Gulg [ideas] by peacebringer

originally posted by the_peacebringer

Akuuri Ajobo (forked-tongue clan who came from bile marsh)
History: The forked-tongue clan had a great affinity with poison. In the time of the great war with the Desert Makers, the uniting tribes sought the People from Bile marsh, a place of noxious fumes and deadly vipers, to aid against the invaders. The great chief, Chocluu, after descending in the serpent’s trance to gain wisdom, decided it was in the best interest of all to aid in the war against the infidels. Besides, the Oba would surely reward them for it. So this is how it came to pass, that on the day the invaders attacked, the new united allies had the Akuuri Ajobo’s deadliest poison dripping from their blades and arrows. This has caused some jealousy in the wyvern-children, who to this day, still hold a silent grudge.
Appearance: This People is a vicious one. They are small in stature but have an aura about them that makes all other Peoples nervous. Their skin is dark with a greenish tint, no doubt from their long exposure to the Bile marshes. They wear many tattoos and charms related to snakes and it is not rare to see snakes slithering on their skin.
Religion: The Oba is said to have a pet snake named Kiboori (whispering tongue), and from its glistening fangs’ poison, this People was created. As a form of respect, they split the tip of every newborn’s tongue. They are of the element of Fire for the burning in the victim’s poisoned veins. The deceased are fed to giant snakes in the Daga-fari’s sacred snake pit.
Rituals of note: This People’s rituals involve dancing with snakes, drinking poison to gain the serpent’s trance and pilgrimages to Bile marsh to breath in the sacred fumes. A few still die from these practises but most have gained a great immunity to poison over time.

Donotae Tanagozuhaj (drum-beater people of tangled-vine grove)
History: It is said that before the Desert Makers came, many drops of rain fell on the great Oba’s forest. A tribe lived in a grove of tanagozu for its nourishing sap. One day, Tokuma, a young hunter, foolishly set his tanned and stretch hides under a great tangle of rope-plant. The sap could leak on the skin and ruin it. Luckily, this is not what happened; it started to rain many drops of water. Many small drops followed the vines to the tangle and formed a great one. It fell on the hide. The sound of the drop resounded through the forest. More sounds were made as the drops kept falling. Tokuma realized that the sound was a message from the Oba teaching him music and so, he became the first drummer of the great forest enspelling many to the great mystic sounds we here constantly in Gulg today.
Appearance: If the tales are to be believed, the first drummer made the first dancers. It is true that this People, although not all drummers, have a natural bodily rhythm and dance very well. A few outsiders have said that the dancers look like the ones seen in Nibenay. Those few outsiders met grisly death by bards of that People for uttering such blasphemy. Many wear tattoos of tangling vines on their dark skin in remembrance of Tokuma.
Religion: Air helps sound travel far and so, these are an Air People. They hold drumming and dancing sessions nightly in a mark of worship and devotion to their Queen. Other Peoples are also welcomed to attend if they choose.
Rituals of note: Apart from their nightly drums, they consider the making of drums has a religious art. All individual has built at least drum in his life after their Forest Walk, even if he or she doesn’t have a natural affinity to the playing of it. Many gardens are also religiously taken care of near their Daga-fari of the tagazonu by the whole community who shares its sweet sap as a sacred drink that binds all of them together.

originally posted by the_peacebringer

This is the Juka blade; in other word, it’s a Kukri with fluff.

Exotic Weapons
One-Handed Melee Weapons
Juka 1d3 1d4 18-20/X2 - 2 lb. Slashing

Juka: The Juka or head-blade is the sacred dagger used by experienced Judaga and nobles to take their trophy. The slightly incurved bone blade has a grove carved in the center where molten metal was poured and shaped in a super sharp curve. A row of sharpened “teeth” of either obsidian or claws on the opposite side of the blade near the shaft can help saw off the head when the hunter comes across a particular tough spine. Any non-Gulg that is seen with this sacred blade is apt to lose it and his life.

originally posted by the_peacebringer

A behir has been sighted in the Crescent Forest in recent days. I figured benirs were more present in the Green Age, hence this pre-Lalali-Puy People. I also plan on incorporating a small cult that knows and contacted the ancient behir in my game. The behir is an augmented 19 hit dice phrenic beast that managed hibernation of some kind (and I guess they have a pretty long lifespan). I haven’t worked out how they dissappeared, though. Maybe the cult gained too much strength after the Lalali-Puy came into power and decided to wipe them out somehow.

Behiromo Lakala (protector-people of the many-legged Serpent who comes from the Deep Woods)
History: A legend says that long ago, great blue fire came from the sky and hit a rock in the Oba’s great domain, that turned into an egg. The great many-legged serpent hatched from that egg. He then sired many more of his kind and placed them in the service of protecting the forest for the goddess. Many men were prey to the behir’s great appetite but such was the way of life. It is also said that a truce was established between Gulg’s men and the sacred beast to oppose the Desert Makers. Many behirs died in that war but they had fought with the human warriors valiantly. A sacred pact was made by one person from each tribe to give themselves in service to the great behiromo for the help they gave them. The Behiromo Lakala were made a People in their own right. Not long after, though, something happened that wiped the great beasts out. What that was remains a mistery, but the People has vowed to bring the great behiromo to life one day…
Appearance: Since they had their blood mixed from the beginning, traits from most other Peoples can be found on their body. They are well-shaped, tall and have slightly lighter skin tone than most Gulgs. They have a good physical strength as well as good mental abilities. The tattoo of the many-legged serpent is painted after the Forest Walk on their backs. A few nobles and the ambo-fari wear helmets and armor made from the ancestral creature. Special parties still scour the forest for ancient behir “burial sites” for the sacred creature’s bones.
Religion: Lightning is believed to be a purer form of Fire by this People, making them part of that element. They revere the Oba as their roots run deep in Gulg’s worshipping history. They pray to the Oba to bring back the sacred defender of the forest. In the past decade or so, whispers of sightings of the behir in the forest have been heard but the elders say it is nothing but wishful thinking.
Rituals of note: To bring back the great many-legged serpent, this People uses a very expensive method. They use iron lightning rods placed upon egg-shaped rocks whenever a storm comes (which is excessively rare). The hatchery grounds surround the thunderstruck but still living daga-fari. Their five rusted iron rods were graciously lent by their goddess. Dances to bring lightning and sacrifices are held every month in order to bring back the behirs.

originally posted by the_peacebringer

Ok, so what do you think about this story (just thrown in ideas, so don’t tell me the text isn’t good).

Portynx was once the son of a rich noble in Nibenay four hundred years ago. He was lazy and liked to indulge himself in all sorts of mind-influencing drugs. But this made him search for a bigger buzz and he found that one in defiling. He became a little more ambitious (although is reasons were questionable), and researched magic in order to augment his power and survive more powerful defilement. His research brought him to Gulg where he had in the past, spent much of his time in the Drum circle (forever searching for pleasure), and found rumors of an ancient grove where trees of life were said to grow unnoticed in the forest. With time and energy, he managed to find that grove.

Unbeknownst (sp?) to him was the fact that this grove was defiled by the great magic of Lalali-Puy. Once, she had tried to raise her great “prophet” Akoso into a morg to reward him for his services. Unfortunately for the “prophet”, the incantation failed. All the ritual managed to do was defile the whole grove and unleash energies from the gray onto it.

Once there, Portynx realized something was amiss, and even wondered if he hadn’t been mistaken about the location of the grove. When he finaly decided to leave the undead grove (a few seconds later), he was attacked by defiled strangling vines that were creeping down on him. Has he was fighting to get free, he started gathering energy to cast a spell. As always, the euphoria started to rise from the ground to his head but that wasn’t the only thing… a terrible backlash seeming to come from everywhere assaulted him and killed him on the spot.

There lays Portynx’s bones since then.

He has now become a Backlash spirit, a unique and specific template. The trauma of his death, the euphoria and all those years of experimenting on drugs have awakened in him psionic powers that enables him to project visions (mindlink, false sensory input).

Still looking for ways to induce “mind and body” pleasures, he kept on defiling and eventually found a true grove of trees of life (from which he was expelled by Lalali-Puy’s templars) and finally had Aukash-Pad steal one for him. He has since acquired the Atithesis addict template. That is, an undead who is addicted to the life energies of a tree of life. This makes him vulnerable to draining attacks or defiling and gives him access to the tree’s powers.

I shall post the template soon but would wish to have feedback on the story first. Thanks.

PB

originally posted by Pennarin

I’m asking if the template could be truly a unique one or could it be made to fit any other backlash victims?

The latter.

The psionics you can keep as a side-effect of taking too many psychoactive drugs while he was alive, which brought about a surfacing of a few psionic powers (no need to mention if this occured while he was alive or was “activated” at his death). This would be a unique ability.
The bonus spells would be a side-effect of merging with ToL for hours at a time for so many years. This would be a unique ability.

Ok, I’ll buy that but are undead weaknesses necessarily gained upon death or can they be acquired over time? I’d say Portynx would have acquired his weakness a few years (10-50-100) after his death in that he wouldn’t have been stuck to the trees of life right away (since there weren’t any in the grove).

Normally no, not as per the rules. But this would be only “like” an undead weakness, its a unique ability.

Note: What I mean by unique abilities is as follow. Look at the Prince of Nibenay and Tower-shaped abilities, unique to Dhojakt.

Dhojakt, Prince of Nibenay: Male tauric human-cilops fighter 5/wizard 6/royal defiler 5; CR 25; Large monstrous humanoid (augmented humanoid); HD 16d8+64; hp 144; Init +8; Spd 40 ft./climb 20 ft.; AC 27, touch 14, flat-footed 23; Atk +20 melee (1d8+10 plus poison/19-20, bite); Full Atk +20/+15 melee (1d4+10/19-20, unarmed strike); Space/Reach 10 ft./5 ft.; SA fear, poison, psi-like abilities, spells; SQ damage reduction 5/magic, king’s library, scent, secular authority, immunity to spell effects, spells; SV Fort +16, Ref +11, Will +14; AL LE; Str 30, Dex 19, Con 17, Int 16, Wis 12, Cha 17.
Skills and Feats: Bluff 7 (+10), Climb 5 (+23), Concentration 17 (+22), Diplomacy 17 (+24; add +11 in contests of Secular Authority), Gather Information 3 (+6), Intimidate 17 (+22; add +4 for every size category you are larger than your target), Knowledge (arcana) 7 (+10), Literacy (Common, Nibenese), Sense Motive 9 (+12), Spellcraft 7 (+12), Spot 7 (+16), Survival 7 (+8; +20 when tracking by scent); Brew Potion, Combat Reflexes, Efficient Raze, Eschew Materials, Improved Grapple, Improved Initiative, Improved Scent, Improved Unarmed Strike(B), Negotiator, Scribe Scroll(B), Still Spell, Stunning Fist, Track(B), Uncanny Scent, Virulent Poison.
Poison (Ex): Bite, Fortitude DC 13, initial and secondary damage 1d4 Dex.
Prince of Nibenay: His privileged position as the son of the Shadow King gives him a +8 circumstance bonus to Diplomacy checks in contests of Secular Authority.
Tower-shaped (Su): Magicaly prepared in advance by his father, Dhojakt was heavily transformed by the influence of the Pristine Tower. His half-human, half-cilops state is extraordinarily strong, giving him a +10 inherent bonus to Strength and the use of the Improved Unarmed Strike feat. His hard skin and exoskeleton confer damage reduction 5/magic and an immunity to spell-like effects from items, spells, and spell-like abilities of 3rd level or lower. But the protection does not extend beneath the skin, making him still susceptible to gaseous spell effects.
Skills: As part Cilops, Dhojakt has a +8 racial bonus on Climb and Spot checks (already figured into the statistics given above) and can always choose to take 10 on Climb checks, even if rushed or threatened. When tracking by scent, Dhojakt receives a +12 racial bonus on Survival checks.
Psi-like Abilities: At will―attraction (+6 interaction bonus, DC 13*), cloud mind (DC 12), danger sense, detect psionics, eradicate invisibility, read thoughts (DC 12), sensitivity to psychic impressions. Manifester level 6th. The save DCs are Charisma-based.
*Includes augmentation for Dhojakt’s manifester level.
Wizard Spells Prepared (caster level 11th) : 0―arcane mark, detect magic, read magic, slave scent; 1st―comprehend languages, identify x2, true strike, unseen servant; 2nd―knock, shatter (DC 15), see invisibility, wakefulness, whispering wind; 3rd―boneclaw’s cut, dedication, dispel magic, haste, hold person; 4th―bestow curse (DC 17), claws of the tembo (DC 17), sand spray (DC 17); 5th―passwall, transmute rock to mud; 6th―tenser’s transformation.

  • the spells he used in the novel!
    Equipment: arcanamach’s miter (black skullcap), bracers of armor +6, potion-orb of eagle’s splendor, spellbook (scrolls).

So, Portynx would have 3 unique abilities, each listed as indicated above (to be written just after the feats section). Those abilities would be:

  • a few psionic powers, or psi-like abilities
  • use of the bonus spells
  • forced to occupy the same square as a ToL for a number of hours per day or dissolve back into the Gray

It looks like a lot, but only one of those abilities - the psionic one - is trully unique to him. The other two are both a result of living for too long within ToL. (Other incorporeal undead might do so as well.)

Oh, and you wondered what occupying the same space as a ToL might do to Portynx that he might desire to do so again and again? Just say in the unique ability related to occupying the same space as a ToL that doing so, for an incorporeal undead, enduces ecstasy.

I would say that the template could be applied to other creatures, but I would stress that the conditions necessary to bring about this undead state rarely occure and the Portynx is the only ‘known’ case.

I would propose the exact opposite, that many such victims of backlash damage - turned undead - exist in the world. If the template is good enough, I suggest PeaceBringer to send it to Kamelion, since such a template is as great for DMs as the Defiled template is.

originally posted by the_peacebringer

Here are two other Peoples of Gulg, one of which is my first slave People (two others are coming soon a Gulg thread near you :smiley: )

Obaae Dogosdaga (bramble-warden-people blessed by the Oba’s tear)
History: This lineage goes back to Ektej, the mysterious druid that followed the path of Akoso, the desert prophet. Many of his descendants are druids working for the Oba’s glory. They tend the mopti wall and the agafaris of the city, including their goddess’ Sunshine Home. It is said that they are able to communicate with the city’s nature spirit and make them do their will. Gulgs trained as druids are brought into this People’s customs and lose all affiliation with their old People. Besides the templars, these are the most feared and respected individuals by the populace for their role as protectors and the mysteries behind their powers.
Appearance: Of mixed heritage, this People has the traits of Gulg’s populace. They tend to be dark of skin and very tall. The druids are easily recognized by the bramble shaped scars all over their bodies. The rest usually wear a small bramble tattoo or scar on one of their shoulders.
Religion: The Earth element is the most revered of the four for this People as the ground is the nourishment the wall and the trees need to stay healthy. The Oba is seen by these misled druids as a physical manifestation of the Elements. She his respected, feared and obeyed but is seen as a lesser goddess at the most. They understand better then most the infinite greatness of the Elements.
Rituals of note: Ritual scarification has become an art for the Obaae. Ranks are recognized between druids with the amount of intricately carved brambles in their skin. They also have rituals of purification for infidels that would harm or try to breach the Mopti wall; three of which are the bramble whip, the bed of bramble or the worst of all, the cage of bramble which consists in imprisoning the victim in the middle of the wall where she dies painfully after a day or two.

Doguunay (people who water the Tree which drink blood)
History: Upon first seeing her gladiators fight, it is said that the Oba marvelled at their prowess and skill. She decided to give them the right to have their own People if they were to continue tending to the arena and to fight with as much fervour as they had shown until now. Many of the Doguunay people are the slaves who have taken care of the arena or have been trained to fight within. Their intimate knowledge of the grounds make them terrific gladiators when it comes to hide-and-seek games. This is not to say that every slave born of that lineage ends up in the arena in the first place, only that a great number of them have been made into gladiators or arena tenders in the past.
Appearance: This People, like all slave pens, are a mixed lot and races and traits from all over the Tablelands can be found among them. Most are heavily muscled and healthy for it is known that the Oba is truly proud of her arena and wants to make sure her gladiators and tenders perform well.
Religion: The arena is considered an extension of the Oba herself. Every slaves’ duty is to work to make her the happiest possible. They are forever grateful of the gift their goddess has given and as such, die for her without regret for they shall return to her bosom upon meeting another’s blade. They are an Earth People for it is this element that grows strong from the blood they give it. The ambo-fari is always a templar.
Rituals of note: To enter this People, a slave must first be willing to indoctrinate itself completely to the Oba and then he must pass a test. This test is chosen by the elder gladiators and tenders and depends on many different factors. For example, if they do not wish for the slave to be part of the People, they will make him fight a strong gladiator. The gladiator is allowed to kill, while the slave must subdue his adversary. If the slave is to be a tender, he could be asked to climb a hundred foot wall covered in brambles. All winners are considered part of this People and are treated as such; losers find only death.

originally posted by the_peacebringer

Well, I’m gonna show this to my co-nerds and see how they dig this. I really need to work on my english!!! But don’t worry I understand most of it. Sounds a bit cultural, which is cool by the way. I’m gonna read it more and make sure I understand all of it. But from what I understand these are gulg cultured druids and gladiators?

p.s. have you thought of a gulg cultured ranger?

Well, uh… I’m not sure what you mean. These are part of the 39 different Peoples of Gulg. They’re sort of like blood related tribes and they’re scattered all over this post. When I’m done all of them, I’ll probably place 'em in a thread just for them. I’m up to around 20 right now and want 2 exiled People which would bring the total to 41. All the concepts and names are pretty much figured out. I will have to work on the texts after I’m done though.

By fluffing out the Peoples of Gulg, I wanted to bring many cultural differences with each their own special traits brought into Gulg’s traditions and culture. For example, one “tribe” brings the Daga-fari traditions for they were used to living in the Agafaris in the past, while another brings the use of poison in military tactics, etc.

As for rangers, they’re pretty much all over Gulg and not specifically of one People. It is not to say that all gladiators and druids are of one People either. For the druids, the Oba wants to keep a close eye on them so as to not lose control. The slave Peoples became such as honorary gifts to give them a sense of loyalty to the queen and so be more easily controled. Not all gladiators are part of that People but those who aren’t are usually shunned upon and left to fend for themselves in the slave dagadas. There are 3 slave Peoples in Gulg, including this other one have somewhat finished:

Loobaja Fiijayna ( people who make Great Mekillot proud)
History:
Not so long ago, Great Mekillot was walking by Gulg’s worker slaves. He saw them pulling, heaving, pushing and carrying heavy material upon their backs. He realized that all those great slaves could work much faster than he and that although they were not as strong as he was, they never stopped unless they were dead. This made him feel proud and he went to the Oba to tell her so. The goddess immediately went to her balcony to see those the Mekillot spoke of and realized she had an incredible work force. From then on, she gifted them with a People of their own if they were to continue their hard work and stayed loyal to her. The new People agreed and worship her to this day.
Appearance: Lumberjacks, well diggers and other heavy work are all slave jobs done by this People. Usually, they could be strong enough to be gladiators but most lack the skill or agility. Many muls, half-giants and dwarves are found in this slave People but humans are still the majority. The traits are as varied as Atha’s population.
Religion: Muscled bodies made of iron and working with what is from the Earth makes them a People of that element. They see the mekillot as a sacred animal and they are very grateful to be slaves for the Oba and not some other unworthy noble or king: they are slaves of a goddess.
Rituals of note: To become one of this People, one must be chosen by the Great Mekillot or show amazing strength. Replaceable slaves who desire entry into this People are all placed in a mekillot pen for a day. Those who survive without harming the animals (which ends with the infidels gruesome death) are accepted as kin. Strong and able slaves must show great endurance and strength by working under more difficult conditions for a day. Work like three slaves or without food and/or water are good examples.

Here are two more of Gulg’s People (not part of the slaves):

Tonuvoro (people who come from Great Mountain who spits Fire)
History: In the time of their ancestors, the Tonuvoro were a dissident tribe of the Kokiji. They didn’t revere the element of Earth as the other clan did and so went separate ways. They dug deeper into the mountains to find the element of Fire melded to Earth and bade it come to the surface to be worshipped by worthy beings such as they. Both fused lords accepted and made the mountain erupt. When the Great Earthshake came, the lords receded and never resurfaced. The Tonuvoro at first thought it was the Kokiji’s doing but once they traveled to their old people’s mountain, they found that it and its inhabitants disappeared. The great fire chief consulted with the earth chief and they decided they could find what happened to their traitor kin in Gulg; the culprits responsible for their elements’ destruction had to be found. They brought army to Gulg and asked that the remaining Kokiji People be given to them. A small battle erupted over the non-compliance but the Oba offered a great allegiance to gain vengeance over the real over the real responsible: the Desert Makers. The chiefs finally accepted and changed their hatred towards Nibenay.
Appearance: This People look quite a bit like their kinsmen of the Kokiji although they tend to be paler, looking like ash was covering their body. They shave their heads as Fire would want it and burn their skin with volcano motifs.
Religion: All in Gulg must obey the goddess, but it seems the Tonuvoro don’t truly hold her in awe and fear for many individuals have found horrific deaths for going against her wishes. Still, they have survived all these years as a People from exile so it seems the Queen sees a purpose for them. Gulg’s populace sees them as a Fire People and that suits them find. Rumours abound though, that a cult of the Magma lords is growing under Gulg.
Rituals of note: A pool of metamorphic rock surrounds their petrified Daga-fari. The ambo-fari, a powerful fire priest has the power to heat it to the point of fusion and turn the rock into a pool of magma. This is where they bury their dead. A templar with a squad is usually present to make sure all goes well. Special purifying rites are also performed there by burning small parts of the body with lava. Also, pilgrimages are often made to the mountains.

In truth, the People is truly a Magma People and want to bring about the Magma lords upon Athas. The pilgrimages are really supplies being brought to special chambers under the mountains where a few work to open gates of the plane of Magma. Of course the priests are few and the work is slow. The Ambo-fari seems powerful but actually uses a magical item left by predecessors to work his magic.

(The Kokiji were posted a while back)

Warning: I’m totally for equality of the sexes and this next People is an exageration of what an unbalanced patriarchal power structure would bring in a world such as Athas. This is not a reflection of my opinion, just a dipiction of what an Amazon-like People would look like in DS. :smiley:

Kyrianazonu Girgonoj (red-feather-people who of old came from Great Sister Kyriana)
History: In ages past, the different Peoples power structures were patriarchal. Kyriana was a strong headed woman who was said the be eight feet tall and powerfully muscled. She decided that women should be in power and that they shouldn’t be treated as slaves. She gathered women and told them that since they gave life, they could take it back from the men if they so wanted. She then brought her women armies to bring her wrath down on the men. The normally docile women surprised the men with their attack. Kyriana is said to have killed thousands of men on that day. No men wanted to give power over so Kyriana killed them all. The Oba appeared as the last man breathed his last breath. She thanked Kyriana for showing the men how to obey and gave them back their lives. Many believe that it was Kyriana that permitted the Oba to finally be worshipped by men. From then on, men respected women and balance has been somewhat established and maintained to this day.
Appearance: It is said that a red bird feather was given to the each women to synchronize the attack and so every women of this People wear one or more red feathers as remembrance. All women are powerfully muscled and tend to be at least six and a half feet tall. The men on the other hand are the most docile of all the People. They are physically weaker and smaller than most Gulg males.
Religion: Reverence is completely given to the Oba and she is seen as the perfect embodiment femininity. Air is the element of this People although Fire seems to have an especially strong influence.
Rituals of note: Men are actually not very well treated in this People. Many have died by the hand of their Ambo-fari for petty transgressions. The Sisters wish to bring their matriarchal structure to all Gulg and wonder how all Kyriana worked for so long ago seems to have disappeared. Men are usually not allowed at rituals although many wrestling matches are held against them. A winner usually gets to marry the woman he’s brought down. Sisterhood and motherhood are celebrated with dance and veneration of the Oba.

Shala, the Hunt mistress of the Oba and many of the higher echelon female templars come from this People.

originally posted by the_peacebringer

Here’s yet another of Gulg’s People:

Tokofohaj Debojozonu (Wind-rider tribe of big lake who of old came from Debojo)
History: In King’s ages past, it is said that our People rode Wind on skimmers. Our skimmers moved on Water as today’s go on Silt. We have even helped our K’lar and dwarven brethren cross from the Mekillot mountains to Gulg’s verdant belt which explains their respect toward us today. But one day, the Desert Makers unleashed a foul beast of Salt that destroyed Big Lake. The Salt Giant drank Water until none was left. Our People’s champion, Debojo, fought it, but when he killed it, the monster exploded and became the salt flats we know today as the Ivory plain. Debojo, knowing none could live on such a plain of death, came to Gulg and re-established our roots there, uniting to fight a common enemy with our Oba.
Appearance: Tokafohaj have a tanned skin paler than most other Gulgs, although mixed ancestry has darkened it over time. They wear their straight hair long to catch as much of the wind as possible. Many of them wear long kilts and billowy cloth to do the same as with their hair.
Religion: Wind skimmers were said to rely on the element of Air for their transportation; they haven’t lost their worship of it over time. They burn their dead on pyres shaped like skimmers with sails. They then send the ashes to the Wind.
Rituals of note: It is considered taboo to use salt in food, which makes the food impure. The Tokafohaj consider making sails a sacred art. This can be seen as one approaches their Daga-fari where a field of small elaborately decorated sails flap in the wind on low masts. Rituals of meditation by the sounds of the sails are said to induce a trance that brings one back to the Big Lake. Some young Wind skimmers have found the technology of the dwarves of Ledopolus interesting and have been testing wheeled wind skimmers on the salt flats; this return to their desecrated land doesn’t please the elders.

originally posted by the_peacebringer

Ok, I know I had to come up with Syssithia and Portynx’s stories and they are coming but this one came to my Botany class today and so I’ve wrote it down for you guys while it’s still fresh.

This is happening before just Gulg was formed (it will be right after the war in which the citadel of El’Corhial falls).

Suggestions and constructive critism is always appreciated and keep in mind that I’m no writer, so I’ll take whatever I can from knowing individuals.

Here goes:

“General?”
General Kornuu looked to the citadel towers glimmer in the orange sunset, hoping to gain some new insight concerning the current situation. The elven war leader had been pushed back from the Green Plains of Col’Ethnial to the last standing bastion of the region, El’Corhial, by Albeorn’s armies.
Divide and conquer, the aging elf thought, that old tricks seem to be working nicely for you, defiler.

Now, the decision to use a false forest goddess for the alliance of his race to the savage tribes of the untamed forest was up to him. But for the fragile truce between the primitive humans and the elves to become a union, he would have to sink to their level. Coranuu had probably seen them has he does with their barbaric rituals and ignorant religion. They lived in the past of their ancestors when the Now was important. They even had trouble not bickering amongst themselves, and he would now have to swallow his pride and make an army out of them to fight the exterminator’s armies?

“Sir?” the young master runner at his back said with more instance.
Sighing heavily, Kornuu looked down from the great spires and said: “Send your runners through the forest to find the tribes’ chiefs. Tell them our shamans have been urgently contacted by their Oba and we have seen the errors of our ways. Tell them we will now bow down to her and her ways but that it’s imperative that the tribes move to the citadel for a war is coming. Tell them Desert Makers are coming to destroy the forest.”

The general took a pause, looked back to the sunset and said: “Any news from Gulguinar?”
“The druid said the spirit would do what it must to protect the forest but I doubt it has real worries about us. We just happen to be in a place where the use of defiling magic can anger a very powerful being. Other than that…”

A few more instants passed between officer and subordinate, the peaceful sounds of the forest below no doubt about to change to sounds of chaos in a few weeks or so.
“Thank you, soldier. Send them out tonight and report back as soon as you have news.”

The master runner left with a nod, leaving his general to his thoughts.
Kornuu looked at the dying sun on the horizon, wanting to run to it, wanting to run away from these problems like so many of his race have started doing. Run and hide? No, they always said he had to much sense of responsibility and pride for his own good. He will stand here and wait for the defiler. If he wins, he’ll have saved his brethren for a few more Nows. If he loses, he’ll die a warrior and run with the stars and the elven father. It’s a win-win situation, he thinks bitterly.

originally posted by the_peacebringer

Here’re a few more fluffy weapons from Gulg. The Juka has already been posted before. I haven’t decided on the cost yet but these weapons are primitive and shouldn’t be too expensive. They aren’t really exported either and tend to be ritually made.

Exotic Weapons Dmg (S) Dmg (M) Critical Weight Type
One-Handed Melee Weapons
Juka 1d3 1d4 18-20/X2 2 lb. Slashing
Klaraka 1d6 1d8 X3 8 lb. Slashing

Two-Handed Melee Weapons
Bone dancer 1d6/1d6 1d8/1d8 X2 12 lb. Bludgeoning

Bone dancer: A primitive ancestor to the cahulak, the bone dancer consists of two massive mace-like animal thigh bones joined by a 5-foot rope. You may fight as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with a light off-hand weapon (see Two-weapon fighting, PHB Chapter 8). A creature using a double weapon in one hand, such as a half-giant using a set of bone dancers, can’t use it as a double weapon. Because the bone dancer can wrap around an enemy’s leg or other limb, you can make trip attacks with it. If you are tripped during your own trip attempt, you can drop the bone dancer to avoid being tripped. If you strike at an opponent 10 ft. away, you cannot use the bone dancer as a double weapon unless you possess natural reach.

Juka: The Juka or head-blade is the sacred dagger used by experienced Judaga and nobles to take their trophy. The slightly incurved bone blade has a grove carved in the center where molten metal was poured and shaped in a super sharp curve. A row of sharpened “teeth” of either obsidian or claws on the opposite side of the blade near the shaft can help saw off the head when the hunter comes across a particular tough spine.

Klaraka: The Klaraka or K’lar’s claw is a massive cleaver-like blade the length of a short sword. It is carved directly in the dark claw of the massive bear and its long handle is usually adorned with fur, hide and chips of teeth. It is considered a sacred weapon to the Bear-clan-brothers who ritualistically hunt the K’lar for honor and the cleansing of their spirits.

originally posted by the_peacebringer

This is what I came up with for the Gulg language feat (take note that the drummer of Gulg PrC is in the works):

The Gulg language includes the knowledge of the drum codes. To deliver a message, the sender needs to make a perform (percussion) check. The DC is 5 for simple messages like the closing of Gulg’s gates at dusk or DC 10 for more complex messages relayed to other satellite villages. Failure by 4 or less means the message can’t be relayed. Failure by 5 or more means that some false information has been implied or inferred. Any native Gulg listening knows how to interpret the information (if it is successfully delivered or false information) without a check. A non-native who knows the language must make a DC 15 Sense motive check to understand the message. A non-native without the knowledge of the tongue hears only drums beating.

Moreover, the bards have secret codes they can subtly integrate in the messages to deliver special information at a distance. This works the same as above accept that for simple messages, the DC is 15 and for complex messages, the DC is 20. Any native bard listening knows how to interpret the information (if it is successfully delivered or false information) without a check. A Gulg must make an opposed Sense motive check to understand the message or else, she will understand the first message. A non-native who knows the language may try to understand the first message as above but will never decipher the intended message of the Gulg bards.

originally posted by the_peacebringer

These are a few subjects I pondered on (take note that the warden PrC is yet another one of my projects in the works):

Hunting privileges
The only members of Gulg’s society who may hunt for flesh are the templars, the hunter nobles, the wardens and the Judaga. Only they are “spiritually ready” to face the animals’ angry spirits if the need arises. A citizen who wants to become part of nobility may find a sponsor to train with as a tracker and learn from his mentor. Sponsorship is not a necessity but may be a great advantage.

Hunting in the woods without being ennobled is punishable by slavery, exile or death, so visitors have to be very discreet if they decide to hunt. Wardens travel the woods and deliver swift sentences to would-be hunters. Gulgs are allowed to raise herds, though, so eating meat is not a problem. This is yet another popular reason to attack nibenese who stray in the woods.

Headhunting
Headhunting has been practiced for centuries by the Gulgs. It was initially believed that the head housed the soul and upon death, the soul would go back to the place of its origin and give its strength back to its people having no need for it anymore. Cutting off the head of a corpse was, in those times, considered the greatest blasphemy you could achieve since it would imprison the soul there and prohibit to return to its people. When the wars began with Nibenay, the Shadow King had the upper hand. The Oba knew belief and confidence would boost her army’s strength. She decreed that cutting the head of an infidel wasn’t a sin and that, not only would it decrease the borrowed strength of their enemies’ people, it would bring that strength to Gulg. The already fanatic Gulgs were easily swayed by their forest queen. The morale of her troops augmented and that of Nibenay’s was decreased by the new cruel practices performed upon their comrades. A never-ending balance of battle was ensued and is still going on millennia later. The headhunting continue today but more as a practice of honour and tradition than originally.

Water People
In the beginning, the elves of El’Corhial were given the name of Obante Kopokono by the primitive tribe for their role in the war against the Desert Makers. They were revered as saviours of the forest for it is they who united the tribes in the common goal. A few years later, a great disease befell them. This particular ailment seemed to liquefy the very flesh off their bones. All elves of first and second generations (half-elves) died from this horrible disease. A fair number of third generation elves (one quarter elves) survived the disease. Elven blood still courses through the veins of Gulg’s population albeit very diluded.

At the time, the tribes believed that the elves were simply called back to the forest after having saved it. Coupled with the rising planetary heat and the growing scarcity of water, the Obante Kopokono became the only People considered to be of the element of water. With time, the fact that the Kopokonos were elves was forgotten and what remains of the elven ruin of El’Corhial beneath Gulg has been forever sealed by the awakened Oba.

Desert Makers
This was the names given to the defilers by the elves of El’Corhial to coerce the primitive tribes to unite in the war against them. Blurred by the tribal ignorance, “desert making” wasn’t quite understood as defiling but instead as a simple danger to their beloved forest. The way they were making the desert never crossed the tribe leaders’ minds. With the elves gone and the lack of written histories, the Desert Makers became an old enemy that they had completely vanquished years ago.

When the desert prophet Akoso came, he was met with suspicion and disbelief since their powerful enemy had perished years ago. Akoso almost died on the pyre before he managed to convince the elders and the original queen to send scouts out in the Tableland to find out for themselves about the encroaching desert.

originally posted by the_peacebringer

These are yet more of Gulg’s wonderful People coming straight out of my mind. Two of these have been exiled and do not count towards the 39 Peoples of “today’s” Gulg. Although it doesn’t say in the story, the exiles were herded after their exile and brought on the salt flat for the Dragon’s levy.

Bojuli (grazer-children who do not hunt)
History: This strange People had the shame of being called erdlu-People by most other Gulgs. One of the first tribe to ally themselves for the forest’s serenity, they tried to get the Desert Makers to leave them in peace when no one believed they would. The way of peace was their philosophy. For them, it was taboo to even eat meat so hunting it was the worst offence. Still, to keep their peace with their neighbour, they kept silent. They were seen as little more then a freak show in Gulg, never wanting to fight over matters, opting for talk and diplomacy. Always talk, never fight. Unfortunately for this People, when the Oba awakened in the world of mortals, she ordered a great feast be prepared in her honour. It is said that she herself hunted a huge beast that when consumed was to symbolize the divine union between her People and her material self. This was her gift to them, but most Bojuli declined the offer of meat. This greatly saddened the queen and left her no choice but to exile them from Gulg.
Appearance: It is said that this People only dressed in vegetable matter, like leaves and bark.
Religion: They revered the Earth that brought them their vegetarian food.
Rituals of note: Using any type of animal products was considered taboo for this People. Also, they preached the way of non-violence to all that would listen.

Tomahazonu (nowhere-children of the rootless trees)
History: As Akoso had prophesied, the desert started to eat away at the neighbouring lands. Many people sought refuge in the remaining forest protected by the goddess. Great were the numbers of individuals that died from the harsh ways of the Oba but those who survived were finally given the gift of acceptance as a People by our great queen.
Appearance: Being of a mixed heritage and of different races, no one individual nothing about this People particularly stands out.
Religion: They have been deemed an Air element People by the clerics since they were brought from everywhere by the winds. Their funerals consists in the dead being burned on pyres and having its ashes released to the winds.
Rituals of note: The great search is performed as a pilgrimage to find ones roots. This is symbolic and made to realize that the individual belongs to Gulg. This pilgrimage is not a obligation and some do it in the last years of their life, never to return. Great assemblies are made at festival as a social event to remind its people to accept all races within the People as one’s brother or sister. This could be one of Gulg’s most tolerant and accepting People. The Daga-fari suspended in the air by four agafaris to symbolize the lack of roots.

Tokofohaj Debojozonu (wind-rider tribe of big lake who of old came from Debojo)
History: In King’s ages past, it is said that our People rode Wind on skimmers. Our skimmers moved on Water as today’s go on Silt. We have even helped our K’lar and dwarven brethren cross from the Mekillot mountains to Gulg’s verdant belt which explains their respect toward us today. But one day, the Desert Makers unleashed a foul beast of Salt that destroyed Big Lake. The Salt Giant drank Water until none was left. Our People’s champion, Debojo, fought it, but when he killed it, the monster exploded and became the salt flats we know today as the Ivory plain. Debojo, knowing none could live on such a plain of death, came to Gulg and re-established our roots there, uniting to fight a common enemy with our Oba.
Appearance: Tokafohaj have a tanned skin paler than most other Gulgs, although mixed ancestry has darkened it over time. They wear their straight hair long to catch as much of the wind as possible. Many of them wear long kilts and billowy cloth to do the same as with their hair.
Religion: Wind skimmers were said to rely on the element of Air for their transportation; they haven’t lost their worship of it over time. They burn their dead on pyres shaped like skimmers with sails. They then send the ashes to the Wind.
Rituals of note: It is considered taboo to use salt in food, which makes the food impure. The Tokafohaj consider making sails a sacred art. This can be seen as one approaches their Daga-fari where a field of small elaborately decorated sails flap in the wind on low masts. Rituals of meditation by the sounds of the sails are said to induce a trance that brings one back to the Big Lake of old. Some young Wind skimmers have found the technology of the dwarves of Ledopolus interesting and have been testing wheeled wind skimmers on the salt flats; this return to their desecrated land doesn’t please the elders.

Shakazonu Jobato (bright-sun-people of the golden path who of old came from Shaka)
History: Shaka was said to be a noble and brave warrior who fought and died for the good of all life within the forest. He was killed fighting the Desert Maker war. This People held great ideals and were loved by all. Something happened a few years after the Oba’s awakening. They turned their backs on their goddess and started being unruly and rebellious. One day, they attacked the queen’s Sunlight Home. By doing so, they were bringing shame to Shaka’s name, but they didn’t care. The Oba used her wondrous power to foil the uprising and put to death the rebel’s leaders. As her eyes filled with tears from sadness, she exiled all of Shaka’s descendants from Gulg. They were never seen again.
Appearance: Very dark of skin, this People wore large golden feathered headbands that symbolized the rays of the sun for legend has it that in past ages, the sun brought yellow rays to Athas.
Religion: This People worshipped the Fire of the Sun.
Rituals of note: It is said that they had created a great order of Sun knights that were very brave and who had the powers of healing.

Ujuba Nanamizonu (wyvern-children who of old came from Nanami)
History: Originally a small tribe from the Wind Break mountains, the Ujuba were great wyvern riders. Small trade in wyvern poison was made with the other tribes of the forest below. It is said that on one such trek, Nanami, a great heroine of her People, came upon a spirit of the Obante Kopokono, a mysterious being of the forest, and fell in love with him and he with her. From this love, an alliance was made with the two tribes and so Nanami and her tribe fought bravely in the war against the Desert Makers.
Appearance: Most individuals of this People are indistinguishable to any other Gulg except when it comes to the few wyvern’s chosen ones. These are riders of wyverns usually in the employ of the queen. They wear dark brown leathery capes and have a huge wyvern tattooed on their breast and belly.
Religion: Riding the air currents over the forest, these Peoples worship the Air. Huge pyres are built on a special sacred platform low in the Wind Break mountains near Gulg to burn a wyvern and its dead rider.
Rituals of note: The individual that feels worthy to become a rider must first hunt one and successfully mount it. This ritual often ends with the death of the rider to be. A young wyvern is usually preferred for it is easier to control once on its back. Success in befriending it, it is then brought to a sacred site somewhat similar to a funeral platform, a bond is created between rider and wyvern in a secret ritual by the ambo-fari. This links them for life. If one of the duo dies, the other usually lets himself die; it is accepted as the honourable way of this People. It is a rare thing to see more than five successful riders within Gulg at any times although many try each year. Training the wyvern from the egg is considered the cowardly way. This People’s Daga-fari grows on a large cavern which houses the ambo-fari’s beast.

originally posted by the_peacebringer

Aspect of the Kirre [General]
You are of the human-kirre-children and your ritualistic meditations have awakened further aspects of your ancestry. Your skin has grown short striped fur. You gain even more respect among your People.
Prerequisite: Gift of the Kirre
Region: Gulg
Benefit: Your newly grown fur confers you a +2 bonus to hide checks in the forest and +1 Natural armor from your tough furred skin. Furthermore, you gain an additional +1 bonus on diplomacy and intimidate checks towards your People.

Bile Marsh affinity [General]
Your forked-tongue clan ancestry as given you a natural immunity to the Bile marsh’s contaminated water and gas. You are also hardier when it comes to other poisons of all types.
Region: Gulg
Benefit: You gain total immunity to the Bile marsh effects and gain a +2 bonus to Fortitude save checks against all poisons.
Special: This feat can only be taken at first level.

I plan on coming up with a description of Bile marsh (part of the Crescent forest) in some not to distant future on the Gulg thread; will have the poisons included (mild).

Blessing of the Moon [General]
You are considered a Moon People because of your albino traits and your ability to speak with great Guthay.
Region: Gulg
Benefit: Once per day, you can cast augury as a 3rd-level cleric. This is a spell-like ability. In addition, you gain a +2 bonus to all Charisma based skill checks except disguise with all Gulgs. You are fatigued while exposed to sunlight.
Special: This feat can only be taken at first level.

Child of the Kirre [General]
You are of the human-kirre-children and your ritualistic meditations have awakened further aspects of your ancestry. Your fingers grow claws and you are truly revered among your People.
Prerequisite: Aspect of the Kirre
Region: Gulg
Benefit: Claws have grown from your fingers and your damage is now lethal and slashing. You also gain +2 bonus to climbing checks. Additionally, you gain an additional +2 bonus on diplomacy and intimidate checks towards your People.

Forest arena gladiator [General]
You have been bred to avoid the dangerous obstacles of Gulg’s forest arena and use them to your advantage.
Prerequisite: Must have been born in the gladiator pits of Gulg or have fought a minimum of three battle in the forest arena.
Benefit: You gain a +4 competence bonus to all required save or skill checks involving traps and obstacles in the forest arena.

Gift of the Kirre [General]
You are of the human-kirre-children and your ancestry physically shows in your cat-like eyes. You are seen as a chosen one among your People.
Prerequisite: Con 13+
Region: Gulg
Benefit: Your kirre eyes give you darkvision 30ft. and low-light vision. They also give you a +1 bonus on diplomacy and intimidate checks towards your People.
Special: This feat can only be taken at first level

Great Crodlu’s friend [General]
Your ancestors were Dagaumi and mounted the Great Crodlu’s herd. Your education makes you a friend to all crodlus.
Region: Gulg
Benefit: You get +3 bonus on Ride checks when riding a crodlu and on Handle animal checks with crodlus. All crodlus have an initial attitude of friendly toward you.

Moth-man’s discretion [General]
Your ancestral blood has made you extremely vigilant and a little paranoid.
Region: Gulg
Benefit: You gain a +2 bonus on all Bluff checks concerning magic and +2 bonus on Sleight of hands checks made to conceal objects on your person. Hide and Move silently are now considered class skills. In addition you may select these feats as wizard bonus feats: Deceitful, Deft hands, Eschew materials, Improved diversion, Persuasive and Stealthy.
Special: This feat can only be taken at first level.

originally posted by the_peacebringer

No quite done on these yet but here they are anyways. These ideas will eventually will be placed within a timeline format:

Matriarchal society
When Gulg was founded, a council of male elders was put in place to take the major decisions about the village. This left a bitter feeling to the sisters of Kiryana who saw their female chief having to be replaced by a man. This was met with some resistance and a few violent altercations actually broke out. They were quelled somewhat by the Kopokono whom everyone accepted as the saviors of Gulg. Still, a rebel force was formed in those days and when the Kopokono died, a violent coup was performed and the council members who didn’t accept queen Kiryana as the matriarch of Gulg were mostly disposed of. From then on, women were given a major place in the higher echelons of Gulg’s decision making, although men managed to keep a minor place within the council.

The desert prophet
When Lalali-Puy attacked the aarakokra communities of the Wind Break mountains, she noticed the primitive village of Gulg. Realizing that the greenery of the world was quickly diminishing and that she ought to find a place to settle down after her eradication of the birdmen, she decided Gulg would be the perfect place for her; the primitive mindset of the people would make them easily controlled and the forest would be an amazing battery for her arcane powers. She sent a lieutenant of hers as an “ambassador” to prepare her arrival and to make her the shifting of power to her as easy as possible.

Torfak, the lieutenant of the scout unit, was sent to learn of the village’s ways. He was sent as Akoso, meaning desert prophet, with powerful magic to understand the natives’ language and announced that a great desert was coming upon them in a few years. At first, the natives doubted the prophet, thinking that the Desert Makers had been completely vanquished many years ago. [not finished]

The new queen
When Akoso came to gain Gulg’s confidence, he actually spoke of a chosen one of the Oba. A woman of worth that came to save the Peoples from the Desert Makers. There was no information about her being the actual Oba. This was warped by the Peoples’ beliefs; she had great power and was immortal.

When she came to Gulg, Lalali-Puy was met with resistance by the queen of Gulg and the nobles loyal to her. A small battle ensued between templars and the queen’s loyal soldiers but Lalali-Puy took control of the queen’s mind who “saw” the error of her ways and gave her crown and power to the savior of Gulg.

A ritual was even performed to dispose of the old queen. It consisted of melding the old queen’s spirit, which meant the sacrifice of a thousand souls and the queen herself, to the queen to be so that she would have more wisdom in governing Gulg. The old queen, still under mind control, had her people accept this as the only way to ensure Gulg’s prosperity. Her “sacrifice” was forgotten by most in the preceding ages.

The Jobato have always remained doubtful of the new queen’s goals and had even tried to save the old one. In time, they attempted a coup against Lalali-Puy that failed. The whole People were publicly exiled. A few units of templar and judaga were then dispatched to follow and capture the rebellious People and sent them on the Ivory beach to be given as part of the Levy to the dragon.

Eventually, the myth became the truth, and the Oba was awakened by the sacrifice of Gulg’s People without Lalali-Puy needing to do anything about it. She doesn’t proclaim to be a god but she doesn’t disclaim it.

originally posted by the_peacebringer

Hopefully, this will be viewed and commented on…

A skull’s memoires

In times unremembered, an alliance had been made between the elves of El’Corhial and the tribes of the Tornuul jungle (today’s Crescent forest). The elves had needed this alliance to protect one of their last standing citadel of their ancient kingdom from the ravaging army of the slayer of elves; Albeorn. An alliance had also been made between king Tomul of the Wind Break mountain kingdom [now in ruins North of the mountains].

The great defiler had sent one of his lesser lieutenant, Terenok, for the elves of El’Corhial were supposed to be a small matter, considering the lethality of his army’s main weapon [the defiler engine]. Spies brought back news of the alliance the elves had managed to win but still, a primitive band of humans such as us and a few dwarves wasn’t much of a worry. So the army marched North of the shrinking Ivory Sea [for the salty waters and the white salt crust it sometimes left on the bows of ships in its dying days] and into the Tornuul jungle.

The army’s moral lowered in the forest as a few units were lost to our guerrilla ambushers but they pushed on. Arriving at the battlefield, a small infantry of humans, dwarves and elves and a light cavalry of crodlu riders were standing in front of the citadel’s walls. Both parties’ representatives met for no other reasons than to buy time for no terms would ever be acceptable. While the [defiler engine] was erected, the wyvern cavalry was called for and took flight from the North. Also to the East and West, a special behir cavalry was slithering towards the battlefield.

When the war finally started, lightning and fireballs rained down on the battlefield from the top of El’Corhial’s towers and the top of the knoll where Albeorn’s artefact(s) was(were). The ground around the knoll was already sterile dust [and thus remains to this day] but something wrong was happening. Power was taken in by the artefact but no matter where the defilement was directed, no other sterile dust was seen; as if something were absorbing the damage.

A few minutes into the battle and the ground started to shake. Many of the battling warriors fell prone from this great earthquake and soon a great patch of earth and plants ripped itself from the ground and brought a towering shadow to the battlefield. A gigantic humanoid made of dangling vines, dirt, rocks and even whole trees rumbled a great cry of anger and started crashing its way through the helpless creatures below to the cause of his ire. The great spirit Gulguinar wanted only one thing: to destroy the artefact that wracked him with pain.

Facing the wrath of a spirit of the land hadn’t been part of the plan of lieutenant Terenok, but he decided to use the artefact to kill two kes’trekels with one stone. He decided to sap the energy directly from Gulguinar to power a powerful spell to sink the citadel. Crossing his fingers, he started defiling the spirit. This seemed to work for the creature seem to be losing speed and pieces of itself. The engine started vibrating uncontrollably to the point where Terenok believed it would be destroyed but still he commanded his defilers to keep at it. As the behemoth creature reached the knoll it stopped, stayed wobbling for a few seconds and crumbled to the earth. Victorious, the lieutenant ordered his defilers to unleash the powerful upon the center of El’Corhial’s citadel. The burst of power alone toppled two of its towers. The ground became a viscous muddy liquid that sucked the building into the ground as quicksand. Some of the inhabitants managed to flee by magic flight but most were trapped within and sank with their glorious citadel.

The defiler, thinking he was ahead but knowing the battle was not yet won, called for a retreat to have his disassembled army regroup. Unbeknownst to him was the fact that we had discovered the spies Albeorn had sent and so had chosen to keep the wyvern and behir cavalry secret from all but the riders. And so, a few moments later, the behirs started spewing lightning through the trees and the wyverns descended upon the retreating enemy which were quickly scattered within the forest. Terenok is thought to have teleported away from the knoll with the artefact.

Soon after, we accepted the remaining elves as the Kopokono tribe and formed a permanent allegiance between all present tribes to work together and founded the village of Gulg in Gulguinar’s honor. The druids said he was still present in the region and they could still manifest powers from the spirit, but the attempts at contacting it failed as if the creature had no more mind.

A few high suns later, the Kopokono left in a strange way. All of them seemed to be affected by an illness that liquefied their bodies to the bones. Many of the elders believe that it is because they had fully accepted the Oba and went back to her. They were deemed the only true water People of Gulg. I had my doubts…

-The skull of the great warrior Shaka of the Jobato People to Akoso, the desert prophet.

Akoso found the secret shrine and used a speak with dead spell. The bones have never been seen again…

originally posted by the_peacebringer

I don’t have many more to do. Once finished, I shall compilate them in one thread that will permit easy access to them and then revise, correct and embellish them.

Jujuhaj Vozonu (earth-sons who make their home among the roots)
History: Born directly from the earth as the Oba was planting the seeds of her forest, this People decided to remain within its womb. Through all this time, they have learned the many secrets the sacred earth kept about rocks, roots and burrowing insects. They are known as great healers and apothecaries.
Appearance: They have a dark skin usually covered with earth tattoos and crusted with dirt. Many of this People are quite good at gemcutting and often wear their many jewelleries as beads in their hair, earrings or necklaces.
Religion: Earth is the element of predilection for the great majority of the Jujuhaj.
Rituals of note: The Jujuhaj build their homes under the earth or building their huts over deep holes they dig to be in contact with their womb. Weekly mud baths are also a way to purify their souls.

originally posted by the_peacebringer

Almost done!

Kokoruuy Sohojazonu (leaves-in-the-Wind children who of old came from Sohoj)
History: It is said that Sohoj was the first to have been mistakenly made by the Oba. She was walking peacefully, one day, when a gust of wind brushed against her smooth face. Little particles of dust, leaves and pollen in that wind melded together and the Kokoruuy were born. This myth explains to things about this People. First, they seem to have an inborn wanderlust and second, they seem to be going against the Oba’s wishes in that they wish to see the world when all it is, is a barren wasteland. They are by no means rebellious, just not as grounded as most Gulgs, but that is enough to gain a frown from the other Peoples.
Appearance: They are carefree about their appearance, having wild unkempt hair and wearing bland but practical clothing. They have the dark skin of the original Gulgs and the ones who come back from their great walk (see below) usually end up wearing trinkets taken from their travel.
Religion: The element of Air is believed to be the influence behind their wanderlust. It is rare to see the funeral of a Kokoruuy for they usually take the final walk when they feel the end is near, that is, travelling until one’s death. Ambofari’s are burnt and the ashes sent to the wind.
Rituals of note: The great walk is the main ritual of this People. It consists of travelling to see the world for at least a month in your life without losing your ancestry. One that never comes back as failed, as does one that comes back with “deranged” ideas of freedom and “new ways”. Exile is the answer to this failure. It is no wonder that this People is a relatively small one. With the Ribenu People, they are the most knowledgeable about the world at large.

Ajabay Korokooay (blackshadows-people from the nightplains)
History: History tells that at one time in the far past, the Oba stopped upon a plain. There, the sun shone so hard that her shadow became as black as night and imprinted itself on the ground. From that shadow, she breathed life and the Ajabay were born. It is not well remembered but it is said that this People arrived in Gulg after the war with the Desert Makers as something terrible had happened to their black plains.
Appearance: Although at first, they were strangely a white People, their obsession with blackness quickly remedied the problem as their nobles quickly married the individuals of the other darker-skinned Peoples of Gulg, especially the Obono (obsidian) People. Now their white ancestry sometimes show, but this is rare. It is not uncommon to see them covered in soot the be darker still.
Religion: Most Gulgs would tell you that they are of the element of Air. An Ajabay will tell you he worships the black emptiness of the sky or the insubstantial shadow that follows him. Crude mausoleums are dug into the earth where the dead are laid to rest. The funerals must be performed in the deepest black.
Rituals of note: Soot baths are common rituals and are said to purify the spirit. They tend to be night peoples performing most of their normal duties from dusk until dawn, but living in the daytime is also possible and not taboo. Meditations in dark chambers are also practiced to become insubstantial shadows.

originally posted by the_peacebringer

Agazofari Nazuzonu (tall-as-tree-children who of old came from Nazu)
History: Long ago, the half-giant people were new to Gulg and were brought in as slaves. They had the strangest habits to idolize an individual and imitate her for a period of time. One such half-giant, who went by the name of Nazu, idolized a great human hunter noble, even though he was only a slave. Nazu was caught hunting three times before being sentenced to the Red Moon Night as prey. On that night, true to his idol, he single-handedly killed fifty slaves, dodging many hunter attacks without harming one of his pursuers. On the next morning he presented himself at Gulg’s gates with the heads of his victims and awaited the Oba’s judgment which was to make him a full hunter noble on the next low sun festival. That done, she gave all of Gulg’s half-giant slaves their freedom and their own People.
Appearance: The half-giants of Gulg have not changed much in physical appearance the differentiate themselves from other half-giants, although more of them seem to be leaner and more dextrous. The way they dress and adorn themselves is usually depends on who in Gulg’s society they idolize at that moment. Idolizing strangers is frowned upon by this People and the perpetrator might even be exiled for it if he keeps it up.
Religion: The half-giants of Gulg consider themselves to be blessed by Earth’s strength.
Rituals of note: This People stays true to the half-giant mentality as the rituals are as diverse as the Peoples of Gulg are. They change rituals frequently much to the discontent of most Gulgs as change is usually frowned upon. Some have even been heard whispering their malcontentment at the original choice of making the half-giants of Gulg an actual People.

originally posted by the_peacebringer

Gonokopo (feral children)
History: The Gonokopo actually believe that humans were once feral animals that were transformed into humanoids by the Oba as a challenge for them to find their way back into animal form. Most individuals from this People become hunters, gatherers or soldiers, looking down on crafts or more intellectual works. They are considered the less cordial citizens of Gulg by strangers as one is apt to growl and intimidate the newcomer as any normal animal in the wild.
Appearance: They have no use for most clothing except for its practicality and their beliefs that wearing the hide of a chosen animal will speed their way to returning to one. They are usually quite dirty and unkempt.
Religion: There is a contrasting element to this People’s worship; Fire is their patron element even though they seem to have an instinctual fear of it. There are no burial practices for this People; when a member is to old to provide for the community, he is banished to the forest to die. Those who die from other causes are left where they dropped in the forest or are brought there if they died in the city.
Rituals of note: Many primal dances are performed by the Gonokopo with howls and growls to bring the animal instincts to the fore. These dances usually end up with a mass frenzy around the daga-fari. Crafts are usually considered taboos so members usually don’t wear anything elaborate and use only easily made tools and weapons.