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Post by Admin: Otto on Oct 21, 2023 23:00:09 GMT -5
{Sunday Lore Gazette} {10/22/23}
New Culture LoreThe TiwokDominant Religion: The Main Pantheon Preferred Colors: Warm colors Main Art Focus: Woodwork, Embroidery, Dance Way of Recording Events: Oral General Appearance: Their race and general appearance is widely varied; they are primarily monstrous races, such as minotaur and centaur. Commonalities come from their way of dress. Preferred Weapons: Axes; spears; bows; primitive weapons The Tiwok are quite an interesting tribe, as they are a culmination of many smaller groups who have banded together for the sake of self-preservation. As such, the Tiwok People are widely fractured and different in their beliefs varied even in terms of race and upbringing. The Tiwok are a mix of small minotaur families, centaurs, humans, and a small number of aviankin and lizardfolk. Outcasts and the remains of dying, weaker tribes that have been banded together because of necessity. The Tiwok primarily live to the south, closest to the Ganaatokee Peoples, though they primarily keep to themselves. Deep, varied histories make them distrustful of others. They are not raiders, but they do scavenge and collect where they can, skirting away from others unless absolutely necessary. Rather than a singular leader, their leadership can best be described as a council of people from different attitudes, acting as a collective to decide what is best for them. Though these people do not often… agree, they generally try to reach a majority consensus when important decisions need to be made. When meetings of the twelve horse tribes are called, the Tiwok send a different representative each year, in the sake of fairness. Because of their respective backgrounds, respect and equality are important to the Tiwok Tribe. Even though their religious beliefs, pacifism, and cultures vary, when tensions brew, activity in the Tiwok grinds to a halt while they settle out their differences, however, that may be. Sometimes, it is a trial by combat. Other times, it is by exchanging goods in apology. On rare occasions, those who cannot settle or reconcile their differences are cast from the tribe, only welcomed back with open arms if they can prove that they have settled disagreements on their own. Minotaurs in the tribe generally serve as warriors, taking care of the tribe’s self-defense and training their young. They also take care of the hunting, roaming the forests for game, and taking care of any monsters that might pose a threat to their people. Because the Tiwok are mostly sedentary, living in a handful of small settlements and clusters through the forest, they sustain themselves off of the land around them. Though their tribe is young, they have begun construction on permanent structures within their tribe; homes, community buildings, and a meeting room for the elders. It is from this construction that woodcarving became a fast tradition - an art that was born from people decorating custom tables and floors, quickly extending to the decoration of their own doors and staffs and even the hilts of their weapons. Woodcarving is a highly practical art, mainly extending to the construction and decoration of their own items, including chairs, beds, and other pieces of furniture and houseware. In addition to their furniture, the Tiwok are known for their pipe-carving. The smoking of tobacco and other grass products is a tradition that was brought to the Tiwok by the centaurs, and the making of intricate pipes based on different designs is a favored pastime. People of the council of leaders that govern the Tiwok possess longer pipes, fashioned after different animal totems. The obtention of different types of wood and even bone ivory is a priority when it comes to trade, so that they may construct different pipes and different pieces of furniture. Because of the diverse needs of the people within their tribe, the Tiwok have a strange mixture of diet and fashion. Their cooking and recipes are simple, without much spice or flavor to it, though it is filling and warm. They wear patchwork from different kinds of fabrics that they can get their hands on, and because of the centaurs in their group, trousers are a rarity in their tribe. Most everyone wears long skirts and airy, robed clothing. The sedentary life is a foreign thing for most people of the Tiwok. They strive to create a life of peace and understanding, though that trust does not come easy to them. In their seclusion from other tribes, they have developed a pseudo-language composed of clicking and hand signs so that others cannot understand what they are trying to convey. Despite their differences, they work hard to foster a sense of community with one another, through group activities, cross-cultural exchanges, and stories and mythology shared between different people. This has resulted in a unique, amalgamation of myths and beliefs. Group activities include evenings of story and dance, sitting, and smoking pipes while they share meals. The people of the Tiwok are no strangers to misery and loss, and it takes a lot of effort to make something new with other people. They work hard to make their own brand of peace, and though they are generally distrustful folk to outsiders - once you have breached their inner circle, you become family. New Notable NPCShtiya of the Roving Bulls King's Valley, Astralblood, Male Appearance |
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Description | Personality | One of the leaders in the Tiwok Tribe. His origins, like many in his tribe, his origins are rather unfortunate. A member of the Roving Bulls, an old family who once roamed the hills of the Valley in tandem with the animals they were named for. A family said to possess Ginma's blessing... up until the point they were slaughtered by raiders in an unfortunate battle, and Shtiya was left alone. Now, with a disdain for the gods and divine providence, Shtiya leads his new family - the Tiwok - with a blazing fury and a desire to prevent tragedy from ever befalling his home again. He desires peace, no matter what he has to do to obtain it. | Stubborn to a fault. Once he sets his mind to something, there is little that can change Shtiya's mind. Others, in the past, have called him pigheaded. Once upon a time, he perhaps was - with an ambition and strength of will that was unparalleled to his peers. Now he is older, embittered after the end of his old family. He seeks to preserve his clan's peace, no matter what war might be waged to attain it. In particular, he hates the gods and will spit curses at them given the opportunity. Perhaps one day his anger will be quelled, but it will not be anytime soon. |
New Notable LocationsArowaki Basin
Arowaki Basin, otherwise referred to as "Nomad's Lake", is a unique geological feature within the Valley, for one reason; when the hot summers come around and the lake dries up, it seems to disappear completely, only to reappear somewhere entirely different in the country come next rainfall. While it is possible that these are merely different lakes, their shapes and wildlife are nearly identical whenever an old lake disappears, and a new lake appears. Unlucky travelers who have lost items at the bottom of the water will find that even these sunken objects have moved along with the Arowaki Basin. A multitude of different stories exist about the Basin's origin, different interpretations, and values throughout the various tribes. But most are in agreement that the lake itself has provided respite for so many travelers that it has absorbed the spirit of the nomad, and now, it too must take to the road and move. Its ever-shifting nature is highly respected, and though few roving tribes purposefully seek out the basin, it provides respite to all who stumble upon this waterfront. Arowaki Basin has also, throughout history, been a source of great confusion for Charonian mapmakers attempting to document the layout of King's Valley. The TwinsA pair of twin mountains split down the middle by a deep crevice. Though these mountains have never received a proper name, they are colloquially known as "The Twins" by those who pass through them. They serve as a reference point on many maps, and their steep and rocky edges make them difficult to pass over and add days to any journey if one decides to pass around them. If you hire a guide through the Valley, chances are they will bring you through the Twins, with a somber expression on their face. Though this pass is convenient, there is an almost bloody feel to the air, as if the pass and the surrounding plains are choked with unfortunate spirits who have refused to pass on. Most stories tell of a great battle that took place on the pass, which may have once been an optimal tactical point to ambush passing armies. The participants vary from story to story, but everyone can agree on one thing - there was once a slaughter here, and its scars can still be felt today.
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Post by Admin: Otto on Oct 28, 2023 23:01:03 GMT -5
{Sunday Lore Gazette} {10/29/23}
New Military LoreTeishin Shudan
The formation of the Teishin Shudan was in response to the need to project force across the many islands that make up the Crescent Isles. The main threats that they respond to are the various inter-clan conflicts and bandit raids that permeate the daily life of the waters within and around the Crescent Isles. With this focus on amphibious and naval warfare, the Teishin Shudan have developed a multitude of rapid reaction forces across the isles, these are primarily made up of localized militia and have no defined equipment outside of the necessary amount of boats required to carry the force that is present nearest to the conflict. In fact, the core of the Teishin Shudan isn’t a military force, but a series of spies, messengers, and scouts that are capable of such thorough reconnaissance and information gathering that the Teishin Shudan often are already at a potential site of conflict before even the other involved parties show up. It is often rumored that their spy networks reach all the way to Thorock, a hotbed of piracy, in Dragon’s Cradle. The organized military force under the direct command of Yokai Monokailiki numbers around 2,000 soldiers of various specialists across the clans of the Crescent Isles and a fleet of 200 longships capable of bringing to bear the entirety of these specialists to any flashpoint across the isles and the southern coastline of Charon. These specialists are masters of their specific weaponry that have learned from millennia of teachings from their respective clans, making them as individuals the very best at their skill sets. New Bestiary EntriesGlacier Tick
Frost Gale Power Level | Alignment | Medium - High | Hostile |
Description | East of the Pale City and North of the Coldwood, within the reaches of the Bleak Mountains, there is a seldom spotted creature that lurks in the deep crevasses of glacier ice, an odd habitat for a creature of its size. With larger specimens standing at nearly twelve feet tall, Glacier Ticks are the natural predators of large Northern creatures such as yeti, remhoraz, and even dragons. Their method of hunting is to ambush prey from the crags of ice in their territory, exsanguinate them, and return to hibernation until prey disturbs their nest once again. Their proboscis produces a numbing effect on the nervous system, paralyzing their prey as they are drained dry.
Thought to be extraordinarily few in number and rarely encountered, the recent upheaval of Mount Drakholt has caused a warming effect on the land to the North, causing an increase in the melt rate of the glaciers. As such, Glacier Ticks are now hatching and coming out of hibernation at an alarming rate, capitalizing on the relative warmth of their surroundings before the glaciers freeze once again.
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Abilities
| Crafting Material | - Medium to Large Size - Frigid exterior - Powerful Bite (piercing) - Ambush - Paralytic Venom
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- Venom Gland
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Rime Guardian
Frost Gale Power Level | Alignment | Extreme | Hostile |
Description | Often taking the form of a member of the dragon family, Rime Guardians are said to be the embodiment of the harrowing conditions of the North given shape. As they seem to be constructed of ice itself, this seems to be the easiest form to take, unless they are spotted in the water. Rime Guardians are often spotted when groups of ten or more travel together through Frost Gale, as a means of keeping an eye on those who would intrude upon the pristine nature of Frost Gale. Once thought to be an extension of the deities of sea and sky, they are now considered to be primordial manifestations. They are intelligent and can be reasoned with, but are also highly territorial; if they are of the opinion you mean harm to their home, they will not hesitate to attack.
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Abilities
| Crafting Material | - Large to Gargantuan Size - Frigid exterior - Powerful Bite - Vast Intelligence - Elemental Breath - Elemental Resistance - Protective Scales - Incredible Strength - Claws - Bite
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- Claws
- Fangs
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Emperor Akhlut
Frost Gale, Arid Mesa, Crescent Isles
Power Level | Alignment | High | Hostile |
Description | The Emperor Akhlut, once thought to be a form of Avianbear, has recently been discovered as its own species, as it bears no feathers, and has a different method of breathing than the Aukbears of the Luna Sea. The Akhlut is a water-dwelling species that hunt porpoises, seals, squid, and other large marine life. They live and hunt in matriarchal groups known as pods, and have been known to attack fishing vessels for an easy meal, ramming the broadside of the hull to force the contents and crew of the ship into the icy water.
Certain pods are extremely adept at hunting creatures who try to seek safety on the shore, riding the waves as they crash to shore to sweep their prey back out to sea. They make their nests on land in pairs, though it is the job of the whole pod to mind and train the young-- because of this, even though Emperor Akhlut's do not tend to pose an immediate danger to people, they may seek out individuals close to the shore to help their young practice their hunting techniques.
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Abilities
| Crafting Material | - Gargantuan Size - High Intelligence - Pack Tactics - Vicious Talons - Powerful Bite - Keen Senses - High Swim Speed - Deep Diving
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- Hide
- Fangs - Ambergris
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Post by Admin: Otto on Nov 4, 2023 23:01:03 GMT -5
{Sunday Lore Gazette} {11/5/23}
New Culture LoreThe LaukDominant Religion: No god in specific - though they are highly spiritual Preferred Colors: Browns; Generally leaning towards neutral tones, as they cannot easily access dyes Main Art Focus: Music, Equine and Animal Care Way of Recording Events: Oral, Song General Appearance: Tall and lanky, with eye colors leaning towards pale silver. They frequently possess smile lines and piercings along their face; they decorate their hair with chicken feathers. Preferred Weapons: None; though a large number of people in their tribe are bardic artisans and spirit guardians The Lauk people are a fully nomadic tribe within the Valley. Though they prefer to stick to flatland planes, the Lauk can be found anywhere, moving wherever the land takes them. Their caravan is their home, a collection of tarp-covered wagons and pop-up tents that can easily be assembled and dismantled for the evening when they settle down for rest. They rise with the sun and set with it, generally following a strict diurnal schedule. During those hours, the Lauk are always moving, ambling slowly through the fields and sharing stories and songs. Due to the nature of their lifestyle, the Lauk are heavily reliant on beasts of burden; horses, yak, and donkeys are the most important animals to the Lauk tribe. They care less about speed and efficiency and more about the weight their animals can carry. As such, their animals are bred to withstand heavy packs during the day’s travel. It is unknown why the Lauk travel as they do. According to stories and songs passed down through the generations, the Lauk were once a sedentary people living near the edge of Thunderhoof Village. Their ancestral leader, at the time, was a field-tender, unsatisfied with his life. He would frequently wake in the middle of the night, having wandered into the tall grass and plains, listlessly sleepwalking further and further each night. In some songs, he is depicted as having heard a call in his dreams, begging him to find them. To quell this restlessness, he packed up his things and took to the road, and the Lauk have never stopped since. Some believe that the Lauk hold this call in their blood, to find what is missing, though any knowledge of what they are looking for has long since been lost to them now. Others might think them unfortunate, cursed to eternally wander with no end in sight, but the Lauk consider this a blessing. They believe there is value in the journey, and much like their ancestor, they continue to walk in hopes that their waking, eternal pilgrimage will ease the restlessness of their sleep. During their day, the Lauk fill their walking hours with song; their preferred instrument is a bowed fiddle which is often carved to depict their animal of choice, with strings made from horse hair. They rarely stop during these hours, electing to eat and sing on the road while they move. Generally, the Lauk only stop their trek during the day to converse with other tribes they may cross upon their path, or to engage with others in the exchange of knowledge or goods. When they stop for the night, tending to their horses and other animals is an important ritual, making sure to clean their hooves and ease their burdens to prepare them for yet another day’s journey. In their nomadic lifestyle, the Lauk have become pragmatic as far as their sources of food. Their diet consists of meat, primarily making use of the animals that they breed and that travel with them. Slow-cooking overnight is an important cooking technique, where stew made from yak and donkey is their most common dish. As foraged nature is an inconsistent food source depending on where they are located, the Lauk rarely depend on such resources, preferring to stick to what they can carry with them. Interestingly enough, chicken is a common food source for the Lauk. Within their caravan, one of their wagons has been converted to a chicken coop for the hens, which are allowed to roam free and feed during the early hours of the morning before their travel and in the evenings after they’ve settled down for the night. The chickens are an ideal resource, providing eggs that make for a robust source of protein and feathers that are woven into headpieces. They also serve as an ideal source of entertainment; for in the evenings, once all have settled down for the night, chicken fights are a primary source of entertainment. Cages woven from wood and bits of scrap are set up, where two healthy chickens are set up with knives strapped to their legs. Chicken fights are a spectator sport, in which people gather around and place bets on the most favored chicken to win. Though the losing chicken may result in lost money, that animal is then cooked that evening, resulting in good feelings all around. The Lauk are not traditionally fighters. Though their caravan possesses knives and other small blades, they generally do not arm themselves. Their people are bardic virtuosos and shamans who are protected by ancestral spirit guardians. For that reason, others might see them as weak, but the Lauk are quite capable of tapping into ancestral and primordial energies to protect their own if need be. Nor do they relish the idea of fighting, and generally frown on those with overly aggressive ideals, such as the Red Riders. They merely wish to keep on their pilgrimage, and that way of life is more than enough for them. New Notable NPCsXangai Moali King's Valley, Human, Male Appearance |
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Description | Personality | The leader of the Lauk Peoples. He is the youngest child of six, and was not ever expected to head the tribe. But his siblings all set out throughout the world to explore all that it had to offer, and when their mother passed away, Xangai took up the mantle. He takes good care of his people, and has a special talent for keeping the peace. His people are rarely warriors, and neither is he; other horse tribes often argue this makes him a weak leader, but there is unseen strength in being a mediator. | A jovial and friendly man, possessing the near-limitless energy and wanderlust characteristic of his tribe. He possesses a curiosity for the world beyond, and understands that his part in it is small. But he is always looking to expand his knowledge and life experiences. He leads his people across the lands, always looking while not quite knowing what they seek. Though he is not a fighter, he is a skilled musician and has a way with animals.
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New Bestiary Entries Wyldmare King's Valley Power Level | Alignment | Low-Medium | Hostile
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Description | The Wyldmare is a highly territorial and aggressive creature. Their relation to the horses of King's Valley is unknown - but they are vicious predators, only distinguishable from regular horses from their wide, gaping maw, and their clawed hands. They roam along the plains and flatlands of the Valley, and are highly carnivorous, sustaining themselves on birds and small game as well as the horses that stray too close towards the Wyldmare. These creatures are not pack hunters; they prefer to travel alone, attacking and even cannibalizing other Wyldmare that get too close to them. Though their speed, aggression, and similarity to horses make them dangerous to the Horse Tribes of the Valley, they have a striking weakness. Their vision is weak and blurry, meaning they can only see motion rather than objects. The safest way to avoid being made a Wyldmare's meal is to stay absolutely still and wait for them to lose interest. |
Abilities
| Crafting Material | - Superior Speed - Bloodlust | - Fangs
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Kura'Kau King's Valley Power Level | Alignment | Low | Hostile
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Description | The Kura'Kao, or "Two-Faced", as named by the first tribe that discovered this draconic lizard, is a species that appears more violent than they look. They have evolved with spotted patterns that resemble eyes to ward off more aggressive predators that frequent the plains of the Valley; these unique spots along their face and body are normally flat, until the moment they are assaulted by a predator. When under threat, they climb up to the highest place they can reach and fan out, hissing and spitting until they scare away the bigger enemy. When this mechanism fails, they employ their last resort - their acid spit, which they do not frequently use, as the innards of their mouths have not adapted to the poison sac in their throat. It is a move that melts the inside of the mouth as much as it hurts their enemies. |
Abilities
| Crafting Material | - Flight - Self Defense - Acid Spit | -Scale -Venom |
Deeptusk King's Valley Power Level | Alignment | High | Docile
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Description | Deeptusks are the gentle giants of King's Valley; despite their massive size, they are generally quite friendly to humanoids that wander close to their groups once they have determined there is no threat to their safety. In recent years, though, the Deeptusks have begun to withdraw from populated areas, driven further and further into the isolated parts of King's Valley. Though the Horse Tribes and the people of Thunderhoof Village understand the wisdom of these beasts, poachers from the Marsh Flats have hunted these creatures to near extinction for their ivory. Because of the negative connotation regarding ivory hunting, charms made from their tusks are considered to bring misfortune to the wearer. |
Abilities
| Crafting Material | - Massive Size - Superior Strength - Tusks - Powerful Stomp | - Hide -Stone |
Takiuka King's Valley Power Level | Alignment | Extreme | Docile
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Description | Scholars have called it an omen. Ancient kings have called it a spy of Avasha. Native horse tribes call it the Takiuka - Walking Spirit. Despite its ferocious size, the Takiuka is actually quite a peaceful being. Those who have the rare fortune of watching the Takiuka take form from the clouds in the sky to make its trek across the plains could only describe its countenance as one of an eternally weeping deity. The cloud-spun spirit almost appears as if it is eternally crying, rain dripping from its face wherever it grows. What it mourns has been lost to the annals of time, but its misery brings plenty to the Valley, watering crops and feeding rivers, and refilling wells. Sightings of the Takiuka have been sparse over the recent centuries, long enough that most people believed it to be extinct until it was nothing more than a myth passed down from parent to child. However, ever since the events of the Sol Stone have bridged the realms together once more, the Takiuka has reformed amongst the storm clouds once more. Its appearance is likened to an end to a drought, which will allow crops to prosper and bring strength to the tribes.
Certain nomadic groups believe that the Takiuka is a culmination of the souls of loved ones who have met a violent end - and now their eternal misery protects those still alive. There are even some who follow the murmurs of the Takiuka in the wind to protect it from harm when it appears, known as the Stormchasers. The Takiuka does not even seem to notice the others that lurk around it, nor is it especially interested in fighting. When provoked, it will merely dissipate. However, in instances where the Takiuka cannot retreat, it calls the fury of its misery down upon others in a torrent of vicious elements. |
Abilities
| Crafting Material | - Massive Size - Planeswalking - Summon Water - Flood - Call Tornado - Cutting Winds - Incorporeality
| - Takiuka's Tears -Wind Catalyst |
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Post by Admin: Otto on Nov 12, 2023 0:00:06 GMT -5
{Sunday Lore Gazette} {11/12/23}
New Culture LoreThe Jidatsa TribeDominant Religion: Main pantheon, with an emphasis on Ginma and Lunala Preferred Colors: Gold; Gray; Black; Blue Main Art Focus: Hair Care; Braiding; Net Weaving Way of Recording Events: Oral General Appearance: Lithe builds, and long, dark hair. Their builds naturally lend towards stealth. Genderfluidity is common among the Jidatsa, their members embodying both male and female spirit. Preferred Weapons: Unarmed Combat The Jidatsa tribe are traders and smugglers that travel anywhere around the valley, though they primarily stay close to rivers. They are fast and efficient travelers - they have long since mastered the art of constructing kayaks, which serve as an excellent method of quick travel. They move light and fast, generally sticking to small groups to avoid detection from others. Whether by land or by sea, the Jidatsa have a deep understanding of using the earth as natural camouflage, and that makes them highly superior at slinking through the tall grass and hiding in riverbanks. The Jidatsa generally avoid combat, but they are masters at trapping, disarming, and ambush. They do not carry weapons, preferring to utilize martial arts and survival techniques when necessary. To them, it is preferable to handle things quickly and efficiently, rather than escalate to all-out combat. Their trapping techniques extend to hunting as well; small game and river-fish are their primary sources of food. The Jidatsa originated as traders, though it became quickly apparent that they would not be able to sustain themselves on what they could catch alone, especially with their small numbers. In order to ensure their survival, they came into the business of smuggling, primarily in weapons or illegal substances from the Marsh Flats to Zeinav City. Though it is not the most savory occupation, they understand that there are some acts that are necessary to survival. Though their job means that they frequently interact with those from other countries, the Jidatsa maintain their own rituals and cultures they find important. Their most valued ritual is the maintaining and care of their hair. From birth to death, the Jidatsa allow their hair to grow, keeping it up in elaborate braids and coils. To have one’s hair cut is a great personal shame. Because they are constantly moving and need to be quick and light on their feet, most Jidatsa take the time to ensure that their hair is worn up and out of their face, only electing to wear it down once they’ve reached old age and pass work on to the younger generation. It is said that this custom started as an act of defiance, a piece of control over their own lives. Even now, their hair is a source of quiet pride, carefully kept and brushed every morning before setting out for the day’s work. Their attunement with the land has led to an acute understanding of the medicinal properties of flora and fauna, as well. Select members of the Jidatsa are considered herb mongers; herbalists and healers. They rarely share their practices with others, even within the tribe. The knowledge held by the herb mongers is only passed from parent to children, though their skills in herbalism keep their people healthy and fit. Though the Jidatsa hold a healthy respect for the world, their lack of strength in a changing and growing world has forced them to change their ways and adapt. They change necessary parts of their fundamental way of living in order to keep surviving, though they still hold onto old parts of their traditions in an act of defiance. Although they will change with the coming world, they will not allow themselves to be changed. They hold tight to their own convictions, while bending where necessary, just like the very rivers they travel. New Notable NPCsMunokhoi
King's Valley, Human, Nonbinary Appearance |
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Description | Personality | As the leader of the Jidatsa Tribe, Munokhoi has a strong sense of survival and perseverance. They are adept at martial arts, and especially skilled in the ways of fishing - though, to their chagrin, they never have quite seemed to get the hang of braiding. They were the tribal leader who decided to take up smuggling as a way of life, and although their people are quite skilled at it, there are many among the ranks of the Jitadsa who resent them for their decisions. This has led to turmoil in their clan as they forge a new path in a changing world. | On the surface, a mild and respectful person. But Munokhoi is an expert at fishing, trapping, and stealth, and always seeks to perfect their craft, pushing their people to new heights. They are rather inventive, too; some might consider them too forward-thinking at times, but Munokhoi pays no mind to those who are too stubborn to yield to change. They have cast out dissenters with an uncaring efficiency and pushed their people to newer heights. They invented novel ways of smuggling by sewing items into the hem of their robes, they bartered and haggled and created a system for the good of their people. And they refuse to allow themselves to be disrespected. |
Oyuun
King's Valley, Human, Nonbinary Appearance |
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Description | Personality | An herb monger of the Jidatsa tribe; Oyuun would likely be considered a druid by modern Charonian standards. They have a deep understanding of the earth and the plants that are grown within it. They are currently under the apprenticeship of the head herb monger, their mother. Oyuun holds a deep loyalty for Monokhoi and, on occasion... may be persuaded to break their vows to only heal through medicine, and dissenters may find themselves passing in the middle of the night from an unknown sickness. | Bright, inquisitive, and naive. Oyuun can read the wind and the currents and point out which plants are poisonous and which are safe to eat in the blink of an eye, but they have no idea how to read people. Munokhoi was their childhood friend, and as such, they hold a deep loyalty and respect for their leader. They are still an ardent worshipper of Lunala. |
Jungsai
King's Valley, Human, Male Appearance |
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Description | Personality | Jungsai is an exile of the Jidatsa clan - cast away not long after Munokhoi was selected as leader. He was rather outspoken about his distaste for their status as smugglers, believing that they did not need to stoop to crime and find a way to survive. Though he was rather outspoken and earnest in his beliefs, he one night was stricken with a mysterious 'illness' - one that Oyuun could not diagnose, and one that he was not expected to survive. When he awoke, he was blinded in one eye from the severity of the poison, and Munokhoi had asserted that Ginma had struck him down for his dissent. He was promptly exiled, his hair cut off, and left to wander the valley. | One might think that his banishment made Jungsai embittered, but it has only strengthened his ideals for unity and peace. Jungsai trains, seeking new methods of combat and training in horse riding and war, so that he may one day return to his people and challenge Munokhoi for their title. He is disciplined, and a firm believer in the Jidatsa's roots. He is almost unnaturally serious to a degree, pursuing his goal with a single-minded intensity. |
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Post by Admin: Otto on Nov 18, 2023 22:01:26 GMT -5
{Sunday Lore Gazette} {11/19/23}
New Culture LoreThe Braddock TribeDominant Religion: Solaria Preferred Colors: Yellows, Reds, White Main Art Focus: Leather Curing and Tanning; Pelt Making; Music Way of Recording Events: Oral; Tapestry; Some tribe members carry diaries General Appearance: Tall and broad-shouldered and athletic. They train their bodies until they are honed like weapons. Proud expressions and sharp eyes. Wildly thick and curly hair in a wide range of shades. Preferred Weapons: Swords, Crossbows The Braddock Tribe considers itself the oldest and most established tribe of the Valley. They believe themselves to be the descendants of kings, the last remains of the royal family that once resided here before the ruling family moved to Sol City. Whether there is any merit to these claims is unknown, for the written record of the ancient kings of the valley has largely been destroyed. Though there is no denying that the roots of the Braddock Tribe extend generations back, they possess an intimate familiarity with the land. They cling to their legacy, often clashing with the other Horse Lord Tribes as they believe they have rightful claim to the land around them. They desire to bring back some semblance of structure to the Valley and have a strong desire to unite the roving tribes of the Valley under their rule. Because of their beliefs, they strongly oppose the Red Riders, and they ong opposition of the Red Riders, and are under the impression that the raiders have been left unchecked for far too long. The Braddock Tribe resides in the fields outside the Kingswood, generally roaming just around the borders in a territorial stake in what they believe is their own claimed land. They are Pastoralists, raising and herding their animals within set patterns to avoid depleting the natural resources of an area while cultivating the land based on the seasons. Their primary game is sheep and goats, with a few cattle when they can get their hands on them - while crops consist of corn, wild rice, and squash. They have an innate understanding of farming and irrigation methods that are passed down from parent to child. Because of their migratory patterns, spending up to an entire season in one place, the Braddock people build somewhat more permanent homes for themselves. They build wooden shelters that are reinforced by dried clay and mud. They only deviate from their annual migratory path on one occasion during the year, for a pilgrimage to the ruins. They believe that they are returning to their ancestral home, returning to the place where their connection to their birthright and the earth is strongest. The Braddock tribe spends a week in the ruins, where they light a bonfire and burn pieces scavenged from the castle to release any bad spirits and omens that might remain. They continue this ritual until one day the castle will have been cleansed, and they will have put their ancestors to rest so they may rebuild anew. During the rest of the year, the Braddock Tribe herd sheep and goats and grow crops. They are, perhaps, one of the most prosperous clans, possessing great numbers and valuable items that they can trade for fine things. They frequently send caravans to Thunderhoof Village to barter and obtain what they cannot in the wild, from thick blankets to even more advanced weapons, such as crossbows and even weapon enchantments. They trade sheep and livestock as currency. They are prosperous enough that they do not necessarily need to engage in trade, though it bolsters their strength and sets them above some of the other tribes in terms of strength. The Braddock Tribe is fierce and competitive and has no qualms about acting to get what they want. Their main sport is horse racing, in conjunction with the Valley Dvoryanin. They frequently compete in racing competitions, including the Dvory Racing Crown, and breed their horses specifically for speed. Art comes in many forms for the people of the Braddock Tribe. In the way they train their bodies, in the art of sport, song, story sharing, basket weaving, and hide tanning. Their forceful will and strong personality may be off-putting to other tribes, but they are born leaders and have no qualms about enacting their will to do what is necessary. A majority of Braddock warriors are Warlords, employing a system in which the most accomplished warriors command small platoons of 3-5 warriors, with which they engage in guerrilla tactics - which their fast horses come in use. They do not raid others, for they do not need to. But when others encroach on what they believe is their birthright, or they are challenged, they will fight with no prejudice. They fiercely believe in their goal of unity, and they will do whatever it takes to achieve that. New Notable NPCsYanisin of the Braddock King's Valley, Human, Male Appearance |
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Description | Personality | The current leader of tribe Braddock, having inherited the title from his own father. He is a skilled horse rider and marksman, and not much of a thinker as he is a warrior. He knows the importance of a leader having smarts and wisdom, but these traits are lost on him. What Yanisin lacks in smarts he makes up for in pride. Pride in his people, his bloodline, and himself. As leader, he holds onto a rather lofty goal; uniting the horse tribes and creating a unified King’s Valley once more so that their power may be respected. Once this is complete, he seeks to reclaim and rebuild Braddock Castle for his people. In addition to being the tribal leader, he is also the one in charge of training young warriors in his clan.
| A rather forceful man for all his talk of peace and unity. He has big aspirations and is one of the few people who still cling to the antiquated beliefs that blood begets one’s own merits. He has a vehement disdain for the Knights of Duros, whom he sees as guard dogs sent by the king to keep the wilds under the thumb of the new royals. Yanisin also dislikes the Red Riders, believing them to be obstacles to his goals, and that hatred often puts him at odds with his desire for peace, though is sense of politics is not much more nuanced than “peace can be achieved even through force so long as the one yielding the power is strong enough to bear it” - and he believes that he is more than strong enough for the task.
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At'Eed of the Braddock King's Valley, Human, Female Appearance |
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Description | Personality | Yanisin’s wife is a skilled marksman and a feared hunter. She was not born to the Braddock Tribe - rather, she spent her life as a wanderer with no clan to call her own. Yanisin met her at an archery competition and fell in love with her, asking her to be his bride. She agreed on the condition that he bring her the head of the most ferocious beast in the Kingswood, claiming that she would only agree to a union with the strongest warrior in all of the Valley. He did just that - and they were married a year later. Many of the Braddock people were slow to warm up to an outsider, but she brought a different kind of prowess and wisdom that they quickly came to respect.
| Nowadays, many regard At’Eed as the unofficial leader of the Braddock. She has no interest in matronly duties or crafts, and has little mind for socializing - but her firm will and stubborn personality make her a fine leader. When she wants something done, it will get done, whether by her hand or someone else’s. Due to her independent nature, she is incredibly self-reliant, and settling down has not changed that. You’ll never find her without her crossbow, as if she expects to be ambushed any moment, and gods help anyone who accidentally sneaks up on her. She commands loyalty through fear, and that works just fine for her.
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New Bestiary EntriesBeasts of Kingswood Lichenynh King's Valley Power Level | Alignment | High | Evil
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Description | An ancient, undead creature that haunts the deepest recesses of the Kingswood. They are widely believed to be the remnants of kings and regarded as a sign of great fortune and ancient wisdom by the people who frequent the forest. In reality, they are little more than the ghosts of charlatans and criminals who were once executed in the castle that once existed in the Haunted Ruins. They amble slowly through the forests and lakes, whispering false wisdom that carries with the wind, attempting to lure in adventurers gullible enough to believe in their promises. Once they have lured their prey, the Lichenynh binds their victim in the moss that covers their body and drowns them in the lake waters. Those who avoid its fearsome trap find themselves victim to the creature's haunting wails and its control of the earth around it. |
Abilities
| Crafting Material | -Moss Binding -Superior Strength -Haunting Wails -Earth Tremors
| - Earth Catalyst -Stone |
Murkwood Spawn King's Valley Power Level | Alignment | High | Hostile |
Description | An unfortunate, wretched creature whose skin looks like it is made of petrified wood. These stalkers are born from a combination of blood soaked into the roots of plants, creating a creature of deep malevolence and violence. These spawn, once given life, lurk in the mists of the Kingswood with their long, spindly limbs swaying like branches, and their hair like long, dead leaves. The nature of their creation has left them hungering for blood, and they linger in places where war is most prevalent. Their hunting primarily takes place at night, which gives them the added advantage of blending into their environment. When they stand absolutely still and tall, they can practically pass as trees. They are especially averse to fire. |
Abilities
| Crafting Material | - Natural Stealth -Blood Drinker -Death Sense -Wooden Skin -Elongated Reach | - Zombie Ash -Dark Catalyst |
Skittermaus King's Valley Power Level | Alignment | Low | Docile
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Description | The Skittermaus is known for its peculiar song, which resembles the sound of distant hooves along the pavement. Their cry often confuses travelers who are not accustomed to their sound. The Skittermaus are hard workers, and more interestingly, their wide eyes and keen vision make them able to see through illusions and dense woods to spot predators. As such, locals advise most travelers, when lost or turned around, to follow the sound of the Skittermaus to safety. |
Abilities
| Crafting Material | - Flight -Truesight | - Feather
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Qhachqit
King's Valley Power Level | Alignment | Medium-High | Hostile
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Description | The Qhachqit is a frightening aberration that primarily resides in the forests of King's Valley, though they can be found lurking anywhere in the plains. In folklore and myths, locals refer to this creature as the Myriad. That is because the Qhachqit is a creature capable of absorbing its own kin, creating an amalgamation of many faces and souls. According to legends, the Qhachqit was once a complete being, a many-faced hydra creature, and a divine beast of the gods. But a hunter's arrow hit them straight in the heart, splitting them into many smaller, weaker creatures, scattered across the Valley. The Qhachqit seeks to make themselves an entirely whole being once more. These creatures are highly competitive with one another and often engage in combat when running into another of their kind, where the strongest of them absorbs the weaker into their being. The more faces you see in the mane of a Qhachqit, the larger and more dangerous they are. |
Abilities
| Crafting Material | - Ambush Hunter - Tail Whip - Powerful Bite - Howls of the Damned | - Fang - Hide |
Beasts of Braddock Hills Razorteeth
King's Valley Power Level | Alignment | High-Extreme | Evil
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Description | The Razorteeth, as it is called by local tribes of the Hills, is a vicious, giant serpent that burrows deep into hills to seek slumber. It is near-impossible to determine which hill might house a Razorteeth, as they barely leave any trace as to their presence in a hill while they rest. Those with a connection to the earth might be able to spot these monsters, for as they sleep, they send faint, murmuring rumble through the earth that almost feel like snoring. The second you catch wind that you are on a hill occupied by one of these creatures, run. Their powerful teeth can eat through very earth and stone, and they will devour anything that disturbs their rest. Take care around previous burrowing nests, for they hollow out the ground enough that too much weight on the hill will collapse it from the inside. |
Abilities
| Crafting Material | - Massive Size -Burowing -Earthsense -Hearty Digestion - Unbreakable Teeth
| -Fang -Venom
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Tia-xin King's Valley Power Level | Alignment | Medium | Good
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Description | Tia-xin is an ancient breed, long thought to be a rare cousin to the phoenix. Ancient tapestries depict these noble birds as friends to the rulers; there even exists art that suggests King Braddock himself may have once owned one of these birds, which cemented the idea that the Tia-xin are representative of divine rule. Nowadays, sightings of the Tia-xin are few and far between, most having retreated to the hills and becoming reclusive. Many tribesmen believe that the Tia-xin have abandoned them because they no longer carry the divine right to rule in their blood and fear that the Tia-xin will migrate to Capitol Landing. As such, many poachers kidnap and cage these birds to keep the divinity within their lands. In actuality, the Tia-xin carry no divinity or power in their blood. They have a strong aversion to violence, and their only method of self-defense is a shrill screech capable of stunning anyone who hears it, forcing them to drop their weapons. If they are muzzled, they have no methods with which to defend themselves. They are coveted for the power they are believed to hold - and yet, all the Tia-xin desire is peace. |
Abilities
| Crafting Material | - Danger Sense - Flight - Disarming scream | - Feather -Claw |
Ahm King's Valley Power Level | Alignment | High | Docile
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Description | The Ahm is named for the sound created from the holes carefully designed along their body, each producing a unique pitch when the wind flows through them. These constructs are ancient and older than recorded history. Older than time. Most have never even heard of the Ahm, save in stories. After the Collapse, these stone golems all but disappeared, merely falling asleep and melding into the stone of the mountains. But with the fluctuations in the world as a result of both the events of the Sol Stone and the battle with Vulcadreus, these creatures have begun...awakening. Due to their massive size, it is easy to believe that these stone constructs were created for war - but they lack any weapons to speak of, and their forms are impractical for combat. Rather, their bodies have naturally been built to produce music, weaving songs through the air and in the natural grooves carved into the stone and sang by the wind. As they walk, their song echoes through the Valley, imperfect, but harmonious. They were clearly once built in a set, with each construct necessary to complete the song; and yet, not all are awake to walk the earth once more. No one knows what may happen when all of the Ahm are awoken, or when the song is complete. The ancient monoliths are a testament to the core values of King's Valley. In times of turmoil, when humanity was bleak, they could have built constructs for war.
Instead, they made music. |
Abilities
| Crafting Material | - Perfect Pitch - Massive Size - Windsense - Formulae Manipulation (Through Music) - Bardic Virtuoso | - Stone - Wind Catalyst - Ancient Core |
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Post by Admin: Otto on Nov 26, 2023 0:08:55 GMT -5
{Sunday Lore Gazette} {11/26/23}
New Culture LoreKing’s Valley Cultural Events The nomadic peoples of King’s Valley carry a wide variety of beliefs, customs, and practices, each different tribe unique and diverse in their beliefs. Despite the customs that make up the individual tribes, many in the country are united by similar, fundamental beliefs, that have culminated in a series of different events that are observed throughout the year. The most notable of these, of course, is the Dvory Racing Crown and the various other horse races held across the plains. The spirit of competition is strong in the hearts of men and women of the Valley, sport being a favored pastime and a uniting force. But there are many different events to be found in all corners of the country, and the nomads are always more than happy to share these customs with outsiders.
The Great Hunt Horse tribes, villagers, and nomads gather from all walks of the country to participate in one of the biggest annual competitions of the Valley; the Great Hunt. This week-long event is held in a different location each year, depending on the beast that has been selected for sport. The purpose of this event is not the slaughter of animals, but to test one’s mettle and connection with nature in competition against others to find and slay a strong beast. It is not enough to simply be adept with a bow; but to have an understanding of nature, of the life that inhabits the plains and the woods, and to foster a connection with this.
This hunt is largely for sport, and differs from traditional hunts in a few key ways. Namely, no weapons are allowed besides bows and arrows, which are fashioned with enchantment-blocking leather bands to prevent the use of magical means. Magic is not outright banned, being seen as an extension of one’s self to the earth, but the use of offensive spells is considered highly unsportsmanlike. Thirdly, and perhaps most importantly, participant’s arrows are fashioned with long, red ribbons that make them sway in the wind. No one is quite sure where this origin started, though the intention behind it is clear - a hunter must have an innate understanding of the currents in the wind song and how to use that to their advantage. Because this hunt tests a great many skills, it is often seen as a coming-of-age event for younger tribesmen.
The hunt is meant to be a test of sport, not a wasteful endeavor. When a hunter, or hunters, slay the beast, they bring it back to the campsite where spectators and families have been waiting for a week, enjoying the serenity of one another’s company. The next day is spent cleaning and preparing the animal, where the victor is granted a single spoil for themselves. The rest is broken up and distributed, not a single piece goes to waste. A majority of the food and materials go to weaker tribes and groups in need - an act of charity, to thank the gods and the earth for both the unyielding strength and the overwhelming kindness of nature’s bounties.
Yearsdeath Yearsdeath is, perhaps, one of the most somber events of the Valley. It is not held at the end of Charon’s calendar year - but rather, on the longest night. It is meant to be a day of somber remembrance. This day, while not celebrated by every tribe, is one that brings people together. On the darkest day of the night, it is tradition for tribes to spend the day with their weapons down, no matter the state of war or turmoil. During this day, individuals recount the losses and laments they have suffered during the last year. It is believed that by gathering all of these miseries on the darkest day, they may bring about the death of the old year holding those laments in their souls - and as the new year is born, they leave those losses behind.
This tradition originated as a day meant to be celebrated in solitude, but celebratory customs began to shift when two now-extinct horse tribes honored the Yearsdeath during a period of turmoil as a result of territory strife. The two clans celebrated the night while camped in close quarters with one another, which led to the sharing of stories and exchanging of tales of tribesmen who’d been lost during the struggle. This day of goodwill allowed them to wake up the next morning in peace, and come to a resolution regarding their conflict. Since then, the tradition continued, growing between the tribes and creating a sense of unity and peace.
Yearsdeath is now celebrated between all the tribes that wish to participate, where nomads from all over gather in a somber gathering to remember all that they’ve lost. No weapons are allowed at the Yearsdeath celebration, allowing tribesmen to spend the longest night sharing stories, honoring the dead, and discussing all the misfortune they have encountered, so that they may let it go some sunrise. This is probably one of the largest moments of community amongst the individual clusters that make up the Valley; one that even outsiders are allowed to observe, so long as they respect the unspoken rules in place.
Festival of the Harvest Bounty Although most communities in King’s Valley are nomadic, there are pastoral groups and settlements that rely on the harvest of fall to sustain them. As such, the coming of the autumn harvest is a highly celebrated event. The bountiful crop season is ushered in with a day-long celebration across the tribes that participate in the event. Tribes celebrate by enjoying a feast, drinking home-brewed spirits, and dancing around bonfires. It is a day of joy and celebration, where people enjoy games, small competitive events such as wrestling, and the enjoyment of arts and crafts.
The Harvest Bounty Festival is also a day meant to celebrate music. Artisans play throughout the day, from sunrise to sunset, while tribe members wear their best clothes and dance throughout the plains. Many pray to the Takiuka spirit for rain to ensure that crops are not dried out. Most consider the day of festivities to be an offering to Ginma, that they honor him through dance, song, the enjoyment of his spirit through the feast, and even their offering of woven arts and crafts.
Traditionally, no work is done on the day of the festival itself. It is meant to be a day of rest and relaxation, and a preparation for the start of the harvest the next day. By spending the festival making merry and enjoying life, they are refreshed, fed, and ready to pick up their farming tools the next day and tend to their land. Even though considerable prayer and good wishes have been imbued within the land, the care and keeping of their crops are just as important. They work hard to play hard and believe that in this event, the harder one plays and works, the more crops they will yield to feed their people throughout the fall and into winter. New Bestiary EntriesVulcaghast
Dragon's Cradle Power Level | Alignment | Medium
| Neutral
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Description | In the wake of Vulcadreaus' ascension and subsequent defeat, elementals constructed of volcanic material have started appearing all over Dragon's Cradle. Created from the life-bequeathing energy of the Primordial being of rebirth and destruction, these greedy creatures are hell-bent on consuming everything in their path to fuel their existence. They tend to congregate in groups of three to five and are roughly the size of a six-foot boulder. Perhaps most concerning about Vulcaghasts is their ability to fly short distances, projecting themselves forward at an unsettling rate of speed to launch themselves further up the sides of mountains to eat homesteads, villages, forests, weapons, and stone. It is also worth noting that they are not seen at all during the storms that frequent the region.
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Abilities
| Crafting Material | - Elemental Strike (varies) - Elemental Aura (varies) - Elemental Immunity (varies) - Create Catastrophe - Special Movement - Special Defenses
| - Elemental Catalyst (Fire/Earth)
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Beldamned
Dragon's Cradle Power Level | Alignment | High
| Neutral - Hostile
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Description | Creatures of myth and horror among those who call the Dragon's Cradle home, Beldamned are unnatural creatures akin to demons, undead, and other blighted sources of dark energy. Their etymological origins are a portmanteau while their historical origins date back to the Rune Wars. It is said that Beldamned are the entwined souls of those thrown in mass graves, said to be found near battlefields or where many innocent lives were lost due to some magical attack or accident. Beldamned are seen as guardians of the remains from which they sprang, and are known to retain their collective intelligence that manifests as three to eight heads that emerge from stalks at the end of its torso.
Some approach the Beldamned seeking this ancient wisdom, which it may provide... for a price. Beldamned favor spades, trowels, gifts to honor the deceased, and brightly colored flowers, all of which may allow you to pass through its territory unhindered, but to get the information of the lost, you must bring a new lost soul for the Beldamned to consume and add to its counsel.
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Abilities
| - Master Spellcasting - Ambush - Bite - Tough Chitin - Undead Nature - Incredible Strength - Four Arms
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Flederwulf
Dragon's Cradle Power Level | Alignment | Medium
| Hostile
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Description | Found in the deep caves of the mountain range, Flederwulf are considered by treasure hunters and spelunkers to be one of the worst dangers to encounter. Roosting in packs of twenty or more, these dog-like creatures have a thin membrane that stretches between the joints of their limbs, allowing them to fly and glide for short bursts at a time. Unlike bats, they have a keen sense of vision to compensate for how loud a group of them can be, a sound historically compared to a malicious cackle. While they tend to hunt large game at night, disturbing their roost has resulted in the untimely end of many cave climbing enthusiasts and unaware travelers seeking shelter.
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Abilities
| Crafting Material | - Bite - Claw - Ambush - Pack Tactics - Flying - Climbing
| - Fangs
- Claws - Hide
- Guano |
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Post by Admin: Otto on Dec 2, 2023 23:31:57 GMT -5
{Sunday Lore Gazette} {12/3/23}
Updated Location LoreZeinav City
The city of Zeinav on the whole benefits from a system of distillation via the means of Formulae Arcanum, which allows for the purification of the most abundant water source in the city-- the ocean. Being so full of salt, the distillation process is vital for supplying the city with potable water for people as well as the prolific "terrace gardens" of the city's rooftops, the most opulent of which can be found at the palace of the Sultan.
Despite being part of an arid climate, the city's method of heat distilling underground stills into clean, fresh water has secured Zeinav City's Charonwide renown for textiles, crops, exotic flowers, and spices. It has also given rise to an industry of Tradesmages that can serve communities found deeper in the desert with advances in Arcanatek and applications of the Formulae Arcanum, allowing for a thriving business in ensuring water filtration throughout Zeinv. Zeinav City's Qanats Unique to Zienav's arid coast, the city has had a long-standing, ingenious method of building underground aquifers into the cliffs that are set to boil intakes of water at high tide. The large network of caves and tunnels that exist around the coast, while known to be used for illicit purposes, has also ensured there is a steady stream of working laborers, Tradesmages, and guards flowing through the areas closest to the heart of the city. Water comes pouring in at high tide, and as the filled vats are heated, the steam rises through pipes of dried and cured oxen skin and into larger vats, which are then commuted via qanat to underground wells for the residential areas, or up through pressure gradient pipe that siphons the water up to the surface to supply fountains, crops, and other water features.
This unique setup has allowed individuals all over Zeinav to grow food, often on the roofs of buildings to accommodate for the lack of lateral space within the city walls. Though, as neighborhoods are often connected to a limited number of large aquifers, there is some dispute among neighbors when certain individuals are using more than their fair share of water. Some even hire Tradesmages from the Academy to build their own private aquifers to avoid such conflict, and ensure a steady supply of water.
Qanats outside of Zeinav, and indeed beyond the Oasis, have to rely on a system of solar distillation unless they can be very lucky with a local underground water source they can dig a well into. Even when such things are not possible to obtain, the frequent caravans of goods coming in and out of Zeinav City often will provide water and food for these communities-- for a considerable markup, of course, but it is far cheaper and fresher than trying to get anything imported from elsewhere in Charon.
Some will trade the produce of their livestock in the form of wool, hair, or meat, for what the caravan brings creating a balanced barter system that Zeinav culture relies on. A fair number of these communities have taken to making pigments from stones, flowers, and insects to be used in a variety of products, from textiles to make-up to paints for artists.
The Emerald Terrace The terrace gardens on the whole serve a more practical purpose, besides supplying food and beautifying the city; the presence of these plants and gardens makes the blistering heat of the desert more tolerable, especially in the summer months. Many will retreat to their rooftops to sit among their gardens, with some establishing hammocks and other sleeping quarters to enjoy a night beneath the stars.
By contrast, the terrace gardens of the Sultan's palace, known as the Emerald Terrace, are a popular tourism site, an impressive feat of engineering, and a wonder to behold. The walkable exterior features multiple staggered levels held aloft by marble, rare flowers from all over Charon, and even exotic fruit trees from the Crescent Isles and Moonglade. These gardens are populated not just by flora, but fauna as well, featuring butterflies, flittens, skittermaus, and even a seldom seen Tia-xin.
There is an area for visitors separate from the gardens the Sultan's family enjoys and from where much of the palace food is grown, but those who endear themselves to officials or the Sultan himself can expect to be taken on a guided tour through the whole of the gardens.
Baynatna Milah Fine Salts and Spices Baynatna Milah, which translates from Zeivanian to "The Salt Between Us", part of a common phrase that denotes respect and loyalty among friends, is number one in the market for Zeinav's most sought-after export; salt.
Baynatna Milah utilizes the salts that are part of the distillation process of water filtration in the city and from their harvesting processes along the shores of the Luna Sea. The salts, after having the purified water removed, remain in the vessels, which are then taken by the Salt Workers of the company for further treatment and refining, resulting in the purest flake-salt money can buy. Preferred by culinarians around Charon in both home kitchens and professional restaurants, Baynatna Milah is more than a trusted name-- it's a cultural movement. New Bestiary Entries
Shrewtle Zeinav Desert Power Level | Alignment | Low | Docile
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Description | The shrewtle is a tiny burrowing mammal that is not necessarily dangerous on their own but is considered a pest. The shrewtle burrows underground, creating massive labyrinths under the earth where they make their homes. As a result, when colonies of shrewtle gather together, they can destroy the roots of crops, foliage, and the stability of the earth underfoot with their complicated series of burrows. Many a caravan falls victim to burrow cave-ins, and many famines have been caused by the shrewtle's presence on bordering arid towns when their populations are not kept in check.
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Abilities
| Crafting Material | - Tiny Size - Burrowing - Armoured Shell - Powerful Jump - Tremor sense
| - Fur/Hide |
Bundlebug Zeinav Desert Power Level | Alignment | Low | Docile
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Description | The bundlebug is a docile creature resembling the much smaller pill bug. The bundlebug has large tusks with which to protect itself, and strong legs with which to carry its heavily armored frame. Despite its natural armor, the bundlebug is very light on its feet; quick, fast, and able to tuck itself into a ball to protect itself, the bundlebug is often used as a desert mount to cross an otherwise inhospitable terrain. Bundlebugs are not very smart and tend to rely on instincts, but have fondness for those who take care of them.
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Abilities
| Crafting Material | - Agile - Natural Armor Plating - Tusks
| - Shell |
Sarabara Zeinav Desert Power Level | Alignment | Low | Docile
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Description | The sarabara is a docile, massive rodent who has been hunted to extinction by predators in the wild; the sarabara is a slow-moving, strong pack animal whose domesticated roots still stand strong as livestock despite their absence in the arid ecosystem. The sarabara has a naturally gentle temperament and can be used in any way that a horse or other pack mammal might be used.
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Abilities
| Crafting Material | - Large Size - Powerful
| - Fur/Hide
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Dovenger Zeinav DesertPower Level | Alignment | Medium | Hostile |
Description | A medium-sized flightless omnivore that scavenges on corpses left in the hot sun; a single dovenger is rarely trouble on its own; and even packs of dovenger rarely go on the attack. Dovenger are often seen as an omen of death, as their arrival typically means that you, or your companions, are seen as an easy meal. The dovenger are quick and agile, with sharp claws and a beak meant for tearing into meat. While uncommon, hungry dovenger who have been stalking a weak or ill creature for days may go on the attack— in which case, together, they can take down prey significantly larger than themselves through their sheer numbers.
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Abilities
| Crafting Material | - Pack Tactics - Speed - Agility - Sharp Claws - Powerful Beak
| - Feathers
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Sahiger Zeinav DesertPower Level | Alignment | Medium | Hostile |
Description | A large carnivorous feline who skulks the dunes; the sahiger is a feared creature, able to easily camouflage itself into its surroundings through its sandy fur and natural plated armor along its spine which greatly resembles rocks. The sahiger's threat level is significantly higher when one is caught in an ambush by this predator, which is its preferred hunting tactic. A long dew claw on the sahiger's forepaws gives it dangerous slashing power with its front legs, and its elongated teeth make its jaws just as deadly.
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Abilities
| Crafting Material | - Strong Jaws - Natural Camouflage - Claws - Natural Armour Plating - Ambush Tactics
| - Scale/Plate
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Spined Desert Drake
Zeinav DesertPower Level | Alignment | High | Hostile |
Description | An eyeless drake that has evolved to the arid desert; the spined desert drake buries itself in soft sands and soils and waits in ambush as a hunting tactic; with the bulge of its tail being used as a lure. When opened, the tail appears flower-like in appearance, with water often hidden at its center that the drake has stored prior. Upon attack, the spined desert drake sinks its massive claws into its prey and tries to drag it into the sand to make it immobile while it goes for the kill. The spined desert drake tends to attack without bias due to its reliance on its tremor sense.
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Abilities
| Crafting Material | - Strong Jaws - Powerful Claws - Ambush Tactics - Natural Armour Plating - Tremor sense
| - Scale/Plate
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Desert Siren
Zeinav DesertPower Level | Alignment | High | Hostile |
Description | The desert siren emits beautiful sounds and lovely promises, masking their undead and necrosed features in the sand-manipulated garments that cover their silhouette. Upon approaching a desert siren, they will become hostile— opening up the mouth that takes up their face— and submitting their victim to a hypnotic gaze. If alone, this can be a death sentence— as only breaking the line of sight will snap someone out of their lure. The desert siren is known to keep the voices and memories of those whom it consumes; using different voices, memories, and promises to lure others into similar traps.
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Abilities
| - Alluring Tones - Sand Manipulation - Hypnotic Eye - So Many Teeth
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Post by Admin: Otto on Dec 9, 2023 23:34:34 GMT -5
{Sunday Lore Gazette} {12/10/23}
Death in Frost Gale
Interment of the Dead Frost Gale has a relatively small population compared to other regions in Charon. As such, the impact of one's passing tends to be felt by a community much stronger than in places where people come and go often or blend into the masses. Disposing of bodies is also a greater problem for small communities, as a corpse can quickly attract desperate scavengers from the surrounding wilderness. Small, remote villages or rural homesteads without proper militia or defensive walls are easy pickings for roaming wildlife in search of food, and many creatures of Frost Gale are adept scavengers willing to eat just about anything they can find.
Ship Pyres Much of Frost Gale's economy heavily relies on trade by ship, thus sailors are held in high regard for their service in providing hard-to-acquire resources from faraway lands. Traversing the seas around Frost Gale is hazardous with tumultuous weather patterns, sudden storms, and rocky shorelines. Even if someone is only a simple deckhand, their service is given great respect.
This carries over even in death. When a sailor of high repute from Frost Gale dies (given their body is returned to Frost Gale), their life and service are honored by their body being placed within a small vessel filled with offerings from the community. The offerings can vary wildly depending on the rank of the sailor or the length of their service but often include the individual's favorite foods, personal items, and other trinkets. The ship is then escorted by manned vessels out into the open ocean before it is set ablaze.
Some have criticized this practice as it means that non-flammable treasures can be scavenged from the sites where the ship pyre is burned, but many retort that only the most foolish souls would dive into Frost Gale's icy waters for scraps of treasure.
Ice Float The most unceremonious way that bodies are disposed of in Frost Gale is simply by dumping a body on an ice flow and letting nature do as nature does. This is only resorted to when the person who has died has a poor reputation amongst the populace, or during particularly harsh winters. It consumes the least amount of resources and can be done quickly before the deceased starts to attract unwanted scavengers.
Disposing of a body of a local this way is considered shameful, but is acceptable under dire circumstances. The same cannot be said of the bodies of foreigners. Dying in Frost Gale as a foreigner almost guarantees the body will be disposed of this way as the locals have zero interest in wasting resources on the dead of those not from their own region even if conditions are not particularly harsh.
This biased treatment has been scrutinized by foreign merchants and traders which has resulted in tense business relations. To counter this and foster more healthy trade relations, Frost Gale's nobility often include promises of more respectful treatment of the body of anyone who dies while under contract as part of the contract's terms.
Frigid Crypts Far from the convenience of the coast, disposing of bodies becomes a lot more challenging. Permafrost sinks deep into the soil for the majority of the year which makes it nearly impossible to make burial mounds or grave pits without resorting to magical means. Since there's never a guarantee that a traveling mage will be available to assist with burying the dead, most inland settlements will instead utilize caves or crypts carved out of or built of stone to be used as storage for the recently deceased.
The goal of these crypts is not to be the permanent resting place for the deceased, but rather be a secure structure to protect the bodies from being eaten by local wildlife. The bodies remain in these crypts until weather conditions are good enough to be transported across the land to the nearest coastline where they will be properly disposed of.
Ideally, these structures are placed far away from settlements to avoid attracting predators to people's homes, though this does mean that these structures are often left unsupervised. This can increase the risk of the corpses disappearing without a trace.
Honoring the Dead Since Frost Gale does not have interment practices that result in permanent structures that could be places of memorialization of the dead aside from frigid crypts, the people practice other symbolic means of honoring the spirits of the departed.
Death Walks A death walk is a ritual in which the passing of an important member of the community is honored with a vigil that lasts the length of time that it takes an oil lantern to burn out. Individuals gather in a single file line and walk the perimeter of their settlement while the person in the front, often the person who was closest to the individual who passed, carries a lit oil lantern. These processions often start during the day and then last into the night.
The lantern signifies the life of the mourned individual and the role that person played in leading or supporting their community. By walking around the perimeter of the settlement, the vigil is said to act as a way of warding off evil spirits that may prey on those who are grieving the loss. This procession is traditionally done in silence or with only the accompaniment of a drum beat.
During the procession and through the rest of the night, the community fasts. Even those who are not physically able to participate in the procession participate in the fast, with only the sickly, elderly, and very young allowed to eat during the vigil.
Auroras In the far north, it is not unusual to see mysterious brilliant-colored ribbons of lights dancing across the sky on cloudless nights. These auroras are believed by the denizens of Frost Gale to be the spirits of the departed dancing amongst the stars. Their appearance has been interpreted in various ways across history with conflicting beliefs that they are ill omens or good luck.
These days, the appearance of auroras is interpreted as the spirits of the departed growing lonely and wishing to connect with those they left behind. As a result, Frost Gale locals often gather under the light of the shifting lights to dance with them while hooting and hollering so that their voices will reach the spirits to let them know they're seen. These spontaneous celebrations tend to last as long as the auroras are visible in the sky which means sometimes no one gets any sleep even if they do not participate given how loud everyone else is.
Auroras that appear consecutively for multiple nights are said to be warnings of impending tragedy seen by the spirits up in the sky. Villages tend to have a spiritual medium whose whole role in the community is to interpret what the colors, motion, and quality of the auroras could mean. The accuracy of their interpretation varies wildly.
Stone Ships Similar to cairns, stone ships are constructed out of specifically placed rocks, only these stones are not stacked and instead are placed to form the outline of a ship's hull across the ground. These formations can be fairly small and simple or can be extremely elaborate and span across several yards. The sizes of stones also vary, usually depending on the material available or the significance of the life or lives they are honoring.
Generally speaking, the more extravagant and stone ship means that the loss is considered great. These massive stone ships can symbolize the loss of many lives or of a life that is very important to a community such as a settlement or spiritual leader. Stone ships also tend to grow over time, with each additional stone representing someone else who has passed. Stones can have names or designs carved into them to help identify who they are honoring.
Disturbing a stone ship is considered incredibly disrespectful and taboo. Punishment for being caught vandalizing a stone ship often results in being ostracized or exiled from the community. Foreigners risk more severe punishments such as being stripped of their belongings and then sent out into the wilderness without any supplies.
Necromancy Practiced mainly in secret, necromancy in Frost Gale falls into the realm of folklore and cautionary tales for the common folk of Frost Gale. Stories of reanimated corpses roaming the snow-blasted landscape of the Ice Fields are used to discourage children and ill-prepared travelers from risking getting lost roaming the icy wilds. Necromancers are synonymous with the boogieman, mad magic practitioners scouring the land for forgotten frozen corpses to add to their collections and can be used to infiltrate towns.
There is some truth to these tales, with plenty of stories of people who look beyond frostbitten appearing in towns only to stumble about incoherent and then disappear the following day. These zombie-like figures are called 'cold ones' and are closely monitored by local guards but are rarely directly confronted or run out of town. The reason for this is a belief that necromancers can be fairly vengeful individuals, and messing with their precious thralls may bring misfortune upon the populace. With survival being so difficult in Frost Gale to begin with, many support the sentiment of caution over confrontation.
While the frigid climate of Frost Gale makes it possible for bodies to be preserved for long periods of time, the relatively small population of Frost Gale compared to other regions in Charon makes it not the ideal place for necromancers looking to grow a large following quickly. Many of the creatures native to Frost Gale pose a major problem for necromancers as well as they have adapted to eat anything and everything they come across with keen senses for scavenging. Raising an army of the dead essentially acts as a beacon for Frost Gale's more hunger-driven fauna which only grow more aggressive in the face of competition for resources.
Plants of CharonMoleapplesFound growing beneath the earth in various parts of Charon, wherever the soil is moist and temperate enough– it cannot flourish in places like Zeinav, the Ash Lands, or the Frost Gale, so it is typically found in the southern half of the continent. Moleapples gain their name from the fact that they’re an underground-growing fruit— they’re indicated by an above-ground sprig with teardrop-shaped red leaves, where the fruit is produced at the roots. The apples themselves are large, auburn fruits with a pale gold-orange interior— significantly larger than the traditional apple, but not quite, say, melon-sized. This fruit is most commonly harvested for culinary purposes— it’s a versatile fruit with varying flavor notes, and it can be prepared in countless ways. Fried, dried, salted or sugared, so on, so forth— one especially common one I’ve seen is when they’re baked, split, and served with butter and cinnamon. Beyond their edibility, they’re quite useful in digestive regulation— I use them in medication to treat digestive-based illnesses. I’ve been testing their merit as a component in medication for circulatory health, too, with shining results. All in all, quite a healthy fruit. Toxicity: The fruit itself is non-toxic— the leaves on the sprig it grows from are a different story. In order to ward off creatures looking for a snack, the leaves not only taste incredibly bad but can cause extreme nausea if consumed. The fruit is fine, though— I doubt any sentient creature is going to try and eat those leaves, anyway. Additional notes: This is one of the more interesting and difficult-to-categorize plants out there— it has qualities of both tubers and a proper fruit, most comparable to a traditional potato and the apple it takes its name from. Admittedly, it’s kind of a botanical wonder. Crab ApplesFound growing in the Luna Sea– fruitless sprigs grow on the seafloor, but they only produce when they latch onto a crustacean to serve as a host Crab Apples are an aptly named plant— the sprigs they grow from are a wiry, deep blue plant found on the seafloor, often mistaken for a type of filament-heavy seaweed. They will latch onto passing crustaceans, namely crabs, and when they have a steady supply of minerals and nutrients, they’ll produce a deep purple fruit with a crisp texture and a salty flavor. As they are parasites bound to the floor of the Luna Sea, Crab Apples are a… bit of an odd plant. They have no known medicinal or culinary uses to landborn creatures, but they are a common delicacy to those born of the sea. Sometimes they’re broken down and used in various potions meant for oceanic use— divers and hunters value them for potions that aid maneuverability beneath the sea, or even for swimming speed. They’re also a good base for minor, non-lethal poisons due to their nauseating qualities— honestly, I believe they might have been used as an emetic. Toxicity: These are a quaint case– the core of the apple is toxic to most landborn races, presumably because of the… corrupted crab nutrients? It is entirely non-toxic to seaborn folk, but it’s best used in potion craft and alchemy otherwise– the fruit on the exterior, further from the core and seeds, is less likely to make you sick, but I really would not recommend it unless you simply love the feeling of nausea. Salty nausea. Additional notes: It’s unknown why they tend to latch onto crustaceans in particular— it’s rare to find them using any other sea creature as a host. I suspect they benefit from the mineralization of crab shells somehow, but I’m a botanist and a doctor, not a marine biologist. Either way, they’re kind of creepy. Not my favorite plant in the world. 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 Dec 17, 2023 11:02:22 GMT -5
{Sunday Lore Gazette} {12/17/23}
A Comprehensive Understanding of Undeath and Risen Creatures in Charon
Undeath Death has widely been regarded as a concept that holds little permanence in Charon; though the fine details on exactly what causes a creature to rise from the dead are not well understood. The origins behind these creatures have long since been speculated by scholars, who have narrowed their origin down to two primary causes - Natural, and Made. Made, being the creation of an undead creature through foul sorcery, by a necromancer, or by another undead creature themselves (the latter being most commonly observed in the transference of the vampirism curse). The Natural causes of undeath, however, are not as well understood.
There are many types of undead creatures throughout Charon, known by a variety of different names throughout history and within different cultures. The Risen, Twice-Lived, Bottomfeeders, Wretched, Lunala’s Servants. Most commonly, though, the Winged Expeditionary Force has coined the term Walking Corpses, which is the most widely used name in academic texts and monster-hunting ledgers. This term refers to a creature that was once living whose body has risen since the death of their mortal being. When a body dies, their brain function is completely brought to a halt. It is at this point their soul departs from their body. Depending on the emotions experienced upon their death and their attachment to the physical world, their soul will remain, becoming a spirit. If they have not experienced strong feelings about their death, their soul evaporates and moves on.
But some souls… they remain trapped within their mortal shells. These are corpses who have not moved on, their soul decaying within the body little by little. When these corpses are exposed to a surge of dark magic, it takes root in their body and intermingles with what remains of their unliving soul, thus creating a Walking Corpse. These creatures are imbued with remnants of the soul that the humanoid once was, meaning that these mindless corpses retain some level of the emotions and base impulses from who they once were. Although they have lost their minds, their emotions, in the most primal form, guide their actions. And more overwhelming than that is the hunger, taking root in their bodies and giving them the taste of living flesh.
The longer a corpse has been dead before it begins walking once more, the less of its original soul - and thus, its human impulses - remain, having withered away and been replaced by an abundance of raw, dark magic puppets its corpse. These are the more aggressive Walking Corpses, with no trace of who they once were. No will or anger remained within them, and no direction to move except to obey their hunger. In addition to their original personality, they retain their original skills and physical attributes and even limited speech capabilities, though these, too, wane the longer a corpse is in the grave as their soul and the memories contained within decay.
Exactly what dictates the making of a Natural risen corpse is still unknown. Scholars have performed exhaustive analyses on captured corpses to elucidate the factors influencing whether a body will come back to life or not, but there seems to be no common thread between them that dictates the trapping of a soul. Historical analysis has revealed that the rise of Walking Corpses is generally highest around times of turmoil and war. These surges have often been attributed to the abundance of bodies that are often left behind on battlefields, with no space to bury them. The rising of corpses during wartime was often seen as an ill omen, that their battles were not blessed by the gods and the soldiers had not died for a just cause. During these times of strife, it soon became custom to burn bodies after battle to prevent them from rising once more.
However, recent events regarding the creation and destruction of the Sol Stone have shed a strange light on the creation of the undead.
Magic is what creates a Walking Corpse - and so it is the whims of magic that affect their making. Recent investigations of the Realm of Wonder, the land of pure magic, have revealed that the creation of these beings does not fall within the realm of primordial magics inherent in Charon, but rather, from fluctuations in the land of the fae. Surges in the living dead can be attributed to times when turmoil and magic is highest in the Realm of Wonder - during changes between the fae courts, in the fall and winter seasons - and most noticeably, as the Court of the Eclipse during times of great upheaval. When the Eclipse Court is in rule, the tumultuous magic from this cycle leaks into our world and buries its way into corpses, resulting in a surge of undead.
Upon the creation of the Sol Stone, however, sealed off the connections between the realm - leaving behind an abundance of dark magic sealed within Charon from the Collapse, and souls could not move on to different realms. Ever since the connection to the planes was broken, the undead have risen indiscriminately, no rhyme or reason or outside influence - just corpses that were prevented from moving on. As such, recent history has seen the highest level of undead that has ever been recorded.
Now that the connections to the planes have been restored, though, that is subject to change…
Necromancy Necromancy is the second most common source of the risen dead. This sect of magic is highly frowned upon, as it is not rooted in “true resurrection” like holy magic is. Where restorative magic involves wholly restoring the mind and and soul, necromancy is derived from the principle of flooding a corpse with dark magic animating them and controlling what little will and base impulses that exist left within an undead’s soul. A necromancer can exert their will on corpses that they have not created, though most mages who practice this dark domain prefer to make their own.
Younger, inexperienced necromancers traditionally unearth older corpses to impart their magic on, believing that the older the body and the less of their original will, the more the necromancer can force their own intention into their thrall. However, more experienced necromancers understand how to manipulate the urges of fresh corpses, how to take advantage of their intelligence, and even make use of the remnants of their human speech and communication.
Another application of necromancy is the creation of amalgamations. Examples of such creatures include the Bogaboo, a creature that has been created from multiple different skeletons, whose souls have not properly escaped their bodies. Though this is an example of a naturally formed amalgamation, the creation of such beings in the wild is rare due to the precise conditions required for their formation. As such, creatures like the Bogaboo are of great interest to scholars. More common, though, is the creation of amalgamations through the purposeful harvesting of malevolent souls who are trapped on this plane, and their merging within a willing host. Although these creatures are more difficult to concoct, they are stronger and possess greater force of will, making them better thralls than traditional undead.
The act of necromancy is frowned upon in most societies in Charon. The act of bringing a corpse back to life, disturbing its eternal rest, is seen as an act of violation against the will of the gods. Undead creatures, including Walking Corpses, vampires, and even phantoms to some extent, are generally feared due to their cursed nature, and more importantly, the fear that their undeath may somehow spread to the living and make them more susceptible to undeath. Because of this, necromancy is a highly taboo subject that is not taught in the Arcane Academy or other magical schools.
Views on the Risen Dead The Walking Corpses and the concept of undeath are primarily born from the fear of joining their ranks and becoming a necromancer’s thrall after death. As such, burial practices have arisen from particularly superstitious folk looking to prevent their own bodies and the corpses of their loved ones from becoming Walking Corpses.
The most common preventive method to ward against undeath is the burning of bodies and the scattering of their ashes, to ensure that the soul has no body to return to. For those who cannot afford or don’t believe in cremation, there are other burial practices that are commonly utilized to prevent a body from rising. This includes developing cages over graves to prevent a body from leaving, or - in some Zeinavian cultures - binding the hands and legs when the corpse is bandaged to prevent them from getting up and walking. Some particularly superstitious folk may even leave offerings for the dark sorcerers and fae, as if to appease them.
The royal line of Sol City, historically, does not leave any wards against undeath in their burial tombs. They believe that because they were chosen by Solaria to rule, they are immune from being turned upon their death. New Bestiary Entries Albino Ash Ophichiro
Ash Lands Power Level | Alignment | Low
| Neutral
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Description | Without the shadow of Mount Drakholt and the smog to hide in, Ophichiro can no longer effectively camouflage without the piles of ash raining from the ever-erupting volcano. They have been spotted in droves near the burgeoning glass and metal foundries being built in Darkveil, or anywhere where surface to magma thermal vents have been found. Seeing a flock of these creatures in a place where there is no preexisting foundry is a good indication of where one can be built, as they have a special sensitivity to the proximity of magma. Thus, they are considered a good luck charm for those in the industries... and a menace to people who wake to find a flock attached to their wood furnaces during the night.
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Abilities
| Crafting Material | - Small size - Flight - Agile - Heat sensing - Bite
| - Venom Gland
- Bat Wing - Heat Gland
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Petrificephala
Ash Lands Power Level | Alignment | Low
| Neutral
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Description | Endemic to the region and seeing a resurgence as more and more people enter the Deadwood, this nematode is a parasite that spreads from infected trees and into the bodies of its victims through unprotected skin. The parasite pierces the victim on contact, an act in which it casts off its eggs into the bloodstream of its new host. Within a few days, the larvae start to take root, slowing down the joints and causing a feeling of general malaise. A week after symptoms first appear, the skin of the victim begins to grow into a chitin resembling tree bark and hardens to an impenetrable thickness, thus causing Petrificephaliasis, leading to the death of the host via petrification of their organs. The life cycle of the parasite then resumes once more.
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Abilities
| - Small size - Bite - Ambush
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Grimmhund
Ash Lands Power Level | Alignment | Medium
| Neutral
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Description | Thought to be creatures of in-between places and crossroads guides, Grimmhund are shapeshifters that bear a frightening countenance to travelers and the undead souls it harries down the proper path, most often in the form of a canid. Also known as Cane Nero, spotting a Grimmhund is said by some to be a bad omen, as encountering one will lead to the creature chasing you down a road you had not intended to traverse. Others see this creature as beneficial, believing it to be chasing people away from danger, or toward a certain destiny.
That this supposed destiny often involves death is neither here nor there.
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Abilities
| Crafting Material | - Medium size - Bite - Shape-Shifting - Spirit
| - Fangs - Dark Energy Core
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Post by Admin: Otto on Dec 24, 2023 0:00:47 GMT -5
{Sunday Lore Gazette} {12/24/23}
New Location Lore Mychtalwud
Nestled somewhere deep in the northern Coldwood; the temperature here is so frigid that no life can grow here. Trees freeze and rot and wither away, and animals cannot live. Fungi and lichen have grown in the corpses of plant and animal life, overtaking them until they have rotted through. This damned, blighted area has been overrun by giant fungi connected by branching mycelium networks that release toxic spores, intermingled in the snow. No animal life can flourish here - the mushrooms that grow in the deepest parts of the Mychtalwud are incredibly toxic. You cannot eat them, nor can you breathe the air in which the spores are released without some form of protection on your face. Most travelers who pass through these areas often wear masks and cloths over their faces, and some even carry anti-poison elixirs to stave off the area's adverse effects. But even preventive measures do not last forever, and no one lingers in the bounds of the Mychtalwuds. But as the temperature grows colder, and life in the Coldwood continues to die, the mycelium network grows, and the Mychtalwud continues to expand, infecting the Coldwood with the blight of its spores... Llyanybydder A massive, four-story wooden building constructed in the foundations of the frozen hillside, near the mountains. Built next to a semi-frozen trade river, it is no stranger to activity. Oil lanterns hang along the sides and are well maintained, keeping the building warm and cozy. Llyanybydder is not a single place; the building itself is a village. Homes, shops, restaurants, shelters, and other establishments are built into the rooms of this building. The entire first floor is dedicated to a massive tavern and inn for travelers. This inn's name, "The Last Hope", is a warm environment, and the locals here are often friendly to those that pass through. They'll even try to sell you furs and ice picks necessary for winter survival in the north... though they're prone to upselling them. The Road Less TraveledA pathway outside Bleak Fort, one of the few paved roads leading up to the mountainous city. This road leads straight through a ravine, in which one must cross a shoddy, old stone bridge. This bridge, colloquially known as "The Road Less Traveled" by the people of Bleak Fort, was once constructed by ancient dwarven clans to protect their fortress. It was tactically designed to be difficult to traverse - it is thin, and outposts are built along the sides to allow guards to monitor who comes to and from. Nowadays, despite the fact that it is one of the few widely paved roads that is safe for merchants and their carts to travel, caravans are slow and carts can only pass one at a time, which makes it more of a nuisance than anything. Most who aren't native to Bleak Fort find this bridge difficult to traverse. And despite the fact that it is not used as an outpost, the people of Bleak Fort are secure knowing that it may serve as extra protection if need be.Dead Man's PassThe Ice Fields are one of the deadliest parts of Frost Gale, with most travelers and merchants preferring to avoid making their way overland. The ice is full of faults and weaknesses, and deadly patches of black ice along the solid ground have grounded countless wagons. The most brutal of all is the stretch of land known as Dead Man's Pass. Surrounded by giant plateaus of ice, there is no way to go but forward. This pass must be trodden with caution... for people have been mysteriously disappearing along this pass for decades, entering one side and failing to exit on the other. Most locals believe that it is the result of cracking ice plunging people into the frozen water, or sea creatures claiming them from below. What they don't know is that the ice itself is what claims them; for half of the ice isn't truly ice at all, but hungry mimics that devour those unlucky enough to step on them. New Bestiary Entries Felispurr Frost Gale Power Level | Alignment | Medium | Evil
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Description | The Felispurr is a spirit whose origins are unknown; they are believed to be the spirits of those who have passed in the cold caves of the World's Crown. Their souls, unable to pass away, take the form of cats - they appear to onlookers as plain white felines, albeit semitransparent, though in heavy snow, it is difficult for one to discern any oddities. A Felispurr seeks light and warmth, wandering in search of homes amidst the snow. They cannot enter one's home without first being invited, and when inside, they will behave as a normal cat, acting affectionate... it is only when the home's inhabitant is asleep does the Felispurr lay on the sleeping victim's chest, curling up and finding rest, and sapping all the warmth from their body until they are nothing more than a cold husk.
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Abilities
| Crafting Material | - Heat Leeching - Fire Immunity - Claws - Spectral Form | - Fang - Felispurr's Whiskers |
Luxillicebra Frost Gale, Moonglade Power Level | Alignment | Low | Hostile
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Description | The Luxillicebra is commonly known as the "Light Lure". It is a deadly member of the corvid family who originated in Frostgale, and migrates south to Moonglade for the winter. It does not possess any natural bioluminescent qualities of its own - rather, its hollow, gnarled, branch-like bones create a natural cage that serves as protection for insects that glow. The Luxillicebra guards insects from small predators, and in turn, the insects turn the Luxillicebra into a softly-glowing lure that attracts the bird's next meal. It will eat whatever small reptiles and mammals seek it out in darkened forests. Adventurers have been known to follow its light, mistaking it for the lantern of another human... only to be attacked by an ambitious Luxillicebra. Though these birds are generally not strong enough to kill animals bigger than them, they tend to maim faces and blind those who cross it; and they have a special proclivity for shiny objects. |
Abilities
| Crafting Material | - Light Lure - Mimicking Cry - Sharp Talons | - Feather - Gem |
Simidupemi
Frost Gale Power Level | Alignment | High-Extreme | Hostile
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Description | Simidupemi, otherwise called "Black Ice Dragon" in common, is native to the Ice Fields and Coldwoods in Frostgale. It is a large, draconic creature who once may have been a noble and intelligent beast. Ancient records describe a dragon of pure frost who once acted as a guardian of the woods, keeping the peace and acting as a sentinel, breaking up skirmishes and saving travelers from vicious monsters that sought to prey on them. It is rumored to even have been kind and intelligent enough to engage in conversation with travelers it saved. Something... changed, though, and after the Collapse, those dragons seemed to all but disappear. In their place rose the Simidupemi, named as such for their ability to blend into the ice and catch travelers unaware - though they lack wings and are unable to fly, this stealth is what makes them the most dangerous. The Simidupemi is a lethal, vicious dragon, whose victims never seem to be able to stay dead. Merchants and travelers are often warned to stay away from black ice patches, where the Simidupemi lie in wait. Only recently has it been theorized by scholars that the Simidupemi and the white ice dragons may have been the same; and that when the Sol Stone was created and sealed Charon from the other realms, the pure necromantic energy corrupted these once-noble creatures and turned them into Nightstalkers. Members of the W.E.F. are looking for any answers they can to cleanse what has infected these creatures and save them from themselves.
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Abilities
| Crafting Material | - Invisibility/Stealth - Ice Domain Immunity - Dark Domain Immunity - Necromancy - Night Sight - Stronger at Night - Claws and Fangs - Bloodsense - Hypothermia Infliction - Cold Aura | - Dark Catalyst - Simidupemi's Frozen Heart |
Whismink Frost Gale Power Level | Alignment | Low | Docile
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Description | The Whismink is a long, furred animal whose thick, luxurious pelts protect them from the cold elements of northern climates. These pelts come in a variety of lengths and colors, and their inherent beauty makes them incredibly attractive to fur traders. Whismink pelts were sold in markets in the pale city and utilized by wealthy fashionistas to make rich furs. Thus began the tradition of utilizing Whismink pelts as a status of wealth. It was one lone trader who jokingly draped one over their shoulders that discovered, however, that the Whismink is quite docile and lazy, and was very content to act as a fashion accessory in exchange for a few berries. From then on, the tradition changed; Whismink pelts were no longer coveted, but the Whisminks themselves. These lazy creatures are quite expensive, and disconnected nobles from every part of the world will pay top Solar to get their hands on one of these creatures so they may wear their Whismink as a fine accessory. This creates an almost symbiotic relationship between owner and pet; where the owner gets a fashionable accessory and the Whismink gets to live a lavish and lazy life. When worn, the almost magical aura exerted by these creatures subconsciously raises the opinions of others of the wearer - giving rise to the tradition of nobles subconsciously judging one another at parties based on whether they wear a Whismink or not. |
Abilities
| Crafting Material | - Endearing Aura - Warm Pelt - Hibernation | - Whismink's Pelt
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Aura Hawk Frost Gale Power Level | Alignment | Medium | Good
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Description | The Aura Hawk is a brown and white-feathered bird whose size is much larger than regular birds of prey. Its eyes are a luminescent blue - and it possesses a long, glowing tail that seems to dissolve into pure light at the end. These hawks come from a specific line of hunting birds that were specially trained to seek out prey in snowy climates. Somewhere along the line, the magic of the northern lights began to seep into their very being, giving the hawk the essence of pure light. Wherever they fly, they trail the aura of the northern lights. Since then, these creatures have become capricious, mostly migrating with Frostgale's northern lights. Though it is difficult to tame the Aura Hawk, they are loyal creatures and imprint on their owners. They are friendly enough towards humanoids, and in times when the harsh northern blizzards are the thickest, lost wanderers may spot a luminous glow in the sky, guiding them to safety. |
Abilities
| Crafting Material | - Predator's Sight - Imprinting - Sharp Talons - Large Size - Undimmable Light | - Feathers - Light Catalyst |
The Joyless Frost Gale, Arid Mesa Power Level | Alignment | Low | Hostile
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Description | The Joyless is a squat, two-legged creature that scuttles around with a hunched posture and mutters to itself in tongues. Its uncanniness is only heightened by the fact that it seems to exert an aura of sheer misery around it. It is unclear whether the Joyless feeds off of this despair, or if it really is just such a wretched creature that it brings everyone else around it down, but it is for this reason that they never seem to be able to keep an owner around for long. People do not tend to adopt a Joyless so much as the Joyless seems to adopt them; the wretched creature finds a person who seems the most miserable and latches onto them, never wandering far and inflicting a sense of sluggishness and despair to others within its proximity. This will cause them to frequently be cast out by their owners, which never seems to bother them much. They merely slink back to their caves, waiting for the next victim - er, uh, owner - to come around. Though they are native to Frostgale and most often frequent the northern caves, they can be found in any dim and damp environment where there is little light. They are most active in the winter when daylight is at its lowest, and often terrorize local villages with their mutterings. For these reasons, the Joyless is often commonly associated with seasonal despair and depression. |
Abilities
| Crafting Material | - Aura of Misery - Desperation
| - Nothing. They are disappointing.
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Post by Admin: Otto on Dec 31, 2023 0:17:47 GMT -5
{Sunday Lore Gazette} {12/31/23}
Death in Moonglade
Interment of the Dead Thanks to its temperate climate, nutrient rich soil, and ample land, Moonglade is an agriculturally rich region with the vast majority of the population living in rural communities. These conditions mean there are few limiting factors which have shaped traditions of dealing with the dead. Traditional burials are very common as are cemeteries and graveyards. There are, however, some traditions that are unique to the region.
Grave Groves It is common for those living in Moonglade to have close connections with the land, seasons, and the raising of plant. These connections extend into beliefs of it being proper for a body to return to nature. While most towns will bury their dead in wooden caskets and plant gardens or trees above them, there those that take the process a step further by practicing the nurturing of a grave grove.
Grave groves tend to be managed by family units or whole communities. When a child is born, they are given a seed pod from a type of tree unique to Moonglade which they carry with them and protect. This seed pod remains dormant throughout the person's life. When they grow old and die, it is customary to ensure they are burried with their seed pod as it will sprout and grow into a tree while being nurtured off of the decomposing corpse.
Ideally the body is returned home where it can be planted in the familial or community grove. Though, should a body not be returned home, the seed pod will grow even if the body is not properly buried. This leads to cases of trees being discovered with skeletal remains tangled in their roots, suggesting the individual died unexpectedly or suddenly.
Stone Circles The Grave Groves are encircled with an array of stones for protection, each selected from a nearby body of water and numbering in exactly nine, the sacred number of the wheel shaped constellation known as the Crossroads. The Crossroads, or Vairë (The Web) in the old elvish tongue, are meant to represent the transition point death between life and death, that all roads-- and lives-- intersect and diverge at equal points. The placement of these stones ensures safe passage to the afterlife for the deceased and allows for them to watch over the loved ones they left behind.
Blood Moon Rituals An archaic and very rare practice of interment of the dead is known as the Blood Moon Ritual. Though it is practiced exclusively by moon elves, it is outlawed in Eclipse City and Moonglade on the whole. However, outside of the region's capitol, the practice is much more generously tolerated.
Following the sacred traditions of Lunala's devotees, the ritual takes place under the light of a full moon and involves the close family and friends of the recently deceased taking turns carving pieces of flesh. Removing parts of the body bit by bit until nothing remains is meant to symbolize the individual being scattered under sacred moonlight.
At this point, the funeral attendants each slice their index finger with a clean, moon-blessed blade, staining the surface where the deceased lay with their blood to symbolically replace the blood of the dead with that of the living.
The final act of rememberance is to travel away from the family home and bury the parts of the deceased in unlikely places. A popular choice are the graves or houses of the enemies that the deceased had in life. As part of the loss of the throne thousands of years ago, the Crown outlawed this practice, as sun elves were disproportionately affected by the third part of the ritual.
Each member is allowed one small piece, such as a lock of hair, a tooth, or a finger, to make into trinkets by which to remember the deceased. These are considered priceless family heirlooms and are passed down from parent to child for generations. They are said to bring good luck and protection in times of great need.
Honoring the Dead Grove Graves stand as a permanent, living monument to the deceased. While the graves themselves provide a means of memorialization and honour, the people of Moonglade have still more traditions that serve to connect the living with their deceased loved ones.
Greenskeeping This practice involves the upkeep of the Grave Groves, ensuring that the trees-- and therefore their ancestors-- are healthy and well maintained, building a personal connection and responsibility between the deceased and those who survived them. While this happens on a basis as regular as often as surviving family members wish to partake, there is a tradition to gather and greenskeep as a family on the first full moon of the harvest season. Trees are pruned and manicured, cracks in the bark treated, and fertilizer added to the roots after cleaning away any dead fall or other detritus.
The completion of Greenskeeping involves a picnic feast under the sprawling canopies of the dearly departed. Seed pods that may have fallen are selected by loved ones as their own future Grave Grove marker and trees that bear fruit can made into wines or cordials to share during the next years ceremonial picnic.
Lantern Light Ceremonies During the first new moon following the deceased's passing, friends and family gather in an elaborate ceremony to honor their lives, and properly bid them farewell. Attendants construct small lanterns made of Lantern Lights to surround small boats. Well wishes and farewells are written on the petals dedicated towards their loved one, promising to remember them. A small candle is placed in the basin, and the construct is set adrift on the nearest body of water; if there is none, then they are instead constructed from paper to catch more warm air from the candle so they can fly upwards and into the night sky. The entire ceremony, from picking the flowers to building the boats, is conducted at night and in complete silence.
Star Bottling In situations where there is no body to bury, such as if a loved one was lost at sea or across the continent, there is a means of honoring the lost and, one could hope, preventing their body from rising as a Restless. Based on the belief that the stars connect us all, those who honor the dead in this way must find pieces of fallen stars-- meteorite-- to place within vials, mingled with a piece of the deceased's belongings. Words of comfort and apology are spoken over the vials, and the contents are crushed into stardust. This dust is then either scattered over Moonglade over a complete cycle of the moon to return them to the earth, are kept in a place of honor upon the family mantle, or, are placed in the family Grave Grove to rest with their loved ones.
Necromancy Necromancy within Moonglade is more apt to be described as a very poorly kept secret. The magic that infuses the land is quite strong here, with a rumoured wellspring somewhere deep within the jungles. Culturally, the historical worship of Lunala, particularly by ancestral moon elves, provides a precedent for customs and rites involving the undead and the worship thereof.
Some practices involved speaking with the dead in their Grave Groves, using an heirloom piece of a deceased family member as a guide, or by casting the pieces as a form of divination. More still, during solar and total lunar eclipses, will actively summon the spirits of their departed loved ones, and invite them to possess the leader of the family to dispense advice and fortune from beyond the grave. Such practices were banned when the sun elves took the throne in Sol City, as they are in direct conflict with the values and worship of Solaria, though they do still occur in private.
Beyond the average household, however, is a different story. The dead that are not cremated or properly interred have a habit of walking freely, animated by the consistent ambient magic that permeates Moonglade's lands. These free-walking deceased are known as The Restless, and are seen as a creatures to be pitied, for no one performed their last rites. A necromancer scarcely needs to do anything to produce a walking corpse, save for ensuring that they are bound to their instruction. Though family members would be deeply upset to find their loved ones remains being utilized by necromancers, the excuse has historically been made when such accusations of grave robbing went before the courts that, clearly, the deceased's loved ones did not care for them enough to provide them with a tree so they could properly return to the land. The most recent matter with regard to such is currently pending appeal.
While there are plenty of The Restless and unattended corpses for necromancers to choose from, they certainly must act quickly; the warm, humid climate is not the most ideal for preservation, unless one is lucky enough to find a body entombed within quicksand or in the bogs that make up the border with the Marsh Flats. Further, taking a corpse from a Grave Grove is highly discouraged; the spirits are usually wholly uncooperative and the loved ones of the deceased are known to be singularly vengeful.
Plants of CharonIdunn’s GraceFound in the Frost Gale, in upside-down-growing trees in mountain caverns Idunn’s Grace takes the form of an apple— in terms of shape, it resembles your average apple, though it’s notable for its brilliant gold color and metallic sheen, as if it was created in a forge instead of being the fruit of a tree. The taste is unlike your average apple, too— it has a fainter, sweeter taste, more comparable to an especially sweet pear. This apple is rarely used as an ordinary snack— it’s considered to be rather rare, as the trees only flower once a year and grow in extreme conditions, and is better saved for medicinal and alchemical use instead, especially since the flavor isn’t exactly unique. It’s very good at what it does, too— the juice is useful in anti-aging serums, for instance, and they can be a key component in rejuvenating or energizing potions. Getting ahold of them is tricky sometimes, but it’s one of the few more annoying plants I’d say is well worth seeking out due to its potency alone. Toxicity: None– in fact, their key use is in healing potions, medication, and even things like rejuvenating cosmetics. Additional notes: The name of this plant has an interesting origin— the name “Idunn” is that of a long-dead minor goddess of the Frost Gale, who allegedly once oversaw the underground orchard where the apples grow. Many rumors flit back and forth about her death, or if she was even real to begin with, but this is the legacy she allegedly left behind. PardisajalFound in the Zeinav Desert, specifically in oases or along the Sun-Scorched Coast This odd fruit is quite the eye-catching one— it’s mostly spherical, though it adopts more of a heart shape as it flowers away from its source, and ripe ones will be a brilliant red-to-gold gradient in color— unripe ones are a pale blue-to-yellow instead. They have a shell-shaped from thin, petal-like layers, which protect the fruit and liquid inside. Pardisajal, or their colloquial name, Paradise Coconuts, are a fascinating fruit— a distant sister to the traditional coconut believed to have a mystic quality. The thin petals of the shell can be roasted and salted as a snack, while the fruit and liquid within both have culinary use as well— however, the liquid’s key use is as a source of long-term hydration, or as a component in skincare, haircare, and certain types of medicines. I highly recommend them for hygienic and cosmetic products— the water does wonders for your skin. Toxicity: None whatsoever– in fact, Pardisajal water is practically a natural medicine of its own, what with its potent hydration and rejuvenating qualities. Additional notes: Their name, when using some nomadic local languages as a reference, roughly translates to “Paradise Nut” – of course, the Pardisajal is a fruit and not a nut, bearing vast similarity to coconuts. Ginma’s Fuzzy Horse GrassFound in the southeastern parts of Charon, primarily in the rightmost reaches of the Marsh Flats and in King’s Valley, with some variants growing along the south border of Zeinav. Despite the name, Ginma’s Grass (I am not writing out the entire name every time, thank you very much) is more akin to a wiry leaf– it’s a dusty green in color, with veins building through the leaf in earthy tones like brown and red. They sprout from a low-growing plant that thrives in temperate climates. Ginma’s Grass is most famous for its, ah… recreational purposes— it’s common as a relaxant drug, whether smoked, consumed, or mixed into something else, and it’s popularly used in lounges, bars, and other similar locations as a means of helping clientele wind down. It helps that any addictive properties it has are easily curbed, which makes it a bit less dangerous than most plants like it. It does actually have some medicinal properties, though— certain extracts of the plant can be utilized in sedatives and sleeping aids, though even those should be used lightly. Toxicity: I wouldn’t call it toxic, but I also wouldn’t go around making especially common use of it— it is primarily used as a drug, after all, and I advise moderation with even largely non-addictive substances. Addiction is one thing, dependence is another. Additional notes: Its name is derived from a minor folk story from King’s Valley— allegedly, the god Ginma came down to the Valley and was challenged to a race, which he accepted. He had quite the lead, and took a break to observe some plants of the lands, only to decide to snack on the titular leaf in question, ultimately winding up too out of it to complete the race. I believe this to be bullshit, of course— why would Ginma, father of earth, not know the properties of a plant? Second, with the revelation about the gods… well. I’m sure you can glean the rest. Still, it’s an interesting fable, I suppose. 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 Jan 6, 2024 23:37:14 GMT -5
{Sunday Lore Gazette} {1/7/24}
The Realm of Wonder
Influence on Charon The Realm of Wonder is the confluence of energies from the Primordial Realm, wherein Sky, Earth, and Sea clash with one another and with our plane, that of the Material. This raw magic combined with firm reality creates portals, well-springs, and leylines where the Land of Wonder connects to the world, and allows Charonians to utilize arcane energy.
The cleaving between the Primordial and Material Realms is unstable; where the Primordial Realm exudes the raw, unfiltered power of the elements, the Material Realm 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 Realm that feeds it.
Some of the portals this creates allow for denizens of either realm to travel between, though not as freely as some might have you believe. 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 Realm of Wonder is amorphous.
Wonderlings/Fae
Biology Fae are creatures born of the chaotic confluence of energy between the Material and Primordial Realms; they are products that form stability of that chaos and coalesce into physical form to become corporeal. A powerful enough dispelling of their form can disrupt their physical manifestation and return them to pure chaos energy.
Thanks to their mutable physiology, Fey can shift size, structure, and even the origin of matter that makes up their physical form. This makes Fae inherently magical. They can embody different properties depending on what they have connected with, hence the seasonal fae and why Sylvan elves will sometimes have pieces of nature manifest in their bodies; that same mutable quality, a reminder of the Primordial Realm's instability made stable by connecting with the Material Realm.
Culture As magic is bound by rules, so too are Fae... contradictory, illogical, and downright confusing though they may be. There are, however, some cultural touchstones of Fae and their ilk that would serve mortals well to abide, lest they catch themselves on the unwelcome side of a Wonderling.
Fae, like us, have good and bad qualities that are not endemic to what they are, but who, as individuals. That said, the fact that they exist in a state of flux on a physical and philosophical level means that they see things around them differently than someone in the Material Realm would. Things shift and change readily, and so their grasp of permanence is tenuous at best. Many tend to find concepts like death amusing. They often do not understand why you are angry that they 'tricked' you into a deal of some kind, and will likewise be offended if you protest. They do not understand the flow of time as we do-- aging is a foreign concept to Fae. They also abhor lies, and cannot lie themselves-- though they can misdirect, mislead, and provide half-truths.
By their very nature, fae are masters of manipulating their environment, social scenarios, and people. They do not have permanent consequences the way we do, except in very extreme circumstances. We would all do well to bear this in mind when engaging with Wonderlings.
Faerie Circles Geometry is a major component of the Formulae Arcanum, and since the Realm of Wonder is composed almost entirely of raw magic, it follows that its denizens abide by similar principles. The use of these shapes that naturally seem to occur can become portals between the Realm of Wonder and the Material Realm.
Circles are the most symmetrical and by far the most common method of implementing the Formulae Arcane, especially when unbroken. A circular grove of trees, a ring of flowers or mushrooms, or even an arch reflected on still water are all means by which one can cross between worlds.
Though circles are the best known, a good old-fashioned square can also become a path to the Realm of Wonder-- though typically only at a crossroads and more often than not as a means of returning to the Material Plane. These squares can be either naturally occurring or created, so long as the space is transient and ever-changing.
Arches must meet a few rules to be able to qualify to become a proper portal; first, they must be made of unbroken material. Second, the two ends of the arch must both touch the ground but need not be symmetrical. Third, it must be in a remote area of the wilds. Trees that have bowed to the point of touching the ground, caves, and curtains of flowers can all be arches, and thus make for thresholds that allow for a quick crossing into the Realm of Wonder. This makes arches the most innocuous and hardest to avoid when exploring, as they can take many different sizes. Exercising caution when venturing off the beaten path is highly advised.
On occasion, there is no obvious door, only a lure; a haunting song, a whistle in the woods, a faint light at the end of the path, and a voice calling your name. This is the Land of Wonder itself, or one of its denizens, inviting you to cross over with curiosity and intrigue. While auspicious, it means you are being called for a reason-- it would behoove these few well to know that it can be for good or ill in equal measure.
Much more rarely, a set of stairs appears where stairs have no business being-- in a mountain pass, in an open field, or the center of a forest, surrounded by trees. It is strongly advised travelers do not approach or ascend staircases found in this way, as no one who has ascended a set of these has returned whole to the Material Realm if they return at all.
Revels It is said that there is no party like a faerie party. That is because faerie parties have an indeterminate end, as fae do not conceptualize time as linear as we do. In the Realm of Wonder, something is until it is not. Revels, Wild Hunts, and all manner of soiree tend to be set in the most extreme of terms. No one could accuse the fae of doing anything halfway, of course, but what the fae engage in for frivolities can vary wildly from tea to spoken word poetry contests to provocative dancing to outright murder.
If you find yourself at such a function, it is important to remember that if you are offered anything to eat or drink, as fae are marvelous hosts, that you politely but firmly decline, stating that you 'could not possibly eat a bite'-- this will avoid lying outright to the fey. If you must eat or drink, consume only a little; the more you suffuse yourself with the energy of the Realm of Wonder, the less of a grasp on reality and your physical self you will have. You may forget who you were and if you were ever from anywhere else at all.
It is possible to return from the Realm of Wonder after such consumption, but it is difficult and rare. The more you engage with them, the more they open their arms to you, and before you know it, you could find yourself the target of the Wild Hunt, or, worse, the subject of much fascination, like a statement piece in a living room.
Etiquette As a culture, Fae have a number of guidelines (to call something a firm rule would be against the spirit of the fae themselves) regarding the preferred manner of addressing, accepting, or declining gifts. While these are considered norms among denizens of the Realm of Wonder, those of the Material Realm may find themselves in a society with customs wholly alien to their own.
While no culture among local denizens is completely similar, such idiosyncracies from our world to the Realm of Wonder can be jarring. On the Material Realm, it is considered polite to introduce yourself and speak your name. Fae will often ask for your name-- and if you give it to them, that name is now theirs. You have given them your name and identity, not merely introduced yourself. As all interactions with Wonderlings should be treaded lightly, make sure to word your response accordingly. You can say a name other than the one you go by (Avalon is quite popular, and some older fae refer to themselves as such to this day), or simply state "You cannot have my name, but you may call me" and speak how you would like to be referred.
For instance, it may come as a shock to some that thanking the fae for a gift means that you are indebted to them in some way, and find yourself unwittingly bound to an arcane contract with a benefactor. The best workaround is to non-verbalize your thanks. Bow, weep, express your unbidden joy, but do not verbally thank them, kneel in supplication, or offer a gift in return. The former two can land you in the service of the fae, and the latter will offend them greatly; while fae love gifts, to be offered one in response to being given a gift would be seen as dismissing the hand of friendship and trying to entice the fae into owing you.
In that vein, there are some things that fae will not accept, even if the gift is given properly. Anything from a court in Stagnation is considered bad luck, and any object made of Cold Iron being drawn in the presence of the fae is as serious as a death threat, even if the object in question is not a weapon. If you do not know what sort of fae you are dealing with and would like to give them a gift, honey is a safe and very well-received offering by all the courts.
As fae have to earn their names through title, plot, or gift, they can be collectively referred to as The Fair Folk. Calling an individual a 'faerie' to their face is considered disrespectful. Other monikers they tend to prefer is The Good People, Aos Sí, Sidhe, or The Other Crowd. To refer to them as "pixies" or "goblins" is seen as gauche, and is especially offensive if the fae in question does not fall into this category.
The Courts of Wonder The system of the Courts is a parliamentary one, based on election by representation. Votes are solicited by the Commons of each court and cast by the populace for the party they would like to see in power that best fits with the current values of the society as a whole. Members of the Commons are elected to office by constituents in their area, and the leader of that court, should that court get enough representative votes among the Commons-held seats, becomes the Minister of the Court. Thus, fae are not electing an individual; they are electing the Court that best aligns with their values. This also allows the Commons to remove an individual Minister of the Court from power if they are not well-liked, and elect a new court leader from their ranks.
Elections among the Fair Folk are more akin to violent chemical reactions than voting. What we know for certain is that their election cycle is tied to our seasons, and appear to have some influence over one another. For instance, spring may come late due to a particularly successful session of parliament in the Fallow Court's time as majority leader. Thus, elections can sometimes happen weekly, or at least far more frequently than elections for government officials on the Material Realm are conducted.
Certain members of the Commons are elected to official positions within the Commons themselves, and thus will bear their monikers, though each Court has different titles for such things; the best-known example is the Primavera Court refers to their head of sanitation as "The Tender of the Blooms" where the Harvest Court refers to them as "Fertilizers".
Courts are said to be in their Zenith-- the height of their power-- near the times of our solar calendar that align with our solstices and equinoxes. A court is said to be in Stagnation (a term one should not use around the fae affected by it, as it is considered a mocking insult) when the Court at its opposite is in or approaching Zenith; spring mirrors autumn, summer mirrors winter. Sudden changes in the Court itself lend to phenomena in the Material Plane like the dog days of summer, heat waves, cold snaps, tornadoes, rogue waves, and landslides. From a magical standpoint, the Commons expresses the Light and Dark domains dependent upon the associated Court, and whether it is in its Zenith or if it is Stagnant.
Minister of the Court The Minister of the Court can change what season they represent based on the kinds of votes they get. Some Ministers of the Court, wanting to maintain their name and title for as long as possible, will undertake a process known as "crossing the floor", where a member of one Court allies themselves with another. When the Minister of the Court does this, as essentially the leader of the currently ruling Court, they are simply considered a member of the Commons of their new court... but, if they cross with other members of the Commons to another Court, the balance of power will the shift to the new majority leader.
As with all fae, the individual who holds The Minister of the Court title adopts the role they have been assigned to play. They start out as capable, beloved, and competent. But, as time passes, and the season begins to wane, they become bumbling and ineffective-- thus leading to a new election cycle.
The Primavera Court
Viva la vida!
Typically at its height during our springtime, the Primavera Court prioritizes "setting things right" after winter, putting nature to replenish its new cycles and rebelling against the harsh ordinances of the Fallow Court. The most expansionist and vocal of the Courts of Wonder, as soon as the Fallow Court's majority rule is over, the Primavera Court wastes no time in getting to work, renovating the hallowed halls of Office to suit their needs.
While industrious and efficient, those of this Court who hold office tend to be balls of paranoia and anxiety, certain that a knife in the back will come at any moment-- and it almost always does, from a second lapse into winter to an early summer, and anything in between. Their place as the majority within parliament tends to be short-lived; Rare is the reign of the Primavera Court that is not interrupted by an outside force.
Once the novelty of blooms and peace dies off-- and it always does-- the Courts of Wonder are quick to either vote for non-confidence, or the leader of the party crosses the floor to another Court, more often than not the Verdant Court.
The Verdant Court Her Hardest Hue to Hold
Currently, the Official Opposition of the presently ruling Fallow Court, they are considered quite popular, and some have whispered about a potential extension of the typical summer season, known as the "Dog Days". Others nonetheless report rumors of a vote of non-confidence incoming.
The Verdant Court is one of abundance. Piggy-backing off the success and diligence of the Primavera Court, they banish the bureaucracy and intense need to work, call the success of their predecessors their own, and celebrate thoroughly. There are parades, revels, contests, tourneys, and outrageous displays of debauchery. Though much beloved at the outset, the constant partying and the lack of accomplishment is ultimately what causes them to be ousted from the majority position in the Courts of Wonder time and again-- something they actively encourage. The Verdant Court adores drama and spectacle, often going rogue for no reason other than to get a sliver of attention.
Despite this, the Verdant Court tends to cling to power. Attracted by the proliferation the party is so well known for, many members of the Commons of the other courts cross the floor during the height of their power, thus allowing Summer to reign longer than it ought to by all accounts. Though irresponsible and irreverent, the Verdant Court does supply a vital stage of growth that benefits agricultural industries on both planes.
The Harvest Court Reap what you Sow
Known to be forward-thinking and adept problem solvers, the Harvest Court lays the foundation for what is to come. The Commons of the Harvest Court ensure that there is a stockpile for the proverbial rainy day, especially as winter and time of uncertainty approach. Their promise to the Wonderlings is to right the wrongs of those who came before
Often, the Harvest Court's session begins with the organizing of a Wild Hunt to persecute those who took to excess during the time of the other Court's majority rule, separating the wheat from the chaff. Once the offenders are successfully hunted, they are returned to the earth to feed the new cycle of growth, expanding the availability of important resources to the Realm of Wonder on the whole.
The members of the Harvest Court are somewhat unpredictable in personality, even for fae; they oscillate between glee and mischief and doom and gloom readily and have been known to resort to murder to achieve their ends. They also do love a good riddle, and tend to favor those who are clever and tricky with little extra gifts at the end of the season, the last little bit of levity before winter begins in earnest. They are capricious and gregarious, and yet, the most willing to help the other Courts achieve the ends they aspire to.
The Fallow Court
All it takes is for a snowball to make an avalanche.
Currently experiencing a long and prosperous Zenith, the current Minister of the Court is a large, spherical ball of snow that can change its shape to suit their needs.
Fallow Court defines the very concept of austerity. Things that were uprooted and harvested and taken for granted are left to grow and mature under their majority rule. Strict curfews are levied among the populace to conserve sunlight and food is carefully rationed down to the crumb. Despite this strict enforcement of resources, the Fallow Court is very adamant about preserving the big picture rather than the finer details and has a focus on aiding one's neighbors that is not reflected in the other Courts.
The Fallow Court's time in the majority rule leads to a deep sense of enrichment and community among the Wonderlings, unifying under the undue hardship put to them by the Fallow Court. Even other Courtly Commons tend to add their aid to the effort at this time, with almost no need to cross the floor. The Fallow Court instills a sense of responsibility and accountability in the fae, inspiring promises that they will be and do better next time to avoid these same measures (though this never comes to pass). The Realm of Wonder is allowed to lie in rest, and regain its strength as it sleeps through the harsh months of winter. Any who breaks these rules is exiled, executed, or imprisoned in the cold earth.
As cruel as the Fallow Court can be, they are also described fondly as 'benevolent dictators'. Those who are weak and floundering find themselves bolstered during this time, given strength to survive that they would not otherwise have had in other seasons. There is one revel hosted by the Fallow Court during its Zenith, the highlight of the year that puts the rest of the parties of the Realm of Wonder to shame; The Moonlit Waltz on the Crystal Sea.
The Court of Eclipse The Court of Eclipse steps in to rule Parliament in the event of the dissolution of the current session until the next election is called, known as The Tragedy of the Court. This happens most often in between seasons/in times of disruption when there are votes of non-confidence that pass in the Commons. They run the operations of the Courts of Wonder while these elections take place as a 'shadow government'; they cannot be voted for or elected; they simply manifest as the needs of the Realm of Wonder require. The Court of Eclipse remains in power until the balance of the seasonal Courts and the electoral cycle has been restored.
Not much is known about them apart from this, as their time in the Court guiding the transitions of power is incredibly brief.
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Post by Admin: Otto on Jan 13, 2024 22:55:01 GMT -5
{Sunday Lore Gazette} {1/14/24}
New Organization Lore Oniwanban
Deep within the oral histories of the Crescent Isles, there are tales of falling stars bringing life to the island chain. It was said that upon landing, these falling stars cracked open giving birth to fallen Tianshi or angels. Others coined the term Oni or demon. Of course, these monikers reside in the past and only describe a story of why certain Fellblood reside within the Crescent Isles, but that past was filled with hate and those monikers spat with venom. As a survival response to this hate and violence-filled past, the Fellblood in these ancient times developed methods of keeping each other safe. Coded language revolving around hand signs, writings, and phrases, certain ways of dressing, and becoming heavily involved in the four major sectors of life in the Crescent Isles all led to the founding of the Oniwanban during the Rune Wars. At the founding of the Oniwanban, four chiefs were selected to represent the four cardinal directions and the four major sectors of Crescent Isles society. Their identities were secret, the selection process even more so. The safeguarding of these clans of Fellblood was its paramount objective while the protection of Starlight City and the Crescent Isles was a secondary outcome of their efforts. It wasn’t till the bloody aftermath of a siege of Starlight City that the fearsome reputation of the Oniwanban started to become more popularized across the Crescent Isles, the term Oni changing from being spoken in disgust to one of awe. With time passing and society steadily making progress in its attitudes and thinking, the Oniwanban have managed to integrate themselves into the fabric of society as camouflage so thoroughly that they have returned to being just rumors on the wind. New Notable NPCsHan Crescent Isles, Fellblood, Male Appearance |
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Description | Personality | One of the four chiefs of the Oniwanban, Han represents the trade unions on the Crescent Isles. Like all Oniwanban, Han's identity is unknown within the organization, only appearing with his mask and as his pseudonym when in the presence of his peers. He has internal knowledge of the inner workings of Moonglade and the Crescent Isles' trade routes and shipping capabilities, working directly under the chief of customs, Saveriel Yalathanil-Wang. As a result, his ability to gather intel on the movements of the crown, and other resources, makes Han an indispensable part of the Oniwanban
| As a man who wears many faces, Han appears to those who know him as a light-hearted man who is as quick with a joke as he is with a formal apology. He seems to have an answer-- or a question-- for everything, naturally curious about any and everything that crosses his path. In his life where he works alongside the Chief of Customs in Moonglade, much is not known, as whoever he appears to be playing as within society is as well hidden and discreet as the Oniwanban themselves.
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Zhou Crescent Isles, Fellblood, Male Appearance |
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Description | Personality | Zhou is the Chief of Religion within the Oniwanban, dedicated to keeping alive the ancient traditions of ancestor worship from before the Rune Wars. Having inherited the role of Shrine-keeper from the many ancestors within his lineage, Zhou's role is the most sacred within the Oniwanban's culture; tasked with bringing the memory of the Lost back into the realm of common knowledge. A preeminent scholar and a troublemaker-- for who is more troublesome than an individual speaking the truth to those who refuse to hear it-- Zhou is a skilled ritualist with many acolytes at the ready to move as the Oniwanban requires.
| Zhou is a brash and outspoken man, who has many strong words for those who would turn their nose up at the traditions of Crescent Isle elderblood. Keeping the practice of honoring one's ancestors alive and well from a young age. Fascinated with concepts such as destiny and how history tends to repeat itself, he is of the mind that his tireless work as a scholar and advocate for the forgotten of society has led to the dawn of this new age for the Crescent Isles.
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Li Crescent Isles, Fellblood, Female Appearance |
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Description | Personality | Li represents the Military operations within the Oniwanban. As the youngest of the four Chieftains, her strategic and martial prowess set her above her peers and caused her to be handpicked for her role. She keeps her horns filed down and her tail bound to pass as a human within the more customary realms of Crescent Isle society, where she learned the ways of the Teishin Shudan under the direct tutelage of a general. There is no warrior among the Oniwanban who shares her equal, as she is proficient in all forms of weaponry, preferring the Hyeopdo and the long bow.
| Li is a young woman who leads from the front. Her status as Chieftain was a fraught process of selection to which she surpassed the expectations of her elders and the skills of her peers. Soft-spoken and thoughtful, she considers the lives and well-being of those under her command. Her small stature belies her strength, as she is profoundly courageous, sharp of wit, and tempered with a wisdom far beyond her years. Li has an excellent knack for timing that has led the Oniwanban to the precipice of history, where we all currently stand.
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Fu Crescent Isles, Fellblood, Male Appearance |
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Description | Personality | Fu is one of the four Chiefs of the Oniwanban, and heads the Agricultural section, which is perhaps the most important of them all. Dedicated to the land itself from which all life stems, Fu is intimately familiar with the lives and habits of the many farmers, gardeners, fishers and cattle-owners in the Isles, knowing many families by name. He secures a place for the common people in the midst of the the Oniwanban's goals; without their support, without their resources, their cause would be but a guttering flame in a large pit. With them, it is a bonfire that lights the signal for what is to come.
| Affable and respectful, Fu is a Fellblood of large stature who maintains his history as a farmer and peasant. His role as Chief was given to him not only by virtue of his trade as a mason building grind stones for windmills, but because of his rapport and encouragement throughout the rural communities of the Crescent Isles. He wants nothing more than to see how the Crescent Isles could grow into its best future, one he knows will benefit all of the Isles who remain repressed under the rule of the Crown.
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Aoi Crescent Isles, Half-Moon Elf, Male Appearance |
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Description | Personality | Assistant to Chief Fu, Aoi is a bard by trade, taking on the role of retainer while the pair travel the Crescent Isles and recording all that he sees, an important piece of memory. He is one of the gifted, able to conjure images through song much the way an artist would be able to paint the likeness of a loved one's face when they pass. This makes him an invaluable means of reconnaissance and connecting with the people.
| A lively young man with a somber edge to his music, Aoi was dedicated to the Oniwaban's cause from a young age. When his family's millstone was fixed by Fu some years ago, saving them from financial ruin and starvation, Aoi offered to become his vassal, and the two have been inseparable ever since. While his path to the Oniwaban has been round-about, he is no less dedicated to the cause.
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Ko Crescent Isles, Fellblood, Male Appearance |
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Description | Personality | Assistant to Li, Ko is of a warrior's blood, much akin to the ronin of old who seek fights under any and every circumstance. Though he was passed over for the role of Chief in favor of her, he sees Li as a prodigy, someone truly special-- and someone he would very much like to surpass. Ko recognizes he has much to learn from the young Li, and offers his years of experience to make up for her lack in that area. In exchange, he learns the valuable and unique perspective of the world, a vision that he feels will make him a better leader in the future. | Ko is not much one for words; he would prefer to act. All that tempers his need for war is the steady and unwavering hand of Chief Li, whom he respects greatly, despite being more than a decade his junior. He is quick to anger but has an eye for improvisation and strategy. He takes his role as Chief Li's assistant very seriously and has sworn to guard her with his life. It is said that when he looks upon her, Ko is reminded of his own daughter whom he lost long ago.
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Mi Crescent Isles, Human, Female Appearance |
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Description | Personality | Assistant to Zhou, Mi is a zealous individual, a Drake Hussar, and determined to bring the truth to light. Though she has no blood-related ancestors within the Oniwaban to speak of, she was adopted as an orphan and was given to the service of the temple once she was old enough to sweep the stone steps and learn her numbers. She has accepted the faith as her own; as a child who was abandoned, it is second nature to be one of those dedicated to remembering the forgotten. She will do whatever it takes to see this vision come to pass-- for better or worse. | Mi could best be described as hungry. For knowledge, for power, for truth. She shares Zhou's vision of seeing the Forgotten remembered once more, and is furious in the face of any denial of this, whether it be malicious or ignorant in nature. Where Zhou is advocating for societies lost at the front line, Mi skirts around the back, digging up the truth to throw in the face of those who would denounce and deny the Oniwaban and their supporters.
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Oki Crescent Isles, Human, Female Appearance |
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Description | Personality | Assistant to Han, Oki is an Arcanatek Researcher, even if her work is understated and tends to go well below the radar (though this is by design). She helps to keep Chief Han's files, schedule, and meetings in order, a skill for which he values her above all others. Her skills lie in the creation of life-like wooden golems that she and Han utilize to gather resources and information while maintaining their outward appearance. She was placed into the orbit of the Oniwaban by none other than Nana Withers, a patron of those who loathe the crown, and Oki's mentor during her youth. | Oki speaks very formally, using an almost archaic structure to her sentences that others find almost too much-- the equivalent of referring to someone as 'thou' rather than 'you'. Regardless of her formality, she is known to have an exceptionally dry wit, and rare is the person who takes issue with her personally, least of all Chief Han. While there is affection between herself and the Chief she assists, the extent is not known, but there is no doubt as to how dedicated they are to one another and the cause.
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Post by Story Teller: Gem on Jan 21, 2024 0:01:38 GMT -5
{Sunday Lore Gazette} {1/21/24}
New Location LoreVoyageur's Sound The name is given to the area of water and coastline that forms the curved interior of Charon and is home to Sol City itself. Home to several natural estuaries and calmer waters than that found in the Luna Sea, Voyageur's Sound is the main path of sea-faring trade routes in Charon due to its reliable weather patterns and abundant sea life. While storms that form here can last for days at a time, they rarely come even close to matching the raging tempests that are better known to areas like Dragon's Cradle and the near the Arid Mesa. Indeed, the area is a favorite spot for pleasure cruises and tourism of all kinds.
Littered throughout Voyageur's Sound are multiple islands that the Crown has been known to sell to the wealthy members of society for their own private use, though some may be rented on a schedule of time shared among others. Though these are not the only habitable places along the coast; there are many settlements that take advantage of the Sound's bounty, all of which produce and ship necessary goods all around Charon. The Nestled Pavilion The Nestled Pavilion is an equine oasis in a fertile valley in the low-lying regions between the Ash Lands, Dragon's Cradle and the Zeinav Desert. The Ash Land Dvoryanin, like the more Southerly tribes in and around King's Valley, are master horse-folk. The settlement contains several stables managed by many generations of the same families, as well as spacious green paddocks for the rearing, nurturing, and shipping of horses. The Dvoryanin in this area has developed the region into a port city, best known for the import and export of horses to other areas of Charon. As a mark of cultural pride, the horses that are bred here take part in the Dvoryanin Racing Crown, though only the best of the best and their skilled riders are expected to attend. The Ash Land Dvoryanin breed is also favored by Count Mallock's cavalry in Darkveil, due to their powerful build, deft climbing ability, and unfaltering fierceness in battle. Port of Coureurs A port town situated at the end of a chain of mountains in Frost Gale and at the beginning of the inlet that leads into the inner sea of Charon. The Port of Coureurs serves a very small permanent population and a massive transient population of Woolful herders and fur traders who head to the town to have their goods shipped out before the sound freezes over for the winter. The town is divided into two spaces, the town with the harbor located on the water and a massive stone structure on top of a bluff that may look like a castle or fortress from the outside is in fact a massive barn and lighthouse combined. From here, we find the majority of imports and exports tend to be minerals, rocks, and even ice from the fresh-water glaciers in the nearby mountain range. The goods are shipped carefully overseas to other areas of Charon, especially the precious metals that are sourced here, as they are destined for the treasury in Sol City for minting. Those who choose to live here seem to have a special relationship with the cold and tend to be quite insular. Fellbloods and Astralbloods tend to be in abundance, along with a healthy smattering of dwarves, humans, and beast-folk. Barnstokkr Located among the dense forest of Frost Gale near the Western edge of the coast, Barnstokkr is primarily a lumber and logging community. Lumberjacks and millwrights from all over Charon come to work here during the majority of the year, cutting down hardwood by the tonne to be shipped all across the continent for construction in other places. Of special note for the area is the very expensive and hard-to-source Iron Wood, a gray-black tree that will dull even the strongest axe or the sharpest saw. These logs are also exceptionally heavy, requiring multiple people to carry, and a specially made barge with which to ship them. In the winter months when work is more difficult due to the frequent snows and bitter cold of the North, Barnstokkr becomes something of a safe haven for travelers and a port of calm for people seeking aid to rescue others who may have been lost in the wilderness or at sea. The community is made up of any who can stomach the cold winter and prefers nature to society, though it is worth noting that a cluster of the Sylvan elf diaspora thrives here. An Economic Review of CharonWonderful WoolfulsWoolful are arguably the most important livestock animal in Charon. Known primarily for their brightly colored, voluminous wool, they provide the bulk of material for textiles in most places on Charon, but especially for Frost Gale. As they reproduce via a process known as "sporing", in which tufts of their wooly fluff dislodge and become individual woolful, the byproduct of these fluff-spawn sheddings creates an abundance of wool that few other animals or plants can replicate. Woolful can be shorn prior to sporing to use for wool as well, as the fluff-spawn only gestates after a period of being dislodged in a cool, dry environment. Woolful are credited with making the fashion industry in Frost Gale what it is today. Woolful are carefully maintained and well cared for, as many involved in woolful husbandry seek out rare and unique colors by feeding their woolfuls certain foods. It is thought a diet high in eggplant will achieve a much sought-after royal purple color that the Marrowvine family of the Pale City is deeply fond of. Others still go even further, feeding their woolful rare and exotic foods and spices in the hopes of creating new textures or patterns inherent in the wool to sell at the market. Woolful are helpful in more than just the textile industry, of course. The Sump Collective, the union that ensures the underground streets of the Pale City stay clear of water from the frequent flood pulses common in caves during falls of precipitation, utilizes trained Woolful to enter certain areas as a stopgap measure to quickly absorb large quantities of water. A Sumptser is rarely found without their trusty Woolful at their side.
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Post by Admin: Otto on Jan 27, 2024 23:04:54 GMT -5
{Sunday Lore Gazette} {1/28/24}
New Culture Lore
The Caerdydd
Dominant Religion: Lunala (Focus on moon as a master of the tides); Ginma (Focus on the unchanging and immutable stone)
Preferred Colors: Mostly white, brown, and neutral colors
Main Art Focus: None
Way of Recording Events: Drunken storytelling
General Appearance: Dwarven; hair is primarily in blacks and browns, dark colors. Their clan is easily recognizable as they are the only clan that weaves sea glass into their thick braids.
Primary Weapons: Broadswords, Lances, Crossbows
The Caerdydd are a dwarven people who once resided in the safety of the Dwarven Fortress, Bleak Fort. They were artisans and shipbuilders, and more importantly, they were dissatisfied with the current rule. Dwarves of Bleak Fort are often known for being as stubborn as a stone, and true to their word, the Caerdydd bloodline clung to insults like urchins to seastone. Rumor has it that the great-great-great-great grand king once insulted the first leader of the Caerdydd by scorning his work, or so the story goes. Each variation of the story differs based on who you ask, but the pride and anger remain the same.
This petty grudge led them to become supporters of Clan Kjloven during the rebellion. However, when the first dissenters began to fall, the Caerdydd realized that the coup had no chance of succeeding. Not wanting to be rounded up and killed or made prisoner in the mines, they packed up their things and left Bleak Fort. Such an action made them exiles under the new ruler, King Tarvian the Third, but they cared little for the politics of the new ruler, or being stuck under the thumb of the same family who’d insulted their work. Such is the true reason for their departure from Bleak Fort… ask any Caerdydd, though, and they’ll tell you that the bloody king gave them the boot himself.
Since then, the Caerdydd have made a living with their boats. They now deal with matters of trade, both internal and international. Though they mostly deal with honest trade, they’ll smuggle just about any kind of illegal item for the right price. Their stubborn nature and will to survive have turned them into money-grubbing, hungry businessmen, often prone to scalping or even shrugging other trade businesses out of the way for their own prosperity. Most traders would describe them as “unpleasant to work with, but you can count on them to get the job done”. In the last quarter of a century, their business has seen exponential growth, and it has only served to make them more obstinate.
It doesn’t take much to get on a Caerdydd’s good side… or their bad side. You can buy them a drink or a meal and they’ll get to talking with you as if you were old army friends, but if you crack a joke at their expense, then they’ll curse your entire family’s name for the rest of their natural life. And the Caerdydd never, ever, forget a face.
Their keen memory and strong personalities are what makes them such good traders… and such bad ones. They don’t allow for any kind of haggling, but they also burn bridges with others quite easily. These traits are the reason that they have nearly cornered the market for traders in the Pale City, but it might also get them in trouble one of these days. One thing is for certain. No matter what happens to them, the Caedrydd will make certain they survive it.
The Wardens of White
Dominant Religion: Worship of primordial entities; Ur Beasts and Rime Guardians
Preferred Colors: White, and blue, colors that blend into Frostgale’s natural habitat
Main Art Focus: Gardening, Tattooing, Face Paint
Way of Recording Events: None; they generally do not record their history
General Appearance: Varied races, though what they lack in physical similarities, most bear some bestial features, such as wings, claws, or tails.
Primary Weapons: Sea Domain and Earth Domain spells, and natural bestial enhancements
The Wardens of White are a group of shamans that reside in the Coldwoods. They are largely primeval wardens; the White Wardens have dedicated their lives to the protection of the animals and living creatures in the forest. They have cast away their old lives and abandoned society, rarely electing to interact with those from other settlements. On occasion, they will welcome travelers into their midst, so long as those who pass through the Coldwood prove that they mean no harm.
The Wardens are not particularly religious, though they are highly spiritual. They take care of nature and obey the circle of life. They are so tapped into nature that they recognize the power of ancient entities such as the Ur Beast and the Rime Guardian, the way a prey recognizes a predator. They fear and revere these beings as ancient, wrathful forces of nature, and dedicate themselves to turning the Coldwoods into a safe haven for these creatures.
The Wardens do not live in a fixed settlement in the Coldwoods; they sleep under the stars and cohabitate with nature. The young ones who have yet to come into their animalistic features are often raised in caves and campfires until they are old enough to embark on their coming-of-age journey. This trek involves getting to know one’s home - they must leave the Coldwoods behind for an entire year, and survive Frostgale on the merits of their own skills. Some choose to live amongst civilization and learn what it is like. Others travel to the harshest parts of the World’s Crown. The intent of the journey is to truly connect with one’s own skills, whether that be socializing, cooking, survival, or even foraging.
During this coming-of-age tradition, it is common for adolescents to connect with their primal, shamanistic being. They connect with a creature that comes to represent their soul and shapes their very way of living. This represents their first Bonded animal companion; from henceforth their souls become intertwined. When the Warden dies, their animal companion dies, and vice versa. The Wardens of White believe that Ur Beasts are born when a particularly powerful clan shaman and their companion pass away, their souls and physical forms merge to create a divine creature.
Not every single member of this clan walks the shamanistic path, but that does not make those members any less important. Those who go on their coming-of-age ceremony and do not become primeval wardens are the cornerstone of the survival of the clan. They become homemakers and childminders, and most importantly, scouts and guardians. They tend to the woods and help the wilds grow, fulfilling all the unmet roles that the wardens generally do not.
The Wardens of the White have a particular hatred for the Winged Expeditionary Force, and will often sabotage missions or hunts taking place in the Coldwoods. They believe that monsters, even enraged ones, deserve to live.
New Notable NPCS
Durmith Norathean Caerdydd
Frost Gale, Dwarf, Male Appearance | |
Description | Personality | The current master of Clan Caerdydd. He has been clan head for seventy-five years, and he has no intention of giving his seat up now. It is partially for this reason that he ordered Clan Caerdydd to evacuate Bleak Fort in the wake of the coup, despite their support of the rebellion, and the reason he currently - perhaps stupidly - refuses to have any children. He is currently the shipmaster of Clan Caerdydd's primary ship, known as "The Stone's Throw". He prefers to travel the world as opposed to staying in the Pale City, and he'll do just about anything for money. Because he has no heirs, the rest of his clan is pretty much just waiting for him to hurry up and die already so they can fight for his spot. | The only trait larger than his stubbornness is his cowardice. Durmith believes himself above using the hammer he uses, which is mostly for show when he can merely hire hands to take care of dirty work for him. He possesses an extremely loud personality and is quick to both bless and curse his own fortune. He has no desire to give up his seat anytime soon; he will often say that leaving Bleak Fort was the best thing to happen to their clan, as it has given him a comfortable life as a trader... but at the first sign of the storm, he'll be the first to complain. |
Yungristr Tusdruni Silverforge Caerdydd
Frost Gale, Dwarf, Female Appearance | |
Description | Personality | Once a member of Clan Silverforge, Yungristr married Durmith in a political marriage between the clans. Where the Caerdydd were shipbuilders, the Silverforge were metalsmiths. They would supply the canons for the seafaring vessels constructed by the Caerdydd. Yungristr herself is an expert in the creation of etching enchantments of the Formulae Arcanum into metalwork, such as blades and armor. | A fierce and unapologetic woman; the courage to her husband's cowardice. Yungristr is an expert weapon maker and a weapon master to boot. She is often the woman who acts as the muscle during her husband's meetings. She has a fondness for playing hard and partying hard, and she enjoys partying hard. She's been banned from half of the taverns in the Pale City.
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Nivalis
Coldwoods, Half-Elf, Female Appearance | |
Description | Personality | The current Leader of the Wardens of White. Her clan considers it fortunate that, in her youth, she wandered away from her caretakers and was lost to the woods. No one is quite sure what happened to her in this period of her life; all they know is that her serendipitous return in her adulthood was marked by a new era of change for the wardens. Nivalis claims that she was raised by monsters... that she is the rightfully chosen Warden to bring about a new era of nature. The increase in Ur Beast sightings in the wake of the Sol Stone's destruction has only spurned these lofty ideals. Nivalis holds a particular hatred of the Winged Expeditionary Force and will often lead her people in raids against monster hunts that occur within their domain. Recently, rumors have begun that she has taken up necromancy in secret... | A woman who has an innate understanding of the harsh reality of wild nature. Nivalis is dedicated to the Primeval Warden beliefs in a way that almost borders on fanaticism. Where her kin adopt the traits of animals, Nivalis believes herself to truly embody their spirit, and that their souls live within her. Some might even liken her demeanor and goals to arrogance - Nivalis would call it the will of the Wild. Her ultimate goal is to turn the Coldwoods into a haven for all animals, which will protect their way of life and allow them to grow. Perhaps her desperation would even turn her towards the practice of raising the dead, to bring back the dead beasts of old, all to do her bidding. |
Hérforao Ingotore
Ice Fields, Half-Dwarf, Female Appearance | |
Description | Personality | Few know the treacherous terrain of the Ice Fields like Hérforao. She has made a living for herself as a shrewd navigator for travelers through the main pass of Frostgale in search of the Pale City, particularly non-natives who enter the country in Dragon's Cradle in search of someone to act as a guide. She is also, as some might say, a scalper. She charges ridiculously high prices for her services, and she's not above hiring local gangs and cutpurses to 'act as a threat' to scare travelers and share in a cut of the profits. Employing her is a double-edged sword, for her presence is guaranteed safety through dangerous areas, but she's just as likely to bleed you dry of every solar you have in your pocket. | A shrewd and money-centered woman. Her father, an ice harvester from a dwarven clan of no repute, and her mother, a tavern hostess, equipped her early on with an implicit understanding of the power a solar has. Her status as a half-dwarf has left her feeling like an outsider in both worlds like she's never truly belonged... so she's determined to make a space where she belongs. She utilized her father's experience in the Ice Fields to learn the ins and outs of the area until she understood them like the back of her hand, and people would need to depend on her to safely traverse the dangerous areas. She knows her skills are essential, and she can be insufferably smug about it at times. |
Khaffa, Keeper of the Hearth Frost Gale, Tsaya, Genderfluid Appearance | |
Description | Personality | Due to the nature of the culture and beliefs of the T'saya, fire mages, and pyromancers are often innately favored for the 'blessings' they hold. Khaffa is one such individual who has benefitted from this favoritism. They hold the position of 'Keeper of the Hearth', a prestigious title in the community. It is the keeper's duty to act as a source of warmth kindness and support, both for the T'saya Peoples, and to travel the country and extend that kindness to others who need it. Khaffa takes this job quite seriously and currently wanders Frost Gale to offer their fire magic to those in need. | Khaffa is generally an even-tempered person, who rarely flies off the handle. It was this demeanor that earned them the position they hold now. They are an extremely skilled pyromancer, though they hold the power of primordial fire at their fingertips, they refuse to cast offensive spells against a living creature save in self-defense. Their magic revolves around helping the people, warming homes, and melting ice where needed. They offer their services with a smile and a kind word; though their position and the T'saya's beliefs have left them with an arrogant streak. |
Kili'el Efriit Frost Gale, Aviankin, Male Appearance | |
Description | Personality | Kili'el is not native to Frost Gale, though recent events have caused him to settle here. He is a scholar from Sol City, who taught at the Arcane Academy for years until the events of the Sol Stone forced him to question everything he knew. Unwilling to believe the Crown's statement as the blanket truth, he ventured to the Pale City to learn more about the events that took place in the Arid Mesa. He frequently leads study ventures to the small island country, hiring mercenaries from Frost Gale to help protect him while he uncovers the secrets held within. He is determined to uncover the truth behind Scern's story, and the secrets of the world; and learn exactly why the crown wants to cover it all up. | A rather erudite and learned fellow. Others who meet him might even describe him as eccentric. Kili'el dedicated his life to the pursuit of ancient, arcane truths. His area of study is history and the effect these events have had on the world's natural magics. He has had suspicions that facts haven't been adding up for a while, but word of the Sol Stone has only left him questioning everything he knows. Though he is a bit timid and soft, nothing will stop him from learning the truths that need to be shared, so that knowledge can be spread to the people. He will ascertain the truth behind the cloud of misinformation and political agendas, no matter what target he paints on his back. |
Meline D'Accoste Pale City, Half-Draconynh, Female Appearance | |
Description | Personality | A member of the Civic Harbor Guard, though not one who holds a particularly high position. The illegitimate daughter of a merchant trader, she spent a good portion of her life on the sea, brokering deals and intimidating thugs. She is a stickler for laws to-the-letter, and is determined to keep the peace in the Pale City. She is extremely skilled in swordplay, and little else - though her lack of charisma doesn't bother her. Either people will submit to her will, or they won't. | Meline is a no-nonsense kind of woman; though she holds no real position of power, she has taken it upon herself to keep watch for any sign of criminal activity. She has an extreme prejudice for smugglers and pirates and often finds herself frustrated that she lacks the administrative authority to do anything about it. As the world becomes more unstable, and monsters and men wreak havoc on the world, perhaps she will simply have to be the one to take matters into her own hands. |
Inva Bhurthi
Frost Gale, Dark Elf, Female Appearance | |
Description | Personality | One of the members of Zalen Marrowvine's inner circle. Though she has his ear, as is the way with politics, she trusts him about as far as she can throw him. Their relationship is entirely circumstantial and transactional - quid pro quo, where both parties seek to use one another. She had once been a confidante of Zaden Marrowvine before his untimely death, seeking to use the Marrowvines for their parent's connection in Sol City and their spot on the newly-reformed council - and in turn, the Marrowvines use her for her dark, arcane talents. With Zalen's recent reclusive streak, she has taken it upon herself to try and wedge in as a de facto leader, to no success. | Inva looks like she has been perpetually sucking on a lemon for the last six centuries of her life. She has an unpleasant personality and even darker ambitions, but she has a way of getting what she wants one way or another. She wormed her way into the Marrowvine's inner circle, likely through bribes and dark favors. Her skill with dark magic has cemented her as the type of woman you want to go to when you need a body disposed of... or a body created. Her ambitions lie beyond Frost Gale, towards Sol City. She does not seek to become a true member of the Council, but to become a leader from the shadows, puppeting their decisions with her dark enthralling magic. |
Iema Bhurthi Frost Gale, Dark Elf Vampire, Male Appearance | |
Description | Personality | Rumors have long since spread about Iema's untimely death some one and a half centuries ago at the hands of an assassin. Inva would not stand this embarrassing blight to her family's name, and in secret, hired a vampire to have him turned and brought back to 'life' to hide this shame. She utilizes this 'favor' as a way to keep Iema indebted to her and ensure that his natural skills are still under her employ. Iema reluctantly carries about her orders while playing the part of a hapless bardic virtuoso. This persona is to gain secrets and information for his mother. He yearns for the day he may find the freedom to live his own life. | Though he plays at being loud and stupid, that was the Iema of the past. Before his death and subsequent undeath, he was a flirt and a reckless adolescent, causing trouble for his mother and scandals wherever he could. Since rising from the dead, he has become quiet and thoughtful, while still maintaining his persona of the past to appear nonthreatening. He is a skilled orator and engages in the performance of spoken word poetry, using his status as a traveling bard as a guise for his spy business. He engages in quiet rebellion where he can, secretly sabotaging his mother's schemes when he can get away with it; hoping for the fall of house Bhurthi. |
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