>>14731
Name: Khalol Pith
Race: Humanesque
Location: Faha Wastes
Color: Gray
>Fluff:
>When the plane was young, and its inhabitants younger still, the founding races squabbled and pecked for power, living in the shadows of ancient, monstrous beings. Most either hid from the Old Gods, cowering in fear of their retribution, or worshipped them, seeking from those eldritch horrors power to rule and to conquer, at the cost of sanity and morality. The land was bleak, dark, and fraught with evil.
>But the Khalol would not bow, nor would they hide. They were united, bound together by the bonds of honor in life and death, as they remain today, and as a single force they struck against the dire things beyond. The Old God Ch'z-ath'egkul, menace of their lands, became their obvious target, but their method would require a force beyond that power granted by its kind.
>Before the Khalol, before even the Old Gods, there was the magic that shaped them, the magic of Making, Choss Kahm, and the magic of Unmaking, Vien Kahm. They tapped into the strength of the Vien Kahm, and banished the eldritch tyrant. But its defeat came at great cost, and the Curse of Winnowing was laid against the Khalol by the fading God. Thereafter, the bonds of honor that united them withered, and their very physiology was corrupted, leaving them permanently stained with red markings about the eyes, pitched skin and desiccated bodies. Furthermore, their usage of the magic of Unmaking tainted their essence, denying them access to all other paths, for once one has walked the road of Oblivion, it becomes a stain on the soul.
>They became known as the Khalol Pith, The Fallen Khalol. For a long time, they scraped what existence they could from the wastes of their formerly lush home, crippled and scattered, but proud in their victory over an erstwhile unconquerable force. The centuries passed, and the Khalol Pith rose from their ignominy, devoted to restoring what they had before, to reunite their race and rise again with the might of Oblivion and the honor of loyalty, to free this squabbling, scarred world from the influence of the Old Gods altogether.
Government: The clans of the Khalol Pith date back to the kingdoms of the old Khalol, each with a ruling family line and several 'lesser' families serving that group. In the current day, the number of clans has lessened to war, famine and emigration, but those that remain have united into larger, multi-clan groups called Svitrik. The Svitri bis Kand is the largest, and it ostensibly governs the others via a court of familial elders, the Nomenkhal.
Economy: Scavenger/barter system, as yet undeveloped in means of currency. Smooth, flat stones are favored as mutual countenance when necessary.
Religion: The Khalol Pith do not have a religion proper, having an understandably antagonistic view towards gods. Some among them pay tribute to lesser, more moderate deities than the Old Gods, but such are rare in Pith culture. More common is the Creed of Oblivion, a pseudo-religious code taken by many Khalol Pith mages and other hopefuls, stating five key tenets:
- Everything which has begun must end
- Oblivion defeats creation, but creation cannot replace Oblivion
- Thus, Oblivion is the stronger force
- Suffering is to resist endings
- Strength is to abet endings
Specialty Magic: Vien Kahn, oblivion magic. On lesser scales, it removes chaff and excess to allow for sparkling and perfectly chiseled structures, or removes small memories or details from a mind. On moderate scales it can break enchantments and sterilize a person's thought and body, leaving them either mindless or desiccated. On higher levels it can extirpate a figure or group in a short cant, nullify a spell as it is cast, and bring Ending to regions of former growth (though the latter use is considered profane). On extreme levels, it can wipe entire armies from the earth, wither whole kingdoms into dust and ruins, and drain even the highest of magics from its source, be it arcane, demonic or divine.
Population: 6[+1]
Food: 3[+1]
Raw Currency: 10[+5]
Legitimacy: Stable
Culture: 1
Industry: 2
Unique Buildings: Crypt of the Deliverer
Defenses: Oblivion Walkers[small]
Military Units: 4 Kon T'lannic Spearmen[4x]; 3 Chomath T'oc High Guard[6x]
Resources/Quantity:
Technology: Oblivion Smithing III
Trade Routes: [none initially]
Territory: 4
Bonuses:
Oblivion: You can bring about the complete destruction of an enemy or place once every 10 turns(partial destruction if enemy or thing is owned by a pc)
Godslayers: You gain a +10 bonus to fighting gods
Eccentricities:
Omnicidal: A cruel misrepresentation