Jump to content

Urane Kin'toni Clan

From Taerel Worldbuilding Wiki
Revision as of 11:38, 28 July 2025 by Stevie Lambert (talk | contribs) ((via JWB))
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Kin'toni Clan
Clan Name:
Urane Kin'toni Clan
Parent Groups:
Unknown
Descended Groups:
Unknown
Areas Controlled:
Date Founded:
4E 126
Date Disbanded:
N/A


History

The clan was founded when Edeman Vergis decided to settle in the Rod'dyn Great Lakes. He took the title Count Urane of ‘Dyn and turned the most beautiful of zu'aan from nearby regions to act as his court. The new clan decided to use the zu'aan settlements to build their own little serfdom. To achieve this the Urane clan hid their dark bloodthirsty nature and claimed to be a peaceful clan who survives on the blood of other kin'toni who try to invade the region. The settlers welcomed the Urane with cheer and gratitude. The count hired the stone masons of the villages to build a castle.

They built it on the edge of the peninsula of Yar’dyn in the heart of the entire region. It took them several years to complete the extravogant castle, made all the harder due to the growing number of Urane clan members and the disappearances of the beautiful young men and women from the settlements. The lands grew tense as the zu'aan serfs started to wonder if their rulers were really there to protect them, or if there were other kin'toni living in secret throughout the region. The clan began to worry that they may have lost their edge in controlling the region and silently started preparing for war.


Just as the tension touched the breaking point a new force appeared to sweep across the land and shattered the fears of the peasants and the clan. These new people became known as the Landlocked Pirates and they declared war on the Urane and those who follow the clan. The clan, realising the truth of who the pirates were, laughed with joy at the gift this gave them. They revelled in the fact that they could hunt freely and blame it on the pirates while also fighting those who had escaped their grasp previously. Their war caused a shift in the nature of land.

The pirates grabbed control over some of the outside parts of the region and set up bases on the island of the lakes. Some of the pirates were smart and gave aid to the zu'aan villages they came across. Others just raided and pillaged, giving the clan reason to demonise and grip their control tighter. Thus it became common for many of the villagers to praise the Urane while their neighbors wished for the pirates to liberate them. As the war raged on some of the clan members dropped the pretenses and began openly feeding and turning the pirates they met in battle.


They didn’t even care if the pirates were recognised once they rip away the diguise to get at the flesh. Such actions were publically condemned by the count and those who committed them were punished in an attempt to bring peace as the settlements grew into towns and small cities. The growth drew more zu'aan and kin'toni to settle in the area and gave the Urane clan even more power over life in the region. While at the same time the outskits were given over to the pirates.

Biology

The Urane’s eyes have blue irises with white sclerae and horizontal rectangular pupils and give them a heightened visual sense that makes them see everything perfectly regardless of whether it's day or night. However, they have lost the ability to perceive colour and must adapt to living in a world of greys. Their hearing and sense of smell are also heightened and allow them to know what’s going on in the far reaches of their region if they focus their senses. They use this openly to show they can control their subjects but disguise it as protective measures.

They lost their sense of taste due to their particular mutations. In most situations, they prefer not to eat other food besides blood. They have a heightened sense of touch that allows them a fine-tuned control over their balance and hunger when they feed. They use that to prevent draining those they feed on publically. Lean and muscular, the Urane are slightly taller than the average zu'aan. They all share unnaturally good looks and grace. They have smooth skin that gives mild protection from the effects of the weather. They can withstand all but the most extremes of heat and cold.


They, like most kin'toni are vulnerable to fire. They are extremely fast but only have the endurance for short sprints. They have heightened strength but not overly powerful. Instead, they rely on their cunning and charisma to seduce and trick their prey into allowing them. They have short claws on their fingers that they use to cut open the skin and feed on their prey. They produce a pheromone that attracts zu'aan and gives them a slight sense of euphoria. This is used to help them convince the settlers that they are not monsters and helped build the cornerstone of their way of life.

Some have practised using their voices to sing hauntingly beautiful songs that draw the attention of all who hear their voice. While others simply use their unnatural beauty to bring their prey to them. They are very protective of their own blood because it has a strong hallucinogenic effect and proves highly addictive. They are vulnerable to most weapons but can survive past normal limits when they have fed. Their adrenal system is constantly producing an abundance of adrenaline that causes them to push past the natural blockers like pain and fatigue.


It is dangerous for them as it can immobilise them once the effect wears off. Such overexertion tends to lead to them being unconscious for up to a week regardless of what occurs around them. Their teeth look normal at first glance, but hide a set of retractable fangs used when feeding. They have a strange predilection for the blood of the healthy young adults of the zu'aan in the region. It’s so strong that any blood not from the young and healthy or blood from the too young actually causes them to become ill and forces them into a case of intense hunger until they drain someone with the preferred blood.

Culture

Living in their castle overlooking the growing capital of Vyniada, the Urane have taken the role of nobility amongst those who live in the region. They offer protection and order and the appearance of leasure in exchange for the loyalty and willing offering of blood to drink. They stay in their private castle, called Khaniada by the locals, and only exit to act as protectors and benign rulers. This however is a front for the most part as they are more interested in maintaining their power and food supply. Their entire culture is built around maintaining their grip on the region.

And holding to the idea that they can coexist with the zu'aan as long as they are in control. They put on a charming and gregarious front to the zu'aan settlers so that they can feed freely without having to kill or turn those they feed from. To keep the illusion of nobility they dress in finely made fabrics and silks whenever they are within the public eye. When they do hunt, they used to wander the night naked and humming sweetly in the hopes of attracting the young and healthy. Now they allow people into their castle under the guise of offering protection from the pirates.


Then as the people rest they drink from the young adults. They have minted coins they use as currency with the zu'aan and other kin'toni residing in their territory, and use the practice to put a price on the ability to feed on the zu'aan. While this appears as a way to protect and compensate those they feed on, It is all a show to hide that they are the ones behind the disappearances of the young people. When the pirates appeared and declared war on the clan it opened up the possibility for them to use force and fear to get what they wanted.

They established towers in every village where a clan member would reside in and act as the village protector and law enforcer, but really it was to establish more ways to control and rein in the zu'aan and prevent revolution while appearing to be only interested in helping keep everyone safe. They also hire neighbouring clans to send their criminals into the region so they can send their forces to be seen killing invading kin'toni instead of just the zu'aan pirates that now control some of the outskirts. They do similar set ups in the towns and villages that house both zu'aan and kin'toni.


They will have the clanless refugees or loyal zu'aan hoping to be turned commit small crimes and receive punishment so the Urane appear to be interested in protecting the people. However, below their castle they hide a cavern where they take the most beautiful of the recently matured zu'aan to be drained and turned against their will. These specific young adults have been chosen because the Urane intend to use them to spy on and infiltrate the ranks of the pirates and finally take back their escaped prey.

Government

Upon its founding, the Urane clan took the appearance and lifestyle of lords and ladies in search of loyal subjects to protect and aid in exchange for a home and food. The founder, Edeman Vergis, took the title of Count Urane of ‘Dyn and positioned himself as the truest power in the entire region. While the clan holds control of the many zu'aan villages and the few mixed town and cities, it is Vergis who rules over all from his throne in Khaniada. It is he who convinced the others that they could find a way to coexist openly with the zu'aan and to enforce the many deceptions they use to appear benign.

He is the one who listens to the reports and requests for the elders and minor officials of the non clan member groups in the hopes of keeping the display of peace and prosperity. Within the Urane clan he is seen as the master tactician and a cunning ruler. He is served directly by his faithful attendants Vali and Ivaco who act as his eyes and ears in their territory whilst he remains in the castle. They spend much of their time being both the public examples of how the clan treats the zu'aan who serve them and the swords of Vergisagainst any who would seek to betray or disobey his command.


Among the zu'aan it is said that Vali and Ivaco overpay for the pleasure of their company and always bring joy to those they meet. Among the kin'toni and the Landlocked Pirates however, they are seen as the most terrifying of Vergis’ weapons to send against those who stand against the count. The next rung down the chain of government within the Urane clan are the dukes and dutchesses that act as heads over sections of the entire region. Each section is named for the lake it is built around and can house as many as five settlements to fifteen villages and three large towns.

It is up to the dukes and dutchesses to maintian peace and order within their section and to coordinate with those who act in the local governments of the settlements in order to protect the entire section from being taken by the pirates. They are also the ones held responsible for any loss of ground in the war and for any unpunished death of a zu'aan that gets whitnessed or discovered. Below them are the magisters, who reside in their towers that are in every single village and settlement controlled by the clan. These clan members are in charge of “protecting the lives and livelihood of the loyal subjects of the Count Urane” .


And for hunting down the pirates and those responsible for the disappearances and deaths of the settlers. It is up to them to keep up the daily balance of their control and deception against their hunger and the agression of the pirates. To accomplish this they are given complete autonomy to make sure they catch and punish all who break the count’s laws.

Military

Initially to combat the forces of invading kin'toni clans, the Urane have a large established military with numerous bases of varying sizes at the most strategic places in the different sections of the region. Oddly enough they also seem to be in places that make it harder for people to leave the area without being noticed. As the threat of invasion subsided due to the heavy patrolling of the border, the threat from the pirates required smaller encampments to be set up within the disputed areas as well as the towers put up to protect the various villages and settlements.

The military is made up of kin'toni from the Urane clan as well as those who have taken refuge in the territory, both kin'toni and zu'aan alike. They are trained to use a variety of weapons such as spears, axes, swords, polearms, and ranged weapons. Each base houses a large regiment of troops who specialise in specific weapons and tactics. While the pirate hunters are entirely Urane clan member who specialises in archery. The military serves at the pleasure of the count and his fellow nobles for the sake of the people of the region. The count is the hightest authority in all matters.


And has the ability to send his armies anywhere he wishes. However he refuses to have his forces leave the region so that they can be ready to protect the land from invader and pirates. Every month he sends his two aids to carry out inspections of both the bases and the condition of the soldiers. And wehnever they find a problem or potential weakness they addess it in his name and authority. Directly under the count in the chain of military command stands the generals. These are all Urane clan members and charged with planning and enacting the strategies to accomplish the count’s wish to protect the region.

They commission the new weapons and resources to combat any invading armies or pirate raiding crews. Every defeat is their responsibility and duty to ammend and turn into a victory either through force or through using the loss to win sympathy and support from the settlers. Under them are the base commanders. They also are Urane, and in charge of maintaining the peace in the area their base protects. To that end they are in charge of recruitment and training of new troops as well as supplying their men with armour and weapons. They are held responsible for any pirate raid that goes unchallenged.


And must always take action if called to help by the neighbouring villages and settlements. The lowest of the command ranks are the captains. Made up of soldiers from various different backgrounds, the captains are in charge of securing victories on the battle field and preventing unnecessary loss of innocent life at the hands of invaders or the pirate crews. They personally train their warriors to master their prefered weapons and often refuse to surrender a single soldier when up against unfavourable odds.

Religion

More cynically spiritual than religous, the Urane believe in blood. in particular they believe in the power of blood from healthy zu'aan between the ages of fifteen to thirty. To the Urane, healthy young blood is able to do many impossible things. They believe it is the source of their strength and speed. That when drunk fresh it makes them young again. That it is the cause of their unnatural beauty. That by drinking it they become immortal. That it protects them from turning into hellish monsters. That it allows them to walk in sunlight.

That it calls to other zu'aan blood and that is why it is easy for them to convince the settlers that they are safe.That it gives them magical powers. That drinking it wards off disease and curses. It is for these reasons that they are so addicted and devoted to drinking only the blood of the young and healthy. It is also why they are so selective about who they turn. They belive that if they were to turn someone who is older they would instead turn into something closer to the members of the Traessbel clan. That thought horrifies them because they find such things to be too ugly and not worthy of life.


They believe if they turn someone who is suffering from a disease that it will transform them into an animalistic beast. If they were to turn someone with a disability that it would result in a malformed creature that would die shortly after. They believe that if they turned a child it would become a monster capable of killing them all with a single thought. And so they stick to turning only the young, healthy, and beautiful. They also believe that other blood is dangerous for them. Specifically they worry that the blood of those younger than fifteen is a poison to them.

They believe that the blood of the diseased will give them the same illness, and that the blood of the elderly will cause them to become senile and inept. They believe that blood from fellow kin'toni will have different effects as well. The main belief is that it will give them at least some of the traits of the other clan for a short period. However, this is not always considered a positive as they would run the risk of being tranformed into no longer being of the Urane clan. It is this fear that prevents them from ever drinking any other blood.


Over the years they developed a belief that to drain someone until they died, and not stopping before the person died from the act or turning them, whould cause that death to latch onto the clan member who killed the zu'aan. They believe this would summon the vengeful spirit of the victim to haunt the guilty clan member and drive them crazy. After that they believe that it will possess their murderor and lead them to kill the rest of the clan. To prevent this, if any clan member drinks in death they will commit suicide by immolation.

Miscellany

This article is written by xoishtar. Copyright 2026 xoishtar. All rights reserved.

[[Category:2nd-century Twilight Age Kin'toni clans]