Ages Eternal [OOC] Global Lore

Lazzamore

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Here is a page compilation of Lore of the world. Any Lore based questions should be asked here.
Races:
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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. Dwarves live to be 3 generations on average.
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.
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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.
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People of Lead
As Written by Horicabu
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.
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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.
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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.
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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.
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Fae

Servants of Feara, Goddess of seasons, the Fae protect the Cradle of the World with powerful, divine powers.
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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.
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Dragons

Sons and daughter of Paloria, Dragons are mighty creatures and friends of humans that dwell in the Great mount, in the City of dragons.

They have an Eye for gold and Silver, and powerful natural weapons; Strong jaws, claws, fire breath and impenetrable scales.
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Golems

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.
Pantheons:
Dwarvish Faiths
Dwarves worship many deities and concepts, however they are all related to the moon and are almost always male. Dead gods are usually fabled to have died or been buried near or on the moon.

Gongromril Every-Phase (mono-theistic Moon and night god) - by the good, but demands monotheism
Thromdoric the Burning (evil sun and hellfire god) - some cults
Machinydomo the Many-Handed (god of illness and health) - by doctors and the sickly
Barisdraem the glimmering (god of money, though treated more like money itself) - by merchants
Arazeack and Arzigulus (Siamese-twin gods of trading) - by merchants
Nutmur Heavy Hammer (god of Government) - by kings and government employees
The Gulda (god of heritage, though treated more like heritage itself. Sometimes described as female) - by mothers
Yozaed white eyes (dead god of Extremeness) - by morgue workers and undertakers
Barisdraem's Behemoth (dead god of metalworking) - by smiths and soldiers
Quash Pantheon
As written by ChelonianCommander
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
M'jhudhu's pantheon
The Orcs of the M'jhudhu worship a pantheon of various beings, often renaming them there own names.
Amo'nan'oki, god of Dominance (H'mog) - by Warlords and kings
Kapu'ula, god of Magic (Ather) - by some Magicians
Maliah, god of Trickery (Goggins) - by Merchants
Ou'ala'maka, god of storms (Voltrieg) - by other Magicians
Opa'lep'i, the Lady of Lost (a legendary sea creature) - by Sailors
Kap'alai, the Brother (a ghost of bad luck) - by Gamblers
Kap'ojou, the Sister (a ghost of good luck) - by Gamblers
Dus-Gali Faith
The Orcs of Dus-Gal believe in only two deities, to which they are intensely loyal.
H'mog - Chaotic God of Domination and notably psychotic. H'mog embodies unreason to the Orcs.
The Great Maiden - Lawful Goddess of Domination. The Great Maiden is beautiful and dangerous, often demanding male orcs to give up their lives, unquestioned to be her handgrooms, simply as a matter of showing dominance.
Human Faiths
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
Miscellaneous gods/goddesses
Goggins - by Kobolds
Feara - by the Fae
Ather - by the Dru'dar
Hakku - by the People of Lead
Refcaskha - by Golems
Fauna/flora:
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Drakes -- Curse by goggins to be little more then dangerous animal versions of Dragons, Drakes are greedy and powerful. They are pitied and warded by Dragons and often domesticated by Humans.
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Fire Giants -- Huge, animalistic bipeds who live in the crust of the world, warming it with their superhuman flaming breath. They were Created by Paloria to counter the cooling effect of the Ice Giants
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Ice Giants -- Massive bipeds occasionally seen wandered the clouds of the upper atmosphere. Their supernaturally cold breath keeps the young world from being too hot for life.
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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.

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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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.
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.

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.

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.

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
General World Info:
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The World is in its Bronze age. Humans live with dragons peaceably enough still, though other races are much more hostile to one another. Idain is a massive, varied continent, running from the extreme north all the way down to the extreme south. It is divided in two by the Great Mountains, a range of powerful volcanoes several times larger then our mount Everest. And to the north-west, an evil lurks in what is only known as the Dark Continent; forbidden realm of Devils...
 
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Paloria -

The Goddess's War -
Paloria has declared an eternal war against Groggins for his transgressions on her children. After her Awakening, the war has resumed, but with Mutare as her enemy.

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.

Awakening -
Due to her awakening in rage, the goddess reformed her land. Ten great spires jut up from a twenty-mile wide valley in the middle of her realm. She has declared war on Mutare.

The Dragon's City-
The capital of the dragons. It is at the base of the ten spires. Humans, Dru'dar, and the People of Led also call this great city their home.
 
Refcaskha-

Vengeance's heart: The area from which Refcaskha emerged into the world. Located deep within the heart of the Obus mountain range, it is a pit of white hot Magma and stone. The surrounding mountainside for miles high is permanently scorched and blackened, with veins and rivulets of flame and magma appearing from the ground, leading to the pit. The place, while inhospitable to all life the closer they get to the centre, is overflowing in his divine essence.

Justice's penance: The land surrounding Vengeance's heart is lush and blessed by Justice Refcaskha. Trees and flowers bloom between the mountains, their leaves and blades imitating true gold while their trunks shine silver. The mountains are rich in minerals and contain secluded caves of mystical power and beauty, Gold and Silver intermingling and charged with divine essence, to be commanded by those fortunate enough to encounter them.

Tuaru: The first and largest human settlement upon the land of Obus. A grand harbour city of Marble and Sandstone, the city is mostly governed by the clergy of 'The order of the Two-Sided God'.

As of the last three thousand years, the city had flourished. Gold adorns every surface, with grand architecure and artwork everywhere to see. Great towers of marble, gold and silver erupt from the earth, displaying beings that supposedly represented Justice Refcaskha. 'Angels' they called them, however the god himself has yet to actually create any such being. Amid the spires and statues of the town there is the temple at the center. Almost entirely golden, it rises above all other buildings, high into the sky as the head priests govern the nation.


Kaubus Citadel: The capital city of the golem race. Built on and in a titanic mountain, Kaubus is a fortress of magicked stone and flame. One wide path winds its way up the mountain, ending at the grand entrance of Kaubus, gigantic stone doors with two Golems stand in on either side and a Magma Golem above. The rest of the mountain's multiple entrances are heavily guarded, with large smooth stone walls protecting from the outside. Bridges expand from Kaubus to nearby peaks and tunnels are constantly spreading from beneath the mountain, slowly expanding to cover he mountain range. Deep within the core of the mountain, Giants of fire work with their smaller cousins, using their titanic strength to aid in the forges and hauling items far too heavy for any Golem. Nobility rule over the working class of Silver here, with the Golden King ruling over all. The Magma Golems take on the roles of wizards, alchemists and similar roles.

Inside the city is a thing of beauty. Grand, sloping architecture runs along the edges of the cavernous rooms, engraved with symbols and pictures of the Golem people and their god. Glass, crystals and shiny metals cast the light of controlled and flowing lava in intricate and captivating ways. Rivers of lava flow along the rooms and houses, providing the light needed. The engraved architecture and housing is seemingly naturally created by the stone of the mountain, smooth forms flowing to provide privacy. Carved faces of the Golem people surround each entrance to the next cavernous room, and nearer to the peak of the mountain spires of fashioned stone jut out, exposed to the chill winds as they house the golden nobility.

At the very peak of Kaubus Citadel lies the throne room of the Golden King. The room is expansive, illuminated by Magma trapped by hardened glass that led down to the forges. On every wall there are carvings of the creation of their people, of the Golden King, Bo'Akur and the Obsidian Golem rising from Vengeance's Heart to lead their people, as was their god's will. The Golden King himself sits upon a throne of Silver, Gold and Obsidian, an imposing presence gained from a century of ruling over his people.

As of the three thousand years of peace, the mountain has undergone changes.

The already titanic mountain hasincreased in size as, over the millenia, more and more wings were added to the out and in of it. Advanced machinery is a common sight among the mountain, with platforms using the heat from the lava and pulley systems to descend deep into the bowels of the earth, towards the Forge Depths where the master Golem smiths hammered and blasted away, creating masterful pieces of art and war, aided by Golemkind's best friend, the Fire Giant.

Polished stone now decorates the citadel, the smooth tiles a large improvement over the magicked yet still rough stone floor of ages long past. To the is of the mountain a large lake of water was kept in place by a damn adorned with the faces of the immortal first Golems that had-lived, even to this day as they guided their people.


 
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Lore Continued...

Races:
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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.
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Elves - Note: The player who controls this race, would rather players in Legends Eternal not use this race. We apologize for any inconvenience but all other races are still open.
Population: The total amount of Elves is unknown to anyone but their queen and their goddess, but they are rumored to be numerous and well-protected on their island in Obus.

Age of Maturity: The Elves reach maturity between 50- and 100 years.

Life Expectancy: The Elves are immortal, After reaching maturity they do not physically age and are not subject to ilness. However, they can be slain by violence or extreme negative emotion.

Overview: The Elves are a race of purely good beings. They were created by Íllumnaë to bring back the light and the good in the hearts of people.

Biology: The Elves are very tall - about 1.90/2.00 m - and have lithe frames. Their hair is purely white and they all have different shades of blue for eyes. They move gracefully and have a fair, white skin color. They have no facial- or body hair.

Universal Abilities:

[Immortality] Elves are immortal. They can only die if slain or if they lose the will to live. Their life fades out of them if they were to linger to long on a very bad, or evil place.
[Senses] Elves are highly sensitive. All of their senses are very sensitive.
[Light-footed] Elves are light footed and can walk over, for example; snow, without sinking right into it.
[First Creation] They were their goddesses first creation and as of such they are strongly connected to Íllumnaë, who cares deeply for them.
[Call for help] This is not so much an ability as it is actually a natural thing all Elves can do. If they are in mental or physical distress and vocally call-out to Ílluminaë, their calls will be heard and Ílluminaë will be present - not physically, but the goddess would fill the one who called out with enough strength to overcome his or her obstacles.

Magic:
All Elves are born with the ability to use magic and after reaching maturity - and at rare times, before maturity - they could be considered 'skilled'.

Ílluminaë, however, granted her creation - the Elves - the ability to use another kind of magic: divine Elven magic. It is very powerful and only the most skilled magic-users amongst the Elves can use it. The strongest of those Elves can - for example - call forth long lost Elven-spirits to fight besides them whilst the weaker among them can heal minor and bigger injuries.

Combining the conventional magic together with Ílluminaë's divine magic is a skill that only the Elves posses and they often use it instead of completely relying on the godess's magic.

Universal Weaknesses:
If the Elves would linger on a purely bad place or long-forgotten battlefield too long the heavy toll it takes on them would gradually begin to drain their life out of them. It is dangerous and prolong exposure to evil or too much dead will kill the elf.

If Elves are far from home for a prolonged amount of time they will end up feeling 'homesick'. They will slowly lose morale and only the return to their homeland will make them feel better. However, erecting a shrine to Ílluminaë or the presence of Lady Tauren will have the same effect on all Elves.

Culture: Elven culture is deeply connected to nature and to all the good in the world. They love to sing, make music and to record events of major magical importance. They are isolationist and tend to be wary but very welcoming to newcomers. Because of their innate ability to see 'evil' they will ward off anything that is considered evil by them.

They are a warm people that - if given enough and proper evidence - will give a previously evil being a second chance. They welcome those who aim to better the world but remain wary of corruption.

Religion: The Elves worship Ílluminaë, and Ílluminaë alone for creating them. They have erected a huge temple in her name at the spot where she first graced the world with her presence. Before meals they thank her for granting them the strength and will to live and when in physical or mental distress they call-out her name for the goddesses guidance.

The queen of Elves, Tauren - also know as Lady Tauren - is deeply connected with their goddess; Íllumineä, and often asks her for council and advice. She is also considered to be the most skilled and powerful Elf when it comes to the usage of magic.

Military Prowess: All of the mature Elves are highly skilled archers and skilled swordfighters. They'd follow their queen into battle if she were to call forth her army. Elf mages and other brands of magic-users are often used in support roles, but there are specialized groups of Elves who focus on the waging of war by using magic. Said groups are only rumors to all but the Elves.
Fauna/flora:
Razomites: Dog sized creatures with a fast reproductive cycle, the Razomites are four legged beings with long spikes jutting from their backs as well as terrible claws and talon like fangs used to hold, grasp and pull apart prey. The wild variants are deadly, but the ones bred by the Quash are even more so through selective breeding. The Razomites are a common predator in the Garden of Change, living in packs of around 10-20 individuals. They are nomadic and are smarter then one would let one, allowing them to use group tactics to ambush and kill prey.

Quella Rams: A bipedal herbivorous reptilian creature with a round bony head which it uses as a ram. The creature travels in groups of 10-20 individuals, feeding on either small creatures or non-toxic plants. It's naturally docile in nature, but when provide the Qualla Ram stampedes with their heads lowered, ramming then trampling any creature unfortunate enough to stand in their way. The creature is the size of a horse and is actually used by the Quash as mounts in battle.

Sharto Birds: The Sharto Birds are nonflying birds that live in many colonies of a few individuals to several dozen. They are herbivorous and are highly territorial, standing at 8ft tall and have sharp beaks and curved talons, which it uses to disembowel potential attackers. If the attacker is too large or is clearly capable of destroying the entire flock, the Sharto Birds will run to fight another day.

Barni Lurk: The Barni Lurk is a strange and frighting creature. Its skin has the same color and texture as bark, and it can flatten its body to be nearly indistinguishable from bark. It doesn't move during the day, unless provoked, and will unlatch itself from its tree home to reveal that it is a four legged goat sized creature with a insectoid head and a stinger mouth. The Barni Lurk's feet are curved inward to protect their hook like claws, which also looks and feels like bark, and the creature is as silent as one can be. It looks for sleeping creatures to attack, sticking its mouth slowly and silently into the prey and draining them of their blood though a 2 inch entry hole. It only needs a cup of blood to sustain itself, but its mouth contains an anti-clotting toxin that prevents wounds from sealing properly, meaning most creatures that are attacked by the creature dies from the massive amount of blood lost. The creature has an incredible sense of smell, allowing it to smell blood for up to 3 miles. If there is fresh warm blood and there are multiple Barni Lurks, it is not unusual for the individuals to share the body or bodies as the case may be.

Colot Lizards: Vicious fast reproducing lizards, living in the trees of the Garden of Change. They are the size of small cats, but make up for their size by living in large colonies of 400 at the lowest and 5600 at the highest. They are venomous omnivorous animals with green to brown scales and can quickly scamper up and down trees with little problem. While they spend most of their time in the trees, eating the leaves of toxic plants, of which they are immune to and the reason they are so toxic to begin with, they do have a taste for meat and when prey comes along, the Colot Lizards will all quickly climb down their trees in their hundreds in order to swarm, bite, scratch and tear at their target(s) until they are incapacitated due to blood loss or the massive amount of venom that is now in their system. Once their prey is downed, the Lizards will begin eating their kill, and any other Colot lizards that might have been incapacitated or killed in the encounter

Topis Birds: Split into two categories, the Topis Birds are high flying creatures who nest in the large branches of the Garden's trees. They are carnivorous creatures who capture unfortunate prey and then skewer them on the branches for feasting. They are the size of large eagles, and work together in tandem to capture prey. Hunting in groups of 6-12, a team of 4 Topis birds pick prey up from the forest grounds using long grasping talons, before the rest peeling off any hard armor plating or shell that is on the victim before impaling them on a branch. Once secure the Topis will begin to feast and if they cannot finish, the Topis shall leave the corpse on the tree to consume at a later date.

Scoro Crawler: A deadly creature half the size of a Dragon, the Scoro Crawler is the second of the two apex predators of the Garden of Change. The Scoro Crawler is a powerful creature, with the look of a massively flat centipede with 30 pairs of legs and 3 pairs of claws, and fanged mouth. The creature scours the Garden for prey and when it finds them, it kills them with either its massive rending claws, piercing fangs or by spraying a paralyzing venom from their claws like cannons. However when the prey is caught it will not eat them right away. Despite their vicious nature, they are very sociable creatures and will bring their catch to their nesting group, a territory of around 15-20 adults and 14-26 juveniles, to share with the group. When invaders step upon the Scoro Crawler's territory it is not uncommon for the entire group to attack the invaders as one group.

Goreslythe Beetle: The undisputed apex predator of the Garden of Change. The creature is the size of a dragon with a thick, near impenetrable shell, six powerful legs, scything claws where its shell meats the head, three eyes and its mouth is filled with gnashing teeth. It can spit out a thick mucus can quickly hardens to trap prey and its claws can be used to hold down large prey animals that are otherwise to large for other creatures to consume. Its shell is covered with yard long spikes as thick as an arm which it can fire out at will. The spikes are coated in a deadly toxin that is unique to each Goreslythe, meaning even Goreslythes can fall to other the venom of other Goreslythes. They are solitary and aggressive creatures, only coming together to mate and breed. Otherwise they are deadly and terrifying creatures, capable of destroying entire units of Quash warriors.

Feasting Puddles: A collection of billions of microscopic fungal spores, the Feasting Puddle moves across the forest floor as undulating pool of slime. While the Feasting Puddle seems harmless, it is a hunting organism. It either grabs its victim or waits until their prey steps on them. Afterwards it tries to smother them with inhuman strength. When its prey its subdued it shall begin digesting its new meal, consuming the prey over the course of several days, until they are nothing but a rotten corpse. The Feasting Puddle is always shifting and moving, making freeing caught victims a near impossible task.

Blast Apple Tree: A stationary tree, with red scaly fruit attached to its branches. However only 1/6th of the fruit produce are actually fruit. The rest are a vessel for explosive chemicals and gasses that, when the skin is punctured cause a powerful explosion that can blow off the biter's head. The fruit is sometimes used as landmines and traps by the Quash with a spike exposed about an inch from the ground and just barely poking into the fruit, where if someone steps on the spike, there is a 5/6th chance that the fruit will be pierced and the fruit shall explode, often times taking the foot or even legs of the poor victim.

Carrion Flowers: Deadly flowers that hang high in the canopy, the size of people, the Carrion Flowers are carnivorous plants, though they seem beautiful with their green petal and yellow stripes. The Flowers have long vines that hang to the forest floor, inditinguishable from regular vines. When touched the vines will immediately grab whoever touched it and pull the victim towards it's center. The vine is tougher then other vines, being difficult to tear into with teeth, claws or even blade, and when the victim reaches the flower, the plant will clothes and crush the victim inside. The mangled remains will stay there for several days until the flower digests the corpse in its entirety before reopening and lowering its vine yet again.
 
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