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Post by Admin: Otto on Feb 3, 2024 23:02:58 GMT -5
{Sunday Lore Gazette} {2/4/24}
New Location LoreCaerdydd Môr Known in the common parlance as "Leviathan's Passage", Caerdydd Môr is the North-most cove shared by Frost Gale and Dragon's Cradle. The legend goes that a creature so massive it creates the very tides clashed with the progenitor king of the Rime Guardians. The ensuing battle tore the pair of divinities and the very earth asunder. Now, all that remains are the vaulted, shattered cliff faces bearing the battle scars of this ancient battle to the death, and a bat littered with the broken teeth of creatures that were larger than the heavens. So the story goes.
The rocky, jagged shores of the bay freeze over during the winter months, allowing for ice to be harvested at the mouths of rivers and for easy passage between Frost Gale and Dragon’s Cradle. However, there are plenty of creatures who use the sea ice as their hunting grounds and much care needs to be taken when going between. Certain pods of Emperor Akhlut are known to use the comparably still waters of the bay in the spring months as a nursery before their young are strong enough to venture out into the open ocean.
New Bestiary Entries Gelu'nuisLeviathan's Passage Power Level | Alignment | Extreme | Hostile |
Description | Gelu'nuis is a massive wyrm that lives in the frigid waters beneath the thick ice of ice drifts; this wyrm has been recorded by W.E.F adventurers in the Wyeth area to have a tremendously quick recovery period, which was discovered after damaged scales repaired themselves during a hunt. Gelu'nuis makes itself a desirable hunt due to these properties; scales taken off this massive leviathan seem to be able to repair themselves despite being disconnected from the creature; allowing very rare, very expensive armor which can repair itself. Gelu'nuis makes itself difficult to find due to its amphibious nature; it defends itself with massive, sword-like fangs; and a variety of icy magic believed to originate from the sea domain.
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Abilities
| Crafting Material | - Swift Regeneration (3 Post Cooldown) - Ice Breath - Massive Size - Pallesthesia - Fangs - Armored Scales - Horns
| - Ice Wyrm Scale
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Pra'apamWyeth Peninsula, Frost Gale Power Level | Alignment | Extreme | Hostile |
Description | The Pra'apam is a massive matriarch within a herd of wild Wyeth Boars; she lives amongst the base of sloping mountains where her presence has all but halted travel and hunt due to her incredibly territorial nature. It is unknown whether Pra'apam migrated here on her own, or is the result of an arcane curiosity related to recent arcanic events. Pra'apam has a high bounty on her head due to her violent tendencies, as locals worry that she and her herd will find their way closer to civilization. Pra'apam protects herself and her herd through her massive size, as well as the icicles that form on her back, that she can shoot at high speeds. Her thick fur makes most projectiles useless, and Pra'apam's herd has been known to assist Pra'apam during conflict.
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Abilities
| Crafting Material | - Icicle Projectile - Massive Size - Hooves - Tusks - Pack Tactics / Allies - Thick Fur
| - Nevermelt Ice
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Fame'laenaLeviathan's Passage Power Level | Alignment | Extreme | Hostile |
Description | The Fame'laena is a massive semi-bioluminescent whale that typically lives in deep waters, but has recently moved closer to shores— turning over and crashing multiple boats and vessels in its wake. The Fame'laena seems to attack anything that moves in its waters, denting vessels with its bioluminescent snout that appears to be as hard, if not harder, than most metals. Multiple whiskers on its chin allow it to sense vibration in the water, and tentacle-like appendages can be used to hold a vessel under attack. The Fame'laena is always accompanied by a school of similarly bioluminescent sharks and other carnivores waiting to scavenge from its kills.
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Abilities
| Crafting Material | - Massive Size - Pallesthesia - Pack Tactics / Allies - Extra Appendages (Tentacles) - Armored Hide - Sharp Teeth
| - Bioluminescent Metal
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Greater Gelu
Wyeth Peninsula, Frost Gale Power Level | Alignment | Medium | Docile |
Description | The Greater Gelu is a large rodent that has evolved to the frigid temperatures and isolation of the Wyeth Peninsula. These long-necked beasts are herbivores well-adapted to plunging beneath arctic waves to eat coastal variations of foliage such as seaweed, sea grass, and sea grapes that grow around the peninsula. Their dense fur and thick layer of adipose tissue give them insulation from the frigid waters and protect them from predators, but may cause them to overheat if taken into warmer climates. The Greater Gelu has a steel-like cranium and a thick, powerful neck— making a charge from this creature less than ideal— but it is generally peaceful unless provoked.
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Abilities
| - Large Size - Hard Headed - Natural Armor
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Post by Admin: Gawain on Feb 10, 2024 22:37:38 GMT -5
{Sunday Lore Gazette} {2/11/24}
New Culture Lore Clan Mowa An offshoot of Caerdydd dwarves known as the Mowa Clan have taken up residence in Wyeth Peninsula as a form of big game hunters that chase leviathans on the open sea. These Caerdydd live a nomadic lifestyle on the sea, only coming to shore to replenish supplies, repair their ships, and to sell their catch. What these dwarves hunt are the Fame'laena, massive semi-bioluminescent whales, and the symbiotic sea creatures that follow them.
The Mowa dwarves hunt in a similar fashion as their prey, using a large vessel as a command ship with heavy weaponry leading a small fleet of faster ships that harry, harass, and act as reconnaissance. Once they find their prey, the smaller ships act as bait for the leviathans and harass with harpoons to weaken their target while waiting for the larger vessel to close the distance and finish off the catch. The materials gained from these hunts are invaluable to the way of life in the North, from providing high-content blubber for nutrition and for fuel, to bones used to make tools, corsets and other devices, to the glowing ambergris used in alchemical and ritual practices… and to make certain types of expensive perfume. Not one piece of the animal goes to waste, and the Mowa ensure they thank the creature for allowing themselves to be hunted by giving the heart of the leviathan a place of honor in the celebratory feast that takes place after the hunts. Clan Wyeth The first of any people to settle the peninsula was the Wyeth clan of dwarves and in typical dwarven fashion named the peninsula after themselves and the village they founded, Wyethafordir. The Wyeth clan initially survived through fishing but eventually discovered the luxury goods and service that was providing ice to the southern cities of Charon. The demand for such a service began in the aftermath of a visitation from a royal surveyor representing the Royal Office of Treasury & Commerce out of Sol City.
The surveyor discovered that the Wyeth dwarves were using magic to constantly maintain freezing conditions within an igloo warehouse to preserve food throughout the warmer months. What the surveyor really saw was what once considered an impossibility in the warmer regions of Charon was in fact just an undiscovered reality.
Contracts were formed with the Wyeth clan and dwarves were sent out with the first shipments of ice to Sol City to teach the technique to maintain the ice at the Arcane Academy, their techniques became the basis for the Ice Over and Cold Touch spells currently found in the Sea Domain and the luxury of a cold drink on a hot summer’s day.
New Location LoreWyethafordir
Founded thousands of years ago by Dwarven explorers looking to stake claims in Northern Charon, Wyethafordir is one of, if not the most Northern village on the continent. The area is so deep in the Crown of the World that there are some weeks out of the year where the sun never rises, and others, during the summer, where it never sets.
Wyethafordir is a close knit community. While primarily dwarven in heritage, there are many peoples that have been here for centuries, descended from sailors lost at sea, escaped prisoners, intrepid explorers, or refugees of conflicts further South. While the North is a harsh place, it is the people that make it a kind, welcoming place, so long as all the inhabitants are treated with respect.
New Organization LoreThis guild's claim to fame is that they are the designated caretakers of the Wyelth Woolful, and thus, the primary producers of all the Steel Wool that hails from the region. After getting Wyelth Woolful registered as a heritage breed, they have ensured that the goods produced from Steel Wool can only feature materials from this specific area of Frost Gale. As a result of this, the industry of the area is constantly bustling, hindered only by the strict standards adhered to by the guild itself. Because the Caerdydd pride themselves first and foremost in the care of their animals, the quality of the Steel Wool is exceptionally high and therefore much harder to obtain than it would be if the guild simply "commercialized the process" as many of the whinging wealthy would prefer.
That doesn't stop people from trying to replicate the process, of course. Many through the years have tried to steal the trade secrets of the Caerdydd Aegis, even going as far as to steal a few of the animals for themselves. While thieves, saboteurs, and rivals have all been present in the past, none have been able to replicate the high quality of the humble Frost Gale guild… and more still have never been seen again, after they were caught.
Bonus Bestiary LoreWonderful Woolfuls Part Two Woolfuls are considered Opportunistic Omnivores, sharing this distinction with other ungulates. This means that, when convenient, necessary, or opportune, animals like deer, horses and Woolful can and will eat meat. Protein is an important nutrient, and while it is not a primary food-source, such creatures have been known to supplement with small birds and rodents from time to time.
A small guild of highly specialized craftsdwarves on the Wyeth Peninsula have a herd of woolfuls that are fed a calculated, high-iron diet of collard greens, sweet potato, and fish to produce wool that can be fashioned into armored clothes. This wool product is comparable to steel with all the warmth and fluff of their normal coat, making them ideal for the harsh environs of Frost Gale. These are called Wyeth Woolfuls, and are known to produce Charon's best and primary source of Steel Wool.
Steel Wool is one of the most sought after materials in the land. A full suit of Steel Wool runs the same cost as a mid size castle. Smaller. more affordable amounts are used to line clothing, make cables for ships, and drawstrings for crossbows and ballistae of the Crown's soldiers. There is a rumor that the Crown has commissioned a ship that features sails made from this material.
While Steel Wool is one of the greatest advances in Charon's history, it nonetheless has a few drawbacks. Firstly, it is non-conductive, which means that arcane energy, particularly that of the Sky Domain, cannot run through it. Second, it is very inflexible and dense. While very good at absorbing shock, particularly from blows while donned as armor, it is considered a stiff material, and does not have much give or stretch. This makes garments made from Steel Wool one of a kind.
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Post by Admin: Otto on Feb 18, 2024 0:32:17 GMT -5
{Sunday Lore Gazette} {2/18/24}
New Culture LoreFrost Gale Cultural Events Commonly practiced events in Frost Gale are often a consequence of the harsh, northern climate and the societies that have formed in scattered pockets of the vast country. Though their original functions have changed, many are rooted in dwarven customs that haven’t yet faded to time. Idiosyncrasies may vary from culture to culture, but at their core, they are the same - in a land where mountains of snow and ice separate them, the people of Frost Gale put the most emphasis on community and warmth.
Harmonoch Otherwise known as the Night of Endless Song, Harmonoch’s origins have dwarven roots, back in the days when the only common language shared between soldiers were war chants, drunken laments, and working songs shared during endless nights of toil. Though they’re not as widely known, old dwarvish folk songs are still commonly shared amongst the people of Frost Gale.
They are the most popular on Harmonoch - the event gained popularity during long nights on merchant ships, where sailors would fill the night with music to shoo away the moon and bring about the dawn once more. Since then, the holiday has grown; once a year, Harmonoch is celebrated across Frost Gale.
The celebration arrives with the setting sun, where a small group of bardic virtuosos take to the streets, singing an old dwarven song about the passage of time. As they walk through the streets, people who hear the song will leave what they were doing behind to join the choir. Throughout the rest of the evening, new folks will join in the festivity, and as singers grow tired, they will leave the group, allowing new singers to carry on the tune. By the end of the night, as the sun rises, the chorus will be composed of entirely different people than it started with. The holiday represents community - that everyone is willing to come together to carry one unbroken tune. To create a night of endless songs together.
Wishmeal A tradition that started in small villages by families who would throw the scraps of their food into a stew to tide them over until crops arrived once more. The first true Wishmeal was said to have been practiced by witches who were casting a ritual spell and preparing a broth at the same time. Nowadays, Wishmeal has grown, becoming a village-wide ceremony commonly practiced around the coming of the new year.
Wishmeal is commonly celebrated by an entire village. It is started by a village authority, commonly an alderman or tribe leader, setting out a large pot in the center of town hall. The community comes together to contribute firewood, water, and leftover ingredients for stock. Each individual then picks out a piece of food representative of their greatest wish for the coming year - such as cabbage for health, apricots for solars, or meat for strength - which they then contribute to the pot. Once the entire village has given a wish to the pot, the community spends the entire day making a stew which is shared amongst the people when it is complete.
Though the stew rarely tastes good, most believe that eating the hearty Wishmeal fills them with the strength to achieve their dream in the coming year.
Certain villages have changed this custom to include the incorporation of non-food items into the pot to represent people’s wishes, believing that it makes the ritual stronger, but such stews generated in these Wishmeal Pots are far less edible.
The Festival of the Sun The origins of this festival are shrouded in obscurity; most attribute their beginnings to patrons of a Pale City Tavern during a drunken dare. The festival’s moniker is perhaps misleading, as it does not truly relate to the sun at all.
This festival is commonly held throughout the first week of spring, in the Pale City town square. The Festival of the Sun is dedicated to eating, drinking, and celebrating local artisans through laughter and merriment. The festival's crowning event is a brewer’s competition, in which participants compete to see who can brew the spiciest beer. Folks will often spend the entire year trying to perfect their brew to emerge victorious at this event.
The quality of drink and spiciness is judged based on how long a particular brew can keep a judge out in the snow longest in only their plainclothes, as both alcohol and spice are commonly believed to be sources of warmth in the bitter chill. This is where the name’s origins are derived from - the first spicy beer ever consumed was said to have made the drinker feel as if he were feeling the sun on a cloudy day.
The Festival of the Sun is a rather rowdy event, one which serious brewers are determined to win; as the winning beer is sold at the Winter’s Howl for the coming year, giving small artisans a chance to get their name out. For those who don’t brew, or drink, the festival is mostly just a good opportunity to cut loose and enjoy local food and art.
Yeti Pit Fights Yeti Pit Fights are a tradition that originated from, unsurprisingly, fighters and gamblers looking to make a quick buck. The general story is that right before a big ceremonial fight, both opponents went missing. Their managers, desperate for content for their audience, hired two poachers to bring two alive yetis to the battlegrounds and had the audience place bets on the winner.
Nowadays, the joy of a Yeti Pit Fight is found in the thrill of the hunt as well as the fight. A group of people will carve out a pit in the ice and snow to serve as an arena. Once the stage has been set, the two challengers will figure out the best way to lure the yeti into the pit without getting hurt or killed. Once both yetis are brought to the pit, the audience is brought in from a safe location, where people will bet on the winner. The sport requires constant care from the contestants, where the true challenge is leading the yeti around without provoking the violent beast. Contestants who are too cocky often find themselves killed before the yeti even reaches the arena.
These events do not operate on a set schedule, but rather, they are carried out whenever people need entertainment to stave away the boredom, or - for some people - a way to settle out arguments and disagreements by having their yetis fight by proxy. These pit fights are a common source of entertainment for adrenaline junkies.
New Bestiary Entries
Spotted Sealynx Frost Gale, Luna Sea, Arid Mesa Power Level | Alignment | High | Hostile
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Description | The Spotted Sealynx, despite all appearances, is a rather dangerous predator of the frigid oceans. They are semi-aquatic creatures, primarily living on ice coasts and on glaciers, and traveling by sea. Their thick layers of spotted fur and fat protect them from the cold, and powerful fins make them extremely fast swimmers. They are the natural predator of Emperor Akhlut young; while mature creatures are far too large for a Spotted Sealynx to attack on their own, their vulnerable infants make a perfect snack. Because the young are protected by an entire pod of Akhlut, this makes obtaining a meal an incredibly risky snack for a Sealynx. They are known to stalk a particular pod for up to weeks at a time, determining their number of young and when they are least active, and rely on their fast fins and powerful tail to ambush the pod and steal their meal. |
Abilities
| Crafting Material | - Fast Swimmer -Powerful Tail -Ambush Predator - Cold Resistance | - Sealynx Blubber - Hide |
Seaglass C'ryllis Frost Gale, Luna Sea Power Level | Alignment | High | Evil
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Description | A deep-sea creature that resides at the bottom of the ocean, rarely seen near the surface. What makes them truly dangerous is their intelligence, and their ability to blend into icy waters. No one quite knows the origin of these creatures... ancient historical documents describe translucent, multilimbed creatures spotted during dives. It has been quite some time since someone has seen one of these elusive creatures, as the glass-like creatures prefer to stick to themselves, only showing themselves to perform malicious acts like sinking ships or drowning sailors. It has long been speculated that these creatures simply hate humanity.
The truth is that these creatures are sylvan in nature; they are frozen fae, whose roots come from the Land of Wonder, and their 'pranks' are rather nasty. Ever since the gates have been opened by the defeat of Vulcadraeus and the destruction of the Sol Stone, more of the C'ryllis have been spotted in the deep oceans as of late, sparking fear in sailors. |
Abilities
| Crafting Material | - Hyper Intelligence - Natural Camoflauge - Multilimbed - Powerful Grapple - Enhanced Strength
| - Ice Catalyst
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Post by Story Teller: Gem on Feb 25, 2024 0:00:01 GMT -5
{Sunday Lore Gazette} {2/25/24}
NPC SpotlightGrand Chancellor, Atsawin Lao
Human, Starlight City, Crescent Isles
Atsawin Lao holds the illustrious role of the head advisor to the royal court of Starlight City and serves as a personal guard to the Princess herself. While apprenticing to become a merchant, his mother and elder brother fell ill and required constant and expensive medicaltreatment to help them heal. Reluctantly, he abandoned his studies and enlisted in the military at a young age in order to ensure his family could be cared for, going so far as to lie about his age. During his service, he distinguished himself by using his background to discover a trap intended for members of the Royal Family. For this, he was awarded a boon by Princess Leylani, and when she heard his request to simply help his sick family, she did so without question. The two became fast friends and corresponded regularly throughout the duration of his service. During this time, as Atsawin advanced in his career, he became known as a master strategist, his insight and judgment proved accurate and helpful time and again. After sustaining an injury while stopping an internal coup, he was discharged. Instead of a medal to decorate his service, this time, Atsawin was invited to join the court as a Grand Chancellor, at the personal request of Princess Leylani. Though this was not the path he had intended to take, he would not trade his current situation for anything in the world. Straight-forward and blunt, Atsawin's military service has made him a dignified and capable commander who expects nothing short of exemplary service and honesty from those he interacts with and employs. He is fiercely loyal to the Princess and takes any threat against her seriously, no matter how minor. While not often seen unless he is to contact you directly, his presence is felt, for it is often whispered that Atsawin Lao is the Shadow of Princess Leylani, the distance that keeps the Starlight Monarch just out of reach of those who would try to steal her light. It is said Atsawin is a warrior without peer, trained in the ways of the blade by Yokai Monokailiki theirself in order to best protect the Princess. He follows the Warrior's Code to the letter, ensuring that he practices precisely what he expects from others. Frivolity and deceit are features that will not inspire trust within Atsawin, but if you do what it is that you promise, you will earn his respect. He values discretion, humility, compassion, and above all, diligence.
New Bestiary Entries
Ziev's Sphinx
Zeinav Desert Power Level | Alignment | Extreme | Neutral
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Description | Thought by many to be an old wives tale, the legend of the Ziev's Sphinx is one steeped in as much fiction as it is fact. The story goes that the Sphinx was a gift to the very first Sultan of Zeinav, bequeathed by Ziev Himself as a mark of the God's favor. The Sphinx would be the man's guide, becoming instrumental in showing the would-be Ruler how to build a Sultanate that would rival the High King's throne in Sol City. Once the City of Zeinav was built and thriving, it was the new Sultan's hubris that kept him from listening to the Sphinx's counsel about an impending threat, instead banishing the unnerving creature from his court. When this threat came to pass, the ashamed Sultan sought out the creature, but never again found them.
Certain clans of serpentkin and draconynh in Zeinav are said to go on pilgrimage to find Ziev's Sphinx when they come of age, wherein they fast except for drinking the often toxic water found in cacti. Ziev's Sphinx is then said to approach in the ensuing dream state, providing counsel and a prophecy for those it finds worthy. Those it does not find worthy, or who do not complete the ritual properly, do not return to their clans. Whether or not the pilgrims see the Sphinx itself or merely experience it as a sort of cultural acid-trip/fever dream, remains up for debate.
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Abilities
| Crafting Material | -Precognizance - Dreamwalking - All-Eye
| - Eye - Tongue - Fangs/Claws - Feathers
- Space Energy Core
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Shimmer Scorpion
Zeinav Desert Power Level | Alignment | Medium
| Hostile
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Description | These scorpions are found throughout the White Sand Sea in areas that were abandoned dens, settlements, caves and mines. They prefer to hunt insects, small mammals and lizards when they can, though they have been known to go without food for a considerable amount of time. Their carapace, which is translucent and gem-like, catches in the light where it attracts prey directly to its waiting pincers. While small, they are very venomous, injecting toxins into predators and prey that acts as a paralytic and necrotizes organic tissues. The fact that these scorpions are very territorial and highly aggressive doesn't help matters. If you should be unfortunate enough to mistake a Shimmer Scorpion for a piece of citrine, your chance of survival is quite high, but, without swift treatment, there is a very good chance you will lose the affected limb in a matter of days.
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Abilities
| Crafting Material | - Small size - Sting - Venomous - Ambush
| - Gemstone
- Venom Gland
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Paradise Crab
Zeinav Desert, Oasis Power Level | Alignment | Medium
| Neutral
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Description | A crustacean exclusively suited to the land, Paradise Crabs can be found in areas of Zeinav where coconuts and palm trees are prevalent. Paradise Crabs are considered a nuisance to locals and are, to the horror of many, extremely good climbers. They have been known to reach the size of a small dog, climb into refuse bins, fall out of trees on the heads of unsuspecting pedestrians, and eat just about anything. There are historical accounts where criminals have used the abundance of Paradise Crabs in the Oasis for an impromptu body disposal. Despite this, they primarily consume small insects and plant matter, including coconuts, which they easily crack with their large, powerful pincers. While not aggressive and relatively slow-moving, they are opportunists by nature. If you find yourself wounded on the outskirts of the oasis and are approached by a Paradise Crab, know that it will see you as a potential easy meal.
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Abilities
| Crafting Material | - Medium size -Armored body - Pinch -Crush damage
| - Pincers/Claws - Meat - Carapace
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Post by Admin: Otto on Mar 2, 2024 23:12:23 GMT -5
{Sunday Lore Gazette} {3/3/24}
New Criminal OrganizationsThe Arid BanditsA group of roaming bandits willingly identify themselves by the rings of red ink they tattoo around their necks. The bandits once arose as political resistance to the current infrastructure of Zeinav City; their platform was built on the resistance to inherent classism involved in processes of water purification being controlled by Tradesmages. They believe that the common people should be the ones in control of water purification and distillation and that rooftop gardens are status symbols only accessible to the weak. For these reasons, they fear that the Sultan has all the cards to withhold water from the common folk should he so choose. Such lofty goals, and yet, the Arid Bandits are little more than a nuisance. Nowadays the Arid Bandits have been banned from Zeinav City, recognized by the red bands they wear proudly on their necks. So they roam the sandy plains and common trade routes to perform roadside robberies. They have little interest in coins, jewels, or physical objects. The only thing they steal is the most valuable commodity of all - water. Rumor is they have taken a small oasis hostage in the middle of the desert as their place of operations, where their resources are only open to lost wanderers and people who have nowhere else to go. Their numbers are small, perhaps 500 people total who live at their base of operations. Among those numbers, only 200 are actual bandits. These people run the city and hold highways hostage, making money by charging people who stop in their village exorbitant prices for food and stolen drinks. In the grand scheme of things, the Arid Bandits are a relatively small nuisance. And yet, their message resonates with the people, and their water-stealing and price-gouging are felt deeply in settlements outside of the main city. Ziev’s ChildrenAlthough the ruling family of Sol City has worked hard to suppress Scern’s story, there are those who have made the connections between Ziev and the Sultan. These people have begun to band together over the last year, operating under the name ‘Ziev’s Children’. They believe that as citizens of Zeinav, they all hold a divine piece of Ziev’s lineage within them, and therefore, Zeinav is the true ruler of the realm. Little is known about the group, considering the relative newness of their platform, and their desire for secrecy. Ziev’s children are not protestors, and they are not troublemakers. Rather, they are everywhere. They are business owners, mages, and politicians seeking to improve Zeinav’s security and bolster the country’s strength to propel the Sultan to his perceived rightful spot. This would not be so bad on its own if it had not turned them into criminals. Ziev’s Children are in staunch opposition to the Scorched ones; the two have begun clashing in the streets whenever they meet. Some more extreme members of the group believe that increasing the strength of their country isn’t enough, and they have begun sabotaging others. Recently, foreign dignitaries have been found assassinated, international trade routes sabotaged… and the danger is only beginning to escalate.
New Bestiary Entries
Carregmerlen
King's Valley Power Level | Alignment | Low
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Description | Draft horses are used all across Charon for their muscular builds and their ability to pull heavy loads of materials for long distances without tiring. King's Valley is no different in this regard, more so for the Valley is most known for the cultures that feature horses prominently. It should be no different, then, that the Carregbryn dwarves are renowned for their use of a specific kind of draft horse; Carregmerlen
A stout, squat steed, the Carregmerlen is the shortest of the draft horse breeds in Charon, standing at a mere 10 hands (roughly three and a half feet at the shoulder). It is considered the workhorse of choice for miners and excavators alike and is a heritage breed for the dwarves of King's Valley. Carregmerlen have a long, hair-like fringe that covers their bodies, providing much-needed protection from the often cool environments within caves. Unlike most horse breeds, they have cloven hooves with soft soles, allowing for the Carregmerlen to ascend easily up cave walls for miners to load up their saddle bags.
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Charonese Waterdog
Anywhere Power Level | Alignment | Low
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Description | An intelligent, medium-sized breed of dog best known for hunting and retrieval, the Charonese Waterdog has a thick coat of plush fur that is naturally waterproof, allowing moisture to roll off its fluffy fur without clinging to the skin. This breed is almost exclusively owned by the upper class and is held as a status symbol, with pups from the animal that won best in show fetching a price comparable to a three-bedroom house.
Charonese Waterdogs, as the name implies, are talented swimmers, incredibly intelligent, and have what breed enthusiasts call a "bombastic, criminal side-eye". While their temperament can be described as snooty or aloof, they imprint readily on their owners, making a steadfast, fiercely loyal companion for anyone lucky enough to have one. They are known to run alongside their owner's mounts and coaches, clearing the road before them by lunging and snapping at anyone who happens to be too close (pedestrians), their long-legged gait built for endurance running and hairpin turns. A well-trained Charonese Waterdog is a mark of both the owner's discipline and the animal's excellent breeding.
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Post by Admin: Otto on Mar 9, 2024 23:06:06 GMT -5
{Sunday Lore Gazette} {3/10/24}
New Organization LoreThe Crescent StarsSeong Min Crescent Isles - Kappa-Ji, Axolotlynn, Female Appearance | |
Description | Personality | Seong is not particularly tall for her kind, standing at about five feet in height, but she more then makes up for it with her presence and personality. She has Teal to White skin that works like a gradient from her arteries to her extremities with her skin becoming gradually whiter or gray the further from a blood center. Her external gills seem to be fire like in nature just the same as her tail ridges which separates her from her kin.
| Seong Min possess a fiery temper that threatens to engulf all of those around her into heightened states of tension that make them feel uneasy to say the least. It is rare to last a meeting with her without become quickly irritated if not by her aura then by her brash and inconsiderate words. |
Sharin Ōrochikane Crescent Isles - Ryujin's Folly, Dragonblooded, Female Appearance | |
Description | Personality | Sharin has blue, turquoise and grey scales that vary across her lithe but well built form giving her blue to gray gradient that shifts in the light. Like most of the Ōrochikane brood of Dragonblooded she has a long prehensile tail with ridge plates that run from the tip of the tail to the base of her neck.
| Sharin has spent her whole life learning and growing off of the skills and writing that were passed down from her ancestors and the other friendly clans of beastkin and elderblooded throughout the Isles. It is through this approach of reciprocity in life that she has gained a reputation as being kind and magnanimous to those she calls friends, while being the exact opposite to those she deems enemies to her friends and families successes. It is through her undying loyalty to do doing what is best for what is most important to her that she has been brought into the Crescent Stars and is even considered the second in command of them. |
New Botanical Entries
Bleeding Crescent Pine A conifer found only in the curved crescent of Moonglade's North harbour, the Bleeding Crescent Pine is a tall, beautiful tree valued across Charon. The heartwood is dull brown when cut, becoming deep purple upon exposure to the air and eventually turning to a dark purplish-hued brown once dried. The sapwood is off-white to pinkish-cinnamon with light brown streaks, while the sap itself appears rosey when exposed to the air, thus earning it the "bleeding" descriptor for which it is best known.
Bleeding Crescent is a hard and heavy wood. It is moderately difficult to work with hand tools, known to rapidly dull cutting implements, requiring the use of specialized heavy cutters. Despite this, it is a dream to work with; It is a highly durable wood and is very resistant to attack by decay, fungi and termites, but it has little resistance to marine borers. The heartwood is highly tolerant of preservatives and lacquer, which is often the best workaround for those who use this wood in boats.
Bleeding Crescent has many heavy construction uses, including construction of bridges and dockwork, flooring, cartwheel spokes, inlay, marquetry, tool handles, shipbuilding, carving and cabinetry. However, its expense and the labour involved in its use reserves it for only a few.
Giant Wonder Cane
Found in the Crescent Isles and the South Western coast of the Marsh Flats, Giant Wonder Cane is considered a cornerstone species for life in these regions. Giant Wonder Cane is tropical grass that has hollow, wooden stems; mature canes can grow to be over fifty feet tall, and grow very rapidly. Giant Wonder Cane is light weight, flexible, tough, high tensile, and much cheaper than the other building materials. Houses, scaffolding, docks, bridges, and skiffs are made with the material regularly.
Considered an alternative to Woolful wool, especially for warmer climates, Giant Wonder Cane can also be made into cloth products. The harvested stalks are hacked into smaller chips, rolled, and added to a yeast solution that breaks down the fibers further. Then, it is rolled into sheets, laid to dry, and once dried, can be pulverised into smaller fibers. What's more, if cut properly, new shoots will emerge to replace the lost growth, often reaching full height within a few months.
But the benefits of Wonder Cane don't stop there. The shoots are very tender and edible, making not only a building material, but also a valuable crop.
Nutlet
Native to the King's Valley region of Charon, Nutlet trees are a relatively abundant and well utilized deciduous species. Nutlets bear fruit that can be harvested while it is green in spring, or late in autumn when the outer layer dries and the completed, hard shell of the nutlet falls to the ground to germinate. The oils present in the Nutlet tree, from stem to leaf, are usually quite toxic to other plants, especially vegetables, and stains just about everything it touches. Thus, the oils of the tree and the fruits are uses in dyes, perfumes, and in finishes for other wood. The wood itself is very easy to work with and pleasing to the eye, and is used to make carriage wheels, flooring, siding, staircases, and tables. It is not recommended to grow any Nutlet varieties near agricultural places or gardens.
In addition to the fruits being a food source for animals and locals, they can also be used to make Nut Wine, which is not fermented Nutlet juice. It is traditionally a red wine that has been augmented with crushed and macerated young Nutlet fruits, green husks and all, as well as cinnamon, sugar, and brandy. More modern interpretations of the recipe involve infusion with a clear spirit that can be made into a liquer. The recipe requires several months to mellow, though the more Nutlets involved, the longer it takes. Meanwhile, the young leaves of the tree make for a fine sauce, and are often an ingredient in catsup.
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Post by Admin: Otto on Mar 16, 2024 22:59:23 GMT -5
{Sunday Lore Gazette} {3/17/24}
New Notable NPC Lore
The Desolate Knight King's Valley, Fae, Gender-Neutral
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Description | Personality | A derelict suit of armor deep in a sacred glen of King's Valley. They are covered in the autumnal branches and leaves, wearing vestments that seem to be eternally withering. They bear a thick sylvan accent, and have an otherworldliness about them that extends to their form, part decayed armor, part ancient tree. The branches that sprout from their head, on closer inspection, are actually antlers.
| The Desolate Knight does not remember who they once were before awakening in King's Valley only a few short days ago. They are curious, brave, and dependable. Those who pay attention sense that there is a deep sorrow about them, a loss and grief they do not have a name for. Maybe, you can help them...?
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New Bestiary Lore
Nibblenynh Everywhere Power Level | Alignment | Medium | Varies
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Description | The Nibblenynh are tiny, grudge-holding fae who stand about a foot tall and typically have four to eight arms hidden underneath naturally woven cloaks that otherwise hide their form. After the shattering of the Sol Stone, these fae began springing up inside homes, taverns, and other established residencies with little consideration for their current occupants. The Nibblenynh are contradictory and chaotic, making them difficult to befriend and easier to offend— rumors state that gifts or offerings of milk, bread, and honey will pacify their minuscule wraths— but others state that they're impossible to live alongside. Nibblenynh will sometimes help inside their stolen inhabitance— but may also break items, steal sentimental treasures, or seek to bring small tricks of misfortune to the inhabitants depending on how offended the Nibblenynh may feel towards the residents.
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Abilities
| Crafting Material | - Invisibility - Multiple Arms - Fae Magic - Pack Tactics
| - Cloak of the Nibblenynh |
New Botanical Lore
Pearlbark Wonderful for weapons, especially bows and polearms, Pearlbark is not a particular species, but rather, an effect of an infestation a certain type of wood-boring beetle has on willow trees themselves. Rather than succumbing to wood rot, as many trees do when afflicted with an insect-borne disease, the willow grows around the larvae, trapping them and increasing the density of their wood to wall off the infection, creating a pearlescent luster for which the wood gets its name. While the wood-boring beetles are persistent, they are often stymied by the willow's natural defenses.
Thus, Pearlbark is used for all sorts of weaponry. As a symbolic mark of resilience, a fine grain in craft, and a beautiful weapon to wield, Pearlbark is second to none. It is considered the Warrior's Lumber, but some areas of high society will use it for decorative trimmings from time to time-- though usually only if they have an adventuring or military background to speak of.
Sacred Mangrove Sacred Mangrove is a hard, medium-density wood, strong and durable. It is naturally acid and fire-resistant, making it relatively easy to work with, but does have a blunting effect on tools due to its mineral content. It can be found throughout the Marsh Flats and the Southern parts of Moonglade.
The variety of Marsh Flat timber is said to have the mystical properties of the spirits which reside in the tree. Considered a holy wood as it grows in perfect harmony, symbolizing the unity of the key domains of Earth, Sea, and Sky, it is said to be auspicious and have healing properties, as its leaves can be burned as incense to honor the departed and its sap used as a lacquer to strengthen the structural integrity of homes from the acidic environment of the swamp.
Furniture made from Sacred Mangrove is very popular in the Capitol, as many such trees within the mangroves have been harvested to make furniture, particularly chaise lounges. Thus, it fetches a high price-- even more so as the danger of retrieving one of these trees that one may encounter from the locals is getting more and more fierce.
Imperial Rosewood Grown within the dense jungles of Moonglade, Imperial Rosewood is one of the most sought-after timbers in Charon. As the name suggests, the heartwood has a rich hue that ranges in tone from warm brown to crimson. Known for being exceptionally durable during construction and beautiful when polished, it is the highest standard for luxury materials. The High King himself sits upon a throne of Imperial Rosewood, gold, gems, and other riches.
Rosewood has a high oil content that can be found throughout the wood itself. The oil is removed by steaming chips of rosewood to produce rosewood oil, a product used in skincare, tinctures, tonics, and perfumes. Even in finished products and treated wood, the scent of roses is still prevalent centuries later, filling the air with the delicate aroma when the furniture is scratched or refinished. For this reason, it is considered the best material for pianos, stringed instruments, heirloom furniture, handrails, and bowls.
It is due to this popularity and the slow maturation time of the tree itself that Imperial Rosewood is threatened as a species due to over-harvesting.
Shrike Leaf Shrike Leaf wood is very dense, shock resistant, and commonly used in the timber industry, particularly where it grows most abundantly. It is native to Dragon's Cradle and the coast of Zeinav, but there are multiple cultivars across Charon. The durable wood is often used for fence posts, rail ties, pallets, tool handles, cabinets, and fuel, given that it can be easily split and is rot-resistant, making it very accessible for general carpentry use.
The tree gets its name from the long woody thorns that erupt from the tree's trunk and its branches and grow without abandon, piercing the trees of neighboring plants and grafting them into its root system. Shrike Leaf trees are highly adaptable to different environments, and the species has been introduced all over Charon due to its growth speed and construction qualities. Outside its natural range, however, Shrike Leaf can be an aggressive, damaging invasive species.
New Cultural Lore
Tautandil Woodworks The Tautandil family can trace their roots in Charon to the time of the collapse with their founder, Lashrael Tautandil, stands in legend. Not much is known about her life prior to the stories told, but she is considered the godmother of Woodworking in Charon.
Lashrael was a Sylvan Elf carpenter, specializing in construction with teak, specifically large-scale shelves and tables. As it so often does, the war drove business away from her doorstep, leaving her with few options to support her family. A noble, acting on behalf of the Magic Academy on a whim, contacted Lashrael to preserve the written information and artifacts that would otherwise have been destroyed by the battles and the pillaging that followed. Desperate to keep herself and her family out of the conflict, Lashrael obliged, assisting the wealthy with helping to safeguard their belongings with readily hidden rooms constructed with teak, bleeding crescent, and other expensive woods. As more and more people were forced to flee their homes, they could leave their most precious heirlooms behind without fear of them being discovered.
Such was the efficacy and discretion of the construction that thus earned the Tautandil name a place of honor after the war had ended. Word traveled among noble circles to the relief of those returning home to find their finery and heirlooms intact. Fearing another imminent conflict, anyone who could afford their services flocked to their humble workshop asking for private rooms to be built, and thus, Tautandil Woodworks became the first name in Charonese history to be uplifted to Royal Provider status.
As the years went on, the Tautandil's purchased swaths of forest to continue to plant and harvest more trees to use in their lumber, and they began to specialize in private library construction. From humble reading nooks to multistory rotunda, Tautandil libraries are a piece of exceptional pride in the home of anyone who can afford their service. All the wood is made with the familial teak, hand cut on-site so the measurements will always be to the client's specification. The library at the Mages Academy is one of their crowning achievements, a mixture of Imperial Rosewood, Sacred Mangrove, Bleeding Crescent, and, of course, teak.
The Tautandil family have long been loyal and brave servants of the High King and the Solarian Crown, dedicated to providing the best of service to the nobility to suit their needs. We should all aspire to be as they are.
A hand written addendum is added to this page, scrawled along the bottom
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Post by Admin: Otto on Mar 23, 2024 22:59:34 GMT -5
{Sunday Lore Gazette} {3/24/24}
New Organization LoreThe Shadowdancers of Frost GaleDeep in the valleys of Frost Gale, where the nights are longest and the shadows darkest, ancient practitioners of a secret discipline. In the days of the Age of Renewal, as the dark elves were pushed to the cold north, they began to embrace their domain… eventually developing their own unique brand of stealth. Their very essence soon became tied with the winter’s shadows, which they learned to harness - and the first order of the Shadowdancers was born. This coalition was a secretive bunch; they were closed off to the world at large, electing to influence Frost Gale politics from the subtlety of the shadows. Historical texts have likened them to puppeteers, where their blades hidden in the dark have been the defining point of internal politics within the Pale City. Though their numbers quickly grew and expanded, the coalition of rogues encompassing the people of Frost Gale who possessed natural gifts with the darkness, the Dark Elves believed themselves the progenitor of these secrets and the true owners of the night. Because the Dark Elves were the leaders of this secret order within the Pale City, their operations… fractured by the time the Elven Wars rolled around. The Dark Elves had differing opinions on their stake in the war, and the role that the Shadowdancers should play in disabling the sun elves. The infighting caused mounting instabilities, eventually resulting in an incident that nearly destroyed the Shadowdancers entirely. The Dark Elves eventually concluded - to preserve their ways, the opposing schools of thought would split off into their own branches, independent of one another. And thus, the Order of the Duskdancers and the Order of the Dawnbreakers were born. Now, the ways of the Shadowdancer have spread across Charon, far beyond the Dark Elves themselves. But their styles can be traced back, no matter how distantly, to these two distinct groups. The Duskdancers and the Dawnbreakers have long since developed their own unique styles and way of life - and as the Sun Elves attempt to reform the councils of old, they have only grown more active. Order of the DuskdancersBalance is an incredibly important key aspect of any shadowdancer. One cannot have a keen mind without the chaos of the surrounding world. One cannot have the dark without the light. The Order of the Duskdancers is dedicated to keeping that peace. They have devoted their lives and discipline to upholding balance where it is needed. The Duskdancers believe that their purpose in the shadows is not to eradicate the light, but to keep it in check. When it becomes too scorching, the Duskdancers will operate from the dark to keep the peace. That is not to say that they are pacifists. The Duskdancers are as cutthroat and ruthless as any thief or assassin. The Duskdancers are generally spies, blackmailers, thieves, and assassins. Their prowess lies in their ability to hide themselves in the shadows, and their ability to uncover secrets that ought to be kept in the dark. They generally do not favor the magical arts; rather, they elect to grow their skills through discipline, bladesmanship, and stealth. Order of the DawnbreakersThe Order of the Dawnbreakers believes that balance is a shackle meant to maintain the status quo. As such, the Dawnbreakers have made it their mission to dismantle the order. Their goal is to slay the light and bring about the overwhelming dark. They do not believe in subtly sabotaging the ruling class, but that their role is to bring about terror in the hearts of the Sun Elves and those who favor the light. The Dawnbreakers fully embrace their connection to the darkness. They generally use the shadows as a gateway to become practitioners of dark magic, harnessing the overwhelming dark to their will. They are arch mages, enchanters, cultists. They are the corruptive force that opposes the ruling class and the church with fear rather than secrecy. With Scern’s story coming to light, the Dawnbreakers have grown unrestful. They have become even more brazen, dismantling churches to Solaria in Sol City and corrupting religious officials. Rumor has it they even seek to find Scern to bring the necromancer into their order.
The Golden Scarabs The legend goes like this. The beginning of the Golden Scarabs can be traced back to the days of the early Collapse. Whatever version of the tale of their inception you hear, it does not change the immutable facts. The first assassin under the sultan’s employ lived and breathed the desert; and under the Sultan’s order, the assassin trained their protégés in all the knowledge they possessed. Soon, their numbers grew.
The Scarabs were once the Zeinav royal line’s elite task force. Small in number, but hardened by the desert and trained in the ways of the blade, of the the scorching heat and the simmering poison. This task force was the Sultan’s trump card during the Collapse. They acted as his right hand, carrying out quiet assassinations and dissuading any other attackers that enemy countries might send their way. The scarabs are trained on a few simple creeds; Since the time of the Collapse, their numbers have dwindled; perhaps, in modern times, only one hundred still loyal to the Sultan remain in his employ. However, their numbers across the country are far more expansive. The Scarabs once guarded their knowledge as a close-kept secret, though this protectiveness has faded with time.
Their organization includes a master of the Craft; this master alone knows how to construct the wrist bracers and golden tattoos that each scarab possesses. The Craft master passes this knowledge to their successor, who continues the tradition of making items for warriors of the organization. This scarab-brother holds the knowledge of the formulae arcanum used to etch the creed of their members into the golden scarab tattoo, the construction of the arm bracer that conceals their hidden blade, and the poison that they carry on their person. As the ancient Scarabs grew, so too did the number of Scarab brothers to tend to the craft for their warriors. Tomes of their ancient knowledge can be found in old crypts, their secrets buried with them - which has given rise to a new wave of scarab warriors who make use of their techniques but pledge no allegiance to the Sultan.
The Scarabs, despite their pledges, are prideful people who keep their promises. They are most at home in arid environments and though they adapt to any kind of fighting style, their fighting styles all follow the same creed - only three strikes. This motto arose from the story of the first of their kind; who, after their employment to the Sultan, vowed that they would only ever fell an enemy after three strikes in battle, for it is the only true way for you to know your opponent.
It is this honor and rigid training that marks a True Scarab, born of the old codes. They are unyielding and uncompromising, even going so far as designing their own poisons after a single promise made by a long-dead member. Their training approaches are often lethal, and geared towards survival; primarily leaving initiates for dead in the White Sand Sea with no water to brave the beasts that lurk within. One might think these harsh conditions one subjects themselves to become a Scarab would make them weak. And yet, though this task force is small, it is their core beliefs that will make them the last bastion of defense for their country when Zeinav’s armies fall.
And as more and more of Scern’s story comes to light, there have been…stirrings—old whispers. Scarabs have begun to strengthen their numbers, fearing the worst for Zeinav in the turmoil. Perhaps the time has come for this once-proud line of stalwart guardians to pick up the cause once more.
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Post by Admin: Otto on Mar 30, 2024 22:19:36 GMT -5
{Sunday Lore Gazette} {3/31/24}
New Cultural Lore
The dwarves of Carregbryn, an isolated mining community in the badlands of King’s Valley, represent the southernmost reach of the dwarven diaspora. This small community of dwarves make their living by mining and shaping marble stone from the quarry they have developed and expanded over the centuries since the diaspora. The finished product from the quarry is highly prized by imperial engineers in building fortifications and the nobility for their mansions or castles for the same reason, attempts to destroy the finished stone via non-magical methods requires the patience necessary to learn the meaning of futility. The dwarves are led by an elected chieftain who serves ten year terms, the current chieftain is a dwarven woman by the name of Durloct who has been elected for two consecutive terms.
Port of Gewiadur, Located in a bay on the eastern coast of King’s Valley the port town of Gewiadur was built by the Carregbryn dwarves from the stones of the quarry with the finances of an early Sultan and is the main reason for the thriving existence of the dwarven settlement as it allowed for the dwarves to develop a steady trade route between them, Zeinav, and eventually Darkveil as well. It is a small port designed only for trade ships to come and go picking up quarried stone and dropping off supplies for the dwarves. Naval vessels from Zeinav anchor outside of the bay to act as a deterrent against pirates as small boats resupply them for the continued patrols.
New NPC Lore Durloct King's Valley, Dwarven, Female Appearance | |
Description | Personality | Twice elected to lead by Clan Carregbryn, Durloct represents a growing discontent with the isolation that dwarves have been enduring for millennia since the Rune Wars. A progressive, Durloct has been making diplomatic overtures to the tribes of King’s Valley to help foster a budding industrial complex that can utilize the resources of the land for the greater benefit of all within King’s Valley.
| Durloct is a stand on a crate and whip the crowd in a frenzy firebrand. Her dynamic personality allows her to wield an outsized influence, generating contracts for quarried stone at a rate that has seen the wealth of Clan Carregbryn grow exponentially, but expansion has become increasingly necessary and Durloct has eyes for a brighter dwarven future.
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New Bestiary Entries Gloamling Moonglade, Marsh Flats, Frostgale Power Level | Alignment | Medium | Docile
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Description | The gloamling is a four-legged creature that might be mistaken for a drake, if it weren't for the fact that they possess appendages such as tails and vestigial wings which resemble overgrown fungus. Such limbs are generally vestigial and serve no purpose - according to stories, Gloamlings are speculated to be descendants of an ancient dragon who hibernated in a forest for so long that fungus began to grow on its surface and became part of its being. These creatures prefer to reside in dark, damp spaces and are known to hide from strangers. If you can manage to get one to trust you, however, and you have earned a friend for life. They cannot fly but they are skilled land travelers and thrive in caves and underground spaces where horses cannot tread. |
Abilities
| Crafting Material | - Darkvision - Natural Stealth
| - Dark Catalyst - Scales |
Floral Mantis Crescent Isles, Moonglade Power Level | Alignment | Medium-High | Hostile
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Description | A giant pink mantis whose limbs resemble flower petals. This creature possesses a form of aggressive mimicry and can change their form to blend into any floral environment, taking on the color and pattern of local plant life. Despite its beautiful appearance, it is particularly aggressive towards other animals. Exactly why the Floral Mantis possesses such hostility for creatures smaller than it is unknown; field researchers believe it is because the Floral Mantis, in its beauty, has developed a strange sense of superior hyper vanity. They do not predate on smaller creatures for meals, but because they desire to maintain their spot as one of the most beautiful creatures in the land. This has made them a surprisingly good mount for explorers in the wild. However, be warned - they are high maintenance. They come in a wide range of sizes; while most are mount sized, some can even be the size of a house... and if you ever have a misfortune of running into a Floral Mantis that large, run. They believe that you're the pet.
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Abilities
| Crafting Material | - Animal Aggression - Claw and Mandible Attacks - Extremely Fast | - Claws
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Rad-ish Moonglade, King's Valley Power Level | Alignment | Low | Good
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Description | A small, red bulbous animal that’s only kind of cool. The Rad-ish earned its name for its natural tendency to hide from predators by blending into vegetable patches. Unfortunately, due to its looks, the Rad-ish has become natural prey of herbivorous animals. It often takes solace in gardens and areas which have been cultivated by humans. When it does, the Rad-ish will leave behind a small item they have foraged, such as a button or a spool of thread, as a gift for whatever human owns the plot of land, as thanks to the owner for their protection. A gift from a Rad-ish is regarded as a blessing or good luck charm by some, and by others, it represents a sign that one's garden is well tended to and cared for. As such, some farmers will collect their gifts as a status symbol, and the phrase "a plot of land bereft of radish" has become a common insult amongst cultivators. Rad-ish are incredibly kind spirits and have a tendency to help humans wherever they can, even if they are not always the most helpful.
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Abilities
| Crafting Material | - Natural Hiding - Scavenging - Handy Helpers | - Rad-ish Roots
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Mimic Moth Everywhere Power Level | Alignment | Low | Docile
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Description | A large, docile moth about the size of a cat; these creatures can be found in almost every region of Charon. The patterns on their wings have generally evolved to blend into their environment based on what region they live in. Their real defense mechanism, however, comes from its ability to camouflage itself, until the creature has become near-invisible. However, these creatures are incredibly shy and timid, and despite their natural inclination to hide, can be quite anxious around people they have not bonded to. Most people keep them around as a natural deterrent for intelligent animals and humanoids; the sentiment being that because a mimic moth could be anywhere, no one knows where a person could have eyes or ears in the form of these natural spies. |
Abilities
| Crafting Material | - Camoflauge - Flight | - Mimic Moth Silk
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Post by Admin: Otto on Apr 6, 2024 21:33:29 GMT -5
{Sunday Lore Gazette} {4/7/24}
New Organization Lore
Deadwood Darlings The Deadwoods are well known for housing criminals in hiding or acting as a sanctuary for clandestine meetings. However, despite these unspoken rules, there is less civility in the dead forest than one might think - the criminals of Darkveil are vicious opportunists, constantly fighting one another to come out on top. And not all criminals are so civilized. Recent rumors have begun to spread about such a pair of thieves who have made the Deadwoods their home; vicious muggers who have robbed many a traveler and criminal of their personal belongings.
They call themselves the Deadwood Darlings.
Their name is a bit on the nose in terms of irony, but the two seem to take great amusement in it - just as they seem to take pleasure in savagery and mayhem. They are partners in every sense of the word... it is unknown if they are legally married, though they have assumed the same - likely fake - last name, and they take the words till death do us part very seriously. Amanita and Zima can only be described as vultures. They have made the woods their home, and they lurk in the dark corners behind dead trees and in the crevices of caves. They do not hunt the unsuspecting - they hunt the hunters, stalking bandits and thugs that mug travelers blind, and picking off what remains. One might think this would yield little reward, but they seem to take more pleasure in the act of crime itself than the end result.
If you find yourself down on your luck in the Deadwoods, you're likely to get picked on by the partners in crime. Have no fear, however; if you can convince the Darlings that there is more fun to be had elsewhere, such as hunting a vicious monster, or tracking down a different foe, you might be able to sway them to your side... so long as you can hold their attention. They are quite prone to boredom.
On their own they do not seem particularly dangerous. The real threat is when they corner you in tandem. Years of fighting side by side has given them what can only be described as a pack mentality. Their tactics commonly involve toying with prey by manipulating their surroundings and playing on their fears, until they have backed their target into a corner, giving them ample space to strike. They almost view it as a game... one they intend to win, or die trying.
New Notable NPC Lore
Amanita Sauvage Ash Lands, Half-Elf, Female Appearance | |
Description | Personality | Born in the Marsh Flats, Amanita is every bit comfortable with savagery and the wild lifestyle. When the crown started trying to civilize the swamp country, Amanita moved to the one place where she knew she would be free of their influence. Unfortunate, then, she could not seem to hack it in a city controlled by organized crime, where subtlety is the name of the game. It was when she was about to give up hope that she met Zima; the two felt an odd kinship with one another and disappeared off the face of civilization together. Years later, they have reappeared, having found refuge in the wild of the Deadwoods. | Amanita would liken herself to a Shrike - a vicious perching bird commonly known as the Butcherbird. She takes great pleasure in the hunt and could perhaps be considered a touch too diabolical. She is cunning and cutthroat, and quite handy with the spear. To everyone's surprise, despite her gleeful personality, she's quite shrewd and understands the pecking order of the world, which is why she's quite content to pick on those weaker than her. The only thing more vicious than her spear and her dark magic is her foul mouth. |
Zima Sauvage Ash Lands, Human, Female Appearance | |
Description | Personality | Born an orphan in the bowels of Darkveil, most expected Zima to meet the same end as most vulnerable children in the harsh city. She was one of the few to survive into adulthood, making a living as a scavenger and hunter in the harsh climate. Eventually, she came into a job as a bruiser for a small-time crime family in Darkveil. The family got in some hot water; rumor has it, that they got on the bad side of one of the mysterious Ashen Fathers. Seeking to save their own skins, they made Zima their scapegoat. She was placed on Death Row for a crime she didn't commit... but she would go down without a fight. Amanita witnessed her fighting off her jailers on the way to her execution and rescued her, and the two fled the city together. | Zima has stared death in the face and does not fear it. She is considered a thug by some, but really, she just knows how to harness fear and use it against others. She is resourceful and crafty, and excels as a huntress... these skills have come quite in handy when it comes to robbing people blind in the woods. Some might mistake her for the rational one between the two, but Zima is not the kind of person to pick her battles. She will charge headfirst into anything with an improvised weapon and an unquenchable bloodlust. She has a special hatred for anyone related to the numerous crime families in Darkveil. |
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Post by Admin: Otto on Apr 13, 2024 22:07:21 GMT -5
{Sunday Lore Gazette} {4/14/24}
New Organization Lore
The Gardeners Though Darkveil supposedly formed a coalition of criminals seeking a place to escape the eyes of the law, not everyone has been content to live this lifestyle. Some centuries ago, as the Ashen Fathers took hold of the city, Darkveil was rife with instability - sickness as the people adjusted to the ash from the volcano, inclement weather, and political turbulence… during this time one of the criminals controlling the city was struck with the realization that the misfortune facing their people was because of the crimes they had been committing - that they had brought these conditions upon themselves.
So convinced of this truth, the criminal leader possessed a complete change of heart. He began to assert that the only way they would ever find peace in Darkveil was if they found redemption in the form of reformation. He was labeled a madman… by this point, the families governing the city were deep-rooted enough that they controlled almost every aspect of Darkveil, and a tentative order had been established. Supposedly, the other families sent assassins after the lone dissenter, most likely to silence his ideals for good before they gained traction and shook the foundations of the status quo. The criminal went missing; the others let down their guard, believing that they had squashed the dissenter.
They had no idea the man had survived… and taken his family into hiding in the Devil’s Ridge with him.
He did not let go of his beliefs. Even though they had been cruel to him, the man still loved his city, and believed that its people could be better; even if it meant ridding Darkveil of the people that had poisoned it, including himself. He considered this exile his punishment for his former crimes and trained his children to uphold his ways. Slowly but surely, their teachings began to grow, as more and more criminals who had been spurned by the Ashen Fathers and the ruling crime families fled the city.
The Gardeners consider themselves the driving force behind cleaning Darkveil. They call themselves such, as they believe they are ‘pruning the city of its thorns, allowing life to grow once more’. Their original leader has long since died, though his ideals prevail - those who call themselves a member of the tribe consider such an undertaking penance for any crimes they may have committed in their previous life. They see what they do as a sort of community service, where their actions are their life sentence. They are open to showing other criminals the light, though those who do not learn… are not worth saving. Their views are harsh, though they only see it as a form of altruism.
Ironically, they only end up serving the status quo of the city by keeping small-time criminals in check, preventing the order from being thrown into disarray by thugs stepping out of line.
After recent events, the Gardeners have taken a more active role in the city of Darkveil itself, rather than seeking refuge in the no-longer barren wastes of the country. As life begins to take root in the wake of the volcano’s destruction, the Gardeners feel as if they have been proven right; that the root of evil must be purged to return these lands to their natural state. And perhaps, some have even begun to wonder what their founder must have known about Vulcadreus.
Whatever knowledge died with him is unimportant; only one fact matters. One evil has been eliminated, and the Ashen Fathers must die in order to restore order to the city. It is yet unclear whether the order they bring is worse than what already exists.
New Notable NPCs
Hemlock Ash Lands, Fellblood, Male Appearance | |
Description | Personality | Supposedly, Hemlock was a drug smuggler before he became a Gardener. It was only when he lost his twin to the illegal substances circling the city did Hemlock realized the great and terrible impact of the way the city is run. In his grief, he took a vow of silence, changed his name, and joined the Gardeners; within the span of a few years, he had worked his way to the top and became their leader. He runs the Gardeners from the Devil's Ridge. | It is hard to tell what Hemlock thinks at any given time, considering that he has not spoken in many years. He would not consider himself an ambitious man - in fact, he thinks ambition a folly. Do not mistake his silence for serenity. It takes a killer to understand a killer, and Hemlock is quite prone to poisons. If you attempt to parlay with him, do not accept any tea he offers. |
Dominique Carloch
Ash Lands, Half-Orc, Female Appearance | |
Description | Personality | Dominique is the master of the docks at the coast of the Ash Lands, just off of Darkveil City. It would be more accurate, though, to call her a pirate - she is commonly known as the "Pirate of Pirates". Once a cutthroat sailor from Dragon's Cradle, she's found a more profitable business controlling the flow of commerce to the city. Any smugglers have to pay her a cut of what they bring into the city, and those who don't bow to her whims are denied port. | Dominique acts like your best friend as she buries the hatchet in your back. She did not get to where she is today by being afraid of silencing other scumbags and taking all they own. In fact, it's entirely possible she murdered the last dockmaster to take their position. Her jovial personality is a bit disarming... considering she is liable to rob you blind and enjoy the spoils. |
Habitha Caligiari Ash Lands, Fellblood, Female Appearance | |
Description | Personality | On the surface, Habitha is a dancer at the Dancer's Den. She has worked for Layla for years; the truth of the matter is that she serves as Layla's eyes and ears. She is quite young, but eager to prove herself in the criminal world. Most assume she is an orphan off the streets, though Habitha's secret is much darker; she is a runaway from a middling crime family, the youngest daughter, and a sheltered child. She has struck out on her own to forge her own path, rather than live in the shadow of others. | She moves with a regality that might betray her upbringing if others paid much attention to her. Habitha was sheltered as a youth, and did not want for anything - working for Layla has shown her much of what it means to struggle and fight for what you want. She is no good with a weapon, but she possesses a silver tongue and a disarming aura that can get her out of most situations. |
Vesh Maganti Ash Lands, Fellblood, Female Appearance | |
Description | Personality | A mercenary in Darkveil, and one with a brutal streak, no less. Vesh is not known for her subtlety. She is the person you hire when you want to send a public message. Most of the time, that involves breaking kneecaps for people who are late on their dues, or trashing a shop. To be honest, she feels pretty tired of these petty intimidations. She misses the days when a good old killing would do the trick. She would compare herself to a dog on the leash, or assert that her abilities are being misused. With the instability in Darkveil, she hopes to put her sword to good use to keep the peace. | Vesh was born for war in an era where there has been none. She was once a member of some militia or the other, but she doesn't care to talk about or even remember her past. The only thing that matters to her is the present and the thrill of battle. Some might even deign to call her an adrenaline junkie. When she's not working, she's known to jump into fights that occur on the streets... not to stop them, but to make them worse. |
New Organization Lore
The Crescent Stars
Olea'kuwe Quake-Bringer Crescent Isles - Parama isle, Human, Male
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Description | Personality | Olea'Kuwe is a man of impressive stature and build, standing at about seven feet in height and muscled as if he could lift a mountain with his raw physical might alone. His skin is like that of the coconuts husk, with his hair being a sea bleached brown and blonde. He sports two traditional Parama styled tattoos on either of his forearms which function as his foci points for the more unique form of Earth Domain magic he practices. | Olea'Kuwe is a proud and noble warrior from Parama Isle located in the northern chain of fractured isles off of the Crescent Coast. He has fought for many years for the rights of his people and their sovereign access to their ancestral land and waters, refusing to let others take hold of them by any means. It is through this loyalty that his place as the leader of the Crescent Stars was secured... |
Doji Han Crescent Isles - The Great Forest/Roaming, Tanuki, Male
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Description | Personality | Doji Han has lived a life of what only could be described as debauchery and gluttony, or at least that's how it has appeared on the outside looking in. He grew up within the great forest as a member of the Jito Tanuki Clan's sub branch the Doji. They were known as masters of the Tanuki Martial Arts Raucous Paw, a style in witch its users look they are drunk or disorderly while they fight. Doji himself discovered that sometimes actually being drunk was more helpful then faking it and used that to propel himself forward as a warrior of renown amongst his people.
Eventually his martial skill rose to a point that he felt bold enough to challenge the terror of Oni Peak, Grudge Ender an Oni of massive size and repute that was known to crush dragons skulls with his feats of strength. While Doji is massive for a Tanuki approaching nearly ten feet in height, his opponent was a mountain of an Oni, closing in on 25 feet tall and as wide as an elder redwood. He fought the Demon for three days and three nights and suffered many blows therein. On the rising of the fourth day the battle was over with Doji left standing, his back forever marred by a burn blast mark left by his most dangerous foe.
Inside Grudge Enders keep were several alchemical items, martial manuscripts and other treasures of the Crescent Isles but none so amazing as the Jade Heaven's Sky Piercer, its Saya, Tsuba and Handle having been desecrated with Oni designs and motif's. Taking it for himself he knew it was his role to keep this sacred blade out of the hands of those who would misuse it again. | Doji is typically seen drinking, eating, partying or otherwise up to debauchery and shenanigans, throughout the gambling dens and seedy areas of the Crescent Isles. This outward persona of being essentially not up to his potential or having zero worth is merely a facade as he has spent the last twenty years since his defeat of Grudge Ender rooting out the worst of the criminal entities whenever he came across them.
He has an intense sense of honor and duty to protect the Isles from within and without so much so that he has cared nothing for how he appears or the methods in which he uses to do what he believes is a sacred duty given on to him after he found the Jade Heaven's Sky Piercer. He has even go so far as to conceal its appearance with its new Saya, Tsuba and Handle and has yet to mention to a single soul what his blade truly is simply calling it "Duty" if he is ever asked for its name. |
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Post by Admin: Otto on Apr 20, 2024 22:33:06 GMT -5
{Sunday Lore Gazette} {4/21/24}
New Organization LoreCrescent StarsThe Crescent Stars are a recent organization founded by the High King Eldenwar to subvert his dissenters in the Crescent Isles and reaffirm the Crown's dominion over them. The members that make up the Crescent Stars are all the best of the best from their respective social groups and have extraordinary martial prowess, making them an elite force of immeasurable power that the High King brandishes to stifle any resistance to his rule. They all have different motives for joining the Stars, be it a hope for a unified continent, fear for what may be, or even simply as a method to increase their own power and prestige. No two members are alike or aligned except in that they serve the High King and his chancellors' orders verbatim. The Crescent Stars will be used as a plot point in the ongoing rebellion subplot that is taking over the Crescent Isles. The actions of you our players and those you choose to help and protect along the way will ultimately decide how the Isles fare at the end of this next batch of story content - Total Eclipse of the Sun Blessed Sea. Don't miss out on meeting some of the already mentioned members of the Crescent Stars and many more to come as this new season of Sub Content rolls out over the next months leading into Fall. New Notable NPCs
Xiaomei Li-Fen Crescent Isles - Starfall City, Human, Female Appearance |
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Description | Personality | Xiaomei is of average height and seemingly athletic build, her body is covered in many scars which appear like tiger stripes across her frame. Her hair is almost also in buns but sometimes is in a long intricate braid tipped with an ornate metal bead that can be used in conjunction with her martial arts. As a free spirit it is not uncommon to see her covered in dirt or without shoes, as she goes wherever her whims take her. She is usually not seen too far from drink though! | Xiaomei is fun loving, rough, loud and egotistical. She knows she is all that and will let you know too. She also cares more about being able to fight the strongest opponents then what side of a conflict that might put her on. Her loyalty is usually pretty easily paid for with good spirits, wines or promise of a good fight and that's all she needs to be happy. |
Mountain-Breaker, Thousand Thunders of the West Peak The Crescent Isles - Oni Peak, Oni (Fell Blooded), Male Appearance |
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Description | Personality | Mountain-Breaker is a Fell Blooded man hailing from the Oni Mountain range and valley in the Crescent Isles. He stands at nearly eighteen feet tall dwarfing most other people he interacts with, his imposing physique only aiding in adding to the level of presence he brings with him.
He lived most of his life as a bandit lord, taking control of the West peak of the Oni Mountain range and the nearby trade hubs that dot the western landscape of the Crescent Isles. His domain has been run with an efficient albeit heavy handed iron fist that sees all tolls and taxes paid, both to him and Motorio Leylani, the Daimyo of Starlight City.
Given a wide berth by the previous Daimyo, Mountain-Breaker managed nearly forty years of life as a bandit king. However, with the Princess poised to take over, he has found himself in a predicament where the foreign High King's prestige might be worth more to him then his homelands sovereignty. | Mountain-Breaker knows of two ways to deal with any situation, either succeed or fail there is no in between. This lack of gray scale in his way of thinking has led many to refer to him as brash at the very least.
He approaches every situation with an aggressive seething rage that seems to live just beneath his surface waiting for a moment to break free and break something in his way.
He doesn't care if he is seen as a monster or inhumane as most already would think him a demon or worse so he plays to it and uses the fear and bias for his own gain. |
Niji Jōken The Crescent Isles - Starlight City, Human, Male Appearance | |
Description | Personality | Niji Jōken was the former advisor to Motorio Leylani, Daimyo of the Crescent Isles. While he has done his best to educate the future generations of the Isles leadership on many things including the Eastern continent and its High King, he himself has taken a step back from being active in the government of his homeland.
He is of average height and build, albeit still quite physically fit despite his advanced age. He has long flowing white hair that is almost always tied into a loose ponytail to keep his hair out of his eyes while he goes about.
| Niji always seems to be speaking as if from the position of a mentor even to his foes as he critiques their movements. His eyes hold a discerning gaze which is fully supported by his sharp tongue and quick wit. He can find humor in most things despite his serious almost sage like way of dealing with people. |
New Plant Lore
Nihililacs Location: Found in the Frost Gale, primarily in the Coldwood at the base of the trees that grow there
Nihililacs would ordinarily be a bit of an easy flower to miss in a place like the Frost Gale due to their stark white color– they’re a series of small, pale blossoms growing from one thick, pale blue stalk, making them blend in well with the snow they thrive in. However, what spares them from being missable would be the mist they produce, which serves as a deterrent for potential predators, and an excellent beacon to their location.
This is quite the… unique plant, to be truthful: they are eerily cold no matter where you’ve taken them, making them quite useful in a variety of ice-based potions and remedies, but that mist is their key attraction no other flower can replicate. Nihililacs have a property that makes them capable of shifting the properties of liquids, preserving their qualities and converting them into a gaseous state, making them excellent diffusers. However, this plant most famously is used in the Miasmic Catalyst potion devised by fellow Consortium member, Lady Gwendolyn Mystwud– a potion capable of amplifying and spreading the effects of other potions.
Toxicity: Mild: they’re quite bitter and are likely to make you sick if you try to eat one, with nausea and extreme dizziness or disorientation manifesting as primary symptoms of consumption.
Additional notes: Again, they can be used as excellent diffusers, but they thrive best in cold environments– shame, I’d love to use one with some lavender powder or something to make the Desert Rose smell a little nicer. It mostly smells like medicine.
Everblossoms Location: Found in the Crescent Isles, just about anywhere, but most prominently and famously in and around Starlight City
Everblossoms look remarkably similar to the species they evolved from, the cherry blossom– they have the distinct five-petaled flowers in soft pastel colors, although there are some key differences. They can grow in the signature pink-and-red shades, but variants in lavender-and-white also exist, and all Everblossoms have a scattering of pale star-shaped specks across the petals. They tend to grow from thicker trees, too, and some are capable of producing fruit, unlike their ornamental sister trees– Kousei Cherries, though, deserve a separate entry.
Like their sister plant, Everblossoms are very commonly used in various ways, though to a somewhat lesser extent due to being considered sacred in some circles: they tend to be used in teas, as a water infusion, and in ritual beverages, but they’re most valuable in skin and hair care. They have a remarkable reparative quality, and are good for easing split ends or dark spots on the skin– I’ve even found ways to use them in ointments to ease surface-level wounds. They can also be crushed into a powder that serves as a light flavoring agent.
Toxicity: Largely non-toxic: the blossoms are wholly edible (and are used in a variety of dishes and teas), as are the fruit some of them produce.
Additional notes: Everblossoms gain their name from their inability to die naturally– they are resilient trees in a constant state of flowering, even, strangely, through harsh winters. Some believe them to be a sacred plant due to this state of eternal spring– others say they gain their everlasting life from the magic of the yokai.
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Post by Admin: Otto on Apr 27, 2024 21:27:49 GMT -5
{Sunday Lore Gazette} {4/28/24}
New Culture LoreThe Huiue
Dominant Religion: Lunala
Preferred Colors: White, Gray, Black
Main Art Focus: Painting, Weaving
Way of Recording Events: Oral
General Appearance: The Huiue are populated by moon elves… most with incredibly pale skin of shades of purple and blue. Elders almost resemble bleached bone, as if all the colors have been drained out of them. It is easy to tell an older Huiue from a younger one based on whether they have been drained of all the sun’s colors or not.
Primary Weapons: Sickles, Improvised Weapons, Farmer’s Tools, Dark Domain Magic
The Huiue were born amongst the peaceful plots of land and the calm forests that populate Moonglade. They were farmers, herders, simple folk that owned and worked the land. The origins of this culture can be traced all the way back to the Rune Wars… while elven families clashed with one another in a power struggle for the throne, no one was more hurt than the common people who could not defend themselves during the war. Scorched earth tactics ravaged the farms and resources, and the ruling people of Eclipse City pushed their people harder to produce necessary resources to fund the war. They hoarded food and crops in the capitol, leaving small communities to starve.
It was during this time that the Huiue was formed. A coalition of farmers, worn thin and low on resources, prayed to the moon for answers on how to take care of their people. The moon responded - beneath their very feet, the crops began to glow with the gentle light of the moon. The wind swayed, and the light carried them all the way to the forest… as if telling them that safety was to be found in the embrace of the dark. They heeded the call, taking their families and leaving their lives behind to build a new one.
Their decision was met with no small amount of turbulence.
The Huiue peoples were condemned by the governance of Eclipse City, who branded them as traitors to the country for neglecting to serve their duty in the war against the Sun Elves. But the Huiue viewed things differently. As they built their own society in the thick of the Shadewood, where they put down roots and began constructing homes, plots of land, and shrines, the elders came to the conclusion that their sign from the moon brought with it a greater purpose. They believed that these missives had come from the being known as Lunala herself, and her words held the true answer to their problems.
Where Sun and Moon elves clashed for the throne, the Huiue came to the conclusion that ending this war fell upon the common people, in their own devotion to the moon. They were certain that their worship would feed the moon’s power, which would in turn give her the ability to overthrow the sun once and for all. By their worship, they would bring about a peaceful resolution to the war.
Nowadays, the Huiue are no longer considered traitors, though their way of life is not well understood by the people of Eclipse City; nor do they care to explain themselves or their way of life to those who will not understand. The Huiue generally keep their distance from the capitol city, preferring to stick to their settlement within the Shadewood or travel from village to village.
The Huiue are nocturnal - they rise with the setting of the sun, and sleep during the heat of the day. It is the lack of light in their upbringing that makes them pale with age. The young elves are generally characterized by the shade of their skin, and the fact that they wear darker colors. As they grow older, they wear lighter attire, until the twilight of their life is marked by pure white. This draining of color is seen as an honor, as if they have given so much of themselves to feed the eternal darkness that it has left their soul entirely.
They consider themselves guardians and shepherds rather than outright combatants. Their people are farmers who tend to the land; their primary home is within the Shadewood, where homebound members grow plants that thrive in a nocturnal environment. This tends to mean fungus rather than traditional crops.
Huiue who are born under the light under the full moon are considered to be blessed by Lunala’s gifts; they are raised as acolytes, guardians of the night. These rare members generally possess an abundant amount of dark domain magic. These members are generally marked by darker attire and facial tattoos - these acolytes make it their mission to return their magic to the moon, and over their centuries of existence, they cast as much magic as they can until they have exhausted all the font of natural arcane energy in their core. An acolyte who can still cast spells upon their death is considered an acolyte who has not achieved their purpose.
A handful of elders are in charge of ruling the Huiue. Their decisions are made by achieving unanimous vote, which generally means that they rarely make any decisions at all. That suits them just fine. They have all the time in the world to reach whatever conclusion they want. The Huiue are a patient people, after all. Though Charon has found peace, they know in their heart of hearts that their long millenia of devotion to Lunala will pay off. That all their prayer, magic, darkness, and worship will one day vanquish Solaria’s people and bring about the eternal and everlasting moon.
The Solyavari
Dominant Religion: Solaria
Preferred Colors: White, Gold, Pink
Main Art Focus: Mosaic-making, Textiles, Music
Way of Recording Events: Well-kept archival documents… whether these are true and factual is another matter entirely.
General Appearance: Well-tanned and dark skin, curly hair. They generally prefer to augment themselves with whatever jewelry and pseudo-grafts are in style this season.
Primary Weapons: Weapons that can easily be concealed on one’s person; Light and Sea Domain magic
The Solyavari are almost as old as the inception of Sol City itself.
They like to consider themselves the patrons of the crown’s epicenter. This group of Sun Elves are composed of a vast array of merchants, nobles, artisans - some even make up the ranks of orders such as the Knights of Duros. First and foremost, however, the Solyavari consider themselves patrons of all mortal pleasures under the sun. Being the society of descendants of those who funded the building of the gilded city, they alone believe themselves as the inheritors of all it has to offer.
Curiously enough, though, the Solyavari hold no seat of governing power within the castle. Their history is a well-kept one… supposedly. The first mention of the Solyavari can be traced back to financial ledgers which describe notable families making sizable donations during the period where the royal family established their presence in the capitol. Due to their generosity, their names can be found all across the city - theaters and churches and statues and halls can be found on the streets which have been dedicated to these esteemed family names. During historical times of turbulence where the Sun Elves sought to take away all power that the other elven tribes wanted, the Solyavari doubled down their efforts by rallying the common people of the city in honor of the cause, which only cemented their position as a positive force.
But it is all a lie.
The truth of the Solyavari is that they were opportunistic sharks. Their inception can be traced back to the early days of the Elven Wars, where tensions between the Sun, Moon, and Dark clans were at their highest but not yet come to a head. A financier and bookkeeper for the archives found evidence of goodwill donations from Moon and Dark Elf families. Where one might have seen evidence of unity, the financier saw advantage. He held a secret auction, where a handful of select elven families who offered him all manner of riches - the highest sums of money, rare arcane artifacts, or influence in high places. The winners were thus written in as the benefactors of these donations. The true history was scrubbed out, and the Solyavari were born. It was hardly fair. But history belongs to the victors, and the Solyavari have always sought to take what they believed was rightfully theirs.
It is such that the Solyavari have painted themselves as a generous, benevolent force in the nation’s capitol. So entrenched are their lies that even the current members have no clue what their true origins are. They are truly and utterly convinced that they have always been the backbone of Sol City. And it is for this reason that they believe their cause is well and truly noble. For they know they have helped create Sol City in the sun’s image, and Solaria himself has returned the favor by giving them the power to win the Elven Wars and cement the Sun Elves as the proper divine rulers of the country.
Depending on where they live, the Solyavari are also naturally gifted in either the Light or Sea Domain. Solyavari who live within the city itself generally possess powers of light, where those who live on the coast have become gifted in the powers of the ocean. Both are believed to be another sign that they are blessed with the Sun’s Bounty. It is more a status symbol than anything, and few Solyavari are truly well-honed and gifted with their magic, as few hone their skills at the Arcane Academy.
There are certain ‘manners’ which must be obeyed within the Solyavari. They have developed a strict set of rules by which they conduct themselves, where obeying them is the bare minimum of common etiquette. For example, one must always carry a single, small concealed weapon on their person when they enter a business meeting. To go into a meeting unarmed means that they do not perceive their business partner as a threat, and they therefore do not respect them. However, a weapon out in the open is seen as an act of aggression and as a show of power. If one person takes up a new fashion trend, others must follow within the next half century - neither too early or too late lest they be considered offensive - to cement that first member as a trend setter. These rules are arbitrary, unspoken, and more than a bit pointless, but they keep the social wheels greased and keep the Solyavari at the top of all social influence in the city.
Though they hold no political power under the crown, the Solyavari have their own system of governance - ironically, they choose a leader based on an electoral system. Every century, each family that makes up the Solyavari elects one person, generally their matriarch or patriarch, to act as the ruling body for their society for the next one hundred years. This is generally regarded as a glorified popularity contest, and being a leader amounts to little more than planning parties - though recent events have meant there is a higher burden placed on this position.
All in all, the Solyavari are a vapid peoples who are more interested in enjoying life; but at their core, they do care about their city, and they will do what they can to keep it safe. For the first time in eons, the Solyavari must confront the reality that the home they love is under threat. And they are utterly out of their depth.
New Notable NPCsSylvar Olaeoris Moonglade, Moon Elf, Male Appearance | |
Description | Personality | One of the many elders ruling the Huiue; though none are as old as him. Sylvar has long since outlived the life expectancy of elvenkind, reaching nearly one thousand years of age. It is for this reason that he is often lauded as the pinnacle of wisdom, and his word is respected more than others. Or at least, it was. Nowadays, Sylvar is rather bored in his old age, and often purposefully makes odd decisions just to sow a little discord and have fun. | Considered wise by some, and eccentric by many, Sylvar has lived far too long to take himself seriously anymore. Once upon a time he might have been as haughty as one might expect of him, but that time has long since passed. Now he enjoys nothing more than speaking in cryptic riddles and generally being a nuisance. Underneath what some might perceive as a waning sanity, though, there are none as serious as bringing about the everlasting night than Sylvar Olaeoris.
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Cellica Mirial Moonglade, Moon Elf, Female Appearance | |
Description | Personality | Cellica is a young, but rather powerful acolyte of the moon. She was born with a wellspring of dark magic which has set her apart from her peers. While this has earned her much respect amongst the Huiue, to her it is a death sentence; it means that she will spend her centuries feeding power to Lunala, and will never reach the respected status of a burnt-out elder. She has become, in a sense, an unwilling sacrifice to Lunala. A candle who will never stop burning. | Generally, a quiet and serious person. Those who do not know her would attribute her demeanor to a quiet sense of pride, and she has been regarded with much envy from Huiue who were not blessed with the same magic as her. Few know the true burden she carries around with her. She often confides in Elder Olaeoris, who appears to support her, though whether he has her best interests in mind is yet to be seen.
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Saelethil Elnaril Iangeiros Sol City, Sun Elf, Nonbinary Appearance | |
Description | Personality | Currently the elected leader of the Solyavari, Saelethil took up their position hoping that it would come with endless popularity so that they may be showered with adoration. But the events of the Sol Stone have thrown this young elf’s life into disarray. Their faith shaken and a group of uncertain, cushy nobles to lead, Saelethil is utterly out of their depth. They must do all they can to keep their people safe, but Saelethil is relatively young in their life - and they must confront the fact that they might not be on the good side of this conflict. | Though they are generally haughty and sure of themselves, recent years have left Saelethil’s demeanor far more muted than usual. They are rather good at keeping up appearances, though they are more troubled than they have ever been. Saelethil was once proud of the fact that they were relatively powerful with the magic of the sun - but ever since they heard Scern’s story, Saelethil’s faith has been so deeply shaken that they seem to have lost the ability to cast their own spells.
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Mausica Llustara Sol City, Sun Elf, Female Appearance | |
Description | Personality | Mausica is one of the older members of the Solyavari communities, and quite comfortable where she is - she was the previously elected leader of the community, and now that she has served her time in the spotlight, she was more than happy to live out the rest of her life in retirement - until Sol City was thrown into instability. Now, she uses her fleet of ships to smuggle out valuables that the Solyavari fear to lose in the event the city falls. She hopes for the best, but expects the worst. | Not much bothers Mausica. She is generally a calm individual, and she has never known stress because there is nothing in her life to be stressed about. She is a weak mage with prowess in the sea domain, though she uses it for little more than aquaculture and maintaining her sea-garden. She is a widower and generally prefers to keep to herself in her manor by the sea.
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Post by Admin: Otto on May 4, 2024 22:53:02 GMT -5
{Sunday Lore Gazette} {5/5/24}
New Organization LoreFree Companies of the Silver MoonThe aftermath of the Elven Wars and the unification of the various military orders into the Legions of the Black Sun saw a rise in small mercenary companies that are tied to various Moonglade nobility either sponsored or as owner-operators. The one commonality that you can find across the entirety of these mercenary groups is the symbol of a silver crescent moon that can be found on their banners and gear to represent their association to the Free Companies of the Silver Moon. The Condottiere is the given title to the individual who represents the whole of the Free Companies though does not speak for each individual company. Their role is to act as a diplomat, adviser, and neutral mediator between the companies themselves and between the companies and prospective employers. The current Condottiere is a middle-aged man by the name of Alvin Contessoria, the recently retired leader of the Contessoria family mercenaries. Due to the nature of the mercenary companies, there is no record of the total military force the companies represent, but multiple estimates would put them in the range of 3,000 to 5,000 soldiers. Equipment and tactics are as varied as the number of companies themselves, an employer has a choice between a wide array of specialist companies or their pick of comprehensive coverage, a Free Company for any potential scenario. New Notable NPCAlvin ContessoriaHuman, Male, MoongladeAppearance | |
Description | Personality | A dignified middle-aged man with a penchant to dress in flamboyantly colorful fashion, Alvin Contessoria is the current Condottiere of the Free Companies of the Silver Moon. A position he was appointed to when the previous Condottiere ended up dying from sepsis while on campaign with the Knights of Tegrid in the Marsh Flats. Alvin’s days are usually spent going over various contracts and proposals presented to the Free Companies of the Silver Moon and holding meetings with various government officials from across Charon.
| Alvin is both mildly gruff and mild-mannered, preferring to meet the world with a gaze that suggested he had too much to do, which is true, and not enough time, which is also true. Between retirement and dealing with the endless myriad of functionaries has led to a quiet blase attitude towards the words, ‘Important, Immediate, and Do you know who I am/represent’. A man who has seen enough of the world through the lens of the battlefield has very little tolerance for the peacocks of the political realm.
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Post by Admin: Otto on May 11, 2024 22:47:33 GMT -5
{Sunday Lore Gazette} {5/12/24}
New Death LoreInterment of the Dead The Crescent Isles is made up of several mountainous islands characterized by dense forests with foliage and fauna distinctly unique to the island nation. Most of the region's population live in coastal settlements, with much of the region's economy heavily dependent on fishing and seafaring. These populations are often small and isolated from one another, which leads to each settlement having their own approach to dealing with the dead.
Transition of the Spirit The people of the Crescent Isles long believe that all things have spirits, even inanimate objects. When a thing is broken, destroyed, or dies, the energy that tethers the spirit to that physical form weakens or breaks, allowing the spirit to leave its physical vessel and search for a new one. Spirits can neither be created nor destroyed and instead are constantly moving between physical forms.
What form a spirit gains during its transition is not predetermined or set in stone, and many believe that karma plays a significant role in what forms a spirit can transition to. Someone who acts poorly in life will more than likely have their spirit transition into other lowly forms, while someone who acts virtuously may assume a higher form in their next spirit transition. It is because of these beliefs that Crescent Isles folks tend to put high value in being viewed as polite and self-less, but are also highly superstitious and wary of foreigners who do not hold the same values.
The transition of the spirit is not believed to be an instantaneous thing, which means that the spirit may wander or linger without a physical form for some time. A common worry is that those who died in tragedies or as a result of foul play may turn into restless spirits, chained to a physical place or person and unable to transition because the tether to their previous life is too strong.
To counteract this, there are traditions and rituals that focus on preparing the body to be laid to rest in a manner that helps free the spirit and encourage it to move on. The bodies of those who have passed often are cremated, their remains sealed within hand-made jars, and then are either safe kept by the family or buried in community cemeteries.
Crypts are not common in the Crescent Isles, though there is at least one located in Starlight City reserved for members of the royal family.
In remote fishing villages, bodies are more commonly buried in dedicated plots inland from the shore within a day's walking distance from the settlement as most of these small communities have limited resources.
Honoring the Dead It is a commonly held belief in the Crescent Isles that there is life after death. It is also believed that everything has a spirit in one way or another, even inanimate objects. Spirits are neither good nor bad, it's the environment around them that can turn them vengeful. Locals are mindful of this and have several rituals and traditions that focus on not just honoring the spirits of everything around them, but work to ensure those spirits are kept peaceful.
Spirit Sites Because of the belief that everything - living or not - has a spirit, the people of the Crescent Isles are very careful to respect their surroundings, especially in locations that are considered to have a high density of spirits. Spirits do not have a hierarchy of power, however, locations with many spirits are considered more sacred than others. For example, a forest has a high density of spirits - one for each tree and each animal living in that forest - whereas a mountain may have only one spirit for the whole landform. Cities are considered to have a higher density of spirits than small fishing villages, and the land is considered to have a higher density of spirits than the sky or the sea.
There have been many philosophical debates on the societal consequences of these beliefs, specifically when it comes to trade and the exploitation of resources in the region. Isolationists often argue that trade with the rest of Charon risks outsiders coming in and disrupting spirit-dense sites without understanding how to properly pay respects to the spirits inhabiting those areas. They also argue that increased trade with the mainland could lead spirits astray, causing them to become isolated and lost in regions foreign to them. Though this point is hotly debated, with others arguing that spirits are not confined to the Crescent Isles in the first place as they can travel freely over water and through the air without needing to rely on physical means of transport.
Regardless, this point of contention has led to restrictions on foreign interests in mining, fishing, and timber harvesting.
Hauntings Hauntings are not unheard of or necessarily feared, though they do raise concern as to why a place or person may be followed by a restless spirit. When someone or somewhere is being haunted by a lingering spirit, locals are quick to start investigating the reasoning behind the occurrence. An improper burial, a disturbance of a burial site, or even vandalism are thought of as common culprits. If there is no evidence that the spirit is restless due to these causes, it's not unheard of for locals to start questioning the cause of death, especially if it's a person being haunted. This can cause strife within communities accusations of foul play start to circulate. Local authorities may be requested to intervene with their own investigations and interrogations to try and determine if the one being haunted is responsible for the lingering spirit.
Hauntings have a wide range of severity. Occurrences commonly associated with hauntings include seeing or hearing things that others can't, items being moved or going missing, realistic or cryptic dreams, light sources suddenly going out, and unexplained chills. In more severe cases, vengeful spirits may cause direct harm to someone through possession or inflicting supernatural curses. Though this is fairly rare.
There is no single fail-proof method to stopping a haunting as circumstances surrounding a haunting are often unique. Understanding what may be causing the spirit to linger is the first step in rectifying the situation, though often there is no way to truly determine what caused the haunting in the first place. Some hauntings are short-lived while others have persisted for generations.
Sites of mass tragedy have the most complexity to them which can drive locals to relocate rather than try and figure out how to bring peace to the restless spirits. Ghost towns and shipwrecks are often avoided by local fishermen as to not draw the ire of the restless spirits believed to dwell there.
Cleansing Rituals If someone or someplace is subjected to a haunting, there are a few ways to try and address the situation. The most popular method is to conduct a cleansing ritual. These rituals vary from place to place, but often involve various methods of placating the restless spirit and encouraging it to stop holding onto the past.
These rituals vary in extravagance, but most include chants or attempts at conversing with the spirit and the burning of incense or candles. The incense or candles are used as indicators of if the spirit is present or responsive to the attempts at communicating with them. Very few spirits can communicate directly with words, but their presence can influence their surroundings in small ways.
Cleansing rituals can be conducted by anyone, though are not guaranteed to work. Areas or people subject to powerful curses by vengeful spirits may not be warded off without the expertise of a spiritual medium who can commune with the spirits, determine what needs to be done to placate them, and perform more intensive purification practices.
Placating a restless spirit can be as simple as acknowledging and apologizing for a past wrong, or can be as complicated as making a substantial offering, acquiring vengeance or justice on the spirit's behalf, or restoring a derelict building.
Sometimes a restless spirit cannot be satisfied, and in these extremely rare cases, expert mediums may resort to banishing the spirit. Banishment does not destroy the spirit, it instead prevents them from remaining attached to a person, place, or thing. This, however, risks the spirit turning its attention to haunt a new location or person, often the person who interfered and conducted the banishment in the first place.
Necromancy While speaking with spirits is not shunned at all - it's even encouraged to keep spirits from feeling lonely or forgotten - intentionally disturbing spirits or forcing them into servitude is very frowned upon in the Crescent Isles. Spiritual mediums often practice necromancy in the technical sense, though they refrain from using their connection with spirits to control or manipulate spirits into serving them. Mediums who cross that ethical line risk being outcasted by civilized society, and in severe cases, tried as criminals.
Contrary to the common perception held widely across Charon's other regions, the people of the Crescent Isles do not think of spirits or ghosts as being undead. There is a very clear distinction in the minds of locals between spirits and undead entities like zombies.
Spirits transcend the physical and mainly exist as ethereal manifestations of the soul. While not considered dead, they are instead considered to be in a transitionary state between physical forms, much like how water can transition from a solid state to a gaseous one.
Conversely, true undead are reanimated physical forms devoid of a spirit and merely mimic being alive through twisted arcane formulas. Undead are believed to be nothing more than mage puppetry, and a mockery of life itself.
Since undead are not believed to occur naturally or without intent, any sign of undead incursions usually results in manhunts for the necromancer responsible. In cases where no necromancer is found, it's often assumed that the undead presence is due to the curse of a powerful vengeful spirit, or that the corpses are being possessed.
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