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Post by Admin: Otto on Jul 8, 2023 22:59:40 GMT -5
{Sunday Lore Gazette} {7/9/23}
New Military FactionLilicors Armed IrregularsAs being the undeveloped section of Charon, Lilicors Village and the Marsh Flats as a whole rely on the Knight Order of Tegrid to maintain order through their questing knights who frequently travel through the region. If a larger military force is required, a call to arms goes out to the general population and those who are willing and able go to Lilicors Village for organization. Due to the nature of this rallying cry there’s no precise number of individuals who make up the Lilicors Armed Irregulars, but are led by a group of Tegrid Knights that were within the region. What the Irregulars are armed with comes down to individual or cultural taste. You have people with family heirlooms, tools of the trade, or even just rocks. Bows are the most common form of weapon seen amongst the Irregulars with fishing spears and nets closely in second. Leather and cloth armors dominate the force and there are zero horses to be found. These limitations have forced a strategy that entirely relies on guerrilla warfare tactics. Using the environment to confuse, trap, and deal harm to enemies without ever truly engaging in pitch combat is the core tenet of the Irregulars’ tactics. Be wary when the trees speak, especially if it's in a language you can understand. New Bestiary EntriesUnbandaged Zeinav Desert Power Level | Alignment | High | Hostile |
Description | An Unbandaged is the reanimated corpse of someone who had been mummified. An Unbandaged seeks to become whole again by filling its empty body with the organs that were removed during the mummification process. The Unbandaged must continually steal organs from living victims in order to survive. An Unbandaged's touch has the ability to drain a target's body of all water, reducing them to shriveled up husks. The Unbandaged can also turn their own body into dust temporarily as a way to infiltrate buildings or travel vast distances while being carried on the wind. |
Abilities
| - Undead Nature - Dehydrating Touch - Dust Manifestation - Summon Sandstorm - Organ Snatcher |
Bogaboo Marsh Flats Power Level | Alignment | Medium | Hostile |
Description | A Bogaboo is a creature often used in cautionary tales told to little children to keep them from wandering into the swamps at night else they wish their skulls be added to a Bogaboo's collection. Bogaboos are accursed amalgamations of skeletons from bodies that were improperly disposed of, left to rot and fester until they became one with a malevolent nature spirit. Bogaboos are fast and able to easily navigate the tangled treetops of the Marsh Flats. They can also lurk beneath the water's surfaces, lying in wait for unsuspecting victims to cross their path.
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Abilities
| - Undead Nature - Incredible Strength - Four Arms - Quick Climber - Ambush |
Charred Ash Lands Power Level | Alignment | Medium | Hostile |
Description | The Charred are manifestations of the pain and suffering experienced by those who lost their lives to the fires of Mount Drakolt. The Charred have no memory of their past lives beyond the pain of burning to death and seek only to share their suffering with anything that breathes. The Charred roam close to the sites of where they perished, forever seeking vengeance and only finding peace in their own destruction.
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Abilities
| - Fire Damage Immunity - Fiery Aura - Floating - Grasping Tentacles - Choking Smoke |
New CurseTraveler's CurseEntry from Creation Contest winner JavalThe Travelers Curse is the bane of adventurers, traveling merchants, and seafarers alike. It causes the victim to lose any sense of direction, leaving them likely to be hopeless lost in the wilds or completely disoriented in cities. What's more, those afflicted with this curse find themselves just as likely to become lost inside buildings, unable to find their way out or locate any belongings they may be seeking. Previously, this curse was believed to merely be a disease which caused delusions. However, recent medical research has revealed it to be much more malevolent. Someone inflicted with the curse essentially has a aura about them which causes their environment to physically alter itself which is the true cause of the disorientation. Objects will actually move to different location with severe cases resulting in the entire structures of buildings shifting into completely different layouts than they were originally constructed with. How someone becomes cursed in this way is still a mystery, though there are rare cases of individuals carrying the curse from the day they are born. Speculations of the origins of this curse include incurring the wrath of a witch, being born under a malevolent star, or becoming a target for mischievous fae. Those that suffer from this curse often fall into deep depressive states due to their sense of direction being taken from them. Current cases of those afflicted with this curse are rare, but for those that carry it there is no cure. Drastic measures of dealing with the severe effects of the curse altering the surroundings include isolation of the cursed individual, though observations suggest that this seems to only increase the potency of the curse as if it feeds off of the victim's feelings of desperation from being lost.
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Post by Admin: Otto on Jul 15, 2023 23:00:12 GMT -5
{Sunday Lore Gazette} {7/16/23}
New OrganizationsRoyal Mail ServiceAn early royal decree from King Eldenwar Solarian in the year 14180 forming its establishment. The Royal Mail Service constituted a major effort to unite and connect the continent after the chaos of the Rune Wars. In its early years, mail service was primarily delivered via ships and on horseback. A series of mail posts popped up along the roads of Charon with stables attached to give fresh horses to postal riders. This soon developed into roadside inns and small farmer markets as the importance of delivering goods, services, and mail exponentially grew. As the demand for the Royal Mail exponentially grew, the current postmaster at the time, Jebediah Muskcove began to develop a relationship with the Winged Expeditionary Force to use their Drake Hussars as secondary mail carriers. This continued relationship turned to the breeding and taming of drakes which have been named as the Letter Drake and Postal Drake. While still new to the Service, the postal drakes have catapulted the speed of delivery astronomically as the Postal Drakes are capable of crossing seas while using one of the many ships as a resting spot and Letter Drakes are far faster than any normal courier when delivering within cities. The successor to Jebediah, Alius Skyborne took up the mantle of Postmaster General at the beginning of a transformational period for the organization and has made a lot of efficiency upgrades to it. Setting up permanent sailing patterns for ships to optimize the Postal Drakes flights, assigning a continuous quest to the Knight Order of Tegrid to protect routes through Moonglade and Marsh Flats, and various other forward thinking processes. As Alius Skyborne is nearing his retirement, rumors of his successor abound amongst the elite of Capitol Landing and how they will handle the Service. The Starlight CouncilContrary to other areas of Charon where the nobility decide matters of importance for all through inherited title or other forms of nepotism, the Crescent Isles have elected officials that assist Princess Leylani with her decision making. They are chosen representatives of the islands that make up the Isles, and are elected through a nomination process. The individual with the most nominations is elected to serve on the Starlight Council on behalf of the area they were elected in, bringing their interests before the Princess and having their input provided. These electors are often pillars of the community, those who have completed a great feat in service to the people, or a respected elder. These elections happen on a yearly basis, with representatives for certain areas changing annually, while others have nominated the same person over the course of several generations. They are given titles and roles according to their specializations and abilities, in order to offer a broad swath of information to the decision making process of the Court. New Notable NPCs
Kōnane Kaʻuhane, Minister of Medicine
Crescent Isles, Human, Female
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Description | Personality | Kōnane is one of the newly elected to the Starlight Council, and the youngest to be given the honor to represent her area in the past fifty years. When the majority of those on her island, Keone’ō’io, fell ill, including the only physician within several leagues, she took it upon herself to tend to the sick. An herbalist and apprentice physician herself, she used what she had learned during her study and from her mentor's books to create a medicine that helped to cure the sick. It is from her quick thinking that saved many lives, and for this, she was nominated to the Council.
| Kōnane is determined and driven, a proud young woman with a desire to help that runs as deep as the ocean itself. She is fiercely loyal to the island of Keone’ō’io, and does not suffer any talk from those in more developed areas that would disparage her rural community. She is a gifted herbalist, having created a book of medicinal herbs and roots unique to Keone’ō’io. She hopes to one day be the chief of her village.
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Rizalino Abalahin, Minister of Justice
Crescent Isles, Half-Orc, Male
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Description | Personality | Rizalino was born on the Crescent Isles on the island of Matalahambre. The son of immigrants, his parents had fled the Marsh Flats, accused of a brutal crime they did not commit with no way to fight the punishment. Growing up as the child of fugitives had a profound effect on how he viewed the world and developed a deep interest in law. When the Golden Army found his parents at last, he acted as their legal representative and successfully defended them to the High Court. He has served a handful of times on the Council as a result of his dedication to justice and truth.
| Rizalino is a witty, down-to-earth half-orc with a deep fascination with people. He is a loving husband and a devoted father; He has six children between the ages of 20 and 4, with another on the way. He carries himself with pride, knowing that the community he represents has confidence in him and his abilities to see to their best interests. He is considered wise council and happily takes on pro-bono cases for those who are unable to pay for the services of a lawyer.
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Ka’aukai, Minister of Coasts
Crescent Isles, Taniwa, Agender
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Description | Personality | Known as a 'taniwa', or water spirit, Ka’aukai was nominated unanimously from unrepresented peoples all over the coast, especially in the more remote areas. They have been on the council for nearly a century. Reasons for their nomination include the ridding of pirates and poachers, cleaning up polluted areas, the preservation of animal life, and attending those who have been lost to shipwreck. Ka’aukai is considered a guardian, and holds much respect across the Crescent Isles.
| Ka’aukai does not speak and does not enjoy interacting with others, but they do attend their duties as an elected representative with diligence and thoughtfulness. Unfortunately, they are not without their enemies; those who do not care for the environment and see Ka’aukai as a roadblock to progress have made numerous attempts on their life over the years. None have come close to succeeding.
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Kang Guoqiang, Minister of Arts
Crescent Isles, Half-Elf, Male
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Description | Personality | Guoqiang is a master painter from Hongli, considered to be one of the greats of our time. He has painted murals for the High King in Sol City, the Sultan in Zeinav, and overseen the building of many temples and palaces. However, it is his candor that secured his nomination to the council. Known for being blunt to a fault, his constituents enjoy that Guoqiang is entirely unafraid of informing someone the are out of line. A reason he will not be invited back to Sol City any time soon.
| A true artist, Guoqiang seeks nothing short of perfection. He is known to be extremely passionate about art and the works of others, and is often moved to tears by the works of others. He is talented not only as a painter, but as a musician, poet, and playwright. To have him attend your gallery or view your play is considered a mark of high regard. His favorite artists are his eighteen grandchildren.
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Matsushita Kazane, Minister of the Tempest
Crescent Isles, Astralblood, Female
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Description | Personality | Kazane calls one island home, but considers herself a nomad. Given to a Temple of Avasha in the high mountains of Maiagarutake as a foundling, they became a studious monk, dedicated to serving the goddess of the air. With the more recent news that the gods are long deceased, she suffered a crisis of faith. Thinking her whole life's work a failure, she left the temple and sought out new purpose. It was during the tsunami's that plagued the Isles the past few months that Kazane's magic and selfless-bravery saved countless lives. And so, she found her faith again; within herself.
| A powerful sorcerer, Kazane is a force to be reckoned with. Considered a sorcerer of the storms, she was bestowed the title of Tempest, a term to refer to emergency response situations should the tsunami's and quakes cause havoc again. She is light hearted, compassionate, and deeply generous. Her hard work and belief in her abilities has led to her taking on disciples of her own, to continue the work of rescue and the consultation of storms.
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Post by Admin: Otto on Jul 22, 2023 23:00:48 GMT -5
{Sunday Lore Gazette} {7/23/23}
Death in Dragon's CradleInterment of the DeadDragon's Cradle has a diverse number of ways that the dead are interred mostly tied to the traditions of specific races or culturally distinct groups. Traditional burials in the earth are very difficult due to the scarcity of topsoil throughout the region. As most plots of land that can support any amount of plant life are coveted by the nomadic shepherds throughout the region, interment of bodies tends to shy away from co-opting this limited space. Lightning PyresPopularized in Dragon's Cradle from Dryadali traditions, Lightning Pyres are one of the most flashy ways bodies are rendered inert in Charon. Since wood is a scarce resource in Dragon's Cradle, burning a body requires an immense amount of heat generated using a different source of energy. The perpetual electrical storms that plague the region more than serve this purpose, though they are highly dangerous and unpredictable. In an attempt to harness the power of the lightning strikes, when someone passes away it is their family's responsibility to fund the creation of a conductive metal rod. The rod serves two purposes: one, as a lightning lure; two, as a sign of status of whoever had passed away. For example, a rod that is mainly made out of copper is expected from someone of a lower social class compared to one made of gold. Once a lightning rod is crafted, the body is then taken by the family up to a designated area as close to the sky as possible and away from any other tall structures. Due to the unpredictable nature of lightning strikes, the set up of the body and lightning rod is highly dangerous and there have been incidents of family members being electrocuted while carrying out the funeral rites. The Dryadali people do not rely on crafted lightning rods and the unpredictable nature of storm bound lightning in the interment of their dead. Instead, the Dryadali practice a lengthy ceremony that involves prayers and food offerings to Avasha that ends with the body being burned by the electrical energies coursing through an Arcuila's body. This is a much more controlled and intimate practice compared with the mainstream use of Lightning Pyres. PetrificationLikely one of the most disturbing interment practices in Charon, petrification tends to be the preferred method of preserving the deceased in the region's major settlements. Designated catacombs are carved out of barren stone and act as storage vaults for the petrified remains. Properly maintained catacombs serve to keep the petrified remains away from the wind and rain which would threaten to erode them. The petrification process is carried out by Beastmasters and their trained Basilisks who are often under contract with the major settlements of Dragon's Cradle. It is not a cheap service, usually only families with a fair amount of wealth can afford to not only have the Beastmaster's expertise at hand but also secure a location for the petrified body to be safely preserved. The more macabre aspect of this method of interment is the art of posing the body. The most common and simple pose is that of the person lying on their back with their hands folded across their chest, though there are some families that prefer to prop up the body to either a sitting or standing position. Though fairly rare, there have been cases of the dead being posed in much more complicated ways, such as dancing with one another, hugging, or interacting with an object. The practice has been criticized by other regions as a mistreatment of the deceased, with many critics comparing the posing of the bodies to that of a mannequin or art piece. Despite the criticism, this method is still practiced to this day as many locals believe that they can connect with their lost loved ones by visiting the petrified bodies. In a way, the bodies of the deceased act as their own memorials or tombstones. Shoal HolesMuch more rare and only really practiced by the Osendel people is the use of Shoal Holes to dispose of the dead. In and around the city of Thorock, naturally formed tidal pools of extreme depth can be found thanks to the unusually porous stone that makes up most of the northern inlet. The depth of the water in these pools rises and falls dramatically with the tides, often resulting in very strong currents known as rip tides. When tides are high, the holes fill with frigid sea water and become fully submerged which allows fish to pass in and out freely. However, when the tide lowers, any sea life that wandered into the space becomes trapped for several hours until the next high tide. It is during this time when the tide is low that the Osendel people will come to dispose of any bodies of the deceased they are responsible for. Bodies are unceremoniously stripped of any personal belongings and cast into these deep pools after the pool has been cut off from the ocean for a few hours. There is a specific species of fish that is native to the tidal areas around Thorock that have ravenous appetites for just about anything put in front of their faces. By the time the next high time comes around, these fish have reduced any bodies to nothing more than bones which litter the bottom of the tidal pool. The Osendel people do not hold any beliefs about an afterlife or preserving the dead. A body is no longer considered of any use or purpose once the person has died, and in order to prevent a build up of rot or source of disease, the body must be discarded. It does not matter if the deceased are family members, enemies, or casualties caught in the crossfire between feuding clans. Though lacking sentimentality, the Osendel do sometimes make a spectacle of the act by bringing along alcohol to imbibe in as they make rousing speeches or sing sea shanties in a sort of send off. Depending on how popular the person was in the clan, this can either be a more joyous or tearful event, or a final mockery. Honoring the DeadMemorializing the dead varies in importance across the region, though influences from the Dwarven cultures of Frost Gale are observable in what practices are present. ObelisksStone is a favored medium for creating monuments memorializing the dead since there is an ample amount and wide variety of it mined out of the surrounding mountains. Obelisks are tall and slender structures carved out of a single piece of stone that is often polished and engraved with the names of those they are in honor of. Families may have ancestral obelisks which list the names of all their past family members, with ample room for future generations, or they may instead have several smaller obelisks for specific branches of their family. These obelisks are usually kept in a family home or in a public space if the obelisk is memorializing many individuals who were lost in a specific tragedy. The type, size, and quality of the stone used in the construction of obelisks is often a reflection of the social status of a family line or deceased individual. Granite is commonly used, with obsidian from the Smokey Mountains and crystalline quartz being in higher demand by the noble family lines. Marble imported from abroad is also used, though is very difficult and expensive to acquire. CairnsCairns are mostly used to memorialize those who died out in the wilds of Dragon's Cradle or during a journey wherein the body may have been lost. Cairns are typically made out of loose stacked stones and tend to be placed in the location of where the person lost their life, thou The nomadic Bihawari people believe that cairns not only remind those who are alive of the fleeting nature of mortality, but also that the stacks can serve as landmarks for lost souls. A soul that waits at a cairn will eventually be found by Avasha who can then whisk them off to the afterlife where they continue to exist in an endless field of lush grasses. Coming across a knocked over cairn is considered a bad omen, while deliberately knocking over a cairn is a highly disrespectful act towards the dead. Likewise, making stone stacks or cairns that are not specifically marking where someone has died is considered insensitive and deceptive. NecromancyThe populace of Dragon's Cradle is likely the most indifferent towards the practice of necromancy. Their various ways of disposing of the dead, along with all the dangerous scavenging wildlife makes it very unlikely that a necromancer would even find viable corpses to raise in the first place. Since practicing necromancy in this region has such challenges, locals are not particularly wary which may make the area more appealing to anyone trying to hide their practice. The locals of the region adopt a very "do what you want, just don't bug me" type of attitude when it comes to the necromantic arts. Though anyone choosing to push their luck and cause trouble in Dragon's Cradle will still be met with swift retaliation. New Military FactionsDragon’s Cradle relies on a combination between two main forces to cover the vast difference in altitude and land mass, the Cradle Sappers and the Valkyrie Riders. The Cradle SappersThe Cradle Sappers primarily recruit from the Dwarven clans within Dragon’s Cradle. Their region and cultural knowledge of the mountain ranges presents an overwhelming advantage when engaging in combat amongst the peaks, valleys, and caves. While only numbering around a thousand Dwarves, the Cradle Sappers maximize their coverage by operating in squads of 25 and when combined with the terrain advantage that they make for themselves allows them to combat much larger groups over the Dragon’s Cradle region. Nothing like seeing a hole form in the cliff above you and being shot at by crossbows or watching the front of the line collapse into a pit while a manufactured rock slide pushes the rest of you off the side of the mountain. A large part of the Cradle Sappers’ advantage comes down to their understanding of how to best apply their equipment. Their pickaxes, shovels, and rope have killed more of their enemies than the swords, axes, and crossbows that they wield. The Valyrie RidersThe Valkyrie Riders draw upon the combined populations of the Ash Land Dvoryanin, the Osendel, and the Bihawari to form multiple regiments, each regiment consists of around 500 Riders, of light cavalry that patrol the land trade routes through Dragon’s Cradle. These patrols’ tactics use the endurance of a stocky horse bred by the Dvoryanin to cover massive amounts of ground without stopping for a rest. Riders learn to sleep, eat, fight, and defecate all while on the move so that they can react to any word of the appearance of Storm Raiders. Light lamellar armor, multiple boar spears, and a short recurve bow makes up the majority of their equipment as primary form of combat tactic is to stall and redirect through endless skirmishing as a form of herding their foes into a kill-zone where there’s finally enough of the Riders to eliminate or capture their targets. Plants of Charon Shy Man's MandrakeLocation: Found in King's Valley, in various places; anywhere there's plains, you may possibly find themI do not typically describe plants as cute, but... this specific type of mandrake is cute. They look more like turnips with a carved face than they do a traditional mandrake, with little stubby legs and a permanent look of distress. Their leaves hang over their faces and they tend to hide behind them when they're above ground.Shy Man's Mandrakes earn their name because of the long game they play when uprooted; they do their typical thing where they scream, potentially knocking you unconscious, but if that fails, they will flee, hide, and rinse and repeat. They can be pesky, but this can only continue for so long, as the initial uprooting will lead to them perishing after around half of an hour. It's a bit morbid and collecting them tends to bother some, but... they are quite useful in all kinds of powders and potions, namely sleeping powders, confusion-inducing potions, and even some (auditory) illusory splash potions.Toxicity: To your ears? Yes. Very much so. I hate dealing with them. Otherwise? Not at all.Additional Notes: As endearing as I find the Shy Man's Mandrake in terms of aesthetics, and as useful as they are, that wretched scream is the bane of my existence, as noise-cancelling equipment is near-impossible to find for a man with ears like mine. However, for all others? Simply bring something to block out the noise and you are good to go.SwampkinsLocation: Found in the Marsh Flats, in the Black Bog and Hauntwood Swampkins are a delightfully odd plant, and I have a particular fondness for them; they are a type of pumpkin that defies all logic, growing specifically in swamps; they ignore the usual delicate water balance required to allow pumpkins to grow, and glow. They come in shades of orange and grey, and their key feature is their carved face that is inherently there, unveiling the glowing core at their center. Swampkins are a triple threat; they sustain a powerful light core that is useful in a variety of spells and alchemical projects, the oil that can be made from them can heal and ease all manner of internal ailments, and the seeds are absolutely delicious when roasted and seasoned. The leaves and flowers are also useful for serums for external issues, as well, namely for simple bruises and cuts. Their key trait, however, comes with that carved face; the expression shifts in the presence of aerial toxins, with the smile fading as toxicity in the air increases. This can be useful for tracking Spike Moss, or for simply navigating certain dangerous areas, so on, so forth. Toxicity: None; they are a delicious snack, and are, in fact, fantastic for determining the presence of nearby toxins! Additional Notes: I have absolutely no idea how they function but they delight me. They have several different colloquial names; Ghost Gourds, Canary Squash, Bog Lanterns... 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 29, 2023 23:00:13 GMT -5
{Sunday Lore Gazette} {7/30/23}
New Bestiary EntriesYaguareté
Frost Gale, Moonglade, Marsh Flats Power Level | Alignment | High | Varies
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Description | Standing twelve feet at the shoulder, Yaguareté is an ambush predator that takes advantage of different biomes across Charon to establish a home. While it is rarely, if ever, seen in cleared and settled areas, Yaguareté is considered extremely dangerous if encountered in the wild. If you are lucky enough see one, you can be certain that you have been stalked by it for some time. They are very territorial and are not above defending their land or offspring by any means necessary; and while people are not their preferred source of protein, they have been known to make exceptions. They are immensely strong with a powerful bite-force to match, and are said to be watching wherever the shadows are deepest.
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Abilities
| Crafting Material | - Large Size - Claws/Fists - Grappling - Powerful Bite - Stealth - Ambush (Trees, Water, Ground)
| - Claws - Fangs - Pelt
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Glimmertongue
Frost Gale Power Level | Alignment | High | Hostile |
Description | The Pale City, despite the relative safety of being beneath ground, is not without its own dangerous creatures. Within the cave systems that make up the areas outside the city proper (and sometimes, unfortunately, within), Glimmertongues are known to make their nests. Despite being regularly cleared out of the tunnels, dozens of lives are lost to the lure of the Glimmertongue every year. Functionally blind, but able to sense heat, they open their maws and use the bioluminescent lure attached to the end of a pseudopod to entice the lost and inexperienced into thinking they have found a way out of the cavern.
They are ravenous and indiscriminate feeders, and do not appear to be easily satiated. They also vary in size according to the age of the creature; the older and more well fed it is, the bigger it gets, the largest specimen to date being recorded as of a height with an average sized human.
A swarm of Glimmertongues is called a 'giggle', as the sound of their flexible maws undulating together while digesting prey is said to strongly resemble soft laughter.
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Abilities
| Crafting Material | - Small to Medium Size - Acid - Grappling - Powerful Bite - Hypnotic Lure - Ambush
| - Fangs - Glimmer-Silt
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The VavasseurleDominant Religion: The Main PantheonPreferred Colours: Reds and Yellows Main Art Focus: Poetry, Sculpture, Painting Way of Recording Events: Written Word Description:The Vavasseurle are a bright and vivid culture of humanity that permeates Sol City and Capitol Landing at large.
While the Vavasseurle can be found across the social class spectrum of Sol City, they are primarily concentrated amongst what could be considered the middle class. Their long tradition of using the written word lends to high levels of literacy which enables them to easily take up positions as various tradespeople and merchants. Due to this cultural tendency, a large majority of the Vavasseurle are considered to be pacifists or at least avoid violence as much as possible. Their neighborhoods are often decked out in full building murals celebrating cultural events, local heroes, or just plain landscapes.
The Vavasseurle come in all shapes and sizes, but you can instantly recognize one by their trademarked red or yellow scarfs that they wear. More subtle indicators would be various shades of nut brown skin tone and blonde hair that ranges from platinum to straw. Their clothing tends to be flowing robes, colorful tunics, and sandals. Make-up is common across both genders and tattoos follow designs of family tradition as the Vavassuerle consider the body to be as much of a canvas to paint on for self expression as anything else.
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Post by Admin: Otto on Aug 5, 2023 23:00:32 GMT -5
{Sunday Lore Gazette} {8/6/23}
An open letter from Synnøve Alströmer
Dragon's Crest Observatory This observatory is located in the highest reaches of the Dragon's Cradle on a mountaintop not terribly far from Sky Peak Village at the heart of the Dragon's Spine. It is manned by Viktor Vasilievich, an astronomer and gifted mage of the Arcane Academy in Sol City. Built roughly one hundred years ago and meant to be a sister observatory of the one in Starfield in Moonglade, this location also doubles as a meteorologic research station, where storms developing off the coast are observed and tracked, ensuring the preservation of life for those who might be unprepared for inclement weather.
With the recent events of the Sol Stone, Viktor left his position at the Mage's Academy to go and observe the new phenomenon from one of Charon's highest places. The Dragon's Crest Observatory serves as a center of research for the currents of wind and water off the sea, and how they have been changing. This observatory has also been primarily cataloging which stars in the night sky have changed, particularly where certain ones have gone missing.
This Observatory, while currently functional, has had its operations decreased in the wake of the current earthquakes in the region, stemming from Mount Drakholt to the South.
Starfield Observatory Starfield is well known to be one of the best places on Charon where those who can first make sense of the changes to Charon's sky one can look upon the stars, providing an unobstructed nighttime view for the Southern parts of Charon. Located on the opposite shore to its sister observatory in Dragon's Cradle, the two observatories share a healthy, competitive rivalry for who can make sense of the changes to Charon's sky first. Currently led by Professor Yakov Vasilievich, it was built shortly after the time of the collapse and remains one of the oldest existing buildings from that time period that still stands today.
The purpose of the Starfield observatory is to attempt to see up into the heavens and glean what we can from our new and changing sky. Currently, the primary focus is on how fast and how quickly the celestial objects above Charon appear to be moving. This location also boasts the strongest lenses to date, rivaled only by the instruments in the sister observatory.
The two observatories together help to complete a bigger picture of Charon, though the science and Formulae Arcanum behind these methods are still slowly catching up to the new challenges presented by the current upheaval across Charon.
New Notable NPCs Dragon's Cradle, Human, Male
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Description | Personality | Viktor is the head of operations of the Dragon's Crest Observatory. He and his elder brother, Yakov, are professors of the Mage's Academy, specifically that of astronomy. Having been a professor for over thirty years, he frequently takes on personal proteges to carry on his research, a task that has grown as of late with the new developments around Charon.
| Known for being brusque, Viktor is still very personable and influential, apparently having inherited the raw charisma of his family line. He is well-liked and respected, though he often finds himself standing in the shadow of his older brother. Determined to make a name for himself, he takes his job seriously, almost zealously, and hopes to build an observatory in Sol City.
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Sol City, Human, Male
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Description | Personality | Yakov is the eldest Vasilievich brother, and the head of operations of the Observatory in Starfield in Mooglade, the first human to hold such a prestigious position. A gifted Elementalist, Yakov took to astronomy at a young age when he was introduced to the auroras of Frost Gale. Now a tenured professor with the Arcane Academy, he runs a program for budding students of the arcane with an interest in astronomy.
| Where his younger brother, Viktor, is well-liked, Yakov is simply tolerated. He is considered a polymath, with the ego to match, boasting several areas of expertise from botany to medicine to chemistry. Working for him is almost akin to masochism... but it does look very good on one's resume.
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Sol City, Faeborne, Female
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Description | Personality | Much to the chagrin of her two mentors, professor Vasilievich, Synnøve is a student astronomer and an average one at that... despite this, she has made considerable waves in the astronomical world. Synnøve's most recent proposal that the world is not flat was met with incredulity and wide criticism. Not at all deterred by her detractors or a lack of funding to prove her theory, she engaged in thorough research, which involved putting together several kites and using them to glide off the peaks of Dragon's Cradle, propelled upwards by thermal updrafts. Using this method, she was able to visually see the curvature of the horizon, proving her theory... before she promptly fell out of the sky. She is still recovering in the infirmary of the Mages Guild.
| Considered to be an average student with the attention span of a goldfish, Synnøve is nonetheless considered an expert in her field, that being "Theoretical Arcanum", by which the Formulae Arcanum-- magic-- is used to explain the world as we know it, create new spells, understand how magic works, and how that relates to the worlds beyond our own, such as the heavens of which she is so fond. Other than this, Synnøve is best known for being outgoing, incredibly friendly, deeply reckless, and intelligent to a fault.
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Post by Admin: Otto on Aug 12, 2023 23:00:07 GMT -5
{Sunday Lore Gazette} {8/13/23}
New Deity Lore
Vulcadreaus, the Earth Primordial
Also known as the God of Rebirth of Destruction, Vulcadreaus represents the primordial essence of the Earth Domain, all magical energy from the Earth Domain originates from Vulcadreaus. While commonly depicted as a crimson-red dragon behemoth, Vulcadreaus’ true form is pure magical energy. Every land mass across the planes that has been created, has been created by Vulcadreaus. Every land mass destroyed has been destroyed by Vulcadreaus. With Ziev’s barrier having been brought down, Vulcadreaus’ activity in the Material Plane has renewed its cycle, what shall the future hold for Charon?
New Planar LoreLegend of the Land of Wonder
Long ago, when our world was still young and moved by the hands of caring gods, there existed the great Court of Seasons. Sprung from the wells of magic that bore them, the same magic that became the lifeblood of our world, these creatures were not like us, not like the elves, the humans, the dwarves, or the fellbloods and astralbloods. They were not like the plants, the animals, the wind, or the rain. They were all of these and none, all at once. They were magic incarnate. They were Fae.
For each of our earthly seasons, there existed in the Land of Wonder a court and its retinue, led by one who was chosen amongst the many, known as the Minister of the Court. As the seasons turned, so did the ruling courts, an ever-shifting cycle of four that changed hands in a smooth waltz; The Primavera Court in spring, the Verdant Court in summer, the Harvest Court in autumn, and the Fallow Court in winter. In between seasons, elections, and in times of great change or upheaval, the Court of The Eclipse would rule in its stead. For centuries and millennia, this cycle was so. The Land of Wonder kept to itself, and we basked in the rays of its glory-- close enough to feel the warmth, but never so close as to touch.
But some Wonderlings were not satisfied with these cycles. They were curious, capricious, and easily driven to boredom. They knew of us, as we knew of them; sometimes the veils between our realms were thinner, allowing for crossings to be made. Some of us were able to cross to the Land of Wonder, drawn by its beautiful song, often by accident. And some of the Fae were able to cross here, too.
They were us but were not us. Many looked like us or were familiar to us, but many more defied description, bearing appearances that were like animals, trees, insects, and persons all at once. They could be monstrous, in both appearance and temperament, but they could also be lovely, desperately kind, and ever so sweet... to a point.
Some of these travelers went home. Many stayed and found love among our kind. We existed alongside one another for uncounted years. And though this time was peaceful, the pendulum must carry on its swing, and things became quite dire indeed.
One day, during the time of the Collapse, a knight of the Verdant crossed over on behalf of the Minister of the Court, then overseen by a fae of The Court of the Eclipse. It was their task to investigate our world and see if the conflict that raged here would threaten the Land of Wonder. The Knight was to seek to lend aid where they could and offer guidance back for Wonderlings who sought refuge from the devastation that was being wrought. They rode astride a Great Hart and carried a banner of shifting colors through what we know today as Moonglade.
Alas, the mission of the knight was doomed to fail, for when they crossed the threshold to our world through a sacred grove, the doorway through which they had passed was shut. Amid their panic of being stranded in a warzone, they were attacked by a passing patrol, suspicious of armed strangers. The Hart sprang away into the forest, and the Knight was mortally wounded. As the patrol realized their error, the Knight summoned a terrible beast and slew the patrol for the sacrilege of bloodshed at the threshold between our worlds.
With their mission failed, their steed lost, and the door to their home firmly shut, the Knight fell into despair. They settled on bended knees in the center of the grove, swearing repentance for the bloodshed that stained the sanctity of the flowers and trees, vowing to stand vigil in the sacred grove.
It is said they are there still, hidden among roots and leaves and branches, reclaimed by nature as they wait for a key to bring them home once more.
New Races
The Nibblenynh
General Appearance: Tiny fae standing at about a foot tall who are curiously bug-like in appearance; Nibblenynh tend to have multiple arms, with the most common number seen being four-armed Nibblenynh, and the rarest being eight-armed. These entities always wear masks of wood or bone and wear naturally-woven clothing of reed and grass which covers their entire body, leaving nothing but their multiple arms and thin, whip-like tail exposed. Nibblenynh often have multiple eyes, with multiple hidden behind their masks. Masteries: Magic, Trickery, Illusion Strange, mischievous, and trouble-making; the Nibblenynh have been determined to originate somewhere from a fae realm. After the shattering of the Sol Stone, these small fae began to appear all around Charon; they regularly find their homes in taverns, inns, and other already established buildings which often contain established residents, taking residence in them through invisibility, stealth, and camouflage. Occupancy of a Nibblenynh can be determined, or guessed, in multiple different ways: most often, sighting of a Nibblenynh, or repeated instances of missing, misplaced, broken, or tampered with objects. The Nibblenynh are considered hearth fae; they are notably attracted to locations that Charonians might call home. However, many Charonians consider them annoyances and home invaders; and by treating them as such, unintentionally enact the wrath of these fae by disrespecting them. The Nibblenynh, like many fae, will hold grudges; and will enact elaborate revenge upon those who have slighted them. Some slighted Nibblenynh have been reported to have released livestock; tampered with, stolen, or broken items; switched room numbers in inns and taverns; and in more extreme cases, kidnapped homeowners or their loved ones to the fae realm. If treated well and left offerings of milk, bread, or honey however, the Nibblenynh will often leave homeowners gifts; coins, returned items once stolen, and other trinkets and knick-knacks; occasionally, Nibblenynh will clean, maintain, or fix household objects; and bring good luck. However, the cons often outweigh the pros when it comes to a Nibblenynh, or multiple, within a residential space. While some Charonians tamper with these fae relationships, leaving out offerings in hopes of good luck or simply staying their wrath; others take more drastic measures by banishing the Nibblenynh from homes with the use of iron, witchcraft, and reverse trickeries. Nibblenynh without a residence to haunt will oft seek another, and if they cannot find one, will return to their point of origin. Small colonies of rogue Nibblenynh can be found occupying spaces around strange, circular formations within nature; these circles may be mushrooms, trees, rocks, or any other natural object; portals to the fae realm which Nibblenynh are known to lead individuals through using illusion and trickery. The rogue Nibblenynh seem reluctant to build their settlements, or perhaps, have no interest in doing so within Charon— instead, they float through their domains, seeking adventurers and travelers to harangue— or to cling to, returning with them to a place of residence to haunt once more.
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Post by Admin: Otto on Aug 19, 2023 23:00:58 GMT -5
{Sunday Lore Gazette} {8/20/23}
New Cultures LoreThe Kkamagi
in Juglim Sanctuary of the Crescent Isles
Dominant Religion: The Main Pantheon (Lunala) Preferred Colors: White, Gold, Green, Blue Main Art Focus: Poetry, Calligraphy, Theatre Way of Recording Events: Poetry, Written, Song Preferred Weapons: N/A
General AppearanceThe Kkamagi are a family of Crowfolk living in the Crescent Isles who stand about 3' tall. Rarely, a white-feathered Crowfolk may be found among them, but otherwise, these Avianfolk largely and most commonly resemble their namesake— with sharp beaks, piercing black eyes, and trademark ebony feathers with pearlescent hues. The Kkamagi prefer bright, stark colors which contrast their ebony feathers. These Avianfolk wear traditional, old-fashioned Crescent Island garments. The Juglim Sanctuary of the Crescent IslesThe Juglim Sanctuary sits along the coast of Crescent Isle; and can be found easily upon the main road to Starlight City. The Juglim Sanctuary is most often touted as a massive inn; as the entire expanse of the sanctuary features the main inn, a bamboo grove, a temple to Lunala, a tea garden, a hot springs, and numerous other structures and facilities built by the Kkagami. Many of the Kkagami, themselves, stay in a series of small family homes behind the inn; and many work throughout the day and night inside of Juglim Sanctuary. General Cultural TemperamentThe Kkamagi are a friendly group; these individuals value hospitality, generosity, and appreciation first and foremost; which is reflected in the way that Juglim Sanctuary is run. Many attendants of the Juglim Sanctuary are willing to bend over backward to fulfill requests for guests and always seem to be present or close by when needed. While the Kkamagi takes such value in hospitality, they also expect to be treated similarly: and the Kkamagi will not hesitate to tell you when they have been offended by any certain behaviors. The Kkamagi family is said to originate from somewhere in the coastal areas of the Moonglade. The Kkakmagi have an oral history displayed in theatrical performances, which features the journey of a Crowfolk named Saika. They are portrayed to have traveled as a pirate throughout the seas, fought bravely in the great war throughout the Isles, faced adversaries, and ultimately turned the land on which Juglim Sanctuary would be founded into a refugee safe space for those affected by the war between gods and mortals. The Kkamagi family, since the day the war ended, are said to have laid down their arms in a pacifistic treaty to create a place of safety and hospitality to run to in days of turmoil. Saika in their full garb is also featured in a painting in the main lobby of the Juglim Sanctuary's inn. The current head of the Juglim Sanctuary is said to be a descendent of Saika; a gentle Crowfolk; who also serves as the head priest of their temple to Lunala. The Ottoxen
in Xìng Hé of the Crescent Isles
Dominant Religion: The Main Pantheon (Lunala, Solaria) Preferred Colors: Blue, White, Gold, Mahogany, Auburn Main Art Focus: Culinary, Poetry, Calligraphy Way of Recording Events: Written, Poetry Preferred Weapons: Martial Arts, Archery General AppearanceThe Ottoxen are a group Animalfolk who resemble bovine; they are often mistaken for Minotaur, but are more commonly believed to be descended in some way from them. The Ottoxen often resembles various types of bovine species such as yaks, oxen, and bison. They have sturdy, strong builds as a result of their ancestry; and often have thick pelts of fur outlining their silhouettes. This pelt can take on various hues of natural colors: examples being tans, browns, blacks, and whites. They often wear more modern traditional clothing common in the Crescent Isles. Xìng Hé of the Crescent IslesThe home of the largest concentration of Ottoxen, Xìng Hé, sits on the outskirts of the Bamboo Forest. This abundant village sits upon the base of a mountainous region and is split by a river that descends in glistening waterfalls throughout the terraced farms which the Ottoxen tend to. This river, which gives Xìng Hé its name, houses a great many unique fish and water-borne plants local only to the Crescent Isle; its clear waters perfectly reflect the stars above. This larger river branches out in smaller, irrigated brooks; providing a natural source of water for the crops and plants which the village grows. Each terraced farm of their home seems to perfectly house a different type of crop native to the Crescent Isles; including rare, moon-blooming crops which blossom only beneath the light of Lunala. General Cultural TemperamentThe Ottoxen of Xìng Hé are a relatively peaceful group of individuals, and well-known in the Crescent Isles for their seemingly tireless work ethic. They are not typically a violent or aggressive group; they often prefer using stern words over fists, but they will not hesitate to become aggressive if pushed to the point. The Ottoxen tend to value honesty, family, and food; and a large number of Ottoxen tend to become farmers; taking up the mantle of the family before them. As a result of both the quality of the land and the Ottoxen's attention to detail, produce which comes from the Ottoxen of the Crescent Isles is often viewed as some of the highest quality produce on the market. The Ottoxen put a great emphasis on food as a result of their abundance; and a great many popular culinary dishes coming from, or being based on the Ottoxen's culinary arts, have risen up over the years. Many of the same Ottoxen who farm for their living will also briefly travel to the Starlight City or Eclipse City in order to sell their foods and produce amongst the population— or otherwise, send family or friends to do so on their behalf. Ottoxen tend to have large families and take great pride in passing down heirlooms and traditions throughout the generations— whether this be through their own families or apprentices. Despite the Ottoxen generally being a busy working culture, many Ottoxen still finds time for traditional arts and practices such as poetry, calligraphy, and the practice of martial arts. There are a number of well-known poets, calligraphers, and martial artists among the Ottoxen of Xìng Hé. New World LoreCurrency in Charon Currency is Charon has been consistent for over 5000 years with the predominant coinage revolving around the usage of Gibbous, Lunar, Solar, and Eclipse coins. Gibbous or "Gibbs" are the most common and are made of stones specifically mined from the rocky shores of the Solar Sea. Due to the unique blend of metals found within the mined stones, they have a very unique jade-like appearance interspersed within the gray porous stone when cut and polished. They are typically cut into the shape of five-pointed stars with the official visage of one of the high kings magically inscribed into their center. Lunars are made of silver and nickel and function as an intermediary currency that exists between the Gibbous and the Solar, they are used for common trade when carrying too many Gibbs might not make sense. Ten Gibbs equals one Lunar. Lunars look like crescent moons with words from the first High King minted onto their surface. The words amount to saying how through togetherness the realm will thrive. Solars are the prime currency of the realm and are made of gold, they are circular coins with little rays coming off of their center in the eight cardinal directions so that they look like tiny golden suns. These are the coins of the wealthy and most of everything is priced in Solars in major cities when it comes to trade goods, homes, buildings, livestock, and equipment. Basically, all things that are not purchased daily necessarily by the common man are bought with Solars. A Solar is worth 10 Lunars. Eclipses or Shades look almost exactly like Solars except they are pitch black and constructed of onyx rather than gold. Each Eclipse is worth 100 Solars and is used only in large-scale purchases or as stores of wealth. Most nobles have never even seen one in their lifetime. Other forms of currency and the importance of bartering in Charon Though standardized coinage exists in Charon, bartering using goods as currency is still alive and well, especially across the countryside where access to banks and financial security is more scarce. Bartering also serves as an important socio-political activity that can strengthen alliances between families, towns, and regions. Even in establishments that primarily take coinage as payment, bartering or negotiating price are not uncommon practices and is even expected in some regions where the art of bartering is heavily ingrained in society. It is more common than not to see people bartering for labor, hospitality, and goods and services in the multitude of hamlets and villages that dot the kingdom. LumberLumber is always in demand for the construction of buildings, wagons, and ships. It is a fairly common resource in most regions, though its value soars in regions that lack abundant forests. Lumber is typically sold by the square meter, and its value is roughly 5 Lunars per square meter of raw lumber. StoneStone is also used extensively in constructing buildings, though it is challenging to move large amounts long distances. This makes stone more expensive to move than wood, with a standard of 10 Lunars per square meter of common stone, though rarer types of stone can cost far more. MetalsMetals can vary wildly in price and their sale and trade are usually heavily regulated by Bleakfort, the Mining Bureau, and the Golden Consortium. Metals used for armor, mundane items, and construction are cheaper and easier to acquire than precious metals used by jewelers, tinkerers, and artisans. Gems and precious stonesGems and precious stones always fluctuate in value. This is usually based on the state of the realm and how many conflicts are at play. If the realm is starving and struggling financially, people are less likely to purchase luxuries, but if winters are warm and bellies are full, jewelry and silverware grow in demand. Land rightsLand rights are typically handled by local lords and statesmen but some regions handle these differently than others. King's Valley accepts petitions for open plots to the lands and considers any and all offers based on the standing and capability of those that have put their names on the petition. Dragon's Cradle typically grants land rights to the highest bidder, especially when it comes to fertile ground, while the Marsh Flats heavily controls who can own what little dry land there is based on who can make the best use of it to meet the needs of the region. Homesteads in the Zeinav Desert are passed down from generation to generation and are rarely sold to outsiders, while it is common for land to trade hands in Moonglade and Frost Gale. Land rights in Capitol Landing belong solely to the Crown, and residents are treated more like tenants than landowners. LivestockLivestock is also a common day-to-day resources used in bartering. Livestock serve many purposes including food sources, beasts of burden, transport, or sources of leather and other products which are in constant need by all social classes. There are cultures who solely use the ownership of livestock as a measure of wealth and social standing.
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Post by Admin: Otto on Aug 26, 2023 23:00:55 GMT -5
{Sunday Lore Gazette} {8/27/23}
New Prison LoreThe CitadelLocationSol City DescriptionWhere most prisons exist to send criminals away from society, The Citadel is quite the opposite. Built as a tower within the heart of the Capitol, not far from Sun's Keep itself, The Citadel serves as a maximum security prison for those who are deemed enemies of the crown-- individuals charged with treason, political opponents of the regime, dissidents, and would-be usurpers of the Crown and its holdings are located here. It is considered a fortess among fortresses, occupied by hundreds of guards that work in rotating shifts who are frequently tested for their loyalty to the Crown; anyone found wanting is immediately dismissed, or joins the ranks of the imprisoned. Only those that the Crown wishes to keep a close eye on are kept here, away from the rabble of typical prison populations, lest their ideas become infectious. HistoryConstructed during The Rune Wars, The Citadel is a large, towering structure that stretches up into the skyline of Sol City. The top of the tower is manned by a constant patrol on the exterior ramparts to observe the city at large for any unauthorized persons approaching. But this watchtower pales in comparison to the one within. The architecture of The Citadel is well documented and considered a marvel of engineering. The cells of the prison are arranged within the walls of the tower in a circle, and rising from the center, a pillar in and of itself, is a watchtower that is capable of observing on all sides. Known as a 'panopticon', it ensures that prisoners have watchful eyes trained on them around the clock. Throughout history, The Citadel has been a site of mass protest and a cultural touchstone, for better or worse. Conditions are horrible nominal given the crimes of which the imprisoned have been found guilty, at least, in the eyes of the crown. Everyone is given exactly what they need and no further. A prison is not meant to be a place of comfort, but one of punishment. While there have been escape attempts throughout history, not one has been successful... until recently. Considered a blemish on the otherwise perfect record of The Citadel, the guards have been reported to be even more stringent and cruel than they were previously. Plants of Charon Characaps Location: Found in the Moonglade, within the Moonveil Forest
A strange mushroom that grows from the side of trees in a perfect crescent formation, nearly a perfect alabaster until you reach the edges, where a powder blue lines it. They're very pretty, but extraordinarily difficult to find and extremely fragile, requiring a delicate hand and particular tools to harvest without the whole mushroom crumbling on the spot. They absorb the moon's light, their potency shifting with the phases of the moon-- they glow all nights but on a new moon. Even I find them frustrating to obtain.
The capabilities of the Characap are not physical, but rather mental; when carefully turned into powder, Characaps are useful in forming tranquilizing medication. When distilled or used in tandem with other components, the powder is good to form simpler sleeping medication or soothing capsules-- it is overall best for sleep, calmness, and clarity. It is important to remember the moon's phases when mixing medicine with Characap powder, though, for its potency is ever-shifting.
Toxicity: Dependent-- the moon phase is important to note, and... one had best be wary of its tranquilizing capabilities. Otherwise, not lethal. Just proceed with caution.
Additional Notes: They are a pain in the ass to harvest. One of the few components even I don't mind ordering a shipment of rather than fetching myself.
Pekoe Pods Location: Found in the Moonglade, growing from a certain tree in the Eclipse Jungle
A large pod that sprouts from the branches of a specific tree that grows in the Eclipse Jungle. The pods are usually a golden-orange color and vaguely glow, and have a bit of a heart shape, for lack of a better expression. When unripe, they're usually, interestingly, a pale blue. When you crack them open, they produce a random tea blend, oddly enough-- and yes, it is completely random. I've seen everything from orange blossom to raspberry to mint. It's strange.
The medicinal properties are entirely random, and are limited entirely to the tea they produce; I suppose if tea is beneficial to you in some way, then that counts as a form of medicine. Such as lavender or mint aiding in sleep, or... so on, so forth. I don't know, this is a very odd plant, but it's a nice one.
Toxicity: No inherent toxicity; the one risk comes with personal allergy. I would advise avoiding these pods if you have concerns about them producing a blend with a component you're allergic to.
Additional Notes: I don't believe this plant to have any specific medical qualities-- Yet. I do find it incredibly fascinating, though, and I am determined to figure out how it works. Because it puzzles me. God does it puzzle me.
The Dissertations on the Nature of Charon is an 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 undertaken by its guild members to help us understand the world at large. Submissions are cataloged 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 Sept 2, 2023 23:00:05 GMT -5
{Sunday Lore Gazette} {9/3/23}
New Prison LoreThe MirageLocationZeinav DesertDescriptionDespite sounding rather pleasant in name, the prison located among the dunes of Zeinav is anything but. For one thing, the prison itself has no foundation, but is instead built on a platform capable of hovering across the sands of Zeinav's desert. It is about as large as a standard city block, constructed on the bones of salvaged ruins. The population of The Mirage is past capacity in quarters that are already cramped and not easily renovated. This mobile prison makes frequent stops at different locations all over Zeinav, picking up prisoners and spiriting them away to incarceration among the dunes. HistoryThe prison's name comes from its surroundings and the phenomenon of perceiving something within the desert that isn't really there; a trick of the eye. Originally constructed as a means of transporting prisoners from the Ash Lands to the harbors of Zeinav and further south for extrication, the prison became a holding center all its own as it was subjected to many prison breaks from criminal organizations looking to free their imprisoned members. Now, it it functions as a state-of-the-art mobile prison, moving freely along the sands at a constant rate that can be accelerated as necessary, should anyone try to attack the prison itself. The exterior structure of the prison is an added defense; the walls are outfitted with flecks of glass and other silicates, allowing for a constant, shimmering refraction that warps the light and makes it hard to physically perceive the prison as anything other than a mirage. It also decreases the accuracy of projectiles, magical or otherwise. Those convicted of less serious crimes are kept here, and inmates are able to interact with one another on a normal. As far as prisons go, conditions are considered good-- save for the frequent motion sickness that affects many, especially at the outset. As it is magicked to hover and therefore move, the Mirage is also enchanted with spells that bend the gravity of the place, preventing a sense of inertia when in the midst of movement and allowing people-- especially guards-- to maintain their footing. Serving out your sentence here is harsh, but anyone fortunate enough to leave always has a number of impressive stories to tell. Escape is possible, but difficult, as the constantly shifting location is meant to be disorienting, and survival in the desert without being prepared is highly unlikely. Many who complete their sentences here either become sailors or join the Corps if they do not simply return to the life for which they were originally incarcerated. Plants of Charon Khet Lotuses Location: Found in Zeinav Desert, namely in the White Sand Sea, near the Oasis
A quaint pink flower found in the silt of the White Sand Sea, in the places not far from the Oasis. They are pale, solemn pink in color, almost desaturated, with fewer petals than a traditional lotus, with a dusty gold patterning across the edges of the petals. They tend to be small, and only ever grow alone, one blossom at a time-- you will never see two grow in a cluster. It is not unheard of for two to bloom side by side, but never from the same seed. They bloom from ash-bound seeds buried within the sand.
On its own, the Khet Lotus has very little medicinal merit; it is a flower born of death, and it would be... frowned upon to actually use it in medicine, at least as an outsider to the Tribe of the Lotus. Those within it are privy to a procedure capable of processing the petals properly to create a rejuvenating potion; it is a delicate process, but worth it when successful. I am not keen on sharing this with many.
Toxicity: Mild-- not lethal, but may provoke some illness if consumed by mouth. Don't eat it. Ever. It's rude.
Additional Notes: Sacred to the nomadic Tribe of the Lotus that traverses the White Sand Sea, and a byproduct of their funeral rites.
Roya'ara Location: Found in Zeinav Desert, growing on the Sun-Scorched Coast
A beautiful lavender, cloud white, and baby blue flower that grows in the greener areas of the Sun-Scorched Coast-- their pastel colors and cloying sweet scent make them very difficult to miss. They have five petals, all in a smooth gradient and golden pistils that resemble and smell like crystallized honey, which may suggest edibility. This is a lie. They are not, in any sense, nutritious.
The Roya'ara is a bit of a dangerous specimen, really-- they trick passersby and herbivorous creatures into believing they may make a sweet snack, only for those that consume them to either fall into a deep, lucid dream-burdened sleep or into a spell rife with odd hallucinations that beckon you to stay as long as possible. They're odd, but I've found them... useful for less orthodox substances. Nothing I'd use for medication, but something to keep on hand in the case of an emergency, more like.
Toxicity: Mild to severe-- they're powerful hallucinogens and sedatives, and I wouldn't recommend going around eating them. Those are the key effects, but as always, side effects vary from person to person.
Additional Notes: Their name actually roughly means "dream designer." It's derived from those very same hallucinations they tend to induce in those who eat them. Again, don't eat them, please, for the love of the Gods.
The Dissertations on the Nature of Charon is an 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 undertaken by its guild members to help us understand the world at large. Submissions are cataloged 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 Sept 9, 2023 23:00:04 GMT -5
{Sunday Lore Gazette} {9/10/23}
New Prison LoreTempest's ReachLocationOn a remote Island equidistant between the Arid Mesa, the Moonglade, and Frost Gale. DescriptionLocated at a remote Nexus point in the ocean, Tempest's Reach is a dormant volcanic island, surrounded by jagged rocks and and a dangerous reef. The rocks are constantly battered by the violent currents that line the coasts of nearby continents, and there is little to no vegetation on the island, and the prison itself doubles as a light-house, where nonmagically inclined inmates are forced to work around the clock to guide ships away from the rocky shoals. The prison is dead silent save for the constant sounds of the waves bashing against the jagged rocks just below the prison’s walls. HistoryThe Island where Tempest's Reach now sits is an inhospitable chunk of rock in the sea that had no inhabitants. Many sailors and adventurers refused to go near the island since most, if not, all ships that had navigated near it never returned. In fact, it took some time to be discovered at all; the area of ocean it is settled on is constantly pummeled by rainstorms. The prisoners are almost always within either the prison’s walls or the lighthouse due to the frequent and violent storms on this cold stretch of sea. It is rare that the prison sees the sunlight poking through the clouds. It was not until an exceptionally skilled Crescent Isle sea captain and his crew happened upon the island during one of its rare days of calm skies. As a result of this, Tempest Reach was originally established long ago as a light-house, where it later served a double purpose as a prison with an exceedingly harsh punishment; Solitary Confinement. Today, Tempest's Reach, as declared by Royal Decree, is used to house some of the most violent criminals of Charon; those convicted of crimes while already in prison. The prison guards and staff are the only magic users on the island. As part of the Solitary Confinement, inmates rarely see one another and are forbidden to talk to anyone. Guards are the only ones who can speak, and they take great care not to do so around inmates. Transportation to the prison happens intermittently due to the jagged rocks that surround the prison; On the days when the Prison isn’t being pummeled by a storm, the ship sets sail to bring prisoners to the island when the waters are calmer for navigation. There have been countless attempts at escaping the prison, but all have been met with tragic outcomes. Every attempt, according to the record, has meant certain death, and many of the prisoners’ bodies have never been recovered due to the dangerous currents. New Culture Lore The NatanRoaming the Lunar SeaDominant Religion: The Main Pantheon (Salina, "The Sea") | AnimismPreferred Colors: Natural Leather Tones, Neutral ColorsMain Art Focus: Textiles, LeatherworkWay of Recording Events: OralPreferred Weapons: Spear, Javelin, HarpoonGeneral AppearanceThe Natan are a nomadic group consisting largely, and almost exclusively, of semi-amphibious sharkfolk. Individuals of the Natan closely resemble the face shape, colors, and markings of various species of sharks. Centuries of living in the chill of the Frost Gale have caused the Natan's skin to thicken, abnormally so, in order to shield them from the drastic temperature of the Frost Gale coast of the Lunar Sea.The Natan wear outfits made of the pelts of arctic seals, sea lions, mantas, belugas, and other large marine animals. These outfits are sometimes lined with the feathers of avianbears, the fur of reindeer, and other land-dwelling animals for extra warmth.Roaming Natan of the Lunar SeaThe Natan live upon the back of a Shoalback Leviathan which slowly navigates the frigid waters of the Frost Gale. The Natan's ancestors have formed a symbiotic relationship with this island-sized whale — caring for it just as it provides for them. Each and every Natan who lives upon the Shoalback Leviathan has heard the story of the creature's origin, dating back hundreds and thousands of years during the days when the gods walked the earth.Legends of the Natan once told that Salina herself stumbled upon the war-torn Natan in their once-home on the coasts of the Lunar Sea; and seeing the devastation, she cried for them. From her tears was born the Isle of Wander— a safe haven— where the Natan would never again bear witness to the war of the gods, nor any wars of the mainland again. For centuries after, the Natan have called the Isle of Wander their home— caring for it, and worshipping it.The Isle of Wander is brimming with Frost Gale flora. Barren tree lines can be seen from nearly a mile away as the isle approaches, with sea-faring birds gliding between them. Animals are rare to see upon the back of the Isle of Wander, as sharing the space of the isle becomes more and more difficult as decades pass; however, it is not unusual for the Natan to befriend or domesticate native sea-dwelling animals, such as mantas or eel hounds. These sharkfolk live in small villages upon the Isle, most often in a type of chum— a tent made of marine leather and hide.The Isle of Wander is treated as if it is a deity in and of itself; something sacred, and to be respected. A gift from Salina, from the sea, which they revere as the goddess herself. When the Isle of Wander drifts close to shore, usually remaining there for days at a time before drifting out, the Natan will often engage in socialization and trading with coastal communities.General Cultural TemperamentThe Natan are a peaceful group of individuals; but because of the nature of their home, to stumble upon the Natan is a rarity. When meeting the Natan upon the coasts of Frost Gale, these sharkfolk are generally very engaging and charismatic; their once war-torn history makes them incredibly opposed to large-scale conflict; and they trade often with coastal folk in order to upkeep relations. Many of the Natan are often so docile, that they will willingly play with the children in a coastal town— allowing them to swing from their tails, arms, or fins like a jungle gym— or tell them stories of the Natan's origin.However, meeting the Natan on the open ocean paints an entirely different picture of them; this is due to repeated incidents of piracy on the Natan as years passed; which, while rare; has left its scars on the civilization and the Isle, alike. These instances have caused their tolerance to navy, sailors, and pirates to sour; and these individuals are oft met with hostility. To set foot upon the Isle of Wander without invitation is as good as a death sentence; unless you have an incredibly compelling story, expect the cold eyes of the Natan to be the last thing you may see.The Natan place a great amount of time and devotion into the Isle of Wander; ensuring the upkeep of its imported flora, fauna, and ecosystem; and trust no other to do so without good reason. Although many native Frost Gale plants have been imported onto the Isle of Wander, the diet of the Natan still primarily consists largely of fish and marine life which follow the Isle of Wander as it navigates the sea. The Natan are believed to be one of the original origins of the Eel Hound, which aids them consistently in their underwater hunts.The Natan excel in creating textiles and marine leathers from that which they catch, and believe in wasting nothing; they tend to use these unique items to trade and barter with; as they reject the Solar economy of Charon due to their generally isolated nature. New Bestiary EntryShoalback Leviathan
Lunar Sea Power Level | Alignment | Low | Docile
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Description | The Shoalback Leviathan is a massive species of whale; this marine mammal is so large, and moves so slowly, that the Shoalback Leviathan will develop begin to develop entire ecosystems along its back. The largest Shoalback Leviathans known to Charon are home to entire islands complete with their own unique ecosystems. The Shoalback Leviathan filter-feeds slowly through the water, ensuring that they maintain a constant source of food for their gargantuan forms. They are docile creatures, not known to dive, and move too slowly to pose any real threat; however, the creatures that live upon their backs can be hostile.
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| Crafting Material | - Gargantuan Size
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Post by Admin: Otto on Sept 16, 2023 23:01:25 GMT -5
{Sunday Lore Gazette} {9/17/23}
New World LoreCharon, Realms, and Beyond Charon is currently the largest and most populated continent on the planet and is the focus of our story, but it is in no way the only place out there. With the destruction of the Sol Stone, the realization that the world is now connected to other realms has started to dawn on scholars in Charon. After months of new arcane energy flowing into the continent, astronomers, scientists, and academy scholars have started to study not only their skies but the hidden worlds around them.
While information is still being collected as more and more research is done, these researchers have uncovered a lot, learning about the other realms that are now seeping energy back into a starved world. Charon sits on a planet known as Solus, a mostly unexplored planet that sits out in the void of space and is a part of the Material Realm, a plane that consists of reality and mortality. While this is the most prominent realm, Charonians now know with certainty that the Material Realm is longer alone.
The Material Realm The Material Realm is the primary realm that our setting is focused on and can best be identified as 'the world as we know it'. It is the world around you, from the ground you stand on to the air you breathe to the water in the ocean. Animals, plants, mortals, and other living beings call this realm home, with energies from other realms taking on their own, more unique forms when passing into the Material Realm. This Realm is home to Solus, a terrestrial planet that houses many small land masses, with Charon being the only fully populated continent currently known, and the stars and planets beyond.
The Material Realm is the focal point that the elemental energies of the Primordial Realm gravitate towards, as all volatile energy seeks stability. With this innate stability being introduced to the chaos of the Primordial Realms, life as we know it has been able to flourish on Solus.
For hundreds of years, the Material Realm has been isolated and cut off from the other realms and even anything beyond the unknown borders of the waters just offshore, locked behind a veil due to the Sol Stone. With the connection to the other Realms severed, The Material Realm, as well as Charon, lost its access to the. Cosmic entities that had been in this realm during the creation of the Sol Stone found themselves trapped, along with the remnants of old magic. For generations, the people of Charon have lived in quiet isolation, under the illusion that their world was the only one out there and that the gods existed alongside them.
The Primordial Realm
The Primordial Realm is the ancient source of all magic, a place that has existed since the dawn of time. This, combined with the collision of the fixed energies of the Material Realm, created the Realm of Wonder and provided the essential elements to allow for life to thrive in the Material Realm. The Primordial Realm is not a place in the traditional sense, as it can not be journeyed to or visited. It is more of an ever-present wavelength that exists overlaying the Material Realm. While it can not be touched or seen, it can be felt and is made up of the raw, chaotic energies that first gave birth to the universe itself.
While the Primordial Realm exists outside of reality and is not a physical place, beings of raw, cosmic energy still exist within it, taking on unimaginable forms of pure elemental energy. The more concentrated the energy, the more powerful the being. These entities can sometimes spill over or cross into the Material Realm, taking on unique forms often related to the realm they originate from. The Primordial Realm consists of three smaller wavelengths, called Elemental Domains, that weave themselves throughout the material realm, filling it full of life.
-The Earth Domain- The Earth Domain is one of the three Elemental Domains that make up the Primordial Realm and suffuses the Material Plane to form the world that we stand on. The energy embodied by this domain is characterized by give and take; as it encompasses stone, soil, metals, and gems, it also represents the incredible, oftentimes violent forces of compression and expansion on the grand scale of volcanic eruptions and the smaller scale of digging a flower bed. Thus, the Earth Domain brings forth the required components for life to thrive in any given area, and the fury to take it away. It is simultaneously staunch, unrelenting, nurturing, and vivacious.
Those who tap into this domain and form a connection with it are able to draw out its magical energy, giving them control of the earth and manipulation of fire and heat. Beings from the Earth Domain that cross into the Material Realm often take on elemental forms related to Fire or Earth.
-The Sky Domain- The Sky Domain is one of the three Elemental Domains that make up the Primordial Realm and suffuses the Material Plane to form the air we breathe. The Sky Domain is characterized by movement, the forces that generate trade winds, currents, and storms alike. It can fan or snuff flames, ensure rain never falls or falls in torrents, lift and rend the ground with tornadoes and cyclones and sunder it with lightning... or, simply shake ripe apples from their trees, provide a welcome reprieve from excess heat or cold, and, of course, give the first breath to a newborn. The Sky Domain is fickle, capricious, and vital, as felt in its presence as in its absence.
Those who tap into this domain and form a connection with it are able to draw out its magical energy, giving them control of lightning and manipulation of wind. Beings from the Sky Domain who cross into the Material Realm often take on elemental forms related to Wind or Lightning.
-The Sea Domain- The Sea Domain is one of the three Elemental Domains that make up the Primordial Realm and suffuses the Material Plane to form the water required by all life. Balance is the primary characteristic of the Sea Domain, as it is the source by which all creatures of Charon subsist. Simply by existing in its vastness, it provides temperature regulation for the planet, guides water towards landlocked areas in the form of rainfall, and encourages the movement of nutrients from the depths of the ocean to the top. It is the ice in the Northern seas, the snow in the mountains, and the balmy coastal shallows of the reefs. The Sea Domain is the foundation of life, and like life, it can be cruel and kind in equal measure. The Sea Domain is cyclical, endless, and fulfilling, a source of strife as much as it is the succor all life must have.
Those who tap into this domain and form a connection with it are able to draw out its magical energy, giving them control of Ice and manipulation of water. Beings from the Sea Domain who cross into the Material Realm often take on elemental forms related to Water or Ice. The Realm of Wonder The Realm of Wonder is the confluence of energies from the Primordial Realm, wherein the domains of Sky, Earth, and Sea combine with the Material Realm. The raw magic of these elements combined with our firm reality creates portals, well-springs, and leylines where the Realm of Wonder connects to our world, and allows Charonians to utilize arcane energy. During the era of the Sol Stone, this access to the Realm of Wonder was cut off, but the pathways of these leylines, portals, and ambient magic continued to exist and allow us to benefit.
This cleaving between the Primordial and Material Realms is unstable; where the Primordial Plane exudes the raw, unfiltered power of the elements, the Material Plane is fixed, a lynchpin where these elemental forces are given structure, shape, and physical presence. In the space between, where the Material meets the Philosophical, is the Realm of Wonder, a physical place imbued with the mutable, transient properties of the full elemental force of the Primordial Plane that feeds it.
This realm is often associated with the unexplained and is whimsical and light-hearted in nature. While it's still not fully understood, this realm is responsible for the changes in the Material Realm, such as seasons and weather. Beings from the Fae Realm who cross into the Material Realm often take on complicated forms and can vary based on the entry point into the Material Realm. The turbulent energies that make up the Fae Realm often materialize as powerful, sneaky, or devious entities. The Land of Wonder can be traveled to, though it is not an easy task. Unless the mirror locations between planes are fixed or anchored in place, they will inevitably move or close at random, as the structure of the Land of Wonder is amorphous due to the constant flux of energies.
The Astral Realm The Astral Realm is not a specific place or manifestation of magic but is the wild, cosmic energies that exist in between the other realms. It is the empty void of untamed energies where time and space exist, where the laws of physics become warped and challenged. Very little to nothing is known about this place, but is believed to be where time and space mages tap into their magic, and Ziev, the God of Space and Time exposed as a fraud during the events of the shattering of the Sol Stone, is suspected to have fled to this realm.
The Astral Realm is responsible for our understanding of and the Material Realm's understanding of time, space, and how gravity functions in our world. The opposite of the Primordial Realm's chaos, the Astral Realm, it could be argued, represents fundamental order.
-The Light Domain- The Light Domain is an Elemental Domain that sits on the fringes of the realms and is on one end of a two sided spectrum that overlaps the Realms in a gradient with the Dark Domain and the other elements of the Primordial Plane.
This domain pours positive energy into the Material Realm and is a reflection of the regenerative qualities of the Primordial Elements of Sky, Earth, and Water. Those who tap into this domain can harness the very light itself, giving them access to light based magic, such as healing magic. However, as all things exist on a spectrum, the inverse is also possible; too much exposure to the intense frequencies of this positive energy can cause 'scorching' from the pure concentrations of radiance. Beings from the Light Domain who cross into the Material Realm often take on elemental forms related to the Light.
-The Dark Domain- The Dark Domain is an Elemental Domain that sits on the fringes of the realms and is on one end of a two-sided spectrum that overlaps the Realms in a gradient with the Light Domain and the other elements of the Primordial Plane.
For every action, there is an equal and opposite reaction. The Dark Domain sits at the other end of the spectrum to the Light Domain, creating an inexorable balance of the positive energy emanating from the Light Domain with negative energy. This domain provides a necessary counterbalance to growth, ensuring entropy manifests to allow things to age and decay, feeding the next cycle of life. Those who tap into this domain can draw forth its destructive power or utilize the entropic forces to enhance the conditions of the soil, as well as heal themselves and others. Beings from the Dark Domain who cross into the Material Realm often take on elemental forms related to the Darkness. New Prison LoreWarden's BreachLocationBleak Fort, Frost GaleDescriptionNot much is known about this prison, for few that have been close enough to see where it is located deep in the crust of the earth have returned to tell about it. What is known is that Warden's Breach is incredibly large, far larger than the population of its inmates suggests. Those imprisoned within are usually here for life... though as the name suggests, there is no way of knowing just how long prisoners here live before they meet their end. However there exists one loophole, a way out of the general population... for a price. Warden's Breach is the only prison where an individual can serve out their sentence within Warden's Breach as either an inmate-- or one of the guards. HistoryWarden's Breach is Charon's oldest prison, constructed around the Collapse and still in use today. The walls were constructed of heavy stone and the fixtures within, of which there are countless thousands, are all said to be cold iron. It was once used to house prisoners of war during the Collapse, where no expense was spared. The cell blocks are wide and well-carved, and the Breach Guards operate like a well-oiled machine that allows little room for error. No one has successfully managed to escape even the walls of this prison, with only two attempts ever being recorded in history, both having failed before they could even get beyond the cell walls. Inmates of violent crimes are primarily kept here, where they will serve out their days with others of their ilk under the watchful eye of Bleak Fort guards. The guards often retired soldiers or former prisoners themselves, are known for being incredibly strict in their administration of the mandates of the prison. The prison has always been much larger in size than what it has been able to house. Even during the height of the war, when some sections were used to train new recruits during the time of the Collapse, it was never even near full, the capacity being obscenely large compared to who was kept there. Some theorize that something else is kept here, something that would explain the heavy presence of cold iron and the recruitment of prisoners into the secret cabal of Breach Guards. The ElevatorLocationFloating above Moonglade, though it is capable of moving on an angle Description
The Elevator is a large magically floating Island, capable of both ascent and descent, hence the name. The island, once part of Moonglade, has a dense forest that surrounds the prison that sits upon it. Despite its elevation, there are rivers with flowing water that cascade down from the island, as the clouds are magically harnessed to provide frequent rains. HistoryThe Elevator was established fairly recently in Charon’s timeline. An idea spawned from the notes of a traveling author who’d found themselves among some rocky formations high in the clouds in Dragon's Cradle. They wrote that it seemed to be like chunks of earth split from the land below and simply floated up and away into the heavens. The work received critical acclaim, so much so that a government official took an interest in this author’s account of the phenomena. In a rare instance of life imitating art, the idea of the Prison in the Sky was formed. Construction began on one of Charon’s many islands large enough to hold the large fortress-like prison upon it roughly thirty years ago. In the bowels of the prison lies a chamber used to channel and amplify magic. Utilizing the magic of the Sky Domain, the island was successfully made to float into the clouds. Mages particularly gifted in the Sky Domain are stationed on the island, and assigned with the task of keeping the prison afloat. Today, the prison houses criminals of both good breeding and other elite; that is to say, those who could afford to buy their way onto the island. As far as prisons go, it is a paradise, where inmates are allowed to freely roam, conduct correspondence with those on the ground, and receive visitors. Because of this, some critics wonder if this is a prison at all, or if it is simply a temporary reprieve for those convicted of crimes to escape the ire of society and the scrutiny of the public. Plants of Charon Salina's Tears Location: Found underwater in the Luna Sea, namely in shallower depths-- tends to flourish in milder temperatures, further from Frost Gale
An underwater-growing flower found all across Charon, in the shallower areas of the Luna Sea. The petals are a deep royal blue in color, a perfect spiral around a silvery, specialized salt deposit resembling a crystal from which they derive their name. They bloom in solitary blossoms, seldom ever popping up in clusters, but the stems that anchor them down are very thick, with tiny, wiry protrusions that absorb salinity from the water around them, sustaining the plant.
At a glance, they're merely an excellent means of absorbing and condensing salt-- however, the petals of the flower are very useful in certain potions. They're best used for water-resistance potions, or strangely, when consuming a dried petal, they can provide ease in regulating breathing. I'm intrigued to see if there's anything I could do to use them for a water-breathing potion...
Toxicity: The stem and salt core will definitely make you sick, considering how much salt they contain, but the petals are harmless.
Additional Notes: The name is derived from a sailor's myth that the first flowers bloomed from Salina's own tears, shed from her own grief over some great storm. This is obviously bullshit, but it's an interesting bit of folklore.
Angler Apples Location: Found in the Ash Lands, Dragon's Cradle, and the Zeinav Desert; specifically above cave systems
The first indicator of an Angler Apple is a simple and completely typical bush; small, dark-leaved, and orthodox, usually blending well into the scenery. Come nightfall, though, if you see the veins of the plant start to grow, you will know you've found an Angler Apple bush; you just need to dig. As befitting a subterranean plant, Angler Apples are bioluminescent; they're a pale, mint green color with a faint ethereal glow, and grow in thick clusters from the roots of the bush they grow from.
Angler Apples, like many kinds of apples in Charon, are really just best as a snack, but they have one key feature that makes them important to travelers in cave systems; they are quite rich in water content, and can be a necessary source of hydration. The thick peel is useful in the creation of glowing paint and pigments, but the fruit itself is best used as a snack or as a source of hydration; I really wouldn't go out of my way to go and get them. Especially not with Cave Fishers crawling around the damned things.
Toxicity: They're actually harmless; I would advise caution in going looking for them, all the same.
Additional Notes: They have an interesting symbiotic relationship of sorts with Cave Fishers; the Cave Fishers tend to accumulate around the bushes' roots due to the glowing fruit attracting all manner of prey, and they happen to be good pollinators for said plants. Fascinating, and yet terrifying.
The Dissertations on the Nature of Charon is an 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 undertaken by its guild members to help us understand the world at large. Submissions are cataloged 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 Sept 23, 2023 23:00:38 GMT -5
{Sunday Lore Gazette} {9/24/23}
World Lore UpdateAftermath of the Rise of VulcadreausAdventurers across Charon responded to a mounting threat in the Ash Lands which started with earthquakes across Charon followed closely by investigations into mysterious ritualistic kidnappings. As the situation grew more dire, a group of elite warriors gathered on the slopes of Mount Drakolt in the Ash Lands to confront the being that lurked deep within the molten depths of the volcano. An intense combat against the ancient primordial deity of destruction and rebirth, Vulcadreaus, ensued. It was a hard-fought battle, but ultimately the adventurers managed to succeed in protecting Charon from mass destruction. In the days that followed, news of the Ashen Father cult and their connections to the rise of Vulcadreaus and the threat that could have been unleashed upon all of Charon is picked up quickly by local Stablemen operatives. The operatives successfully located several cultist dens, though only found fine piles of ashes in each hideout they scoured. A few surviving victims of the kidnappings were questioned before being freed, but as far as anyone knows none of the cultists remain active in the area. Rumors of Count Mallock potentially escalating the situation by calling citizens to report any members of the crime syndicates still using the Ashen Father moniker circulated for a few weeks following, but nothing actually came to pass from this. Whispers suggest that the faceless crime lords have taken decisive action to silence the Count in an attempt to stop any accusations of them partaking in the cult rituals. The Stablemen remain eager to take advantage of the situation to finally put the nail in the coffin for the Ashen Fathers as a whole, but they do not have the force necessary to do so. Yet. Word of what happened quickly reached beyond Darkveil and the Ash Lands, first arriving at the docks of Zeinav City to the south and Thorock to the north. Zeinav responded by sending a squadron of naval ships to Darkveil, anticipating that the Council from Thorock would be sending their own opportunist plunderers to Darkveil in the wake of this disaster. While no conflicts have occurred yet, tensions are high. The Capitol, having already declared their intentions for Charon as a whole at the Summer Festival, dispatched a number of units of the Legion of the Black Sun to Darkveil specifically. It is anticipated that upon their arrival the Stablemen will have the support they need to start putting serious pressure on the remaining Ashen Fathers. The skies over the Ash Lands are intermittently visible, though volcanic activity is still present thanks to smaller volcanos throughout the region. Mount Drakolt has been reduced from a mountain to a massive crater and has slowly begun to gather rainwater. Researchers speculated that with time, it may become a large lake. For the time being, the Lava Pits remain active, though the Ash Ruins suffered major damage from the earthquakes. In the following weeks after the disaster, locals noticed major changes in the behavior of local fauna mainly in how creatures previously comfortable being seen during the day now only reveal themselves at night. The Consortium has expressed interest in sending its members to collect plant samples specifically from around the Mount Drakolt crater for study and alchemical experimentation. Other strange observations include sparkling lights around the crater's rim at night, hushed song-like voices carried on the winds, and the occasional disappearance of small trinkets from pockets and the insides of homes around the city. While things in the Ash Lands seemed to have settled, for better or worse, there's still uncertainty if the cycle of destruction and rebirth heralded by Vulcadreaus' return is actually broken...or if time will tell a different story. Where one life ends, new life takes root.
New Culture LoreThe Nekizoku Dominant Religion: Solaria Preferred Colors: Blacks; golds; pinks; oranges; warm colors with a strong emphasis on colors of the rising sun and dawn Main Art Focus: Silk Tapestries, Alcohol Brewing, Landscaping, Weapon Crafting Way of Recording Events: Visual, as told through tapestries
General Appearance: Middling height, anywhere between three to four feet. Their fur is generally white or beige with dark black markings and long whiskers. Tails come in a variety of lengths, which are usually tucked within a belt or wrapped around a waist when in combat so as to not provide any points of weakness. Those with long pelts generally tie back their facial fur with beads and cords.
Primary Weapons: Katana, which are earned through hard work and discipline after years of training. They carry around wooden training blades which serve as polearms in the meantime. The Nekizoku are a group of Catfolk that live on a relatively isolated island off of the mainland of the Crescent Isles. Despite their diminutive and often adorable appearances, the Nekizoku are hardworking folk. They primarily worship Solaria, though they do not know him as such - most recorded history depicts him as Sutaiyosama, a giant catfolk spirit who awakes in the earliest hours of dawn and sets out every morning to dutifully push the sun across the sky from sunrise to sunset, which provides warmth and guidance every day as it rises over the hills. No matter what trials and tribulations the Nekizoku might face throughout the day, they keep moving forward, believing that so long as Sutaiyosama wakes to move the sun once more, everything will be okay. As such, they carry on each day with earnestness and a fresh perspective, leaving the troubles of the last evening behind in the dusk.
The Nekizoku consider themselves artisans. Silk weavers and seamstresses, farmers who grow and ferment beans and rice, and smiths who forge ceremonial weapons. The tending to the land itself is considered an art, a tradition whose origins are seeped into the earliest days of the people’s history; where priests and shamans believed that Sutaiyosama would continue to earn and grand them his warmth if they made the land beautiful and enjoyable for him to look down at. Most Nekizoku cultivate their gardens and backyards with careful placement of stones, plants, and lakes, while the insides of their homes are traditionally kept modest save their tools and their craft.
Life for the Nekizoku tends to follow a strict schedule. They rise with the dawn, and work until it reaches the highest point in the sky, and nap the afternoon away while basking in its warmth. Their evenings are spent sharing stories and dancing, enjoying the fruits of their labor until it is time for the next day to begin anew. They enjoy a simple life, a peaceful one.
But it was not always this way.
The beginnings of the Nekizoku as we know it were actually quite bloody and violent. The start of their culture is generally attributed to one person - a woman whose name has been lost to time, but whose fur-markings in visual recordings have earned her the nickname ‘The Tigress’. The Tigress was once a bride to the magistrate of the clan that existed before the Nekizoku. She hailed from a family of dressmakers who were quite well off, and it was said that her long elegant fur and unusual markings interested the Magistrate. Though she lived a comfortable life at the top of the hill, the Magistrate was a cruel man who abused the law and often administered harsh punishments. The Tigress tried to reason with her husband, but he insulted her, claiming that she would never understand the hard choices he had to make. He insinuated that if she was going to be this ungrateful then he would leave her on the curb.
The Tigress was not a warrior, but even she knew that something needed to be done about her husband. So under the guise of working with her family, The Tigress trained with the blade, practicing combat and discipline in preparation of the day she might one day need to confront the Magistrate for his misdeeds. The day finally came when the Magistrate attempted to declare a death sentence against an innocent grain thief, and the Tigress challenged his rule.
A violent civil war ensued, with those that supported the Tigress against the Magistrate’s own forces. The Tigress’s honor and natural charisma rallied families who supported her cause, and set forth a war that lasted for nearly five years. During this time, most of the civilization’s riches and structures were razed, destroyed by the Magistrate’s dirty tactics. In the end, The Tigress suppressed the Magistrate’s army, and began rebuilding the Nekizoku clan as it exists today. It is because of the Tigress’s accomplishments to give them a peaceful life without fear and iron rule that striped markings are considered lucky amongst the Nekizoku.
The Nekizoku are not peaceful because they are naive to the horrors of battle. They are peaceful because they choose to be, and live in contentment knowing that they train with the blade in the hopes that they may never have to use it. The Nekizoku view swordsmanship like a craft, an art to be carefully perfected and honed and practiced until it is perfect. They train their young on forms with wooden swords until the student has proven themselves through a spar with their master. Once they are declared a real warrior, they may go through the process of obtaining their first sword, in which they find an artisan in the village to craft a personalized weapon. This long process is meant to give the student an appreciation for the time and effort that goes into crafting while ensuring they bond with their weapon, forging a relationship between warrior and artisan and blade for life.
The more accomplished and experienced a Nekizoku is in battle, the more blades they carry on their person. As Nekizoku are slow to draw their blades, seeing warriors with several swords hanging from their belt is the sign that they are not to be messed with.
Despite their bloody origins, the Nekizoku are a friendly people - they keep mostly to themselves on their island, though they welcome travelers with open arms and shower them with gifts and stories and drink and food. They do not attack unless attacked first. They have a strong sense of honor and hard work instilled in the core of their values. They work hard, play hard, and live life to the fullest. And if you are kind to them, they will share that kindness with you. New Prison LoreUnknown; Colloquially referred to as "Elsewhere"LocationUnknown. DescriptionThis prison's existence is little more than a rumor and has never been visually located by anyone. HistoryFor as long as the Sun Elves have ruled Charon, there have been whispers of a hidden prison where individuals are kept under lock and key for an indeterminate amount of time. Who is within and why is largely unknown. Some believe it is solely for magical users, to steal them away for specific projects or stumble across information that they should not have, and such disappearances throughout history are often attributed to being kept Elsewhere. Others believe it is for the Crown to stash its secrets and other inconvenient truths away in darkness, where no one will ever find them. Yet others still believe that it is a prison for things that are not people; spirits, minor gods, and other high-powered beings that cannot be imprisoned by normal means. The Crown has long denied the existence of such a place, citing the sufficiency of preexisting prisons already and that the Crown has nothing to hide from its people. At one time, they offered a financial reward and a noble title for any who could find this supposed prison, a task that many took up. Needless to say, none were able to find anything of note. What these ideas lead many to surmise is that this prison does not exist on this plane at all, but rather, Elsewhere
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Post by Admin: Otto on Sept 30, 2023 23:00:27 GMT -5
{Sunday Lore Gazette} {10/1/23}
World Lore UpdateThe Twelve Horse Tribes, ContinuedThe Twelve Great Horse Lord Tribes of King’s Valley are roaming groups found all across the country. Though their cultures and beliefs are diverse, they have forged a tentative peace. Relations between individual tribes are varied, most only engaging in trade when necessary, though understanding that coexistence is necessary for their continued survival within the Valley. To mitigate conflict, the twelve chieftains from the tribes hold annual meetings within the planes to ensure continued harmony. These meetings are recorded in song and tapestry, containing individual verses and pictures depicting each of the individual tribes that blend into one another in seamless harmony, a representation of their continued relations. When a tribe is banished from this alliance, their verse is removed from the song, and the threads of their image are removed from the tapestry. From that point on, they are considered dead to the tribes; left to their own devices, and never acknowledged, or removed from future song and art. The only indication that a banished tribe once existed is the discordance in an otherwise seamless melody, and the stitching in a tapestry where something has been removed and brought together. Banishment is a rare action, generally only taken in extreme circumstances, though these reasons are generally lost to time, as the Horse Tribes make no record of why these banishments occurred. Since their most recent banishment of the Wind-Song Peoples, the twelve great tribes have coexisted in peace, though recent rifts have occurred due to tensions with the Red Riders… New Culture LorePeople of the Crow
Dominant Religion: No specific gods, but a strong focus on spirituality and the wisdom of the birds Preferred Colors: Dark, muted colors; Warriors differentiate themselves with accents of red Main Art Focus: Face painting, weaving, hair braiding Way of Recording Events: Oral, Song General Appearance: Sharp noses, sharp gazes, lending towards a striking profile; skin well-tanned by the sun. Their hair generally lends towards darker colors in shades of black and brown. Preferred Weapons: Bows, Swords The People of the Crow have made their home in the rolling hills along the Southeast Side of King’s Valley. They prefer higher altitudes, and stake their settlements at the tops of hills in portable, rounded yurts. Ritual is extremely important to the Crow Peoples. They are nomadic, basing their behaviors off of the migratory patterns of the birds that they revere. Their rituals and customs revolve around collecting feathers and braiding them into hair. Habit is their way of nature; and deeply ingrained in them are the habits of battle, and self-defense. Though they are not an outwardly aggressive peoples, they are quite isolated, and will defend them and theirs when it comes down to it. Those who have been trained as warriors and fighters are made distinct with red clothing and accents, and wear their weapons in the open. In addition to their ritualistic beliefs, their culture is largely guided by their worship of the Crow. They have a strong belief in augury - fortune telling by way of reading the numbers and patterns of the birds. They follow these prophecies like truth, believing the crows to hold ancient wisdom to guide their human actions. Leadership in this tribe is not passed down from any one lineage. The election of a new tribe leader is a ritualistic process, where the wisest augurs and scholars and hunters set out in search of the wisdom of the birds. They travel up to a secluded hill, knowledge of which has been passed down in bird-song and old tales. It is within the darkened cave of this secluded hill that the People of the Crow believes an ancient spirit resides, one that will give them the power of their divine animal; an ancient werecrow whose human form has been warped and distorted until it was lost to time. Prospective leaders surrender themselves in front of the beast, allowing themselves to be scratched by its talons and face its judgment. Those who are not strong enough to survive the sickness brought on by the curse merely die, buried beneath the mounds of the Valley with their possessions, to aid their journey to the afterlife. But those that survive - they find themselves irrevocably changed. Only those who have accepted the spirit of the crow into their soul and body are fit to become leader. They do not view the affliction of the werebeast as a curse, but that they are bestowing the most fit to lead with the wisdom of the crows. By accepting the curse, they become closer to the sky, able to take flight when fully transformed. Their wisdom as regarded as law - even their mindless, bestial rage that can overtake them when fully surrendering to the transformation. The People of the Crow are generally isolationists. They pay little mind to the comings and goings of others, not particularly aggressive but not willing to engage in relations and trade with others. Outsiders who bring offerings of animals may be treated like a friend - allowed to pass through with no trouble. But visitors may find that the People of the Crow are rather secluded, rarely acknowledging others that encroach upon the borders of their camp once they have determined that there is no threat. It is this stubbornness that has led to a decline in their strength over the past few years. They are hunters and scavengers, and rather protective of the people within their own flock. They sustain themselves on game and foraging, with little trade to subsidize what they are lacking. Their weapons are primitive and often repaired simply with the bark of trees, or simply cast away while new ones are scavenged from old bodies and grave sites. Though their way of life is not unsustainable, their stubbornness has kept them trapped in perpetual antiquity. While the world changes around them, they remain the same. New Notable NPCHashké Apsaroke
King's Valley, Human-Werecrow, Male Appearance |
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Description | Personality | Though his bloodline is human, Hashké's appearance is more bestial in nature. This is due to his position as the leader of the People of the Crow - accepting the curse of the werebeast has shifted his appearance until it is more avian in nature, a reflection of his capricious and often violent nature. His tribe's decline in strength is a source of frustration for him, though he is far too stubborn to seek help, believing himself to be enough to fix what is broken. He often gives into his bestial nature, allowing his anger and hunger to seep through the cracks when speaking with others. Despite his often mind-numbing rage, Hashké is determined to bring strength to his people once more, no matter what the cost. | Before his ascension to leader of the Crows, Hashké was a scavenger. His keen eye for valuables and food made him an ideal leader in the eyes of his people - as such, when their previous leader passed away, he was one of those selected to undergo the trials of his people. Of the group of elite candidates he was part of, he was the only one strong enough to survive. A quiet, tenacious demeanor was twisted and morphed into a quiet anger and indignity, and a desire to bring back the greatness of his people. Hashké holds himself like a man put together, believing himself blessed with the wisdom of the crows, and understanding that his decisions are justified. But underneath that surface simmers boiling anger and sharp talons, just waiting for the opportunity to be unleashed. |
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Post by Admin: Otto on Oct 7, 2023 23:02:11 GMT -5
{Sunday Lore Gazette} {10/8/23}
New Culture LorePeople of the CrabDominant Religion: None Preferred Colors: Beige; Gray; Green; Emphasis on colors that resemble seafoam Main Art Focus: Weaving, primarily baskets Way of Recording Events: Oral General Appearance: Skin tanned and leathered from sun and salt. Their hair is generally kept short, and their frames are traditionally short and muscular. Preferred Weapons: Fishing Spears, Polearms, Nets, Armor The People of the Crab primarily reside along the southeastern peninsula of King’s Valley. Being a tribe that primarily relies on the boons of the ocean, their culture is markedly different from other vagabonds and settlements from the Valley. The People of the Crab live between a few scattered settlements along the oceanfront, though communication between groups is strong. These small pockets are flexible, always shifting like the tide, and capable of packing up and moving at a moment’s notice and moving where they are needed, which primarily occurs when confronted with storms. They have little need for currency; they primarily trade in valuables scavenged from the ocean. The people of this tribe are traders and hagglers. Though they do not believe in the power of money such as the Solar, they are generally willing to engage in cultural and material exchange with other tribes, finding much more value in practical goods they can make use of. They offer their own common goods; fish, washed-up relics, and even pearls, for food weapons, and clothing from other tribes. In the absence of red meat such as beef, mutton, and yak that other tribes sustain themselves on, the People of the Crab primarily sustain themselves on fish and creatures that they can scavenge from the sea. Red meat is a rarity generally only obtained by trading. The People of the Crab are not especially spiritual people, though belief differs on a case-to-case basis. There are some within the tribe who follow the teachings of the main pantheon, mainly Avasha and Salina, respecting the fury of the storm. Fortunately, most are of the belief that prayer alone is insufficient to guard from storms that ravage the coastline. They believe in solutions they can see and touch. They are quite experienced in the practice of flood protection and sensing the storm on the winds. And they are more than happy to share this knowledge with outsiders… for a price. Warriors are rare in this tribe. They are divers and fishermen who spend their days in the sea and understand both its serenity and its beauty. They spend their days searching the depths for objects to make use of, not a single treasure from the sea gone to waste. They use driftwood to fashion their fishing spears, tools that double as weapons when peace needs to be kept. There is a saying popular amongst this tribe, “One must be firm yet delicate to extract the best meat from the most stubborn crab” - which is likely where their name came from. It is a reflection of their practicality and grounded nature. They see beauty in simplicity and understand that there is a need for everything. Their down-to-earth nature, coupled with their understanding of the necessity for violence with the situation calls for it, makes the People of the Crab formidable enemies indeed. It is only their lack of numbers and their utter disinterest in politics that does not identify them as a threat. They merely keep to their own little pockets of life, happy to share what they have and receive in return. New Notable LocationsThe WildsA cluster of scattered flatland islands off of the southernmost coast of the King’s Valley plains. This cluster of scattered, grassy lands might once have been part of the mainland, though the earthquakes plaguing the whole of Charon have broken pieces of the world apart, leaving small, weaker fragments of earth that have become their own independent islands. These islands are wild, pure clusters of overgrown tall grass and flatlands. These islands are too small to be particularly habitable by settlements; though their isolation from the mainland makes them ideal for individuals to hide out when they need a place to stay out of the eyes of the law. Anyone who visits these islands might find them overrun with the wild horses that have made these uninhabited lands their grazing grounds. Ginma’s FingersA unique cluster of rocks in the plains of the Valley; their oblong shape and the way they jut out from the earth has earned them the name ‘Ginma’s Fingers’. They serve as a landmark for travelers, as the expanse of flatlands can be quite monotonous. Whether these rocks were formed naturally over the course of history, or are a manmade creation, is a point of great contention. The carvings on these rocks have been lost to time, a language that is no longer understood by the common masses - and Kings Valley lacks the scholars to decipher any messages that might have been contained within. New Notable NPCKaya Stormsong King's Valley, Half-Elf, Female Appearance |
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Description | Personality | The leader of the People of the Crab is a practical woman, a consequence of her upbringing. Her elven heritage often marks her as an outsider of the waterfront-dwelling people of the Valley, but make no mistake. Her down-to-earth roots and her work ethic have helped the People of the Crab prosper within their own rights. Her selection as the next leader of the Clan was once a point of great contention, being that she was born out of wedlock between the previous matriarch and a traveling elven storm mage. But she has long since proven herself, and earned the respect of her people. Though she does not particularly have the ambition to expand her territory, she will take good care of what is hers. | Kaya's levelheaded personality makes her an easy person to interact with. She works almost with desperation to prove herself and provide for her people. She sees no need for extraneous things, living a rather modest lifestyle, preferring to have only what is necessary while ensuring that no one in her tribe goes hungry or without shelter. Kaya will not allow herself to be disrespected by others, possessing an odd mix of pridefulness and humbleness. She has an unusually high aptitude for sensing the coming storms, whether that be the salt in the air or the unease in the wind - and when trouble arises, Kaya is exactly the kind of person you want to have at your side. |
Vaddar Kattituyok King's Valley, Minotaur, Male Appearance | |
Description | Personality | Storytelling is a highly important ritual to the Peoples of the Valley. Storytellers are valued members of the community, identified by their lack of weapon - and there is none with a deeper voice and a more sonorous melody than Vaddar Kattituyok. He is not affiliated with any tribes, nor does he claim any political stance. Vaddar is frequently found in any tavern or inn along the populated areas of King's Valley, or camping in the woods. He will gladly share a story with any guest around his campfire, for the price of a story in turn, added to his collection. Because of the nature of his profession, Vaddar is generally respected by most tribes of the Valley, who welcome him within their grounds if it means getting to share a pipe and tales of the past. | Vaddar fashions himself a pacifist, though a long road of blood and battle paved the way for this to happen. Once a vicious warrior and raider, Vaddar plundered villages and settlements alike to steal their valuables - and he was good at what he did. Whatever made him give up such a life is unclear; though Vaddar carries himself with the mournful sorrow of someone who regrets what he did. It is for this reason that he refuses to carry a weapon. An eidetic memory may mean he'll never be able to erase the horrors of his past. But he'll be certain to fill his mind with beautiful things, too. |
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Post by Admin: Otto on Oct 14, 2023 23:00:15 GMT -5
{Sunday Lore Gazette} {10/15/23}
New Culture LoreThe Yupa TribeDominant Religion: Ginma, believing more in the power of the earth than the god himself; a focus on spirituality and animism Preferred Colors: Beige; Red; Gold; Warm Colors Main Art Focus: Claywork, with a strong focus on pottery and maskmaking Way of Recording Events: Oral, tapestry General Appearance: It is difficult to discern any specific facial features of the Yupa; for they keep their faces covered with masks. They are generally tall in stature. Preferred Weapons: Blades; Bows The Yupa Tribe are nomads that roam the central planes of King’s Valley, generally between the Zeinav Desert and King’s Valley. They rarely stay in one place for long, and their location generally means that the people of this tribe work as mercenaries and escorts for travelers moving north and south through the plains. They are generally more sociable with outsiders and are most closely linked to the Dettowa Tribe, whose territory they generally pass through when moving southward. Much of the Yupa’s customs originate from their strong belief in the primordial power of the land. They believe less in Ginma as a deity and more in the earth itself, and that his will is woven into every creature, living and nonliving. They believe that mankind was imbued with a minuscule portion of Ginma’s spirit; that every human, by nature, is a little bit divine. Tapestries depict the creation of mankind as humans rising from the clay, with that mote of divinity making them flesh and blood and sealing their souls within their bodies. As such, clay work is incredibly important to the Yupa People. They make bowls and pots and vases which are shared freely with outsiders. The most sacred act, however, is the act of making masks. The act of mask making is incredibly personal to the Yupa people. It is a coming-of-age ritual within the Yupa to be given a piece of clay mold it into a mask and paint it, which they will then wear for the rest of their lives. As the Yupa believe they came from clay, there is nothing more vulnerable than constructing a mask from this material. The Yupa believe that this mask contains a small piece of the individual’s soul, a glimpse of their true face beyond the mortal form. There is no greater shame than having one’s mask stolen from them, and there is no more horrible death of the spirit than to have one’s mask crushed in front of them. Those who have committed a great enough offense to be exiled from the tribe will have their mask smashed in public, a highly brutal punishment. Though the Yupa Tribe has a leader, there is none more important than the shaman. The shaman is not a combatant, nor will they ever be armed with mortal weapons. Their job is one of remembrance. After any conflict, it is the Shaman’s job to collect the masks of the fallen and remain intact and display them on their person. That way, though their mortal bodies may decay where they have been left behind, their true souls will never be forgotten. It is considered an unfortunate job, but a necessary one, and for that, they are to be revered but avoided. They are only approached when asked to share stories of the fallen. The Yupa tribe has no concept of the afterlife. They believe that what came from the earth will return to the earth and that the single piece of that spirit captured in the clay mask is what remains of those who were once living. Honoring that remaining spirit is important to them, while also acknowledging the circle of life. Despite the fact that they have a high regard for nature and the spirit of the world, the Yupa are not pacifists. Their warriors train to protect them and theirs and they are no stranger to scorched earth tactics when necessary, for even the ash that remains will foster the growth of plants in the future. They do not mind the use of violent tactics to do what is necessary. It is merely the will of the earth, and they are the enforcers. New Notable NPCSanuye King's Valley, Human, Female Appearance | |
Description | Personality | Sanuye has honed her body and her mind for years in preparation for taking over as the leader of the Yupa People. She is a relatively new leader, having earned her position via the Shaman's appointment, as per her tribe's customs; though this was no surprise to her, as she is a born leader, and has trained her entire life with the belief that she would one day take up the mantle for her tribe. Though she is amicable with the other Horse Lord tribes, they do not embody Ginma's principles in the way that the Yupa tribe believes they ought to, and Sanuye will enforce his divine will. No matter what bridge she has to burn. | People often mistake the curve of Sanuye's mask for a smile; it is perhaps an indicator of her nature. Sanuye walks amongst the world with a pleasant, almost detached attitude. She understands the wholeness of the earth and her part in it, and that everything is within the boundaries of her god's will. It often makes her appear as if she does not care for human life when it is quite the opposite. All life is sacred to her, and sometimes sacrifices have to be made to return that power to the earth. And she will gladly do so, with a permanent smile etched on her face.
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Wisewoman Poloma King's Valley, Human, Female Appearance |
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Description | Personality | The Shaman of the Yupa Tribe is a miser who has cast away her previous life to assume the role of mask holder. Besides the clan leader, the Shaman is the most important member of the Yupa Tribe. As such, Wisewoman Poloma is as revered as she is to be avoided. People see the clinking of her mask as she makes her way through the clan's encampment as a sad omen, knowing the burdens she has to carry, and that they will inevitably one day end up amongst her collection. Despite the unfortunate and holy nature of her position, she is always open to conversing and sharing her wisdom with those who take the time to seek it. | It takes a person with a strong constitution to do what Wisewoman Poloma may be considered of moderate temper and a peacemaker, but she is far from soft. Stern when need be and possessing wisdom from all that she remembers. She alone bears the pain of all their clan has lost in the recent decades so that others do not have to grieve and mourn. Even the tribe leader recognizes the important role that Wisewoman Poloma plays in their way of life. Indeed, the shaman has been around for as long as most folks can remember... and she has seen much. And yet, she continues on with her duty day in and day out, as is the way of life. Few speak with her except in times of misery, but she is always open to conversation. |
New Notable LocationsStonecircle
Nestled somewhere in the Sunshine Glade, the Stonecircle is more a legend than an actual landmark on a map. While the Glade is a mere rumor, the Stonecircle is the faintest whisper of a rumor. Most travelers who find themselves in this otherworldly forest will find themselves in this circle one way or another, whether they get turned around or lost. Once found, though, the circle stands out amongst the trees, namely because it is crafted from perfectly carved stone, a single, manmade construction hidden within nature. Its design is so mesmerizing that most travelers who have reported seeing it are unable to draw their eyes away from its beauty, and even when they begin to walk away, they will find themselves back where they started, even if they feel as if they've walked in a straight line.
Though the origins of this monument have long since been lost to time, as is the case with many constructions within the King's Valley, most knowledge of the Stonecircle's trappings is circulated in whispers and rumors, cautionary tales. Parents warn their children not to be caught unaware in the wood - and if one runs across the Stonecircle, the only way to break free of it is by staring directly at it, walking backward until it is out of sight. Why someone might have constructed such a trap is beyond them. However, now that more knowledge has been unearthed about the Land of Wonder, people are beginning to speculate...
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