The Goremaws Ethnicity in Arcathia: The new Order | World Anvil
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The Goremaws

Introduction

The Khitarian Goremaws are a savage clan of feline like warriors, which roam the steppes, fjords and woods of souther Scarnza. Hunting and living of the creatures within, as nomads. They are well reknowned for being skilled hunters, trackers and dragon slayers. Though their savage nature have long ago been somewhat tamed, as valuable members of the Âzhgaardian empire and traders between their civilization and the northern Scarn clans.    

Origin

An ill omen had fallen over the worldtree of the Ewerglade. The roots of the fey link had been burned within it's northern reaches, cutting of the slavelands and Dragonmountains from the Eldertree's worldroots.   Believing the dragons a threat to the Ewerglade and her residing fey spirits, the godess of felines blessed each of the proud Khitarian clans with the powers of of the seasons. The Goremaws were enchanted by the wilderkin soul of the saberbeast, turning their fur pale and warm, teeth grotesque and cruel with sapphire glowing eyes cold as fury. They were granted the strength and ruthlessness of a blizzard and resilence like bifrost.   These savage Goremaw tribes took to the Dragonmountains as pillagers and raiders. Hunting dragons without rhyme nor reason, as made believe they were protecting their existance from an uncultured, oneminded threat. Eventually, as the Sylvhar elves pushed further into the Dragonmountains, thanks to the tribes culling, the creatures became more aggressive. Deadlier and far more hostile, the mountains descended into a full scale war, where Black and Red brood fought White, Blue and Green.   Seeing the madness firsthand, the spell of Raz'irvina broke around the Clanfather Jarvald Redtooth. The man had started to question how big a threat these dragons were to the glade, when the elves themselves were powerfull enough to both push back and enslave these proud creatures.   His answer came from the Wildhearts Clanmother, who explained how the dragons never had intended to threaten the tree. They only did what they did to protect the Sylvhar from utilizing the roots to turn nature feral against it's inhabitants.   Disgusted by this new relevation, the Goremaws cast aside Raz'irvina and rushed headfirst into the Elven lands. Crushing and vandalising all there was in their path, untill they eventually freed the broodmother of the white dragons. They then fought tooth and nail with heavy losses to get out of their cities, before eventually escaping into the woods. Heading as far north as they could before eventually settling in the frozen steppe of Scarnza.  

The Scarnic war

  When forces of the Abyss and Dyskhar attacked Âzhgaard, the good relations and trade routes the Khitarian nomads had established broke apart. Feeling for their fellow people of Scarnia, the Goremaw went back to their old roots, as dragon hunters seeking out and eliminating the draconic threats brought along by the Dyskhari Empire.   When the Draugr arose to reclaim their empire and save those that they could, the Khitarian officially joined the newborn faction as it's savage hunters and raiders. Bringing back many a dead black dragons to be brought back as undead warmachines to the Dragon Knights. Though fighting not out of hate or blind conviction this time, as the threat of the Abyss had them form an uneasy alliance with the White Dragons they priorly saved.   After the Âzhgaardian victory, the Goremaws were granted the Frozen Steppe, Bloodfjord and parts of the Eversnow forest unto their domain, while the Whitescale Brood took home within the Dracon Spring.

Concept model

 

Stats:

Ability score increase, you have +2 to Strength.
Though you are smaller than the average human, you are incredibly strong and savage without lacking for speed and flexibility. Your size is medium, but can pass for small.  

Cultural trait - pick two

Breed of Redfang - You have profficency in either persuation or intimidation
Chainbreaker - If under any crowd control effect, and in range of caster, the stun, charm, etc can be broken and foe rushed with a melee attack and advantage roll. Can only be used once per long rest.
Unwavering Advance - Your base speed is 35 feet, but once every battle you can spring up to 40 feet.
Too savage to die - If reduced to 0 HP, attack every enemy within 30 feet range with advantage rolls. If every enemy attacked is slain, restore 1 HP and become immune to all damage next turn. Ability can only be used once per campaign.

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