Kriores Species in Alvez | World Anvil
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Kriores

Basic Information

Anatomy

The Kriores are a race of small, green-skinned humanoids, ranging between 30 and 60 cm tall. They possess typical humanoid anatomy and proportions, with most Kriores having 2 arms, 2 legs and 1 head. Their arms end in 4-digit hands (3 fingers, 1 thumb), capped with sharp claws, while their legs end in plantigrade feet with 4 clawed digits. These claws allow them to dig, hunt and cling to surfaces in the steep, rocky terrain they typically make their habitat in.   The Kriores, while generally resembling the Bediz, 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.

Biological Traits

Kriores, like most Fae, are functionally immortal, immune to the ravages of time, although they can be killed with violence or disease.   Kriores are made up of 2 biological sexes, corresponding to masculine and feminine sexual characteristics.

Genetics and Reproduction

Korrigan have distinct male and female sexes and are capable of sexual reproduction. However, like most Korrigan, they suffer from a low birth-rate and high infant mortality, leading many troupes to rely on snatching to maintain population, growing their numbers through the abduction or enticement of other creatures, sometimes replacing them with Changelings. The Kriores are less reliant on snatching than the Kornikaned, but nevertheless have gained a reputation for this activity.

Growth Rate & Stages

Kriores children reach physical maturity after 70 years, growing to full size during this time.

Ecology and Habitats

The Kriores are the Korrigan of the moors, traditionally found in the rocky highlands and hills, residing in densely packed cities within impossible large caverns beneath this terrain. Structures are crafted with the careful direction of living rock over the course of thousands of years, using mineral rich waters to create arches, walls and bridges.   Kriores are the architects of faerie, displaying an unparalleled understanding of manipulating Faerie space to create impossible spaces. 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.

Dietary Needs and Habits

The diet of Kriores is complex, a combination of physical food and Foyson. Kriores maintain a simple agricultural society, growing lichens, mushrooms and large bioluminescent grubs known as dragongrubs (no relation to Dragons ). Additionally, the Kriores maintain flocks and herds of surface animals, such as sheep of cro sith cattle, hidden from sight with glamour and protected by similarly shrouded shepherds.   Some reports of feral troupes suggest, with some credibility to the claims, that some Kriores have developed a taste for Bediz flesh, attacking remote farms under the cover of darkness.

Additional Information

Social Structure

Kriores society is heavily regimented, similar to many Bediz societies, with a social 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. Interestingly, the kunduerez is not required to be a Kriores themselves and Tuatha de Danaan, Bediz and Fomorians have taken this role within a troupe in the past.   Beneath the kunduerez is a class of nobility, the tiijinouriou, serving as the administrators and architects of the Kriores society, assisted by non-noble journeymen architects and novices. These are in charge of the long term planning and direction of the water to form the living stone cities 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.

Facial characteristics

In their facial makeup, Kriores possess proportions similar to those of Bediz. Their ears are typically wide, tapering to a point and oriented horizontally from their heads. Their mouths are filled with sharp teeth, and in rare cases, they possess small tusks similar to those found in Fomorians. Kriores possess large eyes, typically with green irises and light green sclera. These colourations, while the most common, are not universal and other variants exist, with reds and purples occurring regularly.

Geographic Origin and Distribution

Kriores are found across Letha and Albia, first appearing in the uplands of the Armorican Peninsula, but spreading out to other moorlands throughout Letha and southern Albia, specifically the region of Kernow.   The single largest settlement of Kriores is the city of Ker-Malastred, 40 km north of Gwened, a sprawling subterreanean metropolis extending several kilometers in each direction and serving as the "capital" of the "Troupes of Gargantua". Kriores have settled as far East as the Forest of the Erlking and as far South as Navarra.

Average Intelligence

The intelligence of the Kriores varies widely, ranging from the nearly feral to skilled architects, engineers and artists. These groups are often separated, with feral packs lurking far from established settlements.

Perception and Sensory Capabilities

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.

Symbiotic and Parasitic organisms

Kriores infant mortality is high, and numbers are supplemented via snatching. Midwives are a frequent target of kidnapping or willing employment and are generally treated like royalty by their captors. Periods of impressment can last from a few hours to indefinitely depending on circumstances.

Civilization and Culture

Naming Traditions

Kriores given names are based upon rank, with the tiijinouriou possessing multiple names and the miners possessing none. Upon rising in rank, a kriores individual will be granted an additional name.

Major Organizations

Kriores Troupes are among the most active and well known Korrigan organizations in Bedouar, ranging from mercenary companies to artisan guilds, furthered by the relative stability and organization of a Kriores society. The Armorican Peninsula is made up of two major factions. The Troupes of Gargantua, claiming Sovereignty from the grant of Gradlon Mwar, are the largest, controlling the "dindandouar (below)" of the Ar Goat. Their rivals, originally hailing from Kernow, are the Jetins, a maritime troupe allied with the Fées-des-Houles along the Ar Mor Breizh. While at times, the two groups have worked together for a common goal, they are often at odds.   In Tolosa and Navarre, the Argiduna Troupe is the largest Kriores Sovereignty.   The Goblin Markets, although not exclusive to the Kriores, are largely orchestrated and managed by them.

Gender Ideals

Male Kriores are more plentiful than their female counterparts, but less magically gifted. Society is typically dominated by kunduerez, although male kunduer, rise to the position with some regularity.

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 have directed their effotts to shipbuilding, creating silver ships capable of diving beneath the water, allowing them a large trading network.

Common Dress Code

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.

Common Customs, Traditions and Rituals

The Kriores are typically tight-knit communities focused on small troupes, similar to Bediz Clans, typically specializing in particular projects or occupations if found within larger communities. Since becoming peers of Kernev in the reign of Gradlon, Kriores Troupes often become enamored with heraldry and genealogy, maintaining complex records of any given community's branching relationship with other Kriores troupes. Even solitary individuals are typically well versed in the recognition of these, although only the upper classes are allowed to hold title.   The Jetins of the Ar Mor, who were not granted title by Gradlon Mwar, reject these titles, instead basing their Troupes on naval tradition, similar to the Northern clans of Fjallkonan and Normaundi. Jetins Troupes, in an effort to show off their shipbuilding and maritime prowess, regularly engage in complex naval battles with neighboring groups.   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 (See "Hastiludes" above), 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 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.   Kriores are typically quite generous and will provide ample bread, sausage and bacon to any who claims the right of Hospitality

Common Taboos

Like most Korrigan, the Kriores are under a number of Ere-hud. In addition to a weakness to Iron and an obligation of Hospitality, the Korrigan have their own taboos and obligations.  
  • 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 bronze 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. They quickly took an active role in the region, warring against the forces of Conan Meriadoc, High 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 were granted territory beneath "Gargantua's Spine", considered by modern geographers to indicate a particular range of mountains in the Meneziou Are and Meneziou Du. 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 in the region, 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.
Genetic Ancestor(s)
Lifespan
Ageless
Average Height
30 - 60 cm
Body Tint, Colouring and Marking
Kriores have green skin, although the tone of individuals may vary. Hair colour is less uniform, with natural hair of all hues and shades being reported.
Geographic Distribution
Related Technologies
Related Materials

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