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Kromnar

The Kromnar are a massive special breed of humanoid, with incredible physical prowess and strong resistance to extreme cold. Fiercely known throughout the world as a warrior race, they are a powerful tribe that values strength and honor above all else and are well known for their thirst for knowledge. Historically the Kromnar are known worldwide for creating their indestructible astral steel armor and inscribing it with magic spells or combining it with magitek to enhance their physical abilities and weaponry. Despite these powerful creations, most of the Kromnar look down on the practice of true magic, relying on their armor, and weapons, and heavily on their skills in brute combat. However, they do admire strength in all forms, those with skills and expertise in trade, craftsmanship, and information gathering help to make this warrior race stronger. Those who wield magic among the Kromnar are still valued and held in high esteem and sought out so that their gifts may be harnessed to strengthen their people. Magic users are commonly referred to as shamans and druids, they are trained not only to harness the powerful arsenal of magic but also the martial skills of their warrior ancestors.

Basic Information

Anatomy

Though sharing a strong resemblance to humans, all Kromnar have frost-white hair and pale skin with grey patterns that run across their bodies. All of them are born with the ability to see in the dark, their pupils appear in shades of white or blue giving an eyeshine effect similar to wolves' eyes. This, however, does leave them at a disadvantage during the day as this makes their eyes sensitive to daylight and bright light in general forcing them to wear visored helmets. They have fangs on their upper and lower jaws with claws at their hands and feet that are used for climbing as well as fighting. All of their kind possess great physical prowess uncommon among many other races.    On average they grow up to be massive and tall. They are resilient to extreme physical damage and capable of shrugging off multiple wounds from swords and bullets with little to no medical attention. They all have a high resistance to cold, their skin is similar to leather, and they are resilient to most sicknesses and diseases. All Kromnar are incredibly strong, easily capable of outrunning and outmatching a trained adult human, and strong enough to go head-to-head with a troll in unarmed combat with sheer strength. In addition to their physical prowess, all Kromnar have immensely long lifespans, able to live up to several times that of a normal human.   Their strength allows them to shatter concrete, break bones single-handedly, even snap a steel sword in half with their bare hands, jump three times their own height, fall seven times their own height, and land safely on their feet without injuring themselves. The strongest of the Kromnar are capable of crushing a man’s skull with little effort and ripping a man’s limbs off with their bare hands. All kromnar have two hearts that are both covered by a thick case of bone that protects the front and back along with a solid place of bone that acts as a second layer of protection for their torso. They also have a third lung allowing them to breathe more easily at high altitudes when scaling cliffs and mountains.   Having been forced to adapt to the unforgiving, harsh landscape, extreme temperatures, and aggressive wildlife that only the strongest could survive, they can perform tremendously inhuman feats of strength. They are renowned for their great strength and physical prowess which is further enhanced by their use of the primal energies of the elements which they have learned to harness through their armor and weapons. In battle, any Kromnar can create mighty ground stomps and leaps that crater the ground beneath them, and bone-shattering blows that leave their enemies dead in their tracks with survivors cowering in fear.   Because of this, the Kromnar are physically stronger than Eldorai, more resilient than Khazaugrim, and superior to humans, this superiority has been the reason why they have survived in dangerous environments where only the largest, strongest, and most savage of beasts can survive. Nearly all Kromnar possess the “fury”, a berserker rage so intense they feel no pain, their skin becomes resilient to bladed weapons and will attack anything without so much as a second thought and kill anything that moves.

Genetics and Reproduction

Due to having anatomy very similar alike a humans, eldorai, khazaugrim, and other such creatures their reproductive process is no different. Because of the harsh weather conditions and difficulty acquiring food, it is common for many Kromnar to have children in the spring and summer rather than winter though it is not uncommon still ill-advised.

Growth Rate & Stages

During the first few years, an infant kromnar will age and grow like a normal human until puberty. Many young kromnar are referred to as younglings. At this stage, their physical condition will begin to change drastically slowly. A male kromnar does not reach full sexual maturity until they are nearly sixty years old, looking like a young adult human male in their late teens. A female kromnar does not reach full sexual maturity until they are nearly fifty, at this point looking like a young adult human female in their late teens.

Ecology and Habitats

The kromnar are naturally adapted to the extreme cold of the northern lands, they are able to thrive and survive in the harshest of winters. Whereas a human could freeze to death in minutes during the dead of winter, a kromar could survive for days before dying. Despite their adaptation, they are capable of living comfortably in warmer climates down south but prefer colder climates.

Additional Information

Social Structure

The society of the kromnar is very similar to a meritocracy, as well as a clan-based society in which only the greatest among them who display strength, martial prowess, and wisdom take leadership of the clan. Each clan leader or chieftain has a shaman or druid as an advisor to aid them in dealing with magical matters, a war chief who serves as general to aid in battle, along with several elite warriors who act as his personal guard and carry out important missions. Of these elite warriors, one will be selected as a champion who will be seen as the obvious choice for the next clan leader should the current chieftain fall in battle should he survive fighting all other challengers. Every clan has an elder, a kromnar retiree who has survived every battle and acts as a personal advisor to the chieftain in all matters.   In times of great crisis, the clans would come together each of the elders would be sent by the clan leader to meet up with the others to discuss what would be done in what was known as the Elder Council.

Facial characteristics

Frost white hair and cold blue eyes with fangs on upper and lower jaws. Have claws on hands and feet useful for climbing up walls of ice, stone, and trees.

Perception and Sensory Capabilities

All Kromnar possess a heightened sense of smell similar to a wolf's. They are capable of determining the truth of one's identity and tracking their prey's scent. Many are shown being able to smell the poison in the glass of wine long before it even passes their lips. Coupled with their sense of smell, their hearing itself is sharper as well. Their eyesight is enhanced, allowing them to see better in the dark of night but leaving them slightly vulnerable in broad daylight forcing them to wear visored helms to shield their eyes.

Civilization and Culture

Naming Traditions

Kromnar names are rugged and harsh, for men names end with -ar, -ard, -eld, -ur, -ul, -in, -or, -al, -ir, -on, -ak, for example: Rhyndar, Deraak, Valthir, or Haldur . For women many of their names usually end with -a, -en, -ey -id, -ug, -un, ya, -ys, for example: Nara, Laerys, Zuley. Many of the nords take on a family name to define which bloodline they belong to. However, every kromnar man or woman takes the name of their parent starting with (parent's name) and then -son or -dottir for a surname. Such examples for a man are names like Rhyndarson or Andrakkarson. Examples for a woman are names like Hallasdottir or Jorunnsdottir.

Major Organizations

The Dominion: In ancient times, the kromnar as a whole was once a part of what was called the Kromnar Dominion, a self-ruled nation made up of numerous clans that had banded together. The Dominion held together for thousands of years in which they built great cities and fought many wars against would-be conquerors and invaders. However, when the civil war known as the Dragon Wars took place it nearly wiped out the entire kromnar race along with their greatest allies the dragons. After its end, most of the Dominion broke apart into the clans that now stand today. What remains of them is now known as the "Warsworn" to the Old Clans for their betrayal and start of the Dragon Wars, they currently make up 1/3 of what remains of the kromnar race. However, these renegades have taken to calling themselves the New Dominion as they have sought to reclaim the power they once had.   Lone Army, the 1st Clan, known as the most skilled army taught to fight with numerous weapons like the axe, sword, spear, shield, from the ground to horseback.   Wild Hunt, the 2nd Clan, known for their skills in hunting monsters such as draugr, undead, vampires, witches, and other dark creatures with the aid of giant wolves.   Iron Forged, the 3rd Clan, known for their mastery over steel and weapon crafting from melee weapons to long-range and even other mechanical inventions.   Stone Heart, the 4th Clan, known for their friendship with the trolls and learning how to use the magical crystals known as ornikyte.   Night Howler, the 5th Clan, made up entirely by those known as the "Ulhyr" or more infamously as werewolves and seen as one of the most dangerous creatures on earth.   Crimson Fang, the 6th Clan, made up of those known by their own as the "Behyr" or more commonly as werebears and seen as one of the most fearsome warriors.   Storm Singer, the 7th Clan, made up of "conjurers" or spell-casters who have attained mastery over the skies creating vast storms known to destroy entire armies and cities alike. Famed for their creation of the "Storm Blades" that were laced with lightning while others rang with thunder.   Frost Blood, the 8th Clan, born from the previous clan the Storm Singers, they attained power over ice and conjured up blizzards of such cold that people froze to solid ice in just seconds and could shatter. Said to be the creators of the fabled "Frost Iron" that shatters steel weapons with a single strike as if they were just glass.   Giantsbane, the 9th Clan, known for its reputable skill in slaying giants. One of the most well-known for their additional skills in slaying other enormous creatures such as krakens. The greatest among them are given the title "titansbane", which is only received in the act of slaying a titan.   Realmwalker, the 10th Clan, known for their abilities to peer into the spirit world and other realms such as the Realm of the Dead and the Realms of the Fae. Known for their powerful shamans and necromancers, however, there are very few who have power over the dead.   Fate Watcher, the 11th Clan, known for their seers and their fabled abilities to see into the future. Legends tell of a select few who have attained "seidr" magics, allowing them to alter one's own fate however they chose at the cost of altering everyone else's futures. However, since the Dark War, many have become obsessed with the end of the world and the coming of a second Dark War.   Twin Natured, the 12th Clan, is renowned for their abilities to commune with the earth and above all the beasts and animals around them. Greatly respected and known for their powerful druids and shamans and ability to shapeshift.   Skyguard, the 13th Clan, once known as the "Fireborn" for their rare powers over fire until they forged a bond with the dragons becoming the most powerful of all the clans arguably. Known for dragonriding and the creation of "Dragon Steel" which was steel crafted from dragon's breath.   Hidden Ones, the 14th Clan, most elusive of all of the kromnar clans. Infamously known for being trained as assassins and spies. Many go out of the homeland and into other Outland Kingdoms and even the Twelve Kingdoms of Men.

Courtship Ideals

When courting, a man or woman is expected to at least present themselves to a person of their interests. From there, they are expected to learn about one another from their temperaments, their passions, and curiosities.

Relationship Ideals

Unlike any of the other kingdoms, the men and women of the Kromnar are expected to balance each other. If a man is a great warrior and hot-tempered the woman is expected to be able to calm him. If a man is strong yet lumbering she is expected to be able to faster and more agile. Where one is instinctual and passionate the other must be thoughtful and calculated. Though in some cases the pair is seen to complement each other by sharing similar passions such as adventure and being able to share in that experience.   Though rare, some Kromnar is known to practice polygamy and are occasionally married to more than one person. A marriage can be arranged by the parents of the couple but it must be agreed to by the parents of both the man and the woman as well as the couple themselves. If so desired, the couple or just one of them may end the arrangement at any time that they please.

Average Technological Level

Though they are not as technologically advanced as the Azmodian Empire, or most of all the mechanists, they are never less an endlessly inventive people. Many kingdoms underestimate their creativity at their own peril. Over the years they have invented many things that have surprisingly surpassed the skills of even some of the most advanced races in the world.   One of the greatest inventions of the kromnar is the "Frost Iron", an ice-cold metallic substance that can freeze and shatter steel armor, swords, and axes like glass. It is said that the kromnar created this steel on their own frigid world before they came through one of the Great Gates. Yet even though it originated from their own mysterious world, against all odds the kromnar have found a way to manufacture it in Eldorahn though in a limited supply.   One of the most feared weapons in their arsenal is the fabled "Storm Blades", stories speak highly of their warriors wielding swords and axes that are not made of steel but of lightning bolts. Some were said to ring with thunder and shook the land with one swing. Of how they raced across the land bringing the power of the storm with them in battle. Only the kromnar know the secret of forging lightning and turning it into the weapons that they have wielded so fiercely over the ages.   Since their arrival, the kromnar have learned how to forge a unique type of steel with the aid of their greatest allies the dragons. By blasting steel with dragonfire they learned how its magic had altered it in wonderous ways and thus call it "Dragon Steel" due to these changes. This stacked, welded, forged, and folded steel is unlike most other steels from other races. Dragon Steel is light, yet strong enough to withstand a strike from a giant's fist without so much as leaving a dent, and is sharp enough to cut through any normal iron or steel sword or armor like its paper. Not even dragon scales can shrug off its edge. It has even withstood strikes from even their own so-called Frost Iron and the Eldorai' Elder Steel as well. Making the kromnar a force to be reckoned with by some of the most powerful kingdoms.   Arguably, their greatest feat was learning how to shape "Astral Steel", a type of steel harvested from the ore in the sacred mountain of their homeland that is said to be indestructible and can withstand the most blasts from the most powerful spellcasters in history. This armor has enabled them to go head-to-head with the most dangerous magic users and fight them to the death. With astral steel at their disposal combined with their combat skills and weaponry they are easily one of the most feared warriors that exist in the world and the best equipped to fight against spellcasters of all levels.

Major Language Groups and Dialects

Kromnar, Draconic, Common Tongue, Great Call.

Common Etiquette Rules

When meeting with a kromnar it is a custom for the head of the household to arrange a feast of sorts for any visitors and to share in drink and food while doing so. If a kromnar is visiting they prefer to be welcomed with a firm handshake or a strong hug even. When eating at a companion's house or dwelling they have a tendency to clean up after themselves, doing the dishes, and cleaning up the table.

Common Dress Code

Since they live in a cold northern climate, it is common for the kromnar to wear furs, leathers, and cloaks on a regular basis. A warrior's armor can tell much about the individual, elite warriors wear ornate belts with a large buckle in the shape of a beast's skull if not actually being the skull of the creature they themselves killed. Chieftains also wear ornate belts but also wear a large decorative helm with a long white plume down its back like a mane of frost-white hair.

Culture and Cultural Heritage

The Kromnar are a warrior race that revolves entirely around the hunt or battle. They admire honor, strength, power, and knowledge. All of the kromnar dedicate themselves to self-improvement in all things, most of all becoming better warriors or hunters by nearly any and all means. Hence they seek to learn and attain knowledge of many if not all things they know nothing of. To not fight was to die for the kromnar, either by the hands of an enemy or most likely a savage beast. There is a saying that all kromnar are taught from a young age; "There is a time to fight and a time to survive," and they have lived by it since the beginning of their race.   In times of war it is common for warriors of the kromnar to paint themselves and in their armor with the blood of their kill. Usually the blood of a wild ferocious beast, as a sign of taking the strength and ferocity of that beast with them into battle. They paint anything from the symbols of power, courage, strength, and rage on their bodies or armor. Another feature the kromnar practice is taking the skulls, fangs, claws, bones, or hides of the beasts they have slain and use them as not just trophies or decorations but also adornments on their armor as a sign of rank and skill.

Common Customs, Traditions and Rituals

Among the kromnar, men that are warriors are only allowed to marry until after they become "blooded", a warrior who is of age as well as fought, killed, and lived through his duel with an enemy and killed a worthy foe. Only the strongest and bravest males are given permission to take a wife and sire children. A female kromnar does not generally pay attention to warriors that are "unblooded", a warrior in training who has not seen battle. Those who are "young bloods", a warrior that has fought, killed, and lived through their first battle but are still very young have still been given permission to marry and have families of their own. In the end, a warrior must become "blooded" above all else in order to have the right to seek out a wife, and that a female will take interest in him.   When a warrior becomes blooded, it is a tradition for them to mark themselves and their armor with the blood of their first kill. Then they must take a trophy as a show of proof of their skill and bravery. Typically a trophy taken is usually anything from an opponent's armor, weapon, or simply their opponent's head.   For males who have become "blooded", have worthy kills and deeds to their name, and performed feats of bravery and great skill are considered worthy husbands and rarely lack a kromnar woman's attention. It is not unheard of for the kromnar to practice polygamy, a famous enough male may have their own personal harem which they can add to by winning over more females.   Just like the male kromnar, even the female kromnar who are warriors must also follow the same rules. They must also become "blooded" before they can have permission to marry and have children.   Though much information on their training methods is lost, it is said that many young kromnar began training at the young age of six by learning how to carry weapons for their parents. By eight they begin to learn how to skin slain beasts and craft armor and weapons for themselves when they begin weapons training. Many warriors proved their worth by fighting not just enemies from the physical plain but also foes from other worlds passing through portals from one realm to another. Full-fledged warriors were said to have hunted monstrous beasts for sport, challenged death spirits, and meditated on their own morality outside in the cold of winter. Others would travel the world seeking out the greatest warriors to fight against. A popular activity was to fight as gladiators against rivals from other clans or their own as well as ferocious beasts captured from the wilds with their unrestrained fury and brutality.   Before a man can marry a woman, he must seek approval from the parents, once this is done they bring with them a chest of treasures ranging from jewels to fine silks and gold as a show to the parents that their daughter will be well supported in a financial sense. The amount of treasure brought can be from small to large depending on the man's social standing whether is royal, noble, or common.   When engaged, a betrothal gift is exchanged between the couple six months before their wedding, where the man gives a gift to his woman, and the woman gives a gift to the man. Most kromnar women wear a ceremonial headband that serves as armor as well as a sign of their status as married or unmarried called a "kransen". When a woman is married she removes the kransen and takes on another one as a sign of being married and as a symbol of an end to her days as a maiden and an unmarried woman. For the men, they are tasked to take up a quest to retrieve an ancestral sword belonging to a deceased forbear for later use in the wedding ceremony, as a sign for the end of their bachelor days.   Among the kromnar, a man's upkeep with his beard and hair play a role in how physically attracted to one another and serve as a sign of maturity. Clean-shaven is considered unattractive and childish-looking on an adult man.   It is common among kromnar for male warriors of leadership positions to master the "Grim Maul", a ceremonial two-handed great hammer with an axe blade on the back end. This weapon is created to honor one of the great heroes of the Azgyr that fought during the Dark War. Once a Kromnar becomes a chieftain and they earn their grim maul they are allowed to personalize it adding whatever details and designs they see fit to signify who's it belongs to. Though it is required for a chieftain to master the grim maul it is not required that they use it in battle. Female kromnar warriors in leadership positions are required to master the "War Glaive", a ceremonial long-spear, used to honor a great warrior queen of the kromnar who fought in the Dark War. Like the male kromnar, it is required to master it but they do not have to use it regularly in battle.

Common Taboos

Claiming the kill or victory of another warrior is forbidden. For example, if a Kromnar goes into battle against another warrior and wounds their opponent but another Azgyr finishes them off and claims that victory for themselves it is punishable by exile. Unless they give credit to the kromnar who wounded their opponent, then they are both given equal glory.   A great offense among the Kromnar is for a warrior to kill the one who is sick or young. They are known to have a strict code against killing even an enemy that is sick and dying, pregnant, or just too young. When encountered the kromnar is to let them live and bring no harm to them. The only exception to this is if the sickly person or child still poses a threat and ultimately attempts to bring any harm to that warrior. It is however expressly forbidden for a kromnar to harm someone who is pregnant even if they're a threat. Those who violate this rule are punished and executed without a second thought.   For the kromnar, it is expressly forbidden for a warrior who is "unblooded" to marry and have children. Those who do so are forbidden to fight in the army and are arrested and imprisoned. Worst case, some who break this rule are castrated so that they may never again sire children.   One of the greatest taboos amongst the kromnar is to break an oath sworn on his armband or on her kransen. It is strongly believed amongst the kromnar that if someone breaks an oath that the gods will turn away from them and be shamed in death. Oathbreakers are shunned and treated with contempt, though some are offered a chance at redemption to prove that there strength of honor.   The worst taboo however is defiling graves, this is considered a deplorable crime that is punishable by death among the kromnar.

Historical Figures

Andrakkar Pyrian, the Dragonborn, the first Kromnar man to ever ride and train a wild dragon and form the Dominion.   Halla Valtheir, the first queen of the Kromnar and the wife of Andrakkar Pyrian.   Tyrias Pyrian, the Renegade who started the Dragon Wars and created the Warsworn clan.   Ulran Pyrian, the elder brother of Tahvo Pyrian who ended the Dragon Wars by fighting against his younger brother.   Keld Rydhan, the Lawful who cast out all outsiders that were not Kromnar.   Iona Rydhan, the Defiant who broke from her family's tradition of marrying only those of pure blood.   Ulrich Ddraig, the Dragonknight, the first hybrid between human and Kromnar who became a knight and created the Knights of Ddraig.   Torren Ddraig, the first female member of the Knights of Ddraig.   Dul Nahga, the Architect who learned from the Mechanists and created the most powerful war gear.   Candar Altharon, the Ravenous who went into so deep a rage that he killed a giant without the aid of any weapon.

Interspecies Relations and Assumptions

In the beginning, before the Dark War, the Kromnar looked down on mating with other races like humans, Eldorai, and Khazaugrim. It was not until after all the races stood together against the Infernal Legions that they began mixing with humans, Eldorai, and Khazaugrim alike. There are still however a few select members of ancient bloodlines that hold on to their old ways and only mingle with those of "pure blood".
Scientific Name
Homo Bestia
Origin/Ancestry
Unknown
Lifespan
1,000 years
Average Height
8ft 2in - 9ft 6in
Average Weight
1,100lbs - 1,500lbs
Average Physique
Large, strong, and heavily built with thick bones. Skin is toughened to the point of resilience like leather.
Body Tint, Colouring and Marking
Pale-skinned with a grey striped like patterns across their body.

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