Short shit post made, here's the grotling CS, have at it. OFF TO CLASS [u]Life[/u] [i]Species[/i] [b]Name:[/b] Grotlings and Vosh (Grotto for 'Second Mind'. And yes, they are sentient.) [b]Lifespan:[/b] 150 (for both) [b]Description:[/b] [hider=Physiology] Grotlings age very quickly, reaching full maturity within a month. Grotlings are never shorter than 14ft and never taller than 18ft. They all have four arms (unless one gets ripped off). The top two are typically about half the height of the Grotling. The bottom two are a foot or two shorter than the top two arms, but have flexible cartilage allowing them to stretch farther than their reach at rest (two feet). These arms all end in five digits with sharp, durable, clawlike nails on the end of them. They have a thick (three inches) layer of bone plate that rises up in a crest (accounting for a foot of their great height), covering where their eyes would be and their upper face. It goes down in the back like a great helmet, burrowing into the back of their skulls. Their hearing and senses of smell are on the levels of dogs, given that their eyesight is in 'aura sight', meaning they can see the soft colored auras of things in good detail, but only to 150 feet. After that it's a blurry mash of colors. Grotlings are numb. They can't feel pain or pleasure, cold or hot. This is beneficial for when the Vosh are traveling through their bodies, repairing and adding things. The Vosh are spider like parasites that can change their size as need be. They travel through the bodies of their Grotling hosts, healing damage done there, or helping along relatively quick evolution (They'll be sprouting wings or other neat evolutionary tricks in months rather than hundreds of thousands of years). However the strain of this upon both Grotling and Vosh is usually so much, that it can only be done once in their lives. Grotlings are omnivores, eating plants and animals. The Vosh are able to change their gender based on their current host. A necessary talent, as they have to violently launch themselves from their host if it dies before them, typically in the direction of their host's killer, where they will burrow in and make a new home. If their Grotling host somehow lives to reproduce, the Vosh will have already laid eggs (if female) in their host's eggs, or mixed their semen (if male) in their host's. So when Grotlings are making Grotling babbies (you're welcome for that image), they're also making Vosh babbies. The Vosh are able to change their size as necessary, allowing them to travel through their host's body with minimal damage done by their passing. The Vosh excrete a sort of healing saliva, that serves as both a salve and a stitching for wounds. They seem to be able to change the consistency and density of it based on needs. They're also able to store and use organic material that the Grotling doesn't digest, allowing them to build the new organ or structure the Grotling needs over the months time. [/hider] [hider=Culture] The Grotling Culture before the age 100 revolves around combat and strength. Honor is gained through how many fights and duels you have gone undefeated through, and how many slaves you've captured. How long you've survived in their home of the Venomweald Writhe. It is as much a cultural as an economic reason for their many raids against the peoples of Galbar. The more honor, the bigger your status in the tribe, the more you can do. A Grotling with many defeats can't challenge the tribe War-Leader for rights to lead raids. The other warriors simply wouldn't respect him. However, one that had been undefeated for many months can challenge the current War-Leader for rights to lead the raids in the Combat Pit (See Justice System, paragraph two.). As you can imagine, they spend most of their time fighting, or training to fight. They are trained to fight with any weapon, and frequently carry more than one. You can tell a Grotling's status in the tribe by how many bone spurs are on their crests are. The more he or she has, the more conflicts they've won, be they battles, duels, or simple fights against the native flora and Fauna. Grotlings place a great deal of weight into one's word. Once given, it is treated as a binding contract, and to break your word is equivalent to betrayal, and will result in universal scorn from the tribe, in the best case scenario, and certain death in the worst. Grotlings craft their own 'Soul Weapon', the one they use the most and cherish, and with Tesnald's Gift (See Teknall's Gift) it is an extremely personal process and all Grotlings would rather die than leave their Soul Weapons behind, and frequently do. Once a Grotling reaches 100 (a rare feat given their fighting habits and home), they reach Matriarch or Patriarch age, and spend the next fifty years of their life governing the tribe and guiding it along. The Matriarchs and Patriarchs of a tribe can range from a single Grotling to a full council if they are particularly skilled or lucky. They tend to use their heads and plan more, rather than advancing into everything as a fight. These Elders are the most revered members of the tribe, having survived longest and won many fights in their times. They treat their slaves surprisingly well. Well, perhaps not so surprising given that the Overseers (See Magic, section one)have almost complete control over them and unruly slaves are used in sacrifices (see Religion, Sacrifices) or are turned into the perfect slaves (See Slaves, Battle)[/hider] [hider=War]Grotling Rules of war are fairly direct. If an enemy surrenders, capture them. If there are non-combatants, capture them. If they are running away, capture them. Everyone else, kill. Of course, there are various events that this can't cover that are left up to the individual Grotling to decide, but these are the basic rules of war. A Grotling will do whatever he or she deems necessary to win the fight, including wielding any and anything that could be used as a weapon.[/hider] [hider=Justice system] The Grotling Justice System is barbarically simple. If anything bad happens to you at the hands of another, it is your fault for not being strong enough to stop them. If you are robbed, beaten, maimed, what have you, it's your fault, and retribution is on you to take. To prevent their already tragically short lives from being ended even sooner, the Grotling tribes typically have a limit on what you can and can't do in retribution and a place for it. The Combat Pit is where disputes and retributions are settled. The two or more combatants are put into the Pit, and the winner is whoever is left standing, typically with the loser alive. Killing is often frowned upon on duels not specifically to the death. The only crimes that the entire tribe goes against are the ones of treachery. Betrayal is the most heinous crime a Grotling can commit. [/hider] [hider=Slaves]Grotlings constantly go on slave runs, attacking the various settlements they find on their raids. Ogres, Rovaick, Humans, Angels, Hain, Urtelem, Mannequins, Pack-Minds, it makes no difference to them. They attack and claim slaves from all races. Some are more rare than others, for obvious reasons, but nonetheless they are claimed. Grotlings believe that they are educating their slaves on how to be civilized. They organize the slaves they've captured into three main groups. Work, Battle, and Administration. [b]Work caste[/b] is used for general crafting, repairs, and expansion. This ranges from repairing Grotling homes, expanding the village, and building tools and weaponry for the Grotlings and their slaves. After 1-12 years of being in the Work force, depending on what they are used for working, slaves are turned into full citizens of the tribe. [b]Battle caste[/b] are slaves used in fighting. They are divided into two groups. Temporaries, those slaves that are made full citizens after 5 years or 12 battles, and Permanents, those slaves that are made into emotionless killing machines by a mixture of Venomweald plant toxins,animal poisons, and Overseer magic. They make the bulkn of Grotling armies, when the Grotlings actually go to war as opposed to raiding, as Grotlings themselves are often too small numbered to field actual armies. [b]Administration caste [/b]is all the book keeping and history. Grotling Matriachs/Patriarchs make sure everything is accurate, along with Overseers (see Magic, section 1). After 25 years of service, they are made into full citizens. Average amount of slaves in the tribe is usually somewhere in the low to mid hundreds (Excluding the [i]Writheguard[/i] and the [i]Lightningblades[/i] [Religion and Tribes, section 1 and 4]) [/hider] [hider=Magic]Grotlings have two unique magics and three types of magic users. [b]Overseers: [/b]These are Grotlings who can bind and enslave other creatures to their will. They are the second most common, with about half a dozen per tribe. They are the only Grotlings who don't craft their own weapons, as their magic creates their own weapons, be it whips, bow and arrows, swords, what have you. Overseers can cast collars around the necks of their victims. It is possible to resist, but the magic draws upon your willpower and your physical energy to resist the collar fully closing around your neck. Once it is fully closed, the Overseer has complete control, able to make you do whatever they please. They can give joint command to others, allowing more than one person to control the slaves. They can use their magic to forcibly break the minds of their slaves, typically driving them insane unless a premade mixture is given to them before hand. Overseers can also 'enslave' the elements in the forms of Runes, applying them for various effects to weaponry and armor. It is not nearly as intricate as Tounic Runes, merely giving weaponry or armor simple combat bonuses. Immunity to fire, burning strikes, unbreakable, etc etc. [b]Metalmancers:[/b] The rarest of the Grotling mages, with only two or three per tribe of 100. These Grotlings are able to manipulate metals and their properties in any fashion they please, super heating it, making it heavier, shattering it, shaping it, what have you. They are most often in the Grotling forges, making weaponry with the Work Slaves. They are heralded as chosen by the God of the Tribe. Some of the abilities of a Metalmancer are taught to the Work force, shaping and manipulating the temperature, but the entire abilities of a Metalmancer are purely in Grotling hands. [b]Gifted:[/b] These are Grotlings who were not blessed with either of the above abilities, but possess magics that the rest of the world can also possess. Elementalists, Destruction magic, etc etc. They are the most common with about a dozen per tribe of 100. [/hider] [hider=Religion and Tribes] The Grotlings worship 7 Gods, and one is patron to each tribe. [b]Venomweald Writhe, the Guardian:[/b] The God of the Venomweald, protector of the Grotlings. They believe it created the Venomweald to test them and weed out the weak. They believe that the reason it hasn't retreated to the sky with the other Gods is because it protects them, a harsh and ruthless protector, driven near mad by the pain of being mortal. It is the patron God [i]Venowunak 'Writheguard'[/i], a tribe of Grotlings that willingly give themselves to the mutations of the Venomweald pools, so as to become closer to their Gods. They see it as their sacred duty to protect the mad god in it's life, as such they are the only tribe that does not raid. They typically number about 30-40 members. [b]Ular, the Punisher:[/b] Ular is believed to be the reason the Grotlings feel no pain or pleasure, taking away their ability to feel those things, to free them of the weaknesses they would cause. He punishes the wicked and the weak by returning their feelings of pain, and is why all other races can feel. He retreated to the sky so as to better see and punish all the wicked and weak in the world. Ular is the patron God of the [i]Cahnulan 'Bonebreakers'[/i], a tribe of Grotlings who believe it is their purpose to punish weak. Their originators used the Vosh to increase their brain's memory cortex, allowing them to remember perfectly where to do the most damage without ruining a potential slave, in addition to hundreds of other tiny details. They raid the most, though purely to punish and test the other mortals. As such they have very few slaves, most dying in their tests. The survivors are Permanent Battle Slaves who are the strongest in the tribes. Their tribe numbers 60-70 members. [b]Tesnald, the Crafter[/b] Tesnald is believed to be the one who taught the Grotlings how to craft without using the foul creation of fire. She gifted them with the of Metalmancers, Gifted, and Overseers to bend the elements to their will. She retreated to the sky so the Grotlings would no longer rely on her and become weak, enticing both Ular and her husband Karn to follow her. Before she left she gifted them with the personal connection with their Soul Weapons. Tesnald is the patron God of the [i]Teknarotusa 'Metalbenders'[/i]. This tribe of Grotlings possesses the most magic wielders, with often double the normal amount of Overseers and Gifted, and a whopping 3 Metalmancers. They supply most of the other tribes with weaponry. Their tribe numbers 40-50. [b]Karn, the Battle Hungry[/b] Karn is believed to be the God who taught the Grotlings how to fight, and instilled in them the honor and purity of it. Before he left for the sky, so as to protect his wife Tesnald from Ular, he left the Grotlings with the purpose of strengthening the rest of the world, one raid at a time. Before he left, he blessed them with [i]Karn's Knowledge[/i] allowing them to fight almost any opponent. Karn is the patron god of the [i]Saluractasa 'Lightningblades'[/i]. This Tribe of Grotlings whose originators used their Vosh to increase their muscles speed and power, making them the fastest and strongest of the tribes. They raid constantly, intent upon making each and every slave stronger and more civilized, and thus possess the largest number of slaves, ranging from the high hundreds to the cusp of thousand. Their tribe numbers are 50-60. [b]Grot, the Sire.[/b] Grot is the only God of the Grotlings to be believed as physically dead. He was the original Grotling, possessing the original Vosh. He sacrificed himself to create the Grotling race, disgusted by the weakness in the world. His spirit watches over the Grotlings, guiding them. He is the patron god of the [i]Grotcarar[/i], [i]Firstborn[/i]. They are believed to be, unsurprisingly, the first tribe of Grotlings. They possess the most Vosh per Grotling, with at minimum two in every one of their members. Their numbers are 90-100. [b]Valun, The Sky Master:[/b] Valun is believed to be the ruler of the Sky and weather, controlling it as easily as the Overseers control their slaves. She, from her position of power in the sky, controls the weather and ensures that there is always a balance in nature. She is the patron God of the [i]Valtanansa 'Skyscreechers'[/i]. This tribe of Grotlings originators used their Vosh to craft great wings to fly through the air, lightening their own body weight to do so. Their tribe numbers 50-60. [b]Zalan, the Shattered:[/b] Zalan was once the God of Gods, all other Gods spawning from him and being ruled by him. He was strong, impervious to damage, and ruthless. However, as he aged he began to grow weaker. Steadily he became weaker and more feeble as his spawn grew stronger. Ular, sensing the weakness in his father, struck him a mighty blow with his mace, shattering his creator. The pieces of Zalan became the 'Gods' that walk the earth today. He is the patron God of the [i]Atacarzalnkel 'Adamantineskinned'[/i]. This tribe of Grotling's originators used their Vosh to make their skin incredibly tough, bested only by the Ogres, their constant enemies. Their tribe numbers 70-80. [b]Sacrifices:[/b] The Grotlings regularly make sacrifices to their patron Gods, asking for aid in battles or just surviving. Often this is just wildlife they've captured, but unruly slaves are used as well upon the eve of important battles.[/hider] [/hider] [hider=Karn's Knowledge] Karn's Knowledge is what makes Grotlings bred for war. They can learn new combat skills and adapt tactics incredibly quickly. Weapons seem to openly whisper their secrets to them, while enemy tactics are studied and adapted too while in combat. [/hider] [b]Appearance:[/b] [hider=Grotlings][img]http://coolvibe.com/wp-content/uploads/2012/08/Fantasy-Art-Blaz-Porenta-God-of-Carnage-992x620.jpg[/img][/hider] [hider=Grotto brief] Grotto, the Grotling language, is filled with harsh and guttural noises. Taka, kill, is pronounced TA-KA. Emphasis on the harder nouns. If you want to add a past tense to a word add '-kel' to the end of the word. Taka, kill, becomes Takakel, killed. If you want to add future tense to a word add 'Fa-' to the beginning of the word. Taka, kill, becomes Fataka, 'will kill'. There is no way to say something like 'Will be killed' in Grotto. You'll have to say will die or 'Farak'. If you want to make it present tense, add a '-rel'. Taka becomes Takarel 'Killing' If you want to make it plural or add an s to the word, make add '-Sa' at the end of the word. Taka becomes Takasa 'Kills' If you want to make a word female or male, add '-Tes' (for female) or '-Ka' (for male) at the front of it. Nen, it, becomes Tesnen, her or she, or Karnen, his or he. Karnu, warrior, becomes Teskarnu, female warrior, or Karkarnu, male warrior, In short -Kel at the end of the word makes it past tense -Fa at the beginning of the word makes it future tense -Rel at the end of the word makes it present tense -Sa at the end of the word to make it plural -Tes or -Kar at the beginning of a word to make it female or male respectively. Word bank: Nen- It Taka- Kill Karnu- Warrior/Soldier/Fighter Atacar- Adamantine Zaln- Skin Val- Sky Tanan- Screecher Grot-First or the name of a God, depending on context. Carar- Born Salu- Lightning Racta- Blade Tekna- Metal Rotu- Benders Cahn- Bone Ulan- Breakers Veno- Writhe Vosh- Second Mind Wunak- Guard Zaltac- Elder Kazana- War Chief Haipan- Weak Shell, term of derision, term for Hain. [/hider]