Gulg [ideas]

Post/Author/DateTimePost
#1

the_peacebringer

May 30, 2005 15:07:16
Ok, this is probably going to be a real short thread but I'll start having more time on my hand and I want to build Gulg up! Will you, humble folks, help the Oba revivify the face of Athas!!!

I already have pretty much everything on Gulg that was out (IT, AG, WJ), except maybe the artifacts of Athas book, so what I'm looking for is ideas about fluff, the Hunter Cult, the views, the Peoples, etc. I'll take ideas for the region around Gulg also, namely the Crescent Forest, the Windbreak Mountains, the Salt Flats, whatever your ideas are concerning the subject. Past, present and future. Heck, you can throw in your criticisms about the place too, if you want.

Need ideas (not that I'm out of them but help will... well, help :D )

Thanks
PB
#2

the_peacebringer

Jun 03, 2005 7:28:00
Well, to try and jump start this thread, I'll ask a question: Why would Lalali-Puy have her hunters kill the Kirre population to extinction in the Crescent Forest (as is mentioned in IT)? Spell components, pelt scarcity, psionic-feline phobia?

Thoughts... I beg.
PB
#3

zombiegleemax

Jun 03, 2005 8:00:31
Why would Lalali-Puy have her hunters kill the Kirre population to extinction in the Crescent Forest (as is mentioned in IT)? Spell components, pelt scarcity, psionic-feline phobia?

Maybe she did it for several reasons: One - to provide securiy to her people (The Oba does care, in an evil sort of way, for her people). Two - The pelts would be a valuable commodity.

Is Kirre edible?

Why did the Oba move Gulg from the ground and into the trees in the not-so-distant future? (I know folks don't all agree on the Dungeon/Dragon articles but, I think the future events, if not the 3.5 system, to be very workable)
#4

the_peacebringer

Jun 03, 2005 11:05:01
Maybe she did it for several reasons: One - to provide securiy to her people (The Oba does care, in an evil sort of way, for her people). Two - The pelts would be a valuable commodity.

Although she might care about her people for selfish reasons (like to back her up and make Gulg easier to manage), I doubt its a motherly protection deed. She could have had "infestation" problems (for the gatherers or farmers), I guess, and as rash as she is, decided to eradicate the Kirre because she simply felt like it. I would doubt the pelts, though. She isn't stupid enough to kill every single cat to make money once and never again.

I like to think it was for a power reason. She would've needed something from the animal (brains, horns, spleen, whatever) in great quantities to create a magical/psionic artifact (what, I don't know yet) and realized to late (oh well) that the overkilling of the beasts brought them to extinction.

Of course, Lalali-Puy is not necessarily trying to protect the balance of the forest, just the forest itself. The way her hunters think makes it obvious. For example, they paint their dagas (homes) in ways that they believe will protect them from the angry spirits of the animals they kill. So its not really a "good relationship" between hunter and prey.

Is Kirre edible?

I would say that it would be as edible as any feline carnivore. It is easier to catch deseases with carnivores then herbivores. In my campaign, though, I want to make it a once sacred animal to contrast it with its extinction. Sort of a misled respect that as nothing to do with balance. "We hunt you, O sacred Kirre, we take your pelt in respect, and we leave your meat to the forest goddess." So edible, sure, maybe even quite good but not eaten.

Why did the Oba move Gulg from the ground and into the trees in the not-so-distant future? (I know folks don't all agree on the Dungeon/Dragon articles but, I think the future events, if not the 3.5 system, to be very workable)

I'm not sure I'll go with that yet. I'm 20 years before PP, so that future is a little far. That would sure make a lot of people to move in the branches.
#5

ruhl-than_sage

Jun 04, 2005 3:10:35
Hippie Tree Huggin' Sorcerer-Queen
#6

the_peacebringer

Jun 06, 2005 7:04:02
Damn, and I thought you were a sage...
#7

ruhl-than_sage

Jun 06, 2005 16:34:51
Oh, I'm sorry . I actually like the Oba quite a bit, I just couldn't resist. :angelhide
#8

ruhl-than_sage

Jun 06, 2005 16:41:27
Ooookay...
Well, to try and jump start this thread, I'll ask a question: Why would Lalali-Puy have her hunters kill the Kirre population to extinction in the Crescent Forest (as is mentioned in IT)? Spell components, pelt scarcity, psionic-feline phobia?

Thoughts... I beg.
PB

I would have to say that the Kirre were killed because of the danger the represent to the people of Gulg. Have you read the stats on those things? Something like nine attacks, plus they are relatively small (good for hiding), psionic, and intelligent. As an agressive hunter of the woods, I don't think they would hesitate to kill and eat the people of Gulg, possibly even coming into town to do so. ****! maybe they are the ones who started the war because they don't want the Oba in their territory.
#9

the_peacebringer

Jun 07, 2005 11:28:17
Hmm... an actual war with the felines? Maybe.
#10

Sysane

Jun 07, 2005 11:47:41
Here's a stretch, but maybe the Oba is trying to track down and kill someone (a druid?) who normally turns into a kirre? Could be that this individual has come across some plot or secret that the Oba doesn't want to get out. It might not even be a druid at all, but someone that is permanently stuck in kirre form.

Just my two bits.
#11

murkaf

Jun 07, 2005 11:57:11
Why did the Oba move Gulg from the ground and into the trees in the not-so-distant future? (I know folks don't all agree on the Dungeon/Dragon articles but, I think the future events, if not the 3.5 system, to be very workable)

Maybe the Judaga Hunters bought Races of the Wild and liked the Plunging Shot feat so much that they decided to move upstairs in order to benefit from it all the time.

Maybe the mopti wall got defiled, burned or eaten and the trees looked safer than huts on the ground.

Maybe it was her plan all along, but the trees weren't big enough in her chosen spot. after 300 years, the trees would be sturdy enough to support a tree-city-state.

It's also a great way to segregate strangers: they are not allowed on the trees. All non-citizens (and non-slaves) must stay on ground level.

On the other hand, if someone defiles a supporting tree...
Hehehe...
#12

squidfur-

Jun 07, 2005 13:48:44
On the other hand, if someone defiles a supporting tree...
Hehehe...

Seems to me like this would've been something the Oba would set up protections against.

Here's a thought. What if she'd been secretly stockpiling Trees of Life, growing them within the city, and these were the trees in which the city got moved into. Just think of the uses she could find for this much energy, and she wouldn't really have to worry about the defiling of a support tree then.
#13

squidfur-

Jun 07, 2005 13:57:36
maybe they are the ones who started the war because they don't want the Oba in their territory.

Here's a stretch, but maybe the Oba is trying to track down and kill someone (a druid?) who normally turns into a kirre? Could be that this individual has come across some plot or secret that the Oba doesn't want to get out. It might not even be a druid at all, but someone that is permanently stuck in kirre form.

Just my two bits.

Maybe these are connected, in a round-a-bout sort of way. If someone (a powerful pyreen?) was manipulating the large Kirre population into attacking key positions within the Oba's territory (as well as her people), and was powerful enough to avoid capture, then killing said population would remove this threat (and may even succeed in drawing out the Oba's enemy).
#14

Sysane

Jun 07, 2005 14:45:11
I thought about the kirre idea I had a bit more and rounded it out some what.

It could be that the Veiled Alliance came across plot of either the Oba herself or one of her head templars. In an attempt to keep this info from reaching the wrong ears the Oba's templars found this particular VA member and tried to have him/her killed during a planned raid. During this raid the individual was polymorphed into a kirre by one of the VA preservers present (lets assume the being in question was a non-caster) in order for them to evade capture. The kirre managed to run of into the near by forest during all the confusion.

Now this VA member is wandering the Crescent Forest slowly losing their identity due to being in kirre form for so long. The templars' are franticly searching for this VA member knowing that he/she was turned into a kirre and could potentially still spill the beans on whatever info the don't want made public . Unable to pin point the VA member/kirre (the being was wearing a amulet of non detection perhaps?) they have decided to kill every kirre in the Crescent Forest in the hopes of killing VA member as well.

This needs further development, but think it would make for a great story/adventure arc.
#15

the_peacebringer

Jun 08, 2005 7:18:44
I thought about the kirre idea I had a bit more and rounded it out some what.

It could be that the Veiled Alliance came across plot of either the Oba herself or one of her head templars. In an attempt to keep this info from reaching the wrong ears the Oba's templars found this particular VA member and tried to have him/her killed during a planned raid. During this raid the individual was polymorphed into a kirre by one of the VA preservers present (lets assume the being in question was a non-caster) in order for them to evade capture. The kirre managed to run of into the near by forest during all the confusion.

Now this VA member is wandering the Crescent Forest slowly losing their identity due to being in kirre form for so long. The templars' are franticly searching for this VA member knowing that he/she was turned into a kirre and could potentially still spill the beans on whatever info the don't want made public . Unable to pin point the VA member/kirre (the being was wearing a amulet of non detection perhaps?) they have decided to kill every kirre in the Crescent Forest in the hopes of killing VA member as well.

This needs further development, but think it would make for a great story/adventure arc.

Yeah, I was starting to go in that direction but you went further with it... cool idea, Sysane. You've put me on the kirre trail, now I'm going to track it down, thanks.
This idea makes it just wrong enough, reason-wise tobe acceptable. The Oba wouldn't go too much out of her way to protect her people. She wants them tough anyways. Plus I've read up on the kirre in the DSMC1, and it says this feline is one of the favorite prey of mny tribes, for its challenge, its meat and its horns and claws which would mean that even though they are technicaly very tough creatures, fluff-wise, they are still prey, albeit hard to get prey, to humanoids.
Now how the hunt goes is another matter. I'd see a few hunter nobles and their slave-trackers hunt one kirre and losing some of their trackers every hunt (but hey, nobody's irreplaceable, right?). And besides, most of my nobles are 6th to 12th level anyways. They can take 'em! :D
#16

ruhl-than_sage

Jun 08, 2005 21:45:13
This idea makes it just wrong enough, reason-wise tobe acceptable. The Oba wouldn't go too much out of her way to protect her people. She wants them tough anyways. Plus I've read up on the kirre in the DSMC1, and it says this feline is one of the favorite prey of many tribes, for its challenge, its meat and its horns and claws which would mean that even though they are technicaly very tough creatures, fluff-wise, they are still prey, albeit hard to get prey, to humanoids.

While it is true that the hunters could handle the Kirre, the children couldn't. Assuming the Kirre were aggressivly attacking the people of Gulg, the survival rate for children undergoing their rite of passage in the woods (alone) would be next to none.

Great ideas guys! :D
#17

the_peacebringer

Jun 09, 2005 16:07:52
While it is true that the hunters could handle the Kirre, the children couldn't. Assuming the Kirre were aggressivly attacking the people of Gulg, the survival rate for children undergoing their rite of passage in the woods (alone) would be next to none.

Great ideas guys! :D

Don't get me wrong, I understand what you're saying. The thing is if you'd have to kill everything dangerous around Gulg so as to make it completely safe, you'd have a lot more than just the kirres to contend with (like crazy little halfling who hate Gulg, for instance). And besides, you wouldn't go kill the kirres in Nibenay's part of the woods ( I'd be thrust to the Red Moon Hunt if the Oba would hear me), that would be counterproductive.

Anyways, I'm still working on it so the war with the kirre is not out of the picture.

Thanks for the great ideas, guys!
#18

the_peacebringer

Jun 09, 2005 16:13:29
Now on to a second question.

Why would a most revered element such as water be the only one not to have its own temple? The Obante Kopokono People ("children of the forest") are said to be of that element, I know, but what would they base this [custom, taboo...] on?
#19

ruhl-than_sage

Jun 09, 2005 20:26:15
Now on to a second question.

Why would a most revered element such as water be the only one not to have its own temple? The Obante Kopokono People ("children of the forest") are said to be of that element, I know, but what would they base this [custom, taboo...] on?

My thought is that Water is plentiful in the woods (yet not dangerous), so there isn't much reason for the people to be concerned with its reverance, either from fear or need.

Plus, its association with a tribe of dead children and no other group of Gulgs, might lead it to be underapprciated.
#20

the_peacebringer

Jun 10, 2005 7:16:27
Hmm. Naw, I'd like to give it a special meaning. Water is "plentifuller" than most anywhere else on Athas, but it is still an element to be respected. It still means life... or death. This is not the Forest Ridge jungle; slaves can still die of thirst, although it is rarer.

I'll keep working on it. Thanks for the reply, though.
#21

the_peacebringer

Jun 10, 2005 9:38:41
My thought is that Water is plentiful in the woods [...], so there isn't much reason for the people to be concerned with its reverance, either from fear or need.

And to go with that thought, earth and air is also plentiful, why do they have temples? Water is needed for the trees as is earth.
[...](yet not dangerous)[...]

What do you mean by that? I have deadly beasts living in the pools of my Crescent Forest(bog waders, cistern fiends, water drakes, etc... all in the same pool), so be very careful if you come to visit.
#22

ruhl-than_sage

Jun 10, 2005 15:11:42
Ok, what I meant was in comparison to the rest of the world water is plentiful and that there wasn't enough water to make serious storms and drowning a regular occurance, like on the ocean.

You are definately right in what you said though. I wasn't thinking about it from that angle.

The list of creatures living in the same pool does seem a bit excessive .
#23

the_peacebringer

Jun 10, 2005 15:32:42
The list of creatures living in the same pool does seem a bit excessive .

Yes, I realize that, but the Cistern Fiend is moving out next week and the Bog Wader was slaughtered by halflings, so it'll make room for the Drake.

Seriously, I just wanted to point out that there were still water "hazards" in the forest.

PB
#24

ruhl-than_sage

Jun 10, 2005 15:41:35
Point Taken :D
#25

the_peacebringer

Jun 14, 2005 11:47:13
Ok, another question :
What makes Gulg so unpopular that I have so many problems getting you guys involved in brainstorming?
Is it: a)Me b)Trees c)Nibenay and Andropinnis are cooler d)Lalali-Puy's humility e)All the above
#26

Sysane

Jun 14, 2005 13:21:01
I blame my parents. They raised me to hate Gulg. Them and the monkeys...
#27

ruhl-than_sage

Jun 14, 2005 15:21:05
None of the above. Here is my list of reasons.

1st: It's small and primative in comparison to the other city-states and its social structures are very simple as well.
2nd: It's described as being remarkably resistant to change (not a lot of fun in my opinion).
3rd: It's described as being a comformist society (not a lot of fun to roleplay a conformist adventurer).
4th: Gulgans are not friendly to trade or even outsiders in general making it very difficult to run a game in gulg without basically restricting the game to gulg and its immediate surroundings.
5th: It's already described in quite a bit of detail.

Personally I don't dislike it, I just find it hard to come up with interesting things to say about it. Perhaps you can enlighten us as to why you find Gulg so interesting.
#28

the_peacebringer

Jun 17, 2005 19:05:42
Personally I don't dislike it, I just find it hard to come up with interesting things to say about it. Perhaps you can enlighten us as to why you find Gulg so interesting.

I guess I must be a hippie... :P

Really, it's the Hunter nobles I like. The idea of having them run after slaves, criminals and Nibenay's woodcutters appeals to me. I like the drums too. I imagine a place where the drums are constantly sending encoded messages from one satellite village to the next or inter-city. The bards have drumming codes the regular Gulg can't understand, of course.

I like the intricacies I'm putting in some of the native Peoples (blood lineages), from actual kirre blood in one to the traces of Tarandas' heritage in another. I'm slowly building the real person behind the myth that is Gab-Ali (one of Lalali-Puy's sons who rebelled against her) and the other legends of the Peoples. I want to explain what and why albinos are some common among the common folk. The groves of Lalali-Puy also interests me, what sorts of rituals does she do there and why? She is an SK, I'm sure she hasn't just sat on her a... throne all day for the past two millenia. What magical or psionic research has she achieved. I know some of you may see her as a lazy goddess wanabe but she is still an SK (and I don't think she's dumb either).

The trade is hard (and illegal) within the city, but outside the city walls, anything goes. The Forest Arena gives some interesting gladiatorial fights, jumping from tree to tree or fighting on thin vine bridges above the poisonous bogs.

It's true not much changes in Gulg for the populace believe in the all mighty Oba, but some see her as she really is and work against her. They must be doubly careful because anybody is a potential threat to their secrets. This means that rebel groups are extremely small. The Veiled Alliance is in great peril, but could be saved by some bold adventurers. Then again, why work against the Queen when you can help her defend the beautiful city against invasions of other city-states.

I guess I just like it... a matter of opinion.

Things do happen in Gulg, you know. The reason it doesn't change much is because the Queen knows how to occupy her people's thoughts with fear and hate of Nibenay.

I can't really tell you how most of my adventures went since I don't have players anymore to play with (and no, it's not because they were based in Gulg).

PB
#29

squidfur-

Jun 17, 2005 19:53:08
The Forest Arena gives some interesting gladiatorial fights, jumping from tree to tree or fighting on thin vine bridges above the poisonous bogs.

Yoink!!!
#30

ruhl-than_sage

Jun 17, 2005 23:39:51
I like the drums too. I imagine a place where the drums are constantly sending encoded messages from one satellite village to the next or inter-city. The bards have drumming codes the regular Gulg can't understand, of course.

Thats a great idea, and great imagery to boot .

I like the intricacies I'm putting in some of the native Peoples (blood lineages), from actual kirre blood in one to the traces of Tarandas' heritage in another.

Yeah , the lineages... that is an interesting area that could use some more development.

I'm slowly building the real person behind the myth that is Gab-Ali (one of Lalali-Puy's sons who rebelled against her) and the other legends of the Peoples. I want to explain what and why albinos are some common among the common folk.

You're starting to make me see the light :D .

The groves of Lalali-Puy also interests me, what sorts of rituals does she do there and why? She is an SK, I'm sure she hasn't just sat on her a... throne all day for the past two millenia. What magical or psionic research has she achieved. I know some of you may see her as a lazy goddess wanabe but she is still an SK (and I don't think she's dumb either).

Yeah from what I remember of the City-State of Gulg booklet, Lalali-Puy isn't lazy at all. She is more involved with the daily affairs of her city-state then any other SK. One of the coolest things about the Oba is that anyone can have an audience with her if they are willing to wait long enough . Of course they might end up in the dungeons for their efforts.

Speaking of which, I think that more details on her palace and dungeons would be great considering that they are the most accesible of all the Sk's. Maybe even some maps.

The trade is hard (and illegal) within the city, but outside the city walls, anything goes. The Forest Arena gives some interesting gladiatorial fights, jumping from tree to tree or fighting on thin vine bridges above the poisonous bogs.

I have to agree with you that the Gulg arena has a lot of possiblities.

It's true not much changes in Gulg for the populace believe in the all mighty Oba, but some see her as she really is and work against her. They must be doubly careful because anybody is a potential threat to their secrets. This means that rebel groups are extremely small. The Veiled Alliance is in great peril, but could be saved by some bold adventurers. Then again, why work against the Queen when you can help her defend the beautiful city against invasions of other city-states.

Thats part of the reason things are so stable in Gulg, I guess.

I can't really tell you how most of my adventures went since I don't have players anymore to play with (and no, it's not because they were based in Gulg).

I hope you find some players, you sound like a good DM.
#31

Pennarin

Jun 18, 2005 3:40:46
How would you see a 3.5/XPH conversion of the evil tree at the heart of Gulg's VA?

Make him more powerful than it was in 2E, or more influencial, with far-reaching goals, or just make a straight conversion, like for regualr NPCs?
#32

the_peacebringer

Jun 19, 2005 11:45:15
I hope you find some players, you sound like a good DM.

Thanks for the kind words... :embarrass

How would you see a 3.5/XPH conversion of the evil tree at the heart of Gulg's VA?

Make him more powerful than it was in 2E, or more influencial, with far-reaching goals, or just make a straight conversion, like for regualr NPCs?

I had done a straight conversion at first but decided in making the tree alittle stronger. I haven't put much work in it since then, though. Any advice from you will be welcomed, Pen.

Maybe there is hope for Gulg after all.
#33

Pennarin

Jun 19, 2005 15:44:06
Ok, I'll look it up and discuss around.
#34

the_peacebringer

Jun 23, 2005 15:30:50
This is what I came up with for Portynx and the Shadow tree. I figured I could make them two separate entities. The defiler ghost would have made unknowingly made the tree come in contact with the grey. That and the fact that it is a tree of life could have awekened it (or it could simply be a part of Portynx' personality that fused with the tree... kind of like you could see in a psicrystal). The tree would also, in a paradoxally symbiotic kind of way, be addicted to the defiler's energy draining (from itself), hence its need to protect him.
#35

Pennarin

Jun 23, 2005 15:41:41
Here's a lame idea :P : the tree of life and tree of death have been out for months now in the last updated version of TotDL
#36

the_peacebringer

Jun 26, 2005 17:41:07
All I can say is .
I shall go hide back in my hole now...
#37

ruhl-than_sage

Jun 26, 2005 18:11:24
All I can say is .
I shall go hide back in my hole now...

Sorry, I'm not really interested in NPC's for gulg, but I did really like the other ideas you were talking about. Right now I'm just focused on making spells, feats, and such for clerics.

Besides, don't be so whiney :P . There's no reason, you have good ideas . You just can't expect people to post in responce to things all the time. I guess you need to find some common interest with the someone else on the board, I'm sure there is some interest in Gulg.

As for myself, like I said before

Yeah , the lineages... that is an interesting area that could use some more development.

Have you posted anything about the Lineages?

I'm slowly building the real person behind the myth that is Gab-Ali (one of Lalali-Puy's sons who rebelled against her) and the other legends of the Peoples. I want to explain what and why albinos are some common among the common folk.

You're starting to make me see the light .


I'd definately be interested in any Legends or folk lore that you've come up with.

Speaking of which, I think that more details on her palace and dungeons would be great considering that they are the most accesible of all the Sk's. Maybe even some maps.

If I had the time I would probably try my hand at this one myself, but I have a lot of other projects so, if you start working on it I'd be happy to give you ideas and critique what you come up with.

The trade is hard (and illegal) within the city, but outside the city walls, anything goes. The Forest Arena gives some interesting gladiatorial fights, jumping from tree to tree or fighting on thin vine bridges above the poisonous bogs.

I have to agree with you that the Gulg arena has a lot of possiblities.


The same goes in regards to ideas for arena senerios, like special games that might be held in the arena at Gulg. If you have the Complete Gladiator's Handbook from 2nd ed., that has some examples of games. But arena specific games weren't given much attention and the arena at Gulg has uniquely interesting possiblities, like you said yourself. Actually I have an arena game that I ran for an arena game in Balic, that I can post if your interested :D .

If you can find out what aspects of Gulg other people are interested in... well I think they would respond with their thoughts and suggestions about what you post too .
#38

kalthandrix

Jun 26, 2005 19:24:05
IMO, Draj and Gulg share several key features- hunter cultures being one of them.

I like Draj and would like to see Gulg developed more, because I have thought of it as being the 'black sheep' of the Tableland cities. If someone would develope it more with some good material, I think it could be a great place. I am sure they have to be more then just hippi tree huggers- they fight Nibenay all the time so they have to have something more going for them.
#39

the_peacebringer

Jun 28, 2005 18:13:00
Besides, don't be so whiney :P . There's no reason, you have good ideas . You just can't expect people to post in responce to things all the time. I guess you need to find some common interest with the someone else on the board, I'm sure there is some interest in Gulg..

Well, you should talk, mister I-apologize-to-Pringles! :P
Actually, I wasn't hiding in my hole because nobody was responding (I've gotten used to that, and this is one of the threads I've managed to keep alive the longest), I was hiding out of shame from Pennarin's post.

Have you posted anything about the Lineages?.

Not yet, but I will soon.

I'd definately be interested in any Legends or folk lore that you've come up with.

That too, eventually.

If I had the time I would probably try my hand at this one myself, but I have a lot of other projects so, if you start working on it I'd be happy to give you ideas and critique what you come up with.

Yeah, time is sometimes hard to come by and I will. I sort of work a little on everything at once (as the ideas come).

The same goes in regards to ideas for arena senerios, like special games that might be held in the arena at Gulg. If you have the Complete Gladiator's Handbook from 2nd ed., that has some examples of games. But arena specific games weren't given much attention and the arena at Gulg has uniquely interesting possiblities, like you said yourself. Actually I have an arena game that I ran for an arena game in Balic, that I can post if your interested :D .

I have the CGH and am basing the arena on it (except for the fact that its an hour away in the forest from Gulg which is a little too far for my tastes). This is yet another domain I'm working on in my-not as much as I thought I would have-free time.

If you can find out what aspects of Gulg other people are interested in... well I think they would respond with their thoughts and suggestions about what you post too .

Yeah well, as you say in earlier posts, it is primitive and a little stagnant and I guess people don't like that much. If you take any D&D world, most have a medieval, renaissance or asian feel. You rarely see people playing aboriginal type PCs in an aboriginal type (only) campaign. I just remember that as a player, I couldn't wait to go to Gulg. It sort of has an exotic feel for Dark Sun. But hey, it's ok. If anybody feels inclined to give ideas or critics, cool, if not, I'll just keep posting anyways, so the Gulg[ideas] thread'll keep poping up for a while still.
#40

the_peacebringer

Jun 28, 2005 18:21:11
Here's a lame idea :P : the tree of life and tree of death have been out for months now in the last updated version of TotDL

Ok, so I've checked it, but I still have questions. The tree of death wouldn't work since it doesn't protect against defilement. It would then need to be a tree of life. But I still think the awakening of the tree, and is new addiction, is still a good idea. Would an awakened grey touched tree of life still sound feasible to you?

And ok, I hadn't checked the revision of TotDL, but what of the actual idea? Good or Bad?
#41

kalthandrix

Jun 28, 2005 21:02:30
Ok, so I've checked it, but I still have questions. The tree of death wouldn't work since it doesn't protect against defilement. It would then need to be a tree of life. But I still think the awakening of the tree, and is new addiction, is still a good idea. Would an awakened grey touched tree of life still sound feasible to you?

And ok, I hadn't checked the revision of TotDL, but what of the actual idea? Good or Bad?

I think a grey-touched tree of life would be cool- it could have the texture like petrified, dead grey wood, that has kinda droupie limbs and sickly colored, green leaves. The area around it would be silent like the grave and the wind still like a crowd holding their breath as they wait for the axe to fall

Gives me the shivers just thinking about it!
#42

Pennarin

Jun 29, 2005 8:00:12
Don't forget that a conversion of the tree has to match factual and implied data from Veiled Alliance.
Here is what we know. The defiler ghost existed before he started living into the tree, and the tree is described as a tree of life. No special look is attributed to the tree, only its name (the Shadow Tree) is indicative of look. Also, no indication is given that the tree is anything else than a tree of life, so no awakened state. On the other hand, the tree might be Grey or Black Touched (the latter would fit the name properly, but the former would match the fact its been inhabited for a while by a undead being) without people catching on; a Grey Touched tree would "give off an eerie presence", while a Black Touched tree would appear "much darker or shadowy than they were before and have a black or shadowy tinge to their skin. They also have a cold aura that can be felt emanating from them within 10 feet of their person."
#43

ruhl-than_sage

Jun 29, 2005 22:12:43
OIC
#44

the_peacebringer

Jul 06, 2005 19:08:48
Don't forget that a conversion of the tree has to match factual and implied data from Veiled Alliance.
Here is what we know. The defiler ghost existed before he started living into the tree, and the tree is described as a tree of life. No special look is attributed to the tree, only its name (the Shadow Tree) is indicative of look. Also, no indication is given that the tree is anything else than a tree of life, so no awakened state. On the other hand, the tree might be Grey or Black Touched (the latter would fit the name properly, but the former would match the fact its been inhabited for a while by a undead being) without people catching on; a Grey Touched tree would "give off an eerie presence", while a Black Touched tree would appear "much darker or shadowy than they were before and have a black or shadowy tinge to their skin. They also have a cold aura that can be felt emanating from them within 10 feet of their person."

Yeah, sorry, I must've gotten carried away. :D
I really think it's going to end up a grey touched tree of life. It ought to be enough. But Portynx would have to be a psion to have power enough to send visions.
#45

the_peacebringer

Jul 06, 2005 19:14:22
I think a grey-touched tree of life would be cool- it could have the texture like petrified, dead grey wood, that has kinda droupie limbs and sickly colored, green leaves. The area around it would be silent like the grave and the wind still like a crowd holding their breath as they wait for the axe to fall

Gives me the shivers just thinking about it!

That's good to hear, man, thanks.

BTW, I'm working on the Peoples of Gulg and I would need a few names... there are 39 Peoples, ya know. I don't want to cover all of them and I have a few who are coming along nicely but I would need a few more "Bear-Clan-Warriors who have come from south of Big Sea(that are now the Salt Flats)" type names.

Thanks.
#46

Pennarin

Jul 06, 2005 22:50:36
Portynx could be a mid-level player in Athas' affairs, below Nok and Farcluun in reach and power, but above petty mortals too.
The closest similarly influencial and powerful individual that has a stake in things is, in my opinion, Liumakh, the undead psion that lives in a fortress near Smoking Crown, described in The Will and the Way.
#47

ruhl-than_sage

Jul 07, 2005 0:16:25
Here are some random ideas for people names :D

Turtle-men from the seven swamps
Rootless Trees
Jaguarskinned deepwoods people
Fireeyed clan of the siftingsands
Blueshadows from the nightplains
Parchedtongue people
#48

the_peacebringer

Jul 08, 2005 12:34:41
Portynx could be a mid-level player in Athas' affairs, below Nok and Farcluun in reach and power, but above petty mortals too.
The closest similarly influencial and powerful individual that has a stake in things is, in my opinion, Liumakh, the undead psion that lives in a fortress near Smoking Crown, described in The Will and the Way.

So, tougher than a 15th level Psion/Defiler ghost?
#49

the_peacebringer

Jul 08, 2005 12:39:28
Here are some random ideas for people names

Thanks.

Here are some of my ideas.

About the Peoples of Gulg:
Gebekivori Alalazonu (human-kirre-children who of old came from Alala)
History: Alala is said to have been a kirre that transformed into a human to teach the Gulgs how to hunt. In truth he was a druid who had managed to fuse his human form with that of a kirre making his descendants kirre-blooded. This could be only a myth if it weren’t for the fact that many of this people have shown physical traits of the great feline. Although rare, retractable claws, pointed canines, feline eyes or even short striped fur has appeared in this people’s past. The Ambo-fari, Afulu, is one such gifted with the kirre’s blood.
Appearance: This People is graceful and lithe. Their skin tends to be dark grey. Many of human-kirre paint stripes on their skin in respect of their great ancestor.
Religion: As fire is wild, they follow that religion and so burn their dead. Until of late, they were one of the most dedicated of Gulg’s Peoples to their forest queen. Now they are somewhat confused as she has demanded the extinction of their great totem. They still treat her with respect but whispers are now heard on the winds.
Rituals of note: Ever since the People realized the great felines were extinct, a new ritual has been entered in the tradition. Once a year, one person sacrifices herself to become the kirre-prey. One hunter of the People is sent to track her and kill the human-kirre. The blood of the victim is then drained and poured onto kirre bones. The body is burned with her fetishes and great respect. The People hope to bring back their most challenging prey and mentor in this way since hunting a kirre was once a ritual to choose the next Ambo-fari. Other rituals include hunting has the feline, that is, using only wrist claws and psionics after one’s Forest walk.

Akosuwi Madjanu (sons of Akoso who come from a place where it does not rain)
History: Akoso is called the desert prophet. He came from a desert of the Green Age carrying a prophecy that all greenery would be gone in a few years. At first the Gulgs didn’t believe him but sure enough, one day the village’s scouts reported that the desert was nearing their peaceful forest. The Peoples turned to the prophet for counsel. Now very old, Akoso told them that their goddess would materialize and protect them. Now the Peoples listened and started building the Sunshine Home as directed by their prophet to welcome their goddess. Akoso told the villagers that he was to sacrifice himself with a thousand worthy souls to permit the Oba to materialize and true enough, when Akoso sacrificed himself, their Forest goddess appeared.
Appearance: Akoso’s People have a dark brown skin. Strangely enough, they resemble people who have spent years under the Crimson Sun without the cover of trees. Their hair are light brown and there’re even a few blonds. They wear Akoso’s sign, which is a hand with an eye at its centre, either tattooed on their skin or stitched on their clothes.
Religion: Akoso coming from the desert and the queen being a creature of trees influenced this people towards the Earth.
Rituals of note: After the Forest Walk, many of Akoso’s bloodline are sent to the desert to experience it. They try to receive prophesies just as Akoso once had. This is more out of respect to what Akoso endured out of the forest for the only truth they need to hear is that their goddess is there to protect them. A shrine has been erected to Akoso in his memory and ritual fasting are held in his honour for three days every season. The food that would’ve been eaten is brought to the Daga-fari as sacrifice.

Ribenu (the people who are sellers of goods)
History: These are a traders’ People from the Green Age that was accepted amongst the original Gulg. They saw the fortune they could make with the feathers, spices and nuts already collected by the forest’s inhabitants and built an outpost. Eventually though, they lost most of their civilized ways to those of the Gulgs. The first Riben was a young trader who eventually changed is outpost to the House Riben headquarters. Many of the Ribenu People now work for the Queen’s emporium, House Inika or have their own little seller’s tent amidst the Gulg market opened to the citizens.
Religion: Most of this People pray to the element of Air to help them in their ventures.

Jokami Tarandazonu (mind-people who of old came from Tarandas)
History: It is said that Tarandas has started this people’s lineage in Gulg. This was around 900 years ago so it is a young People. It is actually quite possible since many of Gulg’s Seer dagada can be traced to that people. Tarandas would have left Raam to give her teachings and would have stopped in Gulg for a few years. A shrine has been built in her name and is still in its original place in the Seer’s dagada.
Religion: Jokami tend to revere the element of Air. They are strangely aloof of their goddess. They show a form of respect, but they don’t hold her in awe like the rest of their brothers. This shows in the Seer’s dagada since at least half of the dagada’s elders are of this People.
Rituals of note: From a very young age, youngsters are given psion mentors to train in the basics of the Way so it’s not rare to see them depart for the Seer’s dagada after their Forest Walk. Even if they are not sent, they will usually be psionically trained by lesser mentors. Ritual endurance tests by pain are frequently performed and it is a duty to attend the teachings of Tarandas by the Ambo-fari at her shrine once a month.

Jurumay (Sap-Blood children of Tree herder tribe)
History: The Jurumay actually believe that they are the first People to have been born from the Agafari acorns which makes them direct descendants of the Oba. In their minds, the lesser Peoples are to some extent related to them but only they are the goddess’ legitimate children. They try to keep their blood as pure as possible and have succeeded very well throughout the many years. Strangely, these People seem to be the most unstable of all People. Many are possessed by evil spirits while others are cursed at birth with strange deformities. These conditions are believed to be brought by the spirits that would bring the desert to their forests. From time to time, a few are born has perfect beings: peak physical, mental and spiritual conditioned humans. These are held in awe and are usually picked by the Oba to be trained as templar. This is a most joyous event within the People.
Religion: These are essentially a People of the Earth element. They bury their dead in the forest where they plant a young agafari over the deceased. They are the most fanatically loyal People of Gulg in their beliefs of their Oba and will do anything to please her. Many are usually found amidst the levy to the Dragon each year as an act of devotion.

Obante Kopokono (children of the Oba who remain in the forest)
History: No one remembers the beginnings of this Peoples but it is said that the children of the Oba helped the merging of the different Peoples into what is Gulg today. They have worked for the coming of the goddess herself, sending vision to the desert prophet, Akoso so he could lead the tribes toward salvation of the forest.
Appearance: There is no unique appearance to this People; they may be born from parents of any Peoples. It is only after a death at a young age, usually before the Forest Walk, that a child will be considered to be part of the children.
Religion: They are the only People considered of the holiest of elements to the Gulg: Water. The young deceased of this People are buried in mud pits around the Daga-fari’s swamp.


Obono Lanaji (the Obsidian people who of old came from the Night)Called the obsidian people for their black skin; it is believed that this people was born when there was only night. Although the lineage is now not as pure as it once was, the black skin seems not to pale with the Peoples’ mixing. They share an immense love of night, the moons and the stars. Reading of the stars, paint their dead white to become stars. Paint themselves white at some festivals.

Dognuunay (the people who water the trees which drink blood)
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.

Karagabouay (forest moth-men of the Hidden Valley)
History: Not much is known of this mysterious People’s past. They are a shy People who keep to themselves. Their lineage can be supposedly traced back to Gogtobaj, their mother who was said to wield strange powers. Rumours persist that they were wizards in ages past and this has lead them to be the least trusted People of Gulg. (In truth, Gogtobaj was a powerful preserver who sought refuge in the forest from the war against the Warbringer. Many of this People actually supported Clennay of Raam in creating the Veiled Alliance, although they themselves are keeping further back in the shadows.)

Obaae Dogosdaga (the 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.
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.

About Gulg's gates (fluff):
The Queen’s Gate
The Queen’s Gate or the Caravan Gate is the biggest one of Gulg. Any traveler carrying trade must pass by these gates and state his business. Gulgs tend to avoid these gates on busy days since long lines of traders wait to enter the city while templars check their cargo and travelers are checked for possible signs of wizardry. The actual gates are two huge agafari doors reinforced with iron and magic for the caravans and a smaller set to the left to let nomads and travelers with small trade. At night, the caravan doors are closed but travelers can still come in if they don’t mind the templars suspicious eyes and questions upon them.

At all time, two templars, a psionicist and four Judagas (including one or two half-giants) can be found waiting at the travelers’ gate. The caravan gate has twice this force in the daytime. Four agafari trees circle the gate (two on the inside and two on the outside of the gates), all mounted with platforms and bridges connecting them. The bridges can be easily cut if the need arises. A complement of ten archers with a templar commander watch for signs of trouble below. A small barracks and holding cells are built in each of the inside trees so there are always Judaga available as backup.

The Exile’s Gate
This gate is actually a tunnel in the bramble that is about 2 feet wide and 7 feet high. Two agafaries with platforms flank the opening on the inside and a bridge connects the trees. Anyone attempting to enter from that tunnel at any time, day or night, is shot without questions. Even templars are not allowed to pass, by Lalali-Puy’s decree. In theory, anybody could leave from this gate but most Gulgs refrain from using it as they see it as a dishonour to do so. Although, it is rare that this gate really sees exiles, the occasional prisoner who as gotten on the Queen’s good side, a bold Red Moon Hunt survivor or a disgraced member of a People or family may leave through it.

The gate is manned by at least six archers, four warriors and sometimes a templar. When someone approaches the gate from the outside and gets within 60 feet of it, a magical alarm is set off . A command word, usually known by the Judaga commander, can make the brambles grow within the tunnel, effectively closing the gate. Anyone caught within is trapped. As with the other gates, huge drums on the platforms serve to send messages or sound the alarm.
#50

Pennarin

Jul 08, 2005 12:40:13
Portynx is 12th level. His power - as a mid-level player in Athas' affairs, as I said - could be considred to come from his access to a tree of life, and his influence over the Gulg VA.
#51

the_peacebringer

Jul 08, 2005 12:44:53
Take note that the ideas posted are only blue prints and I haven't really worked on the texts.

I have in mind to create a few regional feats for the Peoples' ancestry as for example one conserning the kirre's heritage (claw attacks, low-light vision, +1 pp, whatever).

I am working on each of their "personal" rituals and the general ones for the entire city.

Again, I don't mind any ideas or opinions you might throw in.
Thanks.
#52

the_peacebringer

Jul 14, 2005 16:30:39
#53

Pennarin

Jul 14, 2005 17:52:35
The elven citadel of El’ Corhial was sunk in the ground below what is now Gulg by a powerful defiler, lieutenant of Albeorn, Slayer of elves. The elves managed to destroy the army with an alliance with the primitive tribes of the forests.

:P
I like the rest of the story, its flavorful.
#54

ruhl-than_sage

Jul 14, 2005 18:35:16
I am planning on giving you my thoughts on your post soon. I just haven't had the time yet .
#55

ruhl-than_sage

Jul 14, 2005 22:57:21
The elven citadel of El’ Corhial was sunk in the ground below what is now Gulg by a powerful defiler, lieutenant of Albeorn, Slayer of elves. The elves managed to destroy the army with an alliance with the primitive tribes of the forests. The elves, becoming one of the first Peoples of the city, and the tribes merged to create the village of Gulg in memory of the great spirit. Sadly, a disease created by Albeorn found its way (by a young wandering tribe of elves as carriers) to the now weak city dwelling elves of El’ Corhial and wiped them out a few hundred years before the rule of Lalali-Puy. Most of the People’s history is now a forgotten myth. Some dolmens that were once statues of the citadel still protrude from the ground. Some Gulgs take these at best for leavings of their ancestors or at worst for statues of the forest queen. Lalali-Puy as put some research into Gulg’s past but has decided to let it die and not give the elves ideas of uniting in a common cause. The citadel mingles with the Sunshine home’s roots and some of it is part of the palace. Many corridors are caved in and a multitude of rooms have been left unfound. Many of the ancient artefacts are now part of the queen’s hoard.

This doesn't sound much like athasian elves to me. Though the ancient elves were probably more like traditional ones, so you've got some leway there. In particular this sentence bothers me:
Lalali-Puy as put some research into Gulg’s past but has decided to let it die and not give the elves ideas of uniting in a common cause.

Unless the elves of Gulg are very different from the ones found elsewhere I don't think there is an chance of them "uniting in a common cause".

This all could be written in a more flowing/poetic manner, but I won't get into that.

About the Peoples of Gulg:
Gebekivori Alalazonu (human-kirre-children who of old came from Alala)
Alala is said to have been a kirre that transformed into a human to teach the Gulgs how to hunt. In truth he was a druid who had managed to fuse his human form with that of a kirre making his descendants kirre-blooded. This could be only a myth if it weren’t for the fact that many of this people have shown physical traits of the great feline. Although rare, retractable claws, pointed canines, feline eyes or even short striped fur has appeared in this people’s past. The Ambo-fari, Afulu, is one gifted with the kirre’s blood.

Nice idea :D , I like the concept and imagery. Again this could be written better.

Akosuwi Madjanu (sons of Akoso who come from a place where it does not rain)
Akoso is called the desert prophet. He supposedly came from a desert of the Green Age carrying a prophecy that all greenery would be gone in a few years. At first the Gulgs didn’t believe him but sure enough, one day the village’s scouts reported that the desert was nearing their peaceful forest. The Peoples turned to the prophet for counsel. Now very old, the Akoso told them that their Goddess would materialize and protect them. Now the Peoples listened and started building the Sunshine Home as directed by Akoso to welcome their goddess. Akoso told the villagers that he was to sacrifice himself with a thousand worthy souls to permit the Oba to materialize and true enough, when Akoso sacrificed himself, their Forest goddess appeared.

Very nice :D , I just wish it was a longer story. It sounds authentic and is even well written. There is only one minor spot that seems to need tweeking:
Now the Peoples listened and started building the Sunshine Home as directed by Akoso to welcome their goddess.

Your introduction of the Sunshine Home is very abrupt

Ribenu (the people who are sellers of goods)
These are a traders’ People from the Green Age that was accepted amongst the original Gulg. They saw the fortune they could make with the feathers, spices and nuts already collected by the forest’s inhabitants and built an outpost. Eventually though, they lost most of their civilized ways to those of the Gulgs. The first Riben was a young trader who eventually changed is outpost to the House Riben headquarters. Many of the Ribenu People now work for the Queen’s emporium, House Inika or have their own little seller’s tent amidst the Gulg market opened to the citizens.

You have some spelling/grammer errors in this passage, here is a corrected version with suggested rewritting included:

The Ribenu are a traders’ People from the Green Age that were accepted amongst the original Gulgs. They saw the fortune that could be made on the feathers, spices and nuts already collected by the forest’s inhabitants and decided to build an outpost. Eventually though, the Ribenu lost most of their civilized ways to those of the Gulgs.

The first Riben to settle in Gulg was a young trader who eventually changed his outpost to the House Riben headquarters. Many of the Ribenu People now work for the Queen’s emporium, House Inika, or have their own little sellers' tents amidst the part of the Gulg market open to the citizens.
I fixed this one for grammatical errors too:
Jokami Tarandazonu (mind-people who of old came from Tarandas)
It is said that Tarandas started this peoples' lineage in Gulg. This was around 900 years ago so they are a young People. It is actually quite possible, since many of Gulg’s Seer dagada can be traced to that people. Tarandas would have left Raam to give her teachings and would have stopped in Gulg for a few years. A shrine has been built in her name and is still in its original place in the Seer’s dagada.

I don't think this one flows very well at all. And the implications of the 1st and 2nd line are in conflict with eachother. Actually I think the problem is really a lack of consistancy in the way the passage is written. The passage barely even talks about the people in question. Also, who is Tarandas?

Obante Kopokono (children of the Oba who remain in the forest)
Zajacholu is this People’s Ambo-fari. He is a priest of Water cursed by thraxdom. He has managed to hide his condition wearing bandages as a leper. Gulgs universally fear him for all the superstitions surrounding the Obante Kopokono. He is intelligent enough to know making other thrax would be a death sentence so he wisely disposes of his victims and drains bodies of their waters letting the Gulgs know that it is for the dead must give back their waters for the living.

What superstitions? Again you need to improve your writting style, I'm even confused as to what you were intending to say in some places.

Obono Lanaji (the Obsidian people who of old came from the Night)
Called the obsidian people for their black skin; it is believed that this people was born when there was only night. Although the lineage is now not as pure as it once was, the black skin seems not to pale with the Peoples’ mixing. They share an immense love of night, the moons and the stars. Reading of the stars, paint their dead white to become stars. Paint themselves white at some festivals.

:D I like the imagery you've conjured up here. You have a few fragment sentences at the end.

Dognuunay (the people who water the trees which drink blood)
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.

Solid description, I've corrected it below:

Dognuunay (the people who water the trees which drink blood)
Many of the Doguunay people are slaves who have taken care of the arena or have been trained to fight within it. Their intimate knowledge of the grounds makes them terrific gladiators when it comes to the hide-and-seek games played in the arena of Gulg. This is not to say that every slave born of that lineage ends up in the arena in the arena automatically, only that a great number of them have been made into gladiators or groundskeepers in the past.

Thanks for the descriptions of the Gates :D , those will come in handy.
#56

Pennarin

Jul 15, 2005 1:14:29
Sage, concerning the elves of Athas' past PeaceBringer drew a perfectly reasonable conslusion based on numerous canon sources within DS.
The are the Silvendreta elves near the Last Sea, the elven ruins on Shault (I think its what its called), the elven city on which Kurn was built, and even the myth of Coranuu. There are probably other references I'm forgetting. All point to elves in Athas' past that built and lived in elven cities and amidst the Green Age races in the metropolises. They did not run, or were thieves and assassins. They were smaller and basically looked and acted a lot like D&D elves. Until Albeorn came, that is.
#57

Pennarin

Jul 15, 2005 1:19:34
Great initiative Sage!

I often send corrected and updated versions of stuff to people through emails, but you're doing it on the boards, which is fine too and shows by example that we should all help each other out in our writing. After all, there's always someone who knows a way to better something that you created.

Kudos.
#58

the_peacebringer

Jul 15, 2005 12:33:16
This doesn't sound much like athasian elves to me. Though the ancient elves were probably more like traditional ones, so you've got some leway there. In particular this sentence bothers me:

Athasian elves weren't always what they are today, as Pennarin pointed out.

Unless the elves of Gulg are very different from the ones found elsewhere I don't think there is an chance of them "uniting in a common cause".

There aren't many elves that live in Gulg and it's true that today's elves wouldn't give a tembo's life-draining arse to their past, but go back a thousand years and tell the elven mages that there could be links to Coranuu's magic below Gulg and there could be a bit more trouble trying to control the elves within the city.

This all could be written in a more flowing/poetic manner, but I won't get into that.

Yeah and as I've mentionned in the following post, I haven't really worked on the texts. It's mainly jumbled ideas thrown into a half constructed paragraph.

Very nice :D , I just wish it was a longer story. It sounds authentic and is even well written. There is only one minor spot that seems to need tweeking:

And there will be a longer story. Akoso is in fact a envoy from Lalali-Puy to prepare her arrival in the end of the cleansing wars. And btw, he didn't really commit suicide, that was just for show.

Your introduction of the Sunshine Home is very abrupt.

Yeah, and I will work on that too when I'll describe the Sunshine Home. I believe the remaining energies of the Ancient Gulguinar will have something to do with that and the protecting Mopti Wall. This will be known to Akoso by Lalali-Puy's instructions to take control of the "senile" spirit of the land (how is another matter, artefact idea maybe?).

You have some spelling/grammer errors in this passage, here is a corrected version with suggested rewritting included:

Yeah, sorry about that. I'm actually not too bad in English grammar when I take the time to revise everything, but I was in a hurry to bring out something on the boards from my projects. :D

I fixed this one for grammatical errors too:

Thanks. Much appreciated.

I don't think this one flows very well at all. And the implications of the 1st and 2nd line are in conflict with eachother. Actually I think the problem is really a lack of consistancy in the way the passage is written. The passage barely even talks about the people in question. Also, who is Tarandas?

I'll work on it.
Tarandas is the psion who taught Athasians to use psionics in its present form. She was originally from Raam. Her story can be found at the beginnig of WatW.

What superstitions? Again you need to improve your writting style, I'm even confused as to what you were intending to say in some places.

Again, this is only an idea but what don't you understand exactly? An Ambo-fari his the person in charge of the Daga-fari, a great Agafari that is a symbolic ancestral home of a People. I guess you know what a thrax is (cursed water-sucker). I just wanted to throw in that idea to give the Obante Kopokono special tweek: a cursed water priest that must hide its curse.

:D I like the imagery you've conjured up here. You have a few fragment sentences at the end.

MuS' wOrq oN tex, I nO!

Solid description, I've corrected it below:



Thanks for the descriptions of the Gates :D , those will come in handy.

And thank you for correcting some of my mistakes and for the advice. It hasn't fallen on deaf ears... or blind eyes.

PB
#59

the_peacebringer

Jul 15, 2005 12:38:13
:P
I like the rest of the story, its flavorful.

Maybe I'm too dense, but I'm not sure about you liking the whole thing or not liking the quoted part of the story.
#60

Pennarin

Jul 15, 2005 13:36:24
Heh, I liked your incorporation of the defiler warlord Merovech the Mage-hound, who served under the Slayer of Elves.
#61

the_peacebringer

Jul 21, 2005 10:05:49
Heh, I liked your incorporation of the defiler warlord Merovech the Mage-hound, who served under the Slayer of Elves.

Oh. :D
#62

the_peacebringer

Jul 28, 2005 15:34:45
I was wondering who would have the knowledge of Gulg's history and came up with this:

As usual, the Mistress was right. There seems to be a great amount of power beneath the village of Gulg. The lushness of the terrain is testament to that. Albeorn’s forces haven’t destroyed the great spirit after all. If it could be enslaved somehow, it would be valuable power at our disposal. It doesn’t seem to react to any of the spells I had the druids try and so I have come to believe that it might actually be without sentience anymore.

I can now freely explore the citadels’ ruins ever since I was accepted as a prophet of their goddess by the elders of their peoples. I may even be able to start the Mistress’ palace foundations in a few weeks. She will be pleased.

-excerpts from Akoso’s diary, defiler of Lalali-Puy

I can’t believe it! El’Corhial’s central tower was can actually channel Gulguinar’s power. The Lady’s thrall has found a way to achieve this. I never thought I’d say this but the Mistress was right to “employ” druids; I must keep a close eye on them, though. With this power, we should be able to build, or should I say grow, defences around the growing city. I shall also plant a tree in my Lady’s name… I, planting a tree, I guess it’s true what they say, there is a first time for everything.

-excerpts from Akoso’s diary, defiler of Lalali-Puy

The elders have now made me an integral part of their culture by giving me the title of Father of my People. I must say that even though these are primitive beings, I am getting used to their customs quite well. They are also getting very excited about our Oba’s arrival, too. With so much fanatical beliefs, I don’t think it’ll be difficult to get a thousand head to sacrifice themselves for her precious transformation… and a thousand more for the new levy for the Warbringer’s prison.

-excerpts from Akoso’s diary, defiler of Lalali-Puy

I've also put some more of my ideas on post #49 of this thread about the Peoples of Gulg... Check it out!

PB
#63

squidfur-

Jul 28, 2005 17:43:34
Wow!

I really like this. Good job Peacebringer.

One thing, though - the name of Albeorn's artifact seems rather cliche (the Skullrod). As he already has one, in the Pearl of the Sunrise, it might be cool to see it, in use here, instead. Oh, and a quick proofread should catch the couple of grammatical/spelling errors (which are only a few as most are "in character").
#64

zombiegleemax

Jul 31, 2005 17:41:22
Aukash-Pad, leader of Gulg’s Veiled Alliance
human male, wizard (preserver) 11/cleric (water) 4/mystic theurge 2; CR 17; Medium humanoid; HD 11d4+22 plus 4d8+8 plus 3d4+6; hp 96; Init +2; Spd 30 ft.; AC 12 (+2 Dex), touch 12, flat-footed 10; Base Atk +9; Grapple +10; Atk +10 melee (unarmed strike 1d3+1 nonlethal), +12 melee (rod of thunder & lightening 1d6+3), or +11 melee (+3 shocking spell storing bone dagger 1d4+3); Full Atk +12/+7 melee (rod of thunder & lightening 1d6+3), or +11/+6 melee (+3 shocking spell storing bone dagger 1d4+3); SA turn undead (5/day, +2, 4th); SQ electricity resistance 4, spontaneous casting (cure spells); AL CG; SV Fort +9, Ref +6, Will +17; Str 13, Dex 14, Con 15, Int 17, Wis 16, Cha 15.

Skills & Feats: Bluff +17, Concentration +20, Craft (woodcarving) +7, Diplomacy +4, Heal +5, Hide +5, Knowledge (arcana) +13, Knowledge (ancient history) +8, Knowledge (nature) +8, Knowledge (religion) +9, Literacy (Common, Gulg, Nibenese), Move Silently +5, Profession (herbalist) +10, Sense Motive +9, Speak Language (Common, Elven, Gulg, Nibenese, Tyrian), Spellcraft +17; Brew Potion, Craft Magic Arms & Armor, Craft Rod, Craft Wondrous Item, Extend Spell, Hidden Talent, Quicken Spell, Path Dexter, Scribe Scroll, Silent Spell

Arcane Spellcasting (Caster level 13th; Save DC 13+spell level; Spells per Day – 4/5/5/5/4/3/2/1) - Cantrips: Detect magic, mage hand, prestidigitation, slave scent; 1st level: Comprehend languages, cooling canopy, expeditious retreat, lesser orb of cold (x2); 2nd level: Daze monster, gust of wind, levitate, mirror image, protection from arrows*; 3rd level: Dedication, dispel magic*, hold person, nondetection*, summon monster III; 4th level: Defenestrating sphere, dimension door, lesser globe of invulnerability* stoneskin*; 5th level: Mordenkainen’s faithful hound, reciprocal gyre, silent lightning bolt; 6th level: Chain lightening, quickened mage armor*; 7th level: Emerald flame fist

Spellbook – Cantrips: All from PH plus slave scent; 1st level: Charm person, chill touch, comprehend languages, cooling canopy, expeditious retreat, identify, lesser orb of cold, mage armor*, magic missile, shield*; 2nd level: Daze monster, earthen grasp, gust of wind, levitate, Melf’s acid arrow, mirror image, protection from arrows*, resist energy*; 3rd level: Clairaudience/clairvoyance, dedication, dispel magic*, hold person, lightening bolt, nondetection*, resonating bolt, summon monster III; 4th level: Defenestrating sphere, dimension door, lesser globe of invulnerability*, rainbow pattern, shout, stoneskin*; 5th level: Cerulean hail, Mordenkainen’s faithful hound, Mordenkainen’s private sanctum*, prismatic ray, prying eyes*, reciprocal gyre, teleport; 6th level: Chain lightening, greater dispel magic, guards & wards*, legend lore*, repulsion, sands of time; 7th level: Emerald flame fist, greater scrying*, spell turning*, summon monster VII, symbol of stunning
* indicates a Path Dexter spell

Clerical Spellcasting (Caster level 6th; Domains – Fire from the Sky & Living Waters; Save DC 13+spell level; Spells per Day – 5/4+1/4+1/3+1) - Orisons: Create element, detect poison, guidance (x2), purify food & drink; 1st level: Bless, burning hands*, divine favor, obscuring mist, summon monster I; 2nd level: Aid, augury, eagle’s splendor, fog cloud*, summon monster II; 3rd level: Bestow curse, call lightening*, create food & water, summon monster III
* indicates a domain spell

Psionics (Manifester level 1st, Power Points 2): Defensive Precognition

Possessions: Rod of thunder & lightening, Gulgan fetish (brown bear, 60 hp), +3 shocking spell storing (holds lightening bolt) bone dagger, 2 potion fruits of cure serious wounds (6th level), 3 potion fruits of cure moderate wounds (6th level), 5 potion fruits of cure light wounds (5th level), scroll of greater dispelling (17th), scroll of summon monster VII (17th), scroll of teleport (17th), artisan’s clothes, 19 gp, 39 cp
#65

kalthandrix

Jul 31, 2005 17:54:28
Cool!

I thought to do the same thing- makeing a kinda well known NPC- and stat them out for 3.5- Kalak's Necromancer! I would have to use Pennarin's Royal Animator PrC now though- it is too cool not to use and really fits in.
#66

zombiegleemax

Jul 31, 2005 18:31:23
Cool!

I thought to do the same thing- makeing a kinda well known NPC- and stat them out for 3.5- Kalak's Necromancer! I would have to use Pennarin's Royal Animator PrC now though- it is too cool not to use and really fits in.

Dote Mal Payne? Or someone else? But yeah, Penn's Royal Animator just totally rocks!
#67

the_peacebringer

Jul 31, 2005 19:41:55
Wow!

I really like this. Good job Peacebringer.

One thing, though - the name of Albeorn's artifact seems rather cliche (the Skullrod). As he already has one, in the Pearl of the Sunrise, it might be cool to see it, in use here, instead. Oh, and a quick proofread should catch the couple of grammatical/spelling errors (which are only a few as most are "in character").

Thanks, man, I really appreciate this. I'm not sure what the Pearl of the Sunrise is though (would you mind filling me in on this?) and as for the cliché, I could've just as well put in [insert name here]... actually, I'll edit it right now.

As I write these fairly quickly as the ideas come and I don't always have the time to correct everything since I'm pretty busy at work, I'll take some time soon to correct all my working progress... promise. :D
#68

the_peacebringer

Jul 31, 2005 19:47:53
Aukash-Pad, leader of Gulg’s Veiled Alliance
[

Oh Khaine! You've brought happinness to my heart! :D
#69

Pennarin

Jul 31, 2005 20:01:28
I have a Dote Mal Payne writeup, I've had it for more than a year, but I always could make it a royal animator...

Dote Mal Payne, Royal Necromancer: Male human aristocrat 3/necromancer (defiler) 11

#70

squidfur-

Jul 31, 2005 20:10:02
Thanks, man, I really appreciate this. I'm not sure what the Pearl of the Sunrise is though (would you mind filling me in on this?) and as for the cliché, I could've just as well put in [insert name here]... actually, I'll edit it right now.

First I'll say that I'm disappointed to see you've taken out the name of the forest as I remember that name working quite well.

And second, I'll describe the Pearl of the Sunrise Sea by simply posting the excerpt from Dregoth Ascending (pt 2)

The Pearl of the Sunrise Sea
During a time when oceans covered the face of Athas and the Blue Age was ruled by halflings, the nature-masters of the land created many items of great power. Many of these items were life-shaped creations, the art of which has slowly disappeared over the eons. Few of these items survived the coming of the Brown Tide and The Rebirth, and one of these items was the Pearl of the Sunrise Sea. Taken from the depths of the ocean now called the Silt Sea, this item was the possession of one of the nature-masters who helped create the Pristine Tower and destroy the encroaching Brown Tide.

Afterwards, the pearl was left in the Pristine Tower by the unknown halfling, and was discovered there six millennia later by Rajaat the First Sorcerer. Over the eons the Pearl had developed certain powers due to it proximity to the Pristine Tower, powers the evil pyreen quickly learned and utilized to his benefit. During the height of the Cleansing Wars Rajaat, gave Albeorn, the Slayer of Elves,the Pearl of the Sunrise Sea to protect him from the substantial psionic powers of the elven kings. Soon after the Champions turned on their master and Albeorn, later known as Andropinis, took control of the city-state of Balic. A century later, with the Pearl on his person, Andropinis participated in the assassination of Dregoth along with his fellow sorcererkings. When Dregoth’s superior psionic powers had no effect on him, the Slayer of Elves swore he would study the pearl in greater depth to learn the extent of its capabilities.
In the 2,000 years that followed Andropinis discovered many of the Pearl’s other powers, and the limitation it imposes for such abilities. In the end he decided that the ancient artifact’s limitations outweighed its potent abilities for a being of his power, and he hid the pearl deep within the bowels of his city and telling no one of its location—even his most trusted templars. During the sorcerer-king’s confrontation with Rajaat during the Year of Friend’s Agitation, the First Sorcerer imprisoned Andropinis in the Black for 1,000 years....
#71

kalthandrix

Jul 31, 2005 21:47:00
I have a Dote Mal Payne writeup, I've had it for more than a year, but I always could make it a royal animator...

I do not want to derail the best Gulg thread around, but Pennarin- I would suggest making Dote Mal Payne much more different from 2e by making him a templar 2/ defiler (or specialist necromancer if you wish) 5/royal animator 7.
He would totally rock with this build!

Sorry PeaceBringer- BTW, I loved all of the write up stuff you did and the story/ background on the defiler attack on the elven city- very sweet!!!
#72

zombiegleemax

Aug 01, 2005 13:13:55
Oh Khaine! You've brought happinness to my heart! :D

No prob I love Gulg (if I had to live on Athas, it's were I want to be), but I don't get a lot of ideas for it I went over this thread the other day, though, and liked your fluff so much I thought I'd give you a present

By the by, liked your version of Portnyx to, but now its gone
#73

zombiegleemax

Aug 01, 2005 13:17:57
I have a Dote Mal Payne writeup, I've had it for more than a year, but I always could make it a royal animator...

I dob't know, I really don't know enough about the character to say one way of another.
#74

Pennarin

Aug 03, 2005 1:51:40
Peacebringer, when you're finished with these stories, would you mind posting them all in a single thread so I can reference it in the Archive?
#75

the_peacebringer

Aug 11, 2005 16:55:01
First I'll say that I'm disappointed to see you've taken out the name of the forest as I remember that name working quite well.

Well the thing is, the forest was probably not crescent shaped back in the Green Age. I imagine it being a lot bigger to the South reaching the edge of an old sea (now the Salt Flats), so Crescent Forest would be its modern name. I was thinking something elven or a name the primitive humans would of given it. I don't mind suggestions.

Thanks for the Pearl's description. I haven't looked at all of Dregoth's ascension yet for multiple reasons (time and computer accessibility, mostly).
#76

the_peacebringer

Aug 11, 2005 17:09:08
Sorry PeaceBringer-

Yeah, you better be! ;)
BTW, I loved all of the write up stuff you did and the story/ background on the defiler attack on the elven city- very sweet!!!

Thanks a mil!
By the by, liked your version of Portnyx to, but now its gone

Well actually, Pennarin showed me that it was a little overpowered with the tree's new found sentience and Portynx's psionic levels (it's true, he doesn't really need them as powerful as he is). Also, there was the issue of him not being a ghost (although that's exactly what's written in Portynx's description in VA), since ghosts don't exist on Athas (I don't know where it's written, though... Pen?). I'd be glad to repost him, though, if it makes you happy. Thanks for the present.
Peacebringer, when you're finished with these stories, would you mind posting them all in a single thread so I can reference it in the Archive?

Will do, although I'm not done yet. I figure portynx is a good way to introduce Gulg's past, don't you agree?

Work in progress... thanks for the encouragement.
PB
#77

Pennarin

Aug 11, 2005 20:40:18
Also, there was the issue of him not being a ghost (although that's exactly what's written in Portynx's description in VA), since ghosts don't exist on Athas (I don't know where it's written, though... Pen?). I'd be glad to repost him, though, if it makes you happy.

Oh but do repost it!
The comments I make are always within the optic of officialness, like if Portynx were made official it couldn't be this or that because of this and that reason.
As for the ghost template, no idea if its actually written anywhere, its just that the word "ghost" (as a template) never appears anywhere in ToA and TotDL. Maybe it should be made clear.
Maybe some 2E book actually mentions there are no ghosts...try looking in the first or second Boxed Set in the section on athasian undead, I think they say Athas has no ghosts, liches, vampires, ghouls, etc.
#78

kalthandrix

Aug 11, 2005 21:11:12
But there is no reason to just take all the abilities of the ghost and change the name to Unresting Spirit or something.

BTW I do think that ghosts are mentioned- IIRC one was bound to the gates of Draj by old Tec.
#79

zombiegleemax

Aug 12, 2005 0:40:39
Well actually, Pennarin showed me that it was a little overpowered with the tree's new found sentience and Portynx's psionic levels (it's true, he doesn't really need them as powerful as he is). Also, there was the issue of him not being a ghost (although that's exactly what's written in Portynx's description in VA), since ghosts don't exist on Athas (I don't know where it's written, though... Pen?). I'd be glad to repost him, though, if it makes you happy. Thanks for the present.
PB

Please, do repost. After all, its been 12 years of game time since VA came out, so he might have gotten a little bit beefier
#80

squidfur-

Aug 12, 2005 17:28:06
Well the thing is, the forest was probably not crescent shaped back in the Green Age. I imagine it being a lot bigger to the South reaching the edge of an old sea (now the Salt Flats), so Crescent Forest would be its modern name. I was thinking something elven or a name the primitive humans would of given it. I don't mind suggestions.

Thanks for the Pearl's description. I haven't looked at all of Dregoth's ascension yet for multiple reasons (time and computer accessibility, mostly).

Ehh, I guess I should of read through more closely. When I saw that you had taken the name of the forest out, I thought I had remembered you having named it something other than the Crescent Forest. When I read through it right now again, though, I realized the name I was thinking of wasn't for the forest at all, but for the elven citadel. So it remains that I like the name, but I am no longer disappointed that you changed (err, well are going to change) the name of the forest as your argument is very sound. I agree fully that it would've been much larger. Anyhooo, still diggin' this a lot, and no prob. on the Pearl info.
#81

the_peacebringer

Aug 16, 2005 9:08:52
Oh but do repost it!
The comments I make are always within the optic of officialness, like if Portynx were made official it couldn't be this or that because of this and that reason.
As for the ghost template, no idea if its actually written anywhere, its just that the word "ghost" (as a template) never appears anywhere in ToA and TotDL. Maybe it should be made clear.
Maybe some 2E book actually mentions there are no ghosts...try looking in the first or second Boxed Set in the section on athasian undead, I think they say Athas has no ghosts, liches, vampires, ghouls, etc.

Will do, although I don't have it with me right now, it should be reposted shortly.
#82

the_peacebringer

Aug 16, 2005 10:02:01
These are the Peoples of Gulg I'm pretty much finished with. I need to fix the writting and the mistakes, and I might also describe a few of their Ambo-faris but other than that, I wouldn't change much unless the forum's populace demanded it.

Akosuwi Madjanu (sons of Akoso who come from a place where it does not rain)History: Akoso is called the desert prophet. He came from a desert of the Green Age carrying a prophecy that all greenery would be gone in a few years. At first, the Gulgs didn’t believe him for they had defeated the Desert Makers’ army long years before but sure enough, one day, the village’s scouts reported that the desert was nearing their peaceful forest. The Peoples turned to the prophet for counsel. Now very old, Akoso told them that their goddess would materialize and protect them. Akoso planted a agafari that grew tall in a matter of days. Upon it, the Peoples built the Sunshine Home to welcome their goddess. Akoso told the villagers that he was to sacrifice himself with two thousand worthy souls to permit the Oba to materialize and true enough, when Akoso sacrificed himself, their Forest goddess appeared.
Appearance: Akoso’s People have a dark brown skin. Strangely enough, they resemble people who have spent years under the Crimson Sun without the cover of trees. Their hair are light brown and there’re even a few blonds. They wear Akoso’s sign, which is a hand with an eye at its centre, either tattooed on their skin or stitched on their clothes.
Religion: Akoso coming from the desert and the queen being a creature of trees influenced this people towards the Earth.
Rituals of note: After the Forest Walk, many of Akoso’s bloodline are sent to the desert to experience it. They try to receive prophesies just as Akoso once had. This is more out of respect to what Akoso endured out of the forest for the only truth they need to hear is that their goddess is there to protect them. A shrine has been erected to Akoso in his memory and ritual fasting are held in his honour for three days every season. The food that would’ve been eaten is brought to the Daga-fari as sacrifice.

Dohoma Zonuchali (human-rock-people who stop Wind and who of old came from Chali)
History: Chali was said to come down from the Windbreak Mountains throwing boulders three times her size at the Desert Makers. She and her clansmen believed that they were carved out of the mountains themselves by the Oba to do her bidding.
Appearance: The typical Dohoma stands just under 6 feet but has the bones of a dwarf. Much of their beliefs come from the fact that they have a greyish dark skin. Although now, their skin tones have receded to that of the dark brown more common in Gulg, some are still born grey at times. They love to paint their skin with earth and mountain symbols of grey and white.
Religion: The Dohoma favour the mountains that have seen them born and so are an Earth People. The dead are buried in rocks around the Daga-fari. Hunter nobles, templars and favoured individuals are sometimes buried in sacred tombs in the mountains. It is always so for grey skinned individuals. They also are awed by their sculptor, the Oba, and follow her unquestioningly.
Rituals of note: Many undertake a great pilgrimage in the Windbreak Mountains just after their Forest Walk in respect for their ancestors. Rock throwing and wrestling contests are also very popular at festivals.

Gebekivori Alalazonu (human-kirre-children who of old came from Alala)
History: Alala is said to have been a kirre that transformed into a human to teach the Gulgs how to hunt. (In truth he was a druid who had managed to fuse his human form with that of a kirre making his descendants kirre-blooded.) This could be only a myth if it weren’t for the fact that many of this people have shown physical traits of the great feline. Although rare, retractable claws, pointed canines, feline eyes or even short striped fur has appeared in this people’s past. The Ambo-fari, Afulu, is one such gifted with the kirre’s blood.
Appearance: This People is graceful and lithe. Their skin tends to be dark grey. Many of human-kirre paint stripes on their skin in respect of their great ancestor.
Religion: As fire is wild, they follow that religion and so burn their dead. Until of late, they were one of the most dedicated of Gulg’s Peoples to their forest queen. Now they are somewhat confused as she has demanded the extinction of their great totem. They still treat her with respect but whispers are now heard on the winds.
Rituals of note: Ever since the People realized the great felines were extinct, a new ritual has been entered in the tradition. Once a year, one person sacrifices herself to become the kirre-prey. One hunter of the People is sent to track her and kill the human-kirre. The blood of the victim is then drained and poured onto kirre bones. The body is burned with her fetishes and great respect. The People hope to bring back their most challenging prey and mentor in this way since hunting a kirre was once a ritual to choose the next Ambo-fari. Other rituals include hunting has the feline, that is, using only wrist claws and psionics after one’s Forest walk.

Jokada Tarandazonu (mind-people who of old came from Tarandas)History: It is said that Tarandas, the great psion herself, has started this People’s lineage in Gulg 900 years ago. This makes this People one of the latest addition to Gulg. It is not known why the Raamite had interests in teaching the Gulgs but she managed to become accepted as a citizen and taught her ways in the Seer’s dagada. She has left her mark in Gulg with her teachings and is respected by all practitioners. It is even said that she was arrested by the Queen’s templars and survived meeting her unharmed. No one really knows what was said but a few years later, she disappeared.
Appearance: The Jokada usually have their heads shaved, believing that their hair are like antennas that capture too much psychic energies and brings chaos to ones thoughts. Many also wear head tattoos in the for of their totem to imbue themselves with their psionic powers.
Religion: Jokada tend to revere the element of Air. They are strangely aloof of their goddess. They show a form of respect, but they don’t hold her in awe like the rest of their brothers. This shows in the Seer’s dagada since at least half of the dagada’s elders are of this People.
Rituals of note: From a very young age, youngsters are given psion mentors to train in the basics of the Way so it’s not rare to see them depart for the Seer’s dagada after their Forest Walk. Even if they are not sent, they will usually be psionically trained by lesser mentors. Ritual endurance tests by pain are frequently performed and it is a duty to attend the teachings of Tarandas by the Ambo-fari at her shrine once a month.

Krikchtuzonu Alajinahala (hard-shelled-children who hunt on six legs who of old came from Krikchit)History: Krikchit’s tribe’s huning territory was within the region of the Crescent Forest near Gulg. His tribe had had many problems with the Gulgs in the past as their territories were overlapping each other. One day, the Oba presented herself to Krikchit in the form of a vision. She proposed to him a truce if he would accept her as her clutch-Queen. She explained that Gulg was an hunting tribe just like them and melding would have nothing but advantages for both of them. The charisma of the Queen won him over and she made him the first Thri-Kreen noble hunter.
Appearance: The Gulg Kreens are slightly different than others of their race. They have come to accept some of the traditions of the Gulgs and so adorn their bodies with paints, feathers and bones. Their long exposure to the forest has, with time, given some individuals’ chitin a greenish tinge which makes it easier for them to hide in the forest.
Religion: They have come to accept the Oba as a honorary clutch queen and work for the safety of the forest. They are the only People not revering any one element more than the others. This tends to annoy the other Peoples so they class them as a Fire People; the Kreens don’t mind much. Their funeral rites resembles that of other Thri-Kreens; the dead feed the young at the burial sites.
Rituals of note: The Kreens do have some problems socializing with the other Peoples in times of festivals and such since they don’t quite understand the point of all the rituals of their clutch-mates. As with other Kreens, inbreeding is not a problem but this People is the one that accept strangers the easiest and most frequently... Thri-Kreen strangers, that is. Some of their rituals involve massive hunts, the creation of their sacred weapons and the like. Ambo-faris from this People absorb some of the last Ambo’s knowledge and power. Unlike the skulls of the other Daga–faris, the Kreens use crystals to keep knowledge that is accessed via psionics.

This People’s Ambo-fari, Katk’Chook, is a powerful psion.

Obante Kopokono (children of the Oba who remain in the forest)
History: No one remembers the beginnings of this People but it is said that the children of the Oba helped the merging of the different Peoples into what is Gulg today. They have worked for the coming of the goddess herself, sending visions to the desert prophet, Akoso so he could lead the tribes toward salvation of the forest. (In truth, the elves were given that name after the merging of the tribes as the saviours of the forest against the Desert Makers.)
Appearance: There is no unique appearance to this People; they may be born from parents of any Peoples. It is only after a death at a young age, usually before the Forest Walk, that a child will be considered to be part of the children.
Religion: They are the only People considered to be related to the Water element. Funeral rites involve the draining of all bodily fluids before sinking them in the muddy swamp surrounding the Daga-fari.
Rituals of note: A new ritual has been implanted recently by this People’ Ambo-fari to drain all water from the deceased before surrendering them to the swampy muck.

Zajacholu is this People’s Ambo-fari. He is a priest of Water cursed by thraxdom. He has managed to hide his condition wearing bandages as a leper. Gulgs universally fear him for all the superstitions surrounding the Obante Kopokono. He is intelligent enough to know making other thrax would be a death sentence so he wisely disposes of his victims and drains bodies of their waters letting the Gulgs know that it is for the dead must give back their waters for the living.

Obono Lanaji (Obsidian people who of old came from Night)History: Called the obsidian people for their black skin; it is believed that this people was born when there was only night. The Oba plucked them from the sky and what was left were stars. They were part of the first tribes to destroy the Desert Makers’ army.
Appearance: Although the lineage is now not as pure as it once was, the black skin seems not to pale with the Peoples’ mixing.
Religion: Air is the worshipped element for this People. The dead are painted white and burned on great pyres to return them to the sky where it is believed a star shall disappear.
Rituals of note: They share an immense love of night, the moons and the stars. They are the stargazers of Gulg, reading omens and predicting future events by them. Although not as advanced as Draj’s astronomy, they are well trained at a young age to read them. Other rituals involve painting themselves white at some festivals and mass worship of the Oba for a whole night whenever a Moon person is born in their midst.

Ribenu (the people who are sellers of goods)
History: These are a traders’ People from the Green Age that was accepted amongst the original Gulg. They saw the fortune they could make with the feathers, spices and nuts already collected by the forest’s inhabitants and built an outpost. Eventually though, they lost most of their civilized ways to those of the Gulgs. The first Riben was a young trader who eventually changed is master’s outpost in Gulg to the House Riben headquarters. Ironically, House Riben fell to one of its agents, Inika, but as the Peoples mix, this was not considered a great loss. Most of House Inika’s leaders or agents are of this People’s ancestry anyhow. Others work for the Queen’s emporium or have their own little seller’s tent amidst the Gulg market opened to its citizens.
Appearance: The Ribenu have always been more aware of monetary value than the other Peoples. They can sometimes be seen wearing cloth of a higher value or styles from other city-states. They have a tastes for things that glitter and although all Gulgs wear jewellery, on this People it always seems brighter. Their garments and jewellery are considered cumbersome to other Gulgs.
Religion: Most of this People pray to the element of Air to help them in their ventures and although they revere the Oba as their goddess, they have trouble letting go of what is “theirs”. At death, they burn with their most preferred objects.
Rituals of note: Sacrifice of material wealth is believed to bring thrice what you have given. Many individual almost starve themselves to get more. To them, this sacrifice is an investment. Their Daga-fari is the most well stocked of all the People to even rival the Queen’s granaries. Many more luck fetishes are also added on each person to the ones all Gulgs wear to bring economical fortune to the city.

These are the Peoples I'm presently working on:

Chelitozo Tumahae (turtle-men of the seven swamps)
History: The Chelitozo People are nomads who traveled from swamp region to swamp region. They had great knowledge of the plants and animals there. They consider themselves Turtle men and women for they carried their homes on their backs. The foundations of their huts were turtle shells used for support on the soft wet ground. Their belief is that they were turtles long ago until the Oba gifted them with human qualities. They came to help her forest when the Desert Makers attacked. Some decided to stay in the aftermath. The ones who’ve returned to their nomadic ways were exterminated by the despised Nibenese woodcutters.
Rituals of note: This People have great celebrations around their Daga-faris imploring the Turtle-spirit of their ancestors on three nights every year. They ask them to give their power to the People in order to protect the swamp lands of the Crescent Forest against the ravages of the Desert Makers’ descendants: the Nibenese. They make clay statues, and wicker fetishes in the form of turtles which they sacrifice to the swamps around their People’s tree in order to send their demands and then dance a slow rhythmic dance for the rest of the night. They also make their huts in the shape of turtle shells, now roof instead of floor in respect to the great animals.

The Ambo-fari carves the skull of his predecessor in turtle patterns before placing it in the skull room.

Karagabouay (forest moth-men of the hidden valley)
History: Not much is known of this mysterious People’s past. They are a shy People who keep to themselves. Their lineage can be supposedly traced back to Gogtobaj, their mother who was said to wield strange powers. Rumours persist that they were wizards in ages past and this has lead them to be the least trusted People of Gulg. (In truth, Gogtobaj was a powerful preserver who sought refuge in the forest from the war against the Warbringer. Many of this People actually supported Clennay of Raam in creating the Veiled Alliance in Gulg, although they themselves are keeping further back in the shadows.)
Religion: The Karagabouay revere the element of Fire and pray to it to bring purifying strength to their People. They are weary of the Oba, although they keep their opinions to themselves (they have hidden some ancient documents that tell strange tales).

Obante Moptigala (blessed bramble wardens of the Oba)
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.
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.

Kokiji Tajirizonu (people of the Sunken Mountain who of old came from Tajiri)
History: Tajiri was a great warrior of his mountain tribe. He was hunting in the valley below one day when a great shaking made the tribe’s mountain sink in the ground. He ran back to his village and found nothing but a few survivors amidst the rubble. He sought counsel the Oba’s priests in the new village of Gulg to make give his mountain back. Unfortunately, the priests said it was the Desert Makers’ doing and so couldn’t be undone by the Oba. They offered the valiant warrior to unite against the Desert Makers and so be given a place of protection for him and his kin. With a new desire of vengeance for the Desert Makers, the wise warrior accepted the offer.

I got most of the names of the 39 Peoples and the base ideas about their background. Again, ideas and suggestions are always welcomed.
#83

the_peacebringer

Aug 16, 2005 10:08:24
Here is a list of trade possibilities related to the animal spirits encountered during a Forest Walk.

Bard, entertainer: Hurrum, jankx, lirr, scorpion, sytak
Crafter: Antloid, colourful birds, chelith, kank,mulworm, paper wasp, pulp bee, silkworm, spider, wezer
Druid, warden: Cistern fiend, roc, sloth
Farmer/gatherer, herder: Aprig, boneclaw, carru, crodlu, erdland, gorak, hare, kank, jankx, mulworm, silkworm, sygra, z’tal
Gladiator: Dune reaper, fordorran, jhakar, razorwing, so-ut
Heavy labourer:Antloid, drik, inix, kank, k’lar, megapede, mekillot, sand worm
Hunter: All skilful predators
Judaga warrior: All predators, cha’thrang, critic lizard
Nomad, trader: Crodlu, inix, jozhal, kank, pterrax, ruktoi
Priest: Bulette (earth), cloud ray (air), elementals, roc
Psion: Erdland, feylar, gaj, id fiend, k’lar, kirre, sytak
Templar: Cilops, hegbo, scorpion
#84

squidfur-

Aug 17, 2005 15:41:50
I'd have to say I'm against using the animal spirit of a spirit of the land as it seems there are 2 different explanations for the appearance of the spirit. Either 1) its a manifestation of the individuals thoughts/hopes or 2) the individual is contacted by the actual spirit form.

Now, if choice 1 is true, then it seems strange that the manifestation would take the shape of a creaure with whom the individual SHOULD know nothing about.

If, on the other hand, choice 2 is correct, then it seems more reasonable that a spirit of the land would contact his soon-to-be student in a way less revealing. If I'm remembering correctly, the results of the Forest Walk are interpreted heavily by the templars, and the spirit of the land certainly wouldn't want to reveal it's presence to them.

Well, anyhoo, other than that - Great list.
#85

the_peacebringer

Aug 18, 2005 9:49:48
If, on the other hand, choice 2 is correct, then it seems more reasonable that a spirit of the land would contact his soon-to-be student in a way less revealing. If I'm remembering correctly, the results of the Forest Walk are interpreted heavily by the templars, and the spirit of the land certainly wouldn't want to reveal it's presence to them.

Well, anyhoo, other than that - Great list.

Agreed, although the spirit of the land could take the form of an animal and guide the druid-to-be in that form.

I shall substract it from the list.

Thanks.
#86

the_peacebringer

Aug 18, 2005 9:57:41
Concerning the Hegbo, did anyone try to stat it out? I was thinking of doing it but wanted to know if it had been done before.

I was thinking of making it a docile little iguana type creature. Well, the male would be docile. The female would be a menace in times of laying her eggs and protecting her young. She would gain extraordinary psionic power in that time (or just the reason to use it), being extremely obsenely dangerous to any living creatures... one of the reasons the Gulgs wouldn't try to domesticate it.

Advice, ideas, suggestions?
#87

methvezem

Aug 30, 2005 8:12:47
:D
Sorry PB to put that on your thread, but as I see you as the most experienced with all things Gulg , I wanted to have your opinion on this. I ask you that because I want it to be compatible with the words and sentences you already made for Gulg.
So, I'm searching for the Gulg word you would use for:

''kiliaba that enthralls the weak-willed''

A kiliaba is a bardic musical instrument that means ''the bones of the girl who danced'', p.31 of The City-State of Gulg booklet. The name I'm searching for is for a new universal item used by drummers in bardic dagadas.

Thanks for your time.
#88

the_peacebringer

Aug 30, 2005 11:19:02
:D
Sorry PB to put that on your thread, but as I see you as the most experienced with all things Gulg , I wanted to have your opinion on this. I ask you that because I want it to be compatible with the words and sentences you already made for Gulg.
So, I'm searching for the Gulg word you would use for:

''kiliaba that enthralls the weak-willed''

A kiliaba is a bardic musical instrument that means ''the bones of the girl who danced'', p.31 of The City-State of Gulg booklet. The name I'm searching for is for a new universal item used by drummers in bardic dagadas.

Thanks for your time.

Don't be sorry! I guess it's the best thread for that since its name is "Gulg [ideas]".

What I usually do with names is pretty much a thing of randomness that sounds primitive or tribal to my ear. If I can, part of the name will be an actual word for something else I can pass as a Gulg-original word. For example, the turtle-men People is Chelitozo from Chelith who could easily have originated in the regions of Gulg as hard-shelled-snapper (or anything similar).

In your case, kiliaba (or a part of it) should be part of the name. I used "joka" for mind; a weak mind could "joko" so you'd get "kiliabajoko". Just a thought.

I "ain't" no language professor or 'nything, so my suggestion is just that and isn't based on any special knowledge of mine. I wouldn't feel bad if you came up with anything else for a name. Think primitive or African. Just don't name it George's drums and it should be okay.

Your project is interesting, so keep us posted.
#89

methvezem

Aug 30, 2005 18:05:17
What I usually do with names is pretty much a thing of randomness that sounds primitive or tribal to my ear. If I can, part of the name will be an actual word for something else I can pass as a Gulg-original word. For example, the turtle-men People is Chelitozo from Chelith who could easily have originated in the regions of Gulg as hard-shelled-snapper (or anything similar).

In your case, kiliaba (or a part of it) should be part of the name. I used "joka" for mind; a weak mind could "joko" so you'd get "kiliabajoko". Just a thought.

I "ain't" no language professor or 'nything, so my suggestion is just that and isn't based on any special knowledge of mine. I wouldn't feel bad if you came up with anything else for a name. Think primitive or African. Just don't name it George's drums and it should be okay.

Your project is interesting, so keep us posted.

I like to keep the words I create for the various athasian cultures consistent with those already existing in the supplements, official or fan-made, and inspire myself from real-world cultures.

Since it seems we have the same view about the use of already existing words for the creation of new one, here's the explanation for the name of the item (so you can use the new terms in future words ;) ):

''kiliaba'' for the musical instrument (the bones of the girls who danced). Aba is the word for bone.
''joka'' for mind, changed the -a terminaison for an -o, denoting something less than, in this case, weak-willed
''unu'' for the verb charm or enthrall

So I finally came up with kiliaba unujoko for ''kiliaba that enthrall the weak-willed''.

The kiliaba unujoko will appear in the equipment guide that is in the works by the equipment templarate. If you have, or anyone else by the way, any wondrous or universal items that you would like to see (as you did with the gulgan fetish) converted or created, let us know.
#90

the_peacebringer

Aug 31, 2005 7:15:17
Since it seems we have the same view about the use of already existing words for the creation of new one, here's the explanation for the name of the item (so you can use the new terms in future words ;) ):

''kiliaba'' for the musical instrument (the bones of the girls who danced). Aba is the word for bone.
''joka'' for mind, changed the -a terminaison for an -o, denoting something less than, in this case, weak-willed
''unu'' for the verb charm or enthrall

So I finally came up with kiliaba unujoko for ''kiliaba that enthrall the weak-willed''.

The kiliaba unujoko will appear in the equipment guide that is in the works by the equipment templarate. If you have, or anyone else by the way, any wondrous or universal items that you would like to see (as you did with the gulgan fetish) converted or created, let us know.

All I can say is... cool!
#91

the_peacebringer

Sep 01, 2005 7:19:47
"Drum speak" is how I call the method of communicating by means of drums in and around Gulg. What form should this take?

I was thinking of making it a language free to all Gulgs. That way, you don't get nosy people from other city-states understanding the messages. It could still be learned as any language but would be kind of like the druidic language (no Gulgs would be aloud to teach the drum-speak to anyone).

If it would be part of the listen or perform skill, it would be opened to all which is not something I want (the drum-speak would be sort of a secret). What do you guys think?
#92

the_peacebringer

Sep 01, 2005 10:48:58
Here are two more People (I'll just post them as I finish them and repost them in another "official" Gulg thread once they're really, really finished):

Karagabouay (pale moth-men of the hidden valley)
History: Not much is known of this mysterious People’s past. They are a shy People who keep to themselves. Their lineage can be supposedly traced back to Gogtobaj, their mother who was said to wield strange powers. Rumours persist that they were wizards in ages past and this has lead them to be the least trusted People of Gulg. (In truth, Gogtobaj was a powerful preserver who sought refuge in the forest from the war against the Warbringer. Many of this People actually supported Clennay of Raam in creating the Veiled Alliance in Gulg, although they themselves are keeping further back in the shadows.)
Appearance: This People is not obvious in its clothes or general appearance in public, although many have fire-scarred skin on their backs and arms. A moth-shaped burn can sometimes be seen somewhere on their bodies.
Religion: The Karagabouay revere the element of Fire and pray to it to bring purifying strength to their People. They burn their dead, but they usually try to burn themselves alive when they believe the time has come. They are weary of the Oba, although they keep their opinions to themselves (they have hidden some ancient documents that tell strange tales).
Rituals of note: The Kara moth is a white insect that, attracted by Fire, will go to any source, burst into flame and stay alight for a few seconds before dying out. From the ashes will rise small fertile caterpillar eggs that will begin the moth’s life-cycle anew. The Karagabouay believe that the little fire-moth acquires knowledge and wisdom life and death cycles which permits it to merge with the nature spirits. In their rituals, they wear moth-cloaks and dance around great bonfire. Some bolder individuals will set their cloaks on fire and keep dancing until they drop. Some have died from their burns, but it is considered a noble death. It is not considered cowardly to not walk into the fire for it is supposed to be the last act in a person’s life. On the other hand, one can try to attain some wisdom before its time has come so they don’t let a body burn unless it is the ceremonial death of an elder.

Chelitozo Tumahae (turtle-men of the seven swamps)
History: The Chelitozo People, also known as the shell People, are nomads who traveled from swamp region to swamp region. They had great knowledge of the plants and animals there. They consider themselves Turtle men and women for they carried their homes on their backs. The foundations of their huts were turtle shells used for support on the soft wet ground. Their belief is that they were turtles long ago until the Oba gifted them with human qualities. They came to help her forest when the Desert Makers attacked. Some decided to stay in the aftermath. The ones who’ve returned to their nomadic ways were exterminated by the despised Nibenese woodcutters.
Appearance: This People is easily noticed by their love of turtles. They wear the mark of the of the turtle for the rest of their lives tattooed in the form of a small shell on their forehead. This great honour mark is given to the young men and women who come back from their Forest Walk.
Religion: The Chelitozo are an Earth People and bury their dead in the swampy soil around their Daga-fari.
Rituals of note: This People have great celebrations around their Daga-faris imploring the Turtle-spirit of their ancestors on three nights every year. They ask them to give their power to the People in order to protect the swamp lands of the Crescent Forest against the ravages of the Desert Makers’ descendants: the Nibenese. They make clay statues, and wicker fetishes in the form of turtles which they sacrifice to the swamps around their People’s tree in order to send their demands. They then dance a slow rhythmic dance for the rest of the night brandishing turtle-shell drums. They also make their huts in the shape of turtle shells, now roof instead of floor in respect to the great animals. Consorting in any way with the hateful Nibenese is considered high treason to the shell-People. It is said that one who breaks this law will have his forehead ripped off and if that doesn’t kill him, will be sent through the Exile’s gate wearing the Shell of Shame (Gulg items; in the works).
#93

ruhl-than_sage

Sep 01, 2005 17:44:38
:D :D Turtle-men MuaHA HA HA! I love it! good job on taking a random name I came up with and turning it into an novel people.
#94

the_peacebringer

Sep 02, 2005 7:16:46
:D :D Turtle-men MuaHA HA HA! I love it! good job on taking a random name I came up with and turning it into an novel people.

:D Yep, that one's yours!
#95

fiery_overlord

Sep 03, 2005 13:51:44
[INDENT]Originally Posted by PeaceBringer
It's true not much changes in Gulg for the populace believe in the all mighty Oba, but some see her as she really is and work against her. They must be doubly careful because anybody is a potential threat to their secrets. This means that rebel groups are extremely small. The Veiled Alliance is in great peril, but could be saved by some bold adventurers. Then again, why work against the Queen when you can help her defend the beautiful city against invasions of other city-states.[/INDENT]


Thats part of the reason things are so stable in Gulg, I guess.

That is an excellent point, where is it written you have to play adventurers opposed to the Sorcerer Kings? Why can't you do something constructive like help support the prosperity and safety of the community by supporting the hierarchy that actually takes care of the people?

Just because we know the SKs are all evil and selfish doesn't mean a smart one couldn't see the benefits of taking care of their communities. Evil can be having no compunction against killing innocents when it is beneficial, because of a lack of compassion. Just because you are Evil doesn't mean you are stupidly contrary and malicious. You can be thoughtfully and intelligently ruthless and be Evil. There are many benefits to acts of kindness, charity and benevolence, you would be foolish to think just because a person is Evil they could not see and claim the profit from these things.

What you should ask yourself is, does it matter what alignment the ruler is if the people prosper and can find happiness? What if removing or not supporting an evil leader lead to horrors for the common people, like famine, wide spread death of innocent people, oppression from new leaders and losing any hope of happiness?
#96

the_peacebringer

Sep 06, 2005 7:17:57
Thanks for the comment, Fiery Overlord.
Is that how you view your domain? ;)
#97

the_peacebringer

Sep 09, 2005 7:15:14
Here are yet a few others I'm done with and again, any constructive critisism is welcomed.

Dagaumi (wild-Fire people of endless north plains)
History: It is said that once, to the East of the forest was a great plain where a clan of fiery-orange haired men lived. They had great courage and great energy. They had a problem when it came to hunting, though. They couldn’t compete with the plain’s great runners’ speed and their wild orange hair was an easily spotted mark that advertised their presence from a great distance. One day, the Great-Crodlu-Father was passing by and noticed the little People’s determination and braveness. He felt pride in his heart and so he decided he would help these plainsmen. He made a pact with them that they could befriend and mount his brethren if none of the plainsmen would eat his brethren’s flesh. The orange haired men accepted and made the crodlu their sacred animal. Soon after, the Desert Makers came to destroy their beloved plain. The plainsmen allied themselves with the Peoples of Gulg and made their stand as the village’s great cavalry.
Appearance: The shortest of Gulg’s human People, these men and women stand 5 foot 6 on average. They either hide or shave their hair if it is any other colour than orange, which must be kept wild. The orange colour as become rarer since the People started mixing, although it is not uncommon.
Religion: Fire is this Peoples creator. They believe they have risen from the plains ashes after a great firestorm. The Oba of course, was the wind from the forest that made the fire burn hotter and give them life.
Rituals of note: It is prohibited to kill a crodlu for the Dagaumi. Doing so brings death. Even hurting it accidentally will usually mean the rider will take the same wound he as afflicted on his mount. Young Dagaumi are trained from infancy to respect and ride the great birds. After their Forest Walk, the riders-to-be are given a crodlu egg. They take care of it until it hatches and bond with their new mount-to-be. It is possible that an egg doesn’t hatch. In that case, it is considered that the individual wasn’t worthy of a mount. No shame is brought on the person when this happens. From then on, they live and die with their mount. Some individuals survive the trauma of the loss of their mount but many commit suicide.

Klarojonu Joromo (bear-clan-brothers who of old came from south of big lake)
History: Many moon cycles ago, the bear-clan lived in a valley of the Mekillot mountains. There they survived, warring between tribes and the mountains’ dwarven folk to gain more power and territory. It had always been so. One day, came the army of Desert Makers. At first, it seemed that they were only after the dwarves and so, the clan let the army through. But as the war went on, their valley was turning to unfertile dirt and many of the K’lar-bears were destroyed. This, they could not let happen. They formed alliances with all bear tribes and eventually with their dwarven adversaries. They all fought valiantly together and with great courage, and many were sent to the great K’lar-mother but they managed to push back the army. When the war was over, nothing was left of the valley and so the great clan’s chiefs asked their shamans for advice. One man named Glokosh had a vision that night; the Great K’lar-mother came to him and told him to cross the big lake and come to their Mother’s true land. Allied with the dwarves and with the help of the northern water-skimmer tribe, the bear-clan crossed the water to the land of their goddess.
Appearance: The Klarojonu have reddish skin tones and are the tallest and largest People of Gulg. Their powerful shoulders and heads are usually covered by K’lar skins or bones, believing it will bring them more strength, both mental and physical.
Religion: Their sacred animal is the K’lar and it is a symbol of strength, aggressiveness and psionic ability. They see all that in their Great Mother, the Oba. Otherwise, they are a People of the Earth. Large bodies of Water is a blasphemous subject, as rare as that subject may come, for the water crossing of their final voyage has left an ancestral scar.
Rituals of note: The bear People are Gulgs best wrestlers and tend to enter most competitions. They judge a man’s (or woman’s) worth by their wrestling ability. Once a year, nobles of this People will go hunting for K’lar young and bring them back alive for their Peoples’ sacred psionic and wrestling contest. They always try not to kill the creatures, although they often fall prey to the match, and set them loose when the contests are over.

Urnhomoso Vamahjizonu (short stubborn children who old came from Vamah of the shield)History: When the Desert Makers came to the valley, they hadn’t realized that it was to exterminate their People. Vamah of the shield had realized this and made it her focus to protect her brethren. With all their resources gone they had to leave to survive. Some scattered west, but Vamah decided to trust her new allies and embarked on a journey over the dangerous waters of Big Lake where it was said that beyond were more of her People. In a great forest city, she found that her People had already changed their ways. A small while later, her own People she had brought started changing their ways too even though she didn’t want them to. She couldn’t realize that the Oba was their savior. Nevertheless, she accepted in death, for to this day, she still guards their sacred home-tree.
Appearance: These dwarves have the distinct forehead tattoo of a shield. They get it after their Forest Walk. As most dwarves, they have a paler skin tone then most Gulgs since their ancestries don’t mix.
Religion: They owe much to the goddess who has accepted them and given them a home but they are a troublesome lot. They hold her in respect and acceptance but can’t seem to overcome their ancestral ethnocentricity and so, are often found in dagadas with a dwarven majority or as studs in the slave pits when they cause too much of a fuss. They revere the Air for it is that element that permitted them to cross Big Lake safely.
Rituals of note: One of the rituals consists in a annual sacrifice to Vamah of the shield at the Daga-fari so that she keeps on protecting her People. This usually brings a sorrowful wail from the sacred banshee which is taken as a blessing for the brave departing soul.
#98

squidfur-

Sep 09, 2005 18:12:09
Question -
can't remember for sure, but is there any reference to turtles existing on Athas? Might not the cha'thrang (or flailer) make a better substitute for the Chelitozo Tumahae's associated animal?
#99

zombiegleemax

Sep 11, 2005 16:31:05
To all the wonderful posts in this thread I say- WOW...

I have not forgotten my promise to amalgamate the info in this thread similar to the way I placed all the ogo posts into a single whole, however the popularity of this thread Dwarfs the Ogo thread, and as such it will take me a bith longer though you should expect me to do so in the near future (while also working on Guardians of the Forest Ridge with sage, as well as revamping my flaw and sp systems).

If only I had a site of my own, hmm maybe I should grab a website! Maybe....once I can afford one lol.....if anyone knows a decent webhost that is not too expensive shoot the name of the webhost or the contact info my way via the boards or a PM, or email at [email]Rat_queen088@yahoo.com[/email] or [email]Ratqueen088@gmail.com[/email]


Well I dont know that I will post it in this thread as it is the "ideas" thread, I will probably start a fresh post entitled "gulg, a forum compilation" or something such....

I will work on it tomorrow when I come to post my SP system.

Alexis
#100

the_peacebringer

Sep 12, 2005 8:08:02
Question -
can't remember for sure, but is there any reference to turtles existing on Athas? Might not the cha'thrang (or flailer) make a better substitute for the Chelitozo Tumahae's associated animal?

Well, there's the Chelith which is pretty turtle-like... Chelitozo.
#101

the_peacebringer

Sep 12, 2005 8:12:22
To all the wonderful posts in this thread I say- WOW...

I have not forgotten my promise to amalgamate the info in this thread similar to the way I placed all the ogo posts into a single whole, however the popularity of this thread Dwarfs the Ogo thread, and as such it will take me a bith longer though you should expect me to do so in the near future (while also working on Guardians of the Forest Ridge with sage, as well as revamping my flaw and sp systems).

If only I had a site of my own, hmm maybe I should grab a website! Maybe....once I can afford one lol.....if anyone knows a decent webhost that is not too expensive shoot the name of the webhost or the contact info my way via the boards or a PM, or email at [email]Rat_queen088@yahoo.com[/email] or [email]Ratqueen088@gmail.com[/email]


Well I dont know that I will post it in this thread as it is the "ideas" thread, I will probably start a fresh post entitled "gulg, a forum compilation" or something such....

I will work on it tomorrow when I come to post my SP system.

Alexis

Cool, although I can't very well say that this is a popuplar thread, I just posted lots of ideas since I just LOOOOVE Gulg. Anyways, it ain't no competition.

And I totally sympathize with you on the "site thing", I don't even have the Net at home.
#102

the_peacebringer

Sep 12, 2005 8:26:44
Back by popular demand, here's the Shadow Tree and its resident for you. I've changed a few thing, though. The tree is now inert and an actual tree of life.

The Shadow Tree, gray touched tree of life
Large Plant (Augmented)
Hit Dice: 14d8+28 (91 hp)
Initiative: –5
Speed: 0 ft.
Armor Class: 14 (–1 size, –5 Dex, +10 natural), touch 4, flat-footed
14
Base Attack/Grapple: +10/—
Attack:
Full Attack:
Space/Reach: 10 ft./10 ft.
Special Attacks:
Special Qualities: Aura of protection, bonus spells, gray traits, low-light
vision, plant traits, regrowth, turnable, unnatural aura
Saves: Fort +11, Ref —, Will +4
Abilities: Str —, Dex —, Con 16, Int —, Wis 11, Cha 10
Skills:
Feats:
Environment: Baobab grove near Gulg
Organization: Unique
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 15-18 HD (Large); 19-29 HD (Huge); 30-44 HD
(Gargantuan); 45-60 HD (Colossal)


As you enter the dark cave under the ancient baobab tree, you see a small bulky agafari tree. A strange cold emanates from the plant. Its bark, normally a dark blue, now seems to be almost grey and the normally bright green leaves are so pale as to appear almost white. Nevertheless, small plants and mushrooms seem to thrive healthily all around the the great tree.

The main purpose of the Shadow Tree was to preserve the surrounding vegetation. Stolen by Aukash-Pad from the Queens gardens, it now serves as an endless store of life energy for Portynx. Because of a prolong contact with the evil spirit, the tree has become used to the energies of the Gray and is now considered gray touched.

Combat
Aura of Protection (Su): The Shadow Tree still extends a protective aura to nearby vegetation in a 15 foot radius. The aura has two effects; it amplifies arcane spells cast near it as though they were cast in abundant terrain, but it nullifies the effects of a wizard’s defiling radius on plants and living creatures. Each time the tree provides energy for a spell cast by a defiler, it takes one negative level per spell level. In addition, the ground within the radius is able to sustain vegetation, as the rejuvenate spell, growing a carpet of green grass at the very least. The ground is fertile regardless of previous damage by a defiler’s radius. Weather does not harm the tree or any terrain within its protective aura.
Bonus Spells (Su): A cleric or druid who prepares spells within 5 ft. of the tree can cast the following spells as bonus spells: augury, divination, heal, and scrying. The cleric or druid receives only spells he could normally prepare, and the bonus spells last until the next time he prepares spells. Up to four spellcasters can receive this benefit each day.
Gray Traits: The Shadow Tree is immune to all negative energy attacks. It also receives a +4 competence bonus to all saves regarding paralysis, stunning, disease, death effects and any necromantic effect.
Regrowth (Ex): Every hour, the tree heals 15 hit points and negative levels. The tree grows back damaged branches, roots, and leaves, fully restoring itself in a week.
Turnable (Ex): Because it is so close to the Gray, the tree can be turned, rebuked, or commanded. It has +4 turn resistance. This has the effect of throwing Portynx out of hiding. He then cannot go back for the turning’s duration.
Unnatural Aura (Su): Both wild and domesticated
animals can sense the unnatural prescience of a the gray touched tree of life at a distance of 300 feet. They do not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within range.

Portynx, human spirit, 10th level defiler, 5th level psion
Medium Humanoid (Augmented humanoid, Incorporeal)
Hit Dice: 15d12 (178 hp)
Initiative: +2
Speed: Fly 30 ft. (perfect)
Armor Class: 13 (+2 Dex, +1 deflection), touch 13, flat-footed 11
Base Attack/Grapple: +7/+8
Attack: Corrupting touch +9 melee (1d6 plus 1d4 constitution drain)
Full Attack: Corrupting touch +9/+4 melee (1d6 plus 1d4 constitution drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constitution drain, corrupting touch, manifestation
Special Qualities: Addiction to life energy, Darkvision 60 ft., incorporeal traits, rejuvenation, Shadow Tree’s bond, turn resistance +4
Saves: Fort +4, Ref +6 , Will +10
Abilities: Str 13, Dex 14, Con -, Int 18, Wis 9, Cha 13
Skills: Bluff +6, Concentration +18, Decipher script +15, Hide +15, Knowledge (arcana) +22, Knowledge (psionics) +14, Knowledge (ancient history) +14, Listen +14, Psicraft +14, Search +12, Spellcraft +22, Spot +14 Languages: Trade, Gulg, Nibenese (w), Elven.
Feats: Ability focus [draining touch], Efficient raze, Fast raze, Greater psionic endowment, Path sinister, Psionic endowment, Scribe scroll, Silent spell, Still spell
Environment: The Shadow Tree
Organization: Unique
Challenge Rating: 18
Alignment: Lawful evil
Advancement: by character class


From the tree emerges a bald emaciated humanoid dressed in ancient black robes adorned with a array of leather pouches. A bright green and gold aura surrounds his skeletal frame as if he is about to burst with energy. Behind his defiler’s goggle, you feel his cold stare sizing you up. A grin that shows way to many teeth for a human, suddenly lights up his pale face.

Combat
Constitution drain (Su): Portynx’s touch drains 1d4 points of constitution in addition to his corrupting touch ability.
Corrupting touch (Su): When Portynx hits a living target with its incorporeal touch attack, he deals 1d6 points of damage. Against creatures in the Gray, he adds his Strength modifier to attack and damage rolls. Against targets not in the Gray, he adds his Dexterity modifier to attack rolls only.
Addiction to life energy: Portynx has become totally addicted to the life energy of the Shadow Tree. He has become drunk on the energies and is lost to them. In so doing, he is less and less concerned with his on security.
If the tree is attacked, Portynx may try to quit its consumption and protect the tree if he succeeds at a Will check of DC 22 each round or until the tree is reduced to half its hit points. Every round he fights, there is a 5% chance he quits fighting for one round to suck the tree’s energy. He may also be thrown out if the tree is successfully turned.
Shadow Tree’s bond (Ex): His close bond to the Shadow Tree permits Portynx to use the bonus spells the tree gives as if he were a druid or cleric. In addition, he is always considered to be in abundant terrain when spellcasting and casts his spells as if he were one level higher.

Typical Wizard Spells Prepared (caster level 10th): 0―acid splash, detect magic, ghost sounds, touch of fatigue (DC 14); 1st―cause fear (DC 15), protection from good, silent image, shield, ray of enfeeblement; 2nd―acid arrow, blindness/deafness (DC 16), death mark (DC 16), resist energy, summon swarm; 3rd―deep slumber (DC 17), hold person (DC 17), ray of exhaustion (DC 17), zombie berry;4th―animate dead, enervation, globe of invulnerability, summon monster IV; 5th―cerulean hail (DC 19), cloudkill (DC 19).

Psion (Telepath) Powers Known (PP 35; manifester level 5th): 1st―conceal thoughts, inertial armor, mindlink, mind thrust(DC 15), psionic charm (DC 15); 2nd―brain lock (DC 16), id insinuation (DC 16), psionic suggestion (DC 16), thought shield; 3rd―crisis of breath (DC 17), false sensory input (DC 17).

Possessions: bone dagger, spellbook.
#103

the_peacebringer

Sep 12, 2005 8:39:06
I present to you Vamah of the shield, Ambo-fari of the Dwarven People: Urnhomoso Vamahjizonu.

Vamah of the Shield, Female dwarven banshee, 14th-Level Fighter
Medium Undead (Augmented Humanoid, Psionic)
Hit Dice:
14d12 ( 152 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 27 (+1 Dex, +5 natural, +8 +3 metal breastplate armor, +3 +1 large metal shield), touch 11, flat-footed 26
Base Attack/Grapple: +14/+17
Attack: +2 waraxe +25 melee (1d10+12/x3) or slam +22 melee (1d6+8)
Full Attack: +2 waraxe +25/+20/+15 melee
(1d10+12/x3) or slam +22/+17/+12 melee (1d6+8)
Space/Reach: 5 ft./5 ft.
Special Attacks: Cause despair, gaze of frenzy, guilt stare, psi-like abilities
Special Qualities: Bound to an area, code of honour, damage reduction 15/magic, darkvision 60 ft., dwarf traits, enduring focus, Gray toughness 2, immunity to turning, resistance to fire 10
Saves: Fort +9, Ref +5, Will +4
Abilities: Str 27, Dex 12, Con —, Int 8, Wis 11, Cha 18
Skills: Climb +13, Intimidate +11, Knowledge (history) +9, Knowledge (warcraft) +4, Listen +10, Search +9
Feats: Cleave, Combat Reflexes, Dodge, Improved Bull Rush, Power Attack, Weapon Focus (waraxe), Weapon Specialization (waraxe)
Environment: Daga-fari of the Urhnomoso Vamahjizonu
Organization: Unique
Challenge Rating: 18
Alignment: Lawful evil
Advancement: By character class



Combat
Cause despair (Su): All living beings in a range of 60 feat of Vamah lose hope and becomes shaken if they fail a Will save. Victims suffer a –2 penalty on all attack and damage rolls, saves and skill checks for 7 minutes.
Gaze of Frenzy (Su): Living creatures within 30 ft. that meet a Vamah’s gaze must make a Will save or enter an uncontrollable frenzy for 2d6 minutes. During this time, victims attack the nearest creature as though confused; if no creatures are nearby, a victim goes in search of foes. An affected creature never attacks the banshee while in a frenzy. Whether or not the save is successful, that creature cannot be affected again by the Vamah’s gaze for 24 hours unless the banshee actively gazes at it. Once per day as a full-round action, the banshee can actively
gaze at all creatures within 30 ft. Each must make a Will save or frenzy.
Guilt stare (Su): Vamah’s gaze can cause one’s most painful memories to surface. The victim is wracked with guilt over some small incidents that happened years ago in its life. Creatures that make their Will save negate the effect. Creatures that fail their save are affected as if they were nauseated.
Psi-Like Abilities: 3/dayhostile empathic transfer(80 hp,20-foot-radius spread*), inflict pain(DC 21, 6 targets within 15 feet*), recall agony(13d6, DC 21*). Manifester level 14. The save DCs are Charisma-based.
*Includes augmentation for the dwarven banshee’s manifester level.
Bound to an area: Vamah is bound to stay in her People’s Daga-fari. This is a bond that was created both by her failure and the Oba.
Code of honour: Vamah may not hurt a dwarf other than as self-defense.
Damage Reduction (Su): The magically toughened form of abanshee gives Vamah damage reduction 15/magic. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Enduring Focus (Su): Even if Vamah is destroyed, she rises again the following sunset. The only way to permanently destroy her is to complete the task she could not. Which is to bring back at least one of her descendants to the old ways. Killing the banshee in the Gray prevents her from returning to life.
Skills: Vamah has gained a +10 circumstance bonus to her Knowledge (history) checks.
#104

Pennarin

Sep 12, 2005 11:17:35
I love it, Gulg-Man!

A few things:
- in the tree's entry you colored the word scrying
- how did you come about creating Portynx since there are no ghosts on Athas? (I suggest changing the name to somthing with the word "spirit" in it.)
- how exactly is Portynx sucking the life energy out of the tree on a continual basis? mechanically i mean
- what is the (ps) i keep reading in the spell entry for Portynx?
- for Vamah, did you use TotDL's Chapter 3: Special Attacks, Qualities and Weaknesses?

Here are the reworked sections on the powers and spells, to make them more esthetically pleasing and readable:

Typical Wizard Spells Prepared (caster level 10th): 0―acid splash, detect magic, ghost sounds, touch of fatigue (DC 14); 1st―cause fear (DC 15), protection from good, silent image, shield, ray of enfeeblement; 2nd―acid arrow, blindness/deafness (DC 16), death mark (DC 16), resist energy, summon swarm; 3rd―deep slumber (DC 17), hold person (DC 17), ray of exhaustion (DC 17), zombie berry;4th―animate dead, enervation, globe of invulnerability, summon monster IV; 5th―cerulean hail (DC 19), cloudkill (DC 19).

Psion (Telepath) Powers Known (PP 35; manifester level 5th): 1st―conceal thoughts, inertial armor, mindlink, mind thrust(DC 15), psionic charm (DC 15); 2nd―brain lock (DC 16), id insinuation (DC 16), psionic suggestion (DC 16), thought shield; 3rd―crisis of breath (DC 17), false sensory input (DC 17).
#105

the_peacebringer

Sep 12, 2005 12:05:01
I love it, Gulg-Man!

A few things:
- in the tree's entry you colored the word scrying

Fixed.
- how did you come about creating Portynx since there are no ghosts on Athas? (I suggest changing the name to somthing with the word "spirit" in it.)

Simple enough; I took the ghost template from MM and made him a ghost. I don't know if it would be really worth it to make him a specially constructed creature. Anyhow, I've changed the "ghost" term to "spirit" as suggested. If you have suggestion on what to make him, though... such as an non-gray undissolved spirit or something...
- how exactly is Portynx sucking the life energy out of the tree on a continual basis? mechanically i mean

I honestly haven't put any thoughts into the mechanics. Any suggestions?
- what is the (ps) i keep reading in the spell entry for Portynx?

Only personnal notes which identified his Path Sinister spells.
- for Vamah, did you use TotDL's Chapter 3: Special Attacks, Qualities and Weaknesses?

Yep, I gave her the Cause
despair and Guilt stare abilities and Magic resistance quality. Also, she as Bound to an area and Code of honor as weaknesses. I've used the 3.0 version, though, since I haven't acquired the 3.5 version yet.
Here are the reworked sections on the powers and spells, to make them more esthetically pleasing and readable:

Typical Wizard Spells Prepared (caster level 10th): 0―acid splash, detect magic, ghost sounds, touch of fatigue (DC 14); 1st―cause fear (DC 15), protection from good, silent image, shield, ray of enfeeblement; 2nd―acid arrow, blindness/deafness (DC 16), death mark (DC 16), resist energy, summon swarm; 3rd―deep slumber (DC 17), hold person (DC 17), ray of exhaustion (DC 17), zombie berry;4th―animate dead, enervation, globe of invulnerability, summon monster IV; 5th―cerulean hail (DC 19), cloudkill (DC 19).

Psion (Telepath) Powers Known (PP 35; manifester level 5th): 1st―conceal thoughts, inertial armor, mindlink, mind thrust(DC 15), psionic charm (DC 15); 2nd―brain lock (DC 16), id insinuation (DC 16), psionic suggestion (DC 16), thought shield; 3rd―crisis of breath (DC 17), false sensory input (DC 17).

Pleasing to the eye, thanks.
#106

the_peacebringer

Sep 12, 2005 12:51:00
More People of Gulg... hope you enjoy.

Sorojokahunay (fire-eyed-People of the angry mind)
History: Part of the first uniting tribes against the Desert Makers, the Sorojokahunay believe they were born from the pure aggressive emotions of the great forest goddess. The mental energies are controlled by anger and not meant to be limited by the puny ways of Tarandas. Doesn’t a young K’lar die with a burned up mind if not strong enough for his own psionic energy? Many divisions exist in the Seer’s dagada between the disciples of Tarandas and themselves and they fight to regain their lost popularity.
Appearance: Beings of eternal anger and vengefulness, these individuals have almost permanently bloodshot eyes. Their skin denotes their early ancestry with Gulg’s first tribes. One can mistake them physically with the Sitakojo, their cousins, but he will usually not live long after that error.
Religion: A People of Fire that fuels its power with Fire’s aggressiveness. The elders sometimes don’t even wait for death to cast themselves on their funeral pyres, believe the burning pain will set their consciousness free from their body back to the Oba’s emotions.
Rituals of note: Burning their skin to augment their mental power happens often. Other rituals involve psionic and physical combat that often leaves one participant bleeding his brain out by his nose. Some friendly but still dangerous combats are also performed with one allied People on festival nights; the Klarozonu which have many close affinities with the angry People.

Sitakojo Tagadonuu (egg-people who are friend of Sitak)
History: Tokah and Sitak were great practical jokers from the Sorojokahunay People. They were always in competition to know who was the best at playing tricks on each other, much to the disappointment and anger of their psion elders. Normal to the Sorojokahunay’s temperament, Tokah and Sitak’s tricks grew more and more aggressive as time went on until finally Tokah turned Sitak into a bird at the same time Sitak turned Tokah into an agafari tree. Sitak managed to keep some of its psionic powers and so perched himself onto Tokah great limbs as the sole victor of the contest. Because of his link to his family, a schism was formed in the wilder People and the Sitakojo People was born.
Appearance: Their ancestral lineage show them as once being of the Sorojokahunay People. Their skin is dark brown and they have a great tendency to have a short temper. They have the same bloodshot eyes of their cousin. Many adorn themselves only of sitak feathers.
Religion: A very chaotic People, the Sitakojo are worshippers of the element of Air. They bury their dead in Sitak feathers before igniting the funeral pyre. All ask Sitak to guide the newly arrive spirit to the rebirth cycle into a bird. They put much belief in the Oba, although they are a hyperactive People who don’t mind change. Many have been exiled or sent to the slave pits for having rebellious tendencies.
Rituals of note: Many have a sitak familiar and treat it with much respect. It as been made law in Gulg to never hurt that bird no matter how annoying they can be because of the Sitakojo. They are the most fun loving Gulg and have many nights of complete revelry. Many rituals consist in creating elaborate pranks. Even nobles have been known to “hunt” individual to make pranks on them. These pranks are rarely deadly.

Kokiji Tajirizonu (people of the Sunken Mountain who of old came from Tajiri)
History: Tajiri was a great warrior of his mountain tribe. He was hunting in the valley below one day when a great shaking made the tribe’s mountain sink in the ground. He ran back to his village and found nothing but a few survivors amidst the rubble. He sought counsel the Oba’s priests in the new village of Gulg to make give his mountain back. Unfortunately, the priests said it was the Desert Makers’ doing and so couldn’t be undone by the Oba. They offered the valiant warrior to unite against the Desert Makers and so be given a place of protection for him and his kin. With a new desire of vengeance for the Desert Makers, the wise warrior accepted the offer.
Appearance: Almost as dark of skin as the Obono People, although more soot colored, this People is a tall and slender one. If not for their rounded ears and almost black skin, one could almost mistake them for small elves. Mountain tattoos adorn their forehead.
Religion: Remembering their lineage, Earth is their revered element. They build small mounds of stone as funeral tombs for the most respected individuals near their Daga-fari. The Oba is much in their heart for the action she takes against those who have destroyed their precious home.
Rituals of note: Many pilgrimages are made where the Sunken mountain is thought to have been, and others in the Windbreak mountain to keep their climbing skills from disappearing. Great dances are held around the funeral mounds and a yearly gladiatorial event pits this Peoples warriors to a master of the mountain game in the arena. A special mound is created each year and as much as thirty contestants enter. When there is only one left on top without any contenders, this man or woman will be the honorary Ambo-fari’s assistant for the year. He delves in the Ambo-fari’s teachings about history, the spirit world and the likes living off the community’s work.

Jurumay (sap-blood children of tree herder tribe)
History: The Jurumay actually believe that they are the first People to have been born from the Agafari acorns which makes them direct descendants of the Oba. In their minds, the lesser Peoples are to some extent related to them but only they are the goddess’ legitimate children. They try to keep their blood as pure as possible and have succeeded very well throughout the many years. Strangely, the Jurumay seem to be the most unstable of all People. Many are possessed by evil spirits while others are cursed at birth with strange deformities. These conditions are believed to be brought by the spirits that would bring the desert to their forests. From time to time, a few are born has perfect beings: peak physical, mental and spiritual conditioned humans. These are held in awe and are usually picked by the Oba to be trained as templar. This is a most joyous event within the People.
Appearance: Of a paler brown than most Gulg, these are sickly looking People. Strange maladies attack both the physical and the mental conditions, making some scream at unseen spirits or others drool like a beast. Some have deformed limbs or face, giving them a bestial look at time. Most are autonomous, though, surviving with the worst of their curses. Many wear intricately worked mask to keep the evil spirits from plaguing them further. Nevertheless, pride runs in their veins and they see other People, especially the newest ones as inferior to them.
Religion: These are essentially a People of the Earth element. They bury their dead in the forest where they plant a young agafari over the deceased. They are the most fanatically loyal People of Gulg in their beliefs of their Oba and will do anything to please her. Many are usually found amidst the levy to the Dragon each year as an act of devotion.
Ritual of note: Many of the deformed individuals flay themselves to purge the evil spirits out of their bodies. Many sacrifices are performed, either animal or human at Gulgs many yearly festivals to send spirit warriors to combat the spirits beyond this world. When a child seems to be to affected by the spirit, it is sent early on the Forest Walk and usually are never seen again. The ones that do make it back are seen as individuals of great spirit. This mean that they are prospective warriors to keep the fight going in the spirit world. The Jurumay also don masks to fight the spirits in this world whenever either moons are full but the spirit world battle are thought to be more effective.
#107

Pennarin

Sep 12, 2005 15:42:49
Btw, the tree with its 14 HD would have an aura of 300 feet, not 15. Also the 14 HD example in TotDL has Con 16, not 14. Also, the "Addiction to life energy" ability should be in Bold.

Gulg-Man, I was about to make you a Word doc with Portynx's stat block in it, but I realize I'm way too tiered. See, I've been doing stat blocks for this project of mine and Seker and its draining me real good. I prefer to keep the energy for my NPCs than for other's.

But I guess, one day, I'll do it. In the mean time I'm saving up both the Shadow Tree and Portynx on my computer.

If I'd worked on Portynx I would have sent you a totally different thing, probably I would have scrapped the Psion levels and instead given Portynx a new spell for the visions, or made the visions a part of his undead powers.
I would not have taken all of the abilities of the MM's ghost, just a few. I would have made Portynx's undead existence dependent on his living in the tree: he's destroyed if he stays out for too long.

Anyways, sorry. I'm saying all this anyway without knowing if you would have told me afterwards Thanks But No Thanks.
#108

the_peacebringer

Sep 12, 2005 16:34:44
Btw, the tree with its 14 HD would have an aura of 300 feet, not 15. Also the 14 HD example in TotDL has Con 16, not 14. Also, the "Addiction to life energy" ability should be in Bold.

Fixed. Thanks.

Gulg-Man, I was about to make you a Word doc with Portynx's stat block in it, but I realize I'm way too tiered. See, I've been doing stat blocks for this project of mine and Seker and its draining me real good. I prefer to keep the energy for my NPCs than for other's.

But I guess, one day, I'll do it. In the mean time I'm saving up both the Shadow Tree and Portynx on my computer.

Well... I didn't ask anything but ok.

If I'd worked on Portynx I would have sent you a totally different thing, probably I would have scrapped the Psion levels and instead given Portynx a new spell for the visions, or made the visions a part of his undead powers.
I would not have taken all of the abilities of the MM's ghost, just a few. I would have made Portynx's undead existence dependent on his living in the tree: he's destroyed if he stays out for too long.

Anyways, sorry. I'm saying all this anyway without knowing if you would have told me afterwards Thanks But No Thanks.

I don't know if you remember but I reposted Portynx pretty much the way he was last time... as a ghost. I didn't change much and I ain't saying this is the perfect Portynx ever, he might change some day. Yes, giving him manifester levels as a unique undead is a good idea and yes he could be destroyed if he the tree was destroyed (although you have to remember that he wasn't always like this, he used to be an spirit looking for a "home", addicted, maybe, but not to the point of being destroyed... his state could be fairly new).

As for the thanks but no thanks... I didn't ask, Penn so take it easy.
Thanks for the input. Be cool.

PB
#109

Pennarin

Sep 12, 2005 17:03:13
As for the thanks but no thanks... I didn't ask, Penn so take it easy.
Thanks for the input. Be cool.

Er, I think you misunderstand me.
I'm not angry, no need to "take it easy".

Basically what I'm saying is that I see a way of making Portynx a lot more interesting, and make him match better what's written in VA, but that I can't do it right now for reasons XYZ.

In that regard you might say I'm a bit frustrated that personal reasons stop me from offering you what I believe would be a superior Portynx write-up.
#110

kalthandrix

Sep 12, 2005 17:08:04
Er, I think you misunderstand me.
I'm not angry, no need to "take it easy".
QUOTE]
Pennarin- I think you are taking the "take it easy" the wrong way- I am sure that he ment that you should get some rest and relax because you said you were tired, i.e. "take it easy", not as some reference to you attitude.

So hey, take it easy man! :D
#111

the_peacebringer

Sep 14, 2005 7:14:33
Er, I think you misunderstand me.
I'm not angry, no need to "take it easy".

Basically what I'm saying is that I see a way of making Portynx a lot more interesting, and make him match better what's written in VA, but that I can't do it right now for reasons XYZ.

In that regard you might say I'm a bit frustrated that personal reasons stop me from offering you what I believe would be a superior Portynx write-up.

No, no, no, Penn, I didn't think you were angry, I just thought you were babbling because you were overworked, hence the "take it easy".

And I've started thinking of making the other version of Portynx; one undead template (he would be uniquely created as a drawback of Albeorn's artefact... which I haven't created yet) and one for the addiction (I call it the "Antithesis addicted" template, what do you think?).
#112

the_peacebringer

Sep 14, 2005 7:16:57
Er, I think you misunderstand me.
I'm not angry, no need to "take it easy".
QUOTE]
Pennarin- I think you are taking the "take it easy" the wrong way- I am sure that he ment that you should get some rest and relax because you said you were tired, i.e. "take it easy", not as some reference to you attitude.

So hey, take it easy man! :D

You've understood me, Kal. [A single tear drops from my eye] :D
#113

Pennarin

Sep 14, 2005 9:24:00
Alright!
The man has slept enough and his health bar is now fully charged :D
He can attack the write-up of blasted Farcluun: God I hate that guy, he's never as cool and streamlined as he should be.
/health bar decreasing rapidly...
#114

the_peacebringer

Sep 14, 2005 9:32:45
Here is the the Ambo-fari of the Obante Kopokono People (don't worry... I don't plan on posting anymore NPCs for a while :D ):

Zajacholu, male human thrax, Ambo-fari of the Kopokono, 14th level water cleric
Medium humanoid (psionic)
Hit Dice: 14d8+56 (140 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 22 (+4 Dex, +4 natural, +4 +2 leather armor), touch 14, flat-footed 18
Base Attack/Grapple: +10/+20
Attack: Fist +16 melee (1d3+6)
Full Attack: Fist +16/+11 melee (1d3+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Create thrax, granted power, psi-like abilities, turn undead, water drain
Special Qualities: Darkvision 60 ft.
Saves: Fort +11, Ref +8 , Will +13
Abilities: Str 22, Dex 18, Con 19, Int 12, Wis 19, Cha 13
Skills: Bluff +11, Concentration +21, Hide +8, Intimidate +11, Knowledge (arcana) +6, Knowledge (history) +6, Knowledge (nature) +3, Knowledge (religion) +18, Listen +10, Move silently +8, Spellcraft +9, Spot +10, Survival +6, Languages: Trade, Gulg.
Feats: Ability focus [water drain], Alertness, Craft wondrous item, Improved grapple, Improved unarmed strike, Maximize spell, Nature’s child, Persuasive
Environment: Gulg
Organization: Unique
Challenge Rating: 17
Alignment: Neutral evil
Advancement: by character class


In the muck, near the Kopokono’s Daga-fari, stands a gaunt and frail humanoid that would be as tall as an elf if it weren’t for his bent back. His body is wrapped in dirty rags from head to toe as if he had a contagious disease. As he turns around, you notice a slender wicker fetish that resembles a feline, hanging from its neck. As you meet the Ambo-fari’s menacing stare, you notice his completely blue eyes; surely a gift from his elemental lords.

Zajacholu is this People’s Ambo-fari. He is a priest of Water cursed by thraxdom. He has managed to hide his condition wearing bandages as a leper. Gulgs universally fear him for all the superstitions surrounding the Obante Kopokono. He is intelligent enough to know making other thrax would be a death sentence so he wisely disposes of his victims and drains bodies of their waters letting the Gulgs know that the dead must give back them for the living.

Combat
Domain granted Power: Armor and equipment penalties do not apply to swimming, as long as Zajacholu’s both hands are free. he rebuke/command water elemental creatures as a good cleric rebukes/commands undead.
Domain granted Power: Water that Zajacholu has personally carried continuously for the last 24 hours becomes enchanted: all who drink at least a quart are healed of 1d8 points of damage. Drinking more than one quart per day has no additional effect. he may only enchant 5 quarts each day. Zajacholu uses this ability rarely on others.
Create Thrax (Su): A humanoid that takes damage from Zajacholu’s water drain ability must make a Fortitude save DC 18 or slowly become a thrax. The creature suffers intense thirst and requires double its normal water intake, becoming a thrax after 1d4 weeks. A remove curse spell prevents transformation if cast before the end of this time.
Psi-Like Abilities: 3/day—ego whip (3d4 charisma, DC 17*), empty mind (+15 bonus*), energy adaptation (immediate action*), greater concealing amorpha, mind thrust (14d10, DC 19*), painful strike (swift action*), shadow body (ML 15th), thought shield (14 rounds, PR 22*).
Manifester level 14. The save DCs are Charisma-based.
*Includes augmentation for the thrax’s manifester level.
Water Drain (Su): A thrax can drain water from a living victim with its finger suckers by making a successful grapple check. If it pins the foe, it drains water, dealing 1d4 points of Constitution drain each round the pin is maintained unless the opponent makes a Fortitude save DC 20 to negate the drain.

Water cleric domain: Despair of the drowned, Living water; Divine spells/day (caster level 14th): 0-6, 1st-6+1, 2nd-6+1, 3rd-5+1, 4th-5+1, 5th-3+1, 6th-3+1, 7th-2+1; Cleric save DC: 14 +SL

Possessions: Bowl of commanding Water elementals, Fetish of Protection (as Scarab of Protection in DMG), +2 Inix leather armor
#115

the_peacebringer

Sep 14, 2005 9:58:56
Here is what I've come up with for the hegbo. A small four-multifaceted-eyed lizard with a bony plate on its head (that looks a bit like the bonokopu leaf) and a pineal gland the size of a golf ball (for child protection). The biped has three-clawed fingers on the forepaws that are used to dig for food (and a bit for physical protection) and powerful jumpy rear limbs. A large bony lump protects its lower back (from mating swarms) and a few plates are scattered on the upper regions.

The hegbo males (not yet posted) are much smaller then the females (one size category lower). They live mainly in swarms. This is how they hunt (small insects, birds and mammals), and mate. The mating process involves swarming the female. Many male death occur, the female not liking the frenzied males' method. When the female is bearing young, pheromones glands are activated to repulse male swarms. This lasts until the young leave the nest.

Male hegbo are considered pests in Gulg and are often hunted by children when populations grow too dense. A few are domesticated by psions but most are lost to their instinct when a swarm passes by. The females are held in awe and sacred to Gulgs, but their domestication is not even considered since they grow crazily protective whenever "something else" is close to her young and attacks even without the victim knowing of their presence (from a distance of 15 feet).

The males' stats will be divided as individuals and swarm. I am new at creating monsters so any comments or suggestions are welcomed.

Hegbo, female
Small Animal (psionic)Hit Dice: 4d8+12 (32 hp)
Initiative: +2
Speed: 30 ft. (8 squares)
Armor Class: 16 (+1 size, +1 Dex, +3 natural), touch 13, flat-footed 14
Base Attack/ Grapple: +2/-2
Attack: Claw +3 melee (1d4)
Full Attack: 2 claws +3 melee (1d4) and bite +1 melee (1d3)
Space/ Reach: 5 ft./ 5 ft.
Special Attacks: Mother’s rage, psi-like abilities
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +5, Ref +6, Will +3
Abilities: Str 10, Dex 15, Con 13, Int 2, Wis 14, Cha 13
Skills: Hide +10, Jump +8, Listen +10, Spot +10, Survival +6
Feats: Alertness, Multiattack
Environment: Crescent Forest
Organization: Solitary, pair, clutch (3-5), colony (6-11)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-6 HD (Small); 7-8 HD (Medium)
Level Adjustment: -


Before you know what’s happening, you feel your mind being seared by an anguished squeal. Through the black veil that is engulfing your vision, you see a red reptilian biped as tall as a child, four eyes looking at you while a swarm of miniature version of the beast scatter in the bush. As you fall unconscious you realize you’ve accidentally stumbled on a hegbo mother and her young.

Combat
Mother’s rage (Ex): A hegbo that takes damage in combat while protecting its young or when its young are injured flies into a beserk rage on its turn, clawing and biting madly until either it or its opponents are dead. It gains +4 to Strength, +4 to Constitution, and –2 to Armor Class. The creature can end its rage when her young are safe at which time it may flee.
Psi-like abilities (Su): At will-detect hostile intent (swift action, centered on young, unlimited range) ; 3/day-chameleon, mind thrust (4d10, DC 13); 1/day-psionic blast (as 5th-level manifester)
Manifester level 4th. The save DCs are Charisma-based.
*Includes augmentation for the creature’s manifester level.
Skill: The female hegbo get a +4 racial bonus to Hide checks due to their coloration and have a +4 racial bonus on Listen and Spot checks.
The female hegbo also gets a +4 racial bonus to Jump and Survival checks.

Bonokopu (giant red fronds)
The Gulgs know to steer clear of the red fronds for they are ideal camouflage for mothering hegbo. It provides them with a +2 circumstance bonus to Hide checks.
#116

the_peacebringer

Sep 16, 2005 7:17:56
The Hegbo, guys... any suggestions?

#117

the_peacebringer

Sep 19, 2005 9:19:59
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.
#118

the_peacebringer

Sep 19, 2005 9:24:18
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.
#119

kalthandrix

Sep 19, 2005 9:31:29
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.

IMAGE(http://instagiber.net/smiliesdotcom/otn/wink/thumb.gif) Very cool take on the average weapon. I do believe I will have one of these added to my next adventure.
#120

the_peacebringer

Sep 19, 2005 9:33:09
IMAGE(http://instagiber.net/smiliesdotcom/otn/wink/thumb.gif) Very cool take on the average weapon. I do believe I will have one of these added to my next adventure.

Good to hear, thanks!
#121

the_peacebringer

Sep 22, 2005 11:45:46
Ok, question: how did Portynx die? I'm pretty sure it had to do with him defiling something (as VA implies) he shouldn't have (like a gray-touched plant) or he was using a magical item that was strongly connected to the gray.

The answer to that would make it easier to come up with an undead template for him (for his other version).

Thoughts?
#122

Pennarin

Sep 22, 2005 17:09:40
Great idea PeaceBringer!

Portynx could have suffered from the backlash (negative energy damage) of a defiled plant, which would have killed and reanimated him at the same time.
#123

zombiegleemax

Sep 24, 2005 1:06:27
I am almost done filing this all into a single entry which I will then post, provided that Peacebringer doesn't have any objections to it.

I will be including alot of the material and side ntoe stuff in the thread but it has proved a tid bit more daunting than the the Ogo post.

I should have it all worked out, flowered up, and ready to post within a day or so. Have to make sure I dont have double entries and whatnot.

Alexis
#124

the_peacebringer

Sep 26, 2005 14:31:34
[...] provided that Peacebringer doesn't have any objections to it.

None here.
#125

the_peacebringer

Sep 27, 2005 7:16:05
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.
#126

the_peacebringer

Oct 04, 2005 14:38:35
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
#127

the_peacebringer

Oct 05, 2005 9:55:20
What do you guys make of Gulg's spirit fetishes? What are the spirits inhabiting them? Are there truly animal spirits at the time of their deaths (unlikely) or are the spirits lesser versions of Spirits of the Land?

Thoughts?
#128

master_ivan

Oct 05, 2005 10:33:43
Here's a stretch, but maybe the Oba is trying to track down and kill someone (a druid?) who normally turns into a kirre? Could be that this individual has come across some plot or secret that the Oba doesn't want to get out. It might not even be a druid at all, but someone that is permanently stuck in kirre form.

Just my two bits.

Maybe she just needs a druid, of some experience, (tounge, skin, ashes etc.) for the making og a new spell she is trying to invent....?
#129

Pennarin

Oct 05, 2005 17:11:24
I don't say this often to people: that story is gold! Ties down the historic elements of what we know of Portynx. Kudos!

The story itself needs a bit of work however, but I'm not the one able to point specific things to change to you.

As for the Backlash Spirit template, great name and looks like an interesting concept. The second template I'd make into a new Undead Weakness (TotDL, Chapter 3, I believe) for incorporeal undead: the weakness would ressemble the Tied to an Area weakness but instead of being limited to the vicinity of a tree of life you would be forced to occupy the same space as it for a number of hours per day (for an example, read the Revised Boxed Set section on the Silt Archipelago: the ukoven cannot travel far or too long away before returning to their elemental springs...).

The part about gaining the tree's powers (bonus cleric spells)...should be better off staying a unique element of Portynx. For example, you can say that Portynx has been living for so long within trees of life that he now gains the bonus cleric spells. After all, you already are giving Portynx psionic powers through a unique process, so Portynx would be unique in two ways. (The uniqueness is minor, i.e. you aren't giving him SR 50!!, and lots of WotC NPCs out there have unique features, so its ok.)

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

#130

Pennarin

Oct 05, 2005 17:18:30
What do you guys make of Gulg's spirit fetishes? What are the spirits inhabiting them? Are there truly animal spirits at the time of their deaths (unlikely) or are the spirits lesser versions of Spirits of the Land?

I'd say minor spirits of the land, the same minor spirits that rangers are connected to. Since there are no animal fetishes outside of the Crescent Forest, I would assume that the animal form these minor spirits take in that forest is pretty much a unique feature of nature in that forest. (I mean that there are so many animals living in it that the minor spirits take on similar forms.)

Or maybe the animal form of these minor spirits is a direct relic from the Green Age when nations of pixies all over the place - living in close connection to nature in their forests - made the spirits of the land do thing in different ways than they do in the rest of the world, why today you can find animal minor spirits in Athas' forests but not in its deserts.
#131

the_peacebringer

Oct 06, 2005 13:17:33
I don't say this often to people: that story is gold! Ties down the historic elements of what we know of Portynx. Kudos!

The story itself needs a bit of work however, but I'm not the one able to point specific things to change to you.

Wow, thanks. As for the story, it's just a draft and ideas are always welcomed.

As for the Backlash Spirit template, great name and looks like an interesting concept. The second template I'd make into a new Undead Weakness (TotDL, Chapter 3, I believe) for incorporeal undead: the weakness would ressemble the Tied to an Area weakness but instead of being limited to the vicinity of a tree of life you would be forced to occupy the same space as it for a number of hours per day (for an example, read the Revised Boxed Set section on the Silt Archipelago: the ukoven cannot travel far or too long away before returning to their elemental springs...).

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). And about his psionic powers, would that be included in the Backlash spirit template? In a way I'm asking if the template could be truly a unique one or could it be made to fit any other backlash victims? In that case, the psionic powers would be unique to Portynx's past and not his template, get it?

The part about gaining the tree's powers (bonus cleric spells)...should be better off staying a unique element of Portynx. For example, you can say that Portynx has been living for so long within trees of life that he now gains the bonus cleric spells. After all, you already are giving Portynx psionic powers through a unique process, so Portynx would be unique in two ways. (The uniqueness is minor, i.e. you aren't giving him SR 50!!, and lots of WotC NPCs out there have unique features, so its ok.)

Ok, so how do I put this in his stats: straight up or should it be explained? And what effect would it have on CR if any?
#132

kalthandrix

Oct 06, 2005 13:29:40
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). And about his psionic powers, would that be included in the Backlash spirit template? In a way I'm asking if the template could be truly a unique one or could it be made to fit any other backlash victims? In that case, the psionic powers would be unique to Portynx's past and not his template, get it?

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.

As for the psionics, I would say that they are part of the template- it would not be the first undead template that imparted psionic ability to the undead.
#133

Pennarin

Oct 06, 2005 21:03:40
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.
#134

master_ivan

Oct 07, 2005 8:13:06
Maybe she just needs a druid, of some experience, (tounge, skin, ashes etc.) for the making og a new spell she is trying to invent....?

Oh, I'm sorry guys. I didn't notice how far in the discussion you were. I'll keep myself up to date if I want to participate in your discussions in the future.
#135

the_peacebringer

Oct 07, 2005 11:15:16
Oh, I'm sorry guys. I didn't notice how far in the discussion you were. I'll keep myself up to date if I want to participate in your discussions in the future.

No sweat, although that question has not been fully answered yet (as quite a few others) and ideas are still taken, so feel free to give ideas and suggestion on everything and anything on this thread. That's what it's there for.
#136

the_peacebringer

Oct 07, 2005 11:19:41
Thanks for the input to both of you (Kalthandrix & Pennarin), much appreciated.
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.

Sure, why not... when I'm done with it. But where do I send it; via Kam's email?
#137

Pennarin

Oct 07, 2005 15:16:35
Sure, why not... when I'm done with it. But where do I send it; via Kam's email?

I'd say first send him a PM, then if he agrees to take a look send the template using an email he gives you in his reply PM. Its how I would do it if it were me.
#138

master_ivan

Oct 07, 2005 21:37:28
No sweat, although that question has not been fully answered yet (as quite a few others) and ideas are still taken, so feel free to give ideas and suggestion on everything and anything on this thread. That's what it's there for.

Okey cool. Well I thought a little more about it and...my idea was that this driud could have been a VA spy, who got spotted while spying on the Oba's high templars who were just about to find out that what Lalali needed was few (2-4) high lvl druids to make a plant she can "Defile" all she wants but it never dies. Or to make herself a minion like Borys did with the Kaisharga, she needs the ashes of a druid or a lawful good cleric (15-20 lvl) to "produce" an elemental Kaisharga og something in that direction. They are only three SK's left, in the tablelands, and she might be onto something about becoming the most powerful of them, like Kalak was trying, only she has a tighter and securer plan.

p.s. maybe the templars knew they were being spied upon, and drew the druid (could have been 2 druids) into a trap, and everything got out of hands, the druid fled into the woods...voila, the templars freak on the the fact the druid got away with that info and slaughtered most of the kirre because the druid fled in the shape of a kirre....it's just an idea...I mean the Oba's secret plans are at stake, so she's ****** about that and takes her personal DEATH squad into a rampageing slaughter mission....

some feedback maybe??

That's life in the arena
#139

kalthandrix

Oct 07, 2005 21:50:51
I would propose the exact opposite....

O I know you just like to be contrary Penn- it is your nature. :D

I like the idea of the template, do not get me wrong- I just like to see some cool things be unique and different. ;)
#140

master_ivan

Oct 10, 2005 21:02:46
Guys?
#141

the_peacebringer

Oct 11, 2005 12:40:02
Guys?

Relax, Ivan, it's not because we don't reply right away that we're not listening. :D Actually, I'm not always on the boards (especially on weekends).

Your idea is a good one and I will surely take it into account.
I want to try to have it be in relation to Gulg's People too. Maybe the druid had the kirre-children heritage and could transform into one and maybe he was part moth-man which would account for him spying. He could then be using the kirre population to protect him but by doing so, he endangers them because the population sees the kirre as a real threat and endorse Lalali-puy's new law about kirre hunting. The Queen is a godess to most of Gulg so trying to get help from the population is risky. The VA could have been attacked and the council members killed after to make sure the information remained secret.
#142

nytcrawlr

Oct 11, 2005 17:35:31
Wow, guess I'm going have to read this thread from start to finish.

Some really good ideas starting to crop up.
#143

master_ivan

Oct 11, 2005 19:22:04
I want to try to have it be in relation to Gulg's People too. Maybe the druid had the kirre-children heritage and could transform into one and maybe he was part moth-man which would account for him spying. He could then be using the kirre population to protect him but by doing so, he endangers them because the population sees the kirre as a real threat and endorse Lalali-puy's new law about kirre hunting. The Queen is a godess to most of Gulg so trying to get help from the population is risky. The VA could have been attacked and the council members killed after to make sure the information remained secret.

I'm really starting to like this :D And the queen motivates her people to go killing. Like you said, she's a godess in their eyes. So what their godess says is correct and devine "I do what I think my god wants me to do". The question is, has the VA already heard about the Oba's plan and carried this message on to other VA councils. And where does the druid go hiding and how, is he alone? I'm getting pretty worked up This could make a cool adventure, for like +10th lvl PC's.
#144

the_peacebringer

Oct 12, 2005 10:00:19
I'm really starting to like this :D And the queen motivates her people to go killing. Like you said, she's a godess in their eyes. So what their godess says is correct and devine "I do what I think my god wants me to do". The question is, has the VA already heard about the Oba's plan and carried this message on to other VA councils. And where does the druid go hiding and how, is he alone? I'm getting pretty worked up This could make a cool adventure, for like +10th lvl PC's.

Well the VA in Gulg gets dismantled and the only council member left is Aukash-Pad. He may or may not know about this but his delusions of grandeur have kind of blinded him for the moment... he could be a key player in unraveling the plot, though (and in so doing, discovering Portynx). I doubt the lone druid could've made many friends among his companions (he would probably perceived as a traitor), so I'd say he'd be pretty much alone in this. Let's also not forget that this would be slightly prior to the PP (in my campaign anyways). In the end, the VA is dismantled and the druid probably gets terminated (after he surrenders himself to protect the kirres, the queen probably decides to let him live untill the entire kirre population is exterminated as his punishment ).
#145

the_peacebringer

Oct 12, 2005 10:17:36
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 :D )

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.
#146

master_ivan

Oct 12, 2005 15:50:32
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?
#147

the_peacebringer

Oct 14, 2005 10:42:47
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)[b]
History: [/b] 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. :D

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.
#148

Pennarin

Oct 25, 2005 9:45:39
Peacebringer, what is the Drum circle and where can I find reference to it?
#149

the_peacebringer

Oct 25, 2005 11:43:30
Peacebringer, what is the Drum circle and where can I find reference to it?

The Drum circle is the Bard Dagada and you can find a few info on it in IT under classes near the end of the booklet. Other than that there isn't much on it and is part of my neverending Gulg projects as is the Drummer of Gulg PrC.
#150

master_ivan

Oct 26, 2005 7:15:48
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.

Well now I've read this thoroughly and this is pretty cool. I'm starting a new campaign with my guys, and somewhere in this campaign they'll end up in the future. Maybe 1000 years from now. So I got a lot of use for these people you are discribing. Especially because I made the Oba the first one to become a god(ess), she found out that to become a godess she must undergo a way of redemption and become a 10th stage avangion, her and Oronis took this path together and became the first gods on athas. I sort of killed the rest of the SKs, well Hamanu got sucked into the black when trying to transfer the remains of his former master into an amulet, Nibenay found out about the Oba's plans with Oronis, and after becoming a full sized dragon king he felt it should be easy to whipe the two of them out, but in his arrogance he got killed by the two of them. But Andro is yet to get out of imprisonment. But hey, this is great, it helps me put a solid picture on the city state of Gulg, which in this campaign has now taken over Nibenay, although the state of Nibenay begged Gulg to unite. So a huge area around these two states has become green and that's where your people come in. They give their godess their life and will sacrifice their whole life on restoring Athas' beauty in all it's grace....isn't that just beautiful ....
#151

the_peacebringer

Oct 27, 2005 7:01:43
Happy to hear it helped, Ivan.
#152

the_peacebringer

Nov 03, 2005 7:06:56
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.
#153

the_peacebringer

Nov 09, 2005 10:53:52
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.
#154

the_peacebringer

Dec 15, 2005 10:05:15
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.
#155

the_peacebringer

Jan 17, 2006 13:03:21
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.
#156

the_peacebringer

Jan 17, 2006 13:10:37
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.
#157

the_peacebringer

Jan 17, 2006 13:19:41
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.
#158

the_peacebringer

Jan 17, 2006 13:22:27
Of course, you may add suggestions and ideas for I am so fond of all you people have to say on this thread.

All for one and one is all!:D
#159

the_peacebringer

Jan 26, 2006 11:05:43
Here are a couple of regional feats I came up with for Gulg. All are related to Gulg's People (see next post).
#160

the_peacebringer

Jan 27, 2006 14:47:00
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.
#161

the_peacebringer

Feb 06, 2006 10:50:52
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.
#162

the_peacebringer

Feb 09, 2006 11:41:03
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…
#163

ruhl-than_sage

Feb 09, 2006 13:31:53
Good stuff, I really like the preceding post about the early history of the city and the Oba's raise to power within it :D . It's seems very believable.

The story of the skull is neat too, but it could use some work... mostly in terms of word choices. It has kind of a clunky feel to it.
#164

the_peacebringer

Feb 10, 2006 11:56:47
Good stuff, I really like the preceding post about the early history of the city and the Oba's raise to power within it :D . It's seems very believable.

The story of the skull is neat too, but it could use some work... mostly in terms of word choices. It has kind of a clunky feel to it.

Yeah, I know. The thing is, I really want to get a good idea about what what the history of Gulg is to finish up the Gulg timeline with the 39 (41) Peoples of the city so I haven't put that much time into making the actual text a smooth-flowing work of art. In other words, I'm posting the story ideas I have but I'm not done with them... and I'm no writer. When I'm done and I have some time on my hands, I will revise all texts and smooth them out. Help would be greatly appreciated.

Thanks Sage, for the comment and the visit to this thread. :D
PB
#165

ruhl-than_sage

Feb 10, 2006 18:42:27
I'll try my hand at it and send you a PM with what I come up with. It'll probably be a day or two though.
#166

kalthandrix

Feb 11, 2006 20:22:09
Cool ;)
#167

ruhl-than_sage

Feb 13, 2006 0:12:39
I just sent you an email with the revised texted. Now that I think of it you should probably do the bulk of the text in italics to make it clear that it's a first person recollection then leave the "signature" and last line normal.

I tried to make it more dramatic, smooth out confusing language, and remove unecessary words where I could, but I left all the additional explainations in the text making them a part of the actual text rather then side notes.

I hope you like the change I made :D . If you want to give me some feedback I'd be willing to take another stab at it to improve it further. It still sounds a little dry in places, but I was trying to be careful not to change things to much or interpt too much into what you had written.
#168

the_peacebringer

Feb 13, 2006 7:06:28
I got it, thanks.
Will revise it and repost it shortly.

Gee, thanks a lot Sage... really appreciate the help.

PB
#169

the_peacebringer

Feb 20, 2006 16:59:25
Hey guys!

I don't know if this was ever noticed before (or no one bothered since it's about Gulg :P ), but I didn't see this on any of the inconcistency threads.

1st: I was reading about the Red Moon Hunt to be able to place it as a festival on the calendar. In IT, it said that this happens once a year when Ral is full and the only moon in the sky. I figured that was it but in VA, it states that it happens when both moons are full and in the sky. And they call it Red Moon Night... With both moons in the sky, I think Pink Moon Night would be more appropriate. It also states that it happens as much as 3 times per year.

2nd: I was trying to find dates on Lalali-Puy's history in Gulg one night and I found that the Noble speech was spoken in her court 10,000 years in the past... hmm, that would make her Rajaat's little sister or something.

3rd: Agafari (NPC member of the Order) is both a 14th level and 21st level psionicist and a man and a woman at the same time!!! Talk about personnality twists! Maybe it was a cursed belt of masculinity/femininity.

Anyways, I proclaim that I will consider IT as canoner material before all other materials for Gulg... unless I change my mind in which case the sentence above is an inconsistency and shouldn't be taken into account.

PB
#170

the_peacebringer

Mar 17, 2006 10:55:43
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.
#171

the_peacebringer

Mar 23, 2006 12:06:04
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.
#172

the_peacebringer

Apr 03, 2006 6:57:52
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.
#173

the_peacebringer

Apr 21, 2006 6:38:31
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.
#174

methvezem

Apr 23, 2006 18:21:12
Anyways, I proclaim that I will consider IT as canoner material before all other materials for Gulg... unless I change my mind in which case the sentence above is an inconsistency and shouldn't be taken into account.
PB



Anyways, anything YOU proclaim about Gulg is to be almost considered canon, you Great Scribe of the Oba, Member of the Paper Nest ;)

Keep up the good work man!
#175

master_ivan

Apr 23, 2006 19:11:18
Hey guys!

I don't know if this was ever noticed before (or no one bothered since it's about Gulg :P ), but I didn't see this on any of the inconcistency threads.

1st: I was reading about the Red Moon Hunt to be able to place it as a festival on the calendar. In IT, it said that this happens once a year when Ral is full and the only moon in the sky. I figured that was it but in VA, it states that it happens when both moons are full and in the sky. And they call it Red Moon Night... With both moons in the sky, I think Pink Moon Night would be more appropriate. It also states that it happens as much as 3 times per year.

2nd: I was trying to find dates on Lalali-Puy's history in Gulg one night and I found that the Noble speech was spoken in her court 10,000 years in the past... hmm, that would make her Rajaat's little sister or something.

3rd: Agafari (NPC member of the Order) is both a 14th level and 21st level psionicist and a man and a woman at the same time!!! Talk about personnality twists! Maybe it was a cursed belt of masculinity/femininity.

Anyways, I proclaim that I will consider IT as canoner material before all other materials for Gulg... unless I change my mind in which case the sentence above is an inconsistency and shouldn't be taken into account.

PB

:heehee Yeah that Agafari dude? rocks!!

Anyway, I'm with Meth. What you say about Gulg, is canon to me.

Rock'n Roll man!
#176

kalthandrix

Apr 23, 2006 21:36:26
Hey PB- I think I have your Gulg PrCs, but look them over again and send them to me- I think you had some unfinished so no would be a good time to finish em off.
#177

the_peacebringer

Apr 24, 2006 7:00:31
Ahh chucks, fellas!

Thanks for the kind words.
And Kal, I am working on those and should be able to post them shortly.
#178

borys_son

Aug 03, 2006 21:05:54
Nibenays lumber crews throughout the crescent forest put pressure on the Kirre population - they moved south into Gulg causing major havoc, resulting in them being hunted and possibly a part of the incentive to move Gulgs population up into the trees( and the thorny hedge).
#179

thebrax

Aug 04, 2006 1:23:45
Why did the Oba move Gulg from the ground and into the trees in the not-so-distant future? (I know folks don't all agree on the Dungeon/Dragon articles but, I think the future events, if not the 3.5 system, to be very workable)

Maybe the Tyr Storms were flooding out the huts.
#180

the_peacebringer

Aug 05, 2006 6:10:46
Nibenays lumber crews throughout the crescent forest put pressure on the Kirre population - they moved south into Gulg causing major havoc, resulting in them being hunted and possibly a part of the incentive to move Gulgs population up into the trees( and the thorny hedge).

The population in the trees is the wrong timeline; this coincides with the Paizo timeline 300 years later. The kirre extinction happened before the freeing of Tyr, or so I presume. It is part of Gulg's past.

Again, this seems to much like a "good" reason to kill the kirres for the Oba; I'm going more in the druid-knows-something-and-transforms-into-kirre-so-the-Oba-orders-their-extinction-to-get-at-him storyline. I'll give you more news on the adventure in the years to come... sigh, if only I had more time.