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"Hear me, my peace-drunk brethren! You are being led astray by your weak and frail leader Queenchief Nuria. She colludes with the ponies to declaw you, to dull your fangs! Long ago the Kirin struck fear into any country touching the sea! We were rulers of bloodied coin and had respect! but now, now the ponies, the weak cowardly ponies try to take away your culture! They deny us our heritage! Join me! join me and I'll show you the true path to power! Through blood! Carnage and gold! I defeated your 'queen' in single battle... She has failed you and grown soft with her 'peace.' a lapdog for her Equestrian masters! It is time for the Kirin to return to the forefront, through fire and blood!"- The Warlord Ashwrath gave this recuitment speech in the kirin city of Aeros with a retinue of strange uniform looking kirin. Many are worried of the violence to come and are already petitioning Equestria to intervene.
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Welcome to Multa Saecula. A set of worlds aside from just Equestria itself. Many generations ago, the plane that housed Equestria; Terra, created magical portals to other dimensions. These dimensions are Lux, a land rich with magic, yet constantly under threat from the same. And Tenebris, a dark plane where only the strong and willful survive.
These realms have existed together peacefully so far, commencing in trading, the sharing of culture, and immigration. Though their political views are much different than that of Terra, they find a way to coexist, sometimes reluctantly. Walk into this set of worlds and discover what adventure, romance, or tragedy, awaits you.
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Tenebris; A place of morbid wonder.
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Topic Started: Apr 4 2015, 10:29 PM (599 Views)
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Farlose
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Apr 4 2015, 10:29 PM
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Tenebris is not a land forgiving to those who visit it in ignorance, or even to its inhabitants. It is almost always raining, the constant floods digging into the earth forming deep crags and caverns in the earth. Over many millennia these deep cracks in the ground have served as homes for dangerous creatures that enjoy preying upon the smaller, weaker species that roam the surface. Among those are Noctals, the herbivorous bat-like creatures that make their homes in and around tall, mountainous spires. And their close cousins, the Thestrals, carnivorous, but strangely not a threat to the Noctals. At least, not at the moment.
Noctals
Noctals are generally the average size of Equestrian Ponies. Though their coats remain variants of gray, they have the privilege of having as vast range of colorful manes and tails. Life among the Noctals is organized, calm, and regal in a sense. They enjoy the arts and have a good quality of life. The near constant rain brings forth many flora that bear fruit for them to eat, never leaving their vegetarian palates with a shortage of food
The Noctal people are numerous. Far too numerous to stretch across the country, as that would leave many vulnerable to the beasts and monsters that roamed the jungles. Instead, they choose to build up rather than out. With a mastery of architectural knowledge, they construct gargantuan groups of spires, with a Center Spire stretching up into the clouds and groups of shorter spires sprouting up around it. These groups of spires make it easier for the abundant race to live, with enough space to fit thousands upon thousands of beings at once. The spires, however, are not the only living space they provide. At the bases of these monstrous towers, even more communities grow, encircling the massive structures. Even below these, deep underground, the Noctals have dug out caverns and tunnels, decorating them and giving them life. For sustenance, the Noctals utilize as much space as they can around their spires for farming and agriculture, though they themselves hardly tend to them, instead utilizing the labour of their genetic cousins, the Thestrals.
The Noctal Noble Republic, as it is named, is headed by the duly elected President. Below him is the Vice President and relevant officers. Representatives of the populace, from each district of the spires, make up a senate, who vote and discuss the politics involving their country. Of note is that the officers and electives of the NNR are only of qualified nobility, hence the Noble in Noctal Noble Republic. This is true for most every governmental position.
As well as politics, the Noctals practice a polytheistic religion they simply refer to as “The Faith.” The deities and doctrines they preach are held in the Sapientiae Librum, or Book of Wisdom, of which nearly any household may hold. Typically separate from the governing body, the positions within the The Faith are able to be bodied by nearly any worthy Noctal, the highest of these being the Archbishop, who presides over the entire congregation of Noctals. Below him are the bishops, who head over individual churches. These bishops hold deacons, and priests, who care over their congregation and tend to their spiritual needs. Another section of the church of The Faith is more militaristic, that being the paladin order of the Black Thorn Knights, a faithful and fierce group of warriors dedicated to The Faith.
As the Noctals have much time to themselves, they dedicate themselves to the arts, philosophy, and thought. It is said that there is none more passionate of artistry than Noctals, their craftsmanship being unparalleled, yes, even the lowest of their society cannot seem to live without their home being to the standard of visual beauty that they have set for themselves. Their cities gothic structure and architecture are also representative of this, with meticulous detail in every brick, stone, and pane glass that is put in place. Plays and theatre are commonplace among their society, with scenes so realistic that you would think that you really were in the house of an aristocrat, or by the bedside of a dying old mother, or at the table of a cafe in the city. Along with musical performances that toy with complexity and simplicity all at the same time, symphonies of carefully calculated disorder and rhythm. Their philosophers recite the sciences and speak in colleges, spreading a profound knowledge to all that will hear them.
In particular in their craftwork is the use of a mineral called Sovorium, a typically brittle metal only found on the plane of Tenebris in vast abundance. The mineral itself holds the strange property of being nearly completely resistant to magic, with the greatest amounts of effort needed to effect even the smallest amounts. The night blue metal is normally crystalline in structure before it is mined and processed, turned into ingots for the use of artists. It is also able to be mixed into dyes for clothing and ink for writing, making it a useful commodity.
Thestrals
Strong, fast, and ferocious. Thestrals inhabit the rough and dangerous jungles that most would avoid, making it their home for countless generations. While not in near the abundance as their cousins, the Noctals, their numbers are not to be scoffed at, and their mannerisms are quite contrary to their neighbors. They are generally larger, built physically stronger and more durable than Noctals. And their senses are far sharper, all the better for hunting their prey and detecting intruders to their territory.
In almost every way, the Thestrals are different from the Noctals. Their society, instead of being focused on arts and study, is highly militarized. Where the Noctals live in large megastructures, the Thestrals live in forts, villages, and underground cities protected from the predators that roam the jungles. Instead of being vegetarian, their diet is entirely carnivorous, they raise many smaller animals in captivity for breeding and eating. What they lack in their stables, they will hunt in the jungles, in large parties so that they remain as safe as possible.
The leader of the Thestrals is always a military leader, known as the Grand Marshal, who goes to the elders of his people for wisdom and guidance, but ultimately makes all of the decisions regarding the Thestrals and their military movements. While not holding any official name, their governance is commonly referred to as the Thestral Stratocracy. By all accounts, it is run entirely by the militant warriors, with civilians and others holding a secondary status. Trials are conducted using their Laws of War and Warrior Code, and are presided over by warrior officers, enforcing further their militaristic nature.
Compared to their cousins, their lifestyles are much more simple, with less effort put into the fanciful arts and more put into honing one's martial skills. After all, they are at constant war with the Noctals. They find pleasure in competition and bettering themselves to benefit the group, rather than frivolous things like plays or art. For them, simpler is better. The more complicated something is, the more chances there are for it to go wrong. And when things go wrong, it costs lives.
The collective is what matters most to the thestrals. A successful hunt means food in the mouths of your brothers and sisters, and the young that will eventually replace you. The traditional family is replaced, a Den Mother in charge of raising the young with the help of midwives who educate the children and raise them from their birth. It is common for most thestral children to never know both of their birth parents, as the fathers generally continue to work and hunt. From the time they are able to hold a spear, they are taught how to use it. Combat and hunting skill ingrained into their minds as soon as possible to prepare them for the harsh world they live in. Basic arithmetic, writing, and navigation, and stealth are also among the things they learn to make them better warriors.
Unique among the Thestrals is their tradition of tattooing their bodies. The Thestral Stratocracy still functions somewhat in a tribal manner, with many sections acting independently of each other aside from when the Grand Marshal deems that a mixing is necessary. These tattoos denote by color which of these tribes an individual thestral belongs to, but they also indicate specific accomplishments. The standard for these tattoos is loose, so a thestral can easily find individuality by designing them himself, making them similar to a fingerprint in their uniqueness. However, the thestrals grant special tattoos to their greatest warriors, made from sovorium ink. These tattoos are hardly given lightly, and are seen as a great status symbol. The holders of these Tattoos are known as Beast Reavers.
Regional Key Green is for those occupying the Spera Forest. Orange for those in the Diobulus region. Blue for tribes nearest the mountains where Tenebrosi stands. Purple for those in the eastern Cansae region. White is a special color taken by those thestrals born into slavery, or who had not yet recieved their tattoos before going into captivity.
Conflict
The Noctals and Thestrals have been at odds with each other since as far back as the earliest scribblings of recorded history. Their war is one of heritage, and neither side truly knows how or why it began. The Noctals claim that the Thestrals are predatory monsters who want nothing more than to hunt them to extinction, while the Thestrals accuse the Noctals of starting the war by enslaving members of their race. Neither can come to an agreement, and both believe they would be better off with the other beneath their boots.
Put a Thestral and a Noctal in a ring together and it's a safe bet that the Thestral will come out on top, being physically superior to their cousins in nearly every way. Why then do they have such trouble when combating the Noctals? While their numbers certainly help, the civilized Noctals were actually the first on the plane to put the tools into practice to create metal and implement it into armor and weapons, giving them an extreme boon on the battlefield. Meanwhile, the Thestrals lack the resources to create such armor for their warriors, using instead treated wood and pieces of bone to create layered pieces of protection. What little metal the Thestrals possess goes into the creation of their weapons.
The most recent major point of contention with the two is that the Noctals are expanding their farmland at unsustainable levels into Thestral territory, pushing the dangerous beast closer to their settlements on top of encroaching on their land. In response, the The Thestral Stratocracy has taken to ambushing surveyors and non military related Noctals in an effort to keep a hold of their land.
Home Life
The day to day life in Tenebris varies drastically depending on who you ask. The typical Noctal usually wakes up in the morning for breakfast. Leaves for studies at a school or university, or perhaps hones their chosen craft. Quality time is spent with the family often, and there is usually a weekly sermon at one of the many churches. A soldier will have certain days specified for training, but may otherwise perform their duties and tasks.
Common among all Noctals is a time designated for tea and pastries. Social get togethers are a valued pastime among the Noctals, and so small parties and sophisticated meetings happen most days as a way to deepen friendships or conduct business.
Clergy normally spend their time in the churches, studying scripture and preaching wisdom to those that come to visit them. Sacrament is served to the congregation during weekly church meetings, and spaces for confession are provided for those seeking atonement for their transgressions.
Thestrals spend their time in different ways. If they are not training, they are making use of themselves. Most of the day is considered “duty hours”, with a few hours before sleep to spend as they see fit. Den mothers and the staff they call midwives spend their time educating the young of their kind and feeding the infants, showing them a gentle but firm affection. When the young reach a certain age, they begin spending more time with the other members of their tribes and start learning how they can contribute to the wellbeing of Thestral kind.
The higher ranking members of their society study strategy combat in further depth, some creating new and better ways to combat their foes and the monsters that lurk in the jungles all around them. In the event of a monster attack, the Thestrals have simple strategies in place to drive them back or kill them, even though these attacks always end with a loss of many Thestral lives. Priority is always placed towards the young, their protection being paramount and of the utmost importance.
On a lighter note, the Thestrals play games of physical sport in order to improve their teamwork, motor skills and reflexes while enjoying themselves at the same time. The most popular of these is a game very similar to Equestrian Soccer.
Edited by Farlose, May 10 2018, 02:13 AM.
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Farlose
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May 14 2015, 12:40 PM
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Religion
As Thestrals are not known to practice religion, all deities, including ones linked to Thestral culture, are assumed to have been formed by Noctal religious leaders. The primary texts of Tenebris religion comes from the Sapientiae Librum, or Book of Wisdom.
Noctal Deities Crius- Keeper of time who ensures that all of time is kept in order. Personified as having a third eye on his forehead. He carefully arranges events as instructed by Cronus, using his third eye so that he can always watch the timelines. Aegle- Goddess of balance who watches primarily over nature. Also called the Goddess of Justice. She weighs the deeds of the dead and directs them to either heaven or hell. She is personified as having no eyes, but a silken blue ribbon, wrapped around her head where her eyes should be. Amor- God of love and fertility who blesses children and mothers. The wife of Cronus, and mother of all beings. Stories tell of Amor intructing her husband to destroy whole worlds that had dared to offend her offspring. She is the most wrathful of all the gods as well as the most passionate and romantic. Cronus- The great creator. Father of all existence. Created at that was, is, and will be. Father of all beings and protector of existence itself. Though from what he is protecting it is not certain.
Noctal Demons Pandra- Demon of despair and bad luck. Believed to be the one who brings hardship and trials to the Noctal people. The younger sister of Amor, who became jealous after she married Cronus. All misfortune is believed to stem from the deeds of Pandra. Itehew- Demon of beasts and monsters and. Commands the creatures of the deep crags that prey upon the weak and helpless. Also believed to control evil spirits that can haunt individuals. Is personified as using a spiked whip to control his beasts and spirits.
Along with those Noctal deities, it is believed by most that the following are, or once were, the deities belonging to Thestral kind.
Thestral Gods Caine- God of honor who taught the Thestrals to share all with their brethren. Caine believes so heavily that all should be shared, that he gave one of his own eyes to the god Crius. Kacela- Goddess of the Hunt who blesses hunters with luck that they will return with bounty. She is the one who hunts the beasts of Alva, defending the Thestrals from the torment of monsters. Zoe- Goddess of fertility and childbirth who ensures that children are born healthy and strong. She is a consoling spirit, who would have been prayed to for comfort in trying times. She is considered the most tame of all the deities.
Thestral Demons Lilith- Demon of greed and lust who tempts Thestrals and Noctals alike to do her bidding. Lilith is a petty demon, who can be easily bribed with gems or precious metals, though this is not believed to always work. She preys on those who are deemed to be particularly attractive or good looking, taking control of their bodies and using them to commit sins of the flesh. Cora- Demon of deception who tempts those to lie and betray. Cora is a demon with motives believed to still be hidden, even to her own kin. She may make deals, but would break them if it furthered her own ideals of spreading lies and deceit. She is personified as having tattoos made from liquid gold. Nuka- Demon of famine and starvation who is believed to drown crops and turn away animals so that none may eat. Nuka was once a mortal being who, through her own incompetence, brought about the starvation of her tribe. She was adopted by Gorgon and cursed to spread famine wherever she went. Alva- Keeper of monsters, much like Itehew. Controls the beasts that prey upon the Thestrals. Alva is often personified as being more animal than thestral. His hooves have been replaced by clawed paws and his mane is spiny and reptilian. Gorgon- Keeper of the realms of the underworld who torments sinners after death. Gorgon is said to be the brother of Cronus, but this relationship is never really expanded upon.
Edited by Farlose, May 9 2018, 12:44 AM.
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Farlose
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May 9 2018, 01:04 AM
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Dangers Of The Jungles
There are many hostile creatures that live in the jungles of Tenebris. This list is just a few of the things that the Noctals and Thestrals have to deal with, to varying degrees. It is recommended that adventurers or foreign visitors remain as far away from these creatures as possible.
The Lesser Barghest Nickname: “Cravens” Split-jawed, venomous predators the size of a Terran kirin, the Lesser Barghest is the primary source of nourishment for the Thestral tribes of Tenebris, as they are the perfect ratio of edible mass to danger to ease of capture. Barghests have two different sets of venom sacs. One feeds into their teeth, and dissolves victim’s muscle mass over the course of a day. The other feeds into a special tube that the Barghest can launch over a distant about three meters. This venom eats through fur, adheres to the skin, and sends pain receptors into a constant state of activation until the victim runs out of energy, or the afflicted spot is amputated. Barghests often hunt in packs, and are very social creatures. They have extremely adept senses, and are well suited to climbing. They often group up and hose down potential prey with their spittle, then run it to exhaustion. If a Barghest encounters something it cannot deal with, it will emit a high-pitched whistle via the split in its jaw, calling other Barghests to it. Each new BArghest will also whistle, until they are all killed or enough Barghests have gathered that they believe they can kill whatever prompted the Whistling. Barghests exude a pheromone that allows them to coordinate large groups while in the same general area.
Vulyolf Nickname: “Wicked Damsels” Vulyolfs are one of the most notable and despised predators on Tenebris. They are large, land-based crustaceans with great stamina nearly the size of the Terran Manticore, but more ludicrously dangerous in nearly every conceivable way. Their armored shells are extremely durable, and they possess raptorial forelimbs capable of striking faster than a crossbow. These appendages are bladed, and have an inner row of barbs that can drag targets back in the unlikely event the initial lunge did not kill them. They can move extremely fast for their bulk, are capable of climbing up nearly vertical surfaces, burrowing, and turning almost completely invisible via their organic camouflage. None of this, however, are the traits that earned them their nickname of “Wicked Damsels.” The Vulyolf is notable for having evolved almost specifically to hunt the more intelligent life on Tenebris. To that end, is possesses an abnormally powerful brain and flexible vocal chords for an animal, and most demonstrate the ability to mimic the cries of distress of thestrals and noctals, usually to lure the unwary to their doom. Attracted to light. Their shells cover almost all of their body, and are the most durable organic material, with factual evidence rivaling the mythical strength of adamantium. The male Vulyolf has clublike forelimbs that move with such force they cause small explosions with each hit. The shockwave often does as much damage as the impact.
Trumogh Nickname: “Quick (Little Bastards)” Blurb: Trumoghs are small, rabbit sized reptiles. Like their Terran equivalent, they have powerful hind legs, breed immensely fast, and are herbivorous. Unlike their Terran equivalent, their blood contains a heat resistant toxin that is rapidly fatal to Thestrals, and any other form of sentient life, due to its effect on the brain. It damages symbol recognition. Trumoghs are also, like most Tenebrisian wildlife, very capable climbers.
Uahr Nickname: “AAAGH!” Uahrs are Tenebris’ “pest”. They are extremely intelligent fliers the size of a Terran turtle. Their mouths are filled with constantly growing needle-like teeth they leave in their prey. These needles are filled with barbs that make removing them extremely painful, prevent the blood around them from clotting, and generally increase blood flow throughout the body. Uahr eggs are left on buildings via a thin, misty spray. They grow to maturity over the course of a week, infusing whatever they are on with a special acid. This acid is also present in their blood, excrement, and spittle, and is extremely adept at eating through stone. Uahrs primarily subsist on nutrients extracted from the stonework they eat. The paint used in Noctal architecture is particularly delicious and addictive to them, causing them to eat through buildings at an exponential rate if left unchecked.
Rosua Nickname: “Horn-killers” (Due to their incredible magic resistance) Large, octopedal reptiles, Rosua are highly aggressive geophages that subsists entirely on Sovorium. They are territorial to the extreme, possess a regenerative factor similar to trolls, and are nigh invulnerable to magic. They are the size of a Terran Hydra, and their highly-active salivary glands produce a much more potent form of the acid used by Uahrs. They posses between 3 and 12 prehensile stinger-tails that are filled with a paralytic bacterial infection that forms a symbiotic relationship with the Rosua.
Kakabel Nickname: “Lurkers” An interesting predator, Kakabels are cottage sized, web spinning, hexapedal crustaceans. In addition to their six locomotive legs, it also possess four fully-prehensile tentacles. Each tentacle has a long, hollowed spike with a small opening on the side, near the base of the spike. Inside this cavity is the Kakabel’s web-spinning apparati. Interestingly enough, while the Kakabel is primarily carnivorous, it does have to supplement its diet with trace minerals that often accumulate around Sovorium. It excretes the svorium as a waste product, either mixing it with the rest of its waste and secreting it through its skin (which forms a magic-resistance coating in the process) or by mixing it into its webs (making them magic resistant as well). Its mandibles liquefy rock and flesh, then a tubular prehensile tongue measuring up to a meter sucks up the resulting nutrient slurry. Its locomotive limbs are all lightly armored, segmented appendages with special adhesive pads surrounded by retractable claws. This facilitates wall climbing. Kakabels are notable for being extremely intelligent, tamable, and exhibit tool-use even in the wild. They sometimes for symbiotic relationships with Zapku, with one Kakabel capturing food for a flock of Zakubels and they in turn protecting it from Lesser Barghests.
Zapku Nickname: “Armories” Raptorial birds the size of an adult phoenix, the Zapkus have spear like beaks lined with shredding razors, and sharp taloned feet. What makes them special, however, is their unique wings and feathers. Their feathers are made of an organic substance that seems to share many of the properties of steel, to where the only real difference is its origin. These feathers rapidly grow back once shed, or rather, launched. The wings of the Zapku are designed to propel these arrowhead-like feathers at high speeds, essentially firing a volley of darts to kill its prey. These feathers are highly aerodynamic, and are used by the tool-using life of Tenebris as arrowheads, darts, throwing knives, and generally any other thing that requires blades. They can also be smelted into large weaponry, though once melted and reformed they are not as reliable as inorganic steel.
Marmadell Nickname: “Campfires” Marmadells are large, marsupial ambush predators. The are bipedal, with powerful limbs capable of delivering such force that a single blow can kill a Volyolf with blunt force trauma. They possess two sets of bladed claws similar to those of a Volyolf, though not as powerful. These limbs are used to impale and slash softer prey, or to balance on in order to kick in the case of Vulyolfs. Marmadells also possess a long, prehensile tail measuring as much as 10 meters. At the end of this tail is a transparent globe, that creates a chemical reaction visually identical to fire inside it. This serves as both a mating call and a lure for prey. The more ‘campfire-like’ the bulb, the more desirable the mate.
The Superior Tenebrisian Dracolisk Nickname: “Rainstalkers” The The closest thing Tenebris has to the Equestrian Chimera, “Rainstalkers” are large, flight-enabled Basilisks. They possess a special third ‘eye’ that can emit an intense beam of light. This both stuns its prey and allows them to see the Dracolisk’s petrifying gaze. Dracolisks also possess intensely acidic breath, and require a diet of both petrified meat and Sovorium. This secondary nutrient requirement also gives them a powerful resistance to magic, though not to the degree of Rosua. They are extremely agile fliers despite their size, and fights between Dracolisks are a thing to behold. Their claws are designed for both gripping rocky walls and rending prey in two. Their scaly hide is often made into high-quality armor, on the occasions one can be brought down. Their eyes have three focal points each just like the Volyolfs, giving them hexnocular vision with the visual range of the Terran eagle.
Quillcrab Nickname: “Archers” These creatures stand about half as tall as a thestral and skitter through the grass, typically hunting the flying creatures of Tenebris or anything smaller than itself. Its appearance is likened to a large hermit crab buds of spikes growing on its shoulders. It uses these spikes when hunting or defending itself, capable of launching singular spikes filled with a paralytic poison, or a deadly blast of nearly all of them. In combination with this, its antennae are highly sensitive to vibrations in the air, even past the constant rainfall, making it able to pinpoint and source of sound around it.
Abalkdurn Nickname: “Sinkers” As long as a city street and just as wide. Abalkdurn live primarily underground in crags, subsisting on sovorium and degrading organic material. Their bodies contain glands which hold an extremely potent acid, used to break down its food or anything else that gets inside it. They rarely stray to the surface, however when they do, they leave massive sinkholes in their wake as they consume organic material until their appetites are sated. Their bodies secrete a coating from the sovorium they eat, making them highly magic resistant as well as an unexpected threat.
Revel Nickname: “Rippers” Bipedal reptilian creatures with razor sharp claws and teeth that they use to rip prey apart, and prehensile tails of over ten meters in length. They stand as tall as a kirin and use a special chemical gland as a weapon. This chemical reacts violently with the air and ignites immediately upon oxidation. The act of spitting this chemical at their prey looks very much like breathing fire, though it’s more accurately like spitting napalm. They have grown a protective coating in their mouths to prevent burning themselves. They are also extremely durable, being known to absorb the impact from falling great distances standing. Once they torch their prey, they consume it with the mandibles on either side of their jaws.
The Tenebrisian Hipposwan Aside from their massive size, physiologically identical to the Terran swans. Tenebrisian swans are noted for their heightened aggression, and territorial nature. This has led to occasionally panic among Terran park goers, who were displeased to learn they walked among beasts capable of casually crippling them everyday. No creature on Tenebris is known to interact with or antagonise the Hipposwan. They are considered a strange anomaly that no living creature appears to want to anger, all keeping well away from Hipposwan territory. As a rule of thumb, Noctals and Thestrals generally consider known Hipposwan territory to be “no go” zones.
Credit to: Lolk
Edited by Farlose, May 9 2018, 08:34 PM.
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Farlose
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May 9 2018, 08:33 PM
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On Noctals, Thestrals, and the Cultural Significance of Sovorium By Ser Bloodstone Mind of the Vitreous family
Noctals are a people of extreme artisanship, with a cultural focus on combining form and function. Visual beauty is their bread and butter, as it seems like they cannot function without it. Their cities are meticulously crafted, down to the last piece of stone lining the streets, their food is the envy of many chefs who proclaim themselves to be masters, their woodworking accounts for every single grain to flow lovingly into an odd tapestry of wood grain patterns.
However, what really sets the Noctals apart is their use of the mineral, sovorium. All attempts to make sovorium useful have so far failed, due to how brittle the mineral is and how dangerous it is to carry and work with it if one uses magic. However, the Noctals seem to have mastered the art of making sovorium into a seemingly waterproof mineral paint that carries the same properties as sovorium, which no other race seems to be able to do. Their churches claim it is because the gods blessed the Noctals to be able to manipulate such a valuable and holy substance into a usable material, and thus use it to paint the beautiful armor of their holy warriors with elaborate paintings depicting battles of legend or feats that the warrior has accomplished. Some elite knights of the Noble Government also purchase such armor from church armorsmiths, wearing it into battle due to the blessing inherent in the material.
Thestrals, on the other hoof, are able to make sovorium into an ink for use in tattoos while preserving the mineral’s anti-magic properties. These tattoos are not given lightly, as they are used to distinguish accomplished warriors from the rest of the warriors. Warriors who have performed heroic deeds, like bringing down one of the more dangerous beasts inhabiting Tenebris, winning a battle alone while outnumbered, and rescuing slaves are just a few of the different ways thestrals can earn such an honor. The tattoo giving ceremony is one of the few grand ceremonies in thestral society that usually involves the whole tribe gathering together to celebrate the warrior’s ascension into legend.
What’s strange is that there seems to be a reason that both species even had a use for sovorium before the presence of other, magic-using races. The Sapientiae Librum (Book of Wisdom for those who aren’t big into learning other languages) describes multiple accounts of ‘Demonslayers’ wearing armor and tattoos made from sovorium to protect them from the ‘foul atrophy and sorceries of demons.’ What this means is that there might have, at one point, been a powerful magic-using race present that was wiped out by both the noctals and the thestrals, though that’s just speculation.
Saint Blessed and Beast-Reaving weapons By Ser Bloodstone Mind of the Vitreous Family
Saint Blessed and Beast-Reaving weapons are, odd to say the least. Noctals are the creators of Saint Blessed weapons, which resemble weapons used for normal combat such as longswords, poleaxes, glaives, bill hooks, guisarmes, glaive-guisarmes, and so on, but with a more graceful appearance and an artist’s touch without sacrificing efficiency. Best-Reaving weapons, on the other hoof, appear to be made more for hunting beasts, resembling variations of winged spears and axes, with a bigger focus on function over form. That’s not to say one kind is superior to the other, but different strokes for completely different cultures.
However, while these weapons look like a darker form of steel, they are far from normal steel weapons. They are infamous for cutting right through unenchanted steel weapons and armor with surprising ease and being downright unbreakable, unable to rust, become damaged by acid, melt in lava, or even be taken apart to be reforged. Something to note is that the pole part of the polearm is also made of the same metal, increasing the weight a bit, but lending even the ‘weakest’ part of the weapon the same durability as the rest.
Sadly these weapons are extremely rare, with official records stating that only 1347 Saint Blessed weapons were ever made and an estimate that a similar amount of Beast-Reaving weapons, however, there’s no official records on the number of Beast-Reaving weapons, and it’s possible that there are many more of them out there, lost to the jungle. The forging technique has been lost to time, and no more of these weapons have been made.
There are rumors of suits of armor made of the same material lost to the jungle, with three actual suits on record belonging to the Noctal Noble Republic, given to the Archbishop, the Lord Commander, and the Knight Paladin to wear into battle. These suits of armor are, obviously, painted with Sovorium for extra protection.
Credit to: Wiserodin
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Aether Polemeios
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May 10 2018, 08:05 PM
Post #5
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The ‘First Wings’ of Tenebris. The name bears a certain familiarity to all across the plane. The elite special forces of the Thestral Stratocracy. But, it was not always this way. The Stratocracy co-opted the name in order to leech off of the actual First Wing’s fame and prowess. This was a long time ago however, the former first wings renamed themselves something distinct, something greater and something most would say was passive aggressive. Wings Paramount.
The Wings Paramount are an order of both noctals and thestrals working together for a single purpose. To hunt the worst monsters the jungles of Tenebris have to offer. Their ways are mostly secret to outsiders. Both the Stratocracy and Republic know next to nothing about how this organization is able to fight, let alone defeat these monsters with considerably less manpower..
Noctal paramounts make up the support staff of the order. Caretakers, craftsmen, accountants healers and chroniclers. These Noctals do alchemical and medical research as well as create the weapons and armor the thestrals of the order use to hunt monsters.
Thestrals make up what the order calls ‘Venators.’ These Thestrals are chosen from a very young age to train and become more than they naturally are. These thestral children under go dangerous training liable to kill most adults as well as equally dangerous alchemical augmentation. Better dark vision, much faster metabolisms, increased muscle growth and the reaction time some terran battlemages would blush at. These augmentations are given to prospective thestrals in waves, to allow their bodies to heal. This is necessary for each successive augmentation is more deadly than the last. The final augmentation having a survival rate of one Venator per 10 thestrals. The transformation also leaves these venators sterile and immune to most diseases.
The Venators are an ancient caste of Thestrals that served the exact same role. They hunted the most dangerous beasts of the jungle. Their ranks were few and thus they were given an irrevocable right in Thestral culture. The law of conscription allows any Venator to claim a thestral child from any clan or family to undergo the training to become one.
Paramount Science
The Wing’s Paramount heavily use alchemy to strengthen their venators. While temporary, the feats of strength, speed and sight these concoctions grant make any venator a true force of violent nature. From regeneration, acidic blood to supernatural hearing a potion can be brewed from Tenebris’ native flora, creating a toolbox for any venator to excel.
However, a venator cannot drink to many at once. The toxicity of these potions is very high and a venator is likely to kill themselves if they drink to much. As such, even one potion is deadly to normal thestrals and noctals. On top of that the base of these potions are an incredibly potent type of alcohol brewed from native rice and wild berries resulting in a liquid that's 95% alcohol by volume.. Every Venator is capable of brewing their potions in the field, and they usually make masterful alchemists.
Paramount Equipment
The Wings Paramount keep their smithing techniques a closely guarded secret. Their metallurgy allows them to create pure sovorium weaponry. Making the rather brittle material about as strong as steel. As an added bonus, the alchemical treatments this material goes through makes it anathema to Tenebris’ beasts. Easily cutting through their hide and even creating wounds that will heal very slowly. These blades happen to only be effective against Tenebris’ beasts. The material is still susceptible to breaking by binding against actual steel weaponry. It was thus customary for a Venator to carry two weapons. One for monsters and one for anything else.
Their armor is crafted from the hides, bones, horns and other materials carved from the very beasts they hunt. The incredibly thick hides of the tenebrisian wildlife make effective armor. Mix in metal as another layer and you have incredibly strong armor, lighter than plate armor for about the same effectiveness. This varies depending on what type of beast the armor is made from. The only downside is that to repair these items means to go hunt another monster. A dangerous prospect, Venator or not.
Morality
The Wings Paramount do not care about the political screeching of the two large factions on the plane. In fact, they endeavor to never interfere in anything political. As such, the order was able to secure special rights from the Noctal Noble Republic. Wings Paramount are exempt and even illegal to enslave. Keeping such a thestral would prove difficult and catching one would be an extremely costly action. Its unknown whether the old republic created this rule out of loss prevention or respect.
The Life of a venator is one of wandering. They travel from settlement to settlement looking for work, usually in the means of slaying monsters. The only accept coin or equivalent labor, usually in the form of equipment or medicine. Each venator is expected to return to their hidden fortress deep in the tenebrisian jungles to drop off any extra supplies. Venators are also rotated in and out of the fortress for guard duty, just in case.
Outside of the fortress is where things get tricky. Because of their obvious augmented states many individuals from both the republic and stratocracy consider venators monsters themselves. A necessary evil. Venators face a lot of prejudice for their unchosen forms, some even grow bitter. False information is abound, such as they eat children or consort with demons. Many venators use this wrong information to their advantage not bothering to correct it, and twisting these ‘facts’ as intimidation tactics to barter for more pay or concessions.
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Farlose
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May 10 2018, 10:26 PM
Post #6
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First Wings
The First Wings are the Thestral Stracocracy’s special forces unit. Masters of guerilla warfare and unconventional fighters, they hold a special place in Thestral society. The unit is formed from some of the Thestrals best fighters and hunters, and is almost exclusively where their Beast Reaver’s choose to go. Not belonging to any particular tribe, they operate in all areas of Tenebris that are available to them, moving from place to place discreetly and leaving no trace of their presence. The Stratocracy uses the First Wings for recon patrols into enemy territory, sabotage of resources, capture of intelligence or specific property, guerilla attacks on enemy forces, and often times the clearing of dangerous beasts.
In order to become a First Wing, a Thestral must prove an aptitude for survival and combat skill. They must be able to operate not only within their unit, but on an individual basis should the need arise. They must be able to creatively solve unusual problems with sometimes the simplest of tools or resources. They must be able to effectively use all of the tools at their disposal, including weaponry and the use of alchemy. And to top it all off, they must have nerves of steel, be able to resist torture, and complete a grueling and sometimes fatal training regiment.
The First Wings are usually given concessions that aren’t normally allowed to regular warriors. For example, they are allowed to use whichever weapons they prefer, rather than the standard issue equipment, their living quarters are less cramped than your typical barracks, and they are granted other special permissions. In addition to all of this, they are given a coveted Red Tattoo, which is placed on their faces, so that there is no mistaking their status. They may also give themselves any additional tattoos earned in this color.
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Farlose
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May 10 2018, 11:55 PM
Post #7
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The Hallowed Seraphs and The Swan Children The Social significance of Albinism
Every once in a while, genetics will go totally awry and leave a newborn with very noticeable mutation. The most recognized between the two races of Tenebris is that of Albinism, a mutation which leaves its mark by making its subject devoid of melanin, leaving them totally white of hair and coat. This comes with other problems, such as bad eyesight and an abnormal sensitivity to light, and is treated similarly between the Noctals an Thestrals, though with some key differences.
Noctals, for example, refer to their albinos as “Hallowed Seraphs.” One of the greatest omens that can be bestowed upon a family. Specifically, they are believed to have a stronger connection with the gods that the Noctals worship, and are treated as envoys to the celestials. These Seraphs are held to a high standard, often given the best educations affordable, and showered with praise from the church. The parents of Seraphs are visited by the Black Thorn Knights when they are very young and the omen offered employ in the church. They are never denied, for why would one deny the Noctal people such a blessing?
These Seraphs are treated with the utmost care while in the possession of the church. Prayer and study are the words of their lives as they learn to commune with their gods. As adults, these Seraphs become pillars of faith, able to recite scripture from memory alone and imparting wisdom to congregations all around their communities. Though their sight is usually both poor and sensitive, they are taught that this is a symbol of humility, to be appreciated by their ever wise gods.
Thestrals on the other hoof, while they also see their albinos as being directly spiritually related, do not give them anywhere near the level of praise as the Seraphs. Called “Swan Children,” Thestral Albinos will be quickly secluded from the tribes they are born in. Firstly, because the pure white of their coats stands out in great contrast to the darkness of the jungles. Secondly because their perceived spiritual connection is seen as sacred, and while they do not worship gods, the Thestrals believe Swan Children able to commune with the dead and see into the future through divination.
From birth, a Swan Child is kept indoors, separate from the other children of the tribe. The moment that the child is able to be safely moved, it is traditionally wrapped in the finest red cloth available, to symbolize the blood of the mother that birthed it and was now giving it up. Then they are taken by a single thestral, usually the swiftest available in the tribe, and taken deep into the jungle, to a secluded area where a hermit tribe lives, made up entirely of these pure white Swan Children. Fittingly, this tribe is located just on the edge of known Swan territory, and only needs to be protected on one side.
Swan Children live as normal a life as they can in their secluded tribe, though their conditions make it so that they cannot hunt for themselves. The Thestrals that are bidden to protect the Swan Children are very skilled hunters and warriors, as the Swan Children are a sacred and precious thing to be kept. These warrior are forbidden to sully their charges, and such a crime is swiftly punished with execution.
Their poor eyesight and inability to hunt make their bodies frail, but this frailty also leaves them more susceptible to the herbs and potions which they use to commune with spirits and divine the future. Whenever a Swan Child has a vision or revelation, they grab a hold of whichever warrior they find most fitting and have them escort the Swan Child, again wrapped in a fine red cloak, to the relevant recipient of their divination. A visit from a Swan Child is not generally taken lightly, and precautions are made in advance for their arrival to ensure that the village will remain safe.
They do have one advantage however, in that their imperfect predetorial bodies have developed a way to compensate for the lack of vision with a minor form of echolocation.
Edited by Farlose, May 25 2018, 08:58 AM.
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