Elkfolk
As always it's impossible to find stuff like this without getting into furry porn. |
What People Know
The elk men live in tribes, centered in the Grey Wood and Sharrwood. Their are rumors of tribes in the north, bordering the Hinterlands, but considering the heathen nature of these sources they are suspect.
The elk men are, themselves, heretics, cavorting in foul dances and sacrificing innocents to their nature spirits. They raid in the warmer months, killing most and dragging some to their homes, most likely to be put under the knife or made as slaves. They bleat and stomp since God has seen fit to take their speech away, lest their curses foul the air.
They are strong. Stronger than men, but their lack of faith makes them superstitious and cowardly. They are little better than beasts intelligence-wise. They have not yet discovered agriculture, and while their magic is primitive and foul (and no doubt the result of holding concert with demons), it can slay and burn just as quickly.
...and that's about it. Even scholars have written off the elkfolk. Only they themselves, and their slaves, can tell you more.
The Truth
Kinda. But still pretty off. |
The elkfolk are much more numerous than most believe. They hide themselves well, and travel often. Although they are strictly herbivores, they hide food stores in various places throughout their territory for the winter. They also do take slaves, although they are treated well and given more freedom than in more civilized nations (right to freely marry, days off for religious festivals, etc.)*
Elkfolk tribes are highly patriarichal, with breeding rights reserved exclusivly to the head male, and any who perform some great service to him. During the spring, the chief must accept any challenge to his authority by a male. The two will lock horns and wrestle until one submits. Very rarely does one die from this, although ritual suicide of defeated chiefs is subtly encouraged in some tribes. The built up energy during this time means raids are more likely. They paint themselves blue, drink asp venom and yew sap, and scream into the night.**
Elkfolk are indeed nature worshipers, although each believes in a "superior spirit" that they build their tribes around. They never travel far from these superior spirits, and the only truly permanent residence an elk man will have is around their spirit. A spirit can take the form of a century old tree, an interestingly shaped stone, or a spring that seems to have no bottom. Elkfolk wars are religious in nature, contesting to see who is the stronger spirit. While churchmen are convinced that no such spirit exists, one should remember the Rootstone, a tree that has split open a great boulder in impossible ways, and most travelers agree appears to be standing triumphantly over the rock.
Elk man religion is sparse and chaotic. They dance in rapture around their spirit for a few days out of the year, but otherwise do not engage in worship. They offer respect to their spirits, picking them of debris and asking their permission for important events. The spirits neither need nor want your worship. Humans, as with most things, are doing it wrong.
While elkmen differ in specifics, all of their folk religions have one thing in common; the Under Ones. Hideous beings the elkmen forced underground, who still to this day plot the elkfolk's destruction. Only the bravest or most insane elkman would venture underground. Even basements freak them out. There are, of course, prophecies of an elkman who will wipe the Under Ones from the world entirely.
Playing an elkman
I really like this one. |
- Strength +2, Constitution +1
- You cannot speak Common, or any language other than Elkman. Elkman involves both verbal noises as well as ear twitches, rhythmic blinks, and snorts. You can speak a garbled version of Elkman with any two of those attributes.
- Male elkfolk with a Charisma of 13 have antlers. They can attempt to headbutt enemies dealing 1d8+Cha modifier damage.
- Female elkfolk with a Wisdom of 13 or higher can communicate rough ideas to elk and deer.
- While in a city you get -1 to all rolls unless you spend an hour to ask the cities spirit for permission to be there. From then on you must not offend it (by, for example, breaking shit or leaving corpses around). If you do your rolls go back to having a -1 and the city may send minor spirits out to harass you.
- During combat you must declare each of your actions within 5 seconds. Any ambiguity on your part may be interpreted by the DM however he please (i.e. "I attack the Goblin." "Well you didn't say with what So I guess you punch him"). However he must also interpret these things before the 5 seconds are up, or he must go with the best possible outcome (i.e. in the above example, the DM must agree the goblin was hit with his +2 battleaxe if he cannot fuck the player over quickly enough). Criticals grant you an extra attack rather than double damage.
- The above is to make combat fast and instinctive. No time to think. Get in their and end it. The spirits hate bloodshed; you must do it before they notice.
*Plot hook: Some noble wants you to pick up his son, what got kidnapped by elkfolk. Turns out he likes being their slave. At least they don't force him to marry some ugly tart.
**Plot hook: Without their drugs, the elkmen won't wage war. Chop all the yew trees and kill any snake you come across. You'll probably die via dryad.
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