Eloko

Small, mischievous folk underground. Plural is “biloko”.

Basics

  • Taxonomic Order: TheFolk

  • Alignment: Poioumenonic

  • Energy: Unfugl

  • Lifespan: 300 years

  • Diet: Varies by culture, but most eat a common mortal diet with some augmentation

  • Habitat: Subterranean

Origins

Closely related to chthonians, elves, gnomes, and fairies, these spirit folk formed from legends inspired by cave-dwelling beings who cause mischief.

Description

Most biloko are between 3’ and 5’ tall, though they can alter this at will, and have larger heads than proportional to their bodies. Otherwise, they appear roughly human, though their facial features are often exaggerated in size. They do have some variations by culture:

  • Alom-begwi-no-sis: they live near water and have less hair than other biloko.

  • Barbegazis: barbegazis are very hairy. They are known to go without clothes and have icicles in their hair. They grow long beards. Their feet are larger than proportional.

  • Dvergars: dvergars appear to be humans but with exaggerated facial features, pointed ears, and pale white skin.

  • Biloko: the original biloko dress in leaves. They are hairless, but in place of hair is grass. Their gaze is said to be “piercing”, and they often move their mouths to the end of their long, snout-like noses with their shapeshifting powers to scare people. They also like to make their mouths huge. They have sharp claws.

  • Haltijas: the most variable of biloko, haltijas vary by community, but they tendto look more or less like dvergars, just with different cultural clothing or localized features.

  • Korpokkurs: korpokkurs prefer not to be seen, but when they are, they tend to have facial features common to the area they are from.

  • Krasnaludek: krasnaludek look like dvergars, but they always wear red, especially red hats.

  • Maa-aluseds: maa-aluseds look like dvergars, but they use their powers to reverse their features, making left hands right, turning their feet or faces backwards, etc.

  • Menehunes: menehunes are broader of shoulder and have darker hair than other biloko.

  • Nimerigars: nimerigars have sharp teeth.

  • Nirumbees: nirumbees are shorter than other biloko (18” tall sometimes), but with disproportionately larger heads. They have large, round bellies, and very stubby necks. Their arms and legs are often disproportionately short as well.

  • Nisser: nisser are known for their conical knit caps, long beards (often white in color), and the wearing of bright red and grey. They stand a little shorter than other biloko (2’ to 3’), and are known for their farmers’ garb. They often shift to only have one eye, four fingers, and pointed ears. Their eyes reflect light in the dark.

  • Pechs: pechs are tough and hairy.

  • Rübezahls: rübezahls have big feet, wear grey frocks, and often carry musical instruments. They are known for often taking the form of giants or the elderly.

  • Shekas: shekas are much like the original biloko in that they have grass forhair. They have different colored eyes.

  • Sihirtia: sihirtia were known for their beautiful clothing with metal pendants. They have light blue eyes. They often stutter when they speak.

  • Tikoloshe: tikoloshes appear more human-like, only with a shorter average height, with darker skin and more body hair.

  • Traucos: traucos usually distort their faces to be unalluring to those whos ee them and hide their feet, but when they wish to, they can become very alluring.

  • Yehasuris: yehasuris are shorter, 2’ tall, on average, but otherwise look human.

Procreation

Biloko reproduce with one another sexually. They can reproduce with other spirit folk if they are physically compatible, and the offspring will be the same species as the birthing mother. They cannot otherwise reproduce outside their own species without supernatural intervention.

Powers

All biloko have supernatural strength, the ability to alter their appearance (including changing their own size), and powers to create esoteric objects with unexpected powers. These powers are permanent, but they may gain other powers if they perform certain kinds of pranks.

Pranks

Biloko are powered by unfugl and therefore are compelled to perform pranks on people. They can do these maliciously or benevolently or neither, but they have a compulsion to surprise, delight, scare, or otherwise trick or prank others. If they set things up right, they can wield the unfugl within them to perform a supernatural feat to create the prank. In other words, they can create supernatural effects by setting up pranks, and those effects can be almost anything depending on circumstance. As unfugl is a narrative power, the effect must fit within the context of the story.

National Powers

Different nations of biloko have developed cultural associations with certain powers:

  • Alom-begwi-no-sis: alom-begwi-no-sis can breathe underwater.

  • Barbegazis: barbegazis are known to cause avalanches to the shock and dismay of travelers. They do this by rapidly digging into the mountains. They can ride on the avalanches safely and guide the fall. They have developed an immunity to the cold.

  • Dvergars: dvergars focus most on making surprising magical objects. They also have powers that allow them to move wind and storm (“hold up the sky”), and they are known for pranking those who steal from them.

  • Biloko: biloko use their shapechanging powers to open their mouths very wide and to make their faces alarming in appearance to those who view them.

  • Haltijas: culturally, haltijas practice aetherial arts, but their inherent power is to connect with their environment. They view both healing and causing illness as a prank they play on other mortals.

  • Korpokkurs: korpokkurs have developed the ability to vanish at the right moment as part of their favorite pranks.

  • Krasnaludek: krasnaludek have such a strong affinity with the color red that all of their powers revolve around it.

  • Maa-aluseds: maa-aluseds’ entire culture revolves around their reversed orientation from other mortal societies (up is down, left is right, etc.). They walk backwards but can still see where they are going.

  • Menehunes: menehunes can build skillfully at night without need of extra lighting.

  • Nimerigars: nimerigars are immune to poison.

  • Nirumbees: nirumbees can send dreams to other mortals that are either vision messages or subconscious teachings of esoteric skills. They are fond of animal forms in their shapechanging.

  • Nisser: nisser have a poisonous bite.

  • Pechs: pechs are stronger even than other biloko.

  • Rübezahls: rübezahls create weather-based pranks, sending rain with sunshine, snow with warm weather, thunder without lightning, and so on. They can make the ground shake by stomping.

  • Shekas: shekas can move with perfect silence through any kind of grassland.

  • Sihirtia: sihirtia bring good or bad luck to those they encounter.

  • Tikoloshe: tikoloshes can vanish if they drink water or swallow a stone. They view illness and even death as pranks to play on people. They hide under beds or houses, sneak in, and make people ill. They also view possessing bodies as a prank. Some use various esoteric energies that allow them to alter, control, possess, or otherwise affect souls.

  • Traucos: traucos use their shapechanging powers to appear alluring to people. They can kill with their gaze.

  • Yehasuris: yehasuris can eat anything.

Weaknesses

Biloko dislike sunlight. Being bored, disrespected, stolen from, or bound somehow can weaken them or force them into behavior they do not wish to engage in.

Nations

There are many eloko nations:

  • Alom-begwi-no-sis dwell in southwestern Palhur in the woodlands.

  • Barbegazis dwell in the mountains of central Jesenya.

  • Dvergars dwell underground beneath the mountains and forests of Jesenranu, especially Jorgendheim, Kerupen, and all of Lyrilla.

  • Biloko are the original nation from southwestern Taggarus.

  • Haltijas are from Jorgendheim, specifically Remak.

  • Korpokkurs are from islands north of Tenzanai in eastern Dabusen.

  • Krasnaludek are from Aeslaw in central Jesenya.

  • Maa-aluseds are from southern Ranu, specifically from Surva.

  • Menehunes are from Panaloa in the southern Island Bridge.

  • Nimerigars are the plains and mountains of western Palhur.

  • Nirumbees are from the mountains of southwestern Palhur.

  • Nisser are from Jorgendheim, mostly from Jorgend itself.

  • Pechs are from Innes in Jesenya and from parts of Lyrilla.

  • Rübezahls are from central and eastern Jesenya and southern Ranu.

  • Shekas are from southern Ranu, the northern Island Bridge, eastern Mahad, and western Dabusen.

  • Sihirtia are from southern Dabusen and from northern Ranu, specifically Colesh.

  • Tikoloshe are from southern Taggarus.

  • Traucos are from the mountains of eastern Palhur.

  • Yehasuris are from the west coast of western Palhur.

Culture

The original eloko culture is derived from their protectiveness of their territories. They live in the forests of southwestern Taggarus where they live off fruits and game, and therefore, they protect those fiercely from outsiders. As such, they use their powers to ward off others from eating their sources of sustenance.

Biloko live in hollow trees rather than underground, though some live amongst the roots of the larger trees. They dress in leaves mostly as camouflage, and they alter their body hair to look like grass for the same reason. They live in small communities. Each community is led by the cleverest among them, the one who comes up with the best ideas for acquiring food or water, the best ideas for where to stay, the best ideas for survival. Cunning is the highest skill and virtue among them.

Like all biloko, their nation is skilled at crafting esoteric objects. They create bells that resonate with unfugl (an energy they call magornatet). These bells are used to repel outsiders by causing various irritations, surprises, minor hexes, and other effects on people who come into their territory. The locals have figured out how to make amulets to protect against this, and there is an ongoing effort by both groups to make better bells or better amulets.

Outsiders accuse biloko of being cannibals (eating mortal flesh), but this is generally false. They take bites out of invaders in combat, but they do not have a practice of regularly eating people. They simply defend themselves. However, they encourage the reputation in order to keep people out. Their main cuisine is rare fruits found only in their forests and local game animals.

Children are raised by the entire community and taught the primary skills of evasion, intimidation, opportunity hunting, fruit gathering, and basic crafting. Adulthood is not really a concept among them - once someone is old enough to contribute to the tribe, they do so. Everyone has a light-hearted side and engages in play, sport, and recreation together as much as they work together for survival.

When they feel safe and unobserved, biloko play special games with stones and seeds, play sports involving throwing sticks, and find other entertainments. Most of their time is spent this way when not hunting or defending their territory. They make music (heavy on percussion, flutes, and single-stringed instruments), paint on trees, build sculptures out of stone, and fashion trinkets with surprising qualities (a doll with a pop-off head, a toy that opens up in an odd way, a box with a secret compartment, etc.).

Biloko only unite their communities if threatened. Otherwise, they help each other if they come across each other, but mostly stick to themselves and their own territories. If they come across another eloko community, they have a set of ceremonies in which they test each other. They first greet each other with traditional words laced with specific jokes. If the other group laughs at the joke, it shows they know it and are therefore closely related to them. If they don’t, they are strangers to be distrusted. Second, they test each other’s cunning by exchanging presents. If the other group finds the secret about the present - the hidden compartment, the trick feature, the surprise - they pass the test. And finally, they perform dances together. If the groups can surprise the other with their movements, they pass the test of creativity. If any of these are failed, they may still treat with each other, but they will do so with more caution. If the tests are passed, they share a meal freely and are more comfortable with one another.

National Cultures

There are nineteen nations of biloko, counting the original in Taggarus. The other eighteen vary greatly from the originals:

  • Alom-begwi-no-sis: dwelling by the water, they have adapted the ability to breathe underwater. They protect their territory by overturning canoes and other water-vessels. They eat fish and maize, using their powers to create cauldrons that duplicate the corn within it so they can feast. They often engage in games involving watersports, hide-and-seek, and special toys. They are known locally for their ability to predict tragedies in the nearby lakes or rivers, though some suspect they are the cause of said tragedies.

  • Barbegazi: dwelling in the mountains, they hibernate in the summer and come out during the snowy winter months. They guide people through the mountain passes by whistling or hooting to warn them of hazards. They will dig people out of heavy snows, bring lost sheep home, and generally help people, but sometimes their idea of fun is to cause an avalanche and ride it down the mountain. They dislike clothing. Their games and sports involve skiing on their big feet.

  • Dvergar: the most well-known nation of biloko, dvergars played a major role in the histories of multiple Jesenranic countries, making magical objects that were warred over and their role in aiding various legendary figures. They are known for their protectiveness of the magical objects they create and their belief in legends of their origins that suggest they came from giants. Dvergars are known for using their magical objects to bring mischief and trouble to other mortal beings as well. Their games involve magical toys.

  • Haltija: haltijas have a complex network of communities in Remak. They are protectors of different places and objects, and each of their communities centers on different: kalman väki who wield poarta and protect graveyards; kotihaltija who wield hegnh and live in human homes; veden väki who wield conflueverant and live in or near water; metsän väki who wield prasinofos and live in forests; naisen väki who wield aemoa and protect women; tulen väki who wield lahab al’qalb and live in saunas; vuoren väki who wield kazaddarean and live in the mountains; puun väki who wield tykva vlast and live in trees; raudan väki who wield bailaohu jinghua and live in mines. Each is known for wielding their powers to both heal and harm. They play games with their esoteric powers.

  • Korpokkur: korpokkurs live in pits covered by butterbur leaves. They are agile and known to be good fishers. They trade game and fish for goods with nearby mortals, which they deliver at night so they aren’t seen. They like to play acrobatic sports.

  • Krasnal: krasnoludek are known for their pointy red hats. They are otherwise very similar to dvergars, but they are obsessed with the color red. Their games are focused on colors and puzzles.

  • Maa-alused: the maa-aluseds live underground in cities on the ceilings of caves. They make all things smaller and live opposite those above. Their games are similar to other mortal games, but backwards.

  • Menehune: menehunes live in secret places deep in the woods or in secluded valleys. They are skilled artisans and build temples (heiau), fishponds, roads, canoes, and houses for mortals and themselves. They eat maiʻa (banana) and fish. Like the korpokkurs, they only build at night only and leave their work unoccupied if they fail to complete it before dawn. Their games involve constructing little structures.

  • Nimerigar: nimerigars are an unpopular nation of biloko who are considered very belligerent and probably cannibalistic. These are exaggerations of their habits. They do use poisoned arrows in battle, which makes others fear them. In hard times, they would mercy-kill the sick, which led to the rumors about cannibalism. Their games are generally war games.

  • Nirumbee: nirumbees also have a reputation as belligerents. They are also called itśte-ya-ha or “stick people” by some. They are very protective of the mounds they dwell in, using super sharp stone-tipped arrows to kill anyone who invades their territory. They eat large amounts of meat and keep their teeth sharp to do so. They engage in extreme violence when killing their prey if other mortals are nearby, so as to intimidate them. They are often accused of theft with varying degrees of truth. They like to smoke tobacco. They are also known for sending dream messages to those who seek them out for wisdom or knowledge (maxpe). They do this only if they receive the appropriate offerings from them. They are also known for their role in the Sun Dance, a special event for nearby Hawate tribes. Their games are often spiritual.

  • Nisse: nisser are farmers. They are known for their clothing, wearing conical grey or red knit caps, knee-length pants with stockings, woolen pullover tunics, and a heavy belt. They keep discipline on the farm through pranking those who are lax in their duties. Woe to them who fail to properly care for the livestock. They have many rules - no swearing, keep the barn clean, and make sure the animals are well kept. If they live with other mortals, they require payment for their services, as they often offer magical assistance on the farm - this payment is called blót. Food, like porridge, is a common payment. If they are not paid, they will engage in a rampage of pranks. They are quick to anger and sometimes pranks when they shouldn’t, but they always make restitution. They are especially fond of horses. They braid the horse’s hair, and if another mortal undoes the braids, the responding pranks will be severe. Their games are always played in the barn.

  • Pech: pechs are miners, farmers, builders, and laborers in Innes and parts of Lyrilla. They use their legendary strength to do almost any work, but they have a reputation for being ornery drunks who do not want to have anything to do with others. Their games involve feats of strength.

  • Rübezahl: rübezahls are known for being friendly. They teach those who come to them for help, sharing knowledge of healing and sharing their own possessions; however, if someone is rude to them, they engage in violent pranks. They are known for their power over weather, which they associate with music and their harp-playing. They are also known to dress in grey frocks, which is considered their cultural costume, and eating sourdough bread and the soup kyselo, their primary cuisine. It is said that they protect treasures that they will share with the “pure of heart”, though there is no historical evidence of this. They have strict rules on hospitality and are known for their support of immigrants in the region. Many are swept up in the Wild Hunt every seven years. Their games involve the weather.

  • Sheka: shekas live in the woods, in abandoned homes, or in great fields. They have a reputation as the butt of local jokes. They tend to wear all black or all white and work the fields only at midday or sundown. At these times, they like to play pranks on travelers near their fields, leading them astray or causing them illness, pulling their hair, or making them sing. Their games happen in the fields and involve music.

  • Sihirtia: tundra-dwelling biloko, the sihirita are known for their beautiful clothing, metal pendants, and light blue eyes. They live in sandy hills and only come out at night or during heavy cover such as mist or fog. They ride dogs or mammoths across the tundra or through the tunnels. Like their cousins, they are known for their smithing skills, but they are also a warrior nation. Perhaps because of their beautiful clothing, they are often romanticized by other mortals. Their games involve their outfits and toys.

  • Tikoloshe: also called the tokolotshe, thokolosi, or hili, tikoloshes have an evil reputation, which they cultivate to protect themselves. They do have a history of associating with other mortals who hire them for dangerous and violent mischief, often on the wrong side of the law or history, used as assassins to kill sleeping people or “eat their toes” (cripple their feet). They hate missionaries due to a history of colonial conflict. Their reputation as eaters of souls or being undead or abominations is false, but encouraged to keep others away from them. Their games involve sneaking.

  • Trauco: traucos are known for choosing their physical form carefully, depending on who is looking, so that they are either seen as “ugly” to them or irresistibly attractive. They live in the deep rainforests, montane woods, and island woodlands of eastern Palhur. They have cultural association with snakes. Trauco culture is heavily patriarchal, and female traucas are often mistreated and derided. Men are expected to cheat on their wives to prove their virility. They use small stone-bladed axes as tools and weapons. Nearby mortal communities often blame traucos for unwanted pregnancies due to their reputations. Their games involve shapechanging and dances.

  • Yehasuri: yehasuris live in tree stumps and eat small animals and bugs. They dislike tobacco and are afraid of the local mortal tribes’ religious leaders. They are very similar to the original biloko in their practices of mischief and games. Their games involve playing with their food.

Esoterica

Biloko are beings of unfugl, and they are its greatest wielders, though they are not part of the Grinning Men groups. They use unfugl casually rather than as some sort of grand scheme. They can use almost any other esoteric power, but they tend to prefer other poioumenonic powers, flux, and aetherial powers.

Religion

Biloko worship their ancestors. Each tribe has a shaman who is deeply connected to their ancestors, and they engage with them through storytelling, keeping an oral history. Other nations of biloko have some remnant of this in their practices, but they developed variations. Among the dvergars, worship of the goddess Bölvasmiðr as a cultural heroine who tricked the other gods and gave dvergars special powers. Nirumbees have a faith that involves spirits, elementals, dreams, deities, ancestors, and more. Each nation is different.

Gender

The original biloko view gender as an individual practice. They do not have a rigid view of it, but let everyone decide or change as needed or desired, and while they tend toward a binary, there are variations in between. Other nations are more patriarchal, most notably traucos (and their female counterparts the traucas) and the dvergars (dvergynja being their female counterparts), while the nirumbees, nimerigars, and tikoloshes are much closer to the original biloko view.

Economy

The original bilokos live in a classless survival society, as do the nirumbees. Dvergars and haltijas are more feudal. Others, like the tikoloshes, are adapted to whatever the local mortal societies are.

Military

Bilokos prefer a guerrilla form of warfare, defending their territories with traps, small war bands, and tricks.

Language

The original eloko language is Mongo-Nkundo. The others are as follows:

  • Alom-begwi-no-sis: Abenaki

  • Barbegazi: German/French

  • Dvergar: ancient Germanic or Old Norse

  • Haltija: Finnish

  • Korpokkur: Aino

  • Krasnal: Polish and Czech

  • Maa-alused: Estonian
  • Menehune: Hawaiian

  • Nimerigar: Shoshone

  • Nirumbee: Crow

  • Nisse: Norwegian and Swedish

  • Pech: Scottish

  • Rübezahl: German, Czech, Polish

  • Sheka: Slavic and Turkic

  • Sihirtia: Nenets

  • Tikoloshe: Nguni and Zulu

  • Trauco: Chilote

  • Yehasuri: Catawba

Trade

The magical objects made by biloko are in high demand.

Outside View

Biloko are viewed as pests and obstacles by other mortals. Consistently across their national cultures, they are viewed negatively, often derisively. There is heavy prejudice against them in many class societies, and their ability to create magical objects is often exploited. They are often portrayed as cannibals.

Notables

Estimated Populations

  • Alom-begwi-no-sis: 20,000

  • Barbegazi: 1,000

  • Dvergar: 1 million

  • Eloko: 1 million

  • Haltija: 50,000

  • Korpokkur: 10,000

  • Krasnal: 5,000

  • Maa-aluseds: 500
  • Menehune: 5,000

  • Nimerigar: 2,000

  • Nirumbee: 5,000

  • Nisse: 1,000

  • Pech: 5,000

  • Rübezahl: 1,000

  • Sheka: 1,000

  • Sihirtia: 10,000

  • Tikoloshe: 100,000

  • Trauco: 10,000

  • Yehasuri: 5,000

  • Other: 20,000

Sample Stats

PRO 8
ATH 9
STR *
AWA 8
WIL 8
PRS 8
STH 9

Strength varies by the form they take but ranges between 3 and 12 on average.

Topic revision: r5 - 13 Sep 2024, SallyJaneBlack
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