds that of any other sapient avians on Otan.


Ustinde[edit]

An Ustinde surface Ungir.

The Ustinde (🔊 Oo-stin-day) are the surface-dwelling Ungir most commonly known to other races.

Half-Ungir[edit]

An Half-Ungir.

There are probably few things more rare on or below the surface of Otan than a Half-Ungir.