Kuelgons

The **Kuelgons** (Kreh Kuelgokkeo) are a race of mutant Igarinoids from the planet Kuelgon. They are the de facto rulers of the Konjor Supercorporation.

## History

One ancient hero in their Noskowi civilisation was Mur'hal, during the Seventh Age. He was remembered as a wise and brave emperor who unified his people into a mighty nation. He was also accompanied by his pet dragons.

Their ancestors, the Noskowi, thrived in several flourishing civilisations, and they were known for their expertise in magic and reality-bending. Such was their skill, that while their rest of their people were exiled from Gausari, only the inhabitants of the continent of Funirud (known as Funinerud in their own language) were permitted to stay, as the emperors wanted to learn magic from them.

Their Noskowi ancestors were banished to that irradiated garbage dump of a planet after they were defeated by the Poreseai Empire. The Kuelgons gained these powers after being mutated by their homeworld's polluted ecosystem.

At some point in their history, some Kuelgon explorers went eastward and settled the ruined planet of Rukthan. With their magic and mutation they fought against the undead and demons that infested the megacities.

During the Sixteenth Age, the Kuelgons reached the zenith of their civilisation, when they ruled over much of the Galaxy and enslaved Gausari as the Barabyol Ascendancy. They recruited billions of Terran humans as their warriors, approving their exceptional cruelty as the mark of a true warrior. Many of those Terrans were fuelled by their desire to destroy Jerde's people for driving them out, but the greatest champions were monsters, driven insane by endless torture mocking every stubborn belief and habit they had.

Some Kuelgons had rejected the growing cruelty of their civilisation. Those in the east (Galactic north) adopted the name Noskowi or Noskoi, while those in the west (Galactic northwest near the Londurilli) named themselves as Gliskara or Noskowi (or Western Noskowi).

Two isolated Kuelgon races that broke away from both their kin and the dominant Konjors were the Baimulxerei of the northeast and the Rukthaneh along the Igarin border. The Baimulxerei are a magical people who converted to the worship of Odin as the patron and bestower of their arcane powers, and the Rukthaneh were stranded Imperial subjects who turned to the Malendor Supercorporation as its co-founders. Although the Konjor Supercorporation denounces both of them as traitors who deserve slavery or death, the free Noskowi went on many dangerous trips across their enemies' empires to contact those isolated brethren. Some of them fought alongside the free Noskowi as allies and mercenaries, or even as crusaders of the benevolent gods.

The Kuelgons of the Konjor Supercorporation became more brutal, warlike, and corrupt, seeking to overthrow and destroy the Igarin Empire (the successors and descendants of the Poreseai) for banishing them to their irradiated homeworld. They also hate the Malendor Supercorporation for their attempts to defeat them and dominate the Galaxy, when the Konjors sought to be its masters and destroyers.

## Members

### Konjors

The majority of all Kuelgons, the heirs of the dreaded Barabyol Empire. They are a warlike people.

### Noskowi, Neo-Noskowi

The Kuelgons of the Galactic north, to the east of the Konjor Supercorporation.

### Gliskara

The Kuelgons of the Galactic northwest, to the west of the Konjor Supercorporation and near their Londurilli allies.

### Baimulxerei

The Baimulxerei are a race of Kuelgons who live in the northeast, just west of the border between the Konjor and Malendor Supercorporations and the Galactic Community.

* Anchanok - a monarchy of Kuelgon exiles who were influenced by Novantirna culture. They live in castles, enjoy pretending to be knights, and they are fervent devotees of Odin. All of them even possess actual magical powers, making them a target of warlords who sought to enslave them.
* Baimulxekke - the leaders of the Baimulxe Departure, a faction of Noskowis who defected to the Malendor Supercorporation and away from the brutality of the Konjor civilisation. Many of them practice a distinctive culture.
	+ They were also the creators of a set of playing cards to showcase their traditional costumes.
* Aldinker - another monarchy of Kuelgons who wallow in gold in their castles.

### Other Kuelgons

* Rukthan - a republic of Kuelgons between the Malendor Supercorporation and the Galactic Community.

## Characteristics

Each Kuelgon is hatched with the basic ability of shape-shifting, but their respective genes would give them different powers, such as glowing skin, shooting fire and energy from their hands, toughening skin into a metallic substance, or invisibility: any of them can become more deadly with enough training. Kuelgons can learn additional powers through training, utilising their innate shapeshifting abilities to eject energy and substances.

Whatever objects that touch a Kuelgon's skin and body will be fused into the Kuelgon's new cells as he or she shapeshifts, only to be separated after they revert back to their original form. The object must be smaller than the Kuelgon in order to be fused. Other living beings cannot be fused if they touch a Kuelgon while they shapeshift, not even if they touch the Kuelgon's wounds or innards. Only some Kuelgons could devour an enemy by fusing while shapeshifting, but only with enough training with objects. Even then, Kuelgons prefer to eat their enemies by biting into them with their fangs and teeth. Assimilating an enemy's body, without biting, making them scream, and spilling blood, is considered dishonourable and cowardly.

All Kuelgons are more capable of using magic. They learn more easily than other people, although not as fast as some Novantirnas.

*Naetoro* tea can freeze a Kuelgon's body into a brittle crystal, but once the tea's substance has been evaporated by heat, the Kuelgon's body will reassemble as an ooze. If any fragment is kept far away from the Kuelgon's other pieces, it will die and decay.

## Culture

See also: Kuelgon mythology, Kuelgon language, Kuelgon glossary, Kuelgon calendar

Shapeshifting is considered as an art in Kuelgonian culture.

"Gruesome" forms of music, such as metal rock music, is popular in Kuelgon as it represents their rage against the Igarin Empire and their acceptance of their transformation into monsters eager for vengeance.

The national god of Kuelgon is the six-armed deity of change, Frinqar. Mutation is considered as a blessing from him, and even more so if it leads to a destructive, roaring rampage of revenge. Soldiers would go into a frenzied trance as they chant prayers to him to invoke his powers. While male Kuelgons grow two artificial pairs of arms to train themselves into becoming this god's champions, males who were already hatched with six arms end up becoming priests and generals.

The Kuelgonian religion uses magical rites to ensure divine favour, especially during war against their enemies. Although most Kuelgons do not frequently use actual magical powers, Kuelgon usually refer their mutant powers as "magic", hoping that they would be infused with divine strength to kill their enemies.

Two animals are popular among the Kuelgons: the glov-teg dragon, symbolising the gods, and the wolf, symbolising the mortals.

Kuelgons celebrate their fifth or tenth birthday by making them use their powers for the first time to their friends.

## Terminology

* Kuelgokkeo - Kuelgons
* Azqolkeo Mur'halek - Spawn of Mur'hal (an early Noskowi hero)

### Positive

* Hebirzadkeo Azlâg - Children of Rage
* Hâzelzurna Zỹdralgâr - Hatred Incarnate
* Glovtegabirz, Glotebirz - Children of the Dragon
* Glovektirkeo - Dragon Princes
* Zanorqlô - Destruction
* Daiqalek - Of Six
* Drôvalga - The Great Force
* Glavagurvondkeo, Glovunddeo - Children of the Earthquake (that will shake the Galaxy)
* Children of the Wolves
* The Wolves

### Negative

* Horrors
* Demons
* Monsters
* Roñtades - the Mutilated
* Roñtazildes - the Slaughterers, Kuelgons (also a term for Imperial Igarins)
* Wolf Whelps
* Howlers
* Dogs
* Mongrels, Mutts
* Mur'hal's Worthless Mongrels
* Human-Lovers - because there were so many humans in the Konjor armies, more than the Norse allies of the Malendors.
* Sorcerers

## Notable Kuelgons

* Mur'hal - a Noskowi emperor
* Gontil - first king of Kuelgon
* Katilton - second king of Kuelgon
* six descendants of Katilton - rulers of the First Kuelgonian Civil War
* Klunderi - a man who led the clearing of the Zaroqda Scrap Mountains
* Duzalkoh - a scholar
* Hârgun the Unifier - founder of the Konjor Supercorporation
* Dijuvez, Gîjuvez, and Tîjangir - three loathsome and stupid brothers who searched for a dragon princess
* Hâzelkar the Slaughterer
* Muntuska Ŷr'hezol
* Futabol Ul'harkin
* Vannikon nek Bezagro
* Mjann-gil - Vannikon's wife and Bonjakon's mother
* Kalojan nek Bezagro Ironskin
* Palojan nek Bezagro Wraithborn
* Talojan nek Bezagro the Cyclone
* Bonjakon nek Bezagro
* Elbonja Razuklano
* Chandaelje
* Boatiqva
* Trescheru
* Banchjê Razuklano

## Trivia

* The Kuelgons were inspired by the twisted characters of Snospis Eht, a Content Aware Scale edit of a scene from "Full Metal Jacket" (in which the characters look inhuman when they scream), and the Chaos mutants of Warhammer 40,000.
* When compared to the beautiful Novantirnas, the Kuelgons would be like Dark Elves or demons; while the Novatirnas might correspond to angels and High Elves.
	+ The Anchanokke and the Rukthaneh, two Kuelgon races who defected to the Novantirnas, would be like Dark Elves that were assimilated into High Elven culture; or (for a more extreme example) demons who became angels. The closest equivalent might be Nagarythe from Warhammer.