Tokin (tock-oh-loss)

Like the Omok, Toklins were created by unknown means for seemingly nefarious purposes that categorise them of a monster alignment. The creation of Minds had been practised but by no means perfected. To give one talent for magic was to make them frail, to give one learning talent was to make them targets.
In the case of the Toklins, they were given agility, with minds that were wired to scheme and torment in the dark with a frantic energy that rivals a small nervous dog. They have decent minds for planning and crafting but so rarely get to practice when squabbling between themselves over who owns the new loot they just snagged or worrying about where dinner is coming from, who's cooking it, hey how much do I get-

Created sometime between The Ae's War and The Great Divide, it's possible any number of rising deities made them for any number of reasons. However they came to be, many seek comfort in their frazzled lives by an off mimicry of others, whether through amused mockery or attempts to understand, well who is to say Toklin to Toklin.

Indeed, across the planet they seem to lack at least the minimal organisation that Omok have managed with their hoards due to their clambering nature to set themselves higher than anyone else, including other Toklins. It's for this reason a Toklin group leader will either be the strongest in combat or in mind, to keep their position. For if a Toklin senses a weakness many would not hesitate to revel in the benefits of taking the power for themselves. But at the very least, small as they are, overall Toklins understand the strength in numbers and so rarely are found on their own. Even those pushed outside their groups for whatever reason will inevitably be found in civilisation somewhere doing what they can to survive, be it in servitude of another in a job position or as a street thief relying on the populace for resources.

The Toklins know they are a weak, unsophisticated race that can be easily dominated by bigger, smarter, more organized, more ferocious, or more magical creatures. Tarmabya, their once deity whispered to in truly dire times, was conquered in The Core War after all, and now even their souls are forfeit. It is this realization that drives them to dominate other creatures whenever they can — for Toklins, life is short so grab at anything to make it worth it.


Appearance

  • Toklins are lean to petite little things with skin tones in ranges of olive greens, pale pinks, tan browns and charcoal greys.
  • Their arms are long and end in four clawed digits but otherwise appear human in body shape. Minus their larger in proportion heads perhaps, which are boxy in shape
  • They have large thin triangular ears sticking distinctly out from their heads, either up or out to the sides
  • A mouth and jaw more akin to a short stubbed snout that darkens in colour around the jowls and towards the nose which resembles a stubby canine's.
  • They tend not to have brow hair but can grow thin wiry hair in darker shades on top of the head.
  • There are stories of the tails they once had but they were cut short with the fall of their god. A difficult topic to confirm or deny in current day is whether their tails are gone altogether or if they still have tiny stubs from where they were cut and left (as reminders).

Height & Weight: Average around 3 to 4 feet / 90 to 120cm tall and weigh about 40-80lbs / 18-35kgs.


Features

Raid Built
Being of monstrous foundation, Toklins are built to terrorise and what better way than to strike in the night? They can see in the dark for a fair distance but colours are dull or nonexistent. Similarly, they are built like erratic ferrets, that is they can weasel in and out of trouble with instinctive reflexes and speed difficult to pin down.

And much like a ferret stuffed in a sack and shaken, Toklins can be suddenly erratic in combat, flailing around with their weapons or if not that, their little claws, to shred to the level of a cat shoved in a tub of cold water. Which is highly unpredictable and therefore difficult to deflect. Best not to aggravate them, difficult not to do in the first place.

Naming Traditions

Family names

Tokolos names are simple, grabbed from phrases around them, a sound they've heard from the forest, taken words from books scavenged from raided prey, kept names cursed upon them by a fleeing human, etc.
Examples: Fel, Galu, Peer or Shuck

Culture

Major language groups and dialects

Tokolos have their own language, Tokolosh, which is spoken and written using its own lettering that appears mostly made of horizontal lines compared to Boric. The teeth are almost always exposed with this gnashing language when spoken.

Boric Name
Humokna Toymerth

Parent ethnicities
Languages spoken

Average Lifespan
Tokolos reach adulthood at about 8 years of age and live up to about 60 years


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