(If you wish to play this race please contact P_Oxide[ToxicPurpose] or Synder [synderbite] for details before applying)
History & Culture
The Kurol are a largely peaceful people that live calmly within massive, bioluminescent caves beneath the frothing seas. They are seen as a kind but cautious society, willing to provide aid to those in need while treating most outsiders with a cool, heedful scrutiny. Reclusive to an extent, most Kurolpossess a distinct curiosity for the surface but are too prudent to explore, preferring the relative safety beneath the ocean floor.
Kurolare found solely in the waters surrounding Vasirma. Themselves only having one true city under the surface of the deep blue, The city is run through a series of councils of which the heads meet to discuss any large issues these are separated into the following sects; Hunting and Gathering, Construction, Knowledge, Law. Kurol themselves have very little laws that are set in stone and follow a more guide to simply be good to one another they do not have a currency so all trades are done with items they have found, grown or hunted this makes it quite easy for actual trades to happen.
These creatures value the history of their kind but do not have an actual school system in place and all knowledge is passed through experience and story so as to give the children more time to play and interact with each other. Kurolare not expected to work or trade for their own things until the age of 20 when they are essentially forced to choose a way they wish to help their family or kin group, This can be anything as simple as harvesting sea foliage to hunting large sea beasts. It is their decision the path they take but they must take one.
Vasirmans and their interactions with them, The continent Vasirma seems to have only humans dwelling on it and due to this a Kurol would have in all likeliness never seen one of the other races and may be surprised or confused when first interacting with them, They are not a racist or hateful kind so many will be open to the new interactions. Humans on Vasirma are very strong willed about their territory and often acted very harshly towards Kurol that thought it smart or worthwhile to venture above the water, because of this and the wreckages and general debris that they have created Kurol tell stories about how horrid and untrustworthy the humans are.
These aquatic humanoids grow to an average height between Elves and Humans, typically around 6’6 with spindly arms and legs. They have the definition of a swimmer’s physique, thin, lithe and very strong, especially underwater. With the capacity to breathe underwater and extreme swimming prowess, they are superb hunters and fishermen in the briny depths.
These creatures live to around 300 years old much like high-elves but where they differ is most of the time they mature around 18 and join the society as a working member at around 20.
The skin tones of Kurol tend to stay within the shades of blue going from very dark towards very light hues of blue. Their eyes usually stay towards fluorescent blues and purples, along side this they have a glowing studded fin like feature that goes from the sides of their heads towards their mid to lower back. Their hands and feet are both slightly webbed to aid their mobility in the briny depths.
These creatures are rarely fluent in any other language than their own, though some may know common and for other languages it's rare to even see them speak it.
Sexual Maturity: 18
Age of Consent: 18
They have no set religion or beliefes as a society, but rather focus on living life as it is, and to its fullest without any desire to give praise to a particular god. Though this does not mean that some do not seek out a god on their own terms at some point in life.
They have an affinity for the magic and are able to cast up to medium in water magic without the use of trinkets.
They are adept swimmers and have no need for oxygen when under water.
Kurol are a magically able race, though not as much as others. A moderate amount of their people can use magic, and are usually inclined towards water. Those who are able to use magic have up to two aspects.