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Torkal Kin'toni Clan

From Taerel Worldbuilding Wiki
Kin'toni Clan
Clan Name:
Torkal Kin'toni Clan
Parent Groups:
Unknown
Descended Groups:
Unknown
Areas Controlled:
Date Founded:
4E 54
Date Disbanded:
N/A


History

The Torkal kin'toni Clan descends from one of the richest and greediest traders of the now long-razed city of Gylerugas. It is rumored its founder, Lareddos Torkal, simply believed that being turned into kin'toni was "good deal", since "he doesn't have to pay for it, only others". Of course this is "Paid" with the blood of the zu'aan, and Lareddos was certain in any case that "the value he was gaining out of it was higher than its cost". He never lamented being a kin'toni; indeed, in his words, he was a kin'toni all of his life, "he just didn't know it yet".

His descendants kept up this tradition, becoming known as the Claws of Lareddos and becoming infamous throughout several metropolises. They are infamous for their greedy, unscrupulous dealings and their penchant for manipulation and extortion. Despite this dismal behavior, they are not entirely without honor: They can keep their word, it will just cost you extra. If you can convince them to do something, they will fulfill it. It's simply that "convincing" them is the hard part. Other than that, there is little else to say about them.


They are not numerous, but their numbers are steadily rising, and who knows what they have planned... Because of this, the zu'aan of Yuna Cities and others have declared them a threat to the metropolises and has put a bounty on their heads, and in every of their zu'aan metropolis, with the infamous "Blood for Blood" edit. Other kin'toni clans refused to openly condemn this policy, hoping for the Torkal's downfall. This is considered by the Torkal as a tacit approval by the rest of the kin'toni to "go and take the bounty", making it open season on them.

While most would find this a problem, the Torkal actually see this as a good thing: they are planning to gather in force in one of their safehouses (known colloquially as "The Court") for a "gathering" of sorts, during which they will make their plans of what they will do with the gathered zu'aan prisoners. While they may not know it, this gathering is what makes this moment a perfect opportunity for bounty hunters. If they kill the Torkal leadership during this time, the rest of them will be without direction and easier to take down individually.


The greatest detectives and crusaders of the zu'aan are thus trying to tie the knots to find the tracks to the meeting. So far, they have met a few leads, but no success. Even members of the zu'aan Clergy have been tasked to find the location of the Court. For them, this is a crusade, one against not just blood-drinking aberrations, but also against the poison that is spread by the Torkal: Greed.


Biology

Members of the Torkal kin'toni clan have light Purple irises with black sclera and vertical beaded pupils. Their irises are said to be "Beautiful" and their expression exudes trust in themselves. Their skin is more of a grayish purple rather than the lighter tones that some other kin have. Their hair is always white and grows in typical patterns. However, they use natural dyes and makeup skillfully to hide these facts when needed. The Torkal are physically stronger than your normal kin'toni; this is due to their love of physical contact sports and their policy of excluding the weaker members from turning anyone.

Torkal can eat and drink daily without any ill effects, but they will suffer from "hunger" and "thirst" bouts if they don't feed or hydrate every 48 hours. They regenerate stamina and health at a faster rate than other kin'toni, but are not as quick as say the Azajaja. They have a natural resistance to poisons and other chemical attacks; however fire, cutting, and slashing still affects them normally. The limbs of the Torkal can be easily torn off and they can be decapitated, being this their greatest weakness. Most Torkal have weapons training in their youth, but it is not required.


As with known kin'toni beings, Torkal can't breed. They can convert others. However, due to forbidding turning by any but the richest and strongest, their numbers grow at just a moderate pace, with a very few of their kind being the origin of vast numbers each. The Torkal's toes contain a Toxin that can be injected with a kick, this toxin is not lethal but can cause paralysis and amnesia for up to 2 Weeks. The poison can be smelled by other Torkal within a 5 meter radius and identify the owner. The poison can be extracted and refined, which allows for mass riots and protests to be easily solved by all Torkal in the area.

The toxin can be cured with an antidote, but this is only available at herbolaries and most people wouldn't know what's happening until it's too late. The Torkal are natural-born athletes and are always on their feet. They excel in parkour and are able to scale small buildings in minutes, a must in a world where anyone could be hunting you. Torkal are able to jump without effort. A normal kin'toni can jump 1.5 times their own height, a trained person can jump 2 times their own height. A Torkal can jump 3 times their own height.


The Torkal have access to every part of the city, from the slums to the sewers and everywhere in between, feeling at home when hiding in the great zu'aan metropolises. They have mastered the art of disguise and are able to fool even the most skilled operative, given time. The Torkal are also skilled in stealth operations and parkour, allowing them to move through even the tightest security with ease. They are a clan that has turned to professional crime and has no qualms about public displays of violence to make a point, disappearing soon after into the shadows.

Culture

"Externalities" is the name of the game for the Torkal kin'toni Clan. That means whatever they do, they make sure someone else has to pay for this, and not themselves. They believe this even of their crimes, and individual Torkal will happily ascribe their own transgressions to others in order to walk out of a situation unharmed. This attitude can lead to some very odd behavior, such as the Torkal Clan's notorious love of gambling. The Torkal kin'toni Clan is known for their skill at gaming, which they use to gain power over other clans. This makes them extremely powerful and influential in the world of kin'toni.

However, this also leads to an unfortunate side effect: The Torkal Clan has become so addicted to gaming that they've lost touch with reality itself. The result? A clan whose members no longer feel fear or pain, but rather enjoy the sensation of playing. The only thing the Torkal enjoy more than playing, is winning. And the fastest and more expedient method to winning is, in their eyes, cheating. They cheat so much that they're willing to kill each other over it. The Torkal Clan is one of the most infamous and hated groups in existence.


Its members are often hunted down by rival clans, who see them as little better than criminals. In fact, many of these clans have been working together against the Torkal Clan for years now, hoping to wipe them out completely before they become too strong to defeat. Of course, there's always hope they won't succeed. After all, the Torkal Clan's worst enemy may be themselves, and they may yet destroy themselves before others get to do it. The Torkal's obsession with winning to the point that they will go to any length, even betraying their own kind, to make sure they win, no matter what the cost.

They are infamous for their love of dice and card games, which they use to their advantage in worldly affairs. They have long since abandoned the concept of morality, and are not above using any means necessary to get their way. They will even betray their own kinsmen if it means winning. Torkal drink zu'aanite blood in great quantities. They even founded "blood banks" where other kin'toni can buy this blood directly. Of course they don't have access to any kind of artificial preservation or refrigeration, since the world has long lost any hope for such technologies. T


heir method is no less effective though: They keep the zu'aan alive in order to be able to sell their blood at a markup at any time. Turning into a Torkal blood-slave is considered a fate worse than death. Despite being among the most hated outcasts and pariahs of the night, Torkal are generally very cocky, haughty, and self-assured. They do not expect to fall, even when all signs point to it. This is also because their arrogance is so well known that few would dare to challenge them for fear of getting killed instantly. Torkal do not have traditional "alliances".

They have business relationships that are more like extortion rackets.

Government

The Torkal may be believed to be simple criminals by many, but this is just not true. Or rather, not the whole truth: They may be criminals, but they are by no means "simple". Torkal are organized and recruited into several competing hermetic secret societies, all bound by oaths and rituals. Members of these secret societies believe that they were mages in a former life, and their "secret societies" are an attempt to recreate the conditions under which they could learn magic. While the magic isn’t real, their oaths do grant them access to training certain... Abilities.

Such as breeding helpers of several species of shadowy birds and rodents which they use as assassins and enforcers. Oaths, however, are not enough to hold the organization together: Greed is what truly binds them together in their pursuit of coin. Their currency is called: "Blood Coins". Made of iron and silver, these coins depict their symbol: A crescent shaped drop of blood. They are not recognized by any other organization or government since they are exclusively used by the shadow-drinkers. Attempts at changing them to regular zu'aan currency have been tried.


But ultimately they are not recognized since they cannot be changed back. Because this coin minting of a parallel currency is illegal, they can't set up anything that requires you to spend money on big things like hiring guards for the night, or magistrate bribery... Well, at least not in plain sight. Once one of these secret societies, the Brothers of Reaving, made a public donation to the local zu'aan military. This was a calculated move to make them seem corrupt; though the donation was rejected, their reputation was tattered and the military lost some of their influence.

The Brothers of Reaving celebrated all night long saying they were finally fulfilling “Lareddo’s Will”. Torkal Clan politics are often characterized by intrigue and backstabbing. There is little room for cautious diplomacy among the Torkal Clan's ranks, though there is always a place for those who can manipulate others into doing what they want. The various fractions of the Torkal Kin’toni are as follows:


  • The Torkal Clan Shadow Council, the main body of the organization.
  • The Brothers of Reaving, a group that believes in actively spreading the bloodplague of the Torkal into the population through propaganda, sabotage and assassination.
  • The Children of the Vine, a group that has turned to brewing alembic drugs for the purpose of advancing their own power and that of the Torkal.
  • The Court of Blades, a group that focuses on disguising the Torkal as simple pirates.
  • The Farstriders, a group that focuses on exploring ruins and tombs with an eye towards gaining power.


Members of secret societies will also gain access to a safehouse for their use. This has to be paid for by their deeds advancing the goals of the organization. The Torkal Clan is a business, and every business needs a leader. There are several such leaders, but one stands above the rest: The Devil of Caravans. He lived a life of luxury under the old zu'aan government. When bandits captured one of his caravans, he bribed them with treasure and saw that all his employees were set free while he remained unharmed. Later, he was captured by a rival and held for ransom.

This time, his employees had formed a Clan cell and saw to his rescue, knowing full well they would be paid handsomely for the ordeal.

Military

The military of the Torkal kin'toni has three main branches: The Mercenaries (Shakasa), the Bouncers (Niidranti) and the Assassins (Telura). The head of the military is known as the Sange which oversees all military operations. The Mercenaries are just that. They serve any who can meet their price. If there is no war, they will seek out one somewhere to sell their services to the highest bidder. They have a fearsome reputation and are quite possibly the best fighting force available for rent. They are led by a Trelin. The Bouncers ensure law and order within the so-called "territories" of the Torkal Clan.

They are the police, judge and jury all in one. They provide "protection" to the clan members within their territory. If an underground gambling club is suffering from a zu'aan attack, it is more likely that a Bouncer will be dispatched to hunt the monster rather than a Mercenary. The leader of the Bouncers is called a Zalan. The Bouncers are almost equal with the Mercenaries in terms of respect and they are undoubtedly the best warriors within the Torkal military structure. The Assassins are the stealth troops of the military.


They do what Mercenaries can't: Killing targets with precision without detection. They are led by a Kelek. The military as a whole is quite feared and most of the other criminal organizations stay out of their way as they know that they are quite capable of wiping out entire brothels, gambling rings or trafficking dens without much effort. There are rumors amongst the downtrodden that the military has made pacts with zu'aan counts and barons, however there is little evidence to support these claims. A notable engagement of the Mercenaries was in the Zamibas War.

The war was between the Island League and the nation of Zamibia, with the Torkal Clan taking the side of the Zamibians. The war was a brutal one that lasted for thirty-four years and saw many great warriors on both sides. The Torkal mercenaries took so many casualties that by the end of the war they comprised at least half of the military losses on their side. Eventually, the Torkal mercenaries turned the tide of the war and ensured that the Island League was brought to its knees. The Island League signed a peace treaty that ceded several islands over to the control of the Zamibians.


After the war, due to their losses, most of the Torkal military returned to the clans' territories. There they found that a new kind of hell had risen while they were away. Zu'aan Sun Knights were raiding the Torkal dens, and the exhausted Mercenaries had to deal with this new threat. It took years, but eventually the zu'aan knights were brought to heel and exiled from the Torkal territories. Once again, the zu'aan had been soundly beaten by the superior Torkal warriors. The zu'aan-inhabited Island League, which is still run by a few remaining lords and ladies, took the Sun Knights as refugees.


They have become privateers under the command of Captain Blight, who is fighting a campaign against the pirate Captain Flint. Some Torkal elders believe the Secret Societies should pay mercenaries to fight for Flint, only so the fanatical Sun Knights can be finally exterminated.

Religion

Different secret societies have different religious tenets for their cults. However, they all share one sacred goal, and it is the pursuit of profit. Acquiring riches is a literal religion for most members of the Torkal kin'toni. As such, their mystic beliefs obviously reflect this. Most Torkal worship Naldoa, a god of traders who managed to amass incredible quantities of treasure in his short life. He was so good at finding profit, that he amassed a quantity of gold large enough to impress even the kings. Though many Clansmen find his demeanor too grating and abrasive.

His success at amassing wealth is unmatched. For this reason, his followers often carry small amulets or other symbols of the god on their person. Everyday worship of Naldoa entails making small sacrifices to him -- of items one does not need, do not wish to carry with them or otherwise see as of little value. This can take any form. The act is more important than the value of the item itself. While many Clansmen will make such sacrifices, few do it with true dedication to the task. Dedication is important, particularly when attempting to call upon the attention of Naldoa.


As such, it is common for a Clansman to set up a small altar to Naldoa in their home with various offerings to him. These elements are not required, but they are an important part of the religion. The most dedicated make regular pilgrimages to one of the many shrines dedicated to Naldoa. The greatest of these is the Shrine of Gold, located in the heart of Delantium. The foremost leader of the Torkal Clan, sometimes known as the Devil of Caravans, holds court at the shrine on a regular basis. The religion boasts a number of other deities as well. Amongst them are:

  • Pel-Katreus is a half-feline demi-god and master of shadows. He teaches the ways of stealth to his followers.
  • Lictalon is a colorful bird-god who teaches the ways of distracting ones enemies with pretty colors and shiny objects.
  • Shal-Mallax is an assassin-god who teaches the less pleasant, but necessary aspects of combat.


While all deities are respected within the Torkal religion, only the most dedicated will devote themselves to these other gods. Most will only worship Naldoa, the god who offers the most to them. As with all religions, there are a number of rituals and practices to be followed. Of course, these are not written down anywhere as this is knowledge that one is expected to learn through osmosis. A Torkal Clan member's day-to-day life is littered with such practices. They begin when a person is turned with a coin on their tongue. This is to symbolize that they will learn the value of money early on.

The Torkal Clan is primarily an oral society, so there are no written religious documents. This is key for stealth and leaving no evidence of one's true affiliation. Everything must be learned through teaching and practice. A major event in the religion is a ceremony known as "Golden Marriage". This is not a joining of a man and woman, but rather the joining of two pseudo-"families" of criminals. The heads of each "family" come together to make an agreement for profit. Each takes a blood oath never to betray the other, to share all profits equally and to help protect the others.


Whether or not these pseudo-families have any actual familial relationship is irrelevant. The name is more of a title, something to signify the close bond between criminals for mutual profit. These groups are called despectively by the zu'aan law enforcers as "Carrion Flies". According to them, like the flies that feast upon the dead, these groups will work wherever there is profit to be made, but the bonds amongst "families" are commonly rather fickle.


Miscellany

There are a number of games invented by the Torkal. Some of these involve gambling with blood. Others put gold or life in the line. Most of the games are based on some kind of random.

  • Tarandellas is a card game which is commonly played on Torkal-administered taverns. It consists of a deck of cards made of wood, and has little symbols on them resembling things such as swords, axes, candles or knuckle-dusters. Each card is worth a certain amount depending on its symbol. The aim of the game is to reach zero by adding together all the cards in your hand. You can also gain negative numbers if you have more than thirteen cards in your hand at once.


  • Sluzada is a gambling game where you attempt to guess whether a person would be able to hit a target with a bow and arrow from a set distance away. You chose if the person is closer than, equal to, or farther than the set distance away, and if you are correct then you win your bet back plus one coin.
  • Grozda is a game that consists of guessing which jar has a black-spotted frog in it. However, the frogs are only added one at a time and the jars are all closed. Once a player thinks they know where the frog is, they can either open that jar or choose to open another one instead. If they find the frog then they win their bet back, otherwise they lose it.


  • Nochi-ba is a game played with copper coins with face inscriptions. Each coin is engraved with one of three different pictures: a war-helm, a standard or a horn. Two of the coins have the war-helm facing up and the other has it facing down. The game begins when a coin is flipped, and depending on whether the war-helm or standard is facing up, the players either gain or lose coins. All the coins are put into a pot, and the game only ends when one player has all the coins.
  • Amzadi is a game played while balancing your feet over a table. It is a drinking game about how much alcoholic beverages you can tolerate standing in one feet before falling down. The table is marked with zones, and if a player's footsteps out of the boundary then they have to drink the amount of alcohol equal to that zone. Players begin by placing a coin in the center of the table. Then, all players stand around the table with one foot on each side of the coin. On the word "go", everyone lifts their opposite foot onto the table leg closest to them, then does it again before falling over. The winner is the last one to remain standing. It's a common game among the men of the islands, and is usually played after an already heavy drinking session.


  • Finally, Bukkulas is a game played with ceremonial silver knives. It is a test of strength and a battle of wits in one. At the beginning, each players stabs a knife into a table with both hands on the hilt and the blade sticking up. Then, each player grabs hold of the knife blade without letting go of the hilt. At the start of three, all players try to pull the knife towards themselves, while attempting to force their opponents' knifes to slide away from them. If a person lets go of the knife then they are out of the game and have to give a pint (or more) of blood to the winner.
Nearby Groups

This article is written by Anima_U. Copyright 2026 Anima_U. All rights reserved.