Editing
Kulmorost Divided
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
=== Minor Species === ====The Traders of the Mist==== Mysterious heavily clothed merchants that from across the southern ocean to sell strange magical items. No-one ever sees their faces and the stink of fish hangs about their clothes, they speak no known languages and only communicate with hand gestures and body language. Some think they''might'' have given the first humans the gift of Magic a long, long, long time a go. Very few are trust them and most tend to steer away when they come near. But those that do trust them enough to trade are very grateful indeed, for the items they sell are extremely valuable (in usefulness and wealth) to travelers and common folk alike. ====Trolls==== Trolls inhabit the mountainous stretch of land connecting the Northern Waste to the rest of Kulmorost and have very large noses. Trolls have more magical ability than humans, but it varies between subspecies. There are four varieties of troll: *'''Hill Trolls''': Are the largest, loudest, most brutally unforgiving bastards... If you get on their bad side, they are generally quite peaceful, but are extremely territorial. They are the strongest and largest of all intelligent races, and love to show off their strength by building huge stone houses on the highest point they can find that still has relative easy access. A Hill Troll's territory size is determined by how far they can see from their tower, which results in stronger Hill Trolls attempting to shorten the towers of weaker ones. Hill Trolls imbue magic into the ground around their homes (into the plants actually) to make brambles grow and climb up their towers to ward off intruders. *'''Cave Trolls''': The Cave Troll is the creature that most sympathizes with fa/tg/uys; They never go outside (they hate the sunlight) they're overweight and malnourished at the same time (from overabundance of carb-loaded mushrooms). They are considered the least intelligent and are the most likely to attack someone on sight, even when they aren't hungry. They do this out of fear more than anything. They have around the same level of magical ability as Humans but are too stupid to figure out how to use any form of magic. *'''River Trolls''': The most intelligent sub-race of trolls, they live (where else) in and around rivers, lakes and creeks. Th gain their superior intelligence from consumption of seafood. River Trolls love to play tricks on other creatures, although the creatures on the receiving end of these pranks ''never'' enjoy this as it usually ends up with a Troll chewing on their leg. River trolls live in dam-like houses (muck like a beaver) built upon a river. This gives them a constant supply of fresh water and fish through their homes. Some River Troll huts strikingly resemble bridges across the water, travelers often attempt to cross this way and fall victim to the River Troll within. River Trolls have small magical ability but are clever enough to use it effectively. They love to toy with travelers, creating floating, glowing wisps made of bone, and invisible pit-traps. *'''Night Trolls''': Most races consider Night Trolls to be undoubtedly evil across the board. They eat flesh ([[Rip And Tear|all kinds of flesh.]]) and live most of their lives in solitude away from other species, in caves and abandoned forts and in some cases old wells. And of course, they only hunt at night, making travel through the mountains after night fall a near death sentence. Their dark skin and affinity for black bear hides makes them nearly invisible at night, and since they are thinner and leaner than other trolls, they can pass over stones unheard until they are too close for it to matter. Night Trolls don't hate light, and they are not nocturnal, but they are weaker than other, more territorial Trolls (Hill Trolls in particular) so they hide. They hunt at night, but only around once every three days, other days they sleep in the night. The magical ability of Night Trolls is surprisingly high compared to the other sub-species (probably because of their flesh fetish). Some believe that there are some Night Trolls who wear the fresh carcasses of slain beasts as camouflage, its effectiveness may be due to some enchantments of the flesh. ====Halflings==== The Halflings were originally humans, kidnapped by the goblins as children and bred to be pets (and occasionally snacks) for their goblins overlords, made to be short and dumpy as this was cute to the Goblins. However when the war against the Goblins started they made a horrible discovery :their halfing's inherent magical abilities had grown. some believe this was due to constant exposure to the Goblin's twisted magics, others believe that all souls have a certain amount of magic in them and that in making the Halflings small they concentrated their magical abilities. Inevitably the truth matters not. The Halflings, led by Grobal the Butcher (so named as he murdered his Goblin master and constructed staves from its remains) rebelled against their masters and aided the dwarfs in defeating them. In return the dwarfs offered them some few lands to call their own. Some rejected this offer, traveling the world in small caravans or becoming citizens of other nations as opposed to their own sovereign land whilst other accepted the offer graciously. Those Halflings who accepted the offer are known as '''Gnomes''' whilst those who rejected it are known as '''Kotarfs''', kot being the dwarvish word for wanderer or traveler, and arf meaning person (Dwarves use simplistic terms and are not very imaginative). To other races the dwarvish word "arf" means "little person" and so is still used appropriately, but they pronounce the plural "Kotarves". The reasons behind the Halfling spilt are unknown to most non-halfings. Most assume it had something to do with the quality of the land they were offered (for while it was costal and bordered dwarf lands it also bordered the southern wastes and Halflings relationships with Orcs have always been a little strained), but the reality has less to do with other races and more to do with Halflings themselves. You see, Halflings believe that, at some point or another, a war will be fought - a war that if lost will doom all life but if won will bring freedom to all creatures of the world. Kotarves believe this "End-war" was fought and won against the Goblins, so they might as well spend their lives seeking, finding and living in contentment, rather than waste it worrying. Gnomes on the other hand believe either that the war against the Goblins is not over till their are no Goblins left, or that the End-war was not the war that was fought against the Goblins. Either way they spend their time preparing their lands and people for this inevitable war, stockpiling weapons and fortifying their cities, so that they may have a chance of winning ====Centaurs==== Centaurs are a subrace of humans. Legends say that during the War of Human Exodus Elven and dwarven great scholars cast an experimental curse based on goblin magic on some fleeing that was supposed to erase their legs, instead what ended up happening was that the fleeing humans combined with their beasts. Most centaurs are half horse, while a very rare subset of them are half-donkey. Centaurs are very sought after by other humans due to their great strength. Centaurs do not reproduce with other kinds of humans as the offspring born of those unions results in monstrosities with random human and horse characteristics. Centaurs have no lands of their own, and are an extremely rare minority, both feared and reviled by other races for their unnatural physiology and Human ancestry. They are nomadic sheep and goat herders and they herd along a series of routes seasonally. They are known for their skill with the bow and lance, and their reckless, volatile, and rambunctious personalities. Some Centaur Tribes have abandoned herding entirely, instead, looting caravans and raiding settlements for supplies. Centaurs have magical talent comparable to that of Humans, and they are known for their disdain towards mates. Perhaps it is a quirk of their unnatural biology, or an inherent racial ability, but Centaurs are known and feared for their resistance towards magic. Mages who've battled Centaurs claim that their magical attacks had barely half their usual effect, as if the Centaurs wore a layer of pure silver. Every few centuries, a powerful figure will unite the disparate Centaur tribes into an unstoppable horde and attempt to conquer the Kulmorost. As the Centaurs are few in number, extremely primitive, anarchic in nature and hard to organize, and unable to use magic in any meaningful capacity, the Centaurs haven't yet succeeded. They have, however, killed many Elves and Dwarves over the ages. Centaurs usually aren't allowed in towns, and many more conservative Elf and Dwarf businesses won't serve them, viewing them as savage abominations, barely above the likes of Humans and Goblins. [[File:Eelkuns.png|thumb|left|Gualli of the depth]] ====Gualli==== It has sleek black skin, a body like an eels, with spindelled legs and arms, wearing robes crafted from flesh. Its mouth had sharp, thin teeth jutting out at angles, and was discovered to be capable of stretching wider than its entire body. It's body too, was discovered to be able to expand many times its own size. The creatures tail emitted bioluminescence prior to its death. come to the surface from deep sea trenches every night and attempt to lure weak-willed lesians to the waters edge and drag them to the depths for some unknown purpose. ====Beastmen==== Inhabitants of the Forsaken Isle are varied and deadly tribal folks. Not much is known about them, but it is theorized that they were created long ago by the Ancient Goblins. But this cannot be proven as all traces of the Goblins' personal history and rites was erased. ====Kobolds==== Prolific Beastmen race that have managed to spread across the Eastern Coasts, (especially the swamps) in large numbers. Despite their primitiveness and low intelligence, kobolds have a huge innate magical potential they can instinctively use in very crude yet relatively powerful way. They mainly hunt and fight among themselves using primitive spells. Social hierarchy is established with ritual magical combats. They tend to stand at one-third the height of the average human and breed explosively. as such, they use swarming tactics to overwhelm their enemies. Kobolds are carnivorous, and are able and more than willing to consume and subsist off of anything even vaguely meat-like. They can consume bones as well, and many Kobolds find enchanted bones to be extremely delectable. It is for this reason, their extremely low intelligence, prodigious birthrate, and their vandalizing, kleptomaniacal tendencies, that Kobolds are regarded as pests by most civilized peoples. ====Eld'wani==== Elitists and quite xenophobic bird people with floating islands. Even they admit that they are a dying race and have fled to avoid being killed. The Eld'wani don't have wings and their bodies are not aerodynamic enough to do so even if they did, but they are capable of flight. Their species has very little magical aptitude, but they are able to control the winds as if it were second nature. With enough focus, Eld'wani are able to channel their life force into the air around them, and use the resulting push to fling themselves through the air, allowing them to "Fly", at the speed of a sprinting Human with a similar level of exhaustion. Their floating islands only able to fly because the monastic Eld'wani Shamans devote their lives to mastering the art of air manipulation, and are able to levitate the island short distances every few weeks, (short meaning the length of a week long voyage with a top of the line enchanted ship with a Sky Whale bone keel,) but render themselves comatose in the process, and need to spend much time meditating to regather their power. The Eld'wani live in the Forsaken Isles, and are extremely few in number, having only a few tens of thousands scattered throughout their floating islands. Each of the islands functions as its own Theocratic city-state, with a council of the Shamans leading the city-state. The Eld'wani worship '''the Sky''' and view the Sky Whales as holy and sacred, they believe that the Shamans have a spiritual connection to the Sky, and should be revered. The Eld'wani sustain themselves through piracy, raiding other Beastmen, and fishing. They're widely regarded as mythical in Kulmorost as a whole, but rarely individual or small groups are seen as part of a Human/Beastman Pirate crew, where they are a great boon to their mundane comrades, possessing the ability to generate sorely-needed gusts of wind when none are present. ====Giants==== Ancient species driven to extinction by Goblins. Some say that their survivors (de)evolved into Orcs in Lesia. The giants of old were an odd bunch. Rather than use the bones of their dead for magic they used to remove the flesh and dump the bones in certain holy places, along with the bones of many other giants. These "Giant Graveyards" are fiercely sought after by the magical races, as they are more magical than human bones and far stronger. Due to the rarity of Giant bone magic objects utilizing it are rare and expensive. Elves have historically the largest supply of giant bones and found the most graveyards in their lands. Some theorize that the reason for this is that their lands are the original homelands of the giants - of course you are going to find a lot of giant bone there. This is merely hearsay and unsubstantiated rumor. Over the years the discovery rate of new Graveyards has slowed to a crawl, with the last new grave on the mainland being uncovered 60 years ago and not a single new one has been found since. However, survivors from a small scouting expedition to Lesia have reported finding multiple Graveyards over their very brief stay there. That could be good for business
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information