Humanoids

Humanoids are beings that could only pass as "very ugly" humans, generally considered to be monstrous by the most ignorant of populations. Some say these are merely faeborns descended from the Unseelie Court.

Chthonians

Chthonians are the ordinal elementals of earth and stone, cave and mountain. They dwell underground, embody different areas of the underground, and bond with different kinds of rock and stone.

Chthonian

Chthonians have spread out and developed 36 different nations:

Chthonian Nations

Chthonian Nations by Region

Old Chthonian Page

Old Dwarf Page

Cyclopes

Large beings with a single eye. They are very quiet.

Cyclops (silence)

Nightgaunts

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Geliqurofi

Geliqurofi

Rhinocerian people who are protected from the aligned energies.

Basics

  • Taxonomic Order: TheFolk

  • Alignment: Shebvic

  • Energy: Shebv Heya

  • Lifespan: 200 years

  • Diet: Mortal fare, but hardened

  • Habitat: Arid mountains

Origins

Spirits in the arid mountains of western Dabusen evolved to resist the myriad energies that flowed through their homelands.

Description

The average geliqurofi stands about 7’ tall. They have the heads of rhinoceroses, but they are far more expressive. They have large snouts with three keratin horns. They have broad frames with stocky arms and legs. Their hands have bone spurs on the knuckles. Their skin ranges from ruddy brown to dark grey, and they have pitch black eyes.

Procreation

Geliqurofi reproduce sexually with one another. With other species, it is only possible with supernatural intervention. Many assume that all geliqurofi are compatible with rhinoceros folk, but the appearance is a result of convergent evolution; there is no relation between them.

Powers

Geliqurofi have supernatural size, strength, and endurance. They can curl up into a ball and appear to be craggy rocks.

Horns

The horns of a geliqurofi are infused with shebv heya. Every impact makes them stronger. They can shatter solid rock, rend metal, and break muscle and bone with ease. If they strike each other, the impact will cause both geliqurofi to temporarily have an aura of invincibility (about 15 seconds).

Presence

Non-geliqurofi in the presence of a geliqurofi can be overwhelmed by them, neutralizing them and their powers.

Immunity

Geliqurofi are immune to one each of celestial, infernal, poioumenonic, and aetherial energies. Each geliqurofi has a different set of immunities.

Weaknesses

If they do not empower their horns regularly through impact, the horns will rot and they will die. If they somehow lose their horns, they will sicken and die.

Nations

There are 12 qeliqurofi nations around the world:

  • Boseogyeon: a nation of traders in Uruo. [korean]

  • Chuluunever: a nation of builders in the deserts of Ladrya. [mongolian]

  • Küçükboynuz: a nation known for their small horns and with a reputation for being criminals. [turkish]

  • Muraṭṭukompu: a nation in subcontinental Dabusen known for being miners, lumberjacks, and farmers. [tamil]

  • Pātalōsīṅa: nation in Majon known for their schools and slender horns. [nepali]

  • P’voragryegh: nation in Artere known for their intricate laws. [armenian]

  • Qewmshakh: the original geliqurofi nation in Jenil.

  • Qurunhamra': the warrior nation that dwell in Mahad.

  • Rogyashch: powerful nation in the far southern reaches of Dabusen, near the poles, who live as nomadic warriors. [russian]

  • Shíhàojiǎo: a nation of builders near the wall in Unbul. [chinese]

  • Tandukberat: a nation in northeastern Dabusen known for their heavy horns. [indonesian]

  • Zangzadan: a nation of hunters in western Dabusen. [tajik]

Culture

In the arid mountains, the geliqurofi live in small cities carved into the terraced heights. They fashion great aqueducts, tunnel systems, and massive walls and catwalks that create stone fortresses out of their cities.

The original geliqurofi are the nation known as the Qewmshakh in Jenil. They answer to a ruler called the shahanshah. This king, usually a male though not always, has his authority from a mixture of (a claim of) divine backing, military prowess, and ancestral privilege. Six families have claim to the title, and it passes between them every few centuries as the political and class struggles shift. Each family has their own military which takes over the main force of the nation when they are in charge. The six families have a sigil that is unique to them, and they use this on their shields, banners, uniforms, etc. They give merchants and shop owners the right to use their sigil in exchange for paying taxes to them. The six sigils are animals from all over, many from distant lands: the onager, Dabusense ostrich, grey cod, Dabusenese elephant, red rat snake, and red goshawk

The family of the Grey Cod (the Gurftn) controls five major cities and the waterways of the country. The cod is a metaphor for the rivers, but also taken very literally, as they keep a variety of fish imported to their constructed forests as well as the indigenous grey cod. The family also controls the navy and has the most influence over the merchant-fleets. Art among the Gurftn is focused on the rivers; blue is considered a sacred color. They build amazing waterfalls and carve sculptures designed to evolve as the water reshapes them. Those who are loyal to the Gurftn live along the rivers and waterways, and therefore they have the most interaction with other cultures. Most Gurftn folk are multilingual and a little more cosmopolitan. They celebrate the Gurftn family every year on the ninth day of the ninth month. They also have what they call the River Festival every year during the summer.

The family of the Dabusense Elephant (called the Penj) controls seven major cities and a region of the country called the Narrows, a series of massive canyons that connect the west to the east. The elephant is a metaphor for their famously having their nose in everything. They have some influence over finance, trade, military, the church, the slave trade, and more. They are known to keep menageries in great palace grounds filled with elephants and great watering grounds. Art among the Penj is abstract and complex, usually red and brown dominated. They create intricate architecture that interlaces the Narrows and have mazes of lines and wires that crisscross the canyons. Most Penj folk are educated and skilled at many crafts. They have five special holidays, each a historical event they celebrate or previous Penj king.

The family of the Red Rat Snake (called the Dadn) controls four major cities and the tunnel systems. The snake is a symbol of their control of vast spy networks. They are the information brokers, and their political connections mean they are powerful even if they are not in charge. They also control the rudimentary forms of media in the country. They keep serpents of all kinds as pets. Among the Dadn folk, furriers and weavers are considered artists, and tapestries (usually bright violet in hue) are popular. Head scarves are worn hanging down their backs, and every Dadn keeps a journal full of information they observe during the day. The secret police of the Dadn family, the najawahaa banfash'h is the main power in the Dadn cities. The Dadn folk celebrate four main holidays, each one seasonal.

The family of the Great Onager (called the Nash) controls eight major cities and the Dashat Qurmz (Red Plains), the low-lying mountain sides at the edge of the country. This region is the most dangerous, and they use it to train their soldiers to survive anything. They keep livestock and pack animals, which they use in their military. They also control most of the agriculture. The Nash favor tan and gold art works, usually murals and paintings, and have a love of red clothing which matches the ues of the plains. Most Nash folk have a secondary craft besides military skill, usually something like smithing or masonry. They celebrate a different major holiday in each major city.

The family of the Red Goshawk (called the Sheshakh) controls three major cities and the Zaman'haa Skaharah'aa, the rock lands on the northern edge of the country, where the raptor aeries are kept. They also control the major artillery of the military forces and a great number of mines. They are known for being more removed and independent. The Sheshakh have the most distinct culture, with their own foods, more rudimentary clothing, fewer slaves and more workers, a focus on green and blue leatherwork, and holidays based on the agricultural calendar. They are the most religious among the families.

And the family of the Black Ostrich (called the Peraq) controls six major cities and the highest peaks of the country. They are the most vain, wearing black feather capes and plumed helmets. They keep many birds, including black ostriches, and are known to control a great deal of wealth, trade, and luxury goods--and the airforce. They are feared for their deserved reputation for cruelty. The Peraq love music, fine clothing, fine goods. They tend to see education as a low priority except when it comes to trade or war, and they prefer a certain amount of decadence. They have 16 major holidays, each one the birthday of an historical Peraq patriarch.

The economy of the geliqurofi nation is based on ancient slavery (non-chattel enslavement), but there is also basic feudal and mercantile relationships as well. The mixture of economies is due to the different families' influences. Because they are a patriarchal society, gender is limited to the two most common in any official capacity, though among the Peraq and the Sheshakh, some variance is allowed privately. Most families are extended, multiple generations in one home, and the ruling families are massive extended clans.

All geliqurofi come together once a year for the Great Games, a series of combat games where they fight only with their horns. This festival is the biggest day of the year.

National Cultures

The other nations of the geliqurofi are very similar to the original in terms of culture and customs, with some slight variations brought on by the dominant culture where they live.

  • Boseogyeon: trade is the heart of the Boseogyeon nation, but they are much assimilated into Uruoese culture and honor the Silhyeon system, working within it to facilitate trade fairly, but remaining “neutral” - they do not endorse or oppose the opposition the Uruoese are engaged in against their enemies. They do not participate in the country’s military or education system, but keep to themselves.

  • Chuluunever: a nation of builders in the deserts of Ladrya who were major architects of the country’s few cities. They also built the irrigation systems there. They were once enslaved by other nations there, but they now live as a major part of the ruling class nations.

  • Küçükboynuz: a nation known for their small horns and with a reputation for being criminals. They have long dwelled on the fringes of society in Omaev and throughout several continents. Though not nomadic culturally, they are often forced to move from town to town.

  • Muraṭṭukompu: a nation in subcontinental Dabusen known for being miners, lumberjacks, and farmers. They prefer to keep to their own culture, but they are often exploited by others and forced to assimilate somewhat.

  • Pātalōsīṅa: nation in Majon known for their schools and slender horns. Their schools are favored by the “middle class” for those they want to become craftsmen or artisans, but they teach a wide variety of skills. They are respected and teach anyone, but they keep their own cultural traditions as best they can.

  • P’voragryegh: nation in Artere known for their intricate cultural rules. Among their rules are guides on how to interweave their culture with the local culture.

  • Qurunhamra': the warrior nation that dwells in Mahad, working mercenarily in the various wars there.

  • Rogyashch: powerful nation in the far southern reaches of Dabusen, near the poles, who live as nomadic warriors. They are known for being territorial and for favoring discipline and strength as part of their culture.

  • Shíhàojiǎo: a nation of builders near the wall in Unbul. They are proud of their part in building the walled cities there, and they are an honored part of the history and culture of Unbul, one of the many respected nations there.

  • Tandukberat: a nation in northeastern Dabusen known for their heavy horns and practices of lifting fallen trees for sport. They love contests of strength.

  • Zangzadan: a nation of hunters in western Dabusen who have been much exoticized by the locals for their different customs, but they try to ignore this and keep trading and surviving.

Esoterica

As beings of shebv heya, geliqurofi are the originators of the arts of the lasars, the mages who neutralize and adjust the flow of esoteric energies in order to maintain the status quo and protect themselves or others. They cannot wield the four aligned energies - aetherial, celestial, infernal, or poioumenonic - and they refuse to use objects imbued with it (as a cultural rule), but they can wield all nommic, paradoxical, shebvic, and ambrosial energies, with the shebvic energies being most commonly wielded, as well as mijjit, vonzot, and ambrosi. They can but rarely wield flux, paradox, or the Law. No one uses recursion.

Religion

Each of the six families has their own variation of the geliqurofi religion. While ancestor worship is common among the lower classes, the ruling classes insist on a more formalized faith. Every geliqurofi honors the Kahadah Sarekh (Red God), the impassive father-god who protects them from outside influences. He is considered their common ancestor and the maker of the six families. The shamans among the common folk worship him and the ancestors only, but the priesthood have renounced ancestor worship.

Gender

While geliqurofi recognize differences between one another in terms of gender, their language is gender neutral and most don’t really care about it socially. It’s simply part of how an individual lives. Marriages among the upper classes and six families are usually arranged and political; marriages among the lower classes are usually very formal and focused.

Economy

Their economy is a mix of feudal and early capitalism, with some slavery.

Military

The six families have massive standing armies that only unite when the king of all kings demands it in times of crisis.

Language

The main language of the geliqurofi is based on Persian.

Trade

They do extensive trade with other countries.

Occupations

Outside View

Geliqurofi are generally seen as a “stupid” nation, though they are anything but. This racist view of them is perpetuated by their isolationist tendencies and refusal to accept the aligned energies.

Notables

Shakhawel, Mother of the Horned Ones, Geliqurofi Manifest

Estimated Populations

  • Boseogyeon: 1 million

  • Chuluunever: 1 million

  • Küçükboynuz: 100,000

  • Muraṭṭukompu: 1 million

  • Pātalōsīṅa: 100,000

  • P’voragryegh: 20,000

  • Qewmshakh: 70 million

  • Qurunhamra': 1 million

  • Rogyashch: 100,000

  • Shíhàojiǎo: 1 million

  • Tandukberat: 1 million

  • Zangzadan: 100,000

Sample Stats

PRO 10
ATH 8
STR 12
AWA 8
WIL 9
PRS 8
STH 7


Giants

Giants represent strength and nourishment, the epitome of the ordinal power of the body.

Giant Template

Big (10'-13'):
Ama-ron (story)
Chahnameed (mischief)
Famangomadan (exploitation)
Goliath (might)
Ispolin (balance)
Maero (filth)
Neringa (agony)
Tsul'kalu (wisdom)
Velikan (pestilence)

Large (13'-16'):
Caligorante (misfortune)
Giant (harvest)
Hewiixi (wine)
Hrimthur (ice)
Humbaba (sun)
Kua Fu (value)
Patagon (moons)
Puntan (infinity)

Huge (16'-20'):
Cormoran (wind)
Dasamahayodha (boundaries)
Gawr (labor)
Goegmagot (oppression)
Jentil (metal)
Starkad (home)
Si-Te-Cah (water)
Titan (storm)
Urias (truth)

Massive (20'+):
A-senee-ki-wakw (earth)
Daidarabotchi (love)
Emim (history)
Fomorian (despair)
Inugpasugssuk (knowledge)
Jenu (body)
Jotunn (neutrality)
Surtr (fire)
Toell (war)
Ysbaddaden (contradiction)

Goblins

Goblins are small, troublesome beings who once were related to fairies; they are the nightmarish counterparts thereof.

Goblin Template

Alux (harvest)
Bauchan (war)
Bugbear (chaos)
Chaneque (death)
Douen (fauna)
Dunnie (crime)
Duende (hatred)
Ettin (famine)
Farfadet (home)
Goblin (nightmare)
Gudrobonga (exploitation)
Hobgoblin (mischief)
Iratxo (metal)
Kobold (earth)
Lutin (nature)
Menninkainen (luck)
Muki (value)
Nuno sa punso (misfortune)
Ponaturi (doom)
Pukwudgie (fire)
Shishiga (ice)

TheBaleful

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Ogres

The distinguishing feature of ogres is that they do, in fact, eat other sentient creatures. They generally like to eat raw meat of children, being that children are more tender. Subraces are all cannibals (meaning they eat other intelligent races), but vary in their preferred targets & physical form.

Ogre Template

Aigamuxa, (soul)
Buggane, (darkness)
Căpcăun, (pestilence)
Dzunukwa, (value)
Ghoul, (famine)
Groac'h, (stillbirth)
Ogre, (despair)
Pig-faced Woman, (envy)
Stallo, (nightmare)
Tepegoz, (war)
Tikbalang, (chaos)

Trolls

Note: When eye color of trolls is discussed in the description, it refers not to their irises (which have more or less normal variation), but what would be the "whites" of a human eye.

Hellig Clans:

Elv Troll in the rivers (liberation)
Innsjo Troll in the lakes (valor)
Ostlig Troll in the eastern plateaus (justice)

Knuse Clans:

Dyp Troll deep under water (stillbirth)
Fjell Troll in the mountains (destruction)
Gruve Troll in The Pit (blasphemy)
Hoyde Troll in the hills (agony)
Myr Troll in the bogs (filth)
Odemark Troll in the wastelands (famine)
Skog Troll in the forests (cacophony)

Krone Clans:

Nordlig Troll in the tundras (ice)
Sump Troll in the swamps (pestilence)

Sverd Clans:

Dal Troll in the valleys (hunt)
Hule Troll in the caves (might)
Sletter Troll in the steppes (war)
Vestlig Troll in the western frothing seas (death)

Verden Clans:

Fjord Troll among the fjord islands (island)
Molo Troll in the breakwater (water)
Orken Troll in the deserts (sun)
Sortroll in the southern coast lands (storm)
Vatmark Troll in the wetlands (fauna)
Vulkansk Troll near the volcanoes (fire)

Troll Template

Yetis

Nearly animalisitc races of climate-based creatures.

Yeti, (ice),
Sasquatch, (harvest), a forest yeti
Karakoncolos, (deceit), a lowland yeti
Basajaun, (wisdom), a forest yeti
Grassman, (fate), a plains yeti
Hibagon, (luck), a forest yeti
Wodewose, (nature), a forest yeti
Skookum, (mischief),
Urayuli, (family),


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Topic revision: r18 - 25 May 2023, SallyJaneBlack
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