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As The Dragons Slumber » Groups » Races & Cultures

The races and cultures of Khassus.

Description

[B]

Black Elves
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The infamous Black Elves - often called goblins by outsiders - are considered the farthest flung of the tribes of elves, and by far the most hated. Though they are neither barbaric nor stupid as stories would have most believe, they are certainly the biggest and strongest of all elf-kin. Scorned by most mortals, especially their cousins, the Black Elves are predatory pariahs existing in a single isolated empire cut off from the rest of the world by geographical and social boundaries. This sentencing is not unfairly handed down, nor entirely against their own will. They have proved in the past that they can not exist in harmony with any other than their own ilk, and there have been at most six Goblin Wars. Each followed a similar pattern: the Black Elves sought land and slave labor, and reached out into neighboring lands to take it. Though every expansion attempt was thwarted, no combination of armed forces could ever penetrate the natural borders of the goblin kingdom Eddevand. Their capitol, Kaplestine, rests at the bottom of a deep subterranean ravine, untouched by the light of the sun. No outsider has ever set foot there, not even slaves are brought down into the dark hold below. They have achieved bogeyman status among most other races, even those never touched by the Wars, and there even exists a well known rhyme meant to keep children from going where they should not: "Kaplestine the Most Serene lays buried underground. If you venture to their depths be sure to make no sounds. If you do then say your prayers, you're never going home. They'll take your bones and pluck your teeth and make with them a wreath: hang it on your family's door, lest you go wandering no more."

Bosphoreans
Originating in the inhospitable wastelands of Bosphorous, the Bosphoreans, divided into disparate hordes, have managed to eke out a fractured society built wholly on a foundation of constant war and slavery. Largely isolated and left by the rest of Khassus to their endless violence, the Bosphoreans hold that an individual's worth derives solely from their strength and skill as a warrior, and those who prove inadequate in that regard do not deserve dignity: they commit to the cultivation of martial prowess with almost single-minded obsession. Indeed, it is for that reason they forgo any mere physical testaments to the worship of the dragons, like shrines, or priests-- they believe that through the perfection of the weapon that is their own body, they pay homage to the great dragons of yore. Possessing incredibly little variance in appearance due to their asexual reproduction, the Bosphoreans are characterised by skin of a pigment that ranges from crimson and maroon to magenta, by a predilection for both impressive heights (a baseline of seven or so feet considered average) and immense musculature, and by their lack of body hair, supplanted by fibrous tendrils extending from the back of the skull, indicating the age of a Bosphorean.

Brood
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The origins of the Ûttorba, known among humans as the "Brood", are a mystery, though the two most popular theories are as follows: 1) They are the product of humans tapping into dark magics that twisted their bloodline; 2) They are the issue of a union between humans and an unknown, monstrous race. They have formed societies that compete very heavily with humanity, though they are not actually at war and will not attack humans without reason or provocation. The Brood are highly aggressive, however, and can find it very difficult to keep their rage at bay. In battle the Brood only seem to fight harder the more they are injured, and in some cases a killing blow can actually leave the body fighting savagely for a short time even beyond death. Physically they are distinguished by tall swept back horns, long prehensile tails, impressive height and red to brown skin colors. They are strong, fast, hardy and highly formidable. As for their gods, they know none of them by any name, only titles. As for the Dragons, the Brood build seven temples into every stronghold. One for each of the great, sleeping beasts. They are similar to humans in how they form societies and laws, but there are somewhat fewer of them and they tend to live much longer.

[D]

Dark Elves
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The Dark Elves, who call themselves the Dwolaoífe, are a race not well known nor well understood. For their isolationism, and their appearance, they have attracted much negative attention. As such, there is not much they are known for that is not conjecture or outright fabrication. Truthfully, they are are no more belligerently inclined than the majority of the elven kin. They are master architects, and possess hardy constitutions, as well as the ability to see in almost pure darkness. They are skilled warriors and assassins, relying less on magic than most of their cousins, but are even better craftsmen. Armors and weapons from their forges are of the highest quality. Theirs is a more rugged beauty than that of the Sea or High Elves. Their sharp features squarer, their skin pale as the dead, and their hair as black as the night. They dwell largely in underground cities: great complexes that have taken centuries to carve out. Perhaps because of this, or as a result, the Dark Elves are one of the most industrially brilliant races on Khassus. Theirs is a home few venture into, for those not welcome are easily lost in the darkness- hunted down by the lords of this under-land, or destroyed by one of the many threats lurking within the shadows.

[G]

Geir
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Deep in the place now known as Thæthes- a vast, magnificent desolation- spawned the very first mortal race. Great lizards, reaching eleven to twelve feet in height, emerged from the molten rock. Uncontested, they began to spread out across Khassus, employing tremendous engines of magic and mechanism to burn the world to ash and boiling stone. Before they could reach too far, the gods stepped down and halted their advance, forbidding them from ruining the young planet. Reluctantly, the geirkin withdrew. Among all races, they are perhaps the greatest. Aboveground they build towering, twisting edifices of blackened metal to mark their domain. But beneath the surface lay their true cities. In massive caverns and flushed magma tubes they make their labyrinthine metropolises, so unbearably hot is their natural habitat that any other race would be cooked in minutes. Physically they are without peer. Their armor, often covered in patches of cooled, black volcanic rock is tougher than steel. And they are strong- so terribly strong, and capable of staggering speed. Their minds are empty of emotion: cold, calculating and indiscernible by other species. Rumors suggest the geir live for millennia, though the validity is obviously questionable. They say when you look into the eyes of a geir you are staring into the soul of a race born from the unconscious emanations of the Dragons themselves, thus explains their considerable might. Whether they are like the Dragons or not, who can say? The geir, in a show of mortal hubris, see themselves as bearing divine right to Khassus because of their perceived similarities to the Dragons. When it comes to the gods, the answer is simple: they worship none. They believe the deities to be jealously denying them their world.

Gigam
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It can be hard to discern just what the gigam are. They appear wolfish and catlike, yet grow horns. Most grow to be six or seven feet, and are typically possessed of a hardy constitution and dense musculature. Combined with their large, knifelike teeth and it can become hard to picture them as notably dextrous craftsmen with a society based on trades rather than war. Nevertheless, that is the state of things. The gigam are highly intelligent and compose the founding and majority population of Kreddok, one of the wealthiest and most powerful nations on Khassus. Their culture is centered on working Castes based around specific trades, which are divided into competing Guilds. Every gigam is tested for their talent when young before being placed on their personal path, beginning as a novice, advancing to journeyman and coming out as a master of their art. Even with such a rigorously structured society, saying that the gigam have too strict a culture would be blatantly false. Their lives are devoted to perfecting their craft, the end result being that goods made and exported from Kreddok are of the very highest grade. Two of the most respected Castes in their society are the cooking and farming trades, with food being a very important part of their culture. As the bounty of the gods and Dragons, they see this nourishment as particularly sacred and worthy of reverence. They take great pride in producing the finest crop and preparing excellent meals, and practitioners of both are held in high esteem. A favorite of their race is chilis, which grow abundantly in their nation's warm, wet climate. There is hardly a single dish not accented by peppers, and farmers are constantly working to breed hotter fruit.

[H]

High Elves
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Possessing a lifespan of 900-1100 years, high elves are naturally very patient, and are often calm, controlled, and relaxed. In addition to being the longest-lived of all the elves, and one of the longest lived races in all of Khassus, high elves possess a natural "beauty" which does not diminish much with age. While high elves can typically discern the signs of old age among themselves, other races, even other types of elves, often find it nearly impossible to tell a high elf's age just from looking at them. Five hundred years ago, the nation of Rexia was an empire that covered almost all of the western half of Varnon, but almost all of it was lost in a century long war against the united nations to the east. Much of western Varnon is still home to the remnants of the empire, with ruins dotting the landscape and many palaces being re-purposed elven castles. High Elves believe themselves to not just be a creation of the gods, but actual descendants of them, and by extension, the dragons. This belief tends to give others the impression that they have a "holier-than-thou" attitude, which is more or less true. The core belief among high elves is that the high elves came first, and all other races either came afterward or from high elves themselves. With that in mind, most high elves worship the gods as one might revere a legendary ancestor. The more radical believers would see a world ruled by high elves, with all other races either exterminated or in servitude.

Humans
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Humans are one of the middling races of the current era, but also one of the most adaptable. Despite their age as a race they have spread far across Khassus, their diversity both cutting them apart and helping them to thrive. Though not the most physically robust, they are known for their creativity, problem solving, endurance, cunning, unpredictability and outright survivability. Many races have found themselves at the mercy of humans simply because they underestimated their capabilities. All of this has come together to make humans the dominant race of this current leg of the age, having recently taken the torch from the elves before them. Their most prominent kingdoms are among the strongest nations on Varnon, with several quickly surpassing the strength of older states and firmly rooting their statuses.

[i]

Iridans
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Whether or not the Iridans should be sanctioned as a race or remain listed as an addition to the numerous mindless beasts roaming the wilderness is up in the air. Not only have accounts of sentient Iridans have been documented, but some of them even appear vaguely human in nature. They are native to no land, they serve no god, and they do not travel in groups. No one is quite sure how they came into being, but if one thing is certain, it is that they cannot have possibly arisen from nature. Their appearances vary greatly, enough to make it difficult to discern them with other species at times, though for the most part, their flesh tends to be black and gray in color. Their skin is hard and they are rarely found to be smaller than six feet tall, often times sporting aberrant and mutated limbs as well as deformed bones than can stick out in spines and plates. Iridans live through around five to seven cycles, each one lasting anywhere from forty to one hundred years. For each cycle that passes, they undergo a metamorphosis that changes them greatly in both appearance and mind for better or for worse. They lose all memories of their previous cycle and nothing remains of their prior selves but an empty, dissolving shell, or so some scholars claim. Iridans are known for their monstrous strength and speed as well as their hostility so it has been difficult to maintain peaceful contact with sentient Iridans. The capitol of Rustam is the first to boast of an Iridan swearing allegiance to them not once, but twice.

[N]

Naran
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Born as the result of animal spirits possessing unborn children, the Naran have been outcasts of the world since they first came into being. While most were killed shortly after birth, some were merely cast out with their parents as cursed. It was these exiles who, after centuries of nomadic life as traders and mercenaries, finally managed to take a piece of Khassus for themselves and founded the city-states in the plains that came to be known as the Beastlands. Due to their origins as loosely organized bands, infighting was far from unexpected and profitable trade routes were attractive things to fight over. Due to the diversity or their origins, by animal, base race, and the distribution and severity of characteristics, thousands of variations exist for the Naran, though a millennium of eugenics and failure have resulted in a more standardized, practical assortment of sub-races, each with their own strengths, faults, and quirks. As for the gods, few are worshipped or even respected amongst them, as abominations born from spirits and mortals are wont to. The only exceptions are the god of the wild, known to the Naran as Vanyi, and the Dragons, the former of which has a temple in every city and the latter of whom have a seven day festival dedicated to them.

[P]

Palalati
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Physically, first and foremost, the palalati are distinctly alien to many other mortals. Growing usually seven feet tall, the palalati are slender beings with digitigrade legs, four arms, and five eyes arranged in a triangular formation, granting them a considerable field of view. Rather than skin, their bodies are covered in a mixture of scales and chitin plating typically some shade of blue in color, making it hard to discern whether they are insects or reptiles. Their vocal chords are completely inhuman, and thus they speak telepathically to anyone outside their own race. The palalati are one of the oldest and most mysterious races on Khassus, having risen up in an era far older than the one most of the current races hail from. Very little is known of their history or their culture, save that they possess nearly unrivaled magical knowledge, are pacifists, and are the only survivors of their time period. This combination has given rise to a score of theories and rumors. One of the most popular speculations is that the palalati, for whatever reason, wiped out the races they had lived beside, and after such a horrific act resigned themselves to relative isolation and lives devoted to peace in penance for their deeds. There is another rumor that certain circles have passed around, which states that the palalati, given the vastness of their comprehension of magic, can even speak to lodestones. Many also find it intriguing how they, like the even older geir, have chosen to remain largely out of the lives of younger species, content to simply watch them as they grow, thrive, and possibly- more than likely- even die.

[S]

Sea Elves
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The native of Naua Te are a sturdy people well adapted to the humidity of the jungle and the trials of the sea. The sea elves are warm of skin and dark haired, typically slightly shorter on average than humans. While persisting mainly on a diet of seafood, they command a considerable trade market selling spices, coffee, tobacco, fruit and fabrics to the mainland nations. Their architecture is easily noticed. White stone, domed roofs and ornate columns. Culturally, they're notably superstitious. Despite their lives hinging on the bounty of the sea, they still fear the deep waters for what lurks beneath. As such, highest amongst their gods is Tarsus, lord of the oceans, whom they pray to before each outing. Boat carving is an honored trade among their people, and such craftsmen pour time and energy into making the perfect vessels- adorned with fine carvings and richly tended to. All tradesmen share a constant: carving a Dragon's head from the bow of the vessel as a symbolic prayer for safety on the seas. They are an obstinate people, but nevertheless friendly for the most part unless something catches their eye as an omen or threat. Of the twenty four island in Naua Te, the five largest constitute the seats of power with the smaller islands being their satellites.

Sidheghul
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Initially an amalgam of clans that coalesced in the arid plains of Shothka Yol during the beginnings of a terrible drought so that they might pool their resources. Ironically, this would form the foundation of the Sidheghul through an observance of carnage. The clans descended upon one another the scarcer food and water became, reverting to cannibalism and animalistic warfare that came very close to obliterating them entirely. They were saved by the Ancestor. This being appeared to the clans and bade them survive another way: through harvesting the flocks of the weak and civilized and feeding off of what they owned and kept for themselves, though not out of abject cruelty. It spoke of a kind of aberration of mercy, uttering these words in explanation: "Ease their sorrow". Thus the Sidheghul were born: marauders and brigands skilled in a form of warfare that crippled foes not expecting such brutal assaults. They lived roaming the desolate wastes, beating back beasts and humans alike and taking what they needed. They were well known for eating any prisoners, human or otherwise. Their god shaped their culture, eliminating veneration of any deity save the Dragons- to whom they attributed their ferocity, and burn a portion of each meal- and itself. Pairings were selected by the Ancestor to breed the strongest issue, and children were raised by a caste of priests who would teach them violence, and to honor only the tribe and the Ancestor. The priests were the only ones safe from harm, as among the rest of the tribe anyone with influence was a target for murder. The “dread tribe” was finally destroyed by an alliance between human desert nations and a Brood stronghold.

[Y]

Yi Aba
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Yi Aba refers to both the ethnic heirs of the Abarrans and their descendants existing within their far-flung diaspora. In the loosest sense it means “homeless,” but more literally can be translated to “out of Abarra”. It is a flag of the undesirables trodden over by societies who want nothing to do with them. Over most of Varnon, Yi Aba are considered less than true citizens. Of course, no actual laws exist to make this official, but government leaders are in no rush to reverse this in any capacity. Yi Aba roam the lands in caravans, setting up temporary encampments along the way from time-to-time, and are primarily self-sufficient. They are highly superstitious, ritualistic, and have a cultural affinity for magic rather than physical arms or combat. They tend to make good merchants, and music is greatly valued among their people alongside the oral recitation of folktales. Typically bilingual, the majority speak both their language and the most common tongue of their areas they reside in fluently. As a result, most will slip in and out of their own speech without noticing. They once worshiped a small pantheon of nine gods before the dissolution of Abarra, but since then religious practices have become unique for each caravan. Regardless, each Yi Aba carries with them a trinket bearing the effigy of a Dragon.

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