This is the alpha version. Rough draft.
Copyright © 1995-2005 Kelly A. McCauley, et al.
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| Revision History | |
|---|---|
| Revision 1 | 2001-09-21 |
| Alpha version. Moved to Docbook SGML 4.0 | |
| Revision 2 | 2001-11-29 |
| 2nd editing of the Alpha version. | |
| Revision 3 | 2002-01-04 |
| 3rd editing of the Alpha version. | |
| Revision 4 | 2002-11-25 |
| Moved to Docbook XML 4.2. Reworked directory structure and build process. | |
| Revision 5 | 2004-08-21 |
| An initial rework of the build process. Moved to using xincludes instead of system entities. | |
| Revision 6 | 2005-03-28 |
| Completed the world climate map and the PCY 10, CY 1, and CY 10 world maps. Updated the political regions' world map references. Added physical attribute sections to several more cultures. | |
Table of Contents
List of Figures
List of Tables
Table of Contents
This tome, Encyclopaedia Midde Realme, is filled with the facts of our world. Our world is called Midrealm by most scholars. It is set above the depthless voids of the Hells and below the shining towers of the Heavens, thus it is the middle land. We call it home.
Midrealm is an ancient world of wonder and adventure. Intelligent races have walked upon our world for millions of years. Each leaving their mark upon it. Civilizations rise and fall, knowledge is gained and lost, histories are made and forgotten in this endless cycle, like waves crashing onto a sandy beach.
Today, now, this instant, we humans are the dominant civilization. This was not the case in our distant and almost forgotten past; when we were just mere two legged beasts. The Qui'Shri have existed long before we gained the knowledge of fire. They have watched us grow into the dominate race, while their own dwindles. We have learned much from our companions of this world and we have contributed to their knowledge as well.
This tome of knowledge is written for the scholars, the students, the practitioners, the educates, the travelers, and the curious. This tome is by no means complete or will ever be complete because our knowledge constantly grows by vast amounts each and every day.
This work is divided into major chapters covering sociology, geography, and appendicies. The topics cover interesting knowledge about the known world, including the continent of Tanroek and the continent of Vula. Tanroek is the most densely populated continent of Midrealm and deserves the most attention.
Table of Contents
Table of Contents
This chapter provides sociological information for the our known world. Midrealm is a large world that has many cultures who speak many different languages, hold faith in many different religions, and live in very different ways. Each one being unique and yet similar. The Korm culture from the frigid north of Tanroek is a somber and violent culture, where the Fairy Folk, south of the Midrealm Mountains in the southern reaches of the continent of Vula, are a light hearted and seemingly friendly culture.
The people of Tanroek are diverse. Different races and cultures are scattered throughout all lands, kingdoms, nations, and empires. Of these, the longest living race is the Qui'Shri and Qui'Shri'Qin. The Qui'Shri are found in the country of Qui'Shri'Ta and Qui'Shri'Qin are found most anywhere. Their cultures are as diverse as humans. Dwehrow, a squat and wide race, live in and on the mountains of Tanroek. The dwehrow have had the best relations with the humans when compared to the other cultures and races. There has been open trade between the humans and dwehrow for thousands of years. Waefolk are the closest kin to the humans, but are smaller in stature. Their habits, traits, and tendencies are human-like. There are more races in Midrealm and numerous cultures and subcultures. The most prominent, dominant,or noteworthy cultures are described below.
The dwehrow that dwell on the foothills of the northwestern ranges of the Midrealm Mountains call themselves Atdans. The Atdans were once part of the Mabkuli. They are foresters and lovers of wood. There are 12 major clans that compose the Atdanian culture. Atdans are some of the worlds best carpenters and craftsmen of wood.
The Atdans are located in the foothills of the northwestern ranges of the Midrealm Mountains. Some can be found in nearby towns and villages working as carpenters.
The Atdans are taller and less stocky than other dwehrow. An Atdan can pass as a short hairy human. Adult males and females heights range between 4'11" and 5'7" tall. Adult male weights range between 140 and 220 pounds. Adult female weights range between 100 and 200 pounds. Hair tends to be dark brown, brown, light brown, or blonde. Eye color can be black, brown, blue, yellow, or green. Skin color tends to be light tan to a dark red-brown. Atdans, like other dwehrow, are hairy. They grow their hair and beards long and braid in wooden trinkets. The average life span for a male Atdan is 60 years and 70 years for females.
Atdans will wear light and dark woodland colored clothes. The foresters will wear reinforced leather chaps to protect their legs when cutting wood. During the summer months they will wear dyed cotton. During the winter months, the Atdans will wear animal hides. Each clan has a distinct color pattern that is woven in cloaks, shirts, and knit hats.
Figure 1.1. Height / Weight Chart for Atdans
| Male Height | Female Height | Male Weight | Female Weight | |
|---|---|---|---|---|
| 6d6 | (inches/cm) | (inches/cm) | (lbs/kg) | (lbs/kg) |
| 6 | 42/106 | 42/106 | 120/44 | 75/27 |
| 7 | 43/109 | 43/109 | 124/46 | 80/29 |
| 8 | 44/111 | 44/111 | 128/47 | 85/31 |
| 9 | 45/114 | 45/114 | 132/49 | 90/33 |
| 10 | 46/116 | 46/116 | 136/50 | 95/35 |
| 11 | 47/119 | 47/119 | 140/52 | 100/37 |
| 12 | 48/121 | 48/121 | 144/53 | 105/39 |
| 13 | 49/124 | 49/124 | 148/55 | 110/41 |
| 14 | 50/127 | 50/127 | 152/56 | 115/42 |
| 15 | 51/129 | 51/129 | 156/58 | 120/44 |
| 16 | 52/132 | 52/132 | 160/59 | 125/46 |
| 17 | 53/134 | 53/134 | 164/61 | 130/48 |
| 18 | 54/137 | 54/137 | 168/62 | 135/50 |
| 19 | 55/139 | 55/139 | 172/64 | 140/52 |
| 20 | 56/142 | 56/142 | 176/65 | 145/54 |
| 21 | 57/144 | 57/144 | 180/67 | 150/55 |
| 22 | 58/147 | 58/147 | 184/68 | 155/57 |
| 23 | 59/149 | 59/149 | 188/70 | 160/59 |
| 24 | 60/152 | 60/152 | 192/71 | 165/61 |
| 25 | 61/154 | 61/154 | 196/73 | 170/63 |
| 26 | 62/157 | 62/157 | 200/74 | 175/65 |
| 27 | 63/160 | 63/160 | 204/76 | 180/67 |
| 28 | 64/162 | 64/162 | 208/77 | 185/69 |
| 29 | 65/165 | 65/165 | 212/79 | 190/70 |
| 30 | 66/167 | 66/167 | 216/80 | 195/72 |
| 31 | 67/170 | 67/170 | 220/82 | 200/74 |
| 32 | 68/172 | 68/172 | 224/83 | 205/76 |
| 33 | 69/175 | 69/175 | 228/85 | 210/78 |
| 34 | 70/177 | 70/177 | 232/86 | 215/80 |
| 35 | 71/180 | 71/180 | 236/88 | 220/82 |
| 36 | 72/182 | 72/182 | 240/89 | 225/83 |
The Atdans are sedentary agriculturists that supplement their diet with hunting and domesticated animals. The Atdans learned to be agriculturists from the Tarharens.
Each Atdanian clan governs itself. Disputes between clans can erupt into feuds and open conflict. Clans that hold land within established kingdoms either abide by the kingdom's law or have been granted leave to govern themselves.
An Atdanian clan is patriarchal. Related males compose the "clan". Females of the clan are almost always married into the clan. Marriage within the clan is discouraged but not unheard of in the larger clans. The clan typically lives together in great log houses built for communal living. Allied clans will live near each other for mutual support and defense. Clan leaders are always the elder males. Females are not allowed to officially participate in clan decision making roles.
Atdanians marry for life. A marriage can occur at any age. Arranged marriages typically occur at a very young age. Arranged marriages usually have other "strings" attached along with the typical dowry exchange. If the marriage is not arranged, the future husband must raise a dower that the father of the bride set. If the husband to be cannot raise the dowry, he can negotiate alternative payment with the father of the bride. This can include a period of time the future husband will be in the service of the bride's father. The marriage can continue once the dowry is paid in full. When the marriage ceremony is complete, the bride will move in with her new husband and be integrated into her new clan.
Atdans have a wide spectrum of personalities. They will openly trade and barter with other cultures and races. It is not uncommon to see a traveling Atdan in search of new wood to ply his art.
The Foresters are the tree planters, harvesters, and defenders of the land and trees for the clan. Foresters are also the warriors of the clan. This is an honored role that can only be held by the male members of the clan.
The Natties are the healers. They tend to the sick and injured be they Atdan or animal. A natty will also perform the duties of midwife. Females are only allowed to be natties.
The Alifs are the breeders and trainers of the tree ponies. Tree ponies are muscular breed of ponies used to haul felled trees back to the lumber mills. A clan will have several Alifs.
The Blacksmiths play an important part in the Atdanian culture. They are the forgers of the ax heads, plows, and horseshoes that the clan needs to survive.
If an Atdan is expecting a battle, they will wear hardened leather armor and leather or steel helms. They will rarely enter combat with a shield since they use a two handed tree ax as their primary weapon. Metal armor is considered too cumbersome and too expensive by the Atdans.
An Atdan forester will fight with his two-handed tree ax. The tree ax is a heavy double-bladed ax head on a 4 foot oak haft. This two handed ax is designed to remove as much wood as possible with each stroke. The design of this ax makes it a terrifying weapon. Wooden shields do not stand a chance against this weapon.
This single bladed light ax is used trim small branches from a felled tree. A typical forester will carry 3 to 4 of these axes. It is well balanced for swinging and throwing. The pruning ax is also used for hunting. This single bladed ax in the hands of a trained hunter can be thrown accurately up to 60 feet. The hunter can choose to have the edge, blunt back, or haft to hit the intended target. The best hunters have been known to fell a deer from 30 feet without cutting the hide.
Foresters will use guerrilla tactics to fight a larger group of enemies. Ambushing an enemy is standard practice. Enemies that fight the Atdans in open combat will suffer severe amputations and broken bones from the devastating blows of the tree ax. The foresters will fiercely defend their trees, land, wives, children, and homes. Some foresters have learned to fight from the back of their tree ponies with their hunting axes. The powerful legs of a tree pony's kick will crush the strongest plate-mail armor.
Most Atdans are devoted worshipers of Denshom. She brings life to the clan and their trees. A clan will have one or two priests or priestesses of Denshom who provide spiritual guidance.
The core specialized knowledge of the Atdans is of the growing, harvesting, and crafting of wood.
There are two dialects of the Atdanian language. The first is Tershia. Tershia is spoken by the clans in the eastern foothills of the Midrealm Mountains. The second dialect is Dwenlew. Dwenlew is spoken by the clans living in the central foothills of the Midrealm Mountains. Atdans will also speak Mabkulish or Dren'Cuil when dealing with outsiders.
The Cuills are the Humans that occupy the regions from the Kingdom of Istria to the western hills of the Noldok Mountains and to the southern borders of the Kingdom of Falmuria. This culture spans several kingdoms.
Cuills can be found in the Kingdoms of Istria, Rhuik, Wenyr, Cyrwel, and Falmuria. Many other cultures have migrated into regions populated by the Cuills and the Cuillian culture has proved dominant.
Cuills physically look like the Hurans. The Cuills are distinguished from the Hurans by their language, dress, and their social patterns, not by physical appearance. Adult male heights range from 4.25 to 6 feet. Adult female heights range from 4 to 6 feet. Adult male weights range from 75 to 250 pounds. Adult female weights range from 70 to 200 pounds. The predominate eye colors are brown and black. Hair color tends to be of some shade of brown. Blond and red hair are very uncommon. Skin color is usually pale tan to pasty white due to the region's limited amounts of direct sunlight.
During the rainy season, Cuills will wear brightly dyed and oiled leather cloaks. Oiled leather caps that drape over the back of the neck keeps the rain from running between the shoulder blades. The more expensive version of these caps have intricate leaf patterns stamped into the leather. Over-boots are worn over the soft slipper shoes to protect the slippers from mud and water. The slipper shoes are worn while walking inside buildings. Most clothes are made out of wool and are sometimes dyed in a particular kingdom's color.
Figure 1.5. Height / Weight Chart for Cuills
| Male Height | Female Height | Male Weight | Female Weight | |
|---|---|---|---|---|
| 6d6 | (inches/cm) | (inches/cm) | (lbs/kg) | (lbs/kg) |
| 6 | 46/118 | 45/114 | 42/15 | 45/16 |
| 7 | 47/120 | 46/116 | 49/18 | 50/18 |
| 8 | 48/123 | 47/119 | 56/21 | 55/20 |
| 9 | 49/125 | 48/121 | 63/23 | 60/22 |
| 10 | 50/128 | 49/124 | 70/26 | 65/24 |
| 11 | 51/130 | 50/127 | 77/28 | 70/26 |
| 12 | 52/133 | 51/129 | 84/31 | 75/27 |
| 13 | 53/135 | 52/132 | 91/34 | 80/29 |
| 14 | 54/138 | 53/134 | 98/36 | 85/31 |
| 15 | 55/140 | 54/137 | 105/39 | 90/33 |
| 16 | 56/143 | 55/139 | 112/41 | 95/35 |
| 17 | 57/146 | 56/142 | 119/44 | 100/37 |
| 18 | 58/148 | 57/144 | 126/47 | 105/39 |
| 19 | 59/151 | 58/147 | 133/49 | 110/41 |
| 20 | 60/153 | 59/149 | 140/52 | 115/42 |
| 21 | 61/156 | 60/152 | 147/55 | 120/44 |
| 22 | 62/158 | 61/154 | 154/57 | 125/46 |
| 23 | 63/161 | 62/157 | 161/60 | 130/48 |
| 24 | 64/163 | 63/160 | 168/62 | 135/50 |
| 25 | 65/166 | 64/162 | 175/65 | 140/52 |
| 26 | 66/168 | 65/165 | 182/68 | 145/54 |
| 27 | 67/171 | 66/167 | 189/70 | 150/55 |
| 28 | 68/173 | 67/170 | 196/73 | 155/57 |
| 29 | 69/176 | 68/172 | 203/75 | 160/59 |
| 30 | 70/179 | 69/175 | 210/78 | 165/61 |
| 31 | 71/181 | 70/177 | 217/81 | 170/63 |
| 32 | 72/184 | 71/180 | 224/83 | 175/65 |
| 33 | 73/186 | 72/182 | 231/86 | 180/67 |
| 34 | 74/189 | 73/185 | 238/89 | 185/69 |
| 35 | 75/191 | 74/187 | 245/91 | 190/70 |
| 36 | 76/194 | 75/190 | 252/94 | 195/72 |
Most Cuills rely on agriculture. Rural families must be self sufficient while producing excess food for the tithes and taxes of the manorial lord and king. Hunting supplements their diet on occasion. Most nobles have laws against hunting on their lands.
No single government system governs the Cuillian culture. Several groups of Cuills have established kingdoms to rule the people and the land. See the political region descriptions for the Kingdoms of Istria, Rhuik, Wenyr, Cyrwel, and Falmuria for more information.
The Cuillian culture leans toward a patriarchal structure where male Humans occupy most leadership positions. Both males and females occupy hard labor positions.
Marriage practices vary little between kingdoms. All marriages must be approved by either the manorial lord or king. A dowry is exchanged for the bride and the ceremony is performed by either the kingdom sanctioned church or by the husband's family clergy (which ever is dictated by law). Marriages can only be dissolved by the religious organization that performed the marriage. The king does not usually have the power to dissolve marriages.
The Cuillian culture has many of the common Human roles and professions.
Cuills, on the whole and as with other human cultures, are restless and have had a long history of strife. This self-centered culture interacts with other cultures and races when it profits themselves. This is not to say that every individual is self-centered, it means that those who control and lead the Cuillian culture tend to be self-centered and sometimes corrupt. The Cuillian culture is one of the most prejudiced human cultures. They dislike interactions with other races except when there is a clear benefit gained by the interaction. Wars between the Cuills and the Dwehrow and Gnomoi have occurred several times throughout history. None can surpass the Cuills' distaste for Ghruks.
The average Cuill does not own armor. Town or city guards may own a leather jacket and cap. Some men-at-arms will wear chain-mail hauberks and steel pot helms. Only the nobles and wealthy will own more elaborate suits of armor consisting of ornate plate-mail. Knights will wear either chain-mail or plain plate-mail. Shields of all types and sized are used by soldiers and men-at-arms.
The Dari are the Dwehrow that live on, in, and under the Great Northern Mountains who call themselves Dar. The Dari are a hardy, cold-loving race of Dwehrow. There are 16 major clans that compose the Darian culture. The Dari do not live deep in the mountains and do not mine for precious metals. They will mine for coal to use and burn. They will also dig to expand new dwellings. They spend most of their active time outside tending to their herds and hunting.
The Dari occupy the Great Northern Mountain range. This mountain range is situated on the northwestern edge of the continent of Tanroek.
The Dari are squat humanoids that are adapted to the cold, frozen mountains of the north. Their black hair and pale blue skin sets them apart from other Dwehrow. Their eye color is either light blue, ice blue, or white. Their hair is always black if they are of pure blood.
Fully grown adult males range between 3 to 5 feet in height. Adult females range between 2.5 to 4.5 feet in height. Male weights range between 120 to 200 pounds and females between 90 to 180 pounds. An average Dari can expect to live 50 years if their ancestors favor them.
A typical Dari will dress in the rich wool of the cratchette goat, the white fur of the white mountain bear, and the light brown fur of the snow elk. Goat leather boots are common. Beads and trinkets that denote social status are braided into the males' beards and the females' hair.
Figure 1.9. Height / Weight Chart for Dari
| Male Height | Female Height | Male Weight | Female Weight | |
|---|---|---|---|---|
| 6d6 | (inches/cm) | (inches/cm) | (lbs/kg) | (lbs/kg) |
| 6 | 33/83 | 30/76 | 42/15 | 45/16 |
| 7 | 34/86 | 31/78 | 47/17 | 49/18 |
| 8 | 35/88 | 32/81 | 52/19 | 53/19 |
| 9 | 36/91 | 33/83 | 57/21 | 57/21 |
| 10 | 37/93 | 34/86 | 62/23 | 61/22 |
| 11 | 38/96 | 35/88 | 67/25 | 65/24 |
| 12 | 39/99 | 36/91 | 72/27 | 69/25 |
| 13 | 40/101 | 37/93 | 77/28 | 73/27 |
| 14 | 41/104 | 38/96 | 82/30 | 77/28 |
| 15 | 42/106 | 39/99 | 87/32 | 81/30 |
| 16 | 43/109 | 40/101 | 92/34 | 85/31 |
| 17 | 44/111 | 41/104 | 97/36 | 89/33 |
| 18 | 45/114 | 42/106 | 102/38 | 93/34 |
| 19 | 46/116 | 43/109 | 107/40 | 97/36 |
| 20 | 47/119 | 44/111 | 112/41 | 101/37 |
| 21 | 48/121 | 45/114 | 117/43 | 105/39 |
| 22 | 49/124 | 46/116 | 122/45 | 109/40 |
| 23 | 50/127 | 47/119 | 127/47 | 113/42 |
| 24 | 51/129 | 48/121 | 132/49 | 117/43 |
| 25 | 52/132 | 49/124 | 137/51 | 121/45 |
| 26 | 53/134 | 50/127 | 142/53 | 125/46 |
| 27 | 54/137 | 51/129 | 147/55 | 129/48 |
| 28 | 55/139 | 52/132 | 152/56 | 133/49 |
| 29 | 56/142 | 53/134 | 157/58 | 137/51 |
| 30 | 57/144 | 54/137 | 162/60 | 141/52 |
| 31 | 58/147 | 55/139 | 167/62 | 145/54 |
| 32 | 59/149 | 56/142 | 172/64 | 149/55 |
| 33 | 60/152 | 57/144 | 177/66 | 153/57 |
| 34 | 61/154 | 58/147 | 182/68 | 157/58 |
| 35 | 62/157 | 59/149 | 187/69 | 161/60 |
| 36 | 63/160 | 60/152 | 192/71 | 165/61 |
The Dari are a semi-nomadic society. They are hunters and herdsmen. Their herds consist of mountain goats and elk. The primary source of starch comes from the bachary root that is gathered or cultivated. The sweet tuber root is also gathered from the lowlands. The meal time drink is warm goats milk. Goat cheese is eaten only at the evening meal. Goats meat is only served once a year or during the worst of winters when the goats begin to die of starvation. Tribes that live near the coasts hunt the gray seal for food, oil, and pelts.
The Dari have a loosely formed tribal government. Each tribe is composed of several small clans or families. The Reckeln is the ruler of a tribe. He or she is the eldest and the most knowledgeable of the tribe. Each tribe governs itself. Interactions with other tribes can be friendly or violent, depending on the relationship between the tribes. Tribe territories vary based on the size of the tribe and can be a large number of square miles. Tribes tend to stay many days of walking apart from each other.
The Reckeln is the leader of the tribe. He or She has the final say in all matters that pertain to the tribe. This includes allowing marriage of young couples.
The Todanar is the tribe shaman, spiritual leader, and healer. The Todanar performs the marriage ceremonies, the annual rituals to appease their ancestors, and to perform the sacred birthing ceremonies.
The Dari mate with a single spouse for life. Marriage between members of the same tribe is common, though marrying into an ally tribe strengthens the bonds between the two tribes. Dari can marry at the age of 16. Any marriage of a tribe member must be approved by the Reckeln. The Todanar performs the marriage ceremony.
Dari armor is typically a mix of soft and hard goats leather. Metal armor is sometimes worn for ceremonies and rarely used for open battle because of its high value. Wooden shields wrapped in leather are typically carried when a Dari is traveling abroad, hunting, or going into battle. The tribes mark is stamped upon almost all pieces of leather armor.
The Dari are ancestor worshipers. Ceremonies take place on a regular basis that allow the Dari to ask the ancestors for guidance.
The Dwehrow of Western Tanroek are varied as much as the Humans. They are divided into many subcultures. The Dwehrow are a short and stout race. Many of which live underground. Humans sometimes call them dwarves which the Dwehrow view as insulting.
Please see the individual subcultures for specific details.
The Dwehrow can be found primarily in their cities delved below the mountains. Many dwell in the surface cities or traveling for trade or adventure. Some are even farmers who farm the fertile foothills of the mountains.
Dwehrow are short when compared to the Humans. Adult males range between 2.5 and 4.5 feet in height. Adult females range between 2 and 4 feet in height. Adult males and females range between 85 to 200 pounds in weight. Dwehrow are considered stocky. Their bones and muscles are more dense than Human bones and muscles. Dwehrow skin color is normally pasty white. The exception are the Dwehrow who spend extended amounts of time under the sun. Their eye color tend to be blue, gray, and black. Dwehrow hair color is almost always black or slate gray.
The Enors are a nomadic culture that lives in the Scrug Lands. The 40 tribes control land as well as the roads and trails through the Scrug Lands. These are the only roads that connect Western Tanroek with Eastern Tanroek. Many of the tribes are hired by merchants to lead and handle their caravans through the Scrug Lands.
Figure 1.13. Height / Weight Chart for Enorians
| Male Height | Female Height | Male Weight | Female Weight | |
|---|---|---|---|---|
| 6d6 | (inches/cm) | (inches/cm) | (lbs/kg) | (lbs/kg) |
| 6 | 43/110 | 39/99 | 55/20 | 45/16 |
| 7 | 44/113 | 40/101 | 60/22 | 50/18 |
| 8 | 45/115 | 41/104 | 65/24 | 55/20 |
| 9 | 46/118 | 42/106 | 70/26 | 60/22 |
| 10 | 47/120 | 43/109 | 75/27 | 65/24 |
| 11 | 48/123 | 44/111 | 80/29 | 70/26 |
| 12 | 49/125 | 45/114 | 85/31 | 75/27 |
| 13 | 50/128 | 46/116 | 90/33 | 80/29 |
| 14 | 51/130 | 47/119 | 95/35 | 85/31 |
| 15 | 52/133 | 48/121 | 100/37 | 90/33 |
| 16 | 53/135 | 49/124 | 105/39 | 95/35 |
| 17 | 54/138 | 50/127 | 110/41 | 100/37 |
| 18 | 55/140 | 51/129 | 115/42 | 105/39 |
| 19 | 56/143 | 52/132 | 120/44 | 110/41 |
| 20 | 57/146 | 53/134 | 125/46 | 115/42 |
| 21 | 58/148 | 54/137 | 130/48 | 120/44 |
| 22 | 59/151 | 55/139 | 135/50 | 125/46 |
| 23 | 60/153 | 56/142 | 140/52 | 130/48 |
| 24 | 61/156 | 57/144 | 145/54 | 135/50 |
| 25 | 62/158 | 58/147 | 150/55 | 140/52 |
| 26 | 63/161 | 59/149 | 155/57 | 145/54 |
| 27 | 64/163 | 60/152 | 160/59 | 150/55 |
| 28 | 65/166 | 61/154 | 165/61 | 155/57 |
| 29 | 66/168 | 62/157 | 170/63 | 160/59 |
| 30 | 67/171 | 63/160 | 175/65 | 165/61 |
| 31 | 68/173 | 64/162 | 180/67 | 170/63 |
| 32 | 69/176 | 65/165 | 185/69 | 175/65 |
| 33 | 70/179 | 66/167 | 190/70 | 180/67 |
| 34 | 71/181 | 67/170 | 195/72 | 185/69 |
| 35 | 72/184 | 68/172 | 200/74 | 190/70 |
| 36 | 73/186 | 69/175 | 205/76 | 195/72 |
The Ghruks are a large, muscular humanoid race that can be found throughout Midrealm. Ghruk culture is primitive and barbaric when compared to most civilized Human cultures.
Ghruks can be found almost anywhere. There are tribes in the frigid north and large clans that live in the jungles on the continent of Vula.
Ghruks are stout humanoids with moderately low intelligence. Their lower canine teeth protrude out of their mouths. Their arms droop to their knees. Coarse hair covers most of the body on both males and females.
The Ghruks' skin coloring is usually grey, brown, or black. Occasionally the skin can have a dark green tint. The eyes are always black. The wire-like hair on the head is usually brown or black.
The adult male heights range from 5 to 8 feet. Adult female heights range from 4 to 7 feet. Adult male weights ranges from 150 to 400 pounds. Adult female weights ranges from 150 pounds to 300 pounds.
When compared to humans and Qui'Shri, the Ghruks have exceptional endurance and strength. There agility is comparable to the average human. Their mental ability is lower than most speaking races. Ghruks are very resistant to cold temperatures and wet conditions. They dislike living in very hot and dry regions. Ghruks can see well in low light conditions, since they are semi-nocturnal creatures. They can see at dusk in a dense forest as well as a human can see on a clear, sunny day. Ghruks can also hear better than the average human.
The lifespan of a typical Ghruk is between 40 and 60 years.
Ghruks will wear family and tribal colors. Colors tend to be dark and muted. The warriors will wear dyed leather armor or painted metal armor. In the colder regions, Ghruks will wear furs and pelts of native animals that they eat. In the hot and humid south, Ghruks will not wear clothing. Ghruks sport body piercings, self mutilations, and scarring. Scaring of the face is held in high honor among tribe members.
Figure 1.17. Height / Weight Chart for Ghruks
| Male Height | Female Height | Male Weight | Female Weight | |
|---|---|---|---|---|
| 6d6 | (inches/cm) | (inches/cm) | (lbs/kg) | (lbs/kg) |
| 6 | 48/121 | 36/91 | 110/41 | 120/44 |
| 7 | 50/127 | 38/96 | 121/45 | 127/47 |
| 8 | 52/132 | 40/101 | 132/49 | 134/50 |
| 9 | 54/137 | 42/106 | 143/53 | 141/52 |
| 10 | 56/142 | 44/111 | 154/57 | 148/55 |
| 11 | 58/147 | 46/116 | 165/61 | 155/57 |
| 12 | 60/152 | 48/121 | 176/65 | 162/60 |
| 13 | 62/157 | 50/127 | 187/69 | 169/63 |
| 14 | 64/162 | 52/132 | 198/73 | 176/65 |
| 15 | 66/167 | 54/137 | 209/78 | 183/68 |
| 16 | 68/172 | 56/142 | 220/82 | 190/70 |
| 17 | 70/177 | 58/147 | 231/86 | 197/73 |
| 18 | 72/182 | 60/152 | 242/90 | 204/76 |
| 19 | 74/187 | 62/157 | 253/94 | 211/78 |
| 20 | 76/193 | 64/162 | 264/98 | 218/81 |
| 21 | 78/198 | 66/167 | 275/102 | 225/83 |
| 22 | 80/203 | 68/172 | 286/106 | 232/86 |
| 23 | 82/208 | 70/177 | 297/110 | 239/89 |
| 24 | 84/213 | 72/182 | 308/114 | 246/91 |
| 25 | 86/218 | 74/187 | 319/119 | 253/94 |
| 26 | 88/223 | 76/193 | 330/123 | 260/97 |
| 27 | 90/228 | 78/198 | 341/127 | 267/99 |
| 28 | 92/233 | 80/203 | 352/131 | 274/102 |
| 29 | 94/238 | 82/208 | 363/135 | 281/104 |
| 30 | 96/243 | 84/213 | 374/139 | 288/107 |
| 31 | 98/248 | 86/218 | 385/143 | 295/110 |
| 32 | 100/254 | 88/223 | 396/147 | 302/112 |
| 33 | 102/259 | 90/228 | 407/151 | 309/115 |
| 34 | 104/264 | 92/233 | 418/156 | 316/117 |
| 35 | 106/269 | 94/238 | 429/160 | 323/120 |
| 36 | 108/274 | 96/243 | 440/164 | 330/123 |
Ghruk tribes are typically hunters and gatherers and are semi-nomadic, though many of the subcultures are picking up human agrarian tendencies. They supplement their diet by bartering goods that they have made for grains and corn.
Ghruks typically have a tribal based government system. Families of Ghruks are grouped together as a clan. The tribal elders rule over the clan leaders while the clan leaders rule over their own clans. A clan does not have to be associated with a tribe. Clans that disagree with the tribal elders will sometimes break away from the tribe to form a new tribe.
The Ghruks have been bartering iron goods for hundreds of years. They have only recently been dealing in coins, since most modern day human merchants would prefer payment with coin instead of transporting heavy iron goods. Some Ghruks have been known to make a living by becoming traveling iron smiths. They would travel to rural farm steads and barter food and supplies for iron smithing.
The most common role in a tribe is the warriors. The warriors protect the tribe. They also participate in the hunting and gathering, though they tend to slack off if the hunt takes more than a few hours.
The hunters hunt the meat for the tribe. Hunters are adept in outdoor stealth. They tend to be of lighter build than the warriors. There are usually more female hunters than male hunters. The hunters will also help with the gathering of food.
The tribal shaman is the voice of the ancestors and the healer. A shaman will have some sort of magic and healing skills. The shaman will be dressed in bright cloths, covered in feathers and beads. The shaman is a highly respected member of the tribe. When the tribe goes to war, the shaman will accompany the warriors. He will bless the warriors and curse their enemies.
The elders are the controlling body of the tribe. They are the oldest Ghruks in the tribe and are greatly respected by all. Their word is law.
Almost all Ghruks know how to work iron. But those few who have the talent to really work iron have an honored place in the tribe. These Ghruks provide the goods to be bartered with other cultures. They also work and repair the weapons and armor of the tribe. Iron smiths get their ore from bartering with the dwehrow and humans. They will trade coins, pelts, furs, and anything else of value for iron ore.
A child Ghruk will pass into adulthood when they reach the age of 10 and participate in a hunt. During the hunt, the young Ghruk must demonstrate bravery, cunning, and skill. The child does not have to kill the hunted creature, but they must at least draw first blood. Both males and females must participate in the hunt to reach adulthood. Those who reach the age of 15 and fail to draw first blood in a hunt are killed by the adult Ghruks.
Ghruks will take a mate during the mating season and stay with that mate during the raising of the child to a young adult. The higher ranking females choose their mates from the strongest available warriors and hunters. Females can start breeding at the age of 10 years old.
Ghruk tribes tend to be war-like. Fights among clans within a tribe are not uncommon. Tribes can be territorial or nomadic. Tribes will occasionally join other tribes for war and conquest. The life of a Ghruk is harsh and brutal.
Ghruks are not necessarily evil or cruel, they have adapted to a hard life as best as they can. At most, they can be considered uncivilized. In the past, more intelligent races have threatened, tricked, and coerced the Ghruks into evil service.
The Ghruks are accomplished iron smiths. They produce and repair many iron goods. Iron works are their primary resource for barter.
Ghruks are indifferent toward most races. This means that a provoked Ghruk does not care what race it kills. Some tribes are territorial and will defend their land from encroachment and intruders. Tribes will also raid farms, villages, and towns to obtain supplies and/or food.
The Ghruks are ancestor worshipers. They believe that their ancestors play a controlling role in tribal politics. The Ghruks are also very superstitious and tend to either shy away or become extremely aggressive when events they do not understand occur. Some of the more violent Ghruk tribes of Tanroek worship Guldak and Morg and have abandoned the worship of their ancestors.
Ghruks pass their knowledge orally. The Ghruks do not have a written form of their language. The histories of the Ghruks are woven into the tales and stories that are told after the evening meal.