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Showing posts with label A. Show all posts
Showing posts with label A. Show all posts

Wednesday, November 24, 2021

Andarmen

     The Andrish, or Andarian race were originally members of a single dynastic tribe in the Midalrealm, but comprise more of a cultural identity than an ethnic one. Andars show a fair bit of variance in elfin traits (mostly depending upon how far removed they are from nobility). Most have dark hair, but eye color varies. Complexion is fairly variable. The Andars were conquered in prehistory by the Highelven empire, from whom their highest nobility trace their ancestry back to. Andars speak Midal Common, a tongue descended from Highelven (which may still be spoken by nobles or clergy)
    - Styled after Germanic and Anglo-Saxon ethnic groups 

Monday, November 22, 2021

Azag Baba

 Also called the Hellgate, this portal to hell began the Demon War when it was opened. Azag Baba was crafted from the forked tongue of Menopherog.

Aura

    A being's Aura is a metaphysical manifestation of spiritual energy. Personality, morality and intent are reflected in the Aura, and this aspect of spirit can be discerned by those sensitive to it. Though the different qualia of the aura is not directly comparable to color, it is often described this way, as the feeling of an aura is best expressed in visual terms. Listed below are different shades an aura can take, with notes on what they indicate about the individual they surround.
    
    Bright Blue: Purely Philanthropic 
        a shining, sapphire blue aura. The alignment of saints, martyrs, and intensely charitable deities. Unerringly benevolent, even to one's own detriment or death.
    
    Blue: Benevolent, Lawful  
        pol: Socialist
    
    Azure: Benevolent, Inconsistent 
        pol: Activist
    
    Cyan: Benevolent, Volatile
        pol: Communist
    
    Black/None: Fundamentally Ordered
        black aura, or perhaps the absence of one. This is the alignment of simple automatons, insects, and deities of pure Order.
    
    Purple: Indifferent, Lawful
        pol: Authoritarian
    
    White: Indifferent, Inconsistent 
        pol: Centrist, white, poorly defined aura. This is the alignment of the opportunist, the vagrant, most semi-intelligent beasts (apes, cetaceans)
    
    Pale-Green: Indifferent, Volatile
        pol: Anarchist
    
    Bright Red: Singularly Misanthropic
        an overwhelming, glowing scarlet aura. Utterly possessed of a hatred for mankind. Undeviatingly chooses to cause harm, even to its own detriment. Almost exclusively found among divinities, and otherworldly entities.
    
    Red: Malevolent, Lawful 
        pol: Fascist, hot red aura.† The alignment of some devils, most politicians, and psychopaths. Selfish, but principled.
    
    Orange: Malevolent, Inconsistent  
        pol: Conservative
   
     Yellow: Malevolent, Volatile  
        pol: Libertarian
   
     Bright Green: Fundamentally Chaotic
        an intense, iridescent green aura. Mostly incompatible with life, this is the aura of elementally chaotic entities. Occasionally associated with deities, and certain types of magical energies.

† Aura in shades of red are described as appearing cébre by Saguzahar sensitive to aura. This seems to indicate that the shade of malevolent aura are actually emsabre, the color of blood.

Atrocy

    1. (Deity, Entity) In the depths of hell lies an entity known as the Atrocy-- or sometimes as the Mother Atrocy to differentiate her from the fragments of herself seeded into the material world during the Demon War. The Atrocy is said to be formed of congealed hatred, boiled off from souls who have passed through hell, or were banished there, or leaked down into the dark pits of hell from the living. The Atrocy is deeply intelligent, though its singlemindedness and unambitious nature can lull a foe encountering it into a false sense of security. In Hell, it may be experienced as a vast ocean of burning hot liquid metal, scarlet red, filthy with coal and ash around its shores. It readily buds off small units, each of which may be called an Atrox, but are collectively still known as Atrocy (see. def 2.)
    Atrocy stranded outside of hell speak of the Mother Atrocy as a goddess, and may be known to pray to her. It is unknown to what extent the Atrocy in hell is aware of her disembodied fragments in the material plane, or how much she cares about their plight.

    2. (Minor Hellspawn) In the Midalrealm, the pieces of the Atrocy (singular unit, Atrox) encountered take on a shape roughly humanoid, with a surface that resembles crushed burning coals. These are, however, mere fragments of the true Atrocy, which is a singular being residing in Hell. There, its form is that of an enormous shapeless mass of burning liquid. (see def. 1.) When the demon portal Azag Baba was opened, the singular Atrocy fragmented itself into smaller units to pass through the opening-- many of these remain, wandering the surface of Tel and the Abyss.     
    When the portal was still open, the individual Atrocies acted in unison, part of a singular mind, connected telepathically to the mother mass in Hell. When this connection was severed, however, the individual units ceased to share a hive mind, and began to develop independently.
    While not strictly unintelligent, they seem to lack common sense, as though existing on the material plane is still somewhat foreign to them. Some seek to merge with others of their kind, forming into a larger, more powerful Atrox, while others seem to wish to preserve their individuality. If sliced apart cleanly, two halves can usually form themselves into two much smaller Atrocies. The burning fluid inside of an Atrox is also called Atrocy, though it is known more commonly a Demon's Blood, and upon the death of an Atrox, it solidifies into a hard, dense, red metal, which is highly sought for making weaponry. (see def. 3) Atrox are unphased by being pierced, and often bludgeoning seems ineffective as well. While they can survive bifurcation in ideal circumstances, their bodies will fail and die if too much of their inner Atrocy is exposed to the air.
    Cut off from Hell, Atrox will eventually perish and solidify without a supply of elemental ignistic energy. This can be acquired through magical means, or simply by spending time in or around open flame. Other than this need, Atrox require neither sleep nor sustenance. They cannot speak, and have no natural senses other than truesight. Some rectify their insensate state through the use of Thrûmic Orbs.
    
    3. (Material) Atrocy, perhaps more commonly known as Demon's Blood, is a hard, dense, scarlet red metal. Archaic highelven names for the metal include Aesatarôcsén, and Aesbaël. This material flows as a burning hot liquid under the crusty exterior of an Atrox, and is a small portion of the gargantuan fluid mass of the Mother Atrocy who resides in Hell. (see def. 1.) Atrocy is said to be a sort of congealed elemental hatred. The superstitious will say that carrying a weapon made from Atrocy will make the wielder paranoid and irritable. It is also said to grow somewhat warm in the hand when used to cause bloodshed. 
    Apart from its extreme tolerance to heat, and the way it readily takes and holds an edge, Atrocy is highly sought for imbuing with magic, as despite being a metal, it originates in a living creature, making it naturally adept at holding magical energies.

Atlâs

The bearer, the sufferer, namesake of the former empire of Atlantis.
    see: Atlantis

Atlantis

analogue for various Greek cultures, mythological and realistic. 

Capitol city Athenë famously sunken.  

Athenite

    A Noble metal traditionally sourced from mines located near the city of Athenë. Following the sinking of Athenë, no sources of the ore are known, and artifacts made from the metal are increasingly rare. Athenite was the preferred metal to cast vessels and idols in dedicated to Athenë, the goddess of wisdom, purity and strategy. The metal has a subtle bronze tint, the surface of which tarnishes lightly to a mottled pattern where the boundaries of metallic crystalize structure interact.
    Athenite is most well known as the metal of coinage that originated from the mints at Athenë, and still circulates occasionally around the former reaches of the Atlantic empire into the modern day.

    [This is the metal known to us as Palladium]

Athenë

    1. (City) The sunken capitol of the former Atlantic Empire.
    see: Atlantis

    2. (Deity) Goddess of wisdom, purity, and strategy. Athenë was the patron goddess of the Atlantic capitol city that bore her name. (see def. 1.)

Atelwer

    Rarely encountered alone, the fearsome creatures known as Atelwer can be found in many secluded regions of the Midalrealm. Often described as being vaguely ape-like, but is exceptionally violent, and said to be completely carnivorous. Aggressive, frightening, surprisingly strong. From a description, one may imagine a great hairy simian, perhaps with gnashing teeth, but the reality is far more subtle. If set to look upon an Atelwer and to give a description to one who could not see the creature, one would describe, in every detail, a being identical to a human. Each piece of description, however, would be delivered as though describing something foreign and grotesque. To look upon an Atelwer is to see humanity through a twisted lens that strips away any familiarity with mankind's otherwise banal features. They are said to be inexplicably horrific, the words they speak confusing and grating to the ears, without any discernable meaning. 
    One could, however, carry on a perfectly civil written correspondence with an Atelwer and be none the wiser. It is thought that they see the races of men as misshapen monstrosities just as we see them.

Asp

     An Asp is an enormous variety of snake. Many asps have a deadly venom, though this is only of concern with young asps, too small to eat a man whole. Not to be confused with the Constrictor, which can grow to enormous sizes as well, but is far less deadly or aggressive.

    See also: Constrictor

Askard, Dire

    Though sharing a name with the small, thieving and pack-hunting Askards, the Giant Ask, or Dire Askard is a very different beast in terms of behavior. They share the basic body plan of other Asks, but are mostly bereft of integument, their large bodies covered in rough, leathery skin and small scales. The hands of a Dire Askard are nearly absent in most cases, of no aid at all in helping to right the creature should it stumble. Some are adorned with horns of various sizes, of particular note is the Giant Bull Askard, with its shortened face, and ox-like silhouette.
    Giant Ask tend to be opportunists. Like many other large predators, they are highly territorial between others of their kind. They will happily steal kills from other animals, seeming to often prefer carrion over fresh meat. They possess massive jaws, and the strength that they can bring to bear in jaw and neck and tail are enough to give even a full grown dragon pause at their largest.

Askard

    The Askard is a common sight out in the plains and forests of the Midalrealm. Coming in a broad range of sizes, they all share a similar physiology and behavior. Askards, or simply Asks or Askbirds for the smaller varieties, are quick on their two feat, resembling domestic fowl in posture- though the similarities end there. They have small grasping hands, adorned with long feathers that may be used for displays, or to cushion a fall from some height, but are never of use for flight. Their bodies are covered in soft down, sleek in some, a ruffled mane in others.
    Askards of all sizes are known for their speed- the larger varieties may be tamed and ridden far to the south. They are social creatures of quick wit, for having such small brains, and may hunt in packs. From this, the larger Askards gain the nickname of Askwolf in some regions. A true worry to travelers, an Ask relies on its vision far more than a wolf or jackal, who may hunt at night guided by keen olience and hearing. Askards are primarily active in the day, and a pack can easily take a group of travelers by surprise, springing quickly from the underbrush, or down from trees.
    Of particular worry when in combat with an Ask is not the teeth or grasping hands, but the sharp clawed toes. Many varieties have a single sabre like toe primed to slash into the gut of a foe with a single pounce.

Aquilon, Great Northern

    The Great Northern Aquilon is a noble variety of eagle of very large size, comparable in wingspan to a fully grown dragon. (ác- + cuelân, "great wing") Despite behaving in no way dissimilar to ordinary birds of prey if left to their own devices, Aquila are quite intelligent. Most understand the common tongue, and some may speak it. Though spoken of in myths ferrying heroes in and out of battle, they may permit themselves to be ridden only in very rare circumstances, as they are very prideful. It is, however, of no burden to carry a rider-- a Great Aquilon has been known to be capable of swooping down upon, and carrying away a grown saddlehart buck without so much as faltering.

Aptothrûm

    Also known as an Orb of Tactition. Not to be confused with the Osomnuathrîm, which is unique and permits tactition (as well as other subtler sensations) at great distances. Apothrûma, because of their limited range, are not considered terribly useful. Paired with another orb of the same type, two apothrûma can be used like linked ulthrûma or oëthrûma as a device to be used remotely. Joined this way, a user may "feel" the immediate surroundings of the orb at the other end of the link. Although these pairings have certain niche practical uses (one end of the pair disguised as a doorknob, for instance), these devices are most frequently used by lovers. In this application, they are sometimes known as touchstones.

Ape

    Apes are vaguely man-shaped, and covered in hair. Several varieties. Typically social and curious, though with confusing social customs that may cause offence to be taken inadvertently. Close in intellect to a man, and may be taught language, though they cannot speak themselves. Not to be confused with monkeys, who are close simian relations to apes, but which bear a tail, where as apes have no tail.

Anthropophagus

    The Anthropophagus is a being often found lurking around places of death. It is considered mostly benign, as it is only concerned with the physical remains of the dead, rather than the spiritual remains as many ghoulish beasts are. Lichherds, as they are sometimes called, are ghastly in appearance. The creature's skin is yellowed, as if half rotten, and its body is bony and gaunt. It is roughly humanoid-- with the exception of lacking any sort of head or neck. It has two pinprick eyes on its chest, and a gaping jawless mouth, filled with a few dark teeth. It is incapable of communication, and is only semi-intelligent, though it seems to prefer to cover itself with scavenged scraps of clothing. It is often seen carrying pieces of dead flesh on its back. 
    Finding an intact corpse, the creature will use a natural form of psychosophistry to animate the body in a stiff crawling gait. The creature shepherds its prize back to a hovel where it is laid in a covered pit to cultivate into a brood of maggots, which the creature consumes. Though horrifying, the Lichherd is weak and cowardly, and will flee any combat. The beast's ghoulish habit is valued by some cultures-- a troupe of Anthropophagi will quickly clean up a battlefield, helping to stop the spread of disease.
    In the Anthropophagus' nest, it maintains a writhing mass of maggots. This is both a source of food and a bed. Infant anthropophagi appear spontaneously within the maggot-bed, and remain there until large enough to venture out on their own. If an anthropophagus is forced to find a new home, it will swallow as much of its maggot-bed as possible, to be regurgitated later. Anthropophagi typically carry around two to three gallons of maggots inside of themselves at any given time, and may vomit these out as a distraction if threatened. 

Ant, Giant

    Not actually close kin of ants, whom they resemble in behavior, or termites, who they resemble somewhat in appearance. "Giant Ants" are a eusocial variety of Whegg, living in deep, branching burrows deep into the earth. Within an individual colony of giant ants are several different varieties, born to the singular queen for various purposes. there are smaller, industrious workers, and large armored guardian ants, for instance. Giant ants tend to be found far to the south, the entrances to their cavernous burrows in clearings (sometimes clearings of their own design) or fields, near the outskirts of forests and jungles, where they hunt and scavenge.
    Rumors state that deep within any giant ant colony is an enormous midden, where the ants dispose of any material they cannot eat. As the ants are often a plague along trade routes, this pile of "trash" could hold untold amounts of treasure picked from the corpses of adventurers and merchants killed by the colony.

Amphisbaena

    Serpentine, with a head at each end, the Amphisbaena can grow very large. However, and perhaps thankfully, they typically are encountered small, no longer than ten to fifteen feet. Food ingested at one end results in a dried pellet expelled at the other of what could not be digested. The creature seems to have two parallel digestive tracts, such that food can be ingested and subsequently expelled by both heads in tandem. Heads seem to be individuals, but are linked in such a way that one head knows all the same things that the other knows, but perceive sensory input separately. Singular tube shaped heart is located in the center of the animal- severance there will kill the beasts instantly. Anywhere off the center by around a foot or so will result in only one head perishing immediately, the other will continue to fight until exsanguination after several minutes.
    The flesh of the creature is leathery, like that of a toad, with bead like scales around the face. The heads are vaguely snake like, but more blunt. When contracted, the folds of its skin bunch up around the necks (the creature's phallic appearance in this state gives rise to the common nickname, mud pecker). Moment for the creature seems erratic, particularly when the heads are at odds about which direction to travel in. Those who study amphisbaena claim that usually, one of the heads will dominate the other, taking control of movement more frequently.

    Amphisbaenae are occasionally found in circus performances. It is well known that, if taken at a young age, the worm can be tamed (to a degree) and trained using a girdle around the midsection. Tightening this girdle quells aggression by slowing the heart-rate of the creature substantially.

Amnestic Occlusion

    Amnestic Occlusion is an effect that may lock a set of information behind a meme (perhaps a word, a phrase or image) which has an amnestic property to it, preventing the associated information from being recorded in a viewers mind. These "amnestic locks" may only be circumvented by a viewer inoculated to that specific meme- that is, typically, possessing meta-knowledge of the meme such that its effects are less pronounced. This could, for instance, take the form of a word with inherent amnestic properties, a word that could go overlooked by a viewer despite its presence in apparently plain sight. It is difficult to provide a tangible example. 
    Consider perhaps how the mind processes an article like "the" constantly in everyday speech, without ever taking much time to consider the word's meaning or properties. It is a similar concept to this. Once attention has been drawn to the word, the brain may process it differently for a time, rendering the apparent innocuousness negated.

Amnestic

    Aamnestic is, loosely speaking, anything pertaining to forgetfulness. This included amnestic elixirs, which may cause an individual to forget events within a certain time frame, or of a particular nature. Amnestic memetic elements are those which make an ideon challenging for a mind to hold on to, or may otherwise hide correlated information from memory. An amnestic field is a region where in things inside the field will slip from the viewers mind.