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Post by Admin: Otto on Mar 25, 2023 23:00:07 GMT -5
{Sunday Lore Gazette} {3/26/23}
Civic Harbor GuardThe Pale City's military forces are represented by an extremely well funded and armed organization that is entirely comprised of volunteers. The Civic Harbor Guard is its official name, but is colloquially known as the Seawolves as their primary function is to hunt down the hordes of pirates that prey upon the merchant ships that cross by their hundreds through the northern Charon sea lanes. The Civic Harbor Guard is funded by a coalition of the merchant houses that exist within the Pale City, knowing that their livelihoods depended upon having the sea lanes free of piracy. A proportional amount of their profits goes into the training, arming, and salaries of the Guard which has resulted in one of two military forces in Charon that can afford to field muskets, but only for one squad per platoon. Essentially this means that for each ship of the Guard there's minimum one musket squad with the biggest ship being able to have three musket squads. While certainly a formidable land force, the Civic Harbor Guard has an almost legendary reputation for naval combat. The pride of the fleet is a massive ship of the line called the Sea Wolf and is currently the largest combat ship in Charon, a three decker with a 120 cannon armament there's not much on the material or other planes that can contest the Sea Wolf in a head to head. The rest of the fleet are extremely fast single deck sloops known for their swarming and ambushing tactics, a pirate sees one of these on the high seas and damn well knows there's five more he can't see. The fleet numbers around 200 ships at any given moment of time while the marine portion stays at a constant 3,000 men. Zavier Hedelsgaard
Frost Gale, Half Elf, Female
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Description | Personality | Zavier Hedelsgaard is the current commander of the Civic Harbor Guard, she comes from one of the major merchant houses of the Pale City. As with all commanders of the Civic Harbor Guard, they come up through the force as a volunteer and are chosen to be trained to take command. The commander of the Civic Harbor Guard is also the current captain of the Sea Wolf which acts as the main headquarters for the Civic Harbor Guard. | Mrs. Hedelsgaard, a half elf who married for political reasons to another wealthy merchant house, exudes a quiet motherly authority as she has given birth while at sea and even during combat and has acquired the nickname turned title of Matron of the Pale City. As a mother of twin boys and three daughters, Mrs. Hedelsgaard takes to command as a fish takes to the sea. The ability to turn hardened grown men into obedient lap dogs is a rare talent and it is something she has cultivated from the beginning of her volunteer service with the Civic Harbor Guard. |
Race List UpdateThe following information is expanding on old content as part of an ongoing effort to update information which was originally based on copywritten material from other intellectual properties. These entries below are replacing the Wood Elf description found in the Character Race List with the Sylvan Elves and their additional world lore specific to Charon, as well as adding the Faeborne sub race under the Elderblood category as an official playable race with attached lore. These terms and attached lore are considered canon to the world, but you do not need to retroactively change anything from your old or ongoing threads to reflect this change. We do ask that in threads started after this update that these terms are used instead of the old ones and that your character sheets are updated with the canon terminology as necessary. If you have any questions, concerns, or comments, please reach out to Staff team. UPDATED - Sylvan ElvesThe Sylvan Elves are well known for embracing a simplistic lifestyle tied in heavily with nature. They often live in highly forested or wooded areas across Charon. They are in tune with the natural world and often make for fine rangers, beastmasters, or elementalists. Sylvan Elves typically take on a more earthy look, with brown skin tones, brown or auburn hair, though their appearances can change seasonally or reflect the environments they live in. NEW - FaeborneFaeborne is more of a catchall category than a single distinct race, this is mainly due to a lack of existing research and knowledge on the various fey races. Fairies, sprites, satyrs, dryads, and other folk that originate from the Land of Wonder, a strange plane of existence beyond Charon, all fall under this umbrella term. Not much is known of the Faeborne other than they are considered alien denizens of Charon, having come from the Land of Wonder ages ago or more recently through mysterious means. Some have been trapped in Charon since the Collapse, but still have yet to be accepted by society even after all these millennia. Sylvan Elves"Tangled groves suit us much better than tangled politics. Let our cousins deal with the wild civilized life while we bask in the bounty nature provides."While Sun Elves often refer to themselves as the first elves of Charon, recent evidence suggests that Sylvan Elves may actually be more closely related to the true progenitors of the elven races as a whole. Sylvan Elves share many similarities with fey entities such as dryads which has led to a controversial debate if they should actually be categorized under the same umbrella as the Faeborne. This theory, however, has been heavily criticized by Crown scholars as hearsay spread by Scern sympathizers to undermine the monarchy and denounce elves in general as the rightful divine inheritors of Charon. Historically and presently, there are few Sylvan Elves who claim significant political power within Charon as most prefer to act as wardens of nature rather than controlling powers in civilized society. Though it is not very uncommon to see a Sylvan Elf in more urban areas, they rarely settle in large communities of their own kin within the confines of city walls. Instead, those who embrace living in heavily populated areas often are there because they have formed strong familial bonds with those of other races. Community tends to be very important to Sylvan Elves, which has made them typically more accepting of other races than some of their elven cousins. The Dryadali are one of the most well known clans predominately comprised of Sylvan Elves, though there are many other Sylvan Elf communities throughout Charon and especially in the dense forests of Moonglade. Sylvan Elves and Moon Elves actually get along fairly well, having a mutual respect for the serene quiet of nature and focusing on agriculture over industrial development. There are some tensions however, between Sylvan Elves and the Sun and Dark Elves, though this stems from a lack of respect shown to them as a being of equal merit in Charon's history. The Sylvan Elves stayed out of majority of the conflicts between the Sun Elves, Moon Elves, and Dark Elves during the Elven and Rune Wars. This was due to a conflict of interests and values, as well as Sylvan Elves just lacking the means to participate in any meaningful capacity. As such, there are instances of Sylvan Elves being seen as lesser by their Sun and Dark Elf cousins, a bitterness grown from their refusal to support either side of the conflict in favor of neutrality. At least, that's what the typical history text says. Folk stories passed down through the generations tell a different tale of the Sylvan Elves being shadows on the battlefields, saving the lives of those who were left for dead, abandoned by their fellow soldiers or victims caught in the crossfire, and working in secret to heal the land of its scars. Sylvan Elves tend to view those bloody years as a complete waste and blatant disregard for the sanctity of life, impacting those of shorter lifespans much more unfairly than the generations of elves who were actively responsible for the chaos that spread across all of Charon. This attitude has helped them reconcile with the other races over time and avoid most of the blame for the horrific acts placed on their elven cousins. Due to their connection to nature, Sylvan Elves, if they worship the Main Pantheon in the traditional sense at all, tend to favor Ginma, Salina, and Avasha, recognizing and respecting their power over the natural powers of the world. Not all Sylvan Elves spiritually connect with the Main Pantheon though, with many preferring to either adopt the religious practices of whatever clan they are a part of, or taking a more paganist or druidic approach to spiritualism. There are documented cases of predominantly Sylvan Elf druid circles or ranger conclaves having ritualistic practices that pay respects to their environment, natural phenomena, land formations, or even sacred creatures such as Ur-Beasts. Sylvan Elves vary the most in appearance compared to their other elven cousins. Anecdotal evidence suggests that a Sylvan Elf's connection to nature is so ingrained in their being that seasonality and their natural surroundings can actually trigger physical changes in their appearances over time. As such, Sylvan Elves from one region will rarely share similar eye, hair, or skin colors as another. Sometimes these features even shift throughout the year if a region experiences drastic changes from season to season. Faeborne "Do not try to understand our ways. Reason has no place amongst our kind. We walk these lands as strangers in a world that cannot compare to the strangeness of our own."Faeborne are not native to this realm. They come from ephemeral topsyturvey demiplanes of their own where even the laws of physics are more like guidelines rather than indisputable fact. Collectively known as the Land of Wonder, these sporadic demiplanes appear and disappear without explanation, rhyme, or reason. Passing through one of these demiplanes can have strange effects, including altering the passage of time or transporting someone to a random location in the Primordial Plane. As such, many people who disappear without a trace are thought have have stumbled into one of these demiplanes on accident, or even be lured into them by the denizens of the Land of Wonder. Those who call the Land of Wonder home grow up with concepts such as common sense and reason being rarely useful. The Faeborne carry this wisdom of their demiplanes in their veins, making them often seen as more alien in both appearance and behavior to those of the realm of Charon. Faeborne come in many shapes, forms, and sizes, and even those are not necessarily set in stone with many Faeborne having shapeshifting or illusory magic. Faeborne is more of a catch-all term for those who come from the Land of Wonder originally or are the result of a union with a fey being. There are a few debates within the academic communities of Charon as to what races should fall into this umbrella category and which should not. It has been wildly accepted that fairies, sprites, and satyrs are part of this group, while other races are still hotly debated, including elves and gnomes. Faeborne tend to be fairly inquisitive and easily distracted. They can be extremely greedy and conniving, always scheming to get what they want. A promise to a Faeborne is one taken literally and the fairness of a trade is usually up to interpretation. Sarcasm is not something Faeborne tend to understand, though lying is something they understand all too well. A Faeborne's ability to bend the truth is notorious, and the anger they feel when they have been cheated even moreso. There have been cases that dispute these trends through, and given the small number of Faeborne individuals in Charon, more research is required. Being visitors from another plane of existence, there are very few true Faeborne dominated settlements in Charon, with the most notable one being the fairy circles hidden deep within the dense woodlands in southern Charon. Most other Faeborne are wanderers or explorers, either here in Charon willingly due to their innate curiosity and wanderlust, or having accidentally become trapped with no way to return home. (Staff Note: The above fey related lore is part of a larger project expanding on other planes of existence that are being researched by Charonian scholars now that Charon is no longer sealed off due to the destruction of the Sol Stone. Lore on the Land of Wonder will be released in time. We appreciate everyone's patience and support as we continue to flesh out the world.)
Plants of Charon With the advent of spring, here are some different kinds of plant life to look out for on your journeys. From the Botanical Index of Kvasir Sigurros as part of the Golden Consortium's Dissertations on the Nature of Charon. Lantern LightsLocation: Found in the Moonglade, namely in the titular Lantern Light Wood (how aptly named) Lantern Lights are a plant of great renown for good reason; they are unfathomably beautiful. They are the product of a type of pale pink flower that grows in the trees of the woods– the flowers are of substantial size, have around six petals, and close during the daylight or in moments of particularly bright light. When they open, they show off the glowing rose gold bulb blooming at the center, which produces a very bright light source. These bulbs have a lot of uses– they’re edible to a variety of creatures, they’re useful in illuminating home spaces (as well as the entire Wood), and they have quite a bit of use in potions. They’re a bit difficult to make use of for medicine, but when processed in a particular way, they’re prized for light resistance potions, for potions that can provide a controlled source of light, so on, so forth. They’re a component in my own Pride of Solaria Elixir, in fact– they have a great deal of natural magic energy, so they’re very prized for their potency as an alchemical component. Shame about those Slaads, though… Toxicity: They aren’t necessarily toxic, but they have very little nutritional value for most species– some find them valuable as snacks, but most won’t gain anything from eating them, and I doubt they taste very good to mammalian taste buds, at least. They might make you sick, but they won’t kill you. Additional Notes: As with most plants from the Moonglade, Lantern Lights are heavily prized for their value in magical elixirs due to the raw concentration of arcane power found within them. They’re phenomenal decorations, too– really, they’re just fantastic for a lot of things, a real multipurpose plant. Obtaining them can just be a hassle. Spike MossLocation: Found in the Marsh Flats, usually in the Hauntwood and Black Bog A dark black moss that clings to the damp trees and stones of the swamps of the Marsh Flats– it’s rather ominous-looking, with thick, black strands clinging together in a spiderwebby mass, almost more like an insect’s lair than a plant. It consistently produces a pale grey mist that is extraordinarily toxic– it’s best to approach when the mist is sparsest. This is literally one of the least medicinally useful plants I can think of– but it has… other uses. Spike Moss is a very potent source of toxins, making it splendid for the creation of a variety of different poisons, serving as an excellent base for several different types, from numbing poison to… lethal poison. Ah, it’s a bit of a controlled substance, alchemically– be careful with it… Toxicity: Literally one of the first notes the Consortium makes on Spike Moss pertains to how toxic it is. It is unbelievably poisonous, both to the touch and in terms of the noxious gas it emits– only handle with protective gear, and store very carefully. Contact causes abrasions, inflammation, and even burns to many degrees, and inhalation of the gas can lead to dizziness, loss of consciousness, hallucinations if you’re unlucky, nausea, so on, so forth. Additional Notes: For the love of the Gods, please only approach this with plenty of protective gear. I recommend gloves and a shield for your respiratory system so you don’t inhale anything– really, full skin coverage is fantastic if possible.
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Post by Admin: Otto on Apr 1, 2023 23:00:18 GMT -5
{Sunday Lore Gazette} {4/2/23}
New Notable NPCs Sigmund Corvinus
Dragon's Cradle, Osendel (Human), MaleAppearance |
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Description | Personality | Leader of the Winged Expeditionary Force, Sigmund Corvinus represents the guild that has the closest ties to the crown as it was initially a military task force commissioned by the king. Though the leader of the guild, Sigmund is often absent from Capitol Landing leaving his secondaries to deal with any political fallout that his actions could have caused. | Personality, Sigmund is a gregarious individual with a severe case of gallows humor. With as many life or death situations he has survived there’s not much else that he finds more hilarious than clinging to the edge of a cliff or facing down a giant avianbear. These situations are used to tell tales at whichever tavern in Charon that Sigmund finds himself at and within you can easily find the giant of a man surrounded by people listening to him tell those tales wondering if they were true or not. |
Sigmund, for a human and even non-human, presents himself physically as larger than life. Standing ramrod straight at 6’ 9”. He towers over a vast majority of people with the only thing that typically dwarfs Sigmund is his constant companion, Darling, a massive winged drake with the colorings of rust. Sigmund wears a dashing uniform consisting of a black military coat with silver white buttons, silver braiding across the chest, white gloves, black dragon leather riding boots, and a tall fur hat made of black avianbear pelt with a chin strap.The uniform is from a defunct group of highly specialized soldiers who primarily dealt with highly dangerous creatures that threatened parts of Charon as a taskforce for the kings of Charon, eventually their heroics turned the taskforce into the Winged Expeditionary Force, which has remained as a mainstay of the Solarian Empire whenever they are needed most. Underneath this extravagant uniform, a body ravaged by a lifetime spent fighting and killing the most dangerous creatures that have been found in Charon. Acid and burn marks, the entire catalog of scars available for one man to carry, missing fingers and toes, and lastly an eye patch that covers an empty socket. His visage appears as if he was once pleasing on the eyes but over a life of hard work and dedication, bears the weight of his history. Sigmund is a gregarious individual with a severe case of gallows humor. With as many life or death situations he has survived there’s not much else that he finds more hilarious than clinging to the edge of a cliff or facing down a giant avianbear. These situations are used to tell tales at whichever tavern in Charon that Sigmund finds himself at and within you can easily find the giant of a man surrounded by people listening to him tell those tales wondering if they were true or not. On the flipside, one could make a good case that Sigmund’s flight or fight response has been permanently switched to only fight which often leads to minor things turning to bigger confrontations as he has largely lost the ability to back down or particularly compromise. His legendary stubbornness has largely made him absent from kingdom politics The one thing that he immediately softens over is his small army of grandchildren who all refer to him as Papa Siggy who he completely dotes over at any given opportunity. He especially enjoys playing the fiddle for them as after dinner entertainment. In some eras the danger came from your fellow citizenry, violent uprisings, civil war, bread riots. In other eras the gods themselves were the imminent dangers to your safety, in the Era of Progress it was the violence from creatures whose habitats have slowly been eroding away as civilization continued to grow larger, to combat these threats a specialized task force was created from across the militaries of Charon. Sigmund was a young outrider scout within Dragon’s Cradle when he was selected to join the task force. Having grown up in the mountains of the Dragon’s Spine, Sigmund spent his youth delving into as many nooks and crannies of the mountains as possible and upon joining up with the military was a natural scout for them. Honing his skills through the hazards of Dragon’s Spine inevitably saw him become an expert on the region and a natural selection to the task force. His selection was in context the need for someone who knew the area as the task force was commissioned by the king of Charon to eradicate a colony of drakes that had been terrorizing the shipping lanes in the northern sea. Already a young man without fear, boastful, and arrogant, it was an easy thing to convince young Sigmund to attempt a reconnaissance on the main nesting site of the colony. It was at this moment that Sigmund first met Darling who was just an egg at the time. In his flight from his spying on the nest after being discovered by the various mother drakes that were guarding their individual nests, Sigmund managed to steal for himself a rust colored egg from underneath the drakes’ grasping claws. His actions led to the eradication of the colony as it allowed the task force the opportunities to take down the winged drakes piecemeal versus fighting a coordinated horde of them. With his new found prize and occupation, Sigmund took over as mother for the egg and eventually the mother of the baby drake who he named Darling. As the young drake continued to grow, Sigmund began training Darling in the same manner as falconry, teaching the drake to hunt on its own as well as listen to his commands. At this point, Sigmund was a young lieutenant in the task force which had finally garnered enough experience and renown to be known as the Hunting Expedition. The Hunting Expedition was constantly busy and had started building outposts across Charon for squads to rotate through as need arose. Sigmund followed this annual rotation, traveling across the entirety of Charon once a year getting to know its every secret as he once learned the secrets of the mountains of his home. After a few of these rotations, Darling was finally large enough to be ridden and through this almost decade of training and familiarization with Sigmund, he was able to saddle the winged drake and take flight, becoming the first known drake rider, a nickname that would turn into the Drake Hussar as Sigmund’s talents and now unparalleled ability to cross Charon through the sky has seen the king of Charon specifically assign him with solo missions. Sigmund and Darling’s adventures through this period of his life saw him take on trolls, adult drakes, elementals, hydras, dragons, and the hardest thing he has ever done, found himself married. As much as Sigmund had no problem with braving the breaths of dragons, he had major problems with allowing himself to be tied down, but there was one very determined Dvoryanin woman who literally chased him down on horseback and made him marry her. One would think he would get some quiet time from all the near death experiences his occupation entailed but those who know Sigmund would tell you his years spent with his wife Pietra were the most dangerous years of his life. A dozen children he fathered, a dozen children he helped raise. Now the Hunting Expedition has turned into the Winged Expeditionary Force with the Drake Hussar as its leader, Sigmund Corvinus spends his time doing his two favorite things in the world. Hunting down the fearsome beasts of Charon and visiting his grandchildren so he can spoil them rotten. Race List UpdateThe following information is expanding on old content as part of an ongoing effort to update information which was originally based on copywritten material from other intellectual properties. The entry below is updating the Dragonkin description found in the Character Race List and adding the Draconynh, Dracoling, and Half-Dragon sub races as official playable races with attached lore. These terms and attached lore are considered canon to the world, but you do not need to retroactively change anything from your old or ongoing threads to reflect this change. We do ask that in threads started after this update that these terms are used instead of the old ones and that your character sheets are updated with the canon terminology as necessary. If you have any questions, concerns, or comments, please reach out to Staff team. UPDATED - Dragonkin
Dragonkin is a catchall term included non-humanoid draconic creatures such as dragons, wyverns, wyrms, and drakes. The humanoid dragonkin are extremely varied with many colors, features and abilities. They are believed to be descended from the ancient dragons of the past. Some have bodies covered in scales, making them very durable and strong. Others have a strong connections to the elemental domains, making them skilled in pursuing study in the arcane. NEW - DraconynhDraconynh are bipedal and have scaled skin with dragon-like heads. Some have wings while others do not. Those without wings are often confused with Lizardfolk if not for their features often reflecting the region they call home. Draconynh retain a more regal air about them then their comparatively diminutive Dracoling counterparts. Most Draconyhn are between six and seven feet in height and can live up to 100 years. NEW - DracolingsLike their Draconyhn cousins, Dracolings come from the same draconic humanoid ancestors yet they are much smaller in size and tend to only live up to 50 years. Dracolings are bipedal with scaled skin, dragon-like heads, tails, and other dragon-like features, though they rarely possess wings except for a few rare cases. They tend to prefer to live underground in large colonies of their own kind. NEW - Half-DragonsHalf-Dragons are one of the rarest Dragonkin in Charon and are born from the extremely uncommon union of a dragon with the ability to take on a humanoid form and a humanoid. Half-Dragons tend to appear much more like their humanoid half except with a few discernable features like tails, horns, and sometimes wings. They are often confused for for Fellbloods. Draconynh"The blood of the Ancient One runs in our veins, blood older than the earth beneath our feet or the stars in the sky. Though times have changed, we endure."The origins of the Draconyhn is shrouded in mystery. There is little written history to refer to and the stories passed down through the generations have been dismissed by Crown historians time and time again. It isn't until recently that ancient Draconynh cities have been uncovered through the efforts of adventurers across Charon, especially in the Zeinav Desert. Relics, carvings, and tablets carved with a long forgotten language suggest that ancient Draconynh had a rich culture heavily reliant on fishing, agriculture, herding, and stone carving. What has been deciphered from pictograms found on pieces of pottery and intact temple walls suggest that the Draconynh had a sophisticated political system, surprisingly suggesting they were democratic in their decision making, using a council of highly educated Draconynh from many clans rather than having a single monarch or religious leader calling the shots. Hieroglyphs further depict that Zeinav Desert was once much less arid as it currently is, with many more fertile rivers to support large populations of Draconynh and Dracolings. They had an almost symbiotic relationship with nature, practicing many sustainable farming practices, water conservation, and captive breeding fish in controlled bonds fed by these rivers. The uncovered underground cities have been found to have elaborate irrigation and water ways that would have been used to distribute the limited resource throughout the settlements and possibly even were used for transportation and travel. Odd relics, including statues of dragons inlaid with precious stones, suggest that the ancient Draconynh did not worship the Main Pantheon, instead deifying dragons and other dragon-like creatures such as wyverns, wyrms, and drakes. Some independent historians who have come to question what has been accepted as Charon's history since the Collapse have suspicions that these cities might hold answers to many of the questions the Crown is not willing to entertain. Current day Draconynhs are a displaced people as there are few to no Draconynh dominated settlements and the people as a whole are few and far between. Many Draconynh have found their place amongst the tribes of Lizardfolk, making the most of what little kinship they may feel between the races due only to sharing similar appearances though ultimately still feeling a lack of belonging. Despite the unique social challenges Draconynh face, the Draconynh have managed to survive throughout the millenia and have integrated into Charon society enough to avoid extinction. Due to their tendencies to be proud, confident, and highly intelligent, some Draconynh have secured positions as advisors on political councils, leaders of Lizardfolk tribes, and master tacticians in military units. The recent discoveries have ignited a fire in some Draconynh who have reached out to their brethren with the intent of reviving their lost culture and reclaiming their place in the world. The whispers of the gods being dead and the continued discontent with the elven rulership has lead some Draconynh to ally with rebel forces with the hope that something in Charon will finally change in their favor. Draconynh have physical features that reflect their draconic ancestry, usually including scales, dragon-like heads, horns or fins, tails, and sometimes wings. Draconynh from the same family may not share the exact same features, though they tend to at least share the same scale color which reflects the region they are from. Draconynh from snowy environments tend to have white scales or even tufts of fur or feathers while those from more tropical regions are more likely to have colorful scale patterns and decorative frills. There are records of Draconynh even having metallic colored scales, though those are much rarer and seem to be a recessive mutation. Dracolings"Do not underestimate us because of our size. We are fearsome. We are resourceful. We are many. We are strong." Dracoling share many similarities with their larger Draconynh cousins, however they are distinct from Draconynhs due to their size, lifespan, and vastly different culture. Dracolings are much smaller than Draconynhs, only being a few feet tall. Dracolings also only tend to live half as long as Draconynhs, though this is mainly due to Dracolings often becoming prey for creatures that live in underground caverns or that wander into Dracoling settlements. Though recent evidence suggests that Draconynh and Dracolings lived together in the sprawling ancient cities recently uncovered by Charonian adventurers, over the millenia Dracolings have taken a different approach to their continued existence in Charon since the abandonment of those long lost settlements. Dracolings are highly colonial and prefer the company of their own kind over cohabitating with other races. They are also subterranean, maintaining massive underground tunnel systems that are built specifically for their own use. Efforts to map out one of the largest Dracoling settlements has revealed Dracolings are very adept at making elaborate underground complexes that are structurally sound and easily defendable from intruders with all manner of traps, dead ends, and hidden passageways. Anecdotal accounts from Dracolings describe how their colonies are very much similar to that of an ant hill. Even their societal roles within their colony have many parallels with the organization methods used by ants to maintain the health of the population. Dracolings will assign tasks to one another based on their strengths, it is then expected that all Dracolings will carry out their tasks to the best of their ability for the good of the colony. Due to this societal pressure, many Dracolings lack a sense of ownership over material possessions...which sometimes means they take things from others if those items have been left unattended, not really understanding the concept of theft. Dracolings are often associated with having sticky fingers and a curiosity that gets them into trouble often amongst surface societies. Like the ancient Draconynh, Dracolings take a democratic approach to decision making, using a majority rules mentality when it comes to deciding what is best for the good of the colony. Dracolings that get into arguments, regardless of who started the argument or who is in the wrong, often are punished by the majority for disrupting the peace of the colony. Punishments rarely involve physical harm or banishment from the colony and instead usually involve eating something gross, cleaning up the colony's refuse pit, being put in a time out, or apologizing in front of the whole colony. Where Dracolings differ though is if there is a dragon present in their community. If a dragon is present, the dragon is fervently worshipped and all decision making for the colony defers to the will of the dragon regardless of if the dragon has good intentions for the colony or not. Dracolings have a longstanding belief that when they die, if they have proved themselves to be worthy in the eyes of their colony or their dragon god, they will reincarnate as a dragon in their next life. Due to their strengths with subterranean construction, many Dracolings have been recruited by major cities to construct and maintain their underground sewer and storm water systems. This has put them in conflict with Dwarves who would have taken on these contracts but charge the cities considerably more for completion of the task. Dracolings and Dwarves do not tend to get along, mostly because of a fundamental difference in beliefs over tunnel construction with Dracolings preferring complex networks of small tunnels while Dwarves prefer simpler layouts with larger spaces. Half-Dragons"What we inherit from our parents brings both boons and troubles. Though the world may dismiss us, we know our place in the world, and we will not let anyone stand in our way."Half-Dragons are the result of a union between a dragon capable of shapechanging and a humanoid or from a union between two Half-Dragons, or a Half-Dragon and a humanoid. Half-Dragons often appear more humanoid than draconic, especially in the face, though they can have dragon-like features such as horns, tails, and even wings in some cases. Oddly colored skin, hair, and eyes are not terribly uncommon either, though visible or prominent scales are highly unusual. Half-Dragons are speculated to be capable of living longer than even elves, though there is no conclusive evidence of this. Much like many of the mixed races of Charon, Half-Dragons often face the struggle of fitting in with their full-blooded counterparts. They lack a culture all their own and a history as a people since they are so rare. Some Half-Dragons are able to find a place amongst Draconynh, Dracolings, and Lizardfolk communities, though others find it difficult to fully be accepted by these groups. Draconynh and Lizardfolk tend not to feel one way or another about Half-Dragons, while Half-Dragons tend to not appreciate being compared to them, especially if they were raised predominantly by their dragon parent. Half-Dragons who were raised in the company of a dragon tend to pick up a dragon's tendency to view other races, even ones with draconic ties, as being inferior to them. Half-Dragons who were raised in communities dominated by other races tend to not share this viewpoint, though may still display dragon-like vices like greed and vanity. Some Half-Dragons have leveraged their relationships with their dragon parent to lord over Dracoling colonies, often acting as representatives or interpreters of the dragon's will. Sometimes this is for self-serving purposes, or because they genuinely care for the colony's well being despite what the dragon may or may not want. Half-Dragons can have symbiotic relationships with Dracolings where they act as ambassadors for Dracoling colonies when interacting with other humanoid races in exchange for safety, loyalty, or shelter. Half-Dragons have an odd kinship with Fellbloods which they are often mistaken for, once again sharing similar features though from completely different origins. It is not uncommon for a Half-Dragon to claim to be a Fellblood or even vice versa depending on the benefits such a claim may have in any given situation. (Staff Note: The above Dragonkin related lore is part of a larger project expanding on dragons and their relatives as a whole. This research is being conducted by Charonian scholars thanks to the efforts of Charonian adventurers. More lore on the dragons and their relatives will be released in time. We appreciate everyone's patience and support as we continue to flesh out the world.)
Plants of Charon With the advent of spring, here are some different kinds of plant life to look out for on your journeys. From the Botanical Index of Kvasir Sigurros as part of the Golden Consortium's Dissertations on the Nature of Charon. Nisshoku BlossomLocation: Found in the Crescent Isles, specifically alongside the lake of a forsaken village in the Bamboo Forest A flower that grows by one specific lake, specifically in damp soil-- the blossom is dark in color, a deep purple almost as dark as the night, with clusters of very thin, fragile petals all curling inward. Light hardly seems to reflect off of them. The blooms face directly upward, and the stems and leaves are very thin and wiry. The whole flower looks fragile and ominous. Oh, these flowers certainly have a property, alright, but I'd argue they aren't medicinal in any sense. The whole thing is a beacon of toxicity; touching it with bare skin will cause severe inflammation and abrasions, whether internal or external. When consumed in any sense, they... seem to cause a hallucinogenic effect, and heighten awareness to another realm. I don't recommend going anywhere near these. Toxicity: Extremely -- even touching it will cause inflammation and abrasions on the skin, no matter where it touches. Consumption can cause severe hallucinations. Please, for the love of Solaria, do not eat these. (You know who you are.) **NOTE: the flower is completely harmless to non-celestials**Additional Notes: They definitely have a quaint mystical quality to them, having sprouted in the wake of severe bloodshed, but they most certainly are best left alone, both for safety reasons and out of respect to the fallen. I take these notes solely to document them. Lux LiliesLocation: Found in the Ash Lands, particularly at the base of and higher platforms of Mount Drakolt A volcanic flower resembling a classic lily; the petals are a dark crimson in color, a scorched-red, though this is not the key noteworthy characteristic. The pistils are luminescent, glimmering gold, emitting a pollen that shines like embers and emits a mild heat, and the leaves are ink-black and appear to be withered, curling around the rest of the plant. They can be difficult to see against the background of the volcano, but the pollen is a key giveaway. Its key uses are in combating temperature-related wounds; the petals themselves radiate a natural heat and when ground down are a useful medicinal component for warming potions and other such things, even being useful in the treatment of burns in tandem with other components in poultices, but the key merit lies in the pollen. The pollen is remarkably potent and serves as an amplifier for certain potions, aiding in empowering their effects. Toxicity: None, though it lacks any nutritional value when consumed as is. Additional Notes: For a volcanic flower, they're surprisingly mild and make good decorations. They have a surprising bit of aesthetic merit, if you're willing to brave the volcano for them.
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Post by Admin: Otto on Apr 8, 2023 23:00:35 GMT -5
{Sunday Lore Gazette} {4/9/23}
New Notable NPC Saveriel Yalathanil-Wang
Moonglade, Sun Elf, FemaleAppearance |
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Description | Personality | Born and raised in the Crescent Isles, Savariel has a deep love and fondness for Moonglade and her people. She serves as the Chief of Customs of Moonglade, a title inherited from her late wife over a century ago. Her main offices reside in Eclipse City, though she has been known to make surprise inspections from time to time in other locales throughout Moonglade to ensure her strict procedures are being followed. Her skin, lined with her considerable age, is the pale-gold of her Sun Elf heritage, and prefers to wear her silver hair in an officious bun. Her style of clothing most resembles where she grew up, wearing modestly crafted hanbok while she takes on the world in her custom-made wheelchair.
| Savariel is a charming, opinionated elderly woman who thoroughly enjoys the arts. Despite her advanced years, she remains fastidious, bright and full of vivacious spirit, always quick with a joke and surprisingly bawdy if within the right company. She is unfalteringly polite and sweet as anyone's beloved grandmother, frequently offering little bonbons to anyone her junior (which is to say, nearly everyone). Known as a moderate who leans a little towards Mooglade's independence more so than the Crown would like, Savariel is deeply proud of her land and her job, and does not suffer people who would interfere with it.
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An elderly Sun Elf woman who entered an at the time unprecedented union with a Moon Elf. As the youngest daughter of her family, Sun Elven nobility that held a minor title in the Crescent Isles, she was married off to a lesser noble of the Moon Elves, Morthil Yalathanil, a Crown employed Customs Official for imports and exports through Eclipse City. Despite only knowing her bride a few scant hours prior to their ceremony, the couple had a very long and happy marriage indeed… until Morthil was killed in an unfortunate and tragic accident in the harbor a hundred and fifty years ago, along with twenty four others.
In her wife’s stead, Saveriel has taken over the role of Chief of Customs, a task she set about with vigor and aplomb, maneuvering about Moonglade in her custom made wheelchair to see to it personally that all her rules are followed to the letter. She has made it a clear and personal goal to encourage Moonglade’s self-sufficiency, importing little and exporting their excess to other lands, a tactic that has only seen to further the isolation between Moonglade and Sol City and is heavily criticized in other cities.
While Saveriel is a vivacious and robust woman with a mirthful buoyancy that belies her age, it has been reported that the Dowager is of ill-health of late, with rumors of her retirement imminent. Taking one look at her as she goes about her tasks would seem to refute this point, but she is certainly an older woman who must have better things to do than chase down those who flout the red-tape of customs."Nana Withers"Moonglade, Sun Elf, FemaleAppearance |
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Description | Personality | Entropy has left its indelible mark on Nana Withers. A victim of an assassination attempt, most of her upper body is in a perpetual state of rot, sinew and bone bared to the elements in a frightening display of decay. The Forgotten Garden, the flora that grows from what remains of her flesh, contains a beautiful array of flowers, ferns, and other life one might find along the forest floor. The beauty of the natural order, all wrapped up in one woman.
| Without her guise as the Dowager, Nana Withers is crisp, disdainful and severe. She has a quick temper that she reserves primarily for her enemies and Sol City, and holds the people around her to a very high standard. While she can pull the 'sweet old lady' act without her magical layers of disguise, there is considerably more threat and menace behind even the kindest of words. Nana Withers is as beloved as she is feared-- and with good reason.
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When Morthil was killed, grief-stricken Saveriel did not buy into the reports provided by the constabulary and the coast guard that her wife’s death had been an accident. It did not make sense for Morthil to be on the docks herself, not when most of her work was done in the office. Why she was at the docks in the first place was not a question anyone could answer to her satisfaction, and so, she went looking for answers.
Her investigations lead her to what Morthil had been killed for; the trade of information and the supplying of the Lunar Rebels, a group of dissidents that loathe the ruling Sun Elves and wishing to see an end to their long reign of dawn light. She would have brought this forward to bring those responsible to justice, if not for her own unfortunate accident.
Near the end of her investigation, Saveriel was assaulted with an aerosol alchemical poison in her home, an act that should have killed her if not for quick thinking on the part of one of her aides. Though she survived and the assailant was dispatched, little truly remains of her physical appearance apart from sinew and bone. The necrotic aspects of the poison have made it impossible for flesh to grow, but the natural entropy has made a wonderful home for an abundance of life that grows within the caverns of her body, a space she has come to call The Garden of the Forgotten. It is said that the consumption of these plants grants Savariel the gift of ‘The Sight’, and has a talent for being a seer.
After the incident, Savariel abandoned her investigation, having gotten her answers and having a good idea of who was preventing her from exposing the truth to the world. Instead, she delved headlong into the Lunar Rebels themselves, picking up where her late wife left off and becoming an even more ingrained and valuable contact outside the circle, eventually becoming their leader and a force to be reckoned with.
Savariel resorts to magic and careful disguise to change her appearance when out during the day. Thus, Saveriel wears two faces; that of the Dowager and that of the Rebel Leader, Nana Withers, a nickname that has stuck and become her official moniker among Rebels and Stablemen alike.
While the Dowager regards Sol City with some dismissal as a means to encourage Moonglade’s independence through official channels, Nana Withers has nothing but loathing and disdain for the Capitol and any who hold it dear. She has little time or patience for those who empathize with Sol City, and seeks for Moon Elves themselves to either leave the concord altogether and form their own state independent of the rest of Charon, or otherwise take the Crown for themselves, and allow Moon Elves to have their due turn on the throne. For their crimes against Moon Elves, against Charon, against Morthil, she would happily see the Capitol burn.
Savariel is shrewd, ruthless, and stern, attributes carefully hidden beneath the façade of the Dowager and her matronly, charming visage. The Lunar RebelsBased in Eclipse City, but holding major factions and outposts throughout Moonglade and in most major cities, the Lunar Rebels’ primary goal is to weaken the Crown’s hold on the people of Charon, especially Moonglade itself.
The crest of the rebels resembles an upside down crescent moon, dangling like a guillotine blade over a blackened sun.
The network uses bioluminescent mycelium as a form of quick communication, alerting members with silent, encoded chains of flashes for meetings, assignments, or incoming Crown raids. The mycelium hub branches through Nana Withers, her own practice of terra and aeromancy providing a means of spreading the spores all over Moonglade, and easily grow anywhere, including on clothing, hair, on stone, or in flesh. The group also makes good use of trade routes of the Dowager, and as a result, can use their mycelium connections almost anywhere in Charon.
The network has grown since Scern’s imprisonment. With the recent revelations of the long-time deaths of the gods fostering an anti-Sun Elf push, and the natural disasters that followed in the immediate wake, there has been an outcry of dissension against the Crown. The group has been more open lately to collaboration from other networks, but is still largely criticized for its Moon Elf centric stance. It is surmised that counterintelligence measures are being taken even against these other anti-crown organizations in order to attain a tactical advantage against any group that might have other designs on Moonglade or its people. To what end is currently not known, but the pervading theory is the ambition of the Lunar Rebels themselves.
Mirroring the current state of Moon Elf culture, members of the Lunar Rebels are experiencing a schism. There are not an insignificant number of Lunar Rebels that would prefer to focus on helping individuals over ensuring the enemy’s destruction, a desire that is currently mocked unless it is phrased as a means to win over more people to the side of the rebels. More so, there is concern that the leaders do not care enough about peoples other than Moon Elves, and fear that any meaningful implementation of the Moon Elf agenda will result in more of the same policies that are already being faced under the current holders of the throne.
Some of the more fanatical members, believing that whatever vestige of Lunala remains has preserved Nana Withers shell of a body, have taken to referring to her as a prophet of the Moon Goddess, declaring ‘That which is dead may never die’. There is concern among more moderate members that the Lunar Rebels are in danger of becoming a death cult, if something is not done soon. New Bestiary Entry Primordial Troll
Everywhere
Power Level | Alignment | High - Extreme
| Good, Evil
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Description | The Primordial Trolls seem to be a race descending of or related to the giants: with an average height of 12' and larger, the Primordial Trolls tower over most other races in Charon. Primordial Trolls are highly adaptive and intelligent; they are isolationists, often living far from society and civilization alone. Most Primordial Trolls are docile, and simply look to live their long lives in peace; but their are some who seek trouble, mischief, and chaos. Primordial Trolls are found throughout the lands and physically adapt to their environments as a result of their Primordial Origins: Magma Trolls found in the Ash Lands, Ice Trolls found in Frost Gale, and Sea Trolls found on the coast of the Luna Sea being only an exemplary few. While some Primordial Trolls can speak common, others cannot, and others still seem to have a language of their own.
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Abilities
| Crafting Material | - Elemental Magic (Varying on Type) - Large Size - Claws - Powerful Bite - Weaponry - Armor
| - Elemental Catalyst
(Varying on Type)
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Plants of Charon With the advent of spring, here are some different kinds of plant life to look out for on your journeys. From the Botanical Index of Kvasir Sigurros as part of the Golden Consortium's Dissertations on the Nature of Charon. Bolt ApplesLocation: Found in Dragon's Cradle, usually along the edges of the Smokey Mountains and Dragon's Spine
These apples, curiously, grow from a tree that looks like it should be incapable of producing anything at all; they are charred and barren, the picture of something burnt and dead, and yet, the tree will flower with small violet blossoms when producing the apples. Bolt Apples themselves have a bright, electric blue outer skin that glows, and on the interior, the flesh is a very pale silver, almost white in color. They are spherical in shape, like most traditional apples.
Bolt Apples are a bit of a high-maintenance fruit; the strength of their glow indicates both their ripeness, and thusly, their edibility. When they have no glow at all, they do nothing and taste like nothing-- at their strongest, you're basically biting into an electric current. The midpoint results in something quite delicious, though, as well as a powerful alchemical component; it's a good source of electricity for magic cores, too. Bolt Apples are coveted by alchemists and mages and food connoisseurs alike; you just have to... time it right. Don't zap yourself.
Toxicity: See above. It fluctuates-- oh, but you won't get poisoned. Just electrocuted. They're harmless otherwise.
Additional Notes: If you harvest them at the right time, their electric prowess is frozen in time; they won't lose or gain charge, meaning you can actually use them in baking and the like. They're good, too! They have a sweet taste with only an edge of tartness at their prime-- there's a bit of a spiced quality, too. I find them to taste good when baked with some cinnamon or nutmeg. Or both.DewshroomsLocation: Found in King's Valley, on the backs of cattle, boars, and other such creatures
These fungi look far more like raindrops than they do an ordinary mushroom, truth be told; they have a translucent exterior membrane that looks deceptively fragile and contains a pocket of seemingly unending water. The stem digs into the backs of living creatures, and forms the basis of a symbiotic relationship between the two organisms (more on that later); overall, they're pretty, and really look kind of like jellyfish instead of like mushrooms.
Dewshrooms are a quaint specimen; they specifically grow onto the backs of living creatures and root themselves partially into their bodies, providing a steady and consistent water source to their host. The pocket within the mushroom will periodically empty and hydrate the creature the mushroom latches on to; the key symbiosis comes in the form of the mushroom absorbing a small portion of vital nutrients from the creature in question, creating a relationship that allows them to sustain both organisms. Water for lifeblood. They're useful in removing toxins from a person's bloodstream, in fact; that is their key medical use. Alchemically and beyond? I have yet to figure it out.
Toxicity: They're good in flushing out toxins, but eating one would likely just be like drinking water except crunchier, I assume.
Additional Notes: Some have opted to call them Mooshrooms instead of Dewshrooms, based on the fact that they primarily grow on the backs of cows...
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Post by Admin: Otto on Apr 15, 2023 23:00:04 GMT -5
{Sunday Lore Gazette} {4/16/23}
New Notable NPCs
Queen Consort Alessia Solarian
Capitol Landing, Sun Elf, Female
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Description | Personality | Alessia Solarian, (nee. Omarie), is the wife of King Eldenwar, Queen Consort of Charon. It was to her immense surprise after being betrothed to Eldenwar that instead of becoming Duchess of King's Valley, that she was instead thrust into the spotlight of the regency and all that entailed, only a few short years after her matrimonial journey to Sol City. While not educated in statecraft or in the leadership role she now holds, Alessia is skilled in matters of mediation and persuasion, making her an effective advisor to Eldenwar.
| Alessia is dignified and elegant, the very pinnacle of stability in these most uncertain times. At her husband's side, she fulfills her role as confidant and careful advisor, though she has little mind for strategy beyond the standard social engineering of day-to-day court life. While supportive of her husband, she often finds herself frustrated with his perpetual cheerfulness, especially given the rising tensions across Charon. She has made requests for added security in Sol City, especially at the palace, should the people of Charon turn on their divine leaders.
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Capitol Landing, Sun Elf, Female
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Description | Personality | Born identical twins to the King and Queen of Charon, Princess Alyssa Solarian is well-known for being shrewd, and oft times cruel. It is said the only person she truly cares for in all of Capitol Landing is her elder brother, Almenos... though it does rankle her, a little, that she was not named heir to the throne. She believes her brother to be ill-suited to the task, though she is determined to help him regardless. She has suspicions about the truth regarding the circumstances of her and her brother's birth, but knows better than to ask.
| Ambitious, forthright, and sharp. Alyssa is a polyglot, an accomplished player of no less than six-instruments, a master of chess, and has taken an interest in archery and the borders of the Capitol itself. It is thought that she is a fervent supporter of the Golden Company, an anti-witch militia group that has roots in Sol City and has been spreading throughout Moonglade to weed out heretics of Solaria and seditionists of the Crown.
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Crown Prince Almenos Solarian
Capitol Landing, Sun Elf, Male
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Description | Personality | The Crown Prince of Charon, Almenos Solarian takes closely after his father. Known for being personable, jovial, and the life of the party (and there are many, many parties), Almenos has won many allies and a not inconsequential number of enemies. In many ways the opposite of his twin sister, Alyssa, Almenos speaks boldly of his accomplishments, with such bravado that one would have a hard time not accusing him of being a braggard. Even so, he is generally well liked among royal circles even of other families... even if partying and scandalous dalliances seem to be what he's best liked for.
| Being the Crown Prince is a heavy burden to bear for one who does not wish to wear the crown. Almenos would much rather have become a Knight Errant, travelling Charon in service to the Crown, like in his stories. While he is an idealist, charming, and terribly convincing, His playboy reputation is, unfortunately, no facade; it is the only life he has known, spoiled on excess and entitlement granted someone of his station. The only person who seems to have any sway over him at all is his younger sister, Alyssa, who has done wonders to reign in some of his worse impulses.
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Capitol City, Half-Elf, Male
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Description | Personality | Ward of the Solarian family and nephew of King Solarian, Gideon is technically first in line to the throne... or he would be if his father, Eldacar Solarian, former Crown Prince to Charon had not been exiled in disgrace. While he will never be allowed to rule (it is even uncertain if the Solarian's will allow him to marry), he has a reputation among the staff at the palace as a studious and thoughtful man. He is currently serving as a Page under the tutelage of Reichsritter Volariil Aedael, the head of the King's Guard. Despite the "general unpleasantness" that is his parentage, Gideon is well treated, if distantly by his cousins, the Solarians, though Eldenwar seems to have taken to him the most readily. Now if they could just do something about those pesky scales. And that tail.
| A meek young man who houses a profound and thoughtful mind, Gideon knows he does not quite belong here, among these people who banished his father and ripped him from the arms of the one who bore him, among other elves who would turn their nose up at the half-blooded 'reason' for his father's disgrace. Though he does his best to hide it, Gideon does have a temper... one that can make it's presence known through gouts of fire. Volarill Aedael took him under his wing to help Gideon avoid any further trouble, and to help him better understand his origins. Even with the occasional outburst, Gideon on the whole is a kind soul who wants more out of life than just these palace walls in which he is trapped. In reality, Gideon has no idea just how precarious and complicated his situation truly is.
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Exile, Sun Elf, Male
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Description | Personality | Eldacar Solarian, elder brother of Eldenwar, was once first in line for the throne. Exiled for crimes against the Crown, The Solarian Royal Family, and the Gods themselves, many believe him to be an interesting, if long irrelevant, point of history. It happened long enough ago that there are many people alive today who had never heard the name Eldacar, or known that there could have been a High King other than Eldenwar, a fact that rankles Eldacar thoroughly. His tenure in exile has been a careful one; alternating between the Marsh Flats and The Dragon's Cradle, Eldacar has found a following in the more extreme members of society-- but they are simply a means to an end. His plan is to return to the Old Days of the Solarian line and declare himself Imperator, removing the title of all the other noble elven families from their home cities... unless they bend the knee. Despite his status as an Exile, Eldacar remains powerful; many who know the history or simply remember who he once was, consider him the rightful heir, This alone has championed many to his cause against the Crown, a cause made that much easier by the excess, negligence, and general distrust of the citizens of Charon, particularly the more ignored locales. The Crown has, very wisely, guaranteed that despite Eldacar's growing following, the Exiled Crown Prince would not attack Capitol Landing; his son, his only known child and only potential heir to the Imperator title, Gideon is being used as a shield of convenience to prevent Eldacar from taking advantage of Charon's disarray, and take back what he believes to be rightfully his. But, Eldacar is a patient man. A former Master of the Hunt, he knows how to bide his time.
| Being forced into obscurity, demeaned, slandered by his own family, and having his birthright stripped from him has caused Eldenwar over the many years of his exile to change. He has only grown more certain of his ideal role as Imperator of all Charon, that it is beyond birthright and has become more akin to destiny, one with which he intends to reshape all of Charon in. A better world, under his iron fist. Eldacar holds himself with the grace and poise of the High King he ought to have been, but make no mistake; Eldacar is still every ounce of his Royal lineage, perhaps even more so than Eldenwar. Where his younger brother is jovial and prone to spending money, Eldacar lives an ascetic lifestyle... and thinks everyone else should too. He is strict and terse and will offer no mercy when he tries to retake the throne.
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Unknown, Unknown, Nonbinary
Appearance |
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Description | Personality | One of the reasons Eldacar was exiled was his forbidden relationship with an individual known only as Ellaeddyf. Not much is known to the public about this person, but in Dragon's Cradle, they were quite well known. The pair met while Eldacar was on campaign in the mountains, and hit it off quite well. Too well, according to some sources. Whispered rumors range wildly: Ellaeddyf bewitched Eldacar with dark magic to convince him to betray the Crown; that they made Eldacar see the error of his ways and turn on his family; that he did everything he did out of love for Ellaeddyf. What is known is that they are a powerful sorcerer, that their whereabouts are currently unknown, and that their son, Gideon, resides in the gilded cage of the Solarian palace. Very likely, as they are assumed to be a Fellblood, general consensus is that Ellaeddyf died long ago.
| Playful, sweet and capricious. Not much is truly known about them outside of the scant memoirs of soldiers on campaign in the mountains of Dragon's Cradle, but it appears that most of what is known of Ellaeddyf has either been edited within most historical text to be decidedly unflattering, including the aforementioned memoirs themselves, or has had any and all references to them simply destroyed. Although these things are true and Ellaeddyf is thought to be dead, every year on the anniversary of Gideon's birth, a little gift arrives at the palace for him. The note attached is always unsigned, but even so, the Palace has gone to great lengths to ensure that Gideon will never see the contents of these gifts under any circumstances.
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Captain Volariil Aedael, Baron of Dragon's Cradle
Capitol Landing, Sun Elf, Male
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Description | Personality | Volariil Aedael is a man who is best described as larger than life. He has always been and will always be gregarious and impossibly skilled at whatever he puts his mind too, making him both a subject of envy and awe within Sol City and the realm of Charon at large. He is tall and broad shouldered, well built from a life of martial training yet not in a way that is frightening or off putting in anyway. Having grown up alongside Eldacar, the exiled Solarian, Volariil has spent his whole life among the Solarian's and takes his role as the Captain of the King's Guard seriously. He rose through the ranks believing he would be at Eldacar's side, and was quite dismayed when he was forced into exile. Knowing he served the Crown first and foremost, he chose to remain in Capitol Landing to serve the High King and the new Crown Prince. The whispers that have come about from his unique relationship with the Queen and the legitimacy of the prince's and princess's heritages are of little concern to the man, and he does not nor has ever fanned the flame of them in anyway. His closeness to certain members of the Royal Family, past and present, brings many a curious eye to his actions and the nature of what he and they mean to one another. The rumors he vies for the throne have grown as of late, especially as his personal demesne has grown rapidly in recent years. This influx in wealth and power, and not to mention men-at-arms is concerning to more then a few of the nobility, and the reasons for such are known only to himself. His personal retinue becoming much like that of a small order of knights as each of them have been knighted by Volariil and go through the most rigorous training available. | Volariil is cunning, kind, charming, and powerful in every sense of the word. His demeanor and the air about him can feel both stifling and empowering all at once, making him seem like a maelstrom of personality constantly pushing and pulling on you once you are caught within his sweeping persona. He himself knows all that he is, and his confidence is legendary amongst the nobles of the realm. Most if not all would say that he could stare down a dragon and come out with an ally.
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Duchess Caraelle Fernando
Capitol Landing, Sun Elf, Female
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Description | Personality | Duchess Caraelle Fernando (nee. Omarie) sister of the Queen Consort, has recently become a widow after the tragic assassination of her husband, Duke Francois Fernando, in Sol City. While her husband died in the streets, her estate mysteriously caught fire, and she and her family were left with the scars of the incident. While she had no especial love for him, Caraelle is fiercely protective of that which she perceives as 'hers' and will not tolerate such flagrant disrespect of the Crown, her family, or her person. Thus, is on the hunt for those responsible, and as a diplomat who travels to the different areas Charon often to see to it that the Crown is being held in high regard, she certainly has the connections to find out who it was indeed. While often at odds with her elder sister, Caraelle is often at Alessia's side, detailing her own thoughts on how to better manage Charon at large, words that she hopes Alessia passes on to the High King-- a man as simple as he is incompetent, in her view. As such, she is extremely close with her niece and nephew; young minds are so much more easily shaped.
| Caraelle has always been a proud and opinionated woman, and her time in service to the Crown as a diplomat has not softened her at all. If anything, it has made her bias against other elves especially that much stronger. Unlike other nobility, however, Caraelle does not hide her vitriol beneath a pleasant mask; it is plain for all to see, and she does not particularly care who sees it. She has a talent for being civil and amicable while thoroughly insulting others, and is not afraid to use the power that her status gives her to get what she wants. There are many in Charon who owe her favors, and in light of recent events, she plans to start making good on those collections soon.
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Capitol Landing, Half Sun Elf, Half Moon Elf, Agender
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Description | Personality | Third Cousin of King Eldenwar, Poldo is a Ward learning statecraft to better advise Moonglade, part of an interfamily exchange program. They seem to relish being immersed in the culture of the Sun Elves, and does not seem to pay any mind to those who would think lesser of them as a result of their mixed heritage. Their progress speaks for itself; Poldo is on the way to becoming a fine diplomat, learning how the Crown expects things to be run and handled so that they may better advise Princess Nimia in Moonglade when they return. This is, of course, a fair cover for the truth. Poldo is a junior spymaster of Moonglade, and their presence in Sol City is by no means an accident, and nor is it simply for the purposes of learning to be a diplomat. They are gathering information at a rapid rate; the Solarian's have either lost their touch, it seems, or they are better at misdirection than anyone could have thought. In either case, Poldo is gaining valuable intel for their people. Now they just have to survive long enough to return home.
| Cheerful, bright and full of mirth, Poldo is a delight to be around. There is no denying their intelligence, as Poldo enjoys many avenues of study that they are quickly becoming a master at. In spite of the trappings of noble life being quite tempting to give in to, Poldo strangely seems to refrain from the general debauchery of the nobility in the Capitol at large. They partake in parties and events, but only to the barest minimum, offering quips and jokes to keep things lively. Otherwise, they are very quick to offer advise to those closest to the High King, especially in matters concerning Moonglade, so hopefully even out some moderation against the more militant voices in the Solarian Royal Cabinet. While Poldo is very social and gregarious, little is known about their personal life save for the small details that they deign to reveal about theirself.
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Plants of Charon With the advent of spring, here are some different kinds of plant life to look out for on your journeys. From the Botanical Index of Kvasir Sigurros as part of the Golden Consortium's Dissertations on the Nature of Charon. Vaha FruitLocation: Found in Zeinav Desert, specifically in water bodies on the outskirts of the city An underwater-growing type of berry found around Zeinav City, a deep indigo in color, and rather small. They're not much larger than my thumbnail, really, though that isn't a universal assessment. Either way, they grow in clusters, and their ripeness is determined by the balance of their coloration-- too blue, and it's not ripe, too purple and it's overripe. The midpoint between the two is best for testing such a thing-- both for medicinal quality, and for flavor. On their own, they're best for a quick snack above all-- however, they shine best when utilized in potions, heated and crushed to mix with other components, or when used in tandem with a specific type of purple wildflower found in the Lantern Light Wood of the Moonglade for a poultice. It eases inflammation readily and has a numbing quality-- this can make it easier to focus on more advanced treatment while distracting a patient from any pain. Very useful. Toxicity: None. In fact, they're quite delicious. Additional Notes: Hardly rare at all, but finding them in their prime can be a bit tricky sometimes, as can finding the ideal water bodies they grow in. I'd like to cultivate some myself someday. Witcher PitcherLocation: Found in the Marsh Flats, typically in the Hauntwood, especially near high concentrations of magic The first thing you will notice about these plants is that they are utterly colossal, about six or seven feet in height; they are massive the whole way around. They tend to be dark grey, desaturated green, or deep black in color, and are difficult to see; when they have recently eaten, bright runes light up the pitcher part of their structure for which they get their name. They have long tendrils that tend to go inactive, but... not always. Witcher Pitchers are nasty things; they are carnivorous plants with a degree of awareness that absolutely abhor and covet magic, and will lash out and try to consume any magical creature, object, or entity that gets too close. They produce a syrup that attracts most non-sapient magical creatures, allowing the pitcher plant to close down over them and consume them, but humanoids don't fall for this so easily, which is... where the tendrils come in. They're dangerous and quite violent, but the sap they produce is unfortunately quite useful in alchemy and even some medicine, which is... not a fun time for magically gifted alchemists and doctors. This is another product I feel safer just ordering a shipment of. Toxicity: Well, I consider a plant that wants to kill and eat any magical thing in its range quite toxic, but no, it is not poisonous or venomous beyond the digestive fluid it produces when it traps prey. Additional Notes: Witcher Pitchers are entirely non-hostile to creatures who lack any magic entirely; hell, they'll eat your magical items, but they won't go for you if they don't trace any magic in your blood. It's only mages who need fear them, or inherently magical creatures.
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Post by Admin: Otto on Apr 22, 2023 23:00:21 GMT -5
{Sunday Lore Gazette} {4/23/23}
The StablemenTHE SANDSTONE STALLION in ZEINAV CITY
Welcome to the Sandstone Stallion!
In the outskirts of Zeinav City, where the desert meets civilization, one can find the Sandstone Stallion— a welcome reprieve after days of travel. It is one of the first and only resting locations upon exiting the expanse of the White Sand Sea, making it a busy location for travelers looking to rest, settle for the night, or get a drink. A beautiful location surrounded by glistening sand dunes; the Sandstone Stallion is filled with the wafting essence of burning incense, comfortable and lavish pillows and seats, and the gentle hum of a lyre from their tavern musician.
OWNERSHIP Zeinav Desert District Saburra
Owner of the Sandstone Stallion
Gender | Age | Race | Female | 23
| Lizardfolk |
Appearance | A lizard folk with a blunt, rounded snout; a diamond-shaped head; and granite speckled grey eyes. Saburra is an ample woman who stands at about 4’ 11”; her scales are textured with small bumps, colored a striking gold, and speckled with a gradient hue of brown to deep black spots. She has a visibly lighter front, sporting a cream-color which is visible beginning from the bottom of her jaw, to the nape of her neck.
She tends to favor neutral or pastel robes, and decorates her person with glittering, golden jewelries. She accents her outfits with multi-layered waist sashes patterned ornately, and loose headdresses.
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Personality | A calm woman; Saburra is often misjudged as cold and unapproachable; and some may notice her general absence from the working floor during daylight, and late night hours. Saburra offers an atmosphere around her which seems apathetic; her voice comes off as stern, even biting at times; and she maintains a strict environment in order to keep the Sandstone Stallion a calm, restful place.
Despite her absence during the day, early risers and afternoon arrivals will notice Saburra very present during the dawn and dusk hours; she keeps herself busy, monitoring her tavern closely, and quietly keeping the books behind the bar.
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Context | Administrative Operative
Saburra runs the Sandstone Stallion with efficiency and grace; despite having little time to really do so.
Saburra is an arcane user who once apprenticed beneath a powerful shaman of the tribe that she hailed from. Her experience allows her to work with the Jewels of the Crown, interpreting and encoding messages, while her staff keep eyes on the business for most of the day.
She spends most of her day working in the basement of the Sandstone Stallion, and most of her night resting, or updating the books; her early mornings and afternoons are spent monitoring the tavern. Saburra has many connections throughout Zeinav Desert, particularly with guides heading through the White Sand Sea.
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OPERATIVES Zeinav Desert District Kattanondhaya, "Katta"
Musician at the Sandstone Stallion
Gender | Age | Race | Female
| 89
| Naga
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Appearance | A naga who stands at about 6’ 3” at her highest; Katta is a young woman with cool, olive-toned skin; and cold, blue eyes with black sclera surrounding it. She has thin, black hair which falls to her mid-back, but is often drawn up in a messy bun.
Her outfit is accented by a thin, red veil of sheer, which falls from a circlet affixed in the front of her hair. She wears a red top that falls over the slope of her shoulders, with sheer sleeves and golden trim at its collar; her snake-half is cream-colored, easily the same shade as the White Sand Sea itself, and is patterned with splotches in eloquent and startling red and black bands.
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Personality | A graceful and beautiful woman; Katta is ethereal in the way that she presents herself. She is a talented and passionate musician, which shows in the way that she both plays and dances. Katta takes up an evening role, playing tirelessly every evening in the Sandstone Stallion from sunset, until the wee hours of dawn.
Occasionally, Katta’s music seems to have peculiar emotional responses from the lingering crowds in the Sandstone Stallion.
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Context | Operational Operative
A close friend of Saburra; Katta arrives every evening to play for the patrons of the Sandstone Stallion. She is an arcanely charged musician, occasionally using her music to influence certain crowds or individuals at Saburra’s request— sometimes to calm, other times to rile, and other times to charm.
She does not participate often in the actual gathering of information, but does assist in helping Saburra subtly attain the accompaniment of any persons of interest— often, by using her wits and charm to isolate them— and bring them to Saburra.
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Caio Bordavin-Bavuehd
Bartender at the Sandstone Stallion
Gender | Age | Race | Male | 183
| Sun Elf
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Appearance | A tall, lanky elf who stands at about 6’ 3”; he has slender features, a narrow nose, and stark white hair, which stands out against his warm, chestnut skin-tones. Caio’s hair is short, with long bangs that he slicks back to keep out of his eyes. He wears a large amount of jewelry and bangles, to the point where he can be heard moving behind the bar from the other side of the Sandstone Stallion.
He most often wears an elaborate, golden wardrobe with draping white sleeves, and purple accents in the waist and undershirt.
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Personality | A warm elven man; unlike Saburra, Caio radiates an approachable warmth that draws people to him, and makes him a talkable figure. Although somewhat quiet, Caio makes for a great listener; and is happy to listen to the woes of weary travelers, as well as tell his own stories.
He is always happy to indulge in Ketri's shenanigans, and spends much of his time watching over the Sandstone Stallion from behind the bar when Saburra is absent during most of the day.
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Context | Operational Operative
Caio once hailed from Sol City a century ago, but has since moved to the Zeinav Desert in permanence; although disliking the heat at first, he came to fall in love with the culture and the Zeinav Desert’s multitude of diverse people and creatures.
He desires to keep Zeinav Desert safe beneath the crown’s lead, and uses his approachability and warmth to catch persons of interest off-guard and get them talking; he works well with his wife, Ketri Bordavin-Bavuehd; and keeps track of the information gathered from patrons.
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Ketri Bordavin-Bavuehd
Server at the Sandstone Stallion
Gender | Age | Race | Female
| 72 | Dwarf |
Appearance | A stocky dwarven woman with faun skin and short chestnut curls; her skin is freckled by the sun, particularly noticeable across her nose and arms. Her features are plump, and her overall frame muscular; Ketri seems to perpetually wear a bright smile, highlighting her dimpled cheeks.
She most often wears a blouse which falls just over the slopes of her freckled shoulders, a long, olive skirt, and golden bangles around each wrist.
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Personality | A boisterous woman with high energy, a contagious laugh, and a tendency to drink just as much as the patrons of the Sandstone Stallion despite working there. Ketri is a champion at holding her alcohol, and is no stranger to a challenge: patrons are welcome to play her in a drinking game, which, she most often wins… and returns to work.
She is a playful soul, and engages with the travelers and patrons of the Sandstone Stallion with enthusiasm and gusto.
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Context | Operational Operative
A native of the Zeinav Desert, Ketri worked with Saburra for several years before getting engaged to Caio, and eventually tying the knot. With her high energy and tendency to rile up patrons of the Sandstone Stallion through her boisterous attitude, Ketri uses her high alcohol tolerance to challenge persons of interest to drinking competitions— of which, she has always won.
She is one of the more engaging and friendly faces of the Sandstone Stallion, making her just as popular as her husband when it comes to interacting with patrons. She works well with her husband, and together, they work out most of the information that will eventually reach Saburra.
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Whisk Stablehand & Guide at the Sandstone Stallion's Stable
Gender | Age | Race | Non-Binary | Uncertain
| Aviankin |
Appearance | Whisk stands at roughly 3’ 1”; they are a rather small aviankin with a unique anatomy at first glance. With a lanky body, long neck and beak, and skinny legs, one might mistake them for a roadrunner; their feathers are dappled a tan, with darker chestnut speckles along their wings. Their eyes are a dull amber, and are coin-sized.
Very rarely does anyone see Whisk blink.
They have a mohawk seemingly made of longer feathers at the top of their head, and choose to wear light clothing out in the desert heat.
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Personality | Quiet and a bit odd at first, Whisk is a wide-eyed Aviankin who has been employed for several years at the Sandstone Stallion as a part-time stablehand and part-time guide out on the White Sand Sea. Despite their personality oddities, Whisk has a great breadth of knowledge about the desert, its dangerous inhabitants, and how to survive in the landscape.
The Aviankin does not talk all that much unless directly spoken to. Whisk can sometimes be found away from the Sandstone Stallion, guiding caravans across the desert to Zeinav City, or riding alone with their horse.
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Context | Field Operative
Whisk is sometimes seen within the Sandstone Stallion, most often trotting down into the basement; but is more often found in the stable, caring for the mounts. Whisk often disappears for days at a time, and is hard to track due to their vast knowledge of the desert.
Often, Whisk is the one who apprehends or intercepts people of interest; despite their small size, Whisk is fast and dangerous when armed; making them an unfortunate individual to have on one’s trail. They are an expert at tracking through the desert, and are plenty patient to wait until their target has become isolated to strike.
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Death in the Marsh Flats Interment of the DeadDue to the geography of the Marsh Flats, graveyards, cemeteries, and crypts are highly uncommon. The low-lying land and near constant flood conditions make subterranean burial or interment nearly impossible and also very unsafe. Decaying bodies have the potential to contaminate the waters and spread disease and illness, as such, many of the folk who call the Marsh Flats home have adopted various ways of preserving and honoring the dead. CremationThis is the most popular option for those who live in Lilicors Village. Cremation ceremonies harbor many of the traditions and processes that are more common in a traditional crypt or cemetery burial, but with the body instead being burned on a funeral pyre until it is reduced to brittle bones and a pile of ash. Depending on the final wishes of the deceased or the family's heritage, these bones and the ashes are either distributed amongst family members, ground into a find powder to be scattered or turned into a keepsake, or are stored by the family until they can be interred abroad. Though this is a common practice, it can be a very upsetting event to witness and it is difficult to do properly given the frequent rainstorms and wet ground. To help combat these challenges, Lilicors has a large stone pyre specifically designated for conducting funeral rites and cremating the body. It is designed to produce an intense flame which can quickly reduce the body's matter into ash. They also have curtains which can be raised around the pyre to obscure the sight of the burning body at the discretion of those attending the funeral. Return to NatureMany of the indigenous peoples of the Marsh Flats, such as the Palugen, hold beliefs that the body is destined to return to nature once it has died. While a body left to decompose in the wild would eventually breakdown and get picked apart by the local wildlife with time, these unattended bodies are prime specimens for prospective necromancers. As such, in an effort to avoid break outs of undead, bodies that need to be returned to nature are often transported to areas where the bodies are most likely to be quickly devoured. Carnivorous plants such as Witcher Pitchers are commonly used to aid in the process of returning the dead back into the natural cycles of the world. After the family, friends, and communities have had a chance to say their farewells, the bodies are moved to known locations of these plants. Gathering in these areas can be dangerous, especially for those with magical abilities, so communities tend to have a voluntary group who are responsible for carrying out the task. It is considered a sacred and honorable responsibility due to the risk and the importance of ensuring the body is handled with respect and dignity. Bodies are sometimes adorned with a small magical item to ensure that the Witcher Pitcher does properly take the body. Oozes were also sometimes utilized for this same task thanks to their natural ability to dissolve most organic material, though recent research has shown that this practice has attracted the creatures to settlements, putting locals at risk of being attacked by the ravenous creatures. Lilicors in particular now forbids this practice, instead encouraging locals to turn to cremation instead. Honoring the DeadWhile honoring the dead tends to vary from family to family, there are a few traditions that are more unique to those who have grown up or live in the Marsh Flats. These traditions often revolve around ancestral worship or blend connecting with nature with mourning and honoring legacies. Memorial TreesSince tombstones run the risk of being eroded away by the rise and fall of the waters flooding throughout the land, lots of folks have taken to making Memorial Trees to honor the dead. Memorial Trees tend to be located near settlements making them easy to visit and maintain. They are large trees that usually have a few natural hollows in them which can be stacked with stones and then house various idols, trinkets, and offerings of food and drink. The trunks and limbs of the trees are decorated with various weaved ribbons, ropes, and lanterns. The trees serve as a places where people can honor and remember those they have lost. Memorial Trees are commonly used by those who practice ancestral worship and tend to have a shaman, druid, or spiritual medium responsible for guarding the tree and helping those who visit to connect with the spirits of those they have lost. Some have come to criticize the practice of Memorial Trees as encouraging people to connect with the dead, potentially blurring the line between spiritualism and cult activity which could lead to necromantic practices. If a Memorial Tree dies, it is considered a very bad omen and may signify that some sort of major tragedy will befall the settlement. To harm or steal from a Memorial Tree is considered extremely taboo and blatantly disrespectful to not only those who maintain the tree, but those who are honored by the tree's continued existence. Taking anything from a Memorial Tree is akin to graverobbing and may result in severe punishment. Lightning Bugs and FirefliesCeremonies involving the capture or breeding and release of lightning bugs or fireflies in memory of and to honor those who have passed on is mostly practiced by the Ribbinynh populations of the Marsh Flats and Moonglade, though it is sometimes used as an activity for young children during funerals as it is a more lighthearted approach to mourning. Ribbinynh tend to cultivate their own colonies of lightning bugs or fireflies rather than rely on wild caught specimens, though this is likely because Ribbinynh use the insects to not only celebrate the lives of those who have passed on, but also the birth and growth of lives still present in the realm of the living as well. It is sometimes difficult to tell the difference between a funeral and a birthday party in Ribbinynh communities. Other groups that use this tradition often catch the bugs in the wild, or include it as part of a longer grieving period. Regardless of how the insects are collected, on the night during or following a funeral, friends, family and community members gather together and each carry the little insect in their hands during a procession. As a group, each participant may choose to utter a prayer or recall a fond memory of the deceased before releasing their insect into the sky. NecromancyThe practice of necromancy or raising the dead is looked upon poorly by the denizens of Lilicors. Fear of being haunted by ghosts or overrun by a zombie horde rising from the swamp is common amongst the townsfolk, and unfortunately it is not a completely irrational fear. The Marsh Flats is a popular hiding places for witches and necromancers due to how difficult it is to navigate the area and its lack of military presence beyond Lilicors. The indigenous peoples of the Marsh Flats have a more complicated opinion. Many indigenous people in the Marsh Flats practice ancestral worship, or have strong spiritual ties to the dead. Communicating with the dead is considered a sacred right for many tribes, with some of their strongest warriors using their spiritual ties to their ancestors to aid them in battle. This, however, does not mean they turn a blind eye to the desecration of corpses. While the tribes may be fine with connecting to spirits, the raising of a fallen warrior and bending them to one's will is considered a horrendous, disrespectful, and dishonorable act.
Plants of Charon From the Botanical Index of Kvasir Sigurros as part of the Golden Consortium's Dissertations on the Nature of Charon. Baby Dragon's BreathLocation: Found in the Ash Lands, growing in the Lava Pits of Mount Drakolt
A type of flower found growing in the lava pits of Mount Drakolt-- yes, in them, albeit peeking out above the surface-- in clusters, each stem usually carrying around four to five blossoms. They are a brilliant orangey-gold, some of them even coming in a pale red, and the petals produce a fine, misty smoke without ever burning. The core of the flowers boasts a crystalline golden core, as though hosting the first treasure of a young dragon's hoard.
Surprisingly, for a flower as potentially dangerous to obtain as these, they're very rich in medicinal merit. The golden core is useful when melted down and mixed with other components for producing heat resistance potions, and the petals retain heat exceptionally well, making them excellent when ground down and packed into larger packets to slip into clothing to retain heat in colder places. They're also useful in the treatment of frostbite and other similar ailments. They lack any inherent healing properties, but are remarkably useful for combating temperatures, much like Lux Lilies.
Toxicity: Mildly poisonous-- can cause some severe illness when consumed in moderate quantities, as they effectively scorch your insides and your body will rebel against them. Eating them is a bad idea.
Additional Notes: They're incredibly beautiful flowers, and have a great deal of aesthetic value, but are very dangerous to go looking for. If you want to go plucking flowers from lava pits for the sake of a display, be my guest.StarberriesLocation: Found in the Crescent Isles, growing in carefully-hidden pockets on the far reaches of Starlight City
Starberries are a beautiful fruit-- small, semi-spherical berries with a five-pointed bloom at the top. They're ever-shifting in color, a vivid sphere of blues, purples, and pinks, with tiny white dots that seem to mimic stars. They really do look like little pieces of space that have fallen down to earth, honestly...
The effects of Starberries are physical-enhancing in nature, and depend on how many you consume-- just a few will improve your energy levels, more than that may aid in stamina or endurance, and great amounts will even see a drastic change in things like speed or even the height of one's jumping capabilities. I'm betting they'd be useful for helping individuals who struggle with chronic fatigue, or with exhaustion... but I'd probably get thrown into an ethics argument over the potential of these being used illegally in performance-enhancers down the line, wouldn't I? Ugh.
Toxicity: Mild...? It's difficult to assess: they're not something anyone should eat in excess, as they seem to exist as an enhancer above all, and the effects of eating too many may burn out one's physical systems, which is obviously a terrible, terrible idea. Still, I don't think they're too dangerous.
Additional Notes: These also have a quaint bit of folklore; some say they're pieces of the night sky that simply couldn't hold themselves up anymore, some say Ziev himself tore some of the stars from the sky by accident and cast them down. Obviously that last bit is total bullshit. Ziev doesn't interfere with the fleeting lives of mortals.
The Dissertations on the Nature of Charon is a adventurer contributed research journal on various aspects of Charon's natural world including but not limited to plants, minerals, weather patterns, landforms, and more. Maintained and published by the Golden Consortium, this research journal aims to collect research undertook by its guild members to help us understand the world at large. Submissions are catalogued via the journal for future reference and research.
Please contact Story Teller: Lynn (Lynnasaurus#4170) for guidelines and more details.
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Post by Admin: Otto on Apr 29, 2023 23:00:10 GMT -5
{Sunday Lore Gazette} {4/30/23}
New Notable NPCs
Constanza Nimia, Duchess of Moonglade
Eclipse City, Moon Elf, Female
Appearance |
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Description | Personality | Younger half-sister of Princess Maylin, Duchess Constanza is a force to be reckoned with. She far preferred the studies of blade and combat to that of statecraft and etiquette, and despite the best efforts of her parents and advisors, has been something of a hellion. While considerably younger than her elder sibling, something she is often chastised for when found swinging from the chandelier, Constanza is nonetheless a beloved member of Moonglade royalty. While she is not being officially courted, it is rumored that she her pick of suitors from across Charon, though she seems to be in no hurry to settle down.
| Outspoken and brash, Constanza is not one to let anyone push her around. Since the passing of their father some years ago, Constanza has been what her governess has fondly called 'unwieldy'. She frequently challenges individuals to duels of honor (and has been on a winning streak for the past twenty-odd years); she has been known to race horses with the common folk, and; she has been known to insult dignitaries unprompted, something that has led to sanctions against Moonglade in the past. Duchess Constanza has no current plans to apologize.
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Eclipse City, Moon Elf, Male
Appearance |
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Description | Personality | The son of Maylin's Uncle, Bastian has multiple sets of arms and is known to be an effective spell-caster, utilizing his extra limbs to weave complex spells simultaneously. Princess Maylin created the Magus title for her beloved cousin, who has had little else to do but care for his ailing father, and found himself languishing. It is not known how he came by his extra arms, a fact that he and the royal family are especially tight-lipped about, but it is known that before he went to Sol City in his youth, he only had two arms. He has been known to explore fringe religions, and has a high regard of Mother Moon.
| A man of many anxieties, Bastien would prefer peace over war. Unfortunately, his specific talent for dark and destructive magic takes him away from his books and his studies... and his social life. There are rumors that the young Magus has a paramour in Sol City, but any investigation into this by outside sources has thus far been thoroughly quashed.
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Dante Thiago, Baron of Stargazer Village
Stargazer Village, Moon Elf, Male
Appearance |
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Description | Personality | Husband of Dulce Solarian, Baron Dante is a man who comes from a noble peerage that has roots within the Marrowvine lineage, a closer relation than the Nimia cousins he has been more closely affiliated with. There is some question as to why he remains within Moonglade as opposed to his closer relatives in the Pale City, but it is clear the man has no especial love for any place besides Moonglade. He was introduced to his spouse not long after their former betrothed was exiled. Also considered an 'inconvenience' by his family, though they were promised to one another, Dante and Dulce's marriage has been amicable, if not a happy one.
| Built with a quiet intensity, Dante is a watchful and careful man who embodies the adage of 'speak softly and carry a big stick'. Despite his slender elven frame, he is known to wield two-handed great axe with remarkable ease. His constituents consider him with ambivalence; could be better, but could be much, much worse. It helps that whatever promise Dante has given to his people or any one who requires his solemn word, that he always follows through.
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Pale City, Moon Elf - Sun Elf, Genderfluid
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Description | Personality | The unfortunate truth of Ser Vincere is that they are the product of a torrid affair between a Nimia Baron and a Solarian Marquesse. Being wholly un-liked by the Solarian's and causing a significant problem with the Marquesse's husband, a private exchange was conducted and young Vincere was remanded to their father's care, where they are raised by the Baron and his husband. Determined to make something of themself that was more than their bloodline, Vincere is now Knight of Galavance, doing their fathers proud and trying to make Moonglade a better place.
| Their name is synonymous with scandal, something that Vincere fiercely ignores. Having risen to the ranks of knighthood on their own merit, Ser Vincere is a steadfast individual who takes their vows as a Knight of Galavance very seriously. They do not hold others to their incredibly high standard, often giving those who would question the wisdom of this the answer "With people as with the weather, expect the worst and hope for the best. My fathers raised me well."
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Dulce Solarian-Nimia, Scion of Stargazer Village.
Stargazer Village, Sun Elf, Non-binary
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Description | Personality | Formerly engaged to Eldacar, the exiled Solarian prince, Dulce was sent to Moonglade to reign over a small, unoccupied barony and be married off to a cousin of the Nimia and Marrowvine lines. Initially, their arranged marriage to Eldacar was meant to be a unifying factor for the two royal families; while a Solarian cousin through title granted to their mother by marriage, Dulce is actually the eldest of the Nimia family heirs, the eldest child of Princess Maylin's eldest Uncle. The marriage was engineered for peace. After having their world turned upside down by the exile of their betrothed, a time during which Dulce lost their left arm, the Solarian's found themselves scrambling for a better deal. They found that in Vicente, and Dulce considers themself deeply lucky, all things considered. Unofficially, the numerous ties the various royal families in Charon have led to rumors of Scion Dulce being a spymaster. Of course, these rumors have neither been confirmed nor denied... though there is much speculation as to how they lost their arm.
| Gregarious and light-hearted, Dulce is a well mannered and graceful individual. They frequently host dinner parties for dignitaries and visiting nobles from all over Charon; if you cannot get audience with Princess Maylin herself, then Scion Dulce's house is by far the next best thing. Their house boasts a beautiful library that is open to the public in Stargazer's so that people may come and read of the vast amount of knowledge that Dulce has collected over the years.
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Bebe Emilio Nimia-Solarian
Eclipse City, Sun Elf - Moon Elf, Male
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Description | Personality | All of six-months old and the pride and joy of his parents eyes, Emilio is the child of Dulce and Dante, and a wonderful blend of his parent's finest qualities. Though he has little sway over political matters at the moment, the marvelous blend of his lineage has turned heads in Capitol Landing.
| Deeply curious and intent on exploring everything by placing it in his mouth. He has mastered the art of crawling, and he is expected to gain bipedal supremacy in a matter of weeks. At the moment his favorite hobbies include throwing things indiscriminately on the floor.
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New Bestiary Entries
Domesticated Greater Drake, "The Postal Drake"
Everywhere
Power Level | Alignment | Extreme | Docile
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Description | The Greater Drake descends from a species of drake that has evolved to look closely like its ancestor, the dragon, and is more commonly referred to and recognized as 'the Postal Drake' by a large population of Charon. The Greater Drake is a domesticated subspecies of its kind, most often seen in use as a working creature similar to a draft horse or oxen in domestic settings; this subspecies gained its popularity in the Postal Service due to its complex intellect, ability to carry great weights, and defend its cargo with ease. The Greater Drake is always accompanied by a rider of the Postal Service to guide it, and wears a number of secured saddle bags full of letters, scrolls, and packages.
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Abilities
| Crafting Material | - Massive Size - Strong Bite - Claws - Heavy Tail - Flight - Elemental Breath
| - Scales - Claws, Fangs
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Domesticated Lesser Drake, "The Letter Drake"
Everywhere
Power Level | Alignment | Low
| Docile
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Description | The Lesser Drake descends from a species of tiny drakes and wyverns; unlike the Greater Drake, the Lesser Drake will never reach the larger size of its counterpart. This subspecies became popularized as a rival to the carrier bird in recent years due to their bird-like size, ability to carry larger weights, and ease of training; while not terribly popular amongst the lower classes of Charon due to their price, some nobility and businesses prefer to keep a Lesser Drake on hand to run short errands and make quick, local deliveries, giving this tiny draconic creature the nickname of "The Letter Drake".
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Abilities
| Crafting Material | - Tiny Size - Piercing Bite - Claws - Agility - Flight - Elemental Breath
| - Scales - Claws, Fangs
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Post by Admin: Otto on May 6, 2023 23:13:03 GMT -5
{Sunday Lore Gazette} {5/7/23}
Expanded Organization LoreAshen FathersCurrent public knowledge of the Ashen Fathers is that they are the faceless leaders of a vast interwoven criminal network that has a vice like grip on every aspect of life in Darkveil City and across the countryside of the Ash Lands. Outside of the certain circles of the nobility, the entirety of life in Darkveil City is in some way connected to one of these Ashen Fathers. The woman selling produce on a corner, your local street sweeper, the milkman, any of these individuals could be part of a gang, paying protection to a gang, or an informant or spy. This immense civil power has the Ashen Fathers constantly competing with one another, Count Mallock, and his fellow members of nobility. In the long forgotten past, the Ashen Fathers once represented something more than the petty criminals that now use the same name. They were originally the high priests to a religious order that worshipped a powerful and world shaping entity known as Vulcadreaus. Despite their name being co-opted, the order still remains today. Their organization is hidden by the ashes of the past and fading of public memory, and their activities have gone deep underground. Ceremonies once held under the falling ash of the open sky now take place in the hollowed bones of the mountains and their numbers have dwindled to barely twenty. This dwindling has only pushed their faith into an obsessive and highly dangerous fanaticism. Now there are rumblings of change across the Ash Lands. Mount Drakolt’s volatility has started to increase and those who have hidden deep underneath it have been the first to feel it. In response, the true Ashen Fathers have begun a campaign of bloodshed in Darkveil City. Ritual killings amongst the criminal underground with the message “The Dragon Awakens” have been found written in their victims' blood on the floors, walls, and ceilings where the murders occurred. The gangs have been blindsided, and are accusing one another of making a power play, unsuspecting of the grander plan that has been set in motion.
New Notable NPCsMadam Mohurk
Zeinav Desert, Human, Female
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Description | Personality | Madame Mohurk, a human woman in her early forties, has gone the long road of rags to riches in Zeinav City over the course of her storied life; if you can take it at it's face value, of course. She is the owner of most, if not all the currently operating taverns, gambling halls, inns and gin joints in Zeinav City. She is also a philanthropist and is frequently spotted at events hosted by the Sultan himself.
| A gregarious and capricious woman, Madame Mohurk is as well known for her business savvy as she is loved (and feared) for her zero-tolerance policies on anyone who should be foolish enough to cross her. That said, it is far easier to stay on her good side than it is on her bad. As far as is known, her dearest companion is a Letter Drake by the name of Absinthe.
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The life-story Madame Mohurk tells varies wildly depending on the day and her whim; the most common is that she was born to immigrants from King's Valley, who left her with her ailing but very rich aunt, and from her inheritance was how she was able to buy her first tavern. Other times, she was a simple orphan card-sharp who won her first tavern in a high-stakes game of chance with a devil disguised as a man. Though no one has ever been able to corroborate any of her stories; any one of them could be true, or, more likely, none. What is known for certain is that Madame Mohurk goes by no other moniker, and she does not need to. Whomever she was before that name has been long since erased from the annals of history. Whatever the truth of Madame Mohurk's clouded origins, there is no denying her sway; She is a fixture of the community in Zeinav City, owner, operator, and proprietor of more than ninety percent of all currently operating taverns, gambling halls, inns and gin joints in the city-- and the other ten percent that are not directly under her banner are either swiftly stamped out or have a "good friend" of hers at the helm. As such, she is credited by the working-class communities of Zeinav as being a leader in championing workers rights. Madame Mohurk's standard for employee care has ensured fair wages and ideal working conditions for those across the industry-- mostly because she monopolizes it. But, you can't argue with results. A name synonymous with entertainment, Madame Mohurk is known as a friendly and outgoing woman, often seen drinking in her own establishments and being invited to rub elbows with the more affluent members of society, something she takes to with aplomb. Always the life of the party, there are few in Zeinav City-- even in the other areas of Charon-- who wouldn't be thrilled to have Madame Mohurk show up at their function. The Sultan himself invites her to his state dinners frequently, as she is a bastion of business within the city, and a deeply charming conversationalist. Despite her close ties with society's upper-echelons, the woman is not a tool of the bourgeosie; far from it. Madame Mohurk is known for advocating on behalf of the people of her city, especially the workers, and is known to donate quite generously to various charities throughout Charon, particularly orphanages, community improvements, libraries, the arts, and other public works that benefit the whole of society. Just don't expect her to pitch in personally and get her hands dirty; she has people for that now, thank you. New Military OrganizationTHE STORMING STEED in DRAGON'S CRADLE Welcome to The Storming Steed!
Amongst the lower district in the city of Thorock sits The Storming Steed; it is a coastal location which is constantly buffeted by bay-side winds, intense storms, and the salt of the sea. Criminals, pirates, and the lower class of Thorock tend to frequent this location; where else would put up with such rowdiness, even deign to encourage the chaos? OWNERSHIP Dragon's Cradle District Jaidre Lanark
Owner of The Storming Steed Gender | Age | Race | Female | 54 | Human
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Appearance | A stocky muscled woman who is well into her fifties; her features are sharp and angular, accented by shallow wrinkles which have begun to show her age. Her hair is a dark brown which gives way to ashen grey streaks beginning at her temples, and cutting through her wavy locks.
Jaidre shows a lifetime’s worth of scars visible upon her bare forearms, face, and neck; she wears neutral colors, layered beneath a long overcoat, with the sleeves rolled up just enough to show her scars.
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Personality | A cold and unapproachable individual; Jaidre has the kind of default scowl that one would imagine chases most of her patrons away— but in Dragon’s Cradle, most respect Jaidre’s presence as a former, hardened pirate.
Her reputation proceeds her: a rough, rowdy woman with a taste for alcohol, trouble, and her own brand of justice, which often does not include the opinions of her patrons, nor coworkers. Jaidre has tossed many a patron out on their ass, and silenced bar fights by her own hands.
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Context | Operational Operative
Previously known as Jaidre the Sea Sword, Jaidre Lanark is a former pirate captain brought in by bounty hunters after holding out against them on her vessel, The Sea Mare, for several nights. Her experience with smuggling and the criminal underworld bought her a one-way pardon during her trial before the council, masked as an escape from the bounty hunters who had captured her. Placed in the protection of the council, Jaidre reluctantly accepted her new life in exchange for her loyalty to the crown— and, to the Stablemen.
Jaidre is kept under surveillance by members of the council to ensure she remains loyal— or pays the consequences for disloyalty.
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OPERATIVES Dragon's Cradle District Valdaz Trencher
Regular at The Storming Steed
Appearance | A short and husky man who stands at about 5’5; he has a plump build with noticeable musculature, looking as though he has labored a great deal in his life. His scruffy black hair has just begun to gray, giving his unbrushed hair a speckled appearance; and he has a short, black beard which features the same appearance.
Valdez has some noticeable scars which show lighter against his tanned skin, with the most noticeable striking across the bridge of his nose to his right cheek. Valdez dresses in neutral colors, and often wears the latest styles popular with Thorock’s lower class citizens.
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Personality | A boisterous, vulgar, and loud man; Valdaz seems to be intoxicated at all points in time, making his company obnoxious and often undesirable. Valdaz is easily angered, and is legendary for his bar fights— in which, he can easily be provoked into. His problematic drinking habits often see Valdez holed up for days at a time after; and he seemingly does not get along well with Jaidre, who he can sometimes be seen arguing with in the corners of the establishment.
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Context | Field Operative
One of the members of the council’s surveillance team, Valdaz has been assigned to the Storming Steed to keep an eye on Jaidre’s motions, and ensure she is following the Stablemen’s creed. Valdaz, truthfully, has no respect for Jaidre— and believes that the council’s decision will ultimately blow up in their face for showing a double-sided secrecy. As such, he keeps Jaidre on a tight leash— constantly frequenting her facility to confront her on lapsing in her business, or question her loyalty.
When Valdaz is not keeping surveillance on Jaidre and her business, Valdez works as a bounty hunter— one of those who originally captured Jaidre to begin with. He follows up personally on targets which Jaidre reports back with, and confirms their legitimacy.
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Aequa Caballys
Bartender at The Storming Steed
Gender | Age | Race | Female
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Appearance | A tall, slender woman who stands tall at 6' 1"; Aequa has sharp but rounded features with piercing blue phoenix eyes and wisping black hair that falls, braided with golden strands, to her mid-back. Her skin is red-toned in hue, dusted with crimson at her horns and tail-tip, and her voice is melodic in tone.
Aequa possesses notable scars along the palms and backs of her hands, which are visible when she is passing drinks off to patrons; her wardrobe consists of very naval inspired outfits— including the very outfit that she was captured in alongside Jaidre those few years ago.
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Personality | A clever, amorous, and chatty woman; as Jaidre's former first mate, Aequa is one of the few individuals within The Storming Steed that the owner would trust with her life. Aequa is, perhaps, the most approachable person within The Storming Steed— one of the few who do not immediately make it seem as though one's very presence is a burden. Generally friendly, Aequa does not seem to mind striking up conversation with those at the bar; and in fact, does more leg work than Jaidre seems to do around the bar, itself— often making her appear as the bar owner when she is not.
Aequa is not to be underestimated, however— as her years of naval combat will come into play the moment a bar fight begins.
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Context | Operational Operative
In the past, Aequa was Jaidre's first mate and trusted companion; after falling victim to a similar trial from the council after capture, Aequa was the only one of her crew to follow her captain's footsteps. Although still somewhat ashamed of her willingness to turn her back on the only home she's known of the sea, Jaidre means more to her. Aequa can be seen being rough and rude with Valdaz— a man she has distaste for— and seen speaking on friendlier terms with Jaidre at other times.
Aequa is not trusted to handle Stablemen duties outside of gathering information, and ensuring Jaidre remains in line with their creed, for her own safety.
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Acies Saevio
Musician at The Storming Steed
Gender | Age | Race | Male
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Appearance | A large, gruff Draconynh; Acies is a tall, muscular reptilian with a large wingspan and pearlescent white scales. His head is angularly shaped, with a square jaw-line, and horns which curl like a wave behind his head. His wings are torn in places, and a large chunk of the scales on his right arm have been burned away at some point, leaving his grey, leather-like skin visible.
He wears flight-friendly clothing, which appears to have been personally tailored to his person, and prefers to wear dark or neutral colours in styles most associated with the upper district.
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Personality | A quiet, calm-tempered individual who does not make himself particularly personable within the confines of the Storming Steed. Acies is not an easy man to talk to but he is not a terrible man to talk to, either; it is hard to have a conversation with Acies, as he often makes himself appear closed off when not performing. Acies plays the harp— a strange contrast to the gracefulness of the instrument— at the front stage of The Storming Steed during the afternoon hours before disappearing into the basement of the Storming Steed, with little intention of sticking around to mingle with the drunken patrons.
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Context | Communications Operative
A former bounty hunter who is magically in tune with the Sky Domain; Acies was from the same bounty hunting team as Valdaz, and has since been assigned to supervise the Stablemen Operation run by Jaidre in Dragon's Cradle. Acies is constantly present within the tavern— whether he is to be found on stage, or in the basement handling Stablemen's incoming and outgoing messages.
When interacting with Jaidre or Aequa, Acies seems to be significantly more tolerated than Valdaz; very rarely does the Draconynh involve himself in bar fights— but he should not be underestimated, as his physical strength is great.
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Astella Solis
Bookkeeper at The Storming Steed
Gender | Age | Race | Female | 421 | Sylvan Elf
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Appearance | A tall, wispy woman who stands at about 6' 3"; Astella has a lean, willowy build with soft but noticable musculature; and a faun skin-tone dotted with darker freckles. Her hair is a striking platinum silver, curled tightly in ringlets which fall around her soft, rounded face, and highlight the depths of green in Astella's eyes. She seems to grow flowers naturally from curling locks of her hair, intertwined with vines and blooms alike, which seem to change as the seasons progress.
She wears tight clothing, with a cropped top that shows off her mid-rift, and a long skirt which flows in pleats around her laced boots.
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Personality | A friendly and welcoming, but overall unmemorable woman; despite her striking and unique appearance, many patrons seem to forget that the woman works at the Storming Steed in the first place. She does not take offense to these assumptions however, because that is exactly what she intends for; Astella works simply and quietly— making small talk with patrons, and making herself approachable to those drinking or ordering when needed.
She seems to be a patient and calm soul, but steps out of the way during rowdier times of the evening, in order to allow Aequa or Jaidre to step up.
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Context | Administrative Operative
The head supervisor sent by the council to supervise Jaidre and Aequa's Stablemen operation; she is, arguably, the most hated of the three supervisors due to her cold attitude and her ability to manipulate memories of the day come to pass. Astella reports directly to the council on Jaidre and Aequa's status, and has a strong iron-grip on The Storming Steed, despite Jaidre's name being the one on the deed.
In reality, Astella's patience is thin despite her outward calm— she is a master of masking her usual emotions, and a master of manipulating the emotions of others. Her status is above Valdaz and Acies both, who report to her on any matters of the Stablemen, or of the two ex-pirates. She has a great grudge towards the rebellion due to complications of the past which she is not willing to talk about, and she will not entertain conversation of.
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Post by Admin: Otto on May 13, 2023 23:34:41 GMT -5
{Sunday Lore Gazette} {5/14/23}
Expanded Organization LoreScorched OnesOperating primarily in Zeinav City, though smaller factions can be found to a lesser extent in other areas of the expanse of desert that surrounds it, the Sorched Ones are a name that few have any meaningful knowledge of... though they have been growing in notoriety in recent months. And, for those within the scope of that knowledge, know that the group itself is going through an identity crisis. The organization, if it can even be called that, is primarily human dominant, though those who tend to be on the fringes of society, particularly those of naga or lizardkind heritage, often find themselves attracted to the cause. The Scorched Ones work against the rigid caste system in place in Zeinav City, with their main goal to better the lives of the people on the lower tiers, often victims of systemic abuses and other wrongs. Those who are dismissed from society-- dissenters, deserters of the Corps, the disgruntled-- find care and concern where they otherwise would not. The Scorched Ones attract and targets those who are "burned" by the powers that be, and attend the poverty stricken communities that the Sultan would rather ignore. Historically, however, this has not always been the case. Longer lived individuals might remember that The Scorched Ones have existed before over the centuries, though their goals have differed wildly depending on who claimed their leadership, and reflected the regime of the ruling Sultan. Their two more recent iterations-- a cult and a group of domestic terrorists-- were systematically wiped out by the Sultan's regency and the Zeinav Corps during their independent rise to power. The reason those original groups collapsed had to do with their visibility. Each group was quite vocal about their intentions to do something about the system in Zeinav City, and how they meant to do it. When they became too big, too much of a threat, they were quashed. The current iteration of the Scorched Ones primarily wishes to bring an end to the caste system, but are by no means extremist, or dedicated to any particular religion. In fact, beyond their goals, they are not a group in open rebellion, preferring to focus on the needs of those in the lower castes than upending the government itself. They put power back in the hands of the people, supporting small business owners who don't want to be in league with Madam Mohurk, who are harassed by street gangs and the Zeinav Corps alike, and ensuring, if need be, those people are able to defend themselves. The Scorched Ones do not have a firm base of operations; adhering to their ancestral roots (and learning from the mistakes of their past), they tend to be nomadic in nature, moving about the city and not calling any lone location home. Similarly, the organization itself lacks structure almost entirely. Their members do not wear their symbol on anything that personally belongs to them, not wanting to differentiate themselves from the lower caste systems, which would other' them further. While they have a leader, Ava Yasmin, beyond the scope of her leadership, there is no firm hierarchical structure in the organization. Ava herself is an unknown; no one outside the organization is personally aware of her unless she introduces herself to them directly. As such, there are many groups that have taken the name and banner of the Scorched Ones, and used them as a means of committing their crimes. Their symbol of a blazing sun is known as their calling card, but otherwise, members of the group do not adorn themselves with their own iconography, preferring to stay under the radar. As such, recent incidents in Zeinav City itself have been the work, collectively, of bad actors in the Scorched Ones, those who use the name as a guise for their illicit activities, and those who want to see the group wiped out yet another time. Still, the lack of clear and present danger makes the Scorched Ones, at best, a convenient scapegoat as far as the Sultan and the Zeinav Corps are concerned-- for now. Changes in vision and changes in activity/extremist behavior, as well as this lack of organization, ensures a climate where certain members have their own ideas of how things should be run. Anybody could be a Scorched One-- and because of that, it is altogether too easy to pin certain crimes on them, as they have no formal structure that could refute certain claims, from either the government or other groups. It also means they allow many different kinds of people to join, including those who would rather take a more direct approach to destroying the caste system... those who see Ava as weak and ineffectual. While that could not be further from the truth, as Ava's stint as leader has resulted in the longest running iteration of the Scorched Ones, the organization is adapting to new changes in the world state to try and do their best for the society they are trying to better.
New Notable NPCsYokai Monokaiki
Crescent Isles, Oni, Agender
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Description | Personality | Leader of the Teishin Shudan, Monokailiki (a name that is more of a title than identifier, meaning 'One Who Nourishes the Eyes of Gods [in reference to stars]') is an old inhabitant of the land. He has been leader of the Teishin Shudan, the primary defense force in the Crescent Isles themselves, for hundreds of years, recruited by the last ruler of Starlight City. He stands over 9 feet tall and has been known, on occasion, to devour enemies, though he has been asked to cut back on this for the sake of optics.
| Monokailiki speaks with an old cadence, refering to himself as 'This One' as opposed to "I" or "Me" and uses words that many senior elves would consider archaic, even by their standards. While intimidating, Monokailiki is also known for his gentle side and is a well known calligrapher. He is known as a ruthless warrior, an unbowed leader... and a very good listener, especially to those under the banner of his leadership. His wise council has been admired for centuries.
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New Military OrganizationDial FractumA militia group that operates within Moonglade, comprised primarily of peasants and individuals from smaller, more insular communities. Advertising their services as a "neighborhood watch" of a sort, their primary goal is to rid the world of "monstrous, arcane evil", primarily in the form of monsters and aberrations that invade from the Marsh Flats to the South, but have been known to include "witches" and other individuals or creatures capable of magical ability. Those of the Dial Fractum do not believe that the Crown nor the royalty in Eclipse City is doing enough to stop ritual sacrifices and sacking of villages by murderous creatures and mages who would seek power from the blood of the unwilling. Thus, the Dial Fractum has chosen to take the law into their own hands. Patrol units are comprised of 7-10 members at any given time, though their "patrol" is often self-directed and inconsistent. The group has long operated under several different monikers over the years, the most recent being the Golden Company. Due to their lack of directive leadership, while members of the group have been selectively beneficial in ridding communities of true threats to their way of life, in their zealous, misguided urge to protect their communities, have also committed heinous crimes against people and creatures who were innocent of what they were being accused of and executed for. Recent months have seen a rise in activity and recruitment to the cause, especially following the rash of natural disasters currently plaguing Charon. There are whispers that someone who is actually capable and organized has stepped in to properly guide the group. They have gone so far as to write a manifesto, called the "Quotidian Edict", a manifesto calling for the restriction and expulsion of arcane led institutions and individuals, especially those in power.
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Post by Admin: Otto on May 20, 2023 23:11:12 GMT -5
{Sunday Lore Gazette} {5/21/23}
Race List UpdateThe following entry is adding the Undead category to the Character Race List with additional world lore specific to Charon.
These terms and attached lore are considered canon to the world, but you do not need to retroactively change anything from your old or ongoing threads to reflect this change. We do ask that in threads started after this update that these terms are used instead of the old ones and that your character sheets are updated with the canon terminology as necessary. If you have any questions, concerns, or comments, please reach out to Staff team.UndeadWhile not a race of their own, the undead really must be categorized as fundamentally alienated from the races of the living. The undead are no longer considered people in the eyes of the common folk and are often shunned or feared due to the superstitions and prejudice against acts or results of necromantic practices. Undead can retain their personalities from when they were alive as well as their knowledge and physical abilities, though they tend to have various symptoms of having died including grey tinged skin, more gaunt features, and sometimes a lingering scent of decay. VampiresVampires are know far and wide across Charon as creatures of the night that feed on the blood of others to sustain themselves. Someone can become a vampire either by dying and becoming undead, or by being afflicted with the curse of vampirism. In rarer cases, there are those who are born with vampire features without being afflicted with the curse. These beings are known as dhampirs, and are the result of a union between vampires or someone with the vampirism curse and another individual. Vampires"Shun the sunlight and embrace the shadows. Accursed? No. Blessed. We make the night our own and will use the boons we have gained to survive, regardless of the price yet to be paid."An often misrepresented and not well studied subset of our many species of Charon do not often include the ranks of the unliving. While it is true that many vampires are considered dangerous, often mindless blood-hunting creatures, these are in fact, more often than not a thrall (a person who has consumed the blood of a vampire, but has not been fed enough on by the Sire to fully turn them into a member of the unliving), or spirit possessing a corpse in order to fulfill their dark need to sustain themselves on blood. Lineages for vampires do not work in the same way as they do for living persons; a vampire's lineage is in reference to the First of their kind, a person that became a vampire by some dark pact with higher powers, or else losing themselves so profoundly to atrocities that life itself vacated their bodies. As a result, most vampires today did not choose to become unliving readily, and are simply doing their best to survive. They often, but not always, depending on the dilution of the bloodline from which they hail, are represented by the traits of that first Sire. Sapient and self aware vampires do exist, and they walk among us. Below are only a small number of known lineages, their traits and attributes. VetalaNative to the Zeinav, this lineage of vampire is quite ancient. From the time before the Age of Wonder, there are accounts of encounters with individuals that we would know today as Vetala, a subspecies of vampire that are known for their penchant for illusory magic and longevity; the ravages of time to not affect them, and they maintain the appearance of the time they were sired, often appearing as beautiful. They often find themselves existing in an advisory capacity in state affairs, being drawn to the act of governance, though some may choose to be the right-hand of a crime lord or rebel leader as opposed to a more formal role. There has been some indication, during recent excavations, that they had a large role in the ancient societies that were buried in the Zeinav desert, but little else is known at this time. They are adverse to consecrated ground, areas that have been marked with funerary rights of the culture that identified the grave. While not damaging to them, it does seem to cause an immense discomfort to be in places where people have mourned the lost, where decay and entropy are part of nature-- something the Vetala no longer are. StrigaFound in the high mountains of Dragon's Cradle, we learn of the Striga, a subspecies that bears the curse of unrelenting hunger. As a result of their requirement to feed frequently, they have obtained much more attention than other lineages. They are said to be otherworldly in their beauty, which is often the way they are identified. They tend to be gregarious and have many friends who are willing participants in their feeding times, and their kiss is said to be the sweetest of all known vampires-- though many of this subspecies have a proboscis instead of fangs, willing partners do not seem to mind too much. Thralls of this subspecies always bear a proboscis, and are an insatiable menace to those who wander the wilds of the Dragon's Cradle. Responsible Striga must make sure to never accidentally make a Thrall, lest they become the subject of derision and anger from the community that feeds them. As such, they must always be invited in before entering an occupied domicile. NosferatuRelegated to the underground world of the Pale City and Frost Gale on the whole, Nosferatu are vampires known for their extreme intelligence and their extreme aversion to society. They are solitary individuals, just how they like it, though they are said to be excellent spies. Those that do not live on their own often exist in a tentative, business like capacity as an informant or information broker, but there is something... off about them. Reports of those who have encountered a Nosferatu universally declare them 'repugnant'-- not in scent or appearance, necessarily, but in a spiritual way, as though the soul of the living can detect the wrongness of the vampire's existence. Animals are especially sensitive to this, but unlike humans, are attracted to the presence of a Nosferatu, as though seeking a lost pack-mate. Nosferatu universally abhor the sunlight, finding the light of the day-star too difficult to bear without discomfort. BadbPronounced bai-vuh, this lineage is not well understood as known individuals are rarely encountered and even more rarely communicated with. Said to originate in Moonglade, legend tells that they are creatures of shadow. here and not here. Historically, they have been spotted in areas where extensive battles have been fought, and much bloodshed, as though called to these places. It is claimed they bear a startling likeness to corvids, sprouting vestigial feathers and having keen eyes that pierce the soul of whomever they come into contact with. While not cursed to drink blood from the living, they must instead drink it from the deceased, and consume spoilt flesh. Perhaps this is why they abhor living wood, and sustain grave injury if they are pierced by it. Some scholars reason that they might not be native to Charon at all, as accounts and literature of their existence seems frequently tied to some terrible event, to hand down prophecy. But if not Charon, from where do they hail? New Curses and Diseases LoreMors Animae (Death of the Soul)Entry from Creation Contest winner ArashiMors Animae is more of a symptom than an actual disease or curse. It is in simple terms a type of necrosis that directly affects the soul of the afflicted. Depending on what caused it, it spreads at different rates through different areas, but it generally acts by eating, destroying, or otherwise killing someone's spirit. If not treated, it spreads throughout the whole soul, destroying it and ultimately irreversibly killing the afflicted. You can't bring their soul back since it doesn't exist anymore still someone might die before this happens making treatment and revival possible. If it reaches the heart, it'll paralyze it which results in death in most cases. If it reaches the brain (usually the last place to be affected), it causes death in all cases. It is not a common occurrence but it can affect even those with immortal bodies and end up killing them, some undead can be immune due to not having a soul to afflict, but any kind of spirit, ghost or other beings even those with corrupted souls are vulnerable to it. Only true immortal souls or those without one are immune. It is curable, although the area of the soul that was destroyed is irrecuperable by normal means, only certain knowledge of dark magic can be used to drain someone else's soul and use it to recover parts of the afflicted soul. This is experimental and the usage of someone else's soul may have severe side-effects. In case it kills someone who still has part of their soul unaffected, an experienced healer may revive the deceased by manipulating their soul so it occupies the vitals and then bringing the body back to life.
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Post by Admin: Otto on May 27, 2023 23:00:05 GMT -5
{Sunday Lore Gazette} {5/28/23}
New Notable NPC'sGottfried von Hedelsen, Legionnaire Marshal
Capitol Landing, Half-Dwarf, Male
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Description | Personality | As commander of the Legions of the Black Sun, Gottfried finds himself as the force to maintain peace across Charon as the main threat to that same peace. As such you will often find him as quite a recluse so as to avoid being seen as favoriting any particular political position.
| Despite is self inflicted reclusiveness, Gottfried is quite the gregarious individual and before his assignment as Legionnaire Marshal was known to host quite the social gatherings around Capitol Landing. On the battlefield that gregariousness morphs into a more barbaric frenzy as one can hear a deep laughter echo in time with the cleaving of his two handed sword. |
Father Lucien, Head Priest and Liason to the Gods
Capitol Landing, Sun Elf, Male
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Description | Personality | Considered elderly even by Elven standards, Father Luicen has been the head priest of the Golden Temple for a very long time. Longer than there are records of his employment, or so it is said. He is a member of the High King's Royal Council and the final voice in matters of the law, if they cannot be agreed upon in court proceedings. His judgement is final, in the eyes of the gods. Recent revelations he has denounced as heresy against the Golden Family, and vowed that they will be dealt with accordingly.
| To be in his presence is to feel wholly unwelcome, not only in his vicinity, but on this plane of existence. While he speaks with honeyed tones and a silver tongue, Father Lucien is a wolf in sheep's clothing. In the name of the Gods, he has exacted cruel and unusual punishment against suspects and offenders alike, and is not above claiming rank above that of certain members of the Royal Families, should they happen to step out of line.
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Marv, Owner of the Fighting Pits
Marsh Flats, Beastkin, Male
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Description | Personality | Having lived in the Marsh Flats his whole life, Marv was born into the family business, inheriting it from his late father, Marvanthony. The Fighting Pits have been passed down throughout countless generations of Marv's, becoming a name the community can rely on to place illicit bets or to get the snot beat out of them for a cut. He has two lovely daughters, Marvadene and Marvelle, who are the apples of his eye. They are just as ambitious as their father and cannot wait to carry on the family legacy.
| Marv is a jovial man, with a mind capable of doing quick math and a body that has seen it's share of scraps. He isn't one to hesitate when crossed, but if you remain on his good side and don't bring around any annoying authorities, you will be treated far better than in most of the other fighting pits in Charon. Fighting Pits are a cultural touchstone of the Marsh Flats, after all, as are these two rules: "If you are good to Marv, he is good to you" and, "Never bet against the house".
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Merek Delgado, Proprietor of The Purple Lantern
Moonglade, Moon Elf, Non-Binary
Appearance
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Description | Personality | The owner and proprietor of The Purple Lantern Tavern and Inn, Marek is a mysterious, strange individual who looks as though they would be more at home in the midst of conducting a ritual sacrifice than as an innkeeper. Surprising perhaps no one, they run the inn and tavern almost entirely themselves, and can be found behind the counter round the clock. It is unknown as to whether or not they sleep.
| Despite their peculiar style of dress and their intimidating way of speaking wherein everything sounds like a threat, Merek is known to provide exemplary service, impeccable high-end meals, and sage advise to those deep in their cups who are in need of it. Known by locals for their compassion to those in need, The Purple Lantern is a staple for any who need a place to rest during their visit to the area.
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Alius Skyborne, General Postmaster of the Royal Mail Service
Capitol Landing, Dwarf, Male Appearance |
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Description | Personality | The third General Postmaster of Charon to have been appointed to the position since its establishment in 14180. In his youth, Alius was a messenger for the Royal Mail Service. He introduced the first Postal Drake to his home of Sky Peak in 14820; and then continent-wide in 14970 after his appointment to General Postmaster. He has done much for the Royal Mail Service since then, but rumours state that Alius may be at the end of his lifespan, and a fourth Postmaster may soon be appointed.
| An old man deeply passionate for his work. Alius has a reputation for becoming hyper-focused to the point of self-neglect, and often must be reminded to take care of mundane tasks. He always seems rushed; and is always going somewhere, or always busy with something; making him a hard man to find. He is soft-spoken, hard-working, and has been a massive boon to optimizing the processes in his field.
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New Military Organization
Legions of the Black SunA rising sun colored black on a field of crimson symbolizes the imperial forces and when held aloft on a battlefield it represents total victory. The Legions originally were three solitary legions, each beholden to one of the three elven families, Sun, Dark, and Moon. The original banners of the legions were a golden sun on a field of white, three white stars on black, and a silver crescent on blue representing each of the elven families. The current banner came to existence in the aftermath of the Elven Wars, a few hundred years of bloody conflict between the elven legions saw the golden sun victorious at its end. In honor of their opponents and to symbolize their victory the legions took upon a unified name with a new banner, the black rising sun on a field of crimson. The Legions of the Black Sun are divided into three units of ten thousand each. At any given moment, there is one legion acting as domestic police for Capitol Landing, one legion deployed for field training, and one legion at rest in the barracks. In terms of armament, the Legions of the Black Sun can boast as being the most expensive fighting force in Charon. Able to field multiple batteries of large bombard style cannons for sieging and the mass deployment of muskets as part of their general strategy versus individuals who can afford and specialize in gunpowder. Each soldier is armored in the same fashion, full breastplate over hardened leather with strategically sewn in metal plates for full flexibility and maneuverability. In terms of strategy the Legions utilize screening musket armed light cavalry to disrupt, harass, and weaken any advance forces or specifically to ruin any heavy cavalry charges. The infantry employ advanced pike and shot tactics which allow them to coordinate at both large and small scale unit tactics. This flexibility in tactics is due to there being no truly specialized units or hard divisions in the organization. When the soldiers wield the same weapons, with the same training, and same extreme competence, they can do things no other professional army is currently capable of.
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Post by Admin: Otto on Jun 3, 2023 23:02:15 GMT -5
{Sunday Lore Gazette} {6/4/23}
Death in the Zeinav DesertInterment of the DeadDeath holds a special place in Zeinavian culture. The interment of the dead is highly sacred, and special care is taken to preserve the remains of loved ones with the belief that there is an afterlife wherein the body will manifest and continue, reborn into a second life. As such, it is very important for the dead to be cared for and prevented from decomposing or being scavenged by wildlife. This can be challenging and very costly with a high risk of failure due to opportunistic thieves and raiders after any worldly treasures the dead may be buried or entombed with. MummificationMummification is the most popular practice for the interment of the dead, though it is a lengthy, precise, and costly procedure so it is mainly practiced by affluent families or those with important positions within Zeinavian society, such as the nobility, merchant class, royalty, and religious leaders. There is a degree of quality to the process, with the more expensive process resulting in the longest lasting and best preservation of a body. A typical mummification process takes a total of seventy days where in embalmers, typically skilled surgeons or priests, remove the quick decaying organs to be preserved separately from the main body which is dried out before it is wrapped in linen. Linen was also stuffed into the cavities of the body to prevent it from appearing sunken in from the lack of internal organic matter. Aside from the physical process of preserving the body, priests also conduct rituals to "open" the senses of the body. This involves touching key parts of the mummified body with ritual objects while reciting sacred prayers. In theory, this step allows the dead to use the sense they had while alive in the afterlife. To skip this crucial step would be to condemn the dead to suffer for the rest of eternity. EntombmentThere are many impressive and elaborate tombs throughout Zeinav, many of which are well maintained and contain the preserved remains of several generations of a single family line and even sometimes extending to close friends and beloved pets. Zeinavians strongly believe that the physical can be taken with someone to the afterlife, so it is not uncommon for the dead to be entombed with personal effects including furniture, heirlooms, and other personal treasures. Tombs tend to be constructed out of stone and are ideally located far away from any water sources. Individual remains are placed within stone sarcophagi of varying complexity which are sealed to protect against any form of moisture. Once a tomb is at capacity, or there are no more living relatives of a family line remaining, a tomb's entrance is sealed permanently with the belief that those within will all be reunited in the afterlife. While not terribly common, some particularly elaborate tombs will also have built in defenses to ward off any raiders and thieves. It is considered a serious social faux pas to take anything from a tomb, especially if you are not a living relative. Special acceptances to such an act can be made only under strict circumstances and with approval from a priest or if there is evidence that the remains will be damaged if not relocated. Community CryptsCommunity crypts are the most common option for those who cannot afford to mummify and entomb their deceased. These crypts are often carved out of naturally formed caves and will contain the remains of community members from various family lines. Long, horizontal holes are carved out of the cave walls, these serve as shelves for the storing the remains, with the largest community crypts having upwards of over a hundred individuals. Unlike tombs, these crypts are left open to allow family members to visit the remains and pay respects. Bodies are still dried out to the best of their abilities, but without having sealed sarcophagi or any way to control the humidity of the crypt, the bodies often suffer significant levels of decay. Likewise, since the crypts are easily accessible, it is very difficult to protect the remains from being disturbed by scavengers or thieves, though there are rarely any precious belongings to be found in the first place. Honoring the DeadSince Zeinavians believe strongly in the afterlife and a continuation of life beyond death, there are actually fewer traditions that involve remembering or honoring the dead after the body is entombed or placed in a crypt. Death is not viewed as the end of a person's story, and more just the start of the next chapter. That said, there are a few traditions that have become commonplace over the years. ProcessionsProcessions are common both during the interment of a body and as an annual event to honor the dead. Processions for those who can afford mummification and entombment are often elaborate parades with dancers, musicians, and decorated wagons filled with items to be entombed with the deceased. These processions happen after the mummification is complete but before the body is sealed in a sarcophagus. These parades often serve to show off the wealth and status of the family, with the more elaborate celebrations equating higher social status. Processions for royalty often draw crowds from across the Zeinav Desert, with businesses required to halt all activities until the procession has concluded out of a show of respect. Processions for community crypts are usually much smaller and personal affairs, with only relatives partaking in moving the body to the crypt. However, families of those interred in community crypts also tend to organize yearly gatherings to honor the dead as a community. One of the reasons these annual gatherings have become popular is because of the issues with decomposition and lack of security with community crypts. There is a superstition that the soul connected to remains that have been improperly preserved linger near their families and can become malicious if they feel ignored or resentful. These celebrations aim to appease any souls that have not reached the afterlife for one reason or another. Overall, the gatherings include less extravagant displays of wealth, but conclude in a memorial meal. Memorial Meals
Memorial meals are more commonly practiced by the lower class citizens of Zeinav at the conclusion of an annual procession. In order to participate in a memorial meal, a community member must bring something to share. It does not matter how small the offering is and the offering can even be something that is meant to be combined with other ingredients, such as root vegetables for a stew. Breads, roasted vegetables, stewed meats, and other common fare are shared in big family style plates. During the meal, each family sends up one family member to light a wax candle and says a prayer for the deceased. This tethers the soul to the space, and allows them to share in the meal. The whole event, depending on the size of the community, can last up to an entire day and often continuing well into the night. Once the meal has concluded, each family volunteers one member to stand vigil throughout the night until the candles have burnt out to keep any tethered souls company. NecromancyThe practice of necromancy or raising the dead is not uncommon in the Zeinav Desert, though how acceptable it is varies greatly. Disturbing a tomb to raise the dead is punishable by death, though necromancy practiced in community crypts is more accepted as a way to communicate and possibly mitigate the chances of vengeful souls haunting families should the remains be disturbed. Necromancers have been known to even maintain community crypts, lead annual processions, or act as mediums during memorial meals. Their services are often charitable in nature, with the most respected and trusted necromancers earning the title of "Death Priest". Though not all are so altruistic. There have been some who have misused their knowledge and magic to take advantage of communities by playing on the fears of the communities of becoming haunted by angry spirits. With community crypts being ill guarded, the temptation for necromancers to target these areas is particularly high, and even the better defenses in place for tombs hardly discourages the most ambitious practitioners. There has been a more recent development that could further complicate things as there is a niche demand for necromancers to work along side archaeologists who are researching and excavating some of the long lost cities of Zeinav. The opportunity to speak with the dead from civilizations past is not one lost on scholarly society. Though such partnerships are very strict and have been subject to severe criticism.
New Regional Cuisine Ashland Jackal JerkyEntry from Creation Contest winner MorriganThis snack is a spicy dried protein-filled treat made from supposed Ashland Jackal meat. Those who are in the know are aware that this is false as Ashland Jackals leave nothing more than a pile of ashes when they die. What real Ashland Jackal Jerky is actually made out of is regular jerky (usually beef) sprinkled with Ashland Jackal ashes which gives it its distinct and alarmingly spicy flavor. The claim that the jerky is made out of Ashland Jackal meat is a scam by scalpers to make it sound more exotic, thus increasing how much they can charge unsuspecting victims for the snack. This particular snack is surprisingly popular in the Ash Lands despite the fact that it burns the tongue, as it was once featured in a cookbook describing 'on the go meals for intrepid young adventurers'. Sometimes, youth in Darkveil enjoy playing games where they take pieces of regular jerky and one random piece of Ashland Jackal Jerky and take turns eating pieces until one random, unfortunate victim burns their tongue. This game is often referred to as 'Darkveil Roulette'. GudsoopEntry from Creation Contest winner Natsunats-ShunCommonly made in the galley of ships traversing the Luna Sea, Gudsoop is hearty and home-y smelling, with the taste of a medley of spices, herbs and vegetables from all around Charon. The resulting soup (or stew in some cases) is a comforting and warm dish full of nutrients to provide the crew of the ship with the energy they need to accomplish their daily tasks. Each ship's cook has a slightly different take on it depending on what ingredients they can get their hands on along the scheduled supply route of the ship. Typically, Gudsoop is mainly an orange soup of pureed root vegetables, gourds, and potatoes, heated up and seasoned with sea water and any other spices the cook can get their hands on, all heated up for hours on a stove to become a bowl of warm goodness. The dish was originally invented by a ship captain during a particularly long and arduous journey between Frost Gale and the Arid Mesa. The ship's cook had fallen ill and was unable to cook for the crew. Supplies were running low and the moral of the crew was waning. To keep his men warm from the inside out while in the cold and wet, he scavenged as many different ingredients left over in the hold of the ship to create the dish. Frog Leg and Gator Gumbo Entry from Creation Contest winner DelaelaMade with a luscious dark roux, wild rice and the best swamp meats you could hope to get your hands on, Frog Leg and Gator Gumbo is a testament to the ingenuity of the people who call the Marsh Flats home. It's a staple in most houses, and many families compare and compete over who's recipe is the best. Some may choose to add a grasshopper and rattlesnake sausage to their dishes for an extra bit of heat and texture. Using traditional slow-cook techniques that involve less measuring with tools and more with your heart, the result is a fall-off-the-bone level of tender meat, a pleasantly spicy kick, and a few less critters in the swamp. It's said that travelers who can smell it in the swamp will find a welcome home for the night, provided they come bearing an appropriate gift of extra ingredients, for a warm welcome. Lotus JellyEntry from Creation Contest winner KvasirThis dish originates from the Crescent Isles, particularly in Starlight City-- it's a popular creation of multiple bakers there. This dessert is more of a marvel of aesthetics than it is especially nutritious or flavorful; the arrangement demands eight slivers of lightly flavored pastry arranged to resemble the external petals of a lotus, whereas the core is a gelatinous sphere with a light floral flavor. They aren't especially big in size; flavors may vary, but the most common tends to be the titular lotus root.
Plants of Charon From the Botanical Index of Kvasir Sigurros as part of the Golden Consortium's Dissertations on the Nature of Charon. Nimbus RosesLocation: Found in Dragon's Cradle, usually around the Dragon's Spine, often even around the outskirts of Sky Peak Village These flowers are incredibly beautiful; they're whorls of lavender-grey petals that spiral around in a coil, thus earning them the 'rose' moniker, and little wisps of mist tend to emanate off of the exterior petals. The stem is a deep grey, almost black, with a shock of pale lavender veins branching up through it and onto the leaves, looking not unlike the jagged bolts of lightning that jolt the sky. Nimbus Roses are a favorite flower of mine to use as a remedy, actually; the conditions they grow in can be a bit finicky to replicate, but they're very potent in various forms of medicine, specifically burn remedies and ointments. Even just a few petals in some normal water left to sit and then applied with a cotton pad can serve as a very solid base to settle aggravated skin. I use them in skincare as well as in medicine, in fact. Toxicity: None at all; they don't taste good, but they won't hurt you. You'll get get a mouthful of petals and likely be very disappointed. Additional Notes: Despite the name and appearance, they're not roses at all; they'd actually be closer to daisies. Nimbus Daisies doesn't have the same ring to it, and they don't look quite like them, though, so Nimbus Roses it is. Thunder LycorisLocation: Found in the Dragon's Cradle, specifically in the Lightning Fields-- or in any battlefields
Thunder Lycoris, interestingly, does not look especially different from a typical spider lily; they share the same strange silhouette with arching petals and wiry stamens, albeit with a thicker, more solid stem. The entire flower tends to come in a deep, blood-red color, petals and stem and all-- there's a faint purple gradient to the edges of some of the petals, and the veins on them tend to resemble lightning scars. It's an interesting phenomenon, really.
The most curious thing about Thunder Lycoris flowers is that they blossom from where blood wets the soil and lightning falls; this is hardly coincidental, and indicates they bloom through magic instead of traditional means. They have no medical properties, but they, a bit morbidly, have a lot of use in various forms of crafting. They tend to be dried and used in dyes, pigments, and paints despite the dangers of going out to fetch them; they also are useful in a variety of different kinds of potions, particularly (naturally) ones pertaining to lightning magic.
Toxicity: Very mild; they have no danger after being dried, but don't put a raw one in your mouth. It'll sting and taste coppery and burnt and you might feel a bit sick, but that should be it. Might zap a bit. Who knows.
Additional Notes: They have a lot of ornamental longevity, but one should take care in remembering that they do appear to be quite literally formed from blood and thunder. Be respectful, as always.
The Dissertations on the Nature of Charon is a adventurer contributed research journal on various aspects of Charon's natural world including but not limited to plants, minerals, weather patterns, landforms, and more. Maintained and published by the Golden Consortium, this research journal aims to collect research undertook by its guild members to help us understand the world at large. Submissions are catalogued via the journal for future reference and research.
Please contact Story Teller: Lynn (Lynnasaurus#4170) for guidelines and more details.
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Post by Admin: Otto on Jun 10, 2023 23:01:05 GMT -5
{Sunday Lore Gazette} {6/11/23}
New Organization Espadrille The Pale City, Frost GaleA specialized form of kick-boxing unique to the Pale City. This style relies primarily on high velocity kicks designed to break down joints and upset the balance of one's opponent. The hands of the practitioner are often hidden away in pockets, or otherwise holding onto their belongings (such as a fan used to disguise one's features) while delivering devastating blows with their kicks. Practitioners have an excellent sense of balance, able to hold their limbs at full extension for a time without losing their stability on their weight bearing leg. This style of combat requires the ability of the practitioner to be able to kick the height of their head, and have the strength to be able to destroy bones and joints with well-placed blows. More avid practitioners of this style often go to lengths to add blades, heavy toes, or other sharp implements to their boots. For a period of time in the Pale City, it was illegal to raise your hand against your betters, which made things difficult when those so-called betters attempted to duel anyone who was beneath them in social standing. The lower-class members of the Pale City developed this style of combat as a means of self-defense, where hands could be comfortably kept in their pockets, while their feet connected with the chins of authority. This was especially effective for individuals who wore robes or skirts, as the fabric was able to conceal the micromovements of their legs leading up to an attack. Also a favored art of sailors, who often need to hold on to a swaying ship when in the midst of combat at sea. While a more formal school can be found in each quadrant of the city, the true home of Espadrille belongs to the streets. To gain access requires spending a few fruitless nights in taverns by the docks until a fight inevitably breaks out. The person left standing, if asked nicely (and offered a drink or four) will lead the curious to the current alley being used to guide instruction for Espadrille, a location that changes weekly, where you will be taught, first-hand, by Cezanne Bellgarde. New Notable NPCsJeanne du Luc Pale City, T'saya, Male Appearance |
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Description | Personality | The founder of Espadrille, Jeanne was a former sailor who primarily worked on fishing vessels that lead out of the Pale City. He was at the fore of the workers attempts to unionize, at a time when Frost Gale penalized any who dared threaten or accost someone of high social status. It was he who developed the art as a means of circumventing the law, taught to others so that they might have the means to defend themselves from an oppressive society that would not hear them. In the decades that followed, Jeanne Du Luc has been held up as a local hero, and elevated to the heights of nobility. His primary school of Espadrille is located in the Pale City, and tournaments are held across Charon.
| Jeanne Du Luc has been accused of being haughty and impersonable, but it would serve those critics well to remember that Jeanne was a born and bred sailor for the majority of his life. While he bears the title of noble now, it has allowed the reach of his teachings to expand beyond the borders of Frost Gale. He is dedicated and stalwart, a man of few words and one who will not hesitate to act. He has been more active in the realm of politics, endorsing the rights of the working class where he can to his new associates in the upper echelon.
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Cezanne Bellegarde Pale City, Dark Elf, female Appearance |
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Description | Personality | Believing Jeanne du Luc to be a sell-out, a former protege, Cezanne, decided to take Espadrille back to the streets where the art was founded. Many consider her to be the true spiritual successor to the art, eschewing the trappings of fame and popularity that her once-mentor enjoys. She has no dedicated dojo, preferring to teach the disenchanted and disenfranchised of the Pale City how to defend themselves.
| Blunt, to the point, and no nonsense, Cezanne is known to be a brutal teacher-- and incredibly effective. She believes that the power should be in the hands of the people, and uses this philosophy as a basis for her techniques. While her reputation is for being something of a blunt instrument, her compassion and incredible ability to organize people to her cause cannot be understated.
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New Diseases and Curses CephalopoxEntry from Creation Contest winner YaseiCephalopox is a unique disease easily identifiable by the large, eye-like spots all over the victim's body. Along with these marks, the victim will suffer from a fever, headaches, and fatigue. It is believed that the disease can be spread by Cephaloclops, but they are immune to it themselves, only acting as carriers. While it is fairly rare to catch, once someone is infected it is highly infectious and spreads through physical contact. There is no cure, but it is usually survivable and will pass on its own with minimal to no known residual effects. When an adult is infected with Cephalopox, they are often forced into isolation to prevent the spread of the disease. This is not the case when a child becomes infected though. Children have a much higher chance of surviving the disease, and if they have been infected once, they build an immunity to it for the rest of their life. Due to this, when a child becomes infected villages will actually hold Pox Parties in which all the children are gathered in a single household to become infected and then recover from the disease together. This has the benefit of minimizing feelings of loneliness an infected child may feel during their recovery since they have limited contact with adults during that time. Pox Parties involve various games and activities to keep the kids from getting too bored. This includes providing children with the means to paint on their skin to form pictures out of the eye-like spots or having count-offs to see who has the most spots. The Pale WoeEntry from Creation Contest winner VeThe Pale Woe is a a rare disease that is carried through bloodlines, primarily in noble families. It is believed to originate from a curse cast on court members at the time of the founding of the Pale City, sweeping through a great number of the houses and claiming the heads and heirs of households, seemingly as punishment for a sin long forgotten. A cure has yet to be found, and it was believed that with those that died, the curse had ended. Every so often and across several centuries, however, a noble family will have a member or two that acquire the disease and suffer its symptoms until their painful deaths. The disease itself is not communicable between people and does not seem to follow any consistent genetic line between the noble families of the Pale City any longer, but it has yet to be found beyond the City's walls and the dark elf race. It is often difficult to determine whether or not a person is afflicted, as the disease is highly variant from case to case, presenting sometimes in childhood, early adulthood, or very rarely, in the elderly. The rate of deterioration itself is also highly variant, and there have been one or two reports of it taking a century with careful management for an afflicted person to finally succumb to it, while others may only survive a few years from onset before the disease takes its toll. It is a curse cast on court members at the time of the founding of the Pale City as punishment for a sin long forgotten that involved a promise that was not upheld. There is no known cure both alchemical or magical. Only a few rare potions and higher complexity spells have thus far only been able to ease discomfort and some pain, while simultaneously prolonging the life of some that are afflicted, however, both are quite costly, and it is not uncommon for a noble family to run out of resources and funds to maintain care of those the afflicted.
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Post by Admin: Otto on Jun 17, 2023 23:00:20 GMT -5
{Sunday Lore Gazette} {6/18/23}
New Region FashionThe 'Fun in the Frozen Sun' Summer CollectionEntry from Creation Contest winner Ak'kaAre you a resident of Frost Gale feeling down and out watching other countries enjoy the summer seasons? Tired of always missing out on new trends and getting the chance to show off your summer beach bod? Look no further than the 'Fun in the Frozen Sun' Summer collection by gnomish designer and local inhabitant of the Pale City, Bianchi! Bianchi has designed a series of enchanted articles designed to give residents a chance to hit the beach, even during a blizzard, and look gorgeous while doing so! Rumor has it that the designer Bianchi has taken much inspiration for this line from recent visits to the Crescent Isles. Her collection includes fashion-forward enchanted pieces such as: The 'Fun in the Frozen Sun' collection contains all these pieces and more! Stock up on garments today so you don't miss out on the summer experience! RongEntry from Creation Contest winner Natsunats-ShunRong is a method of weaving, and also name of the clothes made from it. It's very thin light, breathable, patterns created from weaving just a bit thicker in certain areas to make patterns pop out in tan and wheat-gold depending on the exact material it's made of. Common motifs include alligators, ladybugs, snapdragons, snakes, suns and other iconography of Solaria. There are two traditionally kinds of outfits which are made using this material and technique: Rong originated from the Car'mign peoples who say the techniques were granted by Solaria and Ginma to protect them from sun illnesses (now better known as heat stroke, sun burn and severe dehydration) while they forage through the open Marsh Flats. The images the animals and flora used to decorate them often represent praise and protection. Especially in Ba-rong, which were originally ceremonial wear, but the tradition has laxed as the technique spread across Moonglade and King's Valley, and is now a popular form of summer attire. The more intricate the design the more expensive. "Werebeast's Garb" or DraperyEntry from Creation Contest winner BeistmildThis special clothing is specifically designed for those whose body can change in size or shape regularly and don't want their clothing to be destroyed every time it does. It most often consists of a robe-like garment made from one or multiple pieces of fabric that go over one or both of the wearer's shoulders and then tuck into a belt or another piece of fabric wrapped around the waist to also cover the wearer's legs. These robes easily expand or even fully slide off the shoulders to allow their wearer to grow and change shape. The fabric can be switched out depending on the season, choosing heavier fabrics when it grows colder and lighter, more airy fabrics in the summer months. Though it was designed more for practicality, it can be very beautiful. The color and patterns on the fabric vary, and the style of how it's draped over the body turned this style of clothing into a way of self expression. Even some members of nobility will wear it, draping themselves in lavish fabrics and accenting it with accessories and elaborate hairstyles. Some wear the drapery overtop other tops and pants solely for the fashion. This clothing is most popular with some Werebeasts that gathered together in small settlements after being outcast from other societies. It's primarily used by types of Werebeasts who grow larger, such as Werewolves and Werebears, but can be worn by anyone and has even been appropriated by some members of nobility who saw it and thought it was an elegant style of dress. New Organization Yi-Shan Sky Peak Village, Dragon's CradleYi-Shan is a grappling martial art that focuses on using your opponents momentum, strength, and weight against them as you target their joints and center of gravity seemingly making your opponent fly as if the laws of gravity don't apply. This style of fighting requires one to fight in extremely close quarters and while it does have punches, kicks, and slaps all of them are meant to be turned into hooks or grabs to control the flow of your opponents movements both current and future by disabling joints and pushing and pulling them to your hearts content. This style of martial arts has been taught exclusively in Sky Peak Village for over a hundred years now, but its origin and root is in that of the Jade Pillar Sect of the Crescent Isles, a martial tradition that emphasizes disabling and maneuvering ones opponent until they are unable to continue fighting. Dagren Scale-Hide founded the principles that the Yi-Shan style would espouse during his stay at the Jade Pillar Sect and after he formed the new sect in Sky Peak Village, he has taken on many a student so long as they hold true the tenets of his Sect and Style which is to seek self perfection and aid all who are in need. New Notable NPCsDagren Scale-Hide Sky Peak Village, Orc, Male Appearance |
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Description | Personality | Dagren Scale-Hide is the founder of Yi-Shan martial arts a style of fighting that uses grappling and mastery over balance to subvert the center of gravity of others, and an "immortal" ascetic having elongated his life through self perfection. Standing at only Six feet tall, he is an unusually small Orc at least in comparison to those that come from the northern lands of the Dragon's Spine Mountains. His has a well muscled and sturdy graced by a more then a few scars. His skin is a more subdued shade of green with soft liminal highlights whenever sunlight directly touches his skin making him seem otherworldly at times.
| Dagren is a man of very few words and even fewer emotions, having walked the path of self mastery for so long it seems as if he is always in another world, lost within his own thoughts and actions. He has lived in Sky Peak Village for over a hundred years already with no sign of aging or slowing down.
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Dagren has long been a wander and follower of the martial path, having lived many lives worth of experiences during his time. He grew up in the frozen north of the Dragon's Spine Mountains in Dragon's Cradle to the Scale-Bane tribe of northern Orcs. It was there that he learned his first lessons along the martial path: the strong consume the weak. He was small for his people and thus he suffered for his perceived weakness as they did not live in an environment in which the weak survive for very long. When he was old enough to venture out on his own, he took his few belongings and went eastward. He fought as a mercenary, a bandit and eventually a pirate. As he made his way through his early years and into his twenties, he focused solely on simply surviving and honing his skills so that he would never be viewed as weak again. His journeys eventually led him to the Crescent Isles and it was here that his mind was truly opened up to what strength actually meant. His second lesson along the martial path revealed itself to him after his pirate gang were brutally beaten and captured by the guardians of the Isles: true strength does not come from within. He spent many years on the Isles, first as a laborer paying his debt to their society for his piracy, and then as a mercenary for the merchant's alliance, and lastly as a lay brother at the Jade Pillar Sect. It was there that he learned the last of his lessons on the martial path: only through service and self perfection can one truly be strong. His time at the Jade Pillar Sect taught him many things and even brought back to him the lessons of his tribe, allowing him to reach a stage of self perfection that seems to have stopped him from aging. Once he had reached this state of enlightenment and came to the conclusion that true strength lay in what you do for others and mastering your self, he felt that he could move mountains if he so tried. This thought and his own experiences led him to relocate back home where he set up a school that teaches the values and virtues of his own design. The new Heaven's Grip Sect, as he has named it, teaches that strength is only attainable through self perfection and in assisting others. These foundations have also influenced the martial style of the school itself which is formulated on grappling and throwing others using their own weight and strength against them.
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Post by Admin: Otto on Jun 24, 2023 23:00:06 GMT -5
{Sunday Lore Gazette} {6/25/23}
New OrganizationAita-ShouCrescent IslesRoughly translated into modern Charonian language, it means “Open Hand.” A martial art with a focus on hand to hand combat. It’s stance is widely recognized by the practitioner’s open palms. There is a calmness to this style of combat; practitioners’ movements flow with grace and elegance. The practitioner weaves out of the way of oncoming strikes smoothly; redirection of the opponent’s kinetic energies is employed by the style’s many movements. Generally considered a form used for defensive practices. Pacifistic in nature. The “Pacifist’s Style,” if you will. The first style of the Shou arts to be created by Huoziang. Developed as a means to battle aggression in any situation. When Huoziang was a younger man traveling around the Crescent Isles, he was witness to many crimes out on the roads traversed by many. His family being of pacifistic nature, he desired a way to defend himself while not having to resort to aggression and violence. Thus, Aita-Shou was born. A way for one to defend themselves against those who seek to do one harm. While one can find many dojos scattered across the Crescent Isles teaching Aita-Shou, the original dojo is found in the same town that the Shou family still resides in. Many seeking to learn the fundamentals of the Shou Arts in it's purest form travel here to study under a master recognized by the family themselves. Tojita-ShouCrescent IslesRoughly translated into modern Charonian language, it means “Closed Hand.” As the name suggests, it is another form of Martial Art that focuses on hand to hand combat just like it’s sister style “Aita-Shou.” The stance is similar to Aita-Shou’s, but the key difference is that the hands are now closed into fists. If Aita-Shou is considered the “Pacifist’s style,” Then Tojita-Shou is considered the “Aggressor’s style.” Rather than waiting to redirect and use an opponent’s momentum to put them off balance, the practitioner goes on the offensive. Quick footwork and ferocious strikes to vital areas is what makes this style as feared as it is. The second style born of the Shou Arts created by Huoziang. Developed for times when the first style is insufficient in a dangerous situation. For a while, Aita-Shou had proven to be effective against the various opponents Huoziang would face on his travels. It was when he faced opponents trained in the art of combat that he found the first style's insufficiencies. The Pacifist's Style was designed for defense, to outlast one's opponent without showing aggression. Against trained individuals it only prolonged the fight, it could not end it quickly. Thus, Tojita-Shou was born out of necessity for one to be better able to defend themselves against more skilled attackers. As Aita-Shou has expanded it's influence across the Crescent Isles, so too has Tojita-Shou. Many dojos teach it's principles, but many seek to learn in the original dojos founded by the creator of the Shou Arts. As they are two schools of thought, Tojita-Shou has it's own dojo for students who have mastered the principles of the first style. Yuruita-ShouCrescent IslesRoughly translated into modern Charonian language, it means “Loose Hand.” This style was developed as a blending of the two aforementioned styles. The aggressor with an off putting calmness. The stance blends the two together; the practitioner looks to be utilizing Tojita-Shou in a very loose state. Their hands are loosely closed with a calmness to throw off their opponents. Frighteningly quick footwork, strikes to vital areas, and graceful defensive strikes and movement. Some consider this to be the perfect style as it takes principles from both styles. However, a practitioner is usually required to have mastered both aforementioned styles extensively before Yuruita-Shou can even be considered. Familiarizing one’s self with the principles of Aita-Shou and Tojita-Shou is said to make the learning of Yuruita-Shou flow naturally. The third of the Shou Arts created By Huoziang. Developed after the long years of travel he had subjected himself to. As time passed, Huoziang found himself contemplating upon the two styles that he had created. They each had their strengths and their weaknesses. One pacifistic, the other aggressive. One of grace, the other of ferocity. An epiphany was had then. They were both developed as a means to defend oneself, and so he took the principles of both styles and blended them together as one. Thus, Yuruita-Shou was born out of years of utilizing the first and second styles. The perfect way to defend oneself in unarmed martial combat. Those seeking to master the third style of the Shou Arts must travel to Starlight City and train underneath the current Grandmaster, Niú Mówáng. Having made the decision to dedicate all their time and effort to learn the Shou Arts, students find that they are emulating the life of the creator, Huoziang. By traveling from one dojo to another, and then finally reaching the dojo of Niú Mówáng. It is a spiritual journey not only in travel, but also in the eventual mastery of the Shou Arts. New Notable NPCsShou Huoziang Crescent Isles, Half-Goliath, Male Appearance |
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Description | Personality | Huoziang, family name Shou, is the founder of the three main styles of martial arts of the Crescent Isles: Aita-Shou, Tojita-Shou, Yuruita-Shou. The Shou family were original inhabitants of the Crescent Isles, and Huoziang the second eldest son. Though the reason is lost to time, he left home to wander the Crescent Isles in a journey of self-discovery, that made the Shou arts what they are today.
| Much of who Huoziang was has become the stuff of legend. Stories say that he was an affable man who was creative and easily bored. He travelled each island in the Crescent Isles, and knew how to navigate each, without a map. He was known to be frank and a little mischevious, traits that he tended to look for in potential students.
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Niú Mówáng Crescent Isles, Minotaur, Male Appearance |
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Description | Personality | Current grandmaster of Yuruita-Shou. His dojo is located in Starlight City, but he himself is rarely there. He was adopted by the Shou family as a youth after getting into an impromptu street fight with a family member of roughly the same age. He has been spotted within the Bamboo Forest, and making frequent journeys between the Isles and the mainland, travelling as far up the coast as the Marsh Flats, ostensibly to find potential students for his school and to continue the never ending journey of self discovery.
| Niú has a personality that is not unlike the flow of water; constant, refreshing, and can shift without warning from gentle brook to unrelenting rapids. He is a firm but forgiving instructor, allowing for mistakes to become important lessons, though he is not especially known for holding back. Niú is a laidback man who is full of mirth, though his dry, softspoken delivery tends to confuse people who are not used to his candor.
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Plants of Charon CandelieLocation: Found in caves in the Frost Gale, usually in the World Crown
These flowers are impossible to miss when you find them; they are strange and intricate works of art, with delicate red and golden petals that almost seem to glow, with cut-outs that make them almost resemble paper lanterns. Their pistils and stamens glow a bright orange and simulate the movement of a flame. Overall, the entire flower looks like a heat source; that is their key trick. A careful eye will note that the snow does not melt around them and steer clear.. but that depends on how close you already are.
Candelies are extraordinarily dangerous; they produce a faint gaseous pollen with hallucinogenic and sedative properties that deliberately deceives those who get too close into believing they've found a heat source amidst the brutal cold, enticing them to lay down and rest. If you do, you will likely never wake; Candelies are carnivorous and magical, feeding off the nutrients of the dead, and are far larger than they may appear. The flower itself is just the bait. Its pollen is, obviously, capable of being broken down and utilized for sedatives and hallucinogenic poisons, but I wouldn't want to go after it, myself. If you hate someone enough to want to poison them, you have to really hate them to want to use a Candelie.
Toxicity: Extreme; they lack any inherent deadly toxins, but they produce a powerful hallucinogen and sedative that, in tandem with the weather, is ultimately lethal to anyone who gets too close and cannot break free of it. You will not suffer if you eat or touch these, but they themselves have the power to kill you, and they will eagerly do so.
Additional Notes: Where do I begin? These things are horrible. Terrifying. Half of their actual structure is underground and absorbs you through the snow while you're under magically-induced sleep. You're a madman if you think going near one is a smart idea.
Seithr's Bane Location: Found in the mountains of the Frost Gale, where the snow falls at its heaviest and coldest
Seithr's Bane is a rather beautiful flower that grows in clusters; each blossom is a pale blue with five petals exactly, often with dark blue veins spread across them and a pale purple gradient at the edges of the petals. They have multiple stamens that curl inward, each of them a dark and brilliant blue, and these tend to be the most likely thing to catch your eye, as they poke out above the snow and stand out against the white. They reflect a blue shadow upon the skin, interestingly, no matter what your complexion is, and they have an eerily pleasant scent.
These flowers have no medicinal or edible worth whatsoever, nor are they especially useful in any form of craft; they're extraordinarily difficult to find and are very, very poisonous. Their key use comes in alchemy, really; they serve as a powerful toxin, and can be very useful in a variety of poisons and detrimental potions. They can be difficult to handle in crafting, however; they are extremely resistant to heat and seem to stave it off with their deep coldness, and require very thorough and careful handling. They aren't poisonous to the touch, at least-- but you might get frostbite handling them.
Toxicity: Extreme; in fact, I would not be surprised if this ranks as one of the most poisonous flowers within Charon. When consumed, you... really do not have very long to live afterward, unless you have someone capable of cleansing the poison from your body on standby. The toxins present within this flower effectively shut down your respiratory system bit by bit, and... I will refrain from going on, but it is not a pleasant way to go. Don't eat the flower.
Additional Notes: Their name is derived from a folk story about a fire giant named-- you guessed it-- Seithr, who sought immortality. They say this plant was his downfall; he consumed it, believing it might grant him strength and eternal life because of its rarity, but it instead quenched the fire within him and slowly drained him of his power. Of course, it has many colloquial names as well: Frostbiter, Slushcups, Frost Devil's Star, so on, so forth.
The Dissertations on the Nature of Charon is a adventurer contributed research journal on various aspects of Charon's natural world including but not limited to plants, minerals, weather patterns, landforms, and more. Maintained and published by the Golden Consortium, this research journal aims to collect research undertook by its guild members to help us understand the world at large. Submissions are catalogued via the journal for future reference and research.
Please contact Story Teller: Lynn (Lynnasaurus#4170) for guidelines and more details.
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Post by Admin: Otto on Jul 1, 2023 22:59:19 GMT -5
{Sunday Lore Gazette} {7/2/23}
World Tech UpdateThe following update aims to provide important information to enhance the roleplay experience within the setting and existing game system while further defining Charon's unique world. The below update and accompanying lore is considered canon to the world of Charon and our game system as of the date of release. You do not need to retroactively edit your past or ongoing threads to reflect this change. We understand this update may impact current characters created before this information was available. If you have any questions, concerns, or comments regarding this update, please reach out to Staff team. Understanding Arcanatek: Experimental Magical Theory and You!
By: Synnove Alstromer
Arcanatek is the product of infusing a previously non-magical object with enchantments, enhancements, or other magical functions. This is accomplished through the process of applying a Formulae Arcanum—a magical equation transmuting Primordial energy, or "magic"—into the item, thus granting it incredible new powers as defined by the writer of the formula. Recent archaeological digs and advancements in various areas of scientific study such as extra-planar theory heave resulted in the rediscovery of Formulae Arcanum blueprints. The discovering of a golem in a long-buried excavation site has led to attempts to reverse engineer ancient artifact scientists are referring to as an Arcanatek Core. This has led to a breakthrough in understanding how magic works on Charon, though how the Core came to be or how to create something similar is still currently lost to time. New applications of magic open countless windows of possibility, but there are limitations. For one, the size of the Formulae Arcanum correlates directly to the capacity of the one casting the magic. Using magic is as much an exertion on the physical body as doing a fitness routine. As such, the more powerful and complicated the spell (thus requiring a longer Formulae Arcanum) leads to the more energy from the caster being required to fulfill the spell. If the spell is too physically demanding for the caster, it can result in being knocked unconscious or death. Formulae ArcanumWhere there is magic, the Formulae Arcanum exists. Formulae Arcanum is the means of transmuting Primordial energy in the context of casting a spell. It is essentially the language of magic. The equations that make up the structure of a spell can be manipulated by spellcasters verbally, through gestures, or by writing it through some sort of technique to hold a magical objective in stasis, either permanently or temporarily. Arcanatek is based on the latter, as magical items rely on pulling a continual flow of magic to maintain enchantments, enhancements, or other magical functions. To properly use, a Formulae Arcanum must be written in unfaltering hand with the intent of the outcome of the spell in mind. One mistake can result in the object simply refusing to take to the altering properties of the Formulae Arcanum, or having the object implode (very troublesome when applied as a tattoo to flesh). It can be applied temporarily, as with ink, salt or sand to parchment or a neutral surface. More permanent options include tattoos, carvings, engravings, or brandings. How the Formulae Arcanum looks will vary from caster to caster; some prefer to rely on the speed of arcane script/words, others the geometric shapes that make up the structure of a spell. The action of casting a spell, in one way or another, involves using words, gestures, or other various means to act as a medium in which a Formulae Arcanum can be used to harness Primordial energies and turn it into the caster’s desired effects. What this specifically looks like varies from caster to caster. Someone who does not have the knowledge, skills, or capacity to effectively utilize Formulae Arcanum themselves can still use an item that was inscribed with a Formulae Arcanum. Primordial FundamentalsThe Primordial energies—that of Earth, Sky, and Sea—are the fundamental elements that supply a steady source of ambient magic to Charon. It is theorized that there is at least one Wellspring— an area where ley lines from these extra-planar realms hold fast to Charon itself—for each element. These areas are thought to be well hidden and are currently impossible to get to. At least, for now. While Earth, Sky and Sea are the primary primordial elements, others exist as well. Fire, ice, dark, light, and other forms of magic create a plethora of energy combinations with wildly different results. These combinations of various energies are less stable, and therefore, more potent when a Formulae Arcanum is used to create the structure of a spell. It is the strain of harnessing these energies with a Formulae Arcanum and then releasing that generates the power of a spell. ApplicationsArcanatek is the application of a Formulae Arcanum on items that allow individuals to tap into the Primordial energies of the world, resulting in enchantments, enhancements, and other magical functions. Arcanatek is vastly superior to other forms of proposed technology due to the prevalence of ambient magic from Primordial sources, and the access to harnessing Primordial energies requires only having the capacity to cast magic. If you are one of the few that do not have such ability, you can still use Arcanatek! Creating Arcanatek is done by inscription, drawing the equation onto an item to continually absorb ambient magical energy to maintain the magical properties of the item as defined by the Formulae Arcanum. LimitationsUnfortunately, the full extent of how Formulae Arcanum can be manipulated and how the recently discovered ancient Arcanatek Cores function we may never fully understand. Even with the information we do have access to, we still don't know enough about Charon, its true history, or extra-planar realms to be able to harness Primordial energies on a grand scale. Extremely intricate uses of Arcanatek, such as those in the medical field, are still highly experimental, resource intensive, expensive, and dangerous. As such, the vast majority of Charon and its populace continue to rely on traditional medicine and the expertise of trained physicians rather than Arcanatek specialists. Further, the risk of Arcanatek being abused and used maliciously is high and a current major concern of the ruling powers. As such, the participation in a large-scale Arcanatek undertaking (research, production, trade) is strictly regulated in all Charonian jurisdictions.
FAQ Q: Where does gunpowder fit into Arcanatek?
Q: What other types of technology are there?
Q: Who can use Arcanatek?
Q: Can I replace all my flesh bits with metal and become like General Grevious?
Q: Can I flavor Arcanatek as being clockwork/steam-powered?
Q: I want to make a character from another setting where mechanics are the primary means of technology. How does that fit in on Charon?
Q: What if I don't want to use any magic whatsoever, even in items provided by the Mystical Archive or the Bazaar?
Q: Why is there scientific terms being used to describe magic? Aren't magic and science different?
New World LoreArcanatek RevivalIn the hidden depths of the Mages’ Guild, a secret cabal of researchers have been developing the next advancement in Charon technology, Arcanatek. With the end of the Rune Wars and the ascension of Emanious Solarian to throne, the cabal sent a missive under the utmost secrecy to the new king to present their audacious proposal to fund this research. The initial request was refused, but the research went on and on every coronation anniversary for generations another proposal was sent till it was finally approved at the coronation of Eldenwar Solarian. With the new influx of official funding, Arcanatek research rapidly started to show the results of centuries worth of effort. The first ever golem prototype was activated, the parts used to make it were discovered at the bottom of the bay in Sol City. With peace and stability settling across the continent in this new era, discoveries by the Arcanatek cabal and adventurers hired by them of these golem artifacts have steadily increased and the success of the research has grown to the point where the Arcanatek cabal was confident enough to show off their prototype to the king. This Arcanatek golem represents the current pinnacle of Charon technology, the first ever magical powered automaton. While currently crude and heavily reliant on an Arcanatek researcher’s magical energy, the Arcanatek golem represents endless possibilities for the future of Charon. GunpowderThe most advanced technology currently known in Charon is the use of the chemical reaction between heat and the black powder substance known as gunpowder. Its discoverer was a researcher with the Golden Consortium by the name of Aarav Bhandari who was studying the myriad applications of sulfur from the volcanoes in Dragon’s Cradle and the Ash Lands. From this initial discovery in the year 1512 of the Age of Progress revolutionized military tactics and compositions, though due to the prohibitive expenses of processing and refining the powder into its stable form it has not made its way into industrial production and only regions like Capitol Landing, Zeinav, and Frost Gale with their large monetary wealth are capable of fielding large amounts of gunpowder units. Urban DevelopmentUrban development and city planning is a very new concept currently seeing a resurgence as the Age of Progress has allowed longer term thinking about society to flourish due its relative stability and current technological advancements in comparison to the era of the Rune Wars. An adventurer can expect any of the major cities to have a sort of minimalist plumbing that requires the user to flush by dumping water, usually dirty sink water or from washing clothes, down the toilet and then gravity takes care of the rest. There is still no running water via mechanical methods. Drinking water is acquired or delivered from city wells that are treated magically to avoid disease spreading. While the architecture and style of cities are very region specific, in general an adventurer can expect access to a harbor and a postal service near that harbor. This reflects the core of how the government in Capitol Landing can maintain stability across the land. Wealth, information, people, and the military are heavily reliant on access to a harbor as it is the main way these things can be delivered across the continent. At the turn of the era from the Rune Wars into the Age of Progress, glass and glass windows had finally reached mass production levels, this has allowed the process of upgrading of buildings and tools to begin in earnest. As glass became commonplace, the transportation of delicate materials became a growing business among high society, the popularity of special liquors, perfumes, and other such fashion items grew exponentially as a side effect. Rural DevelopmentWhile lacking access to many of the advances and conveniences found in major urban areas, the inhabited rural areas of Charon have seen their fair share of developments. Well-guarded and maintained roads made of stone radiate outward from cities and villages have sprung up around them for the required logistics of trading goods. Outside of the walled settlements, the use of the wheel becomes paramount. While rural settlements will prioritize settling by a river or the sea, this is not always the case as the need to settle arable land to support a constantly growing population is first priority. New Historical NPCsAarav Bhandari
Zeinav Desert, Human, Male Appearance | |
Description | Originating from the Zeinav Desert, Aarav Bhandari joined the Golden Consortium with the intent to change the landscape of alchemical progress as Charon once knew it. His research revolved around the numerous volcanic and naturally generating elements within the Dragon's Cradle and the Ash Lands, in hopes of finding new ways to transition these incredibly common elements into beneficial potions, reagents, and discoveries.
While dabbling with sulfuric combinations, as described in his journal, (kept on archive within the Consortium): "...fire erupted from the flask, its heat hot enough to shatter the thick glass. Embers scattered everywhere; my research, the table, the ground; if not for the quick thinking of my assistant, I am of the mind that my entire lab would have erupted into flame— perhaps, even the Consortium itself...".
This highly flammable substance which Aarav first discovered would begin the cycle and evolution of what Charon now knows today as gunpowder.
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Society of the Arcane Core
Capitol Landing, Diverse Races, Diverse Genders Appearance | |
Description | In the hidden depths of the Mage's Guild once lay the laboratory of the Society of the Arcane Core; a secret cabal of researchers, mages, and architects with one goal laid before them: the union of the arcane and the mechanic. Not all of Charon had such forward thinking, however; as the Rune Wars drew to a close, the Society sent a missive under the utmost secrecy to the new king, Emanious Solarian, and presented their research for funding.
He refused them; and others called their work blasphemic towards the gods themselves.
The Society continued their research underground; for centuries, and with each coronation of a new king, the Society's leader— Varda Ithil, a Moon Elf— sent forth a missive— until finally, one of the royals could see the worth and prospect of their research. After Eldenwar Solarian finally approved the Society's research, Arcanatek research began to boom. Centuries of research, testing, and effort began to provide results: and finally, Charon's first Arcanatek Golem was born of their blood, sweat, and tears to mark the turn of the century.
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Dunira Brylleglian
Frost Gale, Half-Dwarf, Female Appearance | |
Description | Originally from the Frost Gale, Dunira Brylleglian hailed from a humble background as a blacksmith's daughter in the Pale City. Her upbringing would see her oft brushed off as the youngest child in her home; time that would see her wandering the city. She would find a humble mentorship with local sculptors, where she would learn the craft of patience, planning, and artistry. Few of Dunira's original sculptures remain in Charon— and those which do— are often highly valued, as they are few and far between.
What does remain prominent of her life, however, are the remnants of her architectural styles; as her passion for creation heightened, Dunira found herself inspired by the natural arches of the Frost Gale— massive, swirling circles of ice— and featured beautiful, flowing arches, elegant domes, and an overall harmonic mastery in her architectural studies and plans. Her first patron came from Frost Gale, itself; a beautiful hospital built within the Pale City would feature the first marks of Dunira's flowing archways, which garnered her the attention of other patrons.
Her work can be found in several cities outside of Frost Gale, most prominently within the Moonglade and Sol City. Her last project, the Temple of the Moon in Eclipse City, stands in beautiful curvature and harmony with the city centered around it. Despite dying before its completion, this bright, harmonic beacon to Lunala serves as one of her most well-known centerpieces, and has been the inspiration for many an architect who follow in her footsteps.
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Adair Hansley Dragon's Cradle, Human, Non-Binary Appearance | |
Description | Hailing from the Dragon's Cradle, not much is known about Adair's early life until their service to the Council of Thorock began during their early 30's. It is believed that Adair likely served as a sailor or naval officer in merchant vessels, but other historical references poise Adair as the child of a fisherman on the coast of the Dragon's Cradle.
Regardless, most historical accounts rejoin upon Adair's captaining of The Sea Devil, a quick and tactile ship; sometimes accompanied by The Siren and The Gull depending on the timeline of the tale. Adair's small armada was efficient at hunting down the pirates lurking in Thorock's waters, and turning them over to the Council for judgement. They were known to be a harsh and stern individual, and a near-zealous loyalty towards Salina, of whom Adair believed had spared them dozens of times upon the ocean's rolling waves.
Among Adair's many accomplishments sits the hunting and arrest of many a pirate, the slaying of sea monsters, and the illustrated records of the coastline of Charon's Zeinav Initiative— including the hideouts, coves, and waters where pirates oft lurk. These recordings resulted in the gradual annotation of a map, largely popularized with merchant vessels and distributed privately by the dockmaster, that allowed merchant ship to take varying routes in order to avoid dangerous waters.
Adair haunted the sea for many years, and spent some of their later years marking the coast-lines of Charon and annotating sea-faring maps of the dangers in its depths. During one of their routine voyages into the waters of the Luna Sea, The Sea Devil is believed to have sunk; the cause is unknown, but the boat, its crew, and its captain were never found.
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