People
Verm Nod Lorel
(Drd15)
Tobloc (Ftr12)
White-eye (Ftr4)
Yandor (Drd6/Wiz5)
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Book of Grumun
[earth / spirit]
A large quiet woodland race, the Grumun
(GROO-mun) do not often venture into the
realms of Men. Stoic creatures, the awesome Grumun do not associate
themselves with the worries and occupations of most mortal races. Those
that are found on society's fringes often arrive there seeking elightenment
or secrets of "civilized" philosophies and magics.
Physiology: The Grumun are impressive creatures
standing nearly eight feet in height, with a rounded muscular form. Their
bodies are typically covered in long tangled hair which serve as their
only clothing and armor.
There are two known types of Grumun, sages and workers.
Sages, known in the Grugantha
tongue as Torrum, appear to be the leaders
of the Grumun clans and families. Most torrum are believed to have
some measure of magical ability in addition to whatever knowledge or art
they practice. Grumun workers, known as Tantha,
are typically farmers, gatherers, and hunters. Grumun tantha comprise
of the majority of known Grumun population.
Psychology: The mighty Grumun
are not normally violent, but are afforded a respect and distance relative
to their imposing size.
Culture: It is believed the creatures live
in the deep forests and mountains, away from the bustle and confusion
of the mortal realms. Their patience and learning are revered by
many, who seek them out in these isolated locales for answers and teachings
of a scholarly nature. The stories of these quests for knowledge
are often accompanied by some bequest of the seeker on behalf of a teacher
or Grumun clan. The exchange of an ancient esoteric tome may grant
the seeker some secret or training in an obscure art or science.
The Grumun have a familiarity and friendship with many
Anahla Elvarel, often inhabiting
similar regions. Though longer lived than most mortal races, the
Elve are quick to point out that Grumun
are not immortal. When Grumun die, there is no continued resident
spirit as happens with the Elve. Grumun life is believed to be more
similar to that of Men.
Grumun do not make weapons, preferring non-violence. When
forced into combat they use heavy wooden staves or tools that are often
decorated with colorful stones, fossils, and shells. These weapons
should be treated as clubs, backed by the Grumun Ogdari strength. Grumun
tantha are not appreciably stronger than their scholarly brethren.
Religion: Religion does not exist among
the Grumun, who adhere to a study of philosophy to guide them through
life. At the center of Grumun belief is the study of the eight Kotru.
These points of life are the basis for Grumun philosophy, and often
are studied and meditated upon at great length. The kotru are tayal
(love and compassion), codro (health and
strength), nayast (duty and loyalty),
otemblo (nature and balance), keyetry
(learning and understanding), urtumb
(humbleness), solumn (truth and honesty),
and ushomn (the great secret). Each
of the kotru are embodied in a sacred place called Kotrul.
It is the goal of all Grumun to visit and experience each kotrul
before they die. It is good that the Grumun are long-lived as the
kotrul are spread across the continent. For this reason, most that
meet Grumun, encounter pilgrims traveling to or fro.
Magic: Torrum mages typically
study druidic arts; Animal, Creation, Divination, Elemental, Food, Healing,
Meta, Movement, Plant, Wards.
AD&D:
AD&D Grumun Package |
Str +8 |
+0 CP |
Large |
+0 CP |
Movement 8" |
+0 CP |
Sense of Duty (Clan) |
-10 CP |
Acute Taste and Smell
+2 |
+4 CP |
Night Vision |
+0 CP |
Extended Lifespan * |
+10 CP |
CP Balance |
+0 CP |
GURPS:
Grumun are 100 CP characters.
GURPS Grumun Package |
HT +4 |
+45 CP |
DX -2 |
-15 CP |
PD +1 |
+25 CP |
Acute Taste and Smell
+2 |
+4 CP |
Extended Lifespan x4 * |
+20 CP |
Increased Density x4 (+400
lb) |
+20 CP |
Increased Strength x2
(Base 20) |
+50 CP |
Unusual Background |
+15 CP |
Appearance (Monstrous) |
-25 CP |
Honesty |
-10 CP |
Inconvienient Size (8'+) |
-10 CP |
Pacifism (Self-Defense) |
-15 CP |
Reduced Movement -1 |
-5 CP |
Sense of Duty (Grumun) |
-10 CP |
CP Balance |
+89 CP |
* Grumun tend to live between 450 and 600 years.
Adulthood is reached at 40 years. Middle Age is reached at
200 years. Old age is reached at 400 years and Venerable is reached
at 550 years.
Other advantages and disdvantages common among the Grumun
are: Animal Empathy (+5 CP), Charitable (-15 CP), Composed (+5 CP), Magical
Aptitude (+15 CP), and Sanctity (+5 CP). All Grumun with Magical
Aptitude are considered torrum, whether they practice magic or not. Other
Grumun are sensitive to the fact that the indidividual has a magical knack.
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Races
The main races of Teréth End are:
Uren (Humans)
Chaosborn (Magic-Kin)
Duinu (Dream-Folk)
Dwürden (Dwarves)
Ejara (Dream-Folk)
Elve (Elves)
Faer (Changelings)
Faeri (Faerie)
Gnorm (Gnomes)
Gru
Grumun
Halvarel (Elf-Kin)
Halvers (Human-Kin)
Hörks (Elementals)
Ikitikirittik (Insectoids)
Neveren (Elf-Kin)
Ogren (Half-Ogres)
Ortor (Orcs)
Sha'al (Saurians)
Shul (Centaurians)
Urdar (Goblins)
Werrid (Lycanthropes)
Zultaya (Ichthyoids)
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