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People

Verm Nod Lorel (Drd15)
Tobloc (Ftr12)
White-eye (Ftr4)
Yandor (Drd6/Wiz5)

Book of Grumun

[earth / spirit]

  • Tantha
  • Torrum

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.

Grumun

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)

Ref. PHB (Player's Handbook), © Wizards of the Coast