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Wednesday, May 23, 2012

Recreation in Trithofar

For some reason, the topic of what's fun to do in Trithofar came to me, though I have no idea why.  I should be working on maps and places and religions and what have you, but I have decided instead to focus on recreations.  People got to have hobbies, after all, and fantasy people would have stranger hobbies than most.  Therefore, for the purposes of brevity as well as interest, I will not be talking about mundane hobbies of Earth, so much as I can help it.  Instead, I will focus on hobbies or recreational activities unique to Trithofar (or at least unique to fantasy).  These will be listed in the order I think them up, which means randomly. 

Hunting for Magic/Aaviri:
Aside from being a recreational activity, this can also be a lucrative way to spend one's extra time.  Magical people are rare in Trithofar unless they are guilded, but they do exist, and they require ingredients for their various spells and potions and what have you.  Therefore, they often hire people to find these things they need.  Some people collect objects they think will have magic on them, even if they know nothing about them, and will sell them to those who need them. 

Furthermore, fay creatures exist in Trithofar.  Someone might call them free radicals or loose aaviri.  They are creatures of great power, but not a great amount of intelligence or sense.  Some of them, however, should not be trifled with at all.  One of the most commonly hunted of such creatures is called an Alnimor, which is a fay creature that guarantees its host life for 1 full walking of the world.  Meaning, the creature will keep whoever agrees to take it into themselves as a host creature 1 year of life.  The trick is to convince the Alnimor that your year is a good and worthy one (and I do not mean good as in morally upright, but instead, interesting).  The Alnimor is rumored to keep people free of disease, well-fed, and healthy for that entire year.  It will protect a person from violence or will keep their body alive after violence is done until they can find help as well.  However, once that year is up, the creature that hosted it must determine how it will deal with the consequences of its actions for that year. 

Visiting a Seer:
One of the main branches of magic is super-sensory perception.  This is NOT divination, as this is not necessarily finding out information from spirits or supernatural beings as much as having the ability to listen to things far away or see things far away or even look into the past.  Kunjels particularly seem to have the gift of "Past Vision" where they can look back and see what has happened in a place. 

Some palm-readers and diviners exist in Trithofar, and they often interpret the visions of Aaviri.  Most often, these are a branch of sorcerors and aavimancers.  The trouble is that they are not always to be trusted.  Ith and Lortho, particularly, of the Qwadro have meddled in such visions and tainted them, or so the common scholar thinks. 

And of course, there are the typical hedge-wizards and crones people go to.  They don't know anymore about the world than a bird, but that doesn't preclude their ability to make money off other people's ignorance. 

Magical Puppetry and/or Pyrotechnical Shows or other Magical Displays:
Various forms of magical arts exist to animate things and make them perform.  Therefore, magical puppetry and pyrotechnics are available in Trithofar.  Depending on the magician, for certain, these range in quality from prestidigitation to actual full-blown magical presentations.  Some people will have difficulty figuring out which is which. 

Other displays of magic, where Aethren are permitted or stupid enough to do it, are also big forms of entertainment.  However, as soon as an Aethren is identified, almost invariably a guild or order will approach and either get that person to join them in the studying of magic or they will destroy them.  Magic is a very delicate subject in Trithofar, and most aethren who display even the slightest desire to rule or reign will be called out, attacked, and likely assassinated.  The major exception to this is, of course, Sarkoshia, where Sarkelosh The First has reigned for nearly fifty years straight without incident.  The last time an Aethren reached the level of power and control as Sarkelosh was just before the Qwadro Wars when the Aethren Counsel ruled over the entire world of Trithofar.  Of course, having armies of the undead and demons nearly wipe out all life kind of cast a pall over that system of government.  Therefore, magic is very carefully monitored.  After what has been commonly named the Third Qwadro Wars, or the Age of Hatred (when the so-called Palace of Hate formed itself above a Trithofarian Ocean and the Doombringer attempted to resurrect the Qwadro to rule through himself; which, by the way, allegedly coincided with the surfacing of 3 out of the 4 Eyes), Sarkelosh brought about the Rise of The Second Counsel (or so he calls it) where Sarkoshia would be the City of the Aethren.  So far, nothing major has happened though, and Sarkoshia could be accredited with bringing civilization back to Trithofar after nearly three Apocalypses in a row. 

However, after saying all that, Sarkoshia does not allow aethren to rule elsewhere and he and his various magical schools and guilds often send out people to find, recruit, or eliminate competition in magic.  The wizard aethren, particularly and most passionately the kunjelic wizards, have protested Sarkelosh's attempts to corner the market on the use of Aether and Magic and his attempts to rule a rather large and expanding empire, suggesting this will bring rise to more trouble if not the end of the world. 

Barring interference from all of that, some people use magic to help people and to entertain them.  Quite a few healers are known to offer monitored and carefully scrutinized 'trips' for people through types of potions or alchemical means, so long as these do not cause trouble.  There are many houses and parlors where people can experience magically influenced head trips for a price.  And other forms of varying degrees of participation have been known to exist. 

Travelisking:
There have been many attempts made to map out all the different travelisks existing throughout Trithofar.  Originally, the Travelisks were used by the Aethren to travel all over the world with relative ease.  The travelisks form a network of guiding points through the Sark, like road maps, so that wizards or people using teleportation devices (the most common of which were liquid portals) could move from place to place with ease.  It was the difference, among Aethren, of using a road to get somewhere and just walking aimlessly through the woods.  Another advantage with Travelisks was that it was very difficult for undead to cross into the Sark and back, therefore such creatures as vampires, certain types of Fatekeepers/Litches, and ghouls could not be safely transported through and would usually die or be disconnected from their bodies.  The use of these travelisks was kept among the Aethren for a long time until Liquid Portals were invented and sold to lords of various realms for use.  Then, somewhere during the Qwadro wars, the Travelisks became unsafe.  People disappeared using them or were attacked during transit.  A monster lurked within, a creature called a Portalian beast (which was in the service or control of the Qwadro) was used.  Kind of like a shark in water, really, this creature lurked in wait and attacked those trying to use the Sark to navigate from place to place.  This shut down the Travelisks for a long time, and many of the travelisks were lost to antiquity.  One has to "know" the travelisk to find it, usually.  With some cities and settlements, the travelisks name was all that was needed, and that information was never lost through time.  However, some travelisks no longer have names, and are even less well known, and so it is difficult to find them.  But many aethren are and have been trying for centuries to locate every one, label it, and get it working again.  Other people, who have access to information about the known travelisks enjoy simply traveling through them.  They say it is kind of like swimming at the end of a long, hot day.  It is, apparently, for some an enjoyable experience to be transported through god-knows-what to another place, risking life and limb everytime with a couple-thousand or so year old technology.  I guess it's like old-school sailing for yuppies now.  There are other portals and other means of magical teleportation in use, and some of these include actual flying, but quite a few archeologists of Trithofar can't be wrong, right? 

Going into the What:
On an island in the middle of the Shattered Sea remains a trio of towers, arranged in a perfect equilateral triangle.  Equidistant from each corner and side, in the middle of the triangle formed from these towers, is the gateway into the What.  People go into the What for a wide variety of reasons.  Some go into it looking for knowledge, while some go into it looking for escape from the world.  Still others are seeking soem kind of treasure.  Quite a few Qwestors venture there to seek the whereabouts of the Eyes.  And some just think it is an interesting place to go.  Quite a few people have journeyed into it and out of it again, and some more than once.  The true danger of the What is that when a person gets inside of it, it is possible that they will never escape or never want to.  Then again, a person could go in during one century and come out again during quite another.  The What is likened unto a Steam Valve for the Sark, or a boiling over of it.  The What is a place filled with absolute and seemingly unending chaos.  It both provokes and responds to the thoughts of people in it, and solidifies itself into various strange, disconnected places where people can visit.  However, there are other places in the What where it goes on forever and makes absolutely no sense.  The What is believed to be the literal mind of a sleeping, insane god/aaviri or perhaps a vat of Creation Stew leftover when the world was made.  However, those who have made a pasttime(s) of visiting it say there is a small, very small, amount of consistency there.  It contains several differen personalities that more than one person has managed to see and visit.  People know that it is very difficult to die in the What, but you can lose yourself in it just the same.  You can become so disoriented, so convinced that you are dead or that there is no way out, that you end up a part of it (this place is kind of like the Matrix, Hell, Purgatory, Virtual Reality Gone Awry, Tron world, Heaven, 2010 Space Oddysey's 'Afterlife/Obelisk,' The Room of Requirement in Harry Potter, an acid trip that never ends, and any number of reality bending places featured in movies or our culture).  There are, of course, things worse than death, though this doesn't dissuade people from trying to get inside the What anyway.  There are treasures hidden inside, but very little of what goes on in the What gets out of there.  Only things brought in from reality usually escape.  The following is a list of the most commonly seen personalities:
  1. Greed Gluttony: This particular character was named by the various people have have ever met him and sat at his table, so to speak.  He is believed to be a personality made to taste foods or pretty much anything that can be eaten.  He is a tremendously large fat ?man? or at least person.  He has a huge mouth and massive rolls of fat, and he constantly sits at a table laden with just about anything and everything a person could ever imagine eating, and GG sits there and eats, and eats, and eats, and eats, just about without stopping.  The only time he stops to eat is to talk, which he does not seem to enjoy.  He has servants who sort of buzz around him like bees and they will attempt, at some point or another, to serve his guests to GG.  GG wants to taste everything, and he particularly likes to eat people in various states of dressing, so to speak. 
  2. The Insane Knight: It is not clear if this knight is a perception of knighthood made manifest by the What itself and whatever is behind it, or whether or not the Insane Knight was originally a real knight who went insane and has lived forever in the What.  This knight appears in beautiful, well-polished armor that looks as though it were made of pearls.  He carries a shield, a lance, and sword.  He also rides a black horse.  He is called the Insane Knight because no one knows what will provoke him to attack whoever finds him.  Sometimes, it is the mere asking of a question.  Sometimes, it is answering one of his questions.  Just as unpredictable are his attacks, so unpredictable are his reasons for not attacking.  Often, he will not do anything, or he may only attack one person in a party because, literally, he does not like the way a hair on their head stands. 
  3. The Librarian: Those seeking knowledge often try and make their way to the librarian.  Every book on the basically infinite shelves is something the What knows.  Some of it is utter nonsense.  Some of it is what people who have visited know.  The Librarian is just as greedy for knowledge as Greed Gluttony for food, and he will talk to you until the end of time if he can.  He wants to know what you know, and he'll do just about anything to get it.  He keeps around him assistants, usually with opening skulls so they can take someone's brain, put it inside their own head, and write what they know from that.  It is all symbolic, but nonetheless quite terrifying a thing to have happen.  The books themselves in the library are often portals to other places inside the What.  There are not any portals out of the What from this place. 
  4. The Doorman: The doorman has a key that fits all doors, everywhere, in the entire universe, both in and out of the What.  He keeps one door that can open up onto any place, at any time, at any angle.  He is one of the only ways out of the What. 
  5. The Family: Occasionally, there are creatures that would not normally live as a family, living as a family, with a mother and father and offspring.  These are, as many believe, the What's attempts to know what a family is like and attempt to experience it from various directions and under various conditions.  The family is almost always hostile to outsiders (for reasons unknown) and usually is composed of animals posing in various garments. 
Qwestors:
In every culture, in every age, there are qwestors.  These are people looking for the mythical and mystical Eyes of the God or The Eyes of Power or just The Eyes.  The questing for these powerful tools has become so popular that the word Qwesting literally was invented to account for those who search for it.  This would be the equivalent in our world of making up the word Cupseekers for those after the Holy Grail or Raiders of the Lost Arc for those after the Arc of the Convenant.  The notorious "Eyes of Ollogriath" are not well known or understood, even though they do actually surface from time to time in Trithofar's history.  Usually, they only surface one by one, but people believe that whenever they surface all at the same time together, wierd and bad stuff happens.  There are thousands of people who have tried to plot the whereabouts of these notorious things, who have studied the histories of the world and the other worlds in communication with it, trying to find them, trying to figure out what exactly they are, and trying to predict where they will surface again.  And Qwestors are the people that are trying to do this.  They are the people that go looking, who track down the locations where likely sightings have been, and those who claim to know a fake from the real thing. 

These scholars truthfully know very, very little.  However, here is a sampling of what many agree on:

The Eyes were forged from pieces of Ollogriath, the First and Most Powerful Dragon's body.  They were made into weapons of absolute and pure power.  They may have literally been made of Ollogriath's eyes which saw different things depending on how they were opened.  They have been identified as a sword, a shield, a dagger, and a ring, but there may also have been a helm, too.  They are named for two popularly believed reasons: either they bear the sight of Ollogriath, literally, or they were named because the jewels containing the power of him was contained was small and round and embedded in the various devices made around them.  It is believed that all of them wish to be united together again, and if they do, the Ollogriath will surface again.  When he does, he will judge the world, and will do so according to the judgment of the bearer of the four/five items' wishes.  Some say that the shield, ironically enough, is actually evil.  Others say that the dagger is good or at least regretful.  What powers are attributed to them is usually based on stories and legends passed down, but here's a list again of what each one is believed to be capable of by itself (yes, some of these may contradict, which is the nature of mythology and legend to do):
  • The sword: Has the power to reach out and move like a tail, but retain its sharpness all the while.  Has the ability to hit only what it wants to hit, therefore possessing the ability to stab only what the bearer wishes.  The sword also is rumored to have the ability to see people's emotions and/or immediate intentions or choices. 
  • The dagger: The dagger's most prominent ability is to make the bearer and itself unnoticeable while the blade is out.  When the blade is sheathed, this power is gone.  While the blade is out, the bearer cannot be seen or heard or even smelled, though he is not untouchable.  If he walks into someone, then they will notice.  The dagger also remembers and tells stories about the things it has seen in the past.  The dagger is said to be the conscience of the four and hates the evil that have been done with them.  It is the part of Ollogriath that is sorry or regretful for all the wrongs Ollogriath did during the Days of Insanity.  The dagger hates that it is most commonly used to assassinate people, and one of its favorite stories to tell is that of a little girl who escapes being captured by a troop of bandits by using the dagger and refusing to kill anyone.  That particular story has been recorded in several different holy books and by scholars all over. 
  • The shield: The shield protects...anyone...evil or good...nice or cruel...well-intentioned or wicked....etc.  The shield is believed to be evil.  This has been associated with the shield largely because it has notoriously allowed people to do things with consequence or retribution.  It diffuses magic or deflects it.  It also tends to have an idea of what people are thinking and where they might strike next.  It is said it has a limited capacity for seeing the future in some way, and is the only tried and true means of blocking the sword or the dagger. 
  • The ring: The ring predicts the future.  It is said to be able to see where it is 'supposed' to go and tells the bearer when to pass it on.  The ring has the capacity, it is said, to read people like books and know their hearts deeply as if it were one's own.  The ring judges and determines who it wants to be its bearer based on...well, people aren't sure.  Sometimes, the ring actually lies.  It convinces people that one future is in store when instead it is just trying to get itself moving to another bearer. 
  • The helm is believed to allow the bearer control over Ollogriath himself and/or the other four.  If it exists, and if it does what it is said to do, then it is the most powerful.  The helm has often been called the Helm of Doom or the Doomsday Helm. 
It is the belief among many scholars that the purpose of these objects, after Ollogriath was cast down, was to show the world how power corrupts and how bad it would be if one among mortals were to ever achieve godlike power.  These items are believed to give the powers of a god to whomever manages to gain all five of them, and if they do indeed control Ollogriath, then that would be as close to godlike powers as any mortal would ever command.  Ollogriath, being the first and most powerful Dragon is basically like a storm made out of a god.  He can level mountains and drink oceans and all that sort of thing.  He is believed to be the living wrath of the Highest God.  Originally, so the legends say, he was the Judgment, and so he may be again if he is loosed on the world. 

None of these legends prevents people from Qwesting or becoming Qwestors.  Many people make a hobby out of studying the words about the various Eyes, while some make it their lives. 

Kunjels:
  1. Visiting a thoughtroom: Kunjels enjoy meditation.  Sometimes, this is used to find, channel, and then contain the rage.  Sometimes, this is used to calm down during a stressful situation.  Every kunjel household has a thoughtroom.  Usually, it is a square room, detached from the main house, and it will almost always have a fireplace, a table, and some kind of means of sitting.  Very rarely will it have a window, unless the window is too high off the ground to be looked through.  Kunjels often enjoy being in the thoughtroom naked, and this activity requires the same respect of privacy that going to the bathroom or bathing would.  It is considered bad manners to knock on a thoughtroom door if it is closed, and worse manners to leave such a door closed if the room is not in use (kind of like the toilet seat issue between marrieds, except true for both genders).  It is considered rude to knowingly deprive someone who needs it of the thought room.  For example, if you know your mother just miscarried an infant, and you are having trouble with a test at school, it would be rude to stay in the thoughtroom all day while your mother is forced to wait.  Typically, if one is in the thoughtroom, it means that they are praying, meditating, or agonizing over some serious issue in their life.  Some people go in there to read a chapter out of the Kundarthor, the kunjelic holy books, and some will pace back and forth and talk to themselves about what's going on.  Even if it can be heard, it is extremely impolite, and sometimes even fatal, to be caught listening to what someone does in the thoughtroom. 
  2. Visiting a talkparlor: Kunjels enjoy philosophy and discussion of what is right and wrong in their lives.  They want to be honorable and good, so they want to know what to think about particular issues.  The problem is: the damned rage.  Kunjels do not like to argue, because arguments can stir the rage.  Now, no self-respecting kunjel is going to allow a silly argument to make them rage, but it is better not to tempt people to do it either.  So, when they want to talk about the things they believe most deeply about, the arguments that would usually cause a problem among humans, they often have these arguments in a talkparlor.  A talk parlor will consist of a comfortable room, appointed with comfortable furniture, but will also have incense burners and books and possibly a priest who watches over the discussion and acts as a sort of monitor, moderator, or scorekeeper.  Sometimes, board games will also be included in the talkparlor as well.  The point of a talkparlor, however, will be to "have it out" as it were with someone, basically discussing in an uninterrupted and comfortable setting whatever it is that bothers the two people.  Sometimes, very delicate business transactions can occur there as well.  If a married couple need to have an argument, it can sometimes be carried out there to avoid any dishonor or to have the priest's input. 
  3. The Festival of Japals in Waldoris: This is perhaps one of the biggest festivals in all of Thortinis, and may be one of the biggest in much of Frosomia.  The city of Waldoris is famous as being the place where the kunjels turned back an invading army of Cheen Mercenaries during the war against Drod.  The kunjels were winning in Drod, and gaining their freedom from the Drod King, and had laid siege to the Castle of Murrodra, but Drod had gotten about two thousand or so Cheen mercenaries to come and try to break the siege from Coth.  The kunjels that had taken the town of Redgrass numbered only in the hundreds, but General Wald was told by a messenger of the Protector to stay and hold, even at the expense of his own life.  The kunjels stayed and fought.  Even the women fought.  The children, those that could rage, fought.  The armies so terrified the Cheens with their rage that they turned and fled and many hundreds waited out in the bay for the kunjels' retribution, but the kunjels fell dead there.  Almost immediately thereafter, the siege ended in Murrodra and the City of Murrodra was taken.  Apparently riots had taken over the city and the people killed each other within and so ended the War of Averment.  The kunjels were no free and they took control of the upper areas of Frosomia, what they later named Thortinis.  Since that time, there has been a once-every-five years festival in Waldoris called the Festival of Japals.  Each city sends Japals and other livestock to be won in a tournament among the various knight orders from the towns.  The knight order that wins the most of the games (and these are games of the mind as well as physical sports) wins the first pick of the japals and other livestock raised and bred, including gremlins as well.  They also win The Sword of Honor to be kept that five year span in their church or headquarters.  In the meantime, a festival is held, where people coming with the knights to Waldoris, bring food and different gaming activities for the non-knighted folk.  Merchants crowd in to sell their wares, and not only merchants from Thortinis, but merchants from surrounding kingdoms as well.  
  4. Dragonegg: Dragonegg is game where two teams of six (three males and three females) attempt to carry and keep away from members of the other team a ball made of gremlin hide.  The object of the game is to have each member of a team carry the ball one time in sequence one to another.  There are many derivations of the game, but the basic one is that each member of the team gets to carry the ball before passing it off to another.  If the chain is broken, it must start again.  The team that wins is the team that lasts longest enough to get the job done, so a small modicum of the rage is incorporated usually.  Not a particularly magical game, but oh well.  If a team member is tackled before they pass off the ball, that counts as breaking the chain, unless they can get back up on their own (again, the rage comes in handy).  Otherwise, like in rugby (I think), they have to drop the ball and hope to get it back.  Some derivations of the game work such that people knock over columns or pillars while they have the ball and each teammate has a particular pillar they have to knock down. 
  5. Sumo Wrestling: Yes, this is an Earth activity in Japan, but kunjels incorporate the rage into it.  The idea of Kunjelic sumo (and honestly, I have not come up with a name for it in their language) is that the kunjels involved must not lose control, but must use the rage for their strength.  There are other martial arts competitions where people must contain and control another or the rage in themselves and fight.  Sometimes, this is a way for waywards who have been convicted of raging out of turn in society to sort of serve their penance, by publically being wrangled by a professional calmist or by demonstrating their need for control to the public. 
  6. Strength Competitions Involving the Rage: Fairly self-explanatory.  
  7. Hunting: Kunjels do not have poaching laws...exactly.  There are certain things they are not allowed to kill unless they are a certain rank, and you cannot hunt what another person owns, BUT kunjels leave a great deal of wildland around their cities and patrol it with orders of knights who act as sort of game wardens.  A person is not allowed to hunt more than they need to survive and feed their families with (based on certain social markers or rank badges in their culture).  Hunting, unlike on Earth, is an activity that mostly females do, unless it is for Vor.  Males do it often enough as well, but males also act as a protector for the females.  Only knights are allowed to kill vors, and they typically only wrestle with them or fight them with sleepspears (spears tipped in poisons).  Vor fighting is considered a rite of passage for some knights.  Any kunjel may kill and harvest a lem at any time, for any reason.  Lems are considered pests.  Wild gremlins are allowed to be hunted and killed by those who live near where they are.  Mefs require a hunting party to go and catch young female mefs to bring back.  Traditionally, the person who managed to capture the most mefs or the biggest mefs host a barbecue for the others on the hunt.  
  8. Mef Fighting: As mentioned before, male mefs are almost suicidal aggressive, so after a mef hunt, if there are males around to defend the females, they will fight and kill them in a ceremonial way (hey, kunjels aren't perfect).  Of course, it only one male fighting one kunjel and his gremlins with a spear, which is not exactly an easy fight.  Male mefs can kill in one solid jump.  One has to be skilled, fast, and very strong to do this.  Unfortunately, usually the males have to be killed before the females can be herded back home.  Sometimes, the males are captured alive and brought back to fight in a town or city.  
  9. Smoking Various Types of Grasses: So...um...yeah.  However, kunjels are absolutely against losing control of themselves to any substance.  However, there are several different types of grasses in the Sea of Grass that have similar effects (+/- potency) of regular tobacco to marijuana.  Kunjels do not believe in addictions or allowing for them.
  10. Drinking Games: A kunjel does not get drunk alone...ever.  It is not done.  If kunjels do drinking games, which is considered rather low class, it is with at least three people to advocate for each side. Usually, it is to see who can take the most DreMarrin.  It is considered dishonorable to get completely drunk, so people who do this get close enough.  It is a strange demonstration of self control, kind of like the race of the patient motorcyclist. 
  11. The Festival of The Door: Another great festival among Kunjels is the Festival of the Doors.  The Kunjels came to Thortinis and Trithofar as refugees through a sacred door in Gollithia.  That doorway led to a cave in the Forever Mountains where Kunjels first emerged into the light.  When they emerged, all those who came through the portal had their rages stripped away from them or greatly diminished, which led to their captivity in Drod by the newly formed Drod Empire.  It wasn't until Kunjels were born in Trithofar that they began to get their rage back, which was at least a generation or so.  However, the very fact of the door, which was built and forged by what some Kunjels called a "Mad Prophet," was one of the famed Miracles of the Protector.  The one who built the door claimed that one day this door would save the Kunjels' lives, and then he died and left the door basically just sitting there in the side of a mountain like the door to a giant storm cellar.  It started off as sort of a novelty, but as the Age of Chivalry and Honor began among Kunjels, people began to take more heed in Gollithia of the so called "Mad Prophets" who made claims about the world they would never see.  A great castle was built up around the door, quite honestly by a very devious and cruel king who (thinking that if the door fulfilled its prophetic purposes during his, or his children's lifespan, he would be able to control who went through it and who stayed behind) charged admission to see the thing.  The door stayed closed or at least didn't go anywhere for nearly a thousand years, during which time the Kunjels developed the Holy Knights System they have today (the followers of Sir Dreeanor and Honor) and their system of religion: Protectorism.  Among their beliefs, the idea that all things happen for a reason and for a good cause developed as well, and they began to believe that even if a prophet were mad, there was a reason behind it.  When the Three Born of Ollogriath (three very powerful and very terrible dragons) rose to power and tried to burn the world of Gollithia, a faithful person (a princess whose name I have currently forgotten at this computer) allegedly prayed that the door would be open and the people of the Protector would be able to escape, and it was said that then the door opened because the princess who begged it to believed it would.  Therefore, the Kunjels escaped into the World of Trithofar and left Gollithia to burn under the dragons.  The kunjels celebrate the door being opened and their passage to Trithofar in the Festival of Doors, which usually involves people closing their doors and not going out for a long time while they make food, and then opening their doors and sharing all the food they have with each other.  In Shamontea it gets fairly rowdy where everyone, for about a week or so, is said to "Open their Doors," meaning that they sometimes air out old griefs and celebrate leaving the past in the past. 

Elves:
  1. Scent Concerts or Scent Parties: Elves have powerful musk glands they can use to create a wide variety of smells.  As the commedian Ron White has pointed out, this is not a swift form of communication, but it can be extremely effective for an average elf at close quarters.  Elves use this musk in association with very delicate body language and cues to communicate with their elflings and command them to do things (kind of like ants or bees).  Depending on the race of elves, this scent can and will be used differently.  L'wii primarily use saliva and breath to help communicate.  T'wii use a concentrated form of saliva that sticks together and hardens like a piece of amber and which can be continuously carried around and remind the elfling of what they are supposed to be doing or where they are supposed to be going or feeling.  However, some (and particularly females) elves have developed their ability to communicate through their scent to a fine art, like a olfactory form of poetry or music.  Combined with carefully chosen words, the scent produced by a female elf can create powerful and very real imagery inside someone's mind.  Therefore, some elves hold scent parties or scent concerts where they entertain people with pleasant odors.  Using this ability, elves can tell stories and add an extra dimension to them (yeah, I know, smellovision) in such a way that if a person closes their eyes, they might have a hard time telling the difference between fantasy and reality.  The elf musk is actually often sought after as a form of recreation in and of itself.  T'wii elves can actually sell their scentwads or scentorbs as basically perfume tokens.  Others have been very frightened by the possibilities involved with this.  Namely, enough elf females together, producing the same scent, can make it very hard for someone to fight elves on their own ground without proper nose protection.  Their scents can be used to calm people down, defocus them, and cause confusion.  The fear of this ability has led to quite a few attacks on elven colonies in various places, even though elves usually do not live outside of their own communes or hives.  Yes, there are many elves who, historically, have gone outside of nests and done great things, but these are few and far between, and so rare they are historically noted for their deeds.  It would be like seeing a rogue bee or ant living on its own.  
  2. Mage Dances or Mage Art: Elves were the developers and inventors of Magecraeft.  Magecraeft and illusion are magical techniques that involve position and perspective to create an effect.  Whereas the Tah-Nith channels magic through his or her own body to create an effect, a Mage channels magic through the relative positions of certain enchanted beacons or points.  Elf art, therefore, becomes very, very powerful.  When a mage carves a statue, the imbue it with certain magical qualities such that, when looked at from certain angles, can cause psychological and even psycho-somatic effects.  For instance, there are certain elf traps where, when a person looks at them, they cannot look away, or do not desire to look away, and so a person will stand transfixed until the image is blocked by darkness or is obscured by someone minding the trap.  This is one way in which elves secure food.  They have farming places where, until an animal is ready, it cannot get out of its pen, but once it does, it finds its way to one of these traps, and is killed and butchered without even realizing it has been affected.  That being said, some mages will do shows where they set up a wide variety of pre-enchanted objects in certain ways so that the viewer sees quite a variety of different imagery.  Again, this combined with narration, can be very effective entertainment, as the magecraefted imagery can almost create the effect of virtual reality when done by the very skilled.  The drawbacks to Magecraeft?  It requires very specific and very specialized skill to do effectively (Basically think the holophoner in Futurama), and the materials used to do it tend to decompose more rapidly because of the quantities of magic that must flow through them. 
  3. Music and Dance and Various Presentational Concert Skills: The elves actually breed musicians and artists.  Due to the nature of engendering, elves know exactly what sorts of genes their offspring can possibly receive.  Therefore, they actually separate out and engender elflings that show promise with these things, and use elves who have discernible talent in these fields to engender the elflings, matching talent with talent.  Therefore, many musicians among the elves are absolutely near magical in their arts. 
  4. Breedings: Unlike kinto-shah, elves do not have slaves.  Their elflings fulfill any job a slave would be required for.  Elflings DO NOT use their elflings as entertainment in any capacity.  However, and especially among the L'wii, it is necessary to stir or provoke the elflings to become ready for engendering through sexual activity.  Therefore, there are gardens where this activity takes place and allow for the process to happen.  The elflings are brought to where people are so they can get stirred to be receptive to the engendering process and after the couple is...done...the elfling is allowed to bite and receive blood.  This is not a perverse process for the elves, but a sacred one, though to an outsider it might be considered disgusting or horrid.  The elves do not talk about these gardens much and they DO NOT allow outsiders to go there.  However, all that being said, the elves don't find this to be a chore, either. 

Kinto-Shah (Warning: PG-13 to R here).

  1. Swim and Fish: Kinto-shah are derived from water rodents called Kintora.  A kinto-shah can hold its breath nearly twice as long as a human being and a kinto-shah who cannot swim is almost like a person who cannot move.  They enjoy fishing, usually with a knife or spear, and they are almost instinctively attracted to swamps, marshes, and rivers.  They are master sailors and boatworkers.  They can open clams and oysters with their claws and teeth.  They absolutely LOVE to fish.  And of course, there are fishing competitions and etc. 
  2. Bathhouses: Kinto-shah are known for their luxurious bathhouses.  They began as a way for rich people to clean and rid themselves of fleas and other pests, and grew into...well...how bathhouses can and often are used in many societies.  They involve slaves trained in massage and hygeine as well as...well...how other such places are used in many societies.  Only there, it is not illegal or even really frowned upon.  A careful watch is put on the workers there, and if they themselves are not clean, they are promptly dismissed.  This does not preclude the places becoming basically glorified brothels.   
  3. Fur Decorations: Of course, one of the benefits of having fur is finding fun ways to mess with it and decorate it.  Fur dyes and care products are among some of the more lucrative uses for any kind of alchemical knowledge.  Of course there are dyes, particular ways of trimming or shaving, and other types of decorating that can go on.  These can be for the purposes of performance or just because, but can be an engrossing hobby for the typical kinto-shah who can afford it. 
  4. Gang/Union Activities: One must understand that kinto-shah slavery is like the difference (in many instances) between wage workers and owners of businesses.  Free people are those who have their contracts bought out, so they can own property and make decisions.  It's a ceremony, often enough, like a graduation where a priest affirms that someone has basically learned the skills to live a free life and be counted among the Yuroa or the Ifroa (the two highest categories of 'souls').  The rest of the kinto-shah race are almost always one hundred percent employed, but as slaves, with varying degrees of paperwork and social ranking.  Naturally, this makes it where slavery is okay for some, as it means advancement, education, and possible eventual freedom as a reward.  Such slaves enjoy quite a few protections under the law, depending on their contracts they can negotiate.  Some slaves, of course, are not so happy with their station, but can do very little to change it.  Some kinto-shah slaves will join together in a particular place and they will buy one of their members (one they think is particularly a good leader) out of slavery by buying his contract.  This person will return the favor by ensuring that his fellows' contracts don't end up going somewhere bad.  Basically, this is like a kinto-shah union, and they can get huge or remain very small.  Eventually, they will buy each other's contracts out of slavery or they will ensure their contracts are sold where they want them to be sold or they will ensure they get into schools they want to get into by leveraging against the masters.  Sometimes, they engage in illegal behaviors and gang rituals as well, and sometimes they become straight up gangs.  
  5. Bug fighting: They fight bugs together for gambling.  Quite a few nights will find kinto-shah pitting various types of bugs or smaller life forms in fighting matches against each other.  Pretty much anything that will fight against each other will be used, or anything that can be competitive will be used.  Sometimes, tiny arenas are set up with magical devices used to 'encourage' participation.    
  6. The Lar-Kirthoa Games: These are very brutal gladiatorial sports games involving slaves slated for death.  This is to see which of the Lar-Kirthoa are most dedicated or most worthy to be a Lar-Kirthoa.  Oftentimes, this results in the death of quite a few slaves.  
  7. Various forms of Gladiatorial games other than those for training Lar-Kirthoa: Because one can be made a slave in Kinto-shah society as a result of criminal activities, some slaves find their way into the Gladiatorial games.  If they do well, they actually can become soldiers or Lar-Kirthoa.  If they do poorly...well, something gets fed.  
  8. Various magical and otherwise intoxicating substances: Kinto-shah are very capitalistic in many ways.  They believe that if you want to spend your hard-earned money on it, then go ahead.  But don't complain when you run out of money.  So, Kinto-shah will definitely engage in addictive or intoxicating substances, and often they will find magical means to get high or have a good time.  
  9. Types of Meditation and Forms of Relaxing Movements: The kinto-shah are the inventors not of Tai-Chi, but Tah-Nith, a form of martial arts that actually magically affects the environment and connects people with it.  However, not all kinto-shah can do it.  This does not preclude the attempt, nor does it eliminate the benefits of trying.  Kinto-shah do many forms of physical exercises in their schools, as well as meditative or form-based martial arts or ritualistic dance routines.  Though their legs were made primarily for jumping or bouncing, their upper bodies are trained to move quite fluidly.  Of course, Tah-Niths can, by their dancing, move air and wind, make strange sounds, shift air or light.  While some entertainment is achieved through the very doing of Tah-Nith, some people enjoy watching people do Tah-Nith and performing tricks with light, sound, and touch.  Some of them can even make people's nerves react a certain way to their single touch through use of nerve induction (kind of like the Dune box).  They can make a person have an orgasm or experience the worst pain ever or even paralyze or put to sleep a victim.  However, these are the most complicated and difficult move for a Tah-Nith to accomplish, whereas they are easy for a Manipulator or Soulbender or Neuromancer (a part of a completely different school, though somewhat related to Tah-Nith).   
  10. Board Games: Kinto-shah are also the inventors of a very complicated and intriguing game I've been trying to invent for nearly ten years called Influence.  It is a court intrigue game somewhat like chess, 'cept different.  It is a game they play both to teach people things AND as recreation.  Now, just about every culture in Trithofar has various types of board games.  I think Chess is even a part of Trithofar, but not quite the way it is in Earth, or at least not with the same names for things.  
  11. Adult Entertainments and Breedings: Slaves that are low enough in status are bred and treated as chattel, and of course the kinto-shah have many different erotic arts (I warned you this gets a little racy here for the sake of realistic adult fantasy; I am not a perv, or am not trying to be, just brainstorming).  The thing is, they are still also considered to be people.  The kinto-shah do not have the same sort of slavery as the American South.  It is more like the Roman System, if the Roman System were run by anthropomorphic rat people.  Therefore, when a slave is wanted, some masters will have their slaves breed for entertainment.  Sometimes, this is for the purposes of creating offspring that can be raised and sold for profit (particularly with labor slaves or galley slaves or any slave with a particular type of talent/intelligence/strength).  Kinto-shah can earn or buy their way into Mastery through attending and successfully passing different schooling programs, but not all slaves succeed and they remain at a level where their future is completely controlled by a master.  The master can determine who will father children and who they will marry, etc.  Kinto-shah have various ways of controlling birth and sometimes, it is the sex-act that they wish to watch and slaves are bred and raised and educated in how to do that in the most appealing way to an audience (hey, it's like what happens on the Internet isn't it).  Therefore, many kinto-shah playwrights actually write X-rated scenes into their plays between characters, and because the actors are slaves (usually), there are no ties between husband and wife to intercede and inhibit the actors.  Kinto-shah have often criticized the ideas of having male actors play the parts of females when they can just train a female to be a good actor.  Now, understand, this is not the stupidly acted scenes of a porno film.  The slaves that act in most kinto-shah plays are very good actors (a la Shakespeare) but with a little extra method.  
Among Various Human Groups:

  1. Larnale's Wine Festivals: Larnale is a major city in the middle of the Continent of Allorinia, north of Frosomia.  Allorinia was home to one of the largest empires of humans ever to exist, the Xomirian Empire.  While the kunjels were in Gollithia and the Kinto-shah were in their homeworld of Kirosha-Kinto, the humans stayed in Trithofar, even after the rampaging of Ollogriath.  The Xomirian Empire basically took footholds in all the world and became most comparable to the Roman Empire on Earth.  They have a pantheon of gods that, if they were ever actually alive and working, are believed to have been silenced by the current times, though some still worship and attempt to follow them.  The Wine Festivals date back to the time of The First Wizard Counsel when Xenoreth was a member of the Counsel as its Aavemancer.  Xenoreth participated in the wine festivals largely in contributing wines from his ample stores to the celebrations.  The wine festival could be considered like Mardi Gras, Day of the Dead, and several other harvest festivals all rolled into one.  There are masks and masques and dancing in the street and all manner of things, and of course there are wines.  Allorinia and its various kingdoms and realms is very like Medieval Europe in many ways and the Allorinians have long held a sort of arrogance that they were the perfect human beings.  The empire of Allorinia Xomir spread as far as Frosomia in the South, Terrilia in the West, and Dreamuir in the south and west.  Sarkoshia's primary culture gains a great deal from Old Xomiria.  Morrigar rebelled against Xomir not long after Frosomia (which includes the Drod empire) did.  So Xomir was said to have receded like a mighty tide.  It washed over everything, got it wet, and then fell back to its proper place.  The Wine Festivals that take place there, however, attempt to recapture some of the old culture that has long been lost.  
  2. The Calling to the Pure One in Terrilia: Terrilia believes there used to be a protector deity ruling over them.  Their kingdom became very powerful and became a beautiful land of spices and silks and glorious learning.  The Terrilian Gardens were believed to be gorgeous, and the religion was, basically, set on the theme of "Relax, the Pure One Knows."  This is something that was often said amongst them.  At the height of the times, the kings created palaces of knowledge and learning called the Terrilian Keeps.  Kultah was a library of culture and knowledge and a major school (perhaps one of the first Universities of Trithofar).  Milayu was a center for mathematics, engineering, and the natural sciences, and was close to Kultah.  The Lost Keep was a place of mourning and prayer and philosophy about the afterlife, Brendar Keep was a center for the Study of Magic, Skellia Keep was a school for Farming and Livestock maintenance, and Faya Keep was the center of government.  But then came Aschenthia, the Simmorian Queen.  She came to power by loving and seducing her way up until she became the consort and wife of the King of Terrilia at the height of its Golden Age.  Somehow, a little before the First Qwadro Wars, she laid waste to the beautiful forests and jungles of Terrilia and left the entire area as a desolate desert wasteland.  It is said she spread diseases and storms so that trees died like victims of a plague.  She also created horrible monsters to protect herself and to further decimate the populations of peoples she felt threatened her.  Particularly targeted were the L'wii peoples.  Simmorians, it is believed, is another type of elf race, but they are parasitic to other races, using the males of other races to create their offspring, which are dragon-like monsters.  Aschenthia felt that she would thrive better in a desert, and she believed that an elf would one day slay her, so she destroyed both the forests and the various types of elves living amongst them.  She did this, and believed these things, largely because of the teachings of Stel, the Betrayer, who was possessed by the Qwadro and helped introduce them into the world.  During the battles that ensued during the Qwadro Wars, somehow Aschenthia managed to disconnect the people of Terrilia from whatever it was they worshipped.  This Pure One allegedly was sent away, killed, or made to sleep.  How this was accomplished, no one really knows, except that apparently Ollogriath had the power to harm/kill what Trithofar people would call deities or Aaviri and so, apparently, did Stel.  The Qwadro were such creatures, so they could do it as well.  So, now, among the people of Terrilia, there is a festival where people go out and sing at night to this lost deity.  They weep, they wail, they cry, they sing, and they talk, trying to coax the pure one to come back and cleanse the land of whatever it was Aschenthia did to it.  They often burn apology scrolls and declare that they will be good and honest and true forevermore.  They pledge that they will seek out only truth and love and compassion.  They sometimes even leave offerings or make sacrifices to cleanse themselves and purify themselves to get the Pure One to come back and restore the world that was lost.  
  3. Watching the Trilanth Wurms: Trilanth Wurms are giant sea beasts, like great water dragons, that dwell in the deepest waters of Trithofar.  It is believed they may actually be Portallians of some kind, and some say they drink all the oceans of the universe and mix them together.  Other scholars believe they are all connected to the same creature at the bottom of the sea.  Whatever they are, once a year, they come up to the surface, presumably to mate, and many sailors bring their boats to watch the show.  Those who have seen it have described it as watching an upside down hurricane trying to right itself.  The monstrous things are the biggest creatures in the entire world of Trithofar, reaching lengths of several hundred meters.  In a single bite, they can swallow entire ships.  They don't actively attack ships though.  The only ships they tend to bother are those that get in the way of their activity.  What these creatures eat is unknown.  All that is known is that they are best left alone or watched from a distance.  Still, it's a good show if you can get a guide to take you.  
  4. Monster Wrangling: Sarkelosh's first official act as the King of Sarkoshia was to build a grand arena and present spectacles in it.  He figured that people watching a show would not be attempting to blame each other for the horrors that had so recently decimated Trithofar, namely the Shattering, which had nearly killed off all life in Trithofar entirely.  He entertained his audiences with all manners of gladiatorial games, the most notable of these involving people fighting monsters, or mawnsters as he would call them (inside joke from way back during role-playing days).  Well, naturally, he needed monsters to fight in the arenas, so he hired several people from all over to both build the arena and go capture the monsters or wild creatures or whatever it was he was going to have people fight.  It is said that Sarkelosh has been a student of at least three or four of the major Aethren schools of magic use, and so he invented and established both portals to and from his islands, AND he created magical devices that would trade places with a sibling device set in a cage.  Therefore, he could give these devices to those he hired to go and capture wild beasts with.  So, this also stimulated a working economy for Sarkoshia.  Sarkoshia made money off the shows, taxed the people rebuilding the arenas, and then spent the money getting more shows (no, I'm not an economist, but basically Sarkelosh raked in funds from entertainments).  He established a more unified magical school than what had existed before and he set about finding and employing various magically talented people (the Traited) to help him and to rule in Sarkoshia, at first as "Servants of the People" and then just plainly as the Second Aethren Counsel.   Naturally, this as caused there to be many enemies to Sarkelosh, but Sarkelosh doesn't really care, and has made himself appear as a benevolent builder of a new order of civilization.  Of course Sarkoshia has its own set of interesting festivals and all such as that. 
  5. Gambling Parlors: Among the Dreamuirian humans, who are ruled by the L'Wii Empire next door, there are parlors for gambling and other monitored vices.  The elves actually train up master swordsmen and other types of fighters for the purposes of allowing the humans an outlet for their 'needs.'  The elves find the ideas of wasting money and such things at gambling tables as well as fighting for entertainment to be 'less than civilized' but they allow for a certain degree of entertainment to be of the baser natures when they interact with humanity and humans.  In any event, the humans run and participate in Gambling Houses and other forms of vice entertainments and the Elves run them. 
  6. Undead Fighting: When ghouls are found and caught 'alive,' so to speak, they are often used as a form of entertainment for the living.  People fight them and attempt to destroy them without being contaminated by them.  Ghouls are not like Romero zombie.  They are not uniform in their drives or needs or responses to people.  They come in a wide variety.  Some can talk, some can move quickly, some are nothing more than walking husks.  Some will chase after animals, while others will ignore animals.  While most of them will attack the living, some will not.  Some will attempt to reenact parts of their lives while others will not.  Some have even attempted to act as though they were not even dead, attempting to reclaim their normal day to day lives or finish some task they think they have left to do.  Some will react to structures and objects in their paths, while others will not.  Animate skeletons have also been known to exist in Trithofar, though most of these are merely golems or golem spells that use magic and the direct puppetry of an Aethren master.  Almost all ghouls, with the exception of what are called a Mistwalker or these previously mentioned "Attrites" or "Attritional Zombies" (the ones that cling to their own life as though they didn't die) do share the Romero-style hunger for living flesh, but they don't eat it so much as try to get inside of it or try to get it on them.  They do not eat the living because they are hungry or thirsty or that it relieves the pain of being dead (such as the case in Return of the Living Dead Part I, or whatever).  They instead have some affiliation for living tissue or blood.  When something dies and is dead, they don't care for it anymore.  Some of them have to be burned down to the bone before they will stop attacking.  Some can be chopped into bits before they will 'die.'  Usually, it depends on how much of the curse of undeath is keeping them moving.  The ones where their bodies are still somewhat functional in different areas, the curse affects them less and has less of a hold on them, so they are more like diseased living things.  The older undeads usually have to have more of the curse of undeath upon them to stay moving and stay 'alive' or active, and therefore it is not a battle against flesh, so much as a battle against the force of the unseen enemy within them.  In any event, people gamble on how long it takes someone to kill an undead, or whether or not they can.  One of the most popular forms of this is fighting against Ruthoks, which are rage zombies, or undead carcasses of kunjels, who are perpetually in the rage, know they are in the rage, and still attempt to kill people.  
  7. Of course the aforementioned adult entertainment does apply to humans like anyone else: In Trithofar, elves and kunjels are both highly averse to pornographic or erotic entertainments.  Among the kunjels, they just think it is weird that someone would seek out something they could have perfectly easily with a wife.  They also think it is inappropriate and wrong-headed.  Nudity to them is something that, when sexual, is for husband and wife.  When non-sexual, it is for supplicant and the Protector (fully entrusting the Protector with one's whole self and nothing but the self) and for the ceremony of Trakia to show that one has reached maturity to a select few members of the village and etc.  To a kunjel, prurient entertainment is kind of like drinking out of a mud puddle when you and your wife are supposed to have glasses of tea to drink.  It is also considered very risky and cruel to stir the jealousy of a person's mate.  Among elves, there is a great deal of control involved in sexual appetites.  The females have great power to arouse or calm the males, and the males have the ability to arouse the females.  Among elves, the use of pheremones and scent can get both sides pretty ready for sexual activity, so there really is no need or use of pornographic entertainments.  Elves see no great problem with nudity anyway, as it is nearly essential to engender an elfling.  However, among humans and kinto-shah and other forms of sentient and sapient life, there is apparent demand for the stuff.     

Hials:

  1. Stories with Four or Five Tusks: Among hials, how many tusks you have determines how wise you are.  So, those who grow to have four tusks are older and wiser than others.  If a hial gets to have five tusks, he is considered a very privileged elder.  Usually they are allowed to wander from tribe to tribe telling stories or members of different tribes will try to find them and feed them in exchange for stories.  Hials, even though they are big-bodied monstrous pig-people actually do respect their elders most of the time.  The longer you've lived, the more you probably have to offer others who are trying to survive.  Gra from Drinna enjoyed talking to a five tusk and learning from him many things.  
  2. Trading with Other Races: Among hials, it is basically a type of hobby to trade with other races to see what it is they will give you.  Hials are not a respected race in Trithofar.  Often they are looked down upon or whole-sale slaughtered.  The Kunjels occasionally orchestrate hunts where they go and kill every hial they see for miles and miles and miles.  This, they do in order to secure roads where people have been raided or in the name of securing peace (again, Kunjels are not perfect).  There is an ongoing debate about whether Hials have souls among the peoples of Trithofar, largely because there are quite a few races that seem merely to be ascended animals (hials, kaeborians, kinto-shah, gincha, viprun, etc.).  Kaeborians, which are anthropomorphic dog-people are one of the variables in this equation (the story of how they came to be is actually known as an instance of where an Aethren fleshcrafter deliberately made them), while Kinto-shah are another opposite variable (their origins are covered in their mythology).  Kunjels also bear similarities to the primates of their world: gremlins, as do humans share much similarities with the wild apes of Trithofar.  Unfortunately for peace-seeking hials, many hials have earned the reputation as being brutish monsters that are not to be trusted.  Just as many races look down on others for being more animal-like than themselves and having different ways, so do hials look down on other races as well and think just as poorly of them as they are thought of.  Therefore, hials have no moral issues with raiding and killing humans and kunjels and kinto-shah where they can.  They see no obligation to negotiate or use diplomacy with what they believe to be very clever wild animals.  Naturally, this 'tense' relationship between hials and other races due to their 'not playing well with others' mentality makes attempting to trade with those other races for a hial rather difficult.  Some will do it to see if they can get anything.  Some will do it to simply get close to a member of another race and get a better look.  Some will do it to benefit their tribe.  This is not something every hial attempts, though. 
  3. Hunting: Hials know their territory.  They have really sensitive noses, not bad eye-sight, and good hearing.  They like to hunt all through the Sea of Grass.  They are competition with kunjels and humans.  In fact, they are often hired to go and hunt the deep Sea of Grass for things people need.  Many hial tribes create treaties with some of the neighboring empires or kingdoms because of it.  They don't get paid in money, though, but in food and water and various other needs.  The kinto-shah empire pays them often in fish.  But hials will hunt up things without needing to.  Quite a few of them enjoy just moving through the world and being nomadic.  They don't get lost very often, or not long enough to matter, and their noses can pick up things sometimes miles away from where they are if the wind is right.  Many hials enjoy getting as close to other people as they can without being seen, and some will even walk around or through a campsite just to see if they can.  To them, humans and kunjels and elves are all basically blind when it comes to night stalking.  
  4. Grunt Singing: Hials sing by grunting and growling and snarling.  It is a very percussive type of singing, and would probably only resemble music to other races in that it is rhythmical.  They lack the vocal capacity for really singing, and they think other races sound like birds warbling or gremlins chuckling.  
  5. Praying or doing ablutions: Surprisingly hials are rather clean creatures and they believe themselves to be at the utter mercy of a few of their nature gods.  They believe the gods are fickle and powerful, but not necessarily nice or intelligent or even sympathetic.  They are just powerful and by appeasing them perhaps one can turn them away from mischief.  Consequently, many hials do strange rituals to appease them and make a hobby or practice of doing nearly obsessive behaviors to help appease them.  Sometimes, this manifests itself as self-abasing behaviors, like putting sand in one's snout as a sort of punishment for being stupid.  Some hials will bury a kill during hunting to appease the death god.  Others will draw little doodles in patches of dirt to appease the sky god, who apparently seems to have attention deficit problems.  It is not clear to Trithofar scholars whether or not any of the hial gods are real or correct.  That is, they do not know whether or not the hials have actually connected with any form of Aaviri associated with either the Qwadro or the Highest.  Many are still convinced that someone made the hials to be a pestilence or a servant race to another (as the Kaeborians were historically believed to be created to sniff out undead or things associated with the Qwadro and to be protectors of themselves during the Qwadro wars).  Some historians believe the hials were created as a warrior race, along with the Nargs, and were used to attack and hurt people.  No documents confirm this for the hials, though it does for the Gincha and the Nargs.      

Viprun
Vipruns do not necessarily form into very complicated societies.  It is not entirely clear how viprun came to be either, but many believe that they are the result of T'wii elves consistently engendering or half-engendering their elflings with reptilian blood.  Eventually, it stuck and actually created a completely different race of beings.  This theory has been challenged by the fact that Viprun reproduce by laying eggs and do not engender their offspring in any real way, though they do reproduce in water by fertilizing their eggs in water (like frogs).  Viprun have no major culture to speak of, and often only come together for any length of time to breed.  They are very quiet creatures and they are very suspicious of other people types.  However, they do have a language, and they do raise their young in simple family groups for a little while and they trade with each other when and where they can.  They have complicated, but loosely associated, tribal groups and identifiers that tell them who to attack and not to attack.  Almost every other group is an enemy, while the ones who belong in some way to their family or tribal group are left alone or traded with.

Viprun do not go to war.  They swear vengeance.  If something is done to one of theirs, they will track down the person who did it and kill them.  Mostly, they use their spit or their bite, but can and often do, use weaponry.  Maybe later, if the viprun come out in a story, I'll do a full fledged post on them.  Anyway, they have some particular things they enjoy doing for recreation:


  1. Spitting contests: They have poison spit that can move through skin.  Some of the older males have spit that is deadly poison and will kill anyone it hits in a couple minutes.  The younger ones are not as dangerous, but it will knock something out.  Sometimes, if two viprun meet and wish to prove something or win something from the other, they will have a spitting contest.  This could be one of two things.  Either they attempt to get closer to an agreed-upon target OR they might try to spit at each other and knock the other out.  Either way, the winner leaves with something from the other, and they do not take more than what is offered for the contest.  
  2. Watching: Sometimes, they only want to watch.  They can be quite voyeuristic.  They will stalk someone in or around their territory for miles and miles and never reveal that they were watching.  This, for some reason for them, is quite tantalizing.  Sometimes, they will even move into a campsite or among people long enough to take one thing from them and they will treasure that thing for quite some time.  Sometimes, they enjoy actually leaving some evidence they have been there and will be gone.  This is called Watching and Warning and it seems to be something that gives them incredible amounts of pride to not get caught doing it. 
Gincha: 
Gincha are one of the races that many scholars of Trithofar believe to be a 'created race' meaning some magic user took a specific breed of animal and manipulated it into some kind of new race of people.  They are derived from a rodent creature from Trithofar related to a squirrel or chipmunk.  They can climb trees and move rapidly.  They are small and rather clever creatures and notorious for their dishonestly and complete disdain for the rights and morality of other people.  The Gincha and the Nargs have had a long standing hatred of each other, and scholars think their creators were rivals at one point.  The Gincha typically have tribal societies and have not yet gone beyond that.  Not many of them are able to use magic, if any have ever.  

They like to cheat.  One of their primary survival instincts is to find a rule and break it with impunity.  If forced to do so, they will deal honestly, but most of the time, if they can get the upper hand they will do so as quickly as possible.  


  1. Gincha Board Games: Ginchas playing board games is a test of paying attention.  One must constantly watch the game, count the stones, and remember your turn.  A Gincha grows up learning how to trick each other in board games, no matter what it is.  They have a game where the sole purpose of the game is to try and do things without other people noticing.  Gincha train in deception, diversion, and cheating the system.  If they didn't, they would be quickly overrun by Nargs and other enemies.  
  2. Hunting and Fishing and Theft: Gincha are no respecters of territory or boundary.  If they want it, and they can get it, they will get it.  Therefore, they chase game, but they also sneak into places and steal when they can.  Even if they have no idea what it is they are stealing, if it is interesting to them, they will get it.  They very much enjoy stealing magical things, simply because they know it is magical and eventually, they may figure out what it does and use it.  They do this to keep their skills sharp.  
  3. Unsettling people: One of the Gincha's favorite games against their neighbors is to force their neighboring villages to constantly wonder what they are up to.  Gincha will pull pranks on other villages and other people to make sure they are off-put and nearly constantly annoyed.  Gincha are notorious for coming up to other people and doing some strange act and then running off.  Sometimes it would be counting coux (or however in the world that is spelled) or sometimes it will be hitting someone with some strange concoction of unknown make.  Sometimes they might hang a dead animal on a tree nearby a village or leave bones lying around.  The prank and its message will be as unique as the one doing it, and it is only for the purpose of irritating, unsettling and unnerving their enemies.  Often, it will be also to force people to move away or question whether or not someone has been poisoned or witched by them.  





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