|
Molok
Moloks are hairless, bipedal omnivores, reaching an average height
of about a meter and a half (5 ft). They are broad and muscular, with
vaguely rodent-like features and a thick tail. Moloks have an extremely
strong work ethic, and are quite well suited for hard manual labor. They
are native to the Underworld, and see best in near-total darkness. Moloks
are a fearless race, but loathe their kiisic creators; most moloks despise
magic as well, and some sects adopt a bloody, fanatical breed of
isolationism. They have almost no ability at all for magic.
How to roleplay a molok
Moloks are not loners. They are born into close-knit clans in the underworld,
carefully indoctrinated into the group, and schooled in the mores and traditions
of their ancestors. A player roleplaying a molok will do well to group with
other moloks. Members of other races will do in a pinch, but this is not ideal.
Solo play is anathema to one who hopes to roleplay a molok faithfully.
Moloks wander, rarely settling in one spot for any length of time. Their
travels are forced upon them by the need to find food in the barren underworld,
and because they have a predisposition to engage in productive activity. Idle
time makes them nervous; they are genetically and culturally programmed with a
strong urge to do something productive at all times. Players are encouraged to
keep in mind the moloks' ability to participate in difficult, back-breaking work
with barely any rest. Moloks will accept any job, no matter how tiring or
distasteful, as long as they are fairly compensated for their labor. To a
molok, this trait is their most important advantage over other races; in their
search for a secure place in the world, they think their hard work is the ticket
to success.
Moloks are most comfortable in darkness; bright sunlight is literally painful.
If a molok finds himself on the surface during the day, he will likely be
reticent to move about or do much of anything. If a molok anticipates being in
the sunlight he will try to aquire some device to shield his sensitive eyes.
A warlike, aggressive molok is an aberration. However, a molok who feels the
slightest danger to his person or his tribe will work tirelessly to negate the
threat. Molok rage, when released, is absolute. Players should not play
fighters, assassins, PKers, NPC-killers, or thugs. Playing a molok hunter is
fine, as moloks have a decided taste for raw meat of all kinds, but endless
sparring practice is not really an ideal way to make use of a molok character.
From the point of view of a molok, hunting is something done as a necessity, not
as a vocation. A molok would think of hunting as a waste of his unique racial
propensity for hard work.
It is usually a mistake to make a blanket statement about the collective views
of a race's members. However, the vast majority of moloks hold nearly-identical
opinions on most subjects. For instance, magic is feared and hated by moloks.
They will not tolerate a mage; they will flee if necessary, or preferably deal
out capital punishment to the offender.
Members of the race are calm, shy, peaceful, and not eager to embrace change or
innovation. Moloks rarely jump to conclusions, make hasty decisions, or come up
with inventive solutions to their problems. Rather, they look to the tales and
legends of their ancestors for answers to today's problems. Moloks revere their
ancestors. It is considered a great honor to teach the pure ways of the elders
to another molok.
When not working, moloks spend their time telling and retelling the oral
histories of their clan, learning by rote the rites, rituals, and customs of
their tribe, and strengthening the cultural ties that bind them to one another
with chanted storytelling accompanied by simple percussion and wind instruments.
Moloks detest the kiisic. The kiisic magically
created the moloks as an enslaved race of laborers to dig tunnels and burrows in
the underworld, build the kiisic cities, and even take part in the War effort by
undermining rowan positions with tunnels that
allowed mercenaries to mount surprise attacks from below ground. All this, the moloks
did with efficiency and reliability. However, they eventually learned of a rumor
concerning the disappearance of the moradda (a semi-sentient, mole-like race that
were the likely ancestors of the moloks) - a rumor implicating the kiisic in the
moraddan genocide. After nearly endless cogitation, the molok elders finally
decided that there could be no safety for their race as slaves. They concluded
that they were in danger of ending up as their ancestors did, whenever the kiisic
got around to creating a race of slaves that they found more useful than moloks.
Goblins are not looked upon favorably by moloks.
Since goblins and moloks both compete for jobs in the underworld, moloks would just as
soon upstage the goblins, whom they view as weak and untrustworthy. Moloks don't much
like humans either. Buried in the depths of molok
legends are some nasty rumors about humans who used captured moloks as sources of food
during one of the Wars. They also dislike the aggressive, warlike
halaks, especially since they can rarely see them coming.
In short, play a molok as peaceful, tribal, and reactionary.
|