Agamemnon
First Post
These are all bits and bobs off my never-finished setting, Meros. They're posted here just for the amusement of anyone chancing to gaze upon them.
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The Kuruks
Only barely trusted and usually outright despised, the kuruk race has prospered regardless. Some call them "half-trolls" but that is actually a misnomer, as the kuruks are an independent offshoot of the troll race, not a halfbreed. They themselves prefer the term "high trolls", which according to them reflects their status.
As most people on the islands of Meros shun them, kuruks have learned to seek their fortune amongst other folk. The greatest concentration of kuruks is the hobgoblin-controlled city of Thur, but a great deal more travel the islands, looking for ways to adapt to society.
Personality
Kuruks are often selfish, greedy and brave to the point of foolhardiness. Their eagerness to prove their superiority often leads them to dangerous situations. Should a member of another race rescue them from such a situation, a kuruk would respond most unpredictably, as being helped out by a "lesser" hurts their deep-seated pride.
By their nature, kuruks are not team players and have severe difficulties adapting to working as a part of a whole. In a mercenary company, kuruks are usually grouped together or used as scouts. In battle, the kuruks will try to use every single aspect of the situation to their advantage.
Physical Description
Kuruks resemble normal trolls, but are human-sized and their limbs are more in proportion to their bodies. Their skin usually has a greenish tint and they are constantly followed by a slight smell of damp earth. The most striking feature about a kuruk's face is their huge nose that can be over four inches in length.
Kuruks are surprisingly nimble and share the hardiness of common trolls. Some individuals even gain the fast healing properties of their larger relatives.
Relations
The kuruks do not really get along with other races of Meron, instead preferring the company of hobgoblins and bugbears, who value their ruthless skill and trollish heritage. Giants and trolls consider kuruks to weak, but now and again they band together.
Alignment
The majority of the kuruk race is selfish enough to be Neutral or Chaotic Evil, but otherwise-aligned individuals can exist.
Kuruk Lands
Kuruks are actively persecuted in many places and as such tend to travel much. They always avoid cities, though.
Language
Kuruks speak a sophisticated form of Trollish. Common trolls have some difficulty in understanding them, unless the kuruk makes a specific effort to speak slowly and simply.
Names
Kuruk names are often similar to orc or hobgoblin names and sometimes include some boastful last name that may or may not have something to do with the achievements of the individual kuruk.
Male Names
Ulrek, Thokar, Zathras, Wreki
Female Names
Olrega, Seerian, Chesir
Last Names
Rosigal ("fast striker"), Hraskranja ("shadow runner"), Gatparak ("strong arm")
Adventurers
Kuruks are natural rogues, as their lack of morality and natural cunning give them a decided edge in that class. Strong individuals sometimes become barbarians or fighters. Spellcasters, both arcane and divine, are rare among kuruks.
Kuruks as Characters
+2 Constitution, +2 Dexterity, -2 Intelligence, -2 Charisma. Kuruks are surprisingly fast on their feet but their primitive ancestry is evident on their dull minds and instinctive arrogance.
Medium size
Kuruk base speed is 30 feet.
+2 morale bonus on saving throws against fear
+2 to Climb and Survival. Kuruks are extremely hardy even in the worst of conditions, and their wiry bodies and long fingers are perfect for climbing.
Darkvision: Kuruks can see in the dark up to 60 feet.
Automatic Languages: Trollish
Bonus Languages: Human languages, Giant, Goblin, High Goblin, Orcish.
Favoured Class: Rogue.
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The Kuruks
Only barely trusted and usually outright despised, the kuruk race has prospered regardless. Some call them "half-trolls" but that is actually a misnomer, as the kuruks are an independent offshoot of the troll race, not a halfbreed. They themselves prefer the term "high trolls", which according to them reflects their status.
As most people on the islands of Meros shun them, kuruks have learned to seek their fortune amongst other folk. The greatest concentration of kuruks is the hobgoblin-controlled city of Thur, but a great deal more travel the islands, looking for ways to adapt to society.
Personality
Kuruks are often selfish, greedy and brave to the point of foolhardiness. Their eagerness to prove their superiority often leads them to dangerous situations. Should a member of another race rescue them from such a situation, a kuruk would respond most unpredictably, as being helped out by a "lesser" hurts their deep-seated pride.
By their nature, kuruks are not team players and have severe difficulties adapting to working as a part of a whole. In a mercenary company, kuruks are usually grouped together or used as scouts. In battle, the kuruks will try to use every single aspect of the situation to their advantage.
Physical Description
Kuruks resemble normal trolls, but are human-sized and their limbs are more in proportion to their bodies. Their skin usually has a greenish tint and they are constantly followed by a slight smell of damp earth. The most striking feature about a kuruk's face is their huge nose that can be over four inches in length.
Kuruks are surprisingly nimble and share the hardiness of common trolls. Some individuals even gain the fast healing properties of their larger relatives.
Relations
The kuruks do not really get along with other races of Meron, instead preferring the company of hobgoblins and bugbears, who value their ruthless skill and trollish heritage. Giants and trolls consider kuruks to weak, but now and again they band together.
Alignment
The majority of the kuruk race is selfish enough to be Neutral or Chaotic Evil, but otherwise-aligned individuals can exist.
Kuruk Lands
Kuruks are actively persecuted in many places and as such tend to travel much. They always avoid cities, though.
Language
Kuruks speak a sophisticated form of Trollish. Common trolls have some difficulty in understanding them, unless the kuruk makes a specific effort to speak slowly and simply.
Names
Kuruk names are often similar to orc or hobgoblin names and sometimes include some boastful last name that may or may not have something to do with the achievements of the individual kuruk.
Male Names
Ulrek, Thokar, Zathras, Wreki
Female Names
Olrega, Seerian, Chesir
Last Names
Rosigal ("fast striker"), Hraskranja ("shadow runner"), Gatparak ("strong arm")
Adventurers
Kuruks are natural rogues, as their lack of morality and natural cunning give them a decided edge in that class. Strong individuals sometimes become barbarians or fighters. Spellcasters, both arcane and divine, are rare among kuruks.
Kuruks as Characters
+2 Constitution, +2 Dexterity, -2 Intelligence, -2 Charisma. Kuruks are surprisingly fast on their feet but their primitive ancestry is evident on their dull minds and instinctive arrogance.
Medium size
Kuruk base speed is 30 feet.
+2 morale bonus on saving throws against fear
+2 to Climb and Survival. Kuruks are extremely hardy even in the worst of conditions, and their wiry bodies and long fingers are perfect for climbing.
Darkvision: Kuruks can see in the dark up to 60 feet.
Automatic Languages: Trollish
Bonus Languages: Human languages, Giant, Goblin, High Goblin, Orcish.
Favoured Class: Rogue.
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