The people of the Great Forests often gather around campfires and tell tall tales of half-beast, half-man creatures that wander the Deep Quagmire. A variety of stories abound: some say they are the spawn of demons, the result of unholy unions between succubus and man; other that they are nomads, descendents of those who were banished from the tribes centuries ago, now made to scour the lonely swamps for food and lost family. Most adventurers scoff and dismiss the tales as legend and myth, hiding their true fears behind a screen of temerity. Just the name of these creatures is enough to frighten children and send a chill up rangers' spines: the Kuodokaki.
The reality of these creatures are somewhere between myth and skepticism. Kuodokaki do indeed inhabit the Deep Quagmire, as well as other swamps. Their appearance is disturbing as well: humanoid in form, wizened and hunched but with thick sinewy muscles. Their faces are muscular and neanderthal, with a heavy brow, thick cheeks, and narrow, hanging jaw. Their hands and feet feature only four digits, longer and thicker than human fingers and toes. Their skin seems to hang like torn cloth off their strong bodies, its tone as dark and green-black as the waters of the swamp. They often walk with a slow, deliberate lumber, almost moping, watching the waters and brush carefully. When needed, they move with surprising speed. If their appearance brings great fear, their tale evokes equal sorrow.
Millenia ago, the Kuodokaki's ancestors lived in the Great Forests and beyond, a great if simple civilization. They knew no war and lived in simple huts among the trees. Only occasionally did they trade, well known in the ancient kingdoms and empires for their elaborate wooden carvings. Their language, guttural yet flowing, seemed impossible to translate even by the greatest linguists. To the ancient rangers they were legendary, finding wounded hunters and adventurers before they even sought help and curing the gravest of wounds. Some said that their magic, seemingly innate among their people, was some of the greatest ever known. Most peoples left them in peace, few posessing the sheer rancor to make war on such an innocent and benelovent race. As happens, though, such malice is always found among men.
As the warrior empire of Thonderhaas conquered nation after nation, they began to cast their eye on the resource-filled Great Forests. The woods held many potential mines and lumber yards, and across their expanse lay greater kingdoms and new seas to conquer. Although even most citizens of the warlike Thonderhaas lacked the stomach to sack a defenseless people, the Great Emperor Mardeshan would hear no such talk. The Emperor held an unspeakable contempt for these ancestral Kuodokaki, refusing to even keep them as a subject people. Gathering only a small portion of his vast army, Mardeshan ordered his troops to march on the Great Forests and forcibly remove its denizens. With many soldiers shedding tears, a great slaughter commenced and the Kuodokaki peoples were destroyed. The few that survived were forced in the marshlands of the Deep Quagmire, their sorrow driving many mad. All these years later, by the nature of the swamps and the deep magics these people posessed, the Kuodokaki gradually changed into the beast-like hominids found in the swamps today.
The attack of Thonderhaas still seems to haunt these sad folk. They avoid any settlements and give any travellers a wide berth. Their dark skin, a natural camouflage, makes them difficult to spot. They do occasionally follow visitors to their swamps with great curiosity, always moving silently and just out of sword's reach. A skilled tracker might be lucky enough to see the glint of their eyes on a bright night, reflecting moonlight like the eyes of a cat. Encamped travellers will sometimes hear haunting sounds of groans and gargling; what sounds so vicious and ghastly is, in fact, the language of the Kuodokaki. Adventurers who are severely wounded in the swamps will sometimes awake to find a dark and harsh face hovering over them. What may seem like a carrion eater waiting for a meal is actually a Kuodokaki healing the injured with their natural magic abilities.
Long separated, the Kuodokaki live ferally and distant from each other, meeting only to mate. A mother will raise a child alone, then abandon it at adolescence in order that the young will learn to survive. They live off the swamp's bounty, eating raw fish, snakes, and vegetation. Their once-famous craft abilities have long since dwindled and Kuodokaki now survive without tools or weapons of any kind. They live in the safety of the trees, being naturally strong climbers. A few have returned from the Deep Quagmire with stories of finding sleeping Kuodokaki in lower limbs. Sadly, travellers often fall for the vicious myths of these people and kill them on the spot when confronted with one. Their unique composition of their bodies causes them to decompose very rapidly, and poachers are denied any prize in hunting them. Go to Comment
I like the lifeforms. Expand detail on them and you've got a nice minor race.
The innuendo narrative was childish, unnecessary, and detrimental to the post. Unless you're really just going for shock/silliness value, take it out. In my opinion, it's just distraction to a potentially good sub. Go to Comment
One glance at him and you can tell Shumal ain't from around here. His skin is a yellowy tan with large almond eyes and an almost blue-black tuft of hair combed straight forward. A long and narrow goatee sprouts from his pointed chin. If not for his strange hairstyles and taste in loud foreign clothes, he might actually be attractive. He is constantly smiling and speaks with an enchanting accent. His grasp of the local language is very solid; his exciting stories always attract the village children, and his poetry makes the women swoon. Shumal's age is difficult to discern: he looks young, but it could be his foreign blood. Though he keeps it a secret to most - just to keep mystery about him - Shumal is actually 47.
Family and Life
Shumal arrived in the village three years ago on camelback, his mount weighted by sacks, chests, bags, crates, and other varities of merchant wares. It was not the first time foreign traders had been to the village, but what really surprised everyone is what Shumal did next: buy a small shop and move in. Shumal will plainly state that his business in the village is business. He opened a small haberdashery dealing in "fine" men's clothes at very "affordable" prices (the clothes aren't particularly fine and the prices are gouged, but at least the style's fresh). Business is decent, and Shumal's styles are found on gentlemen throughout the village, but some say it's not quite enough to keep the shop running. A few accuse him of public theft or witchcraft, but most dismiss these claims.
To fill the economic gap, Shumal leaves for two weeks every other month on his camel, always returning with new sacks of foreign wares and updated styles. He always seems to have something for the Tinker, who ritually locks his door at Shumal's approach, demands he leave, and then eventually reopens the door to barter. Shumal's foreign spices always finds their way into Irres' food and she has become a regular customer for him. The two have forged a friendship, frequently joking and trading flirts. Shumal also frequents Thanen's place for a good brew at the end of the day. The foreigner is enthralled with Thanen's products, often saying they are the best he's ever had in the world. He tries frequently to trade for Thanen's secrets, which is always a bust. On occasion, Thanen will part with one of his better vintages in exchange for an exotic liquor Shumal brings. For the rest of the town, he carries a wide assortment of trinkets and foreign goods, each always having some exotic, romantic story Shumal will tell (and often invent).
A few particular xenophobes in the village still hold him with contempt and suspicion. If he brings in such distant goods, they demand, why does he bring them to tiny Strolehaven? Aren't there larger, more profitable towns to deal in? He must have an alterior motive, they explain. In truth, Shumal's goods are second rate at best, and often third; he would have no chance in a large town with much more quality items. He would much rather be in his homeland, but a feud with his politically powerful father caused him to be exiled forever. Shumal settled in Strolehaven hoping to make a new home for himself. Other accuse him of being a relative of Emily, whom he frequently visits. Their relationship, however, is strictly one-sided: Shumal is enchanted by her exotic beauty, and she gives him only passing (usually negative) thought.
Shumal always has something interesting to trade. They are usually only kitshy souveniers from other lands, but he occasionally has a real prize find. He is also the proud owner of the village's only camel, an old female beast he calls Warisha.
Shumal can often be found in the tavern sharing drinks, stories, and shills with the village folk. He is outgoing and friendly to all; insults, which come not infrequently by some of the locals, have no real effect on him. You might find something suiting at his haberdashery, or he may have some more unique trinkets behind the counter. If cajoled enough - and offered the right price - he may even have some smuggled illegal goods. Don't expect anything major, though; at most, a few exotic narcotics, weapons, or religious goods. One never knows, though: Shumal might have more than meets the eye. Go to Comment
Likes: Interesting concept. Not too powerful in that it takes control of a rod or absorbs its abilities, but it just activates them, creating a haywire situation. Nicely written intro...
Dislikes: ...but not enough for me. Some wizard made it and got attacked. Who is this guy? Who attacked him? What were they trying to find? That part almost seems like a cop-out for writing a real backstory. And why would he make such a rod? Some more stuff on that could make this a great post.
I'll hold off on voting until you can make it shine, which I'm sure you can do. Go to Comment
Very well thought out. I like the little details like mask-wearing Noble Accusers and the physical ordeals. Love to see someone go through the Ordeal of Water and have some river nymph swim down to protect them. Go to Comment
I think I saw, many a year ago, a Discovery Channel special about potential genetically-altered races. They of course didn't go into the culture of them, which I do appreciate about this one. But yeah, the tough thing about sci-fi is that there's not a lot of "Ctrl-X, Ctrl-Y" ideas that you can have with a lot of detail, since good sci-fi is multifacted and unified. It's a nice sub, though, altogether. Go to Comment
A very interesting revolutionary. Only two real complaints: 1) the name Mently Wave does absolutely nothing for me, and 2) a few grammatical errors/awkward sentences in the post. The concept, however, is fascinating. Good work. Go to Comment
This unusual scabbard is made of fine crystal, being perfectly clear so as to show the blade, but is also incredibly sturdy. The scabbard is gilt with platinum on the edges and chape, and a gold inlay on the throat. It is well known to keep swords in perfect condition, even cleaning rust, dirt, and gore from any blade inserted into it. The scabbard is also enchanted to be fully adjustable, fitting anything from the smallest arthame to the broadest of zweihanders.
Unfortunately, as a user of the scabbard will quickly discover, the blade is nearly impossible to remove. The scabbard is somewhat self-aware, and it loves keeping things in mint condition. Any attempts to remove a sword from the scabbard will be met with firm resistance. Furthermore, if and when a sword is forcibly removed, it will immidiately lose its luster, a thick layer of rust consuming the steel. Depending on the quality of the metal, the blade could be permenantly damaged. Go to Comment