Kroashent: Marie's Bestiary of Alvez - Kriores
Added 2021-05-13 16:40:35 +0000 UTC
Pictured: A soldier of the Ker-Malestred Guard, Gwened
The Kriores - The Korrigan of the Moors
Physical Attributes
- The Kriores are a race of small, green-skinned humanoids, ranging between 30 and 60 cm tall. Their arms end in 4-digit hands (3 fingers, 1 thumb) capped with sharp claws, while they stand on 4-toed plantigrade feet. These clawed digits allow the Kriores to dig, hunt and cling to surfaces in the steep, rocky terrain they typically make their habitat in. While the Kriores generally resemble Bediz in basicc anatomy, they are notably squat and compact, with their bone and muscular structure making them well suited to the dangerous subterranean environments, allowing them to survive rock slides and lift surprisingly heavy loads. Despite their small stature, the physical strength of the Kriores dwarfs that of most other Korrigan and Bediz.
- The ears of the Kriores are typically wide, tapering to a point and oriented horizontally from their heads. Their mouths are filled with sharp teeth, and in rare cases, small tusks similar to those often seen in Fomorians. Their large eyes most commonly have green irises and light green sclera, although these colourations are not universal, with reds and purples occurring regularly.
- The Kriores possess extraordinary, albeit situational, sight and hearing, well adapted to operating in near darkness and low light environments. Their sight suffers in daylight, and most Kriores remain underground and indoors during the day for this reason, with their outdoor activities taking place at twilight or in the nighttime. Over time, Kriores eyesight can adapt to brighter light conditions, but many prefer to instead wear goggles with darkened lenses over their eyes while operating in full daylight.
Habitat and Geographical Distribution
- The Kriores are the Korrigan of the moors and are traditionally found in rocky highlands and hills, residing in densely packed cities within impossibly large caverns beneath this terrain. These structures are crafted with careful direction of living rock over the course of thousands of years, using mineral rich waters to create natural arches walls and tunnels. The Kriores are the architects of Faerie, displaying an unparalleled understanding of manipulating space to create impossible places. Not oriented to any specific surface, the Goblin cities instead cling to ceilings, walls and floors, resembling stalactites, stalagmites, columns and curtains. Navigation is difficult and even maddening for outsiders, the chaotic maze of twisting passages, open galleries and massive caverns made more complex with inconsistent gravity and the space-altering nature of faerie. A path taken through a city may find one walking on the ceiling, looking down at where they were moments before. A common feature of Kriores architecture is to build over a still, mirror-like pool of water, with the city itself, through the use of glamour and arkane, being in the reflection itself. These cities are typically connected by an expansive network of bridges and tunnels, which expand outwards into the surrounding caves and surface. These are lit by "glowstone" luminescent sources within the rock itself, providing dim, but ample light for basic navigation and operation. Large numbers of Kriores have established settlements in Bediz or Tuatha areas, often under and within bridges, crypts and cellars, creating packed streets of ramshackle buildings and narrow alleyways. These urban communities tend to use Bediz construction techniques and materials instead of forming living rock, but retain much of the impossible layouts and orientation of the cavern cities.
- Kriores are found across Letha and Albia, first appearing in the uplands of the Armorican Peninsula and Kernow. The largest settlement and capital of the "Troupes of Gargantua" is the sprawling subterranean metropolis of Ker-Malastred, 40 km north of Gwened. Kriores have settled as far East as the Forest of the Erlking and as Far South as the Shatterlands.
Dietary Habits
- The diet of Kriores is a complex combination of physical food and foyson. Kriores maintain a simple agricultural society, raising lichens, mushrooms and large bio-luminescent grubs known as "dragongrubs", as well as flocks and hers of surface animals, including pigs, which they are particularly renowned for, sheep and cro sith cattle. These surface herds are hidden from sight by glamour and protected by similarly shrouded shepherds.
- Troubling reports of feral troupes developing a taste for Bediz and Korrigan flesh have long circulated, with farms attacked under the cover of darkness. The veracity of these is difficult to confirm, but exist across a wide geographic spectrum.
Kriores Society
- Kriores typically live in tight-knit troupes, which in turn are parts of larger regional communities. Since becoming peers of Kernev in the reign of Gradlon, many Kriores have become enamored by heraldry and genealogy, maintaining complex records of the troupes relations to one another. Kriores troupes are organized not by blood, but largely by geographic criteria.
- This is not a universal trend, however. The Jetins of the Ar Mor, who were not granted title by Gradlon Mwar, reject these titles, instead base their Troupes on naval tradition, similar to the Northern clans of Fjallkonan and Normandi. Jetins Troupes, in an effort to show off their shipbuilding and maritime prowess, regularly engage in complex naval battles with neighboring groups.
- Kriores society is heavily regimented, following a hierarchy of nobles, architects, craftsmen, soldiers and finally miners. A noble will serve as the kunduer/kunduerez, the leader of a troupe, equivalent to a king or queen, sovereign over their holdings, but answering, on a ceremonial level to a regional chieftain known as the mac'htiern (High King). Interestingly, the kunduerez is not required to be a Kriores themselves and there have been times where a Tuatha de Danaan, a bediz child or a Fomorian chieftain have served this role for a troupe.
- Beneath the kunduerez is a class of nobility, the tiijinouriou, serving as the administrators and architects of the Kriores society, assisted by a caste of non-noble journeymen architects and novices. This class is in charge of the long term planning and direction of Kriores settlments, directing the water to form the living stone structures of the Kriores. The journeymen architects can ascend to a position within the tiijinouriou by impressing the kunduerez and their peers with their projects.
- Below the tiijinouriou is a class of non-architectural craftsmen. Traditionally, the journeymen architects are taken from this caste. This class serves as the merchants as well, and are responsible for the Goblin Markets that appear throughout Alvez. Beneath the merchant-craftsmen is the warrior class, the lowest class to have names, standing above the miners and shepherds, who make up the largest and lowest tier of the population.
- Like many Korrigan, Kriores suffer from low birth rates and high infant mortality. To supplement this, they often rely on snatching, abducting Bediz and replacing them with changelings. While not as prevalent in this as the Kornikaned, the Kriores have gained a reputation as snatchers.
Kriores Culture
- The Kriores, both of the Ar Goat and Ar Mor, arrange regular hastiludes, featuring feats of strength and dexterity as troupes move to best each other. The hurling of menhirs, done with remarkable ease given the creatures diminutive size, is typically the highlight. Pas d'Armes are a particularly popular event, as Kriores seize control of bridges and tunnels to challenge travelers
- The Kriores have a common past-time of elaborately braiding horse tails and manes, typically in secret, and opening cattle pens under cover of darkness. While they rarely steal or harm livestock, this appears largely done to confound neighboring farmers and ranchers.
- Kriores are especially fond of gold, and will go to great lengths to show it off, typically dressing in elaborate jewelry and cloth-of-gold thread. It is not unheard of for an upper-class kriores to attend a function wearing only golden accessories. Those who cannot afford gold or goldsteel will often wear bronzesteel or copper in its place. The Jetins, possibly as an intentional subversion of their landbound cousins, work instead with silver, with silver shoes being a popular accessory.
- Kriores above certain ranks are given bronzesteel knives, which hold important cultural significance. Stealing a Kriore's dirk will typically result in retribution until the stolen item is returned.
Relationship Ideals
- It is frequently common for higher ranked to practice polyamory, taking on large harems of lovers to serve as advisors and bodyguards. Same-sex and mixed-sex harems are also accepted in society, but occur less frequently. Kriores society is largely based around a Troupe, rather than family relationships, with very little interaction between blood relatives. Frequently, Kriores will swap their own children with more “preferential” options, and child rearing is usually done by appointed individuals or human midwives spirited away to faerie. Monogamous relationships do exist, but are rare and seen as unusual by the Kriores.
Average Technological Level
- The Kriores are the most stable and organized race of the Korrigan, and have access to the most technology as a result, avidly traded with anyone willing to make a deal. Only the Gargoul possess higher technological and alchemical aptitude, but the imps lack the discipline and infrastructure to turn their creations into large scale societal use. The Kriores are patient, creating their structures over thousands or millions of years using living rock carefully adjusted in seemingly insignificant alterations. The Jetins, meanwhile, have directed their effotts to shipbuilding, creating silver ships capable of diving beneath the water, allowing them a large trading network.
Common Taboos
- Like most Korrigan, the Kriores are under a number of Ere-hud, in addition to the more common weakness to cold iron and an obligation of Hospitality. Kriores are typically quite generous and will provide ample bread, sausage and bacon to any who claims this latter right. Notable ere-hud include:
- A gift given by a Kriores cannot be shared except with certain individuals. If it is shared, the arkane will fail and the gift will vanish, replaced by something worthless. It is considered a breach of trust to share a gift given, sometimes including the mere mention of the boon.
- A trade must be made with something of equal value. This is dangerous because the value of an object to a Kriores and their trading partner is subjective. It is not unheard of for Bediz to end up offering a child, health or even intangible concepts like memories or feelings in exchange for a magical boon.
- If a Kriores Changeling is brought to the entrance of a Kriores settlement and threatened with a bronzesteel blade, the Kriores must return the original immediately.
History
- The Kriores became one of the earliest recognized people of the Korrigan races following the Tear, first appearing on the Armorican Peninsula and quickly taking an active role in the region, warring against the forces of Conan Meriadoc, first King of Breizh, before allying with his son, Gradlon Mwar of Kernev in the War of the Two Brothers. As a reward for their assistance in the latter, the Troupes of Kernev and Dumnonia (now Dreger) were granted territory beneath "Gargantua's Spine", considered by modern geographers to indicate a particular string of mountains in the Meneziou Are and Meneziou Du ranges. The extent of this grant and the borders included have been a subject of much debate and strife following the Fall of Ys, but has been used in claims of the political legitimacy of the Kriores in the eyes of Bretoned nobility. The Kriores were the most active Korrigan faction in the development of the Kingdom of Kernev, constructing both Ker-Ys and Menez-Mikael. They remained an active force on the Peninsula, opposing the expansion of both the Southern Church and Gallia on the Peninsula, becoming a strong, but often isolationist, power in the region. They have allied with Bediz powers after the Fall of Ys, notably supporting the claims of Conomor the Cursed, Prince of Poher and Konstanza de Leon, Duchess of Breizh against their respective enemies. Most recently, the Kriores have become involved in the Broceliande League.
Marie's Personal Notes:
- While the Kriores are not as ubiquitous as the Teuz in my home region in the Gallian Crownlands, they are quite widespread and active in Bediz society across Breizh, Normandi and Akitania. The Goblin Markets are a sight to behold, and endless blanket of tents, stalls and shops full of spices, cloths and anything imaginable. I have yet to travel to Malestred, but Gwae's description of it sounds nothing short of wonderous. I have been to the Kriores neighborhoods in Naoned, with the quaint alleyways of Place du Vin resembling the quaint cobbled streets of the Cloth Cities, to the slums on the far edge of the warehouse district, a dingy and ramshackle collection of tenements and dirty passageways leading deep into the underground. The contrast between Kriores troupes is nothing short of astounding. For better or worse, they have well adapted to Bediz society, including the separations between the wealthy and the impoverished.
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Val's Notes: In Breton folklore, there are several "types" of Korrigan which inspired the Kriores, the Korrigan of the Moors. The Jetins (named after their penchant for casually hurling the menhirs which pop up everywhere in the region) are found in the northern "Côtes-d'Armor" department of Brittany, the original home of Kathalia, and as associated with the seaside caves of that region. Other creatures fulfilling a similar role in other regions are the Korandons, Korrils, Crions, the latter associated with the astounding megaliths of Carnac. Their specific descriptions vary wildly, but their underground habitat and some general habits shine through, allowing me to use the umbrella term of Kriores.
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