Labyrnithium Overview

The Labyrinthium is a place that weeds out the weak and the unlucky from its people. Thus, those who come from the streets and canals of the Vicious City learn strength, street smarts and ruthlessness by necessity.

Kingdom Symbol: A red flag with a snake; a skull is in its open mouth.

Outlook:

The folk of the Labyrinthium (sometimes called Labyrinthians or Inthians) are bred into a place where chaos is law and cruelty is justice. Thus, not only are these men and women hardened to the evils of the world, but they are also willing to partake in them without hesitation. To hesitate, is to show weakness and showing weakness in the Vicious City is a quick path to enslavement or death.

Inthians are survivors. They know that there is always a catch to any advantage, that nothing comes easily and that opportunities must be taken swiftly. They typically assume the worst in other people and in every situation. Some call them paranoid or pessimistic; having clawed their way through the worst of the world, most Inthians simply consider the attitude they have adopted as common wisdom.

While most people from the Vicious City are self-interested and self-invested in their survival and their prosperity, this is not to say that they are unwilling to work with others. Indeed, the League of Guilders is an entire organization that works on self-interest. Inthians are willing to cooperate if doing so benefits them. If joining a team or an organization allows for long term gain, then an Inthian will do so after a reasonable amount of assessment. Thus, an Inthian will lie, cheat, steal and betray without hesitation if their lives depend on it.

Naturally, the loyalty of Inthians will ultimately be to themselves. However, these folk are good at feigning devotion if need be and some even may place priorities on others beyond themselves. Indeed, a fair amount of Labyrinthians find love or loyalty while abroad from the Vicious City; such ideals are often short-lived, however, destroyed by an Inthian’s inability to trust others.

Mannerisms:

The first thing one notices about Inthians is their confidence. Whether it is quiet certainty or a vocal bravado, the folk from the Labyrinthium are known for showing no weakness, unless it is within their interest.

Those who study the people of the Vicious City soon discover that the Inthians spend a fair amount of time assessing the world around them. They look for threats, rivals, opportunity and targets. Some do this subtly while others are obvious in their study, testing those around them for weaknesses they can exploit.

Lastly, Labyrinthium people are also known for their ticks. Some prefer having a coin in their fingers or a hand on their weapon. Others like to chew on straw or to touch their hat. In truth, these so-called “ticks” are actually feigned, designed to draw others into a false sense of awareness. When people think that an Inthian blinks when he or she lies, that Inthian uses their assumptions to his or her advantage. When people pay attention to an Inthian’s coin tricks, they may miss out on the Inthian’s facial expressions or what their other hand is doing.

Deception is not just a lifestyle for the people of the Labyrinthium, it is a way to survive.

Accent: Those who want to use an accent for their Labyrinthium character can use a typical pirate, a cockney accent or an Australian accent. However, because it is a hub of trade, the constant influx of cultures into the Vicious City makes almost any accent viable.

Names: The Labyrinthium within the Jungle is a hodge-podge of cultures so the naming conventions of the Kingdom are similarly disjointed. Most characters are going to follow the conventions typically used by Humans or Cambions which are bereft of specific cultural ties and is greatly affected by the ramshackle background of most Labyrinthium characters.

Human (or Cambion):which tend to be short names, easily spoken in a hurry. Many Human characters earn or give themselves a  descriptive nickname. Those creating characters with this convention are encouraged to have catchy, colorful names. Altering a modern name to make it sound like a fantasy name is a common but useful trick.

            Male: Buljack (Bull), Carrig (Rigs), Jonnik (Jon), Rumsey (Rum), Wirt

            Women: Arness (Nessie), Grianne (Grinny), Madissey (Maddy), Rouge (Roh), Zeldrin (Zelly)

            Nickname:  Bad news, Shark, Roof-jumper, Quick-fingers, Stabby

            Ex: Nessie Quick-fingers, Scriv the Shark, Bad news Buljack

Non-human characters that have closer ties to their Racial culture can use the guidelines below.

Troll (or Minotaur): The names of Trolls and those Minotaurs that have been absorbed into Troll Tribes tend to follow names that call to the ancient tribal communities of old. These names are usually 2 to 3 syllables long and embody a characteristic, an ancestor or a hero that the parents of a child want them to emulate.

                Male: Ammon, Bhasa, Ghasai, Marsok, Turuk

                Female: Akan, Eryu, Khala, Malia, Zainu

                Tribe Names: Balasi (Water-bearer), Garusa (Gore-fang), Kiasai (Green-snake), Terinu (Cloud-walker), Yorumba (Laughing Tree)

Gnome: Traditionally, Gnomish nomenclature has tended toward long, flowing, nigh-unpronounceable names. Gnomes often gave the first or the first two syllables of their names when introducing themselves. Some modern Gnomes simply stick to their short names, revealing their true names during formal ceremonies (courtship, initiation, births). A few Gnomes give other Races their true names and take great amusement in watching the features of the other person trying to pronounce or even grasp the length of the name.

                Male: Ang (Angralimarinu), Bari (Bariluraliarar), Haru (Harusarilarinae), Mal (Malindrasindrin), Yin (Yindarasalusar)

                Female: Dila (Dilarindrasindrae), Lilu (Lilularindrisillia), Rin (Rinarasarandiel), Taia (Taiasilitaria), Xen (Xenaririlia)

Nightkin: Nightkin names usually sound harsh, employing difficult combinations of syllables that evoke a cruel twist to their personalities.

                Male: Akarn, Drashtur, Grashrek, Reckthar, Vurn

                Female: Beleth, Killith, Mardia, Shedris, Xhatteras

Shaedling (or Gorgon): Shaedling names follow the naming conventions of the Elven Races. However, their association with darker, supernatural elements has left its mark not only upon their flesh but also on their culture and their nomenclature – some Shaedling names echo Elven convention but with a darker, harsher tone.

                Male: Cindriel, Fellin, Jarath, Rathor, Vaelin

                Female: Aelisa, Drusila, Kalis, Maelin, Yindra

                Choir Names: Erindariel, Tartherian, Raitherrin, Xendarion, Zellarin

 

Historical Allusions: The culture and people Lab
yrinthium are intended to evoke a nation built by criminals, outlaws and expatriates, similar to the historical pirate stronghold of Tortuga. Player characters from the Labyrinithium are not merely survivors but people who can thrive in the criminal world while wallowing or thriving amidst vice and villainy.