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= Races of the World = [[File:1596492751899.png|thumb|Ethnic Map of Gloria-Etalia]] == Humans == === Westerasi Human === Westrasi are the dominant ethnic group on the western board of the continent. Stocky, tall, though less tall the Suoxi, they are often built stronger than their lanky tall counterparts in the east. Westrasi are hairy, often have rosy and fair complexion, and their hair colors varies regionally a lot. Blond and redhead in the north, deep shades of brown and black across the Westrasi sea. Green, e and hazel eyes are the most common colours.<br> Westrasi culture is as fragmented as their nations, though most Westrasi countries seem to be somewhat contentios and turbulent in history. Westrasi tend to worship Gloria-Etalia, though the specific religion changes a lot from country to country. Many countries have their own local religion, called 'Chapels'. These are not connected to any higher authority or between each other. Auraxian GE chapel is completely a different beast than the Euraxian GE chapel, for example. But a few countries worship GE through the centralize, multinational Church of the Divine Duality. === Suoxi Human === Suoxi human vary in height between 170cm and 205cm as adults, with an average of 190cm for men and 180cm for women. They are the tallest human ethnicity. Suoxi have skin that ranges from caramel to ochre, soft features, with thin lips and aquiline noses. They have almond-shaped eyes, which are often called 'narrow' or 'slit-eyes' by the Westrasi men, and often they are gold, hazel or yellow in color, though blue and green are also common. Suoxi are almost universally ashen-haired, though they vary from pure white to varying shades of grey and silver blond. Although they are tall, they aren't the broader or stronger of built. Suoxi males have very little body hair and females almost none. The Suoxi hair color gene seems to be recessive and in multi-racial pairings, almost certain to disappear. The Souxi are the human ethnic group with the largest current population and the ultimate origin of most writing systems. Beginning in the pastoral valleys of the Celestial subcontinent they would take advantage of the climate to commit massive feats of agriculture . The large population booms caused fierce competition which would lead to several Souxi migrations. These would carry the Celestial religion and pictograms with them, the later becoming the basis of the Uruz Script and Vishga-Imuugan Star Runes. The Kif tribe migrated into Qoktengal lands where they intermixed with several groups of the Great Plains. They would settle in Eastralia and supplant the native Qoktengal culture of the "Spring Penisula" A secondary mass migration would split in two at the Kanna knot. One branch sailed south along the river and colonized the Nanj peninsula. The larger group would migrate through the Planar Gulf until settling in the Eci Peninsula, where they would take immigrants from ancient Dryad cultures and form The First Pharaonacy. The tribes remaining in the Celestial Valley would eventually stabilize into several petty kingdoms that would form the seeds of the modern Celestial Empire. Suoxi humans are the largest ethnicity of humans on GE. They have dark, caramel to ochre skin, white hair, almond-shaped eyes and are very tall. Their hair is almost always a shade of white, light grey or silver blond, however, that pale hair is a recessive gene and disappears whenever a Suoxi has children with someone from a different ethnicity. Since Celestia culture is the dominant Suoxi culture, and Celestia is very xenophobic, white has acquired a connotation of purity and white hair is seen as a mark of Suoxi racial superiority to foreigners. The Celestia royal family hair is always pure white, as most of the nobility does too. Suoxi often have yellow, hazel, golden or light green eyes. White, along with gold, are the colors associate with the faith in Celestia culture. === Tnz'qran Human === The Tnz'qran humans are short and stout. Growing between 1,6 - 1,7 for men and 1,5 - 1,6 for women. In spite of their short stature they have unusually long Arms likely due to Hobgoblin admixture. Depending on region the skin colour ranges from light yellow (Suoxi Admixture), Green (Treant Admixture) or Orange (Treat Vassal Admixture). All of them have almond eyes which are even more slit-like than those of the Suoxi people. === Yugr Human === The people of Yugr are ancient and heavily altered by magic. Frost magic having flowed trough their bodies for millennia their skin has turned light blue and their body temperature is usually around 0 C. Their eyes are the color of bronze, the metal they still use for tool production. === Ruskata Human === The people of Ruskata are a rare breed, similar to Amazons in the fact that the women are taller and often stronger. Though in the Ruskata women that strength is magical not physical. The people of Ruskata are descendant from Grendarrym Humans, but possess less Elven admixture and are characterized with an unusually high Troll admixture. The Matriarchal lineages of many noble families are also descended of "Crones" which are a type of Fey. === Grendarrym Human === The Grendarrym nation is made up of the Jorden people, who have blonde hair, fair skin, blue eyes, and broad, strong bodies. The Grendarrym people have usually black hair and green or blue eyes. They are slender and tall and some are born with pointy ears suggesting large Elven admixture. === Modern Uruzataar Human === In spite of no real ethnic ties the Uzataar look similar to the Tnz'qran people. Their eyes are less almond shaped and they are taller on average, but likely due to goblin admixture tend to have a crooked posture. === Qoktengal Human === The Qoktengal are an ancient race that first domesticated the horse, propagated tarrow-weed and colonized most of the Great Plains, Eastralia and Northedge. Originally a small culture on the Qok River that hunted Oozestadons, horse domestication led to many tribes scattered across the ancient world. When southern Qoktengal discovered Tarrow-Weed in the Sevalut river valley, the tribes quickly propagated its flying seeds. This led to stronger horses, fatter livestock, and a huge population increase. With the numbers swelling the various Qoktengal cultures began to differentiate into various subgroups. The Modern Uruzatarr are the closest to the original group but Qoktengal ancestry is strong in the Tnz Ordes, Qifu and Ruskata as well as their descendant groups. The last of the "Qok Purebreds" are found in the Temegal Tribes, which are currently under the domain of the Uruzataar Khanate under Teme Khan. === Highlander Human === === Agrarian Radmir Human === === Modern Radmir Human === === Qi-Fu Human === === Basal Vishga Imuuga Human === === Storm Island Native === === Komjátinan Human === Extremely pale skin, with brown, black, or white hair. Their eyes are bigger than normal for humans, and the pupils are enlarged to catch more light. They burn easily in the sun. Optional Trait. Because they have grown up generation after generation in eternal darkness, Komjátinan Humans have 20 ft of darkvision and sunlight sensitivity. === Modern Storm Islander === === Black Sand Islander Native === == Elves == Elves came to this world when their mothership crashed into the planet. For their own safety, they scattered far away from the crash site, and their origins soon became lost to living memory. === Elder Tribe Ravers === === First Elves === === Nananuit Elf === <gallery> Nananuit Huntress.jpg|Nananuit huntress with bow </gallery> === Clan Yssret === <gallery> Snow_Elves.jpg|Yssret Elves Northern_elf.jpg|A Yssret ranger Snow_Elf_Star_Harp.jpg|A Yssret elf practicing druidic topiary </gallery> === Drow === <gallery> File:Drow Ranger.jpg|thumb|A Drow Ranger </gallery> Drow are elves that have lived in eternal darkness of the Duchy. They are not evil, but simply have adapted to living in perpetual darkness. Like all elves, they have a maternal cultural structure. ==Gargoyles== Gargoyles supposedly came to be by mere accident. While a power craving, mad wizard was in the process of attempting to create life it is said he was come upon by a hero of great renown. In every nation where this tale is told, the locals insist it was one of their own. The wizard stood chanting outside a magic circle, within which was a dozen or more statues of various demonic and grotestque designs. As the evil wizard reached a crescendo in his chanting the hero launched himself at the villain, only to be struck in the back by a goblin's spear. The hero landed hard on the edge of the circle, his life blood issuing from him rapidly. The circle erupted with light and the villains shielded their eyes from what seemed like a sun blooming into existence. When the light faded the wicked arcanist cackled with delight. Each of his beautiful, beastial or hideous works of art now lived and breathed. With heinous delight he issued his creations first command, to finish off the would be hero. To his frustration and dismay the gargoyles leapt upon their creator and his minions instead. They say the component spells of protection weaved into their very being compelled them to protect others not destroy them. The wizard had ordered these creatures to go against their purpose and in their fury they denied him. The wizard was left bloodied and beaten, his minions driven off and his lair in shambles. The newborn creatures flew the unconscious hero to his people and left him where he would be found before they hid from the eyes of men. They knew instinctively that their features were monsterous. When the hero regained consciousness he told all of his people of the living statues that saved him. Hearing this the gargoyles crept out of hiding. Upon seeing the hero's rescuers the people reacted with fright, despite the assurances of the barely living hero. He was powerless to stop his people from driving these creatures away. They flew into the mountains, never to return the people thought. As we now know that is not the case. A gargoyle is a guardian. That is its purpose, its destiny and fate. A gargoyles drive to defend is as strong as a lion's urge to kill. Today small clans of these creatures can be bargained with for a defensive pact, if one is charismatic enough to convince them that one is trustworthy. A history of being regarded as demonic monsters has left them wary of trusting others with their safety. When the sun rises these creatures return to stone until the sun sinks beneath the horizon again. Gargoyles will burst out of a stone shell that forms about them during the day like a snake shedding its skin in an explosive fashion. Many grievous wounds will heal in time given enough cycles spent in daylight. A gargoyle is even said to be able to survive off of only daylight for some time before dying of thirst or starvation, such is the nurishment and power that the sun provides them. Still, they are utterly at the mercy of any who come upon them during the day. Whatever damage is done to them in this statuesque state of being is permanent. No amount of sunlight will heal such injuries. Likewise their eggs are rumored to turn to stone forever if exposed to direct sunlight and they must be placed under the light of a full moon if the eggs are to hatch. The eggs are said to be quite large in size and as heavy as stone, making them difficult to relocate. In return for the sanctuary of their clan, gargoyles are said to offer consumate protection at night. They are supposedly able to see through any darkness and fly as gracefully as birds of prey. Some gargoyles are as strong as trolls or possessed of a sense of smell as strong as any bloodhound. Would be assassins and creatures of the night are easily dispatched by these stoney guardians. Gargoyles also make for excellent scounts, provided they do not range far from safe roosting locations. == Giants == The giants are on average 12-20' tall depending on their age and are proportioned like slender humans. They live for a very long time unless killed 400-600, their size increasing slowly as they age, they reproduce rarely and mature slowly. Although not otherwise intellgent, they have a highly analytical mind focused on resourse and tribe management. Most of their thought process during the day is geared torwards the best and most efficient way to run their tribes. It takes a lot of effort to make them think about something else however, and talking to giants can be frustrating if it is not relating to their tribes. == Trolls == <gallery> Forest_trolls.jpg|Trolls Female_Troll6.jpg|A female troll in her illusory form. Female_Troll4.jpg|The true form of a female troll </gallery> Twice the height of a man or more, trolls generally have large curling tusks and or horns that they adorn with trinkets and engrave crude runes upon. Their skin tones generally match the coloration of the stone most commonly found in the area of their birth. Most trolls have a hunch backed and wrinkled appearance resembling old humans but have corded muscle strong enough to shatter stone or heft fully grown cattle above their heads. Younger trolls generally have elongated, protruding faces and lack the tusks or horns of an adult. A troll’s tail is a point of pride and is often left unadorned and swayed in front of others as if to taunt them or dare them to attack. A troll without a tail is typically one that has faced utter defeat or folly. Trolls begin life as little more than feral beasts, however over the course of decades their intellect will develop and improve. Most trolls living today are still simple minded creatures compared to other sentient species. Female trolls are especially rare and competitions among male trolls for the attention of females is fierce. Female trolls grow much slower than male trolls but develop much faster mentally than their male counterparts. Trolls have a great love for mischief and even the dullest of them are capable of low cunning. A troll will only die by violence, starvation, poison or disease. Though they lack gills, trolls are capable of breathing underwater. Should a troll lose a limb it will regrow over time. Fire and acid put an end to their regeneration for roughly three days, though the older the troll the faster they recover their capacity to regenerate. If a troll is severely wounded and its wounds are burned it will die. Due to their sheer size most trolls die of starvation or violence in a desperate struggle to feed themselves. == Dwarves == <gallery> Dwarf.jpg|A dwarf Dwarven_Dragon_Slayer.jpg|A dwarf carving into a dragon's head </gallery> Through oral tradition it is said that the first dwarves emerged from deep within the mountains, illiterate, mute and half blind. It was as if they emerged, half formed, from the ground itself in the wake of the great cataclysm that seared the surface and shook the world to its core. It is said that many had died in the first days of the dwarven people, great were their losses and terrible was their grief. Some terrible foe, its name no longer spoken of, its existence unrecorded in runic script, harried them, chasing them all out of their tunnels and into searing sunlight and the dangers of the surface. Hordes of dwarves stepped out into the world somewhere in the mountain range in the center of the great continent. The surface was no kinder than the deeps. Lessons were hard won and with the deaths of so many little of that wisdom could be passed on. Pure water was rare, food was scarce and competition for survival was ruthless even among their own kind. It is said that in the darkest hour of their kind's very existence that a single spark of hope was found. Obok and Gunrym, friends forged in battle with irradiated mutants, feral machines, savage humans and wild beasts, took to organizing their people, using their numbers and physical strength to their advantage. One victory over their enemies led to another and their forces grew as they traveled the wastes. After a great battle with a mutant-fiend, Obok dragged a wounded Gunrym to an ancient ruin. There they and their companions rested at the foot of a cold and long abandoned forge of ancient design. By accident or fate as the cold of night set it and the dwarves threatened to freeze Obok tripped over rubble and accidentally activated the great forge. It was here that dwarven historians claim true dwarven history began. As the forge roared back to life a great spirit, Lomonos, the forge-father, greeted what would become his adopted children. The companions of the forge, as Obok, Gunrym and their companions are called, spent an indeterminate amount of time with the great spirit of the forge. From the forge spirit Obok recieved assistance in deciphering ancient writings and developed the runic script dwarves still use in the modern era. Gunrym was granted a suit of armor using the last of the forge spirits arcane technological crafting components. This suit is rumored to be the fabled Forge-King battle suit, though it has been lost to time. Every dwarf learned some craft from the forge-father creating a mania born of hope within the dwarves. While enraptured in this manic state the dwarves created masterworks unmatched today. Finally when the dwarves were fully armed and armored Obok declared that the people would seize the wastes and together the companions of the forge did just that. All of their enemies were driven before them, wailing and gnashing their teeth as the might of the forge fell upon them. In the intervening years all the dwarves came to live within what was fast becoming a forge-fortress of such might and splendor as has ever been seen in this world. In that time the dwarves came into their own and felt complete for the first time in their harsh lives. This happiness would not last however. The people forgot the lessons of practicality and cooperation the forge-father and the wastes had taught them. Infighting began the moment the suggestion of conquest was brought forward. Fully half of the people would not allow the forge father's work to be used against those who had done them no harm, the other half would see the world brought to heel under dwarven boots. Still half of each side had differing opinions on how things should be governed and how resources should be allocated. Each argument led to another. Finally, in a fit of rage Gunrym, wearing his great armor, declared himself high-king of his people and would brook no opposition. In response to this, it is said that Obok declared his old friend an arrogant fool. The resulting argument led to a brief duel. Though Obok was intelligent and wise he was said to be not even half the warrior his friend had been. With a single blow Gunrym punched his fist through Oboks chest and cast his heart into the forge. It was at this moment that devastation struck the dwarven people for a second time. This act sparked a civil war within the fortress that flooded its halls with blood and woke something terrible within their adopted father. In rage, denial and confusion the forge-father began to lash out at his adopted people. Great machines hell-bent on death and destruction flooded his forge and the ground shook with his fury. The dwarven peoples fled their father's rage, fled in every direction from the fortress, all save Gunrym. Gunrym knelt beside his fallen brother and wept bitterly crying out in blood chilling wails of despair. As the people fled an angry crimson glow enveloped the forge-fortress and it sank into the earth. Today the dwarven people have spread across the world, building new homes for themselves with liked minded dwarves, bearing ancient grudges against barely remembered kin while begging forgiveness on their knees before lit forges for their crimes against their father. The dwarven people are long lived, ancient elders among them have marked the passing of roughly 500 years. They are short and stocky compared to other peoples of the world and built of heavily corded muscle and robust constitutions. They have lost much of their technological advancements and equipment. Many dwarves make a pilgrimage once in their lives to attempt to find their lost home and convince the Forge Father to forgive his wayward children. == Halflings == Halflings are small and short sighted creatures, rarely looking past the short term and find that anything that cannot instantly benefit them is of little merit. They are terrible combatants but make excellent farmers and craftsmen, with a passion for making practical things. They are on average 3' tall and proportioned like humans and live to be about 70 at the oldest. == Lizardman == Lizardmen are larger than humans, with an average height of around 6 feet and an average weight of 180 lbs. They generally have a dark green to black coloration, to better camouflage in their native biome of the Drache Swamps. Lizardmen are somewhat stronger than humans. However, lizardmen are generally less intelligent than most other sapient, having a difficult time grasping abstract concepts like mercy, altruism, and most emotions beyond basic hunger, fear, and pleasure. Despite this, some lizardmen learn how to mimic mammalian emotions to the point where they seem to have mammalian thought processes and are no longer limited by their more instinctul brains. Lizardmen have an average life span of around 50 years, though some have made it to 70 years of age. == Dragons== Dragons are a massive mutant lizard species native to the mountain ranges surrounding the Central plains. They are very long-lived and tend to be isolationist. When in heat, a Dragon will become very aggressive until a mate is found, in times past dragon heats became the substance of many legends about dragonslayers and "tamers." The traditional dragon diet was to feed on megafauna native to the Central Great Plains and Giant Clams found in the Gulf of Eastralia. The rise in humanoid civilization lead to theese food sources diminishing, causing the Dragon population to dwindle over the ages. ===Geoffrey=== Geoffrey, referred to as "Galuu Ataar" by people of the Khanate, is an old, wise dragon. He is seen by the Khanate as almost a god, but usually wants to be left alone. From time to time though, he will exchange a bit of his grand wisdom and advice for a nice game of checkers. Uruz Khan had visited Geoffrey often for his strategic advice and ancient wisdom. The frequent visits have helped make the Khan into the mighty, cunning conqueror he is... and a really good checkers player. ===Tharsa, Mother of Flames=== Tharsa Mother of Flames was the most feared natural disaster of the sixth age. When she went into heat, livestock and wild game of the entire Great Plains was depressed for generations. Her scourge and burning rage led many would-be heroes to quest to slay her, but since a dragon that active hadn't been seen in decades, no one had the experience to handle her. The growing human settlement had depopulated the megafauna Dragons usually fed on; the lost of Oozestadons around the World Scar and the death of the Eastern Grand Mollusc reef led to dragon populations trending ever lower. As Tharsa couldn't find a mate, she stayed in heat far longer than usual and for 40 years she ravaged the Great Plains from her nest in the Zephyr Mountains. The devastation ended eventually, many assumed she finally found a mate, but the widescale ecological and economic damage she caused would outlive her terror. Limited resources of the Horselords would cause the political tension that Uru would ferment into his massive Khanate. Qi-Fu's economic depression from the failure of the western grain trade would lead them to be weak enough to lose to Belaria in the Cape Wars, causing the cessation of the Tai-Li hold. The implied existence of a second Male Dragon would lead hunts for this "Ghostflame" for many years. It was on one of these hunts were Geoffrey, the Dragon God of the Khans, was first discovered by human society. To this day Geoffrey expresses extreme discomfort whenever Uruz asks about Theresa, many assume Geoffrey was the product of the mating that calmed her great rage, but he isn't one to talk of family matters. To this day people stand in fear over what happens the next time a Dragon Heat emerges. == Mermaids == == Oni == <gallery> Oni_Pureblood.jpg|A pure-blooded Oni Oni_ThinBloodWarrior.jpg|A male Oni of the modern era Oni_ThinBloodWoman.jpg|An Oni woman of the modern era </gallery> Oni are a multicolored race with a natural affinity for magic that are native to the Hellspont located in The Wall of the World. Oni are naturally blue or red or similar shades, twins tend to have the opposite color of their sibling. Oni have wings they can extend or retract as well as fangs and claws. The tend to wear ornamental face masks as markers of status, the gaudier the mask, the richer you are. Large amount of tectonic and magical energy in The Wall of the World opened up The Helspont in ancient times. From this Helspont, the Anicent Demons emerged. When ancient Souxi Humans first climbed the Stepped in The First Souxi Expansion, the humans interbred with the demons and shared with them the secrets of agriculture and city building in exchange for knowledge of demonic magic. This original community would eventually be enslaved, becoming a temporary bastion for the demonic creatures. They would interbreed with their slaves forming a hybrid race later known as Hobgoblins. Lacking demonic powers, but versed in Souxi culture and warfare. The Hobgoblins would enact a bloody revolt and flee the region after slaying many of their demonic forebears. What few Oni were left were mainly of mixed blood. Full of demonic power but lacking in the physical stature of their forebears and their immortality. Those Oni that survived remained a minority in Souxi states for generations, often used for duties considered "too low" for purebred Souxi. This led to Oni subcultures becoming prominent in magic and finance. When the Kif tribes first left the Celestial Subcontinent, a small group of Oni left with them. A conflict between these Oni and the Naga found at the Kanna knot led the Kif tribes to split into two. One would go with the Oni and eventually colonize Eastralia to found Qifu. The other took the river south to the Nanji Penisula and formed a culture with the Nagas that would become the Ivory Kingdom. Oni of the modern era are long-lived and breed very slowly, but when they do reproduce, twins are common. Two sets of such Twins have set up Banking cities, Dou-Qian, near the Celestial Empire, and No-Rex and So-Xen, in Qifu. These cities are centers of commerce and mysticism. The cities near the Celestial Empire tend to be treated with cool distance by the Empire proper, while the Oni Twins in Qi-Fu have economically dominated the entire nation. Illusory magic is a common tool utilized by the Oni people for vanity as well as art, exhibitions of skill and intimidation. One might never know they are speaking to an Oni Magi while in their great cities. Oni often have forced relationships with slaves and underlings, though the low Oni birth rates make hybrids rare. When hybrids with slaves are born, they are treated as full Oni and often are given their non-Oni parents as gifts . Oni slaves are not awarded names, property, identity or even genders. They are titled after their function (Sword for soldiers, Washer for domestic slaves etc.) Slaves of the Oni Banking Clans are given numeric titles to denote rank among their structure. Oni that are born without a twin are seen as degenerate abominations, they are often sold as slaves or simply killed. Slavery is formally outlawed in Qifu, so the Oni there tend to economically dominate others less so than legally. They still share the prejudice against non-Twins , though Qifu Oni fancy themselves "enlightened" for usually not killing them. == Araknea == Araknea. It is shortened to Arak by most. “Arak” means “born from”, “youngling” or “weak” if applied alone. “Nea” means “web” or “home”. They called their species as a whole “Born from the Web”. They are native to the Marshes of Drache, but have begun to spread out due to enterprising humans wanting their silk. ===Physical description=== Arakneas typically look like spiders twisted in the shape of a man, and just as tall as one. They have short hair growing out of most of their body. Their diet dictates how their bodies and mind develop. They are omnivores, but they eat things other than meat when there is none to find as it is extremely less nutritive for them and is unlikely to help their growth during their infancy stage. Those who ate the most during their growth from newborn to adulthood naturally become the strongest of the tribe and are called Araknii (“Nii” means “strong, “superior” or “above”). Their 3 pairs of arms are powerful, the hair on their body is black or brown and their eyes shine like precious gems. Females can be distinguished from the males by red streaks in their hair on the top of the head and their back. They are also taller than most males. When born, all Araknea have grey hair and black eyes. It is when growing up that those who maintain those traits, those who haven’t been eating enough but still managed to survive, are called Arak. Their middle and lower pair of arms become atrophied, almost vestigial, and their mind are just above feral. The life expectancy of an Araknea is hard to judge since so few of them ever reach the end of their natural lifespan, but it is estimated at up to 30-40 years old. Araks barely use any weapon other than their natural claws, but under the supervision of an Araknii, they might learn to use primitive ones. Arakniis are those who have learned to use weapons, and might even trade with outsiders in exchange for goods such as these (or raid settlements and grab what's closest to a weapon). ===Society=== Arakneas typically live in nests made from their own webs. The strongest reside at the top, while the weakest are at the bottom, where other predators can attack them, if they do not eat among themselves first. There is one female who leads the whole colony. She is also the mother of all the Arakneas in the nest. Other females serve as replacement and figurehead for small raiding units. ===Religion=== There are many minor deities that vary among multiple colonies, but they all share faith in one, Orok’Nea. “Orok means “ not born” or “beyond”. They give an special importance to the word “Orok”, which is why it must always have a space when you pronounce it, as to not offend their deities. This also means that they venerate an entity that is not born from their home. It has also influenced their first contacts with civilisation, which went smoothly, since the first explorers were from beyond the nest. They believe that the spirit of each Araknea that dies fly into the heaven of Orok’Nea’s web. Those strong enough can break through it and reside among the stars until their goddess reincarnates back to earth. Those who are weak will be stuck into the webs, where they will serve as the next meal for Orok’Nea. They can however prove themselves worthy in life and be released from the web once their life ends. ===Interspecies relationships=== While they do not have prejudice towards other races, it is also difficult for them they associate with them. From their mindset, once they have learned that the outsiders are not divine, they become either food, or a source of food. From an outsider’s perspective, Arakneas have a monstrous appearance and can prove to be untrusty allies if the prospect of eating you outweighs the gains of an alliance. They do however offer their service as mercenaries, or sell their spider silk in exchange for great quantities of food. Some humans have offered to give the Araknea enormous quantities of food if they leave their homeland to travel with them. Some have agreed to this, and Araknii populations have started to sprout up in mercantile and sea faring nations all along the southern coasts. Their spider silk is a prized commodity, as it is much stronger than regular rope, and can be used to make the finest silk clothing. ===Language=== Their dialect is a mix of words unique for them (which varies from colony to colony) and words taken from other languages. Most Arak are also barely able to talk, but they do mimic what they are trying to express... at least those who are smart enough. Some also click the mandibles to communicate simple messages. == Treants == Ents and Dryads == Hobgoblins == <gallery> Hobgoblin_warrior.jpg|A hobgoblin ronin </gallery> A mortal offshoot of the demonic Oni. The hobgoblins came about generations after the Oni began to sire mortal offspring with human beings. Each generation of hybrids became weaker and possessed less of the magical talent and raw power of their forebears. Since each of these descendants were born of a union with a slave it mattered little to the Oni. They began to breed their descendants selectively, aiming for specific traits in order to create armies they viewed as worthy to serve their goals. The end result however was something much more violent and resentful than they had anticipated. Generations of physical, mental and magical abuse and experimentation engendered a deep hatred in their slave army. After an extremely bloody revolution, in which many of the pure blooded Oni were slain, the soon to be dubbed "Hobgoblins" fled before any could be punished by the remaining Oni lords. In the generations to follow, the hobgoblin people would largely stay together, a common belief among them, even after all this time, is that if they were to separate from others of their kind, their old masters might hunt them down. == Goblins == <gallery> Goblin2.jpg|A goblin swordsman </gallery> They are the 2nd most populous race of the Khanate and many are in the employment of the Great Khan. Goblins came about when troll females began seducing Hobgoblin males using illusory magics. The resulting children were creatures of malign mischief like their mothers and ingrained resentment like their fathers. Goblins reproduce, grow and gain muscle at prodigious rates but die quite young. == Ogre == == Molemen == Deformed Humans which live in the ancient Vaults of the World Spine. They are an important part of most Technobarbarian Tribes. == T'lc-Kha == <gallery> T'lc-Kha_Warrior.jpg|Side view of a T'lc-Kha warrior T'lc-Kha_Golden_One.jpg|A T'lc-Kha Golden One casting a spell. </gallery> These creatures are largely eusocial, there are very few males among the species and most are protected as precious resources. Hive members share a very simple telepathic link, without which separated members tend to fall into a catatonic state before dying of starvation, thirst or predation. Independent individuals, that do not suffer due to being separated from the hive, are occasionally spawned for important tasks to benefit their hive or to act as costly mercenaries. The queen provides much of the motivation for its hive. The species is incredibly cautious and very aware of the limited resources their world contains. As a result careful population control is practiced among the hives. Rare T'lc-Kha spawn known as the "Sacrifice," T'lc-Kha that are made to assimilate lead in order to develop protective lining on their shell made of the metal. A sacrifice is a hulking brute compared to its kin in the hive, the added strength is required just to compensate for the added weight of the lead. The additional benefit is that these brutes are far more capable of surviving the wilds of the wasteland. After their shell has fully developed they are then sent into the wastes to look for Gold so that their hive may spawn the "Golden Children" their hive needs to combat arcane threats. It may not be a surprise to many, but the T'lc-Kha have deep ties with the Cursed Wasteland. The truth is they are descended from the Teriads. Millennia of evolution have resulted in this evolutionary branch of the ancient bioweapons developing sentience. While having diverged greatly from their ancestors, the T'lc-Kha are still able absorb metals into their shell. Unlike their ancestors though it takes them weeks or months to process the metals into their carapace. No outsider is privy to this connection but the queens are beginning to suspect that one exists. Encounters with true Teriads often result in confusion as those with sufficient organic components give off pheromones that are eerily similar to their own. The T'lc-Kha species as a whole feel a spiritual pull to the Cursed Wastes and old T'lc-Kha drones will often wander into the wastes to die. Strangely, horses are terrified of these creatures and must be rigorously trained to ignore the instinctive fear they impose on the animal. As a result neighboring nations will often take corpses of these creatures to train their horses not to react so fearfully at their sight or scent. == Teriads ==
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