BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Ara'lokh (air-ah-lock)

There is no worse fear than that of what lurks beneath the ground. The Ara'loch people of the Ruadh Deserts seem to know no such fear, or if they do, it is tempered with a desperate need for sustenance and a chance for a hunter to prove himself.   One such occasion came when a hunter finally did overcome the beast from below, and a great celebration was held in the settlement. The acolyte bestowed the title of ‘Se’ghair’ upon him, denoting him a great hunter among the tribe, and the giant worm was stripped of all meat, which was dried in the midday sun to preserve it.  
—Sulwyn Gharl, God Above The Wastes"
  The Ara'loch are a group of nomadic desert people who worship a great lizard god, Mohlark, who they claim to live above the clouds. They hunt the equally questionably mythical deathworms - called ‘Khorkhoi’ - that lurk in the many oceans of sand, as they are claimed to be Moloch’s favorite food.   The only known interaction with others is when envoys are sent to the nearby city of Archmouth for trade in desperate times. They often trade a rich red dye that they create from the highly pigmented sand of the desert, which they use in producing their iconic facial decorations and deep red cloth. As such, not much is known about their culture. What is known is that they are largely nomadic people, have their own strong belief system, and usually use names with Gaelic origins.

Basic Information

Biological Traits

A member of the Ara'loch race is generally darker toned from their life in the sun, and most have dark brown hair that is kept out of the way with braiding. Acolytes, however, are known to shave their heads entirely. The Ara'loch create a unique body paint that hardens the skin into a scale-like texture. Colors span from white and black, to various shades of brown and red; acolytes are denoted by their elaborate scale-like designs covering bald head and shoulders, hunters by red blood-like streaks from their eyes, and gatherers by chin streaks resembling a lizard tongue.

Ecology and Habitats

Ruadh Desert, Thraewyn

Additional Information

Social Structure

While a unified society, Ara'loch live in small groups - led by Acolytes - that constantly move around the Ruadh Desert, only fully uniting in times of need. A lone Ara'loch is considered a bleak sign, and are referred to as being on their ‘Bha’sligh’, or ‘journey to death’.

Facial characteristics

Dark hair, often braided, gray or brown eyes, red skin markings.

Civilization and Culture

Naming Traditions

Ara'loch names are considered unisex, as roles define a person’s place in the group, not gender. They generally do not possess surnames, rather referring to themselves as being the children of their deity; ‘of Moloch’. Most Ara'loch names are difficult to pronounce in Common, and can sometimes emerge mangled or changed from the translation.   Names in Common; Ainir, Aivon, Buacha, Ceola, Cetti, Caini, Creone, Duca, Epos, Ernain, Fiodhe, Gholia, Maila, Maele, Sabai, Sloane, Tica, Tuira.

Average Technological Level

Living on the outskirts of any civilization, Ara'loch have little interaction with outsiders beyond scrounging for metal scraps, out of which hunters make rough weapons, traditionally simple mechanized harpoons that easily fit over a forearm, out of metal scraps as their initiation task.   Most of their clothing is embedded with metal scraps for crude armour, as well as the appearance of scales. For protection against danger, the burning sun, and the freezing moon, they use an unusual sort of body paint that hardens skin.   Clothing and equipment tend to be cobbled together from scavenged leather, hides, metal, and other remnants littered across the Ruadh Desert. Materials are traded between different Ara'loch groups. Weapons are crafted by the clan in a similar way. While the finely woven metal nets that gatherers use are made communally, hunters craft their own weapons as a coming of age rite.

Major Language Groups and Dialects

PRONUNCIATION
  • e = ay
  • y = ee
  • kh = ck
  VOCABULARY
  • Ara. air-ah. A general term meaning ‘of’ or ‘belonging to’. Often used as a prefix in names, especially in surnames of those who associate with outsiders.
  • Ara'lokh. air-ah-lock. 'of Molokh'.
  • Athyr. ay-theer. Term for a parental figure.
  • Bhas. bahs. Death.
  • Bha’sligh. bah-sill. ‘Journey to death’. A lone Ara'lokh on their own, who wanders until they die.
  • Biakh. bee-ack. Edibility.
  • Bia’khoi. bee-ah-koi. ‘Worm food’. A death, usually of suicide, which is considered the preferable alternative to bha’sligh.
  • Bui’khoi. byu-koi. An outsider to the Ara'lokh people.
  • Chakh. ch-ack. Inedible.
  • Cha’khoi. cha-koi. ‘Not fit for worm food’. The opposite of bia'khoi. An accusation of cowardice.
  • Dithyr. dih-theer. Term for a sibling figure.
  • Ghair. gar. Hunter.
  • Gra’neage. gra-nay-juh. A mythical quilled beast who feasts on the giant worms; also a name for Vescorus.
  • Khoi. koi. Worm.
  • Khorkhas. cor-cass. A carcass or corpse.
  • Nypenthe. nee-pen-th-ey. A dangerous type of carnivorous plant in the desert; also a name for the Anthos people.
  • Phui'lokh. fwee-lock. Molokh's Blood'. Equivalent of a spirit medium, incredibly rare and often turned to for guidance of one’s ancestors in times of desperation.
  • Phyr'nokh. feer-nock. ‘Hatchling of Molokh’. A title given to the leader of a tribe, usually an acolyte, or who has shown great leadership.
  • Sai'nan. say-nan. Term for a lover or spouse.
  • Saine. sane. A loved one who has died.
  • Sathyr. sah-theer. Term for a child.
  • Se'. say. Prefix. Great, large, immense.
  • Se’ghair. say-gar. ‘Great Hunter’. A title given to skilled hunters, or someone who has shown great bravery.
  • Scaine. skane. A disgraced or banished person who has died.

Common Dress Code

Simple, leather, muslin.

Culture and Cultural Heritage

Hunters and Gatherers are considered the greatest resource to the Ara'loch people.   Hunters can be identified from the rest of the clan by the blood-like streaks down their faces, in homage to one of the many qualities their deity supposedly possesses. While finding and killing a Khorkhoi is considered a Hunter’s greatest task and goal, their main role is to protect Gatherers while in foraging parties.   Indicated by an elaborate chin streak resembling a lizard tongue, the Gatherer’s role is to use finely woven metal sieve-like nets to catch normal worms from any muddy freshwater bodies the party can find, as worms as the central part of the Ara'loch people’s diet.   If in dire enough need, a foraging party may even be tempted to near one of the monstrous carnivorous plants, Nypenthe, found in the harshest areas of the Ruadh Desert in hopes of finding enough worms feasting on the plants’ dead matter, as well as the precious water bladder as an additional boon of the party’s journey. In order to deal with the deadly plants, the Ara'loch people claim to have a method to temporarily stun the plant long enough to harvest the worms - and bladder, if close enough - taught to them by their deity. While helpful, it is still extremely dangerous to risk the safety of the party, and approaching a plant is often a group’s last resort.

Common Customs, Traditions and Rituals

Ara'loch come from a desert of dark orange sand, which turns red when wet and can be used to make a red dye. This is explained by the Ara'loch that the bloody tears of their lizard god - as rain - is responsible. The red dye is used to color clothing and the distinctive facial paint characterized by the race.   Children who have survived a Khorkhoi encounter are considered blessed by Moloch, and often are expected to become great hunters when they reach of age, due to a special affinity to both the god and worm.   Besides Moloch itself and the Khorkhoi, the Ara'loch people also regard Vescorus, whom they call Gra’neage, after a mythical desert beast with quills who also feeds on the giant worms, with some veneration. There have even been reports of small pockets of Ara'loch culture who train specially adapted burrowing vultures.   Supposed descendants of the great lizard deity are called Phui'loch, meaning ‘Moloch’s blood’. This name is also given to people who show exceptionally mystical properties, far outweighing those of the Phyr'noch. They are known for being able to channel one’s ancestors and deceased family members.   Most Ara'loch have a somewhat conflicted view of death; on one hand, it is often considered a loss to the group, as the individual’s role is then left unfulfilled; on the other, a corpse will feed worms, which will then in turn feed Moloch, meaning the individual is serving a higher purpose. In almost all situations, however, it is an acceptable alternative to taking bha’sligh.

History

SCHISM At some point in history, there was a split between devotees of Moloch (Ara'loch), and devotees of Khor'laith (Khor'kas), resulting in years of dispute and rivalry, the original reasons for which have been long since lost to time. Many followers of both deities lack any knowledge of being initially one singular religion

Common Myths and Legends

MOHLARK

While these twelve figures are most well-known throughout the world, several cultural groups have their own important ‘heroes’ and historical figures. The Ara'loch people, for instance, have an expansive belief system built around an ancestral figure named Mohlark, which became ‘Moloch’ over time.   Due to the peoples’ nomadic and secluded natures, there are very few facts known about their beliefs and culture. It has been theorized by the few scholars able to interact with the tribes that Mohlark was a Vescorus of some description, who was able to survive the harsh Ruadh Desert thanks to a particularly strong Remnant. This theory is widely debated, and often heavily contested by the Ara'loch themselves.

PANTHEON

  • Eibha. eeb-aa. Mammal Skull Headed Female. Life Goddess.
  • Moloch. moh-lock. Gigantic Sky Lizard. Creation God.
  • Ara'bhas. air-ah-bas. Bird Skull Headed Male. Death God.
  • Rhia'ghan. ree-ah-gahn. Quilled Beast. Magic God.
  • Khor'laith. korr-lay-th. Worm Naga. Order Goddess.
  • Li'adhan. lee-ah-dahn. Vulture Beast. Reality Goddess. Followers of Li'adhan often train vultures to hunt.
  • Khor'zmila. korr-zz-mee-la. Worm Naga; Child of Khor'laith. Midwives, orphaned/abandoned infants, bastard children, single parents, non-related families, birth, reincarnation. Mortal daughter of Khor'laith who ascended.
  • Khor'vazd. korr-vazz-d. Worm Naga; Child of Khor'zmila. Children, coming of age, dance, sun, stars, moon, innocent love. Son of Khor'zmila. He Who Circles The Moon.
  • Khor'zne. korr-zz-nay. Worm Naga; Child of Khor'zmila. Judges, justice, law, vengeance. Son of Khor'zmila. He Who Devours Injustice.
  • Khor'izah. korr-ee-zah. Worm Naga; Child of Khor'zmila. Celestial bodies, afterlife, reincarnation, constellations, oracles. Daughter of Khor'zmila. The Celestial Courtier.
Genetic Ancestor(s)
Scientific Name
Homo sapiens vermis
Geographic Distribution

Remove these ads. Join the Worldbuilders Guild

Guild Feature

Display your locations, species, organizations and so much more in a tree structure to bring your world to life!