[OOC] Ages Eternal - Lore

Lazzamore

WAAAAAAAAAA-
As we build the world IC, we can record our creations/antics on this thread here. I'll also use it to keep a world snapshot description.

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The World is coming to age. With the blessing of the Allfather himself, the world is now host to many new creatures and plants, including Human beings. The Lech have spread to all corners, the Cradle of the world a wonderful garden of life tended to by the Fae. Still, a dark pall is seen on the north west horizon; A land of evil rises from the sea to stand a monument of judgement against the evil that now plagues the world.
 
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Paloria -

The Goddess's War -
Paloria has declared an eternal war against Groggins for his transgressions on her children.

The Great Mount -
A great Mountain (several times larger than Mt. Everest) created to be a home for the Drakes, her unfortunate children.

Paloria's Tears -
Rivulets of lava that flow from the top of the Great Mount. They are said to be a sign of her everlasting sorrow over Goggins treachery. They are a reminder to all dragons that they must respect and love their lesser brethren.

The First Tree -
Paloria, in her rage at Goggins, attacked his first creation, casting it into the fiery core of the world. However, since Ezreth had already put the tree under a protective seal, the tree only proliferated and grew exponentially. As such, that one tree has grown to sprout throughout the entire world.

The Giants -
Paloria's first creations, the giants helped to cool the world and form Paloria's realm. They continue to roam the world, their hulking humanoid forms devoid of any advanced intelligence.

The 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.
 
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Dymos's Lore:
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Image by the DnD team.
Lech -- Vicious, predatory semi-sentient fungus created as a proto-lifeform to act as livestock. Their only desire is to grow, expand and consume. To do this quickly they build towers of fungal cages which spew spore high into the air, spreading their race far and wide. Aside from their tower-cities they work together to build, they are brutal and harsh, inheriting Dymos' tendency to take things to unnecessary extremes.

Dwarves often hunt Lech as a delicacy, though particularly in the land of Yuuk they remain sovereign.
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Orichalcum -- Gorgeous golden crystals that grow as a semi-sentient root monster. Can be made into just about everything, and be effective at it. Unfortunately for the Orichalcum, it doesn't entirely want to be mined.
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Image by Mark Evans
Bohamber -- Giant, vicious semi-sentient warrior carnivores, evolved from traditional badgers. They plague other mortals and the ecosystem throughout the world Cradle. Despite this, they can be tamed, and were Intended by Dymos as war-mounts.
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Artist unknown to me
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.

Today they still have never known Dymos, but the drive to expand and create is strong with them. They have many settlements, tribes 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.
 
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The Scribe:

Has placed all the energies of the gods and goddesses into the heart of the very first creation-the Tree, which can now never be destroyed or corrupted. The world's creation and history now moves across the bark of the tree in a language no being of the new world speaks, ever changing as new events occur and new creations are made. If mortals ask questions of their gods at the tree, the gods will hear it, though it is up to them to answer the call. If they do, their words appear on the tree.
 
Mutare

Awakened. Must create Life. Must induce change.

The Garden became a violent land of survival and death as Mutare purposefully created beings to be as dangerous to each other as possible to forward change as his influence condensed generations of evolution into a few years. Over time both flora and fauna had become efficient killing machines. However he was…displeased as all life, through the course of evolution eventually became stagnant and was eventually driven to extinction as the Garden Changed around them. Still he continued to supply more creatures to fill in the gaps, taking small breaks in between to rest and observe his garden. During one of these breaks he sensed something intrude in his garden a tribe of his father’s creations had entered his domain. These humans had entered the Garden in search of food and shelter only to find that they themselves were slowing becoming prey to the many horrors of the Garden. He decided to leave them alone but in the same moment he noticed that to the west the Lech had begun making their move as a portion of his forest was being razed and his creations slaughter. While the creatures were deadly they lacked organization and the flora that would’ve been enough dried up and died as the Lech drained the very nutrients from the ground.

Mutare was angered by this transgression and realized that he needed intelligent defenders, and then he turned to the humans. The humans showed higher intelligence and organization but lack the means to survive in his garden. With them he saw a potential for an army to guard his Garden. He appeared in front of the humans and at first they were afraid but he gave them an ultimatum. He can help them. He can turn them into something more than humans. Stronger and more physically fit, or he can let them die, become fodder for the hundreds of thousands of predators and carnivorous plants. With little options, the leader of the tribe walked up to the god and offered himself to be the first to be granted this change. Mutare told the man that he will select the tribe’s greatest and present them to the god. As per the god’s wishes the tribe’s leader selected 16 of the tribe’s greatest warrior, shamans, hunters, builders and himself showed them to Mutare. Mutare approved on the tribe’s selection and harvested their Sparks. When the deed was done, he left without a word leaving the horrified remnants of the tribe to be consumed by the Garden’s predators. With their Sparks Mutare began to create a new race. He based the race on the Human’s sparks and added the Sparks of the Ripperdon, snakes and lizards to better his new race.

Mutare unleashed his new Guardians into 16 different areas of the Garden and became soon they began to create tools and weapons, and form their own society and culture. Soon Muture’s Quash were the dominate force within the Garden, acting as its protector as they began to drive the Lech from the Garden’s territory with extreme ferocity and at the same time, they were Mutare’s new collectors as special Quash were born to be sent out into the wider world to gather new Sparks from the outside world and bring them back to their god. Now with his garden protected and a steady supply of Sparks coming in, Mutare can rest easy knowing that he rarely needs to leave his cave, keeping him from his work.

Created Creatures

(Extinct) Collectors: Created to harvest Sparks for Mutare, the Collectors are omnivorous drakes identified by their purple hue in their scales, their fungal like head pieces and their lack of fire breath. They live in large colonies of hundreds of Collectors, and reside in giant lavender cages, made from a special protein they produce from what was once the organ used to produce flames. This protein starts out liquid but quickly solidifies. They don't just use this protein to build but to also attack, as they can hock this protein to immobilize prey for consumption or enemies for a quick getaway.

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.

Ripperdon: An agile reptile, the Ripperdon is a theropod that stood 3 ft tall from feet to head and measured 7 ft long from head to tail. They're pack animals, living in large packs of 20-30 and primarily hunt smaller animals using their extended snouts to grab prey and when hunting in packs, they jump on their prey while digging into their prey with 2 inch long hand claws. They are identified by being bipedal, raptor like creatures with frills of either bright yellow or dark red to signify gender, yellow for male, blue for female.

Corrodanid: The Corrodanid is a giant armored scorpion like creature that measures up to 10ft in length from head to tail. The Corrodanid are born light brown but darken to brown when mature, then turn to black when they reach elder age. They have two rending pinchers, which they use to catch and crack upen shelled creatures but they differ from scorpions however by lacking any for venomous stinger, but they make up for it by having a three pronged tail which they use to hold down prey. When attacked by rival predators, the Corrodanids can fling a glob of concentrated venom that paralyzes and dissolves enemies within seconds.

Needle Drakes: Created using the Spark of the Collectors, the Needle Drakes are similar to the Collector Parents but have some very apparent differences. The Needle Drakes are colored bright to dark green with a brown spotted backs, and they lack the wings of drakes, as flying in a dense area would be detrimental to them. They retained the ability to shoot out a quick hardening saliva from glands in their mouths, but this saliva hardens while traveling in midair, allowing the saliva to turn into a spike that is as hard as stone and can pierce even a Corrodanid's armor with ease.

Armordon: A large armored reptile, Armordon is a relatively smaller cousin of the drakes, standing at 15 ft tall and measuring to be 48 ft long. The Armordon is a four-legged, herbivorous reptile with thick scaly hide for skin and large bony plates to further reinforce their upper body. They have rather short legs, to hide their relatively less heavily armored underbelly, but when startled the Armordon is capable of unexpected speed and agility, smashing all in its wake and crushing all under its feet. The Armordons live in herds of 8-10 each, composed of 1 Alpha Male, 1 Alpha Female, 4 Other Armordons and 2-4 juvenile Armordons.
 
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Name: Goggins The Laugher
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Domain(if applicable): Chaos, Comedy and Trickery
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Powers/advantages: Knows what people want, Can easily mimic other beings speech, Can create illusions of beings or object, Can shapeshift.
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Quirks/disadvantages: Doesn't actually have an end goal. Can easily change alliances depending on what he finds the most interesting.
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Motivations: To enjoy life, Cause chaos, Disrupt the order of things and generally mess with people for fun.
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Appearance: Goggins doesn't have a definite form. The laugher takes many forms be it animals or created beings but what he preffers the most are sacred animals of other gods.

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Goggin's creations

May-Flies: Small colorful butterflies that explode into clouds of tiny fireworks and colored dust, They reproduce by spreading that dust into different places and creating a butterfly bush which makes berries that grow into more May-Flies. The berries are of different colors. They taste different depending on which color the berry is.

The Giving Tree: A large dark brown tree with green leaves and many branches. Was supposed to start throwing apples at the newly created gods but didn't work. Fixed to be able to throw apples but won't make other trees that also throw apples. The scribe made it invulnerable for some reason???

Technically the Drakes: Smaller and dumber versions of dragons that Goggins made just to mess with the Reptilian goddess Paloria. Half the size of a normal dragon, Slightly above animal levels of intelligence.

Kobolds: A newborn race of draconic humanoids. Resistant to fire. Living in a swamp near the great mountains.
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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.

TreeHoppers: Carnivorous creatures with wings on their sides and only back legs. Hunts in packs. Can't actually fly.
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Spear-Wall: A giant rhinoceros-like creature with spikes covering it's whole body.
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Things that happened with Goggins:

  • A piece of chaos broke off when the all father created this world thus making Goggins
  • Goggins makes the first ever tree to mess with the new gods. Keeps having technical difficulties
  • Goggins after snapping out of some daydream finally meets and talks to the other gods
  • He helps create a race of giants that help cool the land
  • Throws an ungodly amount of apples at Hakku's new island
  • Messes with the new dragon race just for fun
  • Pisses off Paloria the dragon goddess
  • Starts to move around the island and introduce himself
  • Made a deal with Mutare to gather creatures
  • Commissioned the Kobolds.
  • Made the Swamp
  • Created Spear-Walls and Tree Hoppers
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Goggin's objective:

Mess with people :D
 
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Hakku - the god of fear and otherness
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Creations:
- Slua, a rather sparse and cold chain of four islands. It contains many species.
- The People of Lead, a race of intelligent, worm-like humanoids.
- A twisted and gnarled species of tree, based of the Giving Tree, made by Goggins.
- Many species of shrubs and grasses, all based off the first grass, created by Feara.
- Black Hounds, an ugly, predatory canine.
- Several species of insects.
- Very tall, plantlike animals that stalk across the Isles with five spindly legs.
- Grey Mould, a large, blob-like fungus that accelerates the ecosystem.
- A burrowing lizard that makes its home in and around Grey Mold.
- The world's first birds, Hakku's Messengers. They bear his sigil upon their forehead.
- The moon, unknowingly created by encasing the overwhelming power of Dymos in lead. It provides seasons and tides to the world.
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Hakku's goals:
- Continue to create and populate the world.
- Prepare his creations for a deeper purpose.
- Ulterior motives and other yet unstated goals.
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Images and In-depth information
Slua (Sloo-a): a valley island. It is surrounded by plateaus and menaces with a spike in the middle, which holds the whole island up to the sea. Home to strange plants and animals (most yet to still be created) and the enigmatic People of Lead. Three new islands have popped up nearby the original.
Coastal Gate
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Landscape #1
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Landscape #2
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The People of Lead

What they are: An intelligent race of fused organisms, capable of rational thought and (thanks to the Scribe) communication. They are able to learn by themselves.
The species' size: A single Person of Lead stands about 6 or 7 feet tall. They are lithe, agile creatures.
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.
Duelling Maces: Midsize (2-3 ft), heavy truncheons/maces. They are typically wielded in a pair. Made of a lead-bronze alloy. Some transition to a needle-like point on the end.
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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. Made of wood and bronze-lead alloy, but sometimes carries a small mace-head at the end. This is usually made of a majority lead alloy.
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A typical Village.
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Image by SnowSkadi
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Temple Entrance
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Black Fortress Exterior #1
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Black Fortress Exterior #2
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Interior shot
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Merchant ship
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by Hiroshi Yoshida
These are some examples of their pottery, but also serve as references for the distinctive patterns. Anything made by them will usually have some element of these patterns on them somewhere.
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Totem
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Lamp/fire shade
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Decorative Pots
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Hink Trees
- Thin, gnarled trees with few branches. They occasionally bear fruit that resembles that of the Giving Tree. Hink do not grow in groups, instead choosing isolated spots and slowly growing for millennia.
- Hink trees carry large pods and special tunnels within their roots to provide space for a symbiotic worm that helps them create nutrients from poor soil.
- The People of Lead revere Hinks, seeing them as symbols of longevity and dedication. The oldest are adorned with cloth wrappings around their trunks and charms often hang from their branches.
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Grey Shoots
- A short, stubby grass that are often found in small patches, sharing space with other plants. It's unnaturally dull colour is where the name originates. This muted tone is an attempt at camouflage.
- Grey Shoots actually bear a root vegetable similar to very small potatoes. As such, the People of Lead cultivate the plant for food.

Babbles
- Babbles are shrubs with coarse leaves, which rustle quite loudly in the wind. They serve no purpose to the People of Lead, and are thus uprooted if they are anywhere nearby a permanent dwelling to make way for the more useful Grey Shoots or Ink Sprouts.
- These short, bristly plants are fond of shaded places. Oftentimes one can find them around the tall pillar formations dotting the island.

Ink Sprouts
- A flowering bush that grows in great numbers. Ink sprouts, as one might imagine, grow an ink-black flower.
- The Ink Sprouts' flowers are somewhat poisonous, causing stomach cramps, but the pitch buds are edible, and thus another plant the People of Lead cultivate. Their flavour is comparable to a Brussels sprout, and serve a role much the same at the table.

Blood streamer
- A thick, heavy creeper vine. It is known for the bright crimson petals of its many small long, thin flowers. The vine can grow on almost anything, and during blooming season transforms the landscape from a drab grey to bright red for two months.
- The Blood Streamer is a common decorative plant, and many times the People of Lead make wooden frames for the vine to grow and flower. However, the plant is purged when it grows on trees, as they are adept at strangling their hosts.

Grey Mould
- An ugly fungus that grows best in confined spaces. It releases a chemical that accelerates decay.
- Grey Mould is left alone by the People of Lead when found in the wild, but purged thoroughly if nearby a settlement to prevent health and infrastructure damage.
- Every spring, the Grey Mould masses spray a swarm of spores so dense they fall to the ground like snow. The People of Lead call it Grey Winter.
- The fungus's horrid scent is near legendary.
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Brine Tree
- A tall, strong tree that often grows in clusters of three or four at a time. They are the primary source of wood for the People of Lead.
- Named for the tree's tendency to grow near salty water. They are found everywhere, but most often are found lining the coast.
- The trees have many thin roots that take best to mud. They are very similar in appearance to a mangrove tree.

Twig shrubs
- The Twig Shrub is best known for its small stature. There isn't much use for these plants other than children's toys.
- The plant basically is just a sapling.
Blueflies
- Small flies with a blue abdomen. They are the primary pollinators of the Isles of Lead, travelling in nomadic swarms.
- The People of Lead hold them as sacred, believing these insects to be a symbol of life and fertility. A bluefly swarm passing through a settlement is considered a blessing.

Rock buds
- Large beetles with a stony shell, known best for their voracious consumption of plant life. These creatures are few in number compared to Blueflies or other such insects, but nevertheless universally reviled.
- Despite their role as a pest, Rock Buds are important in keeping the plant population stable.

Cicadas
- An insect known for its haunting calls. They fill the night-time air with noise.

Sucklers
- Another pest species, taking the form of a shiny green bug that has white insides.
- Sucklers are hated by all, as they suck blood.

Black Hounds
- A very strong, ferocious being canine that preys upon anything they can.
- Hunted by the People of Lead for meat.

Wallow Beasts
- Named for their love of mud pools, these large, quadrupedal lizards dig tunnels that allow the Grey Mould to spread.
- These beasts are docile and easy to domesticate, and thus the People of Lead use them as mounts and pack-animals. Their slow nature makes them unfit for anything war-related.

Pod Beasts
- Towering plant-like creatures of great size. They wander aimlessly through valleys and over plateaus of the Isles of Lead. Their purpose is to spread the seeds of plants, which easily stick onto their thin legs.
- These beasts are named for the featureless blob the composes their upper body. It is best described as a lump of yellowish green peppered with holes of all sizes.

Hakku's Messengers
- The world's first birds, made in Hakku's own image. They bear his Sigil upon their forehead.
- These creatures are few in number and elusive. When they appear, it is considered a message from Hakku himself.
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Progress messages
The People of Lead, separated from Hakku, began to revere the moon. From the silver sphere came the tides and seasons, and Allfather's creations in the ocean grew stronger and more diverse, a major source of food for the watching and listening People of Lead. They struck the earth in silence, digging metals and planting farms. Villages grew to towns. Mountainsides became the grand and mighty Black Fortresses that would defend the borders of their land. Routes to the sea were found, and ports became a common sight along the coast. Their civilization spread by sails and wind. Culture became sophisticated, and traditions arose among the tall, grey folk of the Leaden Isles, or in their tongue, Slua (Sloo-a).

Through the centuries, the Blessed waited in their temples, seeking even a single word of revelation from above. But it never came, and thus Hakku's Blessed began to lose hope. Finally, desperate for direction, they left, spreading out to the world in an expedition to find answers.

Wrapped in cloth hoods and draped with dark charms, the Blessed became the ambassadors and merchants for the People of Lead. All the while, looking for just a single clue in the search for their lost god.
 
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H'mogs lore:
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Do not know the Image's creator. I DID look.

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.

Currently, there are two primary races of Orc: the M'Jhudhu, a pantheistic race that dwells in the islands west of the Great Mountains, and the Dus-Gal, the harsh and militaristic followers of only H'mog and the Great Maiden.

M'Jhudhu: A race of orcs known for their worship of multiple deities on top on H'mog, like Ather and occasionally Goggins, the M'jhudhu have denied the god-hood of the Great Maiden upheld by their Dus-Gal brothers. Magic is practice regularly by the M'jhudhu tribes and is seen as a sign of strength.

One should rarely trust a M'jhudhu; They value trickery and dishonesty as a means of gaining power and dominance in their culture.

Dus-Gal: Harsh warriors and craftsmen of exotic weaponry, The Dus-Gal received Hakku's blessed flies without realizing it; it was the one thing that could stop their destruction at the hands of the Lech of Yuuk. Living in the mountains between the Great Mountains and the sea around Slua, they are single-minded and reject all other gods aside from H'mog and the Great Maiden.
full

Image by Johanna Cranston

The Great Maiden -- H'mogs champion, now immortal. Though a lot more sane than H'mog. Among orcs she is considered very beautiful, but also extremely dangerous.
 
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Athers Creations and lore
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Vanarausk (Athers Hound)
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Vanarausk Is Athers only love in this world and his constant companion.
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Magics Crux (Athers Domain)


Magics Crux is the place Ather has influenced by his magic and godly powers to create a home for him and those closest to him. His Mansion rests within a stark looming wood Where the bark is black, and the Leaves are a navy blue.
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Fount Of Revelations

(Dont have a pic Yet)

The fount of Revelations was created by Ather during the Making of Magics Crux. It holds the ability to show ones souls, or ones true self. The image that appears in the water can be influenced by one motivations/emotional state, though rarely.
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Vaprite

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A glowing luminous crystal that forms on the trees in Magics Crux. It absorbs some of Athers Magic when used properly. Thus Mortals can use it to handle and Focus Magic. It has other Magical uses that are yet to be known
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What happened with Ather
  • Ather went on to create Eidolon's to add mortals in the use of magic
  • Vanarausk grew in power and now can transform between Massive beast and young pup
  • Ather wrote tomes of magic and its uses to fill his library
  • Ather gifted select groups of animals speech, humanoid forms, and the use of magic, they worship him and are called the Dru'dar
  • Ather created the art of Imbuing markings with magic (Eg. Magic Tattoos, Runes, ect.)
  • Ather Taught certain elder dragons the arts of magic and gifted them understanding of it.
 
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