Ages Eternal [Lore] Available Races

latest

Dragons

Dragons were Paloria's first true creation. They took after her form for reasons unknown. They are noble, loyal, and hate trickery. However, due to Goggins tampering, they are slightly gullible and greedy. The Drakes are their direct relatives and came about because of Goggins treachery.

They have an Eye for gold and Silver, and powerful natural weapons; Strong jaws, claws, fire breath and impenetrable scales.
Religion:
Dragons worship different gods depending on what element they represent. There Pantheon is below:
Paloria -- Fire Dragons
Aer -- Air Dragons
Sihl -- Thunder Dragons
Granite -- Stone Dragons
Urs -- Water Dragons
Christoph -- Ice Dragons
Lux -- Light Dragons
Umbras -- Shadow Dragons
Nation:
Dragons live in and are mostly loyal to The City of Dragons. (Information pending)
 
EnmWM2v.jpg

Dru'dar

As written by Pawnige
Dru'Dar are extremely competent magic users, creating there own Eidalon from very young ages.
Living in the forests of the Magic's Crux, they worship Ather and Vanarausk as the makers of magic.
When a Dru'Dar comes of Age they receive their inked magic, along with a survivors of trials. These trials vary, though they typically include; plucking the weave, alchemical workings, and Eidalon control. Because of their magic and their wilderness, Dru'Dar are generally disliked and distrusted across Idain. Dru'Dar very in look, most being completely covered in fur with very animalistic features, others looking more human in their features.
Dru'Dar usually where little to no clothing, though some elders choose flowing robes as a sign of position. A Dru'Dar may appear like a; Deer, Wolf, or Bear. They can live as long as 200 years without magical aid.
Religion:
The Dru'dar are mostly loyal to Aether and Vanarausk and thus Magic is routinely a part of there society.
Nation:
The Dru'dar are found solely in Magic's Crux, north of the lava fields and The Cradle of Idain.
 
haul.jpg

Dwarves

Highly intelligent humanoids who live primarily in underground tunnels in hills and mountains. Forcibly evolved from moles, they possess very sensitive eyesight that is harmed by sunlight, often making them hide in tunnels during the day. They evolved because of a magic elixir Dymos spilled before his 'demise' battling Hakku, thus giving them supernaturally advanced Economies, Charisma and Crafting skills.

The drive to expand and create is strong with them. They have many Nations and religions (All of which worship the moon in some form). While usually mercantile to other races, the Dwarves consider the People of Lead untrustworthy and thus enemies for reasons they cannot quantify. Dwarves live to be 3 generations on average.
Religion:
Most dwarves worship Dymos the Awakened as the returning originator of all there old gods. Some however have turned to darker faiths, led astray by the vile Hoursus the Immortal. These Dwarves of Dhordahn worship the Six Evils of Nonpa. Some continue to worship one old god in particular, Gongromril Every-phase, who demands monotheism, and in truth was based off of Dymos' tendancy to to stubbornly demand great things. These Dwarves tend to be treated as heretics and violence often erupts from this.
Nation:
Dwarves maintain several different nations; the two most prevalent are are the Dhordahni Empire, Lead by Hoursus the Immortal who rejects Dymos, and the Kingdom of Begdor, Lead by the royal Windforge clan.
 
acb88e096e5f144cd16b6e28e34c6cd1.jpg

Fae

Servants of Feara, Goddess of seasons, the Fae protect the Cradle of the World with powerful, divine powers.
Religion:
The Fae serve and do divine duties given to them by the seasons and there Goddess Feara.
Nations:
A disorganized core family centered around the forest of the Cradle of Idain.
 
full

Magma Golems:
img_5172-jpg.1460

Golems

As written by TheGreenerGrey
Large beings of silver, gold and Magma standing generally between 7-9 nine feet. They make their homes in the mountain ranges of Obus, with their capital being Kaubus Citadel. Golem society is a feudal structure, with Gold as the most common of the ruling class and the Silver (and sometimes Giants) making up the backbone of their economy. Magma Golems have a natural ease with fire and stone magic, utilising their abilities to act as wizard, alchemists and engineers amongst Golem society.

Golems are incapable of breeding naturally. They are birthed from the pit of Vengeance's Heart, at the cost of a significant amount of materials. It is currently unknown to them as to how to birth a Magma Golem. Golems have an extremely long life span, around 400 years. Due to being created merely a quarter of that ago, the only Golems to die are those who sustained irreversible damage, whether it be from falls or being crushed.

Due to Refcaskha being their creator, it is natural for them to worship him. The Gold and Silver Golems, products of Justice, worship his justice side while the Magma often stray more towards Vengeance. Equality is the key ethic of Golem society, with all Golems following an inbuilt need for fair play.
Religion:
Golems worship Refcaskha, especially since each generation comes from him directly.
Nation:
Golems reside in a mighty nation known as Kaubus, in north eastern Obus.
 
Bronze-Age-warriors.jpg

Humans

Created by the Allfather and the friends of Dragons, Humans live primarily near the Great Mountain and tend to worship Ather, Ezreth and though obscure at this stage, the sleeping goddess Paloria. They are brilliant when challenged, but are capable of evil unbridled, and if influenced correctly, acts of true Selflessness.

They are most potent hunters and gatherers and excel at tracking and chasing prey, though their near-dwarvish reasoning makes them capable industrialists and inventors, even though usually only when it is needed.

Humans have strong pack instincts, often warring among themselves as rival tribes and nations, and segregating each other with mutual distrust much more often then other races.
Religion:
Humans can be either pantheistic or monotheistic, worshiping one or all of the following deities:
Ather - by magicians
Ezreth - some cults
Dymos - by merchants
Feara - by farmers and mothers
Paloria - By default
H'mog - by warlords
Mutare - By inventors
Hakku - some cults
Refcaskha - in Obus
Nations:
Humans are wander-some creatures; They have spread far and wide. The biggest nations and settlements humans are responsible for is Tuaru in Obus, where Refcaskha is mostly worshiped, Easttowne a settlement of the eastern fringe of civilization of Idain which takes in many rejected members of the Orderly places, and finally many humans live in the Dragons city, where they tend to worship Paloria and Aether.
 
20080921-image001.jpg

Hellions
More of a sub-race of humans, the Hellions are the descendants of humans cursed by the Six Devils, early in human history. They are segregated and loathed by their brothers, often held to extreme standards of conduct, that they almost always fail due to there violent, cursed nature. Hellions are outcasts by default, found all over both the Dark Continent and Idain.
Religion:
If any at all, Hellions tend to stay away from normal humans religions and may even sometimes worship the Six Evils.
Nations:
Mostly just roving tribes and pirate bands. No Hellion nations exist.
 
Last edited:
1355925697244.jpg

Kobolds

As Written by Stoic
Kobolds have a very Hunter-Warrior type of culture due to the harsh landscape of the swamp. Different clans of Kobolds dot the Swamp with slightly different cultures and they mostly survive on meat from animals hunted and wild fruits. The main settlement of the Kobold population is a very large cave that makes its way into the great mountain. They rely heavily on Spear-Walls for resources to create traps and Weapons.

Their race produces quickly to help survive the swamp with a mother being able to create half a dozen eggs each multiple time per year. Kobolds have varying life expectancy, Some who's Draconic blood runs strong can live up to thousands of years but most are considered venerable by the age of thirty. By a Kobold's tenth birth, they are expected to learn the ways of their clan. They are taught how to create traps, about the predators and how to properly stalk their prey with different Clans deciding on which areas are focused at more than other.

After a time depending on the Clan the delinquent Kobolds are taken into a great hunt led by an elder where they must bring back the body of a Spear-Wall. It's interesting to note that up to that point the young hunters aren't allowed to carry or craft any weapons and they are expected to use their cunning and guile to take down such a beast. Once they have killed a Spear-Wall the spikes are used to create the Kobolds first spear, A party is made to celebrate the young ones stories and the youths are accepted into the Clan as Adults.
Religion:
Kobolds worship Goggins almost entirely.
Nations:
Scattered Tribes around the Swamp of Goggins. No real Nations to speak of yet.
 
f6f81ddde8e721f71030daaa06a87723.jpg

Orcs
Aggressive, driven grey creatures mimicking H'mog in appearance. They are seeded where he steps, rarely forming in the soil that touches him. There culture revolves around domination and power, often this will mean fighting and war. Because of there nature of popping up where ever H'mogs been, they can be found scattered around the world.

Orcs have a culture of staunch independence. Domination is their highest ideal; for a non-orc to assert dominance over them is a grave insult. Orcs live in tribes or 'Fists', and have strong pack instincts and value obedience to Orcish leadership and religion. Brotherhood and the Pecking Order are highly valued concepts in Orcish culture.
Religion:
Orcs come from H'mog and thus worship him as there inactive deity. However, it is well known in there folklore that H'mog has disappeared and gave his powers to The Great Maiden, Shel, and thus The Great Maiden is also worshiped as a primary, active deity.
Nation:
Among the Orcs there are two major nations, M'Jhudhuay and Urzegibir. M'jhudhuay is a land of islands that stands as the most powerful Orcish power in Idain. it is a confederacy of fists that value dishonesty and tricks as a means of power, and once even worshiped Goggins, Voltreig, and Aether alongside H'mog, practicing various sort of magic.
Urzegibir is a holy land made up the remnants of the Dus-gal and the Orcs of Ralaam, who lost their homelands during the apocalyptic events of the War of the Gods.
 
Quash
As Written by ChelonianCommander
Population: ~510000

Age of Maturity: 12

Life Expectancy: 130

Overview: The Quash are a race of reptilian humans, created by Mutare in order to protect his garden from intruders, specifically the Lech. They also serve as Mutare's new Collectors as special Quash leave the Garden to find and collect the Sparks of new or powerful flora and fauna.

Biology: The Quash stand around 5-6 ft tall on average. From a distance they look very much human but upon closer inspection they show various reptilian features such as reptilian scales on their skin, snake like eyes and a forked tongue. They do not give birth to live young, but instead lay clutches of 5-9 eggs. In addition to these reptilian traits, Mutare had deemed it fit to split the race into several variants, each with a purpose to further Quash society. These variants are identified by the colors of their physical traits and abilities and scales, Red, Green, Blue, Brown, Yellow, White, and Purple.

-Reds: Aggressive warriors with thicker scales and bony spurs protruding from their forearms as well as clawed hands for better unarmed combat.
-Greens: Patient hunters who tend to be more lithe but are capable changing the color of their skin and scales to blend with their environment.
-Blue: Swift fishermen who are have webbed feet and gills allowing them to stay underwater for several hours at a time.
-Brown: Intelligent craftsmen who have powerful eyes and careful hands, allowing them to temper bronze to make weapons and cut stone to build towering pyramids.
-Yellow: Crafty beast-masters with curved claws on their feet, allowing them to ride their mounts. They rear beasts for food, hide and war for the Quash.
-White: Numerous laborers. They have no distinctive traits, and do the tasks that other Quash wouldn't bother with such as farming, cooking, cleaning, mining and lifting.
-Purple: Solitary wanderers. The Purple Quash are considered Mutare's chosen as they have the ability to consume the Spark of every creature they consume. They leave the garden when of age to go consume the sparks of the alive and dying to bring back to their creator.

Universal Abilities:

-Night Vision: The Quash are capable of seeing in dim light.
-Venomous Bite: The Quash have a poisonous bite delivered by two hollow canines located where a human's canines would be. A drop can paralyze a normal human while a full bite will begin to stop vital organs in minutes.
-Regeneration: Quash are capable of regenerating flesh wounds in seconds, broken bones and damaged organs in hours, severed fingers and toes in days and severed limbs in weeks.
-Low Metabolism: A Quash need eat a single large meal a week to sustain themselves.
-Scaly Skin: The Quash have scales located on their arms, legs and back that acts as natural armor.

Universal Weaknesses:
-Cold Blooded: Being cold blooded the Quash becomes sluggish and easily tired when in cold weather.
-Frenzy: In times of horrible mental stress, a Quash regress to their animistic instincts and turn feral, attacking all who attempts to help them.
-Weary: The Quash are very slow to trust non-Quash. They consider anyone that they must immediately trust as a potential enemy while those they don't necessarily need to trust as an enemy.

Culture: The Quash in typically are weary towards outsiders, as knowingly or not, Mutare has created them to protect his garden and as such any outsiders who might prove a threat to the Garden ,or 'Corgazon' as the Quash calls it, will usually be sought out and torn apart with bronze, teeth, and bone. However this doesn't mean the Quash won't make contact with outside forces. From time to time the Quash have ventured out of Corgazon either through land or boat to establish outposts and towns outside of the jungles in order to do trade with outside forces.

Within Quash society however, it is a strict caste system. The different variants of quash will do their task and only their task until the day they die. However there are some crossovers in castes. For example Yellow Quash can travel with Green Quash on hunting expeditions as the Yellow Quash would bring Ripperdons as hunting beasts, while at the same time both Yellow and Green Quash can join the Red Quash on the battlefield as mounted units and skirmishers respectively. Whites and Purples are the best example as they do not fit into any caste and therefore can fill any gap needed in Corgazon society.

Religion: In the back of every Quash's mind, they know their origins. How the Master of Corgazon had used the blood of 16 different beings to created them and form them to what they are now. Those original 16 had become the Quash pantheon with 16 different gods. The number 16 had also become a sacred number to them. There is a main temple city made of 16 different districts and located around the city are 16 different settlements for things such as farming, mining, hunting and stone cutting. There are 16 days in a week and there are 16 priests who ruled the people while communing with the gods. Every day they had 16 sacrifices to pay tribute to the gods by cutting out the hearts of 16 returning Purple Quash and every time a cloaked figure wearing a horned mask would come and take their offerings to the gods. The gods the Quash worship are...

Itzli - God of the Sun
Xihuipin - God of the Moon
Moquilihuitl - God of Stars
Huitzilli - Goddess of Blood
Ixcotzin - God of Water
Itolin - God of Fire
Erencotl - Goddess of Earth
Yaotl - God of Plants
Izel - Gods of Animals
Coalal - Goddess of Death
Tipopoca - Goddess of Birth
Coaxoch - God of War
Cipac - Goddess of Justice
Huitziltonqui - God of Peace
Eleuia - God of Time
Nelli - God of Destiny


Military Prowess: In Corgazon, there is currently a single major city, signified by the construction of a massive temple dedicated to Mutare. Located around the city are 16 different smaller settlements used for mining, farming, stonecutting and such. The main city has a force of 18000 warriors guarding the territory at all times, and when it comes time to campaign, 16000 of those warriors will be sent off to each of the 16 settlements which in turn give a compliment of 1600 warriors to march with the main force. At its peak the campaigning force can contain up to 41600 warriors marching along.
 
ptPQxv5.png

Image by @Griffith
Sirens
Created by Eellae during the War of the gods, Sirens are dangerous bird-woman imbued with the beauty of the goddess herself. Capable of flight and breathing underwater, they produce only females, and draw in males of other races with their song and there mind-altering natural musk. These men often become the Sirens next meal, giving light to their culture as well.
Religion:
Sirens worship Eellae in a highly matriarchal church that de-values males, to the extreme of allowing cannibalism, but only if the victim was male.
Nation:
Sirens are highly territorial and almost always hail from the island of Salavena, where a city has been set up for all sirens to live.
 
Last edited:
f9e1d3a267c65fc4aafc375d094a94c3--hp-lovecraft-cthulhu-mythos.jpg

The People of Lead
-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-
Undeniably ancient, the People of Lead are the primary inhabitants of Slua. They are an intelligent, resourceful, and elusive race. Their striking silhouette has become the symbol of Hakku.

The species' size, colors, and features: A single Person of Lead stands about 6 or 7 feet tall. They are lithe, agile creatures with longer limbs and a reduced neck. The People of Lead are colored black or grey. Hakku’s blessed are albino.

Biology: These sentient beings are a conglomeration of several different species, mainly a large worm and a smaller, plant-symbiotic species of the same family. While a single minds, each of the People of Lead are built of several different parts, all independent of each other, but fused to become a single consciousness of human-like intelligence. In theory, one could take the bindings off a Person of Lead and it would fall apart. One could then reassemble it and it would be as though nothing happened. However, the fact that one of these organisms is a thick network of tendons, muscles, and blood vessels that keep the entire creature together, that is not the same as its skin, make this a near-impossibility.
The total number of symbiotes making one Person of Lead is around 8.

Culture: The People of Lead as a group are a reclusive, isolationist species. They find other creatures strange and rather inferior to their own kind. This is mostly due to the nature of the People of Lead's multi-organism construction. They claim being made of many small minds rather than a single large mind creates community within themselves (even though the People of Lead think the same way everybody else does. Their minds are simply more spread out inside their bodies) and thus forms a superior intellect. Despite their tendencies as a group, these creatures believe strongly in individual determination, and thus are known to be quite independent. It's rare, but not unheard of, to see a Person of Lead travelling beyond Hakku's Isles and mingling with other races, though this is looked down upon by those of the Isles.
The People of Lead are a race that prefers form over function. They reflect their creator in that a craftsman would rather spend the extra time to perfect his creation rather than to make it within a reasonable schedule. These creatures are not the greatest in terms of practicality, but make up for this shortcoming with high quality, beautifully made goods. Low quantity means that most families keep their possessions and pass them down. Buying or commissioning anything is done sparingly.
The People of Lead occasionally spawn a merchant who distributes their unique workmanship across the world.

Additional Information
The People of Lead are not very warlike, but nevertheless have found themselves warring with others, and, rarely, within themselves. They shun blades, preferring to pierce and smash. Some might consider their weapons unsophisticated, or even crude, but time and time again their armaments have proven some of the best in Idain.

Dueling Maces: The quintessential weapon of Slua. They are midsize (2-3 ft) truncheons/maces. They are typically wielded in a pair, but some prefer to use only one. Made of a lead-bronze alloy at first, but now are hard steel. There are three variations of the dueling mace: Pointed: a large spike, Fluted: round with cut grooves and a point, and Blunt: a heavy square rod. Different styles of fighting call for different pairings.
c0a94bc6d21c007d813722e3a29daba8.jpg

853a5c50a68052a8b7010b9d65606832.jpg
-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-
Heavy Lance: A thin, long spear-esque weapon. Takes two hands to carry and is most often used behind fortifications. However, a particularly strong Person of Lead can use the weapon in direct martial combat. Sometimes a shorter version is seen that carries a small mace-head at the end to transform it into a very long, flexible mace (called a hammer, and often a cavalry weapon). The lance is usually made of a lead alloy with iron or, in older times, bronze.
When not in use, a lance is unscrewed into two parts carried on the back
ph-0.jpg
-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-
Lucerne: A relatively recent invention, the lucerne is a long-handled battlehammer used against armor. Brutal, effective, and easy to use, the lucerne is favorite for many infantrymen.
fcdFHD4KQg2rfI98AGM7WnZm2lB_N4lxoajGKjijhTW5QzfYl9qfASi0yYyAogHuXQIumSLHuXScEWSfcCu2Tdg5vfGj5eIxuhiUu8M1BFqLnpjaZDEMVhz6iW3rOhxEP6wvNi7Q
-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-
Estoc: A sword-like weapon inspired by the human arming sword. It has a short grip, but instead of a full blade there is a thin, lengthy spike, usually square or hexagonal. Used against armor, but very effective regardless of attire. Made of light, hard steel.
0kvVGwkbqLi9JkkPTLHkXIVYr4n2yae6wEmLxsMrFo1bP951OcUEBN2H5_k_Mui9H8zWHrTI941uIoRCfMpw3MP_Mt-k2BPyl6Z31gyPjuvtGWc14rtIniDGkJDq7eoWl8lFcN5G
The People of Lead, as a culture, they respect the beauty of nature and consider it religiously significant. This means they build into the landscape, and so their constructions go at least somewhat underground. However, the most iconic buildings of the People of Lead are very open and visible. These are the Black Fortresses: grim, imposing castles built into the plateaus of Slua, and a constant reminder to those of the outside that they are not welcome.

A typical Village, during Grey Winter
qlnDwDYPNREA18wjDjVH9R-ritAbry8VpQPMiSHbXcOk9JsC1ujbIE8bhCZ61cKLsrDCGqr-GqEHrGgzkmy1qZM2kicBO1fnvk8X_EilEYIPR6Asplb0oZyQGTX9LF3IHFr4UY-n

Image by SnowSkadi
-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-
Temple Entrance
oKlixcI_nGOC7vT8cCeId4kkcMIC5kQWVY96Tyr3LMLKgrPser_y0XExmp4tI99HyqJaqFEb9Zj-sCDmvlwSmyX-OcAURWNIGAFEkfAWz8XIeRRTX4LgfL8f2WKjUtoYDbW3OG3-

-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-
Black Fortress Entrance with banners, during Grey Winter
Y_DT2NWQh1pc4cm4-rlGboagWqOW_VXqrACADLF_MsphsQEn1sxKqgGQk-Dekv-dZDxFDYXs7sb5wRn_r3BU7LPIUzPXJHxOOQWsBgWsIeNO9rDLTtxHBfrdngz2ZaoT_311puGb

-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-
Black Fortress interior, built partially into a cavern
wYTtyxNcomXuYY2wSuEM24g4uqtsukM6AgSyRDTlI4ERv5I9ljS3BE83SeVRAGLWjpPVjh2p4mHOqpbYByWI12CUjv43bYPLF7x4i5pw8RBkoJgv-5SaXP4PMdntfBL1tAh8ZL1w

-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-
Interior shot of a temple’s Consecrated Stairway, carved with historical scenes
uW7ApKV_ikn6oA3sKKHU60K2k5u_ELNJCXTys8R2A_SLkGO0nY8YNyYnOoXVYNHVw1AFDkewjkNFEopA_ciBS0vyjlvgqOBuBPobY4uQtXLEk9e4iqGZ1czWE1T1LTJGAuq3wOhG
Sluan culture places a high value on art. These are some examples of their pottery, but also serve as references for the distinctive style of Slua. Anything made by Ledians will usually have some element of these patterns. Since steel became commonplace, the People of Lead have taken a particular interest to wringing this style from iron, creating amazing works and developing some very advanced smithing.

Totem, possibly a gravestone
OTx_ipUHDGyKHb12RMhE1Qy92j2vGLL8uVEvKMvZVvFnbkM-6UVxfmQxb-uT57TOBIMDJRz-m4g0fziKSFdBveVf-FPRrBT39Z2YCaa_iRYF9ykhZ-PhGNEpEffJRycAfrHEAx1d

-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-
Lamp/fire shade
QHtm2-oDAUYcXYbma5FqARR3KK2v3Iy02i8w-SKtua6CgKovSjRWDse3e3HcPCchiIINg1MCcY-fpa-jri9xPTU7huHxALI7ou6heqQ2XO3yJ245XdKEyQ3H26Ft9moKtbKwawcZ

-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-
Decorative pots, usually seen topping walls or fences, even adorning the pauldrons of armor
wJw37ylV_0Kn1idQG8gALDsjwQMX8Vf3Dd3gXFMqDg2kkECYKbOgETRVwR72VdBQBInu9pnXcXur70Y_t3oEUnM9xSJurmKu9BAjTW0Avs-VDdPZOX1GEs89taAbSlggYYh-k1jx
Merchant vessel on a clear day
054c0be5cb965ef86db9194ad6d92119.jpg

by Hiroshi Yoshida
-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-.-:-
Bronze prayer bell, taken down after Hakku passed away
AN6IA6ZXjjyYYSAe7RErotKzO1mkJf15MW2YNixfGvpJssvfbL0_cXzgoH4c-UGUrK1irB6DBBXczGzpD5FfOUFXSefWurY3_3W_OWz42uSDUdE6kMd1wd7EeQ4RVNb0JVcT9foH
 
Last edited:
Back
Top