Differences on Ru'utkar
If you were to ask the Ru'utkar today, there is only one Ru'utkar race. To a degree that's true - due to the intermingling of blood between the two races, there are no completely pure humans or completely pure Ru'utkar - and the race has not progressed to the point where it's completely intermingled the two into one. Academics of the outside races note that there are three varieties of Ru'utkar: The Ru'tan, the Ru'utha, and the Ru'utin.
==== Ru'utkar Physiology ====
The Ru'tan are for the most part almost entirely human in nature. They have some elements of their Ru'utkar ancestors, but these don't manifest in any element that couldn't be seen in a normal, sturdy human. They tend to be fluid and predatory in their movements more than a normal human, and some have eyes, hair, or teeth which reflect their ancestry. The average physical trait for the Ru'tan is 3, not 2 even if the maximums remain the same. Their blood is a darker shade of red than normal humans All Ru'tan can mate with the other Ru'utkar, requiring no blessing or occultic alteration from their heritage. The Ru'tan are capable of Awakening and becoming Uratha if they garner the attention of one of the two Moon God - El'ar and Telduine - nearby.
The Ru'utin are the original Ru'ukar before the humans co-mingled into the race. Hideous by human standards, the Ru'tan seem to have no issue finding them as partners - a fact that often disgusts outsiders who do not realize they all come from the same fold. They larger than humans and typically physically more resilient, with scaled skin, manibles, and green blood - the more human blood in them, the darker green the blood.
Ru'utin Qualities: The Ru'utin gain a free dot of strength and stamina at character creation, as well as a specialty in Survival, and another specialty in Athletics, Brawl, Intimidation, Survival, or Weaponry. Their physical attributes maximum is 6 instead of 5. Any willpower spent towards a brawl attack gain +5 dice instead of +3. By spending 5 merit points, they may gain another additional dot in any physical trait which raises it's maximum by 1 more. They reduce all damage inflicted on them by 1, though the visual effects of that damage are still evident. Their Mandibles may be used to bite and have a weapon rating of 1L. Additionally, their massive strength allows them to increase the weapon rating of any attack they make with a weaponry, brawl, or athletics roll. They do not have the capacity to Awaken or undergo First Change.
The Ru'utha are the truly mixed ones, and often pointed at as the ideal representation of their race - the comingling of the ancestries of the greatest warriors bound into one form. The Ru'utha are only slightly weaker than the Ru'utin due to the human heritage, but can and often do become a bizarre and alien form of Uratha that is to Uratha what the Ru'utin are to humans. It is unknown if they can Awaken, though the elements of the Arrow which reside in the sector are certainly curious in that matter. Physically, the Ru'utha are mostly humanoid, with no mandibles but what seem like long fangs or tusks. They seem to have tendril like dreadlocks that mold into the skin, and a scaled body. Their blood is almost pitch black like oil.
Special: The Ru'utha gain a free specialty in survival, and an additional one in Athletics, Brawl, Intimidation, Survival, or Weaponry. Any willpower spent towards a brawl attack gain +5 dice instead of +3. The Ru'utha's physical trait maximums are all 6. They have the capacity to undergo the First Change and do so quite frequently, though their form looks like an alien, mutated wolf. They reduce all damage inflicted on them by 1, though the visual effects of that damage are still evident. Their Mandibles may be used to bite and have a weapon rating of 1L. Additionally, their massive strength allows them to increase the weapon rating of any attack they make with a weaponry, brawl, or athletics roll. If a Ru'utha becomes one of the Uratha, their physical maximums are always increased by one higher than their primal-urge based rating.
All three races to the last drop are considered wolf-blooded, and those who are not a member of a greater supernatural template have at least 1 Tell.
==== Ru'utkar Culture ====
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---- Ru'ut Lexicon ----
**Blut'kar Ru'ut** - The Black Warrior - One of the many names for the Ru'utkar name for the embodiment of Death.
**Dur'Gunn** - Literally "Broken Will", the Durr'Gunn are slaves. A Ru'utkar becomes a Durr'Gunn when they acknowledge that they will never overcome a Ta'Shezkar against another - and only lose this status when they overcome that individual. A Dur'Gunn is usually subservient specifically to the Ru'ut warrior they have acknowledged. Dur'Gunn children carry their parent's status, and only lose it when they undergo the D'rora
**D'rora** - Literally "Sacred Hunt", the D'rora is at once a religious adherence and eternal trial for worthy adversaries.
**E'lar** - The Red Hunter - The red moon which is worshipped by Pure-Aligned Ru'utkar.
**Marot** (Mah Rote) - "Worthy" - Often a term of subservience, usually spoken by Dur-Gunn to their conquerers. Sometimes spoken by mates who lost Ta'Shezkar during mating as a term of endearment.
**Lu'ul** - The younger of the Burning Twins, one of the two suns which Rostlar orbits. Factoid: Due to the belief that the suns are siblings, Ru'utkar consider twins to be 'Sun-Born'.
**Ru'Tan** - The Humanoid Ru'utkar - Capable of becoming any kind of major supernatural template
**Ru'Utin** - The Alien Ru'utkar - Incapable of undergoing Awakening or the First Change - other Templates may be possible.
**Ru'Utha** - The Hybrid Ru'utkar - Capable of undergoing the First Change
**Ru'ut** - The Language of the Ru'utkar. Also a shorthand for Ru'utkar
**Ru'utkar** - A warrior culture which calls Rostlar it's Homeworld.
**Saal** - The elder of the Burning Twins, one of the two suns which Rostlar orbits. Factoid: Due to the belief that the suns are siblings, Ru'utkar consider twins to be 'Sun-Born'.
**Shalah** - "Gentle Strength" - a term for when one exposes their weakness to another in order to better grow to overcome it - often given to lovers.
**Ta'Shezkar** - A ritual trial - usually battle - between two individuals called to settle a dispute. The trial has informal and formal versions and is considered the final arbiter in any dispute, only contestable by another Ta'Shezkar. An individual who loses a Ta'Shezkar and acknowledges the outcome will always be the same typically becomes Dur'Gunn
**Telduine** - The Mad Trickser - The white moon which is worshipped by the Forsaken Ru'utkar
**Tor'a** - Formally "Mate", informally "Beloved". This term is used to identify those who have mothered or fathered another's child, as well as those who the speaker wishes to sire children with. It is used as commonly as wife or husband, and as intimately as honey or baby.
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The Ru'utkar are highly tribal and have a deep veneration for their ancestors and blood. Their society is an honor-based kraterocracy, with practically every element of the culture being determined by the concept of might makes right.
---- Childhood and Childrearing ----
The Ru'utkar are raised in a tribe, often primarily by the weakest members of the society and often as a group. This often ends up being pregnant mothers, recovered or permanently injured warriors, or those the Ru'utkar call Dur-Gunn (XX). Children are raised in a harsh environment that teaches them to overcome difficulties, adapt to dangerous situations, and survive even when stripped of everything that you have. They are taught everything that they are able to learn - sciences, both safe and dangerous, piloting, how to operate dangerous technology. Age is not a restriction on the education of the Ru'utkar - only capability.
During childhood, how a Ru'utkar is treated is largely based upon his personal strength (when dealing with his peers) or the strength of his blood (when dealing with his elders). The children of weak parents do not hold high expectations for the elder members of the tribe, and as a result are given far less opportunities and assistance than the children of powerful parents. This is not a reflection of fear that the parent will protect their child, but rather respect for the bloodline itself - even a child of the former chief, now an orphan, will still be treated better than any Dur-Gunn's child.
When the Ru'utkar come of age, they undergo their sacred rite of passage: the D'rora. A group of children are taken and dropped into an inhospitable environment, given a target of a creature to hunt and expected to use everything they've learned up to that point to prove they were worthy. In ancient times, these warriors would be expected to return home carrying the corpse of their prey, but with the advancements of interstellar travel they are instead given a rendevous point and a time limit.
Those who survive their D'rora and succeed in hunting their prey are awarded with an iconic set of Ru'utkar armor, both one of their most versatile tools as well as a symbol of their heritage and strength. At this point, the child is considered an adult and a full member of Ru'utkar society, capable of undergoing the Ta'Shezkar to settle a dispute, to participate in future D'rora as they see fit, and to seek out powerful mates to further their bloodline.
The D'rora is typically considered a team effort, especially if the prey is a massive singular creature. Often however, it can be a competitive event - warriors work together, but collect trophies based on who boasted the greatest contribution or - as that often cannot be determined - who laid the killing blow. If a hunter returns from the D'rora in this event with no trophies to speak of, then they are not permitted their armor just yet, and considered neither adult nor child. Officially, the warrior is Durr-Gun until they correct this through a successful D'rora.
---- Science ----
Even before the sky people fell to Rastlar's surface, it would be wrong to say that the Ru'utkar were not technologically advanced. The only thing that prevented them from reaching for the stars was that their technological advancements only promoted warfare and their concerns were only over strength and proving themselves in battle. They had enough knowledge of space craft to be able to move offworld and mine planets in the same system for resources, but they did not have a working knowledge of the Stygian Gates to allow them faster-than-light travel. This changed with the marriage of the humans into the Ru'utkar race, as the humans had a far greater understanding of these mysterious artifact than the native people.
Rastlar is home to many tribes all over the planet, but the largest tribes have built cities that match any Empyreon metropolis. Their architecture tends to blur the native wildlife with rich cultural designs honoring their ancient ancestors as gods, and murals which depict the greatest hunts. Awakened note that these cities seem almost like temples in their design, with devices which seem to shoot out tethers of energy to the sky to form massive shields and domes for common life.
They place great value in their weapons and armor that help them to establish the hunt. For the most part, their armor -is- the closest thing to clothing that they wear, and each warrior's armor will be modified to the wearer, and often built from elements of an ancestors armor. They tend to be equipped with a plasma cannon, multiple retractable melee weapons, and a variety of nets as well as helmets which can mimic the sounds of any other creature, translate language, and visualize any frequency to adapt to any environment.
---- Strength and Honor ----
The Ru'utkar value strength above all else - might makes right after all. Strength however is ofen more than just a physical display. It is the cunning by which a weaker opponent subdues a powerful one. It is the intelligence by which a warrior overcomes an army. It is the resolve by which they do not simply accept one defeat as the final arbitration, but strive to grow more powerful and adapt to change the outcome.
When Strength needs to prove itself, it does so through honorable combat: The Ta'Shezkar. When the Ru'utkar have a dispute, they settle it through a ritual battle by which they express their dominance over their opponent. These battles are not often to the death, but can be in the case of bitter rivalries. A Ta'Shezkar can be used to resolve any issue between two people, be it to decide who is right in an argument, to prove oneself to their peers, or to earn the right to a mate by proving the superiority of their blood.
When Strength does not need to prove itself, then it is weakness to do so anyways. The Ru'utkar believe it is a show of cowardice to kill a harmless opponent, defining children, pregnant women, Dur-Gunn, and the infirmed amongst this number. This understanding applies regardless of the species, unless that species by their very nature is life-threatening during infancy. The Ru'utkar abhor the use of the weak as a shield, and will go out of the way to brutally slaughter those who hide behind those who are known to be weaker than themselves.
To the Ru'utkar, Strength is honest. While deception and lies have their place in military strategy and other fields, they are ultimately a tool of weakness. Overwhelming a person with numbers, using a gun or ranged weapon so that you do not need to risk getting close to avoid getting hurt, and accepting defeat in Ta'Shezkar only to continue the fight when an opponent drops their guard are all displays of weakness - as is taking an object or privilege earned by Ta'Shezkar by any other means besides Ta'Shezkar.
The Ru'utkar's value of strength, both spiritual and physical, does not just exist between the Ru'utkar. The Ru'utkar are known to accept at their side those they consider to be worthy warriors, to the point that the race as currently it is was only possible due to that intense reverence of Strength. Ru'utkar are known to adopt the young who they have orphaned into their culture, especially if the child displays a willingness to face off against the obviously superior Ru'utkar warrior despite all odds. Such a scenario is considered the highest honor, but is also an invitation into a hellish life up until the child makes it through their D'rora and becomes - despite any biological differences - a full and true Ru'utkar.
---- Social Culture and Relationships ----
Outside of the D'rora and the Ta'Shezkar, the Ru'utkar participate in many different activities amongst themselves. Many hunters are also scientists who study and enhance the Ru'utkar's elite weaponry, scholars who document the lore and history of the Ru'utkar, and architects who build their cities and homes.
The Ru'utkar enjoy a great many things, though most of their recreational activities are highly physical. They participate in various and often bloody sports amongst themselves, evocative dancing, intensive training, music, and even sometimes take elements from cultures that they learn from during their D'rora to enjoy and experiment with.
Ru'utkar pick their partners, unsurprisingly, by strength first, biological preferences second, and appearance third. They have no sense of taboo in regards to pure sex, though the act between them is often as brutal as any fight - leaving many lovers with 'love scars' littered across their backs, chests, and necks.
Mating, on the other hand, is a completely different and sacred matter. By default, the right to pass your blood on must be earned - and the Ta'Shezkar is the ultimate tool in which to prove your worth. When the Ru'utkar desire a mate, one of two situations tends to happen.
The first situation is that a female expresses the desire to mate with a male. This is the simplest situation, and assuming that no male holds claim over the female all the female requires is that she defeat her chosen male in Ta'Shezkar or - if she cannot - then to at least fight in such a way that she proves herself worthy to carry his line through her. As males are not limited biologically, the Ru'utkar do not see a reason to deny a female this request if she is worthy, and a male Ru'utkar who refuses may well reflect weakness in their actions.
The second and ultimately more common situation is that a male expresses a desire to mate with a female. In this situation, the male must not only prove himself to the female, but also prove himself superior to every other competing male. A series of ritual battles occurs until one male stands among the rest, superior by his own Strength. Unlike the first situation, there is no social pressure for the female to accept the strongest male and she is not considered weak for refusing him and may even do so indefinately, choosing to focus on the D'rora than to bear children. Instead, the male becomes the *only* option she has to bear a child without reflecting weakness until that male either relinquishes his claim to her as his mate, dies, or is defeated and loses his claim.
The most common way to become a Dur-Gunn is actually through mating. When a defeated warrior refuses to accept the loss of a right to mate with a chosen female, sometimes the victor will offer that right for a child. This always happens after at least the first child, and is both a token of respect and disgrace. By accepting, the defeated warrior acknowledges the victor's strength as absolute - an insurmountable barrier - and places themselves in a subservient position to that warrior until they defeat them in Ta'Shezkar. It does not matter if the female does not permit the other to mate with her - the acknowledgement itself is enough to put someone into that position. Any child born through this process is treated as an illegitimate child - Dur-Gunn in of themselves - and expected to be subservient to their legitimate siblings. The Dur-Gunn can expect their child will treat the rightful mate as their "True Father", and their biological parent as the one who cursed them with the life they lead. Still - love makes even the fiercest warrior do strange and crazy things.
---- Politics and Leadership ----
Most people make the mistake of thinking that politics in the Ru'utkar are simple. The strongest lead, period. The actual process is somewhat more complex than that.
Most Ru'utkar tribes are governed by a chieftain and a council of advisors. Each of these warriors has throughout their life established the Right to Lead - a nebulous concept wherein a Ru'ut proved their worthiness to direct the actions of a person or group. You establish the right to lead someone by causing that individual to become Dur-Gunn, by proving yourself in a D'rora alongside that individual, or by becoming the Chief of the Tribe.
Like most things, becoming the Chief involves invoking Ta'Shezkar against the current chief. Unlike most other things however, this Ta'Shezkar permits any individual who you do not have the right to lead to contest your right to challenge the chieftain in their own Ta'Shezkar first. In order to face the chief, the prospective challenger must first defeat every individual who does not accept his claim. They must do so continuously, without rest, and without killing a single contestor - a prospect that even the most powerful Ru'uthan would consider absolutely daunting. If the challenger kills one of the people who contests him, the current challenge immediately ceases until after tribute has been made to honor the fallen - and he must start his challenge again from the beginning.
Defeating individuals in this challenge does not grant the nebulous right to lead - only defeating the chieftain at the end. To make this process easier, most warriors undergo multiple D'rora, constantly trying to test themselves and bring glory not just to earn the right to lead from those they fight alongside but to earn the respect of those they don't, so that less people choose to contest his claim when he makes it.
Once a warrior has defeated the chief in the Ta'Shezkar, the old chief steps back to become a member of the council and one of the advisors of the new chief. All councilors are former chiefs, and any former chief may challenge the chief for his position should they feel the need to - they do not need to repeat the gauntlet as they have already established the right to lead the tribe.
==== Supernaturals in the Ru'utkar ====
Of all the supernaturals, the Uratha have the closest intimacy with the Ru'utkar. Every person with Ru'utkar blood in them, be they Ru'tan, Ru'utha, or Ru'utin, bears the blessing of Rostlar's two moons in their very blood in the form of a Tell, with only the Ru'utin lacking the ability to undergo the First Change. The relationship between the supernaturals and the race is so strong that their existence is recorded in the oldest of the Ru'utkar archives, as well as lore on the tribes, spirits, and ancestors. Each of the Tribes - of what is now the Forsaken and what is now the Pure - have a place here in some way or form. Tribes of Ru'utkar tend to wrap their unique geographical aspects to the values and cultures of at least one and often two or more Uratha Tribes.
The Awakened do not have the same measure of intimacy and are much more shrouded in secrecy than the Uratha, but still do have a presence as Ru'Tan have and do undergo the Awakening. The orders have a presence here as they do throughout the known universe, though unsurprisingly the Adamantine Arrow and the Seers of the General hold the strongest influence. Seers who follow the Raptor thrive here as well, embracing the predation of the hunt. The most surprising order to have some level of control over this place however is the Mysterium - while this world thrives on physical power, the hunt brings with it knowledge and what greater D'rora exists than to hunt the greatest Mysteries?
Vampires have little to no presence in Ru'utkar, and what presence they do have is the presence of Neonates more often than not as the lifestyles of the Ru'utkar tend to cause elders to be concerned for their immortality - when you live long enough, your fear of death grows.
The Lost who escape the Thurizag here have little to no problem acclimating - but will recieve no help regaining their place from any of their friends or family. Despite that, the Ru'utkar's culture works in their favor, as the Ta'Shezkar can be called almost immediately to wipe out their fetch. These duels are often to the death. When they are not, the individual who loses the battle loses their own right to their Name, and becomes Dur-Gunn to boot.