THE OMNIPOTENT DUOSYLLABLE HATH BEEN SPOKE... ////////////////////////////////////////////////////////////////////////////// _____ _____ _____ _ ___ ___ __ _ _ / ____| __ \_ _| |/ / | | \ \ / //\ | | | | | (___ | |__) || | | ' /| |__| |\ \_/ // \ | |__| | \___ \| ___/ | | | < | __ | \ // /\ \ | __ | ____) | | _| |_| . \| | | | | |/ ____ \| | | | |_____/|_| |_____|_|\_\_| |_| |_/_/ \_\_| |_| \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ============================================================================ ============================================================================ 6 RACES: + Globinoids (🜂) + Terianthropes (🜄) + Meimelings (🜁) + FĂŠtherites (🜃) + Cryptoids (🟊) + Pleiadians (âœȘ) 6 ARCHETYPES: + Magician (INT) + Sage (WIZ) + Jester (CHA) + Outlaw (DEX) + Ruler (CON) + Hero (STR) 6 GODFORMS: + Ishra (♀) + Tyranntos (♂) + FĂŠo (⊕) + Heckali (☟) + Sowtoanna (♄) + Demiouros (☉) ============================================================================ ASTROLOGICAL ATTRIBUTIONS: ============================================================================ RISING SIGN (Determines RACE) THE SALT-BODY: + Meimelings (🜁) -- GEMINI, LIBRA + Globinoids (🜂) -- ARIES, SAGITTARIUS + FĂŠtherites (🜃) -- TAURUS, VIRGO + Terianthropes (🜄) -- CANCER, PISCES + Cryptoids (🟊) -- CAPRICORN, SCORPIO + Pleiadians (âœȘ) -- LEO, AQUARIUS SOLAR SIGN (Determines ARCHETYPE) THE MERCURY-SPIRIT: + Magician (INT) -- GEMINI, AQUARIUS + Sage (WIZ) -- SAGITTARIUS, PISCES + Jester (CHA) -- CANCER, CAPRICORN + Outlaw (DEX) -- SCORPIO, LIBRA + Ruler (CON) -- TAURUS, VIRGO + Hero (STR) -- LEO, ARIES LUNAR SIGN (Determines GODNAME) THE BRIMSTONE-SOUL: + Ishra (♀) -- GEMINI, LIBRA + Tyranntos (♂) -- ARIES, SAGITTARIUS + FĂŠo (⊕) -- TAURUS, VIRGO + Heckali (☟) -- CANCER, PISCES + Sowtoanna (♄) -- CAPRICORN, SCORPIO + Demiouros (☉) -- LEO, AQUARIUS JUSTIFICATIONS for the AFOREMENTIONED: FĂŠo/FĂŠtherites: Earth Signs - Taurus: Pragmatic, Down-to-Earth, Paternal - Virgo: Compassionate, Harmonious, Maternal Heckali/Terianthropes: Water Signs - Pisces: Bizarre, Intuitive, Dreamy - Cancer: Emotional, Changing, Sensitive Ishra/Meimelings: Air Signs - Gemini: Social, Cerebral, Flippant - Libra: Perfectionist, Vain, Clique-Oriented Tyranntos/Globinoids: Fire Signs - Aries: Hot-headed, Stubborn, Competitive, Hobbit-like - Sagittarius: Lazy, Philosophical, Satyrlike Sowtoanna/Cryptoids: Outliers among the dense signs (EARTH + WATER) - Scorpio: Brooding, Perverse, Occult - Capricorn: Capricious, Caprine, Saturnine Demiouros/Pleiadians: Outliers among the buoyant signs (AIR + FIRE) - Aquarius: Angelic, Technologically Progressive - Leo: Solar, Proud, Egotistical //////////////////////////////////////////////////////////////////////////// "IF YOU DO NOT AGREE WITH OUR DIVINATION YOU MAY SELECT YOUR OWN FATE, BUT HEED THAT BY OUR METRIC YOUR FATE IS UNRECOGNIZED BY THIS CANON, YOU MAY EITHER DENY THIS TRUTH OR ACCEPT YOURSELF." //////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////// WORLD LORE (SPITBALL) - Cosmology consists of 6 planets, in 3 pairings: - Demiouros is the Solar God, and is a static, impossibly bright object that looms over FĂŠo. Its origins are unknown, though it is alien. - Heckali, the Lunar Goddess, is an expansive cloud of nebulous material that naturally obscures all that it covers, and it periodically enshrouds FĂŠo creating night. - Chained to both sides of FĂŠo are Tyranntos and Ishra, Tyranntos is a land of dense rock and fire, while Ishra is a land of hot air and golden winds. - The tug-of-war between the two gendered planets causes shifts in FĂŠo's climate, politics, society, virtues and ideals. - Times where Ishra is in control are prosperous, innovative, and peaceful, while Tyranntos' rule is volatile, destructive, and hostile. - FĂŠo itself is a lush plane of earth, which stretches out the entire span of SPIKHYAH, and is home to much life. - Sowtoanna is the fallen underworld, the subsurface levels of the iceberg that is FĂŠo. It is a cavernous space home to many subterranian Cryptoids. - SPIKHYAH is the Name given to the entirety of the Universe and its Source, a Name and Word with infinite Creative and Destructive power. + Heckali worshippers are quite fond of eye symbolism, because Heckali's "Moon" is Her giant eye, and it's phases are based on how active She is. + The "stars" of the night sky are just pinholes in Heckali's mantle- Though these are known to shift subtly, and these changes are of great interest to Heckalian astrologers. + "Royal Jelly" is a extremely nutrient rich substance produced for globin queens, and it is said to be an elixer of youth and immortality... though the heist of it and use of it are performed only by extremely perverse shadow societies. + Ishra : Online accounts are a basic proof of citizenship in Ishra. If you don't have one, you may make a guest account, though this will signal you as a limpdick F2P player (or a criminal/pervert/lurker). + Meimelings are capable of great transportation purely through their technology, as Ishra : Online has servers all over Fee-id-sha'at. + The Ishrean equivalent of "Wagies" are just the people who log on every day, do nothing but their dailies, then log off. + A strong symbol of High Status on Ishra is the "pet" or "minion" one is toting around, a cosmetic, useless, usually obnoxiously colored or designed pet that sits at ones' side. If it has flames and neon colors, it's usually high value. + Non-Meimelings cannot visit Ishra : Online with their physical bodies, unlike Meimelings, and therefore must have a terminal or gear of some sort-- And must also take care of their physical bodies while online. There are Hotels in Ishra willing to accomodate such tourists looking to explore Ishra : Online. + As much of Ishra's world economy operates closely with Ishra : Online's virtual economy, things like fungibles and cosmetic items are worth more than their real -world counterparts to many meimelings. + Pleiadians antecedents were what new-age alien cults know as pleiadians, who were in truth venusians-- these venusians created such advanced self-replicating machines-- that what was originally just a single star pleiades, eventually became a cluster of self-replicating megastructures. After the pleiadians went extinct, these megastructures gained mechanical sentience and created a race of humanoids, designed "in God's image", who then became the New Pleiadians. True Pleiadians (Venusians) | V Pleiades (Artificial Star) | V Pleiades Cluster (Self-Replicating Megastructure) | V Demiouros (Artifical Star) | V New Pleiadians (Biomechanically Engineered Life, Created in God's Image) | V Knights, Horsemen, Trumpets etc. (Genetically Modified New Pleiadians) + Slime Mold Highways + Story about a person growing up a Rimjobber (NAME SUBJECT TO CHANGE) and how he survives making the loop + Heckali is quite possibly the largest plane in all of Spikhyah, rivalling only Ishra in terms of scope-- As Heckali consists of a dark matter of varying density and fluidity. However, this dark matter operates strangely when observed versus when unobserved, and tends to arrange itself into unique structures when observed by certain types-- yet still existing as data stored within the dark matter when that observation ceases. In effect, this material serves as a collective unconscious, and all information that is forgotten ends up somewhere in Heckali. + Though life on Heckali is unstable, and structures are not bound to the same laws of reality, there are native Terianthropes who live there-- And they are known as the MARBLE Terianthropes. Among these are a few familiar faces. + You are having a stroll through Ishra's cities, and you take a wrong turn and end up on a seedy district of the Clover province... You see unsightly things, Meimelings shitting on each other, meimelings screeching profanities. A meimeling approaches you and says nothing, but hands you a photograph of a man spreading his ass, revealing his gaping candy red asshole. + On FÆOs GREAT ZEA, there are underwater crevases that go deep into Sowtoanna, these caves can have air pockets or geothermic vents-- and the creatures that live here are unfathomable, though they seldom leave their domain. + Some FĂŠtherites of the SOWTOANNAN persuasion are capable of "corpse-walking" or otherwise occupying the shell of a cadaver, and puppeting it around for protection or concealment. This practice is taboo in polite FĂŠtherite society. + A band of merry FĂŠlic Sages who call themselves "Planetrotters" are known to wander the planes of Spikhyah, and will provide food and drink to anyone that encounters them, no matter their faction or alignment. + "The phlegmatic globin speaks so he may clear his throat." + approaching a globinoid and calling them a "globinoid" is equivalent to using "mongoloid" or "negroid" -- they call themselves Ru-Behk, meaning "red men," -- this title refers to their "first humour" being the spilled blood of tyranntos from his first accident on one of his own blades. + heckalian day/night cycles last up to weeks, unknown amounts of time, but in a way that is like weather-- days of the week toggle with each day/night, so tyrsnact, ishday, heksnact, fĂŠday, sowtornacht, deiday, etc-- a single prolonged night may last many sleeps, while some seasons it goes in a matter of hours + some sowtoannic magicians keep studious track of these with instruments and calculations, since they rarely leave the underground-- this makes them functionally armchair astrologers + keeping track of the correct days can be divined if one loses track mentally, however one must have a tool/sight for it, and the lore to interpret the signs-- but most folks just ask someone else what day it is + fire seasons, tyranntosian tilts, all of these contribute to heckalian health-- poor health and radiation fatigue make her mantle thin, have spotty holes, shorter nights-- in very bad seasons she nearly kills herself trying to smother demiouros, smothers him until she nearly burns to nothing. it is the thought of her sunscorned and terianthropic children that keep her alive-- and also so desperate to throw her life away to smother the sun + Godname Concepts: ISHRA: THOUGHT TYRANNTOS: ACTION FÆO: BALANCE SOWTOANNA: CHANGE HECKALI: UNKNOWN DEMIOUROS: ORDER + FAMOUS GLOBIN NAMES: - Kigta-Koomah (choleric) - Krak-Kluklaouh (choleric) - Shik-Stabbah (melancholic) - Krak-Shrektu (phlegmatic) - Fredy-Freeka (choleric) - Zouz-Atchoo (phlegmatic) - Xaar-Deeveal (sanguinary) - Kigtata-Bluudgar (sanguinary) + Archetypal Caste Ratings - Ruler (Nobility) - Magician (Educated Landowners) - Hero (Knights/Mercenaries) - Jester (Entertainers) - Outlaw (Urchins/Pariahs) - Sage (Homeless by Choice/Nomadic) + FĂŠtherites are quite literally the kum of the FÆON God, whose Orgone essence developed sapience. They have an affinity with natural fungi and flora. + On FÆO legends speak of a war against giants, where 13 of the most tyrannical and evil giants were taken to a grove and executed. Their souls have conjoined with a great and beautiful tree there, and their visages remain in anguish in the bark. The spot has become a place of high orgone and a ritual capital of the FĂŠtherites. + Though the Ishrean highways are a popular and convienient route of travel, automobile crashes can be disasterous-- even resulting in the BSOD. + The DEMIOURIC nesting dome is a panopticon-configured network of cells, bunched together in a hexagonal shape and in full exposure to DEMIOUROS' core. The PLEIADIANS come home to roost, and to bask in front of DEMIOUROS eternal irradiation. + NOTES ON PLEIADIAN PATHOLOGY: - Non-DEMIOURIC Pleiadians are among the most virulently anti-Demiouric creatures out there. - TYRANNTOSIAN PLEIADIANS are more vespine in appearance and behavior, more akin to Vulturites in personality. They are the strongest opponents of DEMIOUROS among Pleiadians in terms of military capacity. They tend to think of themselves as the true PLEIADIAN RACE. - HECKALIAN PLEIADIANS are bioluminescent; they literally glow in the dark. They are secretive, and are adept at espionage, which they use to attempt to sabotage the DEMIOURIC government. Their pathotype is often riddled with an intensely confusing OEDIPAL COMPLEX, having the desire to KILL DEMIOUROS as strongly as the desire to BE DEMIOUROS. - FÆON PLEIADIANS tend towards pacifism and harmonious idealism. They are often bleeding-heart idealists, and believe we can attain a mutual understanding and state of dharmic coexistance. This is a grave blasphemy by DEMIOURIC standards. Their carapice is more armored, and they can be sedentary enough to accumulate moss on their bodies. - ISHREAN PLEIADIANS are graceful and beautiful in their appearance, akin to dragonflies and butterflies, and are often DEMIOUROS APOLOGISTS. Many of them believe themselves to be Model PLEIADIANS, and suffer with cognitive dissonance of their true status in DEMIOURIC society. They carry the mindset of "I would have been one of Demiouros's top soldiers!". - SOWTOANNAN PLEIADIANS are vampiric, necrophagic, carriers of death. They tend to be the least political among the Pleiadian peoples, instead sticking to their niche as decomposers and death perverts. + Cryptoids are imperfect shapeshifters, though their ability to shapeshift is stronger in some than others, Heckali-aligned Cryptoids are generally the most capable, able to look convincingly humanoid in low-light conditions. + Cryptoids are also perfectly capable of emulating human speech, and their masks can change v convincingly into the face of another. Using these they are able to fool some prey, and are greatly feared by other races as a ghost story turned real. + GLOBINIDS are quite fond of SACRIFICIAL RITES, usually sacrificing MEIMELINGS as PRISONERS OF WAR, by popping their rubbery shell and Huffing the AEROSOLIZED WINE within them. This, in turn, gets them FUCKED UP, and they celebrate in drunken revelry. + TYRANNTOS is home to a number of PSYCHOACTIVE FLORA, as well as motile and carnivorous flora. The main focus of the REDCAP GANG's profits are the fruits of a particularly violent plant-dragon, whose leaves and fruit contain a PCP analogue and combat stimulant. Its effects are that of a stimulant and a disassociative, reducing pain dramatically, while raising mania and motor functions, along with a sense of euphoria. + A COMMON METRIC for CURRENCY AND WEIGHT ALIKE is the "Cell", used to describe the size of a CELL WALL, or about the size of a 6 SIDED DIE. Since the most common object of trade is both in plant DRUGS and MEDICINES, most trade goods are measured in CELLS, including precious metals that do not have a visible cellular structure. + MEIMELING GOVERNMENT holds its elections through a MIKAN RAFFLE, where marble-like depictions of the contestants are made to race through a quantum pachinko in order to compete in auspicity. However, during the current period of TYRANNTOS' TILT, most of the elections are rigged well in advance. > The most devout of TYRANNTOS worshippers exalt the symbolic notion of flame to such great importance that they consider it a cardinal dishonor to have one's life taken from them-- to have their flame snuffed out. It is for this reason that if a famed warrior is to die too soon, or to retire, then their bodies are treated with an esoteric combination of mummification, embalming, and taxidermy, where their extremeties are "waxified" using the body's fat, which is then stuffed with hay and stitched up. The fingers, toes, hears, nose, and phallus are all turned into candles, which are maintained in TYRANNTOSIAN mithreaums by an order of vestals, who ensure that the flames of these great warriors is allowed to continue. This respect is only given to warriors that are too good to die too soon, and their spirits are consulted for guidance and strength through mediumship. " So that thy flame not be extinguished preematurely, and to spareth thy spirit from great Dishonour, a deceased Warrior of Renown and extreme perserverence shalle be tended by Vestales- whom shalle preserveth thy flame in a methode of corpse-waxing. Fats shalle be stripped from thy body and stored in vessels, and organs scooped and fed to vultures. Thy fats and thy soft organs must then be replaced, and thy cavities filled by sweet haye and saws' dust, and then thy body be sewn shut. For three nights thy body shalle be kept buried in sand, so that thy body may be of dryness and mild Odour when the work is begun. Then, On the fourth morning, a Vestale shalle exhumeth thy corpse, and the stored fats shalle be prepared and ready. Thine extremities shalle then be processed with fat: thy filanges, thine hears, thy nose, and thy fallus-- Until they are maked waxed and pallid. Upon drying, the extremities are to be lit, and a Feast held and a Covenant made: a promise that thy flame shalle never go out again. " - "TYRANNTOSIAN TILT" vs. "ISHREAN SWAY" are terms used by scholars to describe the epochs of the Tyranntosian/Ishrean tug of war. These bouts are known to last anywhere from decades to centuries, and can create a multitude of political and spiritual consequences for SPIKHYAH. The time in history where many of the spikhyean parables are written is during the rise of Tyranntos as He violently usurps Ishra. - Globin society and their sexual biology are strongly entertwined. There are multiple queens on Tyranntos at any time, ranging from 1 dozen to 10 dozen. Territories are drawn according to districts, each ordained by the mother glob that resides there. Some districts, and their queens, have a far more ethnically-strict selection process for who is allowed to seed their mother glob, as is declared by their queen's fancy. - Any mother glob typically has a large number of Knights, usually Sanguine and Choleric caste globinoids, who are selected for their martial prowess and physical ability. These knights do everything from relocating the queen, to protecting her from harm, to aggrieving other districts according to her whim. They also serve as the primary breeders, and are selected by the queen primarly on this preference. - Below the knights, who may have any number of vassals, are the thralls, who serve as drones. These are globins with a natural urge to serve a queen but who lack the physical capabilities to earn their spot as a knight. Any number of these have a chance of "getting lucky" and being selected to breed with the queen as a means of humor-balancing. This arbitrary chance of winning the proverbial lottery keeps the thralls loyal and hard-working. - The difference in caste between Phlegmatic and Melancholic Globinoids is profound. While green globins rival the stoutness and durability of alpha Globins, they lack both the drive and the confidence to make use of their gifts. This effectively renders them "Vocels" or "Sigma Males" whereas Black Globins are often among the seething, hopeless, Incel caste. The % of Globins who become Wizards among these castes are disproportionately high. - Since most globins will go their entire lives without procreating, but still possess sexual organs and drives all the same, homosexuality in globin society is common. Though there is a very loose stigma around the act, the majority of globins will still call you a fag if you were to extend such an invitation. Globin eunuchs are usually the homosexual ones and every tribe winds up having at least one, which the heterosexual globins will tolerate because it keeps the punks from getting ornery. Plenty of globins get their rocks off with non-globinoid species, both animal and sapient, and are known to outbreed violently, though are incapable of producing offspring. Any offspring a globin and a non-globin produce will invariably come out melted and deformed, though this does not do much to stop them from trying. - Globins, as creatures who are born without an umbilical cord and do not breastfeed, should have neither a belly-botton nor nipples, and yet the Globinoid has both. This is said to be the case because Globins are a personification of the Id impulse in humans, and because they have such a large amount of the Wine coursing through their veins-- Effectively making them reverse-Terianthropes (anthropes). - CALENDAR NOTES - 6 DAY WEEKS, BASED ON GODS > HEKSDAY > TYRSDAY > ISHDAY > FÆDAY > SOWTODAY > DEE-DAY - 7 MONTH YEARS, BASED ON SEASON > DOWSE * (Earth/Water) * New Years, associated with Divination and Reflection > WINE * (Water) * Associated with Heavy Rain > DEW * (Water/Air) * Associated with Warming and Fertility > GUST * (Air) * Associated with Strong Winds > SMOKE * (Air/Fire) * Associated with Dry Heat > BARM * (Fire/Earth) * Midsommar, associated with Intense Heat * New moons on the last two days of this month are indicative of brutal winters, as they bring an early autumn. It is said that Heckali will suffer a bad dream on the week of this New Moon. > ROT * (Earth) * Year's End, associated with Decomposition * Season of Earth begins on a new moon or full moon of this month * Failing that, it begins on BARM's New Moon, signals a bad omen * Alternatively, a full moon on BARM's two final days is said to bring a year of prosperity. - 4 SEASONS, BASED ON ELEMENTS > SEASON OF WATER (WINTER) > SEASON OF AIR (SPRING) > SEASON OF FIRE (SUMMER) > SEASON OF EARTH (AUTUMN) - 222 DAY YEARS - 32 DAY MONTHS (DOWSE/ROT are 31) - 56 DAY MOONS/SEASONS - ISHREAN SWAY is known to bring longer seasons of AIR and WATER, while TYRANNTOSIAN TILT is known to bring longer seasons of FIRE and EARTH - FAEIDSHAHATIAN TIME is Measured by EPOCH(TT/SS), then SEASON(🜁/🜂/🜃/🜄), then MOON(Drawn) and then DAY(Recorded by Sigil). - EPOCH is an indicator of TYRANNTOSIAN TILT or 'SHREAN SWAY, depicted with || or ~ respectively. The Length of these are inconsistent throughout recorded history. - SEASON is an indicator of the current elemental season, either WATER, AIR, FIRE, or EARTH- Each Season lasting about 1 moon. Depicted with 🜁/🜂/🜃/🜄. - MOON is an indicator of Heckali's current phase, used to gauge how long the season will last, this is a metric used mostly by scientists or by Heckites. A single Heckalian Cycle lasts around 6-10 weeks, depending on the EPOCH. Depicted by a sliver, a crescent or an almond depending on phase. - DAY is an indicator of the current NAMEDAY, around every Night the Godnames pass the torch and resonate with SPIKHYAH. They are depicted with the Godnames' Sigil. - Heckali's cycles are matched with the ebb of Spikhyah Herself, Her activity wanes and waxes with the spirit and element, and around the period of a 'DAY' is the time that Heckali takes to recover her energy before a surge comes the next morning-- and with it a new GODDAY. Based upon an agreement between the Gods, the Gods share a limelight of sorts-- a day to color SPIKHYAH with their energy. - "THE BOOK OF WORMS" is a fabled necromantic tome that is said to detail anatomical and surgical illustrations as well as instructions and rites that can, using various nematodes and insects, create an undead thrall that animates its cadaver with heaping mounds of worms.. - "KEK" is a Globin moniker for "Capital", so the capital of the nation KOKURAH would be "KEK-KOKURAH". It is coincidentally the Maymayan word for "LOL". - Terianthropes of the Herbivorous variety are crippled by a maladapted digestive system, featuring a gut that handles vegetable matter with teeth ill equipped for it, or vice versa. Malnutrition is common among them, and though they still require meat to survive, there are many cultural recipes among herbivore Terianthropes. These dishes are usually heavily cured or processed, including pemmican, plant proteins, and steamed vegetables. - Ongoing skirmishes occur between Terianthropes and FĂŠtherites, The orchestrated persecution of Demiourites at the hands of the Kokurahn military, the subversive intrigue among Sowtoannan politicians, and the near constant grief raids from trolls on the Ishrean blockplane. A war to end all wars looms on the horizon with the imminent threat of the star scum... ptoo! - Some aggressive Lycanthropic factions engage in frequent raids on FĂŠtherite villages, usually with the pursuit of resources in mind. These Terianthropes are well equipped with ranged armaments and suicide bombers in an attempt to kill as many FĂŠtherites as possible. These Terianthropes are often Tyranntosian religious fanatics, but some Heckalian nationalists support this terrorism as well, though usually more discretely (with information and supplies). - There are a few violent civil wars happening on Tyranntos, usually following the death of a queen, or a sob-state insurrection-- the latter of which is perpetrated by the frustrated simp caste who hope to bring change to their globinoid society through bloody rebellion. A larger militia group of these Globs Going Their Own Way are conspiring together to reform the Globinoid caste system, and make use of arts and sciences to preserve their standing in an otherwise losing battle. Territorial wars among neighboring tribal districts are quite commonplace as well, as multiple colonies of Globinoids will make repeated attempts to kill other Globin queens-- as commanded by their own. - There are some civil wars in Sowtoanna as well, though these are subversive, and kept out of the eye of the Cryptoid public. These wars are fought in the shadow government, either by the employment of political assassinations or even staged terror attacks meant to rally the public towards a certain motive. Rebel groups are actively trying to disrupt the Sowtoannan government, while nationalists are arguing on whether they should preserve or reform it. - Mysterious disappearances are known throughout Fee-id-sha'at... One of these incidents was caused by a temporal rift opening in a concert pavillion where approximately 500 Meimeling partygoers mysteriously vanished-- and were sent directly to the marble throne where they were mercilessly executed by a long- dormant terracotta army. - A lycanthropic gang, known as the "Lycanterlopers" are known to practice scarification and are very racist. lol - Though HECKALI is known to stick to habit, eternally rising from the west and setting on the east, there is nothing stopping HECKALI from rising at whim-- at any time and from any direction. - As HECKALI's MANTLE grows CALLOUS and more DEFENSIVE with each attempt to Suffocate DEMIOUROS, the days have been known to grow longer... Though this effect has diminished, as HECKALI approaches Her limit and slips into HABIT. - The chains that bind ISHRA and TYRANNTOS to FÆO is crafted from tyrantite, and made by TYRANNTOS Himself... as for why, this is yet to be divined. - The central sea of FÆO is only growing, and a massive ocean faring adventure is in store for any adventuring party that wishes to make it to the WORLD TREE. - Races of "High Fantasy" (Dwarves, Elves, etc) are alluded to in myth, but their existence is dubious. There are numerous accounts which vary wildly-- it is likely they are pygmalion anthropes or mistaken globinoids. - Infrequently, but common enough for it to be feared, Meimelings will create a dangerous thought-loop, spawning many identical members of a faction. These groups create insane amounts of psychomemetic energy, and functionally behave as a hivemind. Their collective thoughtform can form a foul geist or lesser EGREGORE, an astral monster which takes root in all the meimelings' conscious- ness. Their shelf life varies greatly, as memetic fervor can take meimeilings briefly but violently, serving as natural disasters (The "Habbo Hotel" Incident) or as long-standing social factions (such as "Trolls"). - Groups like the Latter evolve and distort with their Geist, and their appearance changes over time. Occasionally they become altered enough to be identifiable as entirely different species, and sometimes they create specialized castes of their own, to the point of dissolving back into the meimeling population again. - Though this implication is controversial among the meimelings, there is a larger theory that the Meimelings themselves are but one giant Faction, an evolution of a previous, more primitive throughtform, and are therefore still connected to a larger Hive Mind. - in the Ishrean trade districts, some meimelings will try and scam you, by offering to trade your valuables for store credits or ethereal currencies. These cryptocurrencies will fluctuate rapidly, and a d100 must be rolled once they buy something. The result is the percentage of the stocks value by the time they have bought something. - FEE ID SHA DAT (or FEE ID SHA ' AT), is a Thesseric Word eventually brought to common, used to describe the Spikhyean universe. Its introduction to common tongue made a point of explicit pronunciation of the D in "D'AT". - Avian dialects of Thesseric are littered with clucks and whistles, and are far more upbeat. Aquatic dialects range from croaks to bubbles, and are meant to be spoken and heard underwater. - Meimeling tongue is riddled with buzzwords and jargon-- a word salad of memes and ebonics, but a meimeling has an infectious psychic energy to his speech: he can conjure imagery and context without speaking it, characters like '>', or images like "megusta.png" are conjured in the minds of the listener-- If you could see that img in your head, congrats, you are fluent in maymayan. - Globins who somehow find themselves on other planes tend to find great success, and are comparable to invasive species when not contended. - The Pleiadians themselves are buglike in their idiosyncrasies as much as in their appearance. They are known to make automatic movements, and possess lighting-fast reflexes. - Pleiadians also percieve the world entirely energetically, being able to detect EMF or infrared, as well as body heat, all through the pits they have for eyes. While they have supreme awareness and senses for their environment, and are able to understand exactly what is going on at any moment, they are innately unable to derive feeling from it. To them, it is a matrix of energy and vibration-- and all lifeforms they encounter are just dynamic squiggles in a vast sea of tightly-wound lines. For this, they are utterly materialistically minded-- though more perceptive than any conventional creature. - DEMIOUROS itself is a Technological Miracle; A titanic DYSON SPHERE contain -ing the Core of a singularity. However, its design is a mystery, even to the Pleiadians themselves, who are indeed Born of it. It is possible that DEMIOUROS is just one of its kind, originating from a larger system of predatory alien gods. - The Pleiadians have access to very advanced technology that can bend light into holographic displays, or concentrated lasers that can melt stone. While they strictly maintain their military sciences as top secret, they often use entertainment and comfort-oriented technology as bargaining tools for the diplomatic colonization of planets. - Pleiadian Omnicide happens in three phases: OBSERVATION, TAKEOVER, and DECONSTRUCTION. The strategies for these take different forms, usually according to the ecosystem and environment of the system. > OBSERVATION begins even before initial invasion, and entails the preliminary background checking or "casing" of the system that they wish to occupy. Once they make physical contact with the planet, they will usually continue observing them from their ship, sending scouts on occasion until they have formulated a plan for phase two. > TAKEOVER can be either violent or diplomatic. If a planet is uninhabited or otherwise inhabited by non-sapient lifeforms, the Pleiadians will determine their weaknesses and target them accordingly-- by exterminating them systematically. Alternatively, if the local population is deemed either sapient or otherwise too resilient to violent takeover, the Pleiadians will attempt to diplomatically earn their trust with technology, infiltrate their government and ruling bodies (or create them if they don't already exist) and then discreetly enslave them to produce resources. Once they feel they are equipped with sufficient resources and infrastructure, they will begin phase three. > DECONSTRUCTION entails the entire cannibalization of the planet. They will begin by harvesting every enslaved creature and sacrificing them to Their alien God. Those who resist enslavement are exterminated until the planet is no longer occupied by hostiles. At this point, the Pleiadians work to disassemble the entire physical matter of the planet, a process which takes longer than any of the other phases combined. Once the system is entirely consumed, the Pleiadian ship will begin the arduous process and journey of finding another system to feed on. - If, for some anomalous reason, a Pleiadian ship meets resistance that is too much to overcome, or if they are completely defeated to the point of being unable to find food, they will either perish and their efforts will die off with them, or they will run with their tail between their legs, putting the system on a permanent "DNI" (Do Not Interact)... Though there will always be the fear of the return of something worse. - the main goods that the barter economy finds a consistent value in are draughts of Wine, units of metal, drugs, and orgone crystals. The last of which are transclucent crystals that form in nuggets at the pores of FÆO'S surface. - Meimelings without artistic talent will often commission an artistically talented Meimeling, essentially a Tattoo artist, to draw them up a new skin. This industry is very lucrative for talented artists, and you often get what you pay for. Alternatively, a meimeling can mentally alter his own appearance with enough mastery over memetics. - Some meimeling puritans or traditionalists look down upon tattoo art, as they consider it taboo to let another meimeling alter what belongs to you. These meimelings usually have NO DRIP. - Many of the labyrinths, houses, and other architecture of Tyranntos is created by Tyranntos Himself, and are indeed naturally formed crystaline structures of a mythical metal of infamed hardness and a neon green hue: this metal is known as Tyranite-- and it is said no smith can shape it other than Tyranntos Himself. - The founder of Kek-Kokurah, known across the land as "HIGH KIGTA BLUUDGAR" or "THE BLOOD BARON", made his call to fame through his own martial prowess, having a reputation of legendary endurance on the battlefield-- single-handedly decimating an entire hive and fighting without rest for over a week. Rumors have it that Kigta-Bluudgar was found sleepwalking, and thrashing about over a mountain of jellified corpses. He proclaims a divine heritage, and calls himself an avatar of Tyranntos. Though this last fact is untrue, he has achieved a sudden popularity among many Tyranntos nationalists through his violent campaigns against Demiourites. - Conventional Magickal theory proposes that there are two primary schools of magick: Elemental, and Theurgical. (REFER TO THE SECTION ON MAGICK) - A dark, taboo school of elemental magick, wine magick, works by using one's own elemental life force, and can cause deficiencies in the user. The caster will always be the conduit, but they may supplement this magick with a necromantic practice to draw the elemental energy from others back into themselves, cannibalizing humanoids or faeries to gain back their spent mana. These casters are sometimes called "winedrinkers". - QLIPHOTH, SOWTOANNA's Dark Capital, Encompasses three broad stratum, divided into 3 sub-stratum each. The stratum closest to the surface houses the GHETTOS, where many Terianthropes occupy, and engage in clandestine operations or scamming tourists. It is a place of crime and sin, and houses the largest trade industry for drugs and prostitution. Plenty of victims are made here, and a sucker is born every minute. - QLIPHOTH's middle Layer contains the main tourist hotspots and business districts. Home of the DARK CARNIVAL as well as QLIPHOTH's own DARK TOURNAMENT. It is well-lit and metropolitan, and less dangerous than the ghettos. High quality contraband and curios can be bought here, and there are plenty of public libraries, colleges, and temples open to anyone looking for them. Native cryptoids that live here are usually very sociable and friendly to other races, and tourists are treated well. - QLIPHOTH's lowest Stratum houses the RESIDENTIAL DISTRICTS. The territory here is far more sparse. DA'ATH serves as the one and only check- point between this layer and the above, and it is well-regulated to prevent the entry of non-Sowtoannan citizens. Cryptoids are given citizenship by birth, otherwise an appeal to the QLIPHOTIC government must be made (this usually demands at least 7 years living in the civic stratum or 14 in the Ghettos.) The vast majority of this layer is untouched, and much of it is unexplored. Sowtoannan SHADOW SOCIETIES and ELITE CASTE CRYPTOIDS live in remote mansions or government offices, and allegedly use a network of secret tunnels to hold important meetings and rituals. - Though Terianthropes are generally given safe-haven in SOWTOANNA, the majority of them do not live down there unless they are very active in the criminal scene there-- And those who do live in the ghettos often feel a longing for HECKALI's mantle, and their circadian rhythms become disrupted. This makes them agitated or paranoid, and they have difficulty sleeping. - SPIKHYAEAN numerology varies in interpretation, but 6 is strictly the number of the beast: of DEMIOUROS. This makes it a bad omen to many. NUMEROLOGY CONT: 1: Tyranntos. Victory, first place, ambition. The spear. 2: Heckali. Portentious, mystical, The fish. 3: Ishra. Communication, Luck. The bird. 4: Sowtoanna. Imminent Death. Portentious. The cross. 5: FĂŠo. Pentagonal, radial. Holistic. The star. 6: Demiouros. Number of the beast. Bad omen. The Hex. META SPITBALL: - "SPIKHYAH" is an omnipotent Magickal word. In the beginning when there was nothing, the Word was Spoke, and then there was Something. - Great Wizards throughout SPIKHYAH spend their lives in search of the Word, though few even know it exists. The Word is said to be able to create entire universes, and allow dominion over our own. - Since YOU, the consumer of this media, already know its namesake, you too know the Omnipotent Magickal word. - Just by knowing it, when you Die, you may speak this Word at the precipice, and by Doing so, Create a new instance of SPIKHYAH which you can reincarnate into. - Truth of the matter is, reincarnation occurs when we die, but to SPIKHYAH, depending on your natal astrology. Conversely, Your performance in SPIKHYAH will influence how you reincarnate into this world, creating a double mobius of dual-reincarnation (though it may not even be limited to "dual"!). - The magick word SPIKHYAH serves as an administrative-command of sorts, which can be utilized by the spirit traveller who explores SPIKHYAH itself. + The entire cosmology of SPIKHYAH is actually just a giant mushroom, more accurately a perfectly regular sized mushroom that exists somewhere in our world. (SPIKHYAH is real, and exists somewhere in our world! Many places, even!) + Demiouros can be described as a flourescent bulb-- An allusion to the plucking of SPIKHYAH and placement in an artifical grow-zone. (META) by Learning the truth behind the Magick Wor(l)d of SPIKHYAH, you are able to contribute to this egregore through your own spirit, set within the rules of this Hyperflexible Mythos. (META ADDENDUM) Allusion to these facts should remain subtle, only in mentions of a floor beyond the mushroom's cap that very few get to see and that fewer still can comprehend-- A floor covered in great green hide of titanic size, which looks like a pit of spikes made from dragons scales (grass). (( IF YOU'RE READING THE ABOVE NOW BE SURPRISED LATER I GUESS )) ///////////////////////////////////////////////////////////////////////////// SPIKHYAEAN PANTHEON: \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ISHRA : - ISHRA is a bouyant PLANET, that floats high above FÆO, tied down by its Great Chain. It is bouyant both Physically and Metaphysically, as its reality is easily bent by thought and whim alone. It is a place of strong winds, and a thick, clouded atmosphere, with a light yellow tinge. The atmosphere appears like TV static, and some are able to divine images and prophecies from watching the sky for long periods of time. ISHRA contains a vast and entertwined tunnel system, which allows for transportation and delivery of Meimelings and Goods. The tunnel themselves are fiber optic cables, which all connect to the sleeping core of ISHRA Herself, whose dreams manifest as projections on the atmosphere, occasionally developing sentience of their own: taking shape and precipitating as Meimelings. Other fauna of ISHRA include ASTRAL NASTIES, bundled energy that exist as ISHRA's MICROBIOME, naturally attracted to Magickal Energy and maintaining the metaphysical ecosystem. ISHREAN cities are very metropolitan, and are crowded with Meimelings, who naturally self-segregate based on memetic and ideological cliques. + ISHRA is the GODDESS of ART, MIND, and WIND. Her Form appears as a BEAUTIFUL ALABASTER SYLPH, with GREAT WINGS and HAIR like FIBROUS GLASS. She is known to manifest out of CLOUDS or MIST, and carries a SLEEPY, DITZY, but SOCIABLE affect. However She is known to be highly FICKLE and FORGETFUL, and will outright rebuff those whom She dislikes, or lose interest in those whom She favours. ISHRA shows strong favour to MUSICIANS, ARTISTS, and POETS, as well as people who are ROMANTIC, SOCIAL, and BUBBLY. ISHRA strongly values SUPERFICIAL APPEARANCE, and holds fondness for Her own Children, the Meimelings, because She thinks they are cute. ISHRA detests SOWTOANNA for Her UGLINESS and MELANCHOLY. - ISHRAEN Worshippers create beautifully ornate temples dedicated to ISHRA and celebrate ARTS, PHILOSOPHY, and THEATRE. They are known to decorate with PINWHEELS and signal their worship with WHEEL SYMBOLISM. ISHRAEN VIRTUES include ARTISTIC TALENT, INTELLIGENCE, and PHYSICAL ATTRACTIVENESS, and highly value those who are born naturally VIRTUOUS by the ISHRAEN standard. ISHRAEN TEMPLES also consider UGLINESS, ASOCIABILITY, and TASTELESSNESS to be CARDINAL SINS, sometimes outright refusing patrons on these standards. ================== TYRANNTOS : - TYRANNTOS is a rocky PLANET, covered in crags and volcanoes, whose smoke plumes choke the atmosphere, making the sky hazy and red. There are magma pools, lava rivers, and deep chasms all over the geography of TYRANNTOS. TYRANNTOS Himself is also chained to FÆO, but hangs underneath, keeping close to the shadow of SOWTOANNA. TYRANNTOS' core is RED HOT, and fluid, which makes the surface warm to the touch, much to the chagrin of exothermic Globinoids, who bask on the surface. TYRANNTOS Himself is said to live deep within the planet's core, His anvil strikes and temper-tantrums causing devastating earthquakes throughout the planet. MOLTEN GOLD also flows as well as HOT WINE throughout the rivers of TYRANNTOS, attracting globin societies. It is because of TYRANTOS' brutal earthquakes, as well as globinids' relatively short lifespan that their societies do not often develop beyond the iron age. + TYRANNTOS is the GOD of WAR, INSTINCT, and FIRE. His Form appears as a GRIZZLED and OLD IFRIT, with FOUR LEGS and WHITE HAIR that rises like SMOKE. He will appear in FIRE or SMOKE, and carries himself in a GRUFF and IRRITABLE affect, though He is MUCH MORE AMIABLE when He has been DRINKING. He is known to appear at INCONVIENIENT times, and is VERY OFTEN VERY DRUNK. TYRANNTOS takes kindly to WARRIORS and FIGHTERS, and greets his favorites with a TOUGH LOVE, challenging their STRENGTHS and bringing the best out of them. TYRANNTOS values PHYSICAL STRENGTH above all else, and refuses those who are TOO WEAK. TYRANNTOS is very PROUD of his Children, and admires Their TENACITY and CRUDENESS, as well as their ability to survive despite His inhospitable climate. TYRANNTOS detests DEMIOUROS, and is in ETERNAL RIVALRY to BURN BRIGHTER than Him. - TYRANNTOSIAN Worshippers are a military Fraternity, meeting in MITHRAEUMS to hold FEASTS and DRINK. They celebrate the HUNT, the thrill of COMBAT, and BLACKSMITHING. They decorate their Temples with IRON and GOLD METALWORK, adopting FLAME SYMBOLISM as their preffered sign to signal their worship. TYRANNTOSIAN VIRTUES include POWER, ANGER, and CRAFTSMANSHIP, while mocking WEAKNESS, PACIFISM, and COMPLACENCY, considering them to be CARDINAL SINS that must be OVERCOME. ================== FÆO : - FÆO is an impossibly vast plane, home to many diverse flora and fauna. Parts of FÆO are very lush, other parts collecting large pools of water, and some have harsh and arid climates. The entire plane of FÆO is just the flat cap of a much larger organism-- A titanic MUSHROOM, with SOWTOANNA sleeping within its gills. Among the fauna on FÆO's surface are many manner of beasts, both mundane and supernatural, as well as a multitude of sapient and subsapient creatures. FÆO is Homeworld and Father of the FĂŠtherites, who release from FÆO's surface and create civilizations that harmonize with FÆO's nature. Among the FĂŠtherites lives the Terianthropes, who Fell from HECKALI following the GREAT SEARING. The Terianthropes build shaded, sheltered settlements, and are constantly at odds with the native FĂŠtherites. Also on FÆO, live the subsapient YOWIES and MUSHROOM-MEN, who possess no conventional language and are capable of building only the most basic mud huts. The Yowies are said to be descendant of the Terianthropes, and the Mushroom-Men are descendants from FÆO Himself. + FÆO is the GOD of LIFE, TIME, and NATURE. His Form appears as a ANCIENT GRANDFATHER MUSHROOM of IMPOSSIBLE AGE. He Manifests as a GREAT WORLD TREE which takes root in FÆO's capital, being the destination for every FĂŠtherite and FÆO-worshipper's MANDATORY PILGRIMAGE. His Form is the most Corporeal as well as the least mobile of all the SPIKHYAEAN PANTHEON, and His current Incarnation is said to be aged over 12000 years. He is known to speak WISELY to all those who visit Him, accepting any and all Life as He would His own. FÆO will communicate using TELEPATHY, and radiates a PROFOUND KINDNESS and WISDOM that many non-native species make a goal of seeing at least once in their lifetimes. FÆO not only loves His own Children, but deeply Reveres ALL LIFE. FÆO is also known to give PROFOUND and CRYPTIC QUESTS on rare occasion, as if to further the WHIMS of a GREATER FATE. - FÆON Worshippers erect their Temples in places that are naturally beautiful, and spots of great Sacred and Orgone energy, generally erecting minimal infrastructure in interest of preserving the natural world around them. FÆON priests are among the most devoted, Revering the Great Father above all else, and seek to preserve all Creation. FÆO-worshippers will signal their worship with MUSHROOM SYMBOLISM, and decorate with WOODEN TOTEMS. FÆON VIRTUES include HARMONY WITH NATURE, PRESERVATION OF THE NATURAL ORDER, and NATURAL SELECTION. The CARDINAL SINS of FÆO-WORSHIP include MATERIALISM, CORRUPTION, and EXPLOITATION OF NATURE. While FÆON Temples are willing to accept any patron, they are known to enact RAIDS and COUPS against other organizations that are deemed a threat to the Natural Order. ================== SOWTOANNA : - SOWTOANNA is an expansive network of CHASMS, whose openings can be seen through the GILLS of FÆO's underside. It is a place where no natural light reaches, and Home world of the subterranian CRYPTOIDS. SOWTOANNA also hosts an array of ENIGMATIC FUNGI AND FAUNA, as abyssal creatures well adapted to the darkness. TRANSCLUCENT SKIN and MISSING EYES are not uncommon, as well as BIOLUMINESCENCE and DARKVISION as well. There are naturally-formed CHASMS as well as CAVES that connect to FÆO's lakes, which are host to many DEEP-SEA CREATURES as well. It is estimated that more than 75% of SOWTOANNA is UNEXPLORED, though it is likely inhabited by UNDISCOVERED SPECIES and CRYPTOID CIVILIZATIONS. Known CRYPTOID CITIES are very decadent, and many welcome TOURISTS, using Magickal, Bioluminescent, and practical Light sources to accomodate travellers. SOWTOANNA holds a number of CRYPTOID ATTRACTIONS, such as THEATRES and STADIUMS, as well as the infamous QLIPHOTHIC ARENA, which is the largest in all of SPIKHYAH. + SOWTOANNA is the GODDESS of DEATH, VOID, and SILENCE. Her Form manifests as an INCOMPREHENSIBLE SHAPE, with INEFFABLE FEATURES that can render those without a natural SOWTOANNAN affinity into GIBBERING LUNATICS. She Appears in PITCH DARKNESS, and will only Manifest when the Summoner's back is turned. SOWTOANNA carries Herself with a MATERNAL but SOMEWHAT COLD demeanor, though She is never CRUEL. It is said that She can only be heard in SILENCE, and will whisper SECRETS to those who listen carefully. SOWTOANNA shows Favour to those who have been touched by TRAGEDY or DEATH, as well as AGENTS THAT ACT TO FURTHER IT. SOWTOANNA loves Her Children deeply, and is said to PAMPER and SPOIL THEM. SOWTOANNA despises DEMIOUROS for irreparibly disfiguring Her, and spends every waking day cursing Him under Her breath. - SOWTOANNA-WORSHIPPERS organize themselves in Temples built in caves, focusing primarily on creating an atmosphere conducive to their worship. Many SOWTOANNAN Priests practice RITUAL FASTING and VOWS OF SILENCE, with some very dedicated priests taking LIFELONG VOWS OF SILENCE, and even DISCARDING their own NAMES. SOWTOANNA-Worshippers often hold elaborate ceremonies at GRAVE- YARDS and CEMETERIES, as well as FUNERALS to honour the deceased. SOWTOANNAN temples will decorate with Macabre artifacts, such as Skulls and Bones, and signal their worship with WOUND SYMBOLISM. SOWTOANNAN VIRTUES include HUMILITY, HERMETICISM, and RESPECT FOR THE DEAD. The CARDINAL SINS of SOWTOANNA Worship are HUBRIS, NIHILISM, and IRREVERENCE, but they acknowledge such sin as only natural in NON-SOWTOANNANS. ================== HECKALI : - HECKALI is a GREAT and NEBULOUS MIST, comprised of DENSE, DARK, SEMI-GASEOUS DARK MATTER, that floats in FÆO's ATMOSPHERE. HECKALI is responsible for SPIKHYAH's day/night cycle, sleeping under SOWTOANNA's SHADE during the DAY and attempting to SNUFF OUT DEMIOUROS' LIGHT during the NIGHT. In the center of HECKALI's body floats Her DEEP-ORANGE EYE, which looks up into SOWTOANNA's crevaces during the day, and looks down upon FÆO's Body during the Night. Depending on HECKALI's mood, Her Eye goes through phases-- being closed while She sleeps, and wide open and BRIGHT RED when She is Angered. Over countless years of Smothering DEMIOUROS, the backside of HECKALI's mantle has become leathery, and has begun to deteriorate in places, causing pinholes in the Firmament that appear as stars. The surface of HECKALI Herself is semi- permeable, but not enough to allow the Terianthropes to build any structure on Her surface. Because of this the Fauna on HECKALI are very specialized, mostly consisting of flying creatures that swim through HECKALI's nebulous matter. When HECKALI is angered and Her eye turns RED, Her Children respond and become maddened for a short period, the Wine in their veins responding to Her Anger. She will also precipitate the Wine, which coats FÆO's soil with a slick coat of RED. + HECKALI is the GODDESS of ILLUSION, NIGHT, and WINE. Her Form materializes as a RED WITCH, with a single ORANGE EYE and a CLOAK of SHADOW. She manifests in still pools of THE WINE, and a single bowl of it kept still can be used to SCRY with Her. She composes Herself in an ENIGMATIC and COQUETTISH persona, but is also known to be EXTREMELY VINDICTIVE and WRATHFUL if crossed. She holds Grudges like none other, and never forgets a slight. HECKALI shows great tutelage to MAGICIANS, as well as those who fall within THE SHADOWS OF SOCIETY. She will occasionally share a Drink with Her Favorites, and is known to copulate with mortals more than any of the other SPIKHYEAN GODS. HECKALI is very PROTECTIVE of Her Children, and will Smite those who harm one of Her own. In Fashion, She works tirelessly to SUFFOCATE the centerpiece of Her WRATH, DEMIOUROS HIMSELF. Unable to forgive His transgressions of THE GREAT SEARING, HECKALI eternally perpetuates the Nightly ritual of OBFUSCATION. - HECKALI-WORSHIPPERS keep their Temples hidden, and are very Secretive of their operations. They Celebrate THE NIGHT, THE WINE, and THE OCCULT, and work to further HECKALI's whims in Fervent Adoration. HECKALI worshippers host regular BACCHANALIAS, drinking large amounts of the WINE and practicing RITUAL NUDITY when HECKALI's EYE is FULL. HECKALI VIRTUES include DISCRETION, HEDONISM, and INTUITION. The CARDINAL SINS of HECKALI WORSHIP include LOOSE LIPS, PRUDENCE, and RATIONALISM, and do not expose their religion to those they deem unclean. HECKALI Worshippers will still signal their worship in secret to each other with EYE SYMBOLISM. ================== DEMIOUROS : - DEMIOUROS is a TERRIBLY LARGE DYSON SPHERE-POWERED SPACESHIP, whose surface emanates EXTREME HEAT and LETHAL RADIATION. No lifeform is able to survive on DEMIOUROS' surface, with the sole exception being the Pleiadians. Inside the shell of DEMIOUROS, there lies a RHYTHMIC, PULSATING, HEART, whose hypnotic beating issues direct COMMANDS to the Pleiadian HIVEMIND. This HEART contains a GREAT PIT, a FURNACE that DEVOURS ENDLESSLY. Pleiadians are naturally compelled to collect inorganic and organic material in order to continue fueling their God. The interior of DEMIOUROS' shell is covered in uniform CELLS, which serve as nesting quarters for the Pleiadians' ETHNOSTATE, and where Pleiadian GRUBS are incubated and indoctrinated. DEMIOUROS is a COLONIZER, who seeks to INVADE other realities before SUBVERTING them and ultimately DEVOURING them. + DEMIOUROS is the ALIEN GOD of ILLUMINATION, ORDER, and BOUNDLESS VORACITY. His Form is not Sapient, and is Blind. He is not known to materialize in the corporeal, outside of His planetary Body. His personality is also absent, only beckoning to His followers with a BOTTOMLESS HUNGER and UNCEASING PULSE. DEMIOUROS is INDISCRIMINATE and UNFEELING, known to devour His own Children, and devouring NEWBORN Pleiadians who bear the Mark of another God. It is not known why DEMIOUROS favours some species outside of his own Children, but some consider it to be a terrible curse. Those who are chosen by DEMIOUROS are granted immense warmth, and bottomless energy, but become servants or drones, who are unable to resist DEMIOUROS hypnotizing HEARTBEAT. DEMIOUROS is able to create a direct psychick link with His Children, and with His favorites, which worms its way into their heads, sending them Directives that are near impossible to resist. - DEMIOUROS Worshippers colonize other territories, attempting to convert them, and eliminating them upon failure. DEMIOURIC Temples are kept Pristine, and Plain, favoring the sole DEMIOURIC SUN SYMBOL as the Sign of their Faith. DEMIOURIC VIRTUES include ORDER, ASCETICSM, and UNITY. DEMIOUROS-Worshippers will advocate very strongly for total Unity and Homogenuity of thought, and do not recognize the other SPIKHYAEAN Gods as anything but Demons. The CARDINAL SINS of DEMIOUROS-WORSHIP include HEDONISM, BLASPHEMY, and INDIVIDUALITY, and will BRUTALLY PUNISH those among their own who exhibit such Sinful behavior. //////////////////////////////////////////////////////////////////////////// EXTENDED PANTHEON: //////////////////////////////////////////////////////////////////////////// (Note that Children are denoted chiefly by their Mother, mortal offspring fathered by Godnames are referred to as Demigods, and are excluded from the extended pantheon.) CHILDREN of ISHRA: - ZECHEZWA, the [COGNITOHAZARD] GOD DESCRIPTION UNTRANSLATABLE CHILDREN of HECKALI: - FREIHUT, the STORM GOD He is a Son of HECKALI, fathered by FÆO. He is known to stay close to FÆO, Though he returns to HECKALI periodically. He is a destructive body of air and wine, and is known to be the cause of natural disasters across FÆO, and can create lightning within HECKALI. Despite His violence and destruction, His manner is naive, and childish. CHILDREN of SOWTOANNA: - ORGAGANS, the HELLTY SPIRIT He is the First Son of SOWTOANNA, fathered by TYRANNTOS. His Domain is of all crooks and corners where a spider may maketh its home. His appearance is that of a nondescript glint in the dark, though he may taketh the forme of an Armoured Figure mounted upon a Great Arachnid if asked to do so. He knoweth all manner of craftmanship for making Traps, Snares, or Tricks, and can conceal them so they are invisible. His manner is irritable, and one must have great caution in disturbing his peace, lest they become ensnared themselves. If his seal is meditated upon and then placed under thy bed, thou may then have unending circular dreams filled with false awakenings and deceptions-- Should thou see through this ruse and then dream of a spider or a cobweb, thine earnest request may then be made, and ORGAGANS shalt hear. He can teach one to hunt with the construction of traps, or to ensnare fortunes or objects that one may find valuable. He can also make sure thy deceptions will go undetected by their target. //////////////////////////////////////////////////////////////////////////// SPIKHYEAN LANDMARKS::::::::::::::::::::::::: //////////////////////////////////////////////////////////////////////////// ISHRA: ✯ ISHRAEN SPIRE * The pride and joy of ISHRA's monuments, taller than any skyscraper on ISHRA. ISHRAEN priests congregate to it for holy pilgrimages, but only ISHRA-Ordained nephelomancers are permitted to ascend it. Those who reach its peak are greeted with a breathtaking view of all of SPIKHYAH. ✯ WORLD CHAIN * The great chain which connects ISHRA to the lip of FÆOs cap. It serves as a primary but precarious highway for those wishing to travel from ISHRA to FÆO without the use of transportation magick. ✯ STATIC LAKE * A massive storm/body of fluid but undefinable chaos energy that pools into the planet's valleys like a fog. Those who wander too deep in wind up trapped in a non-lucid state of being, wandering aimlessly and passing through memories and dreams. A meimeling caught within will eventually lose all awareness of which memories are its own or not, until it attains full ego dissolution and dissipates from existance completely. It is said that all dead meimelings exist somewhere in the static lake, and can possibly be met once again. For this reason amateur necromancers and forlorn Meimelings will foolishly enter the Static Lake looking for their lost loved ones... ✯ THE WIRED * The optic-fiber highway that serves as transportation for Meimelings, though other races are able to use it with some difficulty. ✯ ISHRA'S NET * An extension of The Wired, a self aware superhighway that can connect any two places in physical space by tunneling between them, creating a wormhole and allowing for fast transportation to any destination. The Net is best accessed on Ishra, and best navigated with a proper vessel, which usually takes the form of a psykhik psynker or medium-- one who knows the landscape as well as the directions through the digital maze. Without that, it is still possible to navigate Ishra's Net by foot, but there's no telling where you might end up. The landscape there is like a data highway, and the layout of the tunnels are constantly shifting according to the traffic flowing through them. Vessels that go against traffic or are otherwise inexperienced risk crashing, and suffering the BSOD at worst. Sometimes a digital "plaque" accumulates in some areas of stagnant traffic, and these can create unreliable dark sectors-- dangerous places if you don't have a form of cyber protection. ✯ MEIMELING CAPITAL ✯ MEIMELING METROPOLIS * The sprawling urbanite bug nests for various meimeling factions and districts. These include 4chan boards, social medias, ideological circle jerks, excessively weeaboo districts, red-light districts, no-light districts... the list goes on. ✯ FLASH DISTRICT * A district home to many crudely drawn and distinctly stylized Meimelings known for their toxicity and crude art. Newgrounds. ✯ CLOVER PROVINCE * A massive region home to many chan-cultured districts, each according to their respective 4chan board. ✯ READ-IT DISTRICT * Another very large district downstream of the Clover province. Affected by pollution coming from the Clover province, the tainted stream afflicts the Redditlings with various forms of mild to severe retardation. ✯ IFUNNY DISTRICT * A ghetto cloistered on the Clover Province's Outskirts. There are Rumors of illegal activity here, since Jannies' ability to clean up is limited. ✯ ANNIEMANGO DISTRICT * A perverted metropolitain district filled with technology, tourism, and night-life. Known for its obsession with eastern culture and fetishization of Terianthropes. ✯ SHOW DISTRICT (SHOWDIZ) * A large, general district that serves as a brooding ground for Film, entertainment, and production of the most elite kinds. Is tied in part to the /tv/ district, though cliques here generally look down upon the clovers. Home of the infamed and controversial TEMPLAR FORTUNA. ✯ THE CYBERSTEPPE * A growing plain within the Bluebird District, where a tightly-knit community of Gentrified clovers wound up. Extremely xenophobic, will gatekeep other Meimelings viciously. ✯ QUICKVILLE (CWCVILLE) * A city-state formed by an autist with a god-complex, many of the native meimelings are artificially created and summoned forth by memetic-sorcery of the Autist God-King-- These abberations are sloppily created and perverse renditions of famous meimelings, chimerified in horrific ways. ✯ TEMPLAR FORTUNA * A notable location within the SHOW DISTRICT (SHOWDIZ), known for its malicious pranks and controversial 'game shows'. Participants are often selected unwillingly or abducted by raffle using teleportation magicks. It is said that you should avoid giving a meimeling talent agent your Name, and that you should NEVER sign something they give to you. Heroes and celebrities of fame and fortune are often the targeted victim of these shows. ✯ ISHRA:ONLINE * A popular MMO where meimelings come to socialize and interact in a digital environment. Though designed originally to be a space of peace and fun, the currencies of the game have created hyperstitious TRYHARDS who ruthlessly pillage and grief innocent n00bz. This and the confusing interface create a hard barrier to entry that renders it no longer useful to the tourist industry. ✯ BLOCKPLANE * A sub-euclidean space filled with near infinite real-estate, and a popular housing choice for many meimelings or other Ishreans. It exists both seperate from and entertwined with Ishra's highways, so it can be accessed very easily. The place is unusually grounded and consistent for Ishra, and settlements built remain the way they were left for the most part. The curious plane gets its name for its simplified, voxel-based structure which contains data reliably, and provides a solid foundation for any settlements built by modifying the environment. Miney crafta. (The functionality of it comes from the use of elementary particles as data, and can therefore immense data can be stored in a space smaller than a pin- head. These elementary particles are simply rendered in a larger scale in the realm known as the BLOCKPLANE.) " The BLOCKPLANE is a vast demi-plane contained within the lands of ISHRA. It hosts a near-infinite amount of real estate, by using stable but minute voxel-based elementary particles to record data, which are then expanded and rendered as physical space. The entirety of the BLOCKPLANE can be stored within the head of a needle. " ✯ BLOCKCHAIN * A network of strange ciphers and sigils that no meimeling truly understands-- but there is something that can be physically mined from it, or something. Parts of it have become occupied by mercantile Meimelings who make a living trading these abstract goods and ethereal currencies. ✯ THE DEEP WEB * A seedy district of unknown scale, entry requires a ferryman known as an "onion-seller" who can grant you safe passage into THE DEEP WEB. Illicit goods and services of all kinds can be found here, though there are just as many opportunities to be swindled or worse. ✯ A MAZE IN * A demi-plane within Ishra, sometimes used to condemn criminals of serious offense, it is a 3D rendered Windows Screensaver maze, where there is no escape and infinite generation of mazes. ✯ GREZ.ZO * A cyber-crypt and site containing millennias worth of history. It contains logs from the first operations of Ishra Herself opon creation, and is the most prized religious artifact of Ishrean worshippers. The crypts and all their records are highly protected wisdom, allowed only to High Priestesses of Ishra, Since all recorded data is contained within, significant data is overwhelmed by the flood of new, banal data of modern times... leading to a severe drought of its deepest wisdoms (within the Tyranntosian Tilt). ✯ ZOMBOCON * A travelling convention that appears throughout Ishra, attracting all manner of truthseekers, magicians, and philosophers, who come to bask in the radial warmth of a spinning insanity wheel, known only as 'ZOMBO', that bestows upon its audience intense visionary experiences and great mysteries. All castes, creeds and species are welcome to observe ZOMBO, but the only rule of this convention is that once you See the mystery with your own eyes, you are never allowed to see it yourself again. ================================================================================= TYRANNTOS: ✯ TYRANNTOSIAN SPIRE * A decrepit tower on the south side of TYRANNTOS. It's primary use is long forgotten, as the basin on which it stands has since been filled with perpetually molten lava. The recapture and refurbishing of it is of great interest to some TYRANNTOSIAN magicians and scientists. ✯ WORLD CHAIN * The great chain which connects TYRANNTOS to the lip of FÆOs cap. It serves as a primary but precarious highway for those wishing to travel from TYRANNTOS to FÆO without the use of transportation magick. ✯ KOKURAH * One of the larger nations of Tyranntos, known for its military might and surprisingly effective system of order. While only a relatively new nation, their territory and population has already exploded due to their martial prowess and ability to organize. They are known to have a strong code of honour, and a belief in might making right, which has caused them to distill only the strongest among their ranks. They are known to be very anti-Demiouritic, and are making moves to persecute Demiourites and wage war on Pleiadians. For these reasons, Kokurah is popular among the globins and among TYRANNTOS nationalists. ✯ KEK-KOKURAH * The capital and founding location of Kokurah, and a location known for having the most advanced settlements in this current epoch. Buildings here are made with seismic stability in mind, with a conscious awareness of the incoming ragequakes-- hoping to survive the next great Reset. ✯ KOKURAH-SHAKA * A ritual site in Kek-Kokurah, featuring a large natural ziggurat formed from a giant bismuth crystal. This particular site has passed through many hands before Kokurah's, but with the rise of a self-proclaimed demigod of the Globinoids has suddenly seen a change of purpose. This site is used now for parades and mass ritual executions of prisoners of war, taken from all across the land, as a rite of celebration for military victories. ✯ MOUNT OLEK * The largest active volcano on TYRANNTOS. Known as a retiree spot for great heroes who are past their prime, who go there to live out their autumn years. It's known to erupt explosively every 30 cycles or so, which causes the local life and vegetation to be incinerated, and to grow back even healthier in the next 5 cycles. ✯ THE JADE LABYRINTH * See "TYRANNT0S_designdoc.txt" ✯ GREAT WINE LAKES ✯ THE TEMPLE OF IGNUS LUX (T.o.I.L.) ================================================================================= HECKALI: ✯ HECKALI's EYE * A physically dense object swimming in HECKALI's nebulae, It has the consistency and size of a small asteroid, and can be walked on. However, it is likely that a physical presence the size of a humanoid will be detected by Heckali Herself, either consciously or subconsciously depending on how active She is, and will trigger either a reflexive blink or a newly realized grudge. Either outcome is pretty much fatal to the average creature. ✯ SCORCHED MEMBRANE * The scarred and leathery backside of HECKALI's mantle. Though it is plenty solid enough for a creature to stand on, it faces the scorching rays of DEMIOUROS during the night, and is inverted towards THE DEEP BELOW during the day. ✯ THE MARBLE THRONE * An astral territory both within HECKALI and outside of Her. Known by only a few HECKALIAN traditions, the Marble Throne is the nexus of an expansive turqouise sea with the bluish-marble rubble from ruins of unknown design. The sky is black as pitch, but illuminated by a single piece of the LUX-- a shard of light resembling a full moon. On the rubble lies a great throne, a lectern which holds a book full of inconsistent inscriptions, as well as a locked trapdoor which leads to a deep staircase to a cellar far below... Rumors of a leviathan of immense size are spread, it's shape and origin are wildly inconsistent... (SEPARATE DOCUMENT COMING SOON) ================================================================================= FÆO: ✯ WORLD TREE ✯ ZAQQUM of the 13 GIANTS * The resting place and execution site of 13 of the most cruel and despicable titans, whose bloodline was ended on this site. Their bodies have merged and contorted into a disturbing tree, which still shows the tormented visages of each of the executed giants. The soil is bloody, and roses grow rampant. It acts as a ritual and execution site, guarded by elite FĂŠtherite warriors who guard the grounds from grave- robbers and mad cultists who seek to revive the dead giants. ✯ DUNGEON RUINS (AS RECIEVED IN A DREAM on 5/16/21) * An area somehow connected to antedemiouric pre-turned Titan society, involving the collapse and flooding of the GREAT WALL, and the invasion of strange giants. Some down-stream ruins house a foul Ent with unknown connections to the Turning. ✯ ALDENKOCH HILL * A historical site of the legendary Banquet of Aldenkoch, an antedemiouric feast of the gods that resulted in chaos over the presentation of the apple of discord. ✯ ANTAGVLCH RUINS * A series of waterlogged ruins contained within FÆGIR's MIDZEA. The ancient culture that lived there is of great fascination to FÆON archaeologists, as the technological advancement of their artifacts is incongruent with the time they came from. ✯ THE WASTES * A region of purple-bruised soil, where the climate is humid, and the terrain is marshy. A great deal of Terianthropes live in this region, as the FÆTHERITES generally do not. ✯ TEMPLE OF THE LOST FATHERS * The CENTRAL HECKALIAN TEMPLE on FÆO's WASTES-- it is highly protected by Terianthropes, and only Heckalian initiates are allowed to enter the grounds. The location has two great towers, one black and one white, as well as a central tomb with the mummified corpse of a titan within. The mummy itself was recovered from the marshes of the waste, perfectly preserved by time. It's existence is a well-protected secret known only among the priesthood. ✯ FORT TRONE * A defensive structure originally constructed by the Titans, which was built so sturdy that it survived the Turning mostly intact. It is now occupied by a city-state of Terianthropes, who have converted it into a large village. Due to the size of its creators, its construction is plenty large enough to accomodate the large population that resides there. Outside of the walls are nearby farmlands, whose farmers work as serfs for the Fort's knights and ruling government. ✯ FÆGIR * The native name of FÆO's central ocean, though technically lake (or pond?), is an incredibly vast ocean of Wine that collects in the concave center of FÆO's cap. In the very center of FÆGIR lies FÆO's WORLD TREE, the primary destination of religious pilgrimage for FÆON worshippers. It is divided into three belts, or seas, with an Lowsea, a Midsea, and a Highsea. * LOWZEA : The outermost brink of FÆGIR-- the tideline. It is exposed during the seasons of AIR and FIRE, and is submerged during the seasons of WATER and EARTH. It is riddled with all manner of amphibious civilizations. A popular baptism place for many Heckalian cultures as well. * MIDZEA : The bridge belt of FÆGIR, between the two Seas, and home to a few floating continents, as well as more solid raised landmasses. The Midsea is defined as any place before the Highsea that is underwater year- round, and is therefore the largest expanse of ocean. Seasteads, Islands, and Underwater civilizations of all kinds can be found here, and the culture is uniquely colored by the lifestyle. * HIGHZEA : Also known as the "Truezea" of FÆGIR, and is said to have been the capital of pre-turning Titan civilization. It is a relatively small sea located within the true center of FÆO, and is defined as the region one can place a compass beetle down and observe no movement. ✯ WYRMSMIR * The GREATER of the WYRM ISLAND CONTINENTS of FÆGIR's Midsea, it is a predominantly FÆTHERITE archipelago. * SILVERED WOODLANDS : A wooded, hilly land in the general center of the continent, and home of the FĂŠtherite capital. It's name comes from the rich silver deposits and hallowed grounds of the place, as well as being a place Terianthropes cannot touch. Their religion is a unique non-dualist sort, taking elements of both FÆON and SOWTOANNIC tradition. They are an agreeable people, who are known for their open trade policy. * BREEZELANDS : A hilly home adjacent to the Silvered Woodlands, and is home to a small tribe of Meimeling Pilgrims. Though these meimelings now coexist with the FĂŠtherites, there have been spats between them in the past, and some resentment still lives within them. * WYRMSMAW : An expansive canyon said to be dug out by Wyrms, with a central cape that looks over the canyon. This cape is home to the primary religious site of the FĂŠtherites of WYRMSMIR, where ritual sacrifices are made... many come from all over the continent to throw their belongings-- or even themselves over the cliff and into the canyon, so that they may start their lives over. * WYRMSAND : A large desert region adjacent to Wyrmsmaw, and is told to be made from the excrament of the same Wyrms who carved out the canyons. There are said to be fossilized remains within the sand that have decomposed into a black sludge akin to petroleum, which has since proved great interest to Demiourite entrepeneurs-- who have since fortified these deserts with military encampments. * SALT'S PILLAR : An antique Sowtoannic ivory tower belonging to a great necromancer of antiquity known only as "SALT". The tower has since been reduced to rubble by the military campaigns of Wyrmsand Demiourites. The region nearby has been entirely defiled by Sowtoannic magick, and fierce brambles and thorns cover the landscape. Nothing is left of the tower itself but rubble and sand. * CAPVINE SWARTLANDS : A remote region on the cadual region of Wyrmsmir filled with dense, lush, jungles of incredibly sized fungi. It is mostly unexplored due to the fungal spores that choke the area with a thick muggy fog. * MUNSLAND and MUNS LAKE : An island and archipelago near the Capvine jungles, that feature a distinctly crescent shaped lake. It is a place of uncommon orgone, and a resource of clogged pores which crystallize into natural orgonite structures which are mined as a currency by the Wyrmsmir FĂŠtherites. ✯ SQWRYMSAW * The LESSER CONTINENTS of FÆGIR's WYRM ISLAND CONTINENTS. It is an archipelago of two main landmasses-- known simply as Straight and Bent Sqwrymsaw. * STRAIGHT SQWRYMSAW : The continent anterior to Bent Sqwrymsaw, and the comparitively even one of the two. It is largely scarce, save for a desert region and wine marsh, the latter of which attracts the aquatic lycanthropic empire of Bent Sqwrymsaw. * STRAIGHT DESERT : A desert region with very little organic life, which is a result of the meddling of a Pleiadian colony that occupies it. It also contains a canyon which is used as a landfill by the Pleiadians who live there. Close to their settlement they have a Tower, used to project data and material of some kind to Demiouros directly, and further away they have a trade depot which exchanges resources for technology with the Mucklanders of BENT SQWRYMSAW. * WINEMARSH : A bruised, purple, marsh of swampy land and bog, though the stagnant wine and mud there preserves the integrity of the wine, creating a natural surface deposit of RED MUD, normally something found only in SOWTOANNA. * BENT SQWRYMSAW : The far more populated subcontinent of the two, and is known for rich metal deposits of tin and copper, which has brought the Empire of tyranntosian aquatic Terianthropes who live there into the bronze age. * MUCKLAND : The capital and home region of the Aquatic Terianthropes of SQWRYMSAW. Though a largely Lycanthropic culture, they have adopted Tyranntosian politics and religion, and have a number of minority groups in their populus including Globinoids and Meimelings. Their culture is one part militaristic, and one part religious-- and they have built numerous monuments and temples to their faith. * MT. OLTRANZA : The tallest mountain of the Wrym Islands, and a religious capital of the Muckland monastic orders. A marble temple has been built on the summit, with a distinctly pillared look and high ceiling. Tyranntos is depicted as a Fishman in their temple as a great stone statue. * MT. VEINOUS : A hill commandeered by rougue Mucklanders, who have adopted a FĂŠon order and have protested the Copper mining in the area-- considering their one hill (and all the others they don't own) as the sacred bodies of supple, shapely, flesh God. The tribe is known for their guerrilla terrorism of ecofacist motiviation, and is a major thorn in the side to both the Mucklanders and the Akwarians. * KEK-AKWA : The first capital of the Globinoid pirates who cohabitate the bend of Bent Sqwrymsaw, and whose empire has expanded almost entirely through military campaigns against the now-defunct Meimeling tribe of Maya. * KEK-MAYA : The now Globinoid-occupied Meimeling village, which has had its resources liquidated and has sent the Globinoids soaring into the copper age. A great, crude, copper statue of a Meimeling prostrating now exists on the site to commemorate the humiliation and defeat of the Meimelings who once lived there. * RINGFINGER RUINS : The ruined underwater remains of a Titan colleseum, on the bay of Wyrmsmir, and an underwater stead for True Aquatic Terianthropes, though not much is known about this tribe as they prefer to keep entirely to themselves, and do not identify with any terrestrial faction. ✯ CAP's EDGE ✯ ISHRA's CHAIN ✯ TYRANNTOS' CHAIN ✯ THE GREAT BELOW * A chasm few have seen with their own eyes, and is described as something ineffable and psychedelic-- As if they were looking at the fractalized hide of an impossibly large great-green beast. None who have fallen down have ever returned, and it is unknown if they have ever reached the bottom. ================================================================================= SOWTOANNA: ✯ QLIPHOTH * The name given to the inverse world tree and its network of nodes and passages that provide a means for creatures to travel between FÆO and SOWTOANNA. It also doubles as the primary HOME of the CRYPTOID people. It is divided into THREE LAYERS, with three sub-layers each (9 Hells). > The UPPER LAYER hosts the GHETTO, and entry points into QLIPHOTH. > The MIDDLE LAYER hosts the CAPITAL, and the main tourism industry. > The BOTTOM LAYER is the privatized CRYPTOID RESIDENTIAL DISTRICT. ✯ QLIPHOTH CAPITAL and THE DARK ARENA * The proper Capital for QLIPHOTH, which resides in its heart. The nodes and passages above this point are as accomodated to non-Sowtoannan species as it gets, providing torchlight and constructed roads for tourists. Though the democratic processes of the Cryptoid peoples takes place further below, some of the ceremonies are made public and take place in the capital. ✯ THE DARK QARNIVAL * An annual festival taking place every Season of EARTH, involving Freak shows, Perverse games, and Exotic pleasures. Any member of any species may attend freely, and many of these mysteries are known to be worth experiencing at least once in your life. An unforgettable experience for all. These circuses are where many SOWTOANNAN JESTERS find their calling, and these JESTERS are known to be particularly capricious-- and take a shining to wearing ritualistic MASKS that alter their personality with an esoteric school of method-acting... ✯ THE INFINITE PIT * An impossibly deep pit to which there is no visible end. All manned expeditions to find its bottom have been met with disastrous failure, resulting in permanent insanities and grisly injury at the hands of unidentified pale creatures. Ocassionally a faint glow is seen from the bottom, though no investigation has revealed its nature. ✯ NEPHILIC CATACOMBS * A series of twisting and turning catacombs, which contain the skeletons of dead titans. They have a near-infinite reach to them, and house all manner of never before seen crypt-crawlers. Those who go missing here are never found, and it is rare indeed that anyone enters. ✯ WINE MINES * Cryptoids have a born deficiency of wine, though are often well accustomed to this. However, Wine is a prized treat among many, and pushes SOWTOANNAN industry. Large underground Aquifers can be found, where the Wine has bled so deeply as to be found underground. This RED MUD is a prized good that can be used medicinally, as a mind-altering substance, and as a component of high conductivity-- a valuable resource in alchemical invention. ================================================================================= DEMIOUROS: ✯ LION's MAW ✯ APPARTMENT HIVES * A vast series of cells that covers the inside shell of DEMIOUROS, each cell is hexagonal in shape and offers housing and nourishment to all PLEIADIANS who return to their Home. It doubles as a DEMIOURIC PANOPTICON, denying the privacy of all of its residents by facing the perpetually hungry core of DEMIOUROS' MAW. //////////////////////////////////////////////////////////////////////////////// SPIKHYEAN FAUNA/FLORA //////////////////////////////////////////////////////////////////////////////// TYRANNTOS: - FLAABS (FAUNA) (humble) An herbivourous quadraped that is known to be docile, stout, and flabby. They have a tan color and are easily domesticated. Many of them are infected by a symbiotic parasite that lives in their eyes and makes them further unaware and complacent-- a small mercy for them in the cruel ecology of TYRANNTOS. The parasites make their meat inedible, and as a result their main use is as pets, hauling animals, or even as target practice for sadistic Globinoids. - RAYWORMS (FAUNA) (tiny) A parasite that has developed a symbiotic relationship with the docile flaabs. In exchange for nutrients taken from their eyes, the rayworms create a bright threat display by puffing out their eyes and swimming colorfully inside-- which any would-be predators know full well to be poisonous. The rayworms do not often affect Globinoids, but are known to on occasion-- resulting in an incurable impairment of the vision and the mind. - KRAKDRAKON (FLORA) (gigantic) A highly motile species of carnivorous thistle, which actively hunts for food. Its parts are an extremely valuable commodity and the primary focus of the REDCAP GANG's drug enterprise. They are very difficult to kill and they can be processed into an effective combat-enhancing disassociative stimulant, popular among criminals, mercenaries, and soldiers alike. - SIRENPLANT (FLORA) (flower: average, plant: huge) A sedentary carnivorous plant that creates ponds of sap and presents a lure in the middle, which assumes the appearance of a female figure. The plant can detect vibrations and flick its lure to beckon nearby adventurers to take off their garments and enter the pond, then, when it detects that the victim has made intimate contact with the lure, it ensnares them and opens its pit-- swallowing them whole and digesting them alive over the course of a few days. The sap is sought after by wisened apothecaries and used as a potent aphrodesiac. - SCREAMFRUIT GROVES (FLORA) (fruit: small, groves: gigantic) One of the few plants on TYRANNTOS that is highly reactive to fire, instead of resistant to it. The seeds are spread through the explosions of its fruit, which are known to make a loud whistling sound when detonated. The fruits root themselves underneath the soil and respond to pressure from above, acting as landmines. The roots and the tree become highly flammable in maturity, which functions as a fuseline for spreading all of its seeds at once when they fully mature. With extreme care, individual screamfruit can be dug out and later thrown like organic shrapnel grenades. - SEGMOA TREE (FLORA) (large) A common tree that protects itself from the heat with a cool white sap. This sap is a commonly used ointment and sunscreen, though the smell is fishy, moldy and unpleasant. - MAZEWORT (FLORA) (average) A type of vine that wraps over terrain and buildings in some areas. When brewed and ingested it serves as a nootropic and cognitogen-- And causes cold sweats, fatigue, nausea, along with increased spatial memory and visualization capacity. It's used often as a muse for architects as well as by explorers of the jade labyrinth. However, heavy or prolonged use comes with the caveat of causing extreme and debilitating memory impairment. - FORMICIANS (🜂) Ant-like fire elementals that are known to have very painful bites, which can cause unexpected illness in those without astral sight-- often to those who desecrate or trespass on high-orgone locations. Its sting is known to create a feeling that your veins are on fire, and is even used as a homeopathic remedy by some tribes. - SALAMANDERS (🜂) ISHRA: - MUTIES (SUBSAPIENT FAUNA) (average) A variant of meimeling that has become so twisted by groupthink or ideology that it has become a deformed character of itself. The resulting creature often wears a similar fashion as the other muties in its faction, and their features are known to distort similarly. They may become stout and chibi'd, or elongated and spindly. These factions often cause problems for the district they occupy, though some are benign. Most are unable to pass the turing test. - JANNIE (SUBSAPIENT FAUNA) (average) A mutie of a virulently Lawful nature. They often assume the role of police in Ishrean districts, and are known to vary greatly in corruption and strictness, depending on the district they occupy. They are highly resilient in psychick combat, and possess the means to create psionic barriers and prisons. The highest level among them, known as Mods or Admins, can exile a meimeling permanently. Their power is rendered ineffective out side their district of control. - FIGHTGEIST (FAUNA) (gigantic) The result of a thoughtloop that manages to feed back on itself in a meimeling populate of same-minded Meimelings. Eventually the separate entities all assume the same appearance and develop a hivemind, which feeds a much larger egregore that takes the appearance of a fearsome astral beast. This beast is known to behave as a natural disaster would, and echo chambers are feared for this very reason. - GUARDIANS (FAUNA) (large) Floating 4th Dimensional bodies with an unknown sapience. They resemble FĂŠtherites, if only for their fluidity of state and dexterity of form. These creatures are known to be very dangerous, causing immense damage in the form of intense psychic pain onto others with their pseudopods. - GREYS (FAUNA) (average) A mutie of perverse nature and incredible intelligence, with a uniform appearance of spindly bodies and oversized heads. They have a uniquely pallid grey skin, and big black eyes, the former of which gives them their name. They are capable of telepathy, and are known to be utterly unempathetic and somewhat sadistic. They are known to have the curiousity of children, but will use that to perform traumatizing experiments on meimelings and other lifeforms. - PENGS (FAUNA) (modest) A species of penguin-esque creatures that wander the Ishrean tundra. They are usually plain in color, though some species take on wildly different appearances (pengas). The majority of them are said to be the larger intellectual property of some terrible rodentine demon... - BIRDS OF KOTOTHIA (FAUNA) (small) While not birds at all, Birds of Kotothia are a winged species of sprite, that vaguely resemble four-winged geese. They are considered to be rare, and a powerful portent of good luck and favorable winds. - EMOTES (🜁) (tiny) Bug-like fairies that coagulate and swarm around certain energetic sources. They are effectively harmless, but can get annoying. Considered pests by some, or pets by others. - SLYPHS (🜁) SOWTOANNA: - UNTERTITANS (SUBSAPIENT FAUNA) (huge) The genetic descendants of the now-extinct titan, a species known for their cruelty and cannibalism, though much of their history is in ruin. The unter- titans are grotesque and malformed, and are much smaller and unintelligent. - FÆLL (SUBSAPIENT FAUNA) (tiny) FĂŠll are a species of subterranian FĂŠrie, though their appearance is more reminiscent of a smooth gray alien than their insectoid FÆON counterparts. They are semi-intelligent, carrying the same intellect as a young child, and capable of verbalization, limited to supersonic chirps. They are known to be curious around hominids, though occasionally sadistic with their pranks. When threatened, FĂŠll will swarm in groups, shrieking at their target at close-range causing disorientation and even permanent hearing-loss. They do not build houses or shelters, and live off of a diet fruit and insects. Because of their symbiosis with the Hinkyspunk Mushrooms, they tend to have mushrooms growing on them, and have a very whimsical attitude. - HINKYSPUNK MUSHROOMS (FLORA) (gigantic) A type of bioluminescent mushroom that grows to massive sizes in SOWTOANNA's depths, and emits a ghastly pale light. Colonies of Hinkyspunk Shrooms serve as natural homes for the FĂŠll, who have a natural symbiosis with the spores of the Hinkyspunk. Hinkyspunk spores are known to have a psychoactive effect on most life, and are known to increase light sensitivity and cause whimsical delusions in the affected. If the spore exposure is to become serious, it may have a lasting effect that can make it very difficult to reintegrate into a life on the surface, as the creature afflicted will become too light- sensitive to go outside, and too batty to be useful in any society. It is said that spelunkers of SOWTOANNA's depths should remain wary of the siren glow of the Hinkyspunk Mushrooms, lest they become a permanent member of the FĂŠll family... - SVIRFNEBLIN/DEEP GNOMES (🜃) - DVERGAR (🜃) - NAGA (🜄) - ANATASHESHA (LEGENDARY 🜄) FÆO: - FLATDRAKES (FAUNA) (gigantic) Terrifying serpentine creatures that wander FÆO in search of prey, though they will contentedly scavenge as well. They assume the appearance of gigantic sticky flatworms, with a hammerhead and brightly colored bands. They ensnare prey and digest them, and soil whatever they touch. They are a poignant omen of death, and a very fearsome deliverer of it. However, they can be easily repelled with salt, giving salt a folk reputation of being able to expel evil. Most settlements are surrounded by salt rings as a preventative measure against flatdrake attacks. - SLUGGAPEDS (FAUNA) (modest) Domestic creatures that are often used as livestock for the slime they constantly produce. They have the appearance of quadrapedal slugs, and will graze on just about anything, acting as a natural means of garbage disposal and decomposition. The slime they secrete is oily and filmy, and can be used as a very efficient fuel for lanterns. - FÆON FLAABS (FAUNA) (modest) A variant of FLAAB that has adapted to the FÆON climate and thrived much better than their TYRANNTOSIAN variant. - COMPASS BEETLES (FAUNA) (tiny) A hand-sized isopod that is very docile and very common, often used as a compass by travellers. By provoking it, it rolls into a ball, and can be placed on FÆO's subtly concave surface to point the direction towards FÆO's center. - MUSHROOMEN (SUBSAPIENT FLORA) (modest) A species of semi-intelligent, animate mushrooms that possess arms and legs for movement and manipulation. They possess the intelligence of children, but are unable to speak. They are also known to build small settlements, making only the most rudimentary of huts and shelters, but are able to communicate with eachother through a mycelial web that covers the ground of their homes. They are generally a sedentary species, and are very docile, but will release toxic spores when surprised or angered, or if the top of their caps are struck. Their hands posess radial appendages as 5 nubby "fingers" that can be used to feel around - ENTS (FLORA) (large) Sentient trees that are animate and hostile. They often appear in areas of stagnant orgone, or in places of tragic events. It is said that a vengeful spirit turns into an Ent if they die alone in the woods. - SLIMES (FAUNA) (modest) Though not sapient, these slimes are in essence, leftover orgone from FĂŠtherite birth, and can be similarly colored by the influence of the Godnames. These slimes have a unique intelligence, and behave as slime molds-- using a basic algorithm of stimulus to form efficient nutrient highways or disable threats. - ROTSPRITES (🜃) Small, animated skin dolls with empty insides and blank stares. They watch over dying animals and decomposing animals, either to provide funerary rites or prevent foul necromancies. - GNOMES (🜃) HECKALI: - CALIGINOUS CHERUB (FAUNA) (modest) - NIGHT-SPRITES (FAUNA) (tiny) - ALABASINTHEUM (FLORA) (tiny) A rare flower that blooms in some areas of Heckali, and is known to be rich in an unconscious magickal power. It's aura can create a haven which wards malignant entities, and can unleash a great deal of energy if it senses a threat. - STONE MEN (CONSTRUCT) (large) - "QINGU" (LEGENDARY FAUNA) (colossal) - ERWIN (LEGENDARY DEMI-NAME) - WINDINES (🜄) DEMIOUROS: - WATCHERS (CONSTRUCT) (modest) Surveillance technology that serve as DEMIOUROS's eyes. Though they are deaf, they are able to capture the light of anything they're pointed at, and can transmit that information to DEMIOUROS, and by extension anyone who is attuned with DEMIOUROS at the time. Being observed by one is said to be a noticable experience for most beings, and an uncomfortable one. On top of the palpable feeling of being watched, the Watchers are unable to capture or transmit audio, so their efficacy as Surveillance equipment is limited. - GOLEMS (CONSTRUCT) (large) Animated robots who are given a single prescript upon creation and are designed to fulfill that task to repetition until their termination. They are usually put in factory lines, but can be given creative uses as well. - VIRTUES (CONSTRUCT) (colossal) Perfected Golems who abide by the most complex strings of prescripts, and take the size of entire facilities within DEMIOUROS. They monitor, regulate, and automize the necessary functions of the hives, including transport, birthing, nutrition, and more for the Pleiadians. - KNIGHTS (FAUNA) (large) A specialized variant of Pleiadians, though they are without sapience. They are designed for combat exclusively, with elongated snouts, forward leaning postures, and exaggerated scythed limbs, these Knights are the primary defense force of the Hive, and lay dormant in pods until a nest is disturbed. Though they are given mouths and an eternal hunger, these are vestigal features. Their digestive tract is a closed system, and as soon as they are awoken they are fated to die within a week. However, this does not stop them from gorging themselves on slain prey, and with their adapted jaws and ceaseless hunger they are able to store a frightening amount of mass within their stomachs. - TRUMPETS (FAUNA) (huge) A higher rank of specialized Pleiadians who have been given modified mouths, similar to the Knights, though they have a complete digestive tract. Their mouths are closer to proboscises then jaws, and are designed with the purpose of emitting directed sounds. They circle the 7 lower sephiroth of DEMIOUROS, and use their mouths to relay messages by projecting ultrasonic waves. These waves can also be used as acoustic weapons, and are capable of shattering eardrums and liquifying insides. Alternatively, the Trumpets can issue commands to other creatures or render them unable to speak by directing a barely audible signal-- similar to a speech jammer or the "voice of God". - HORSEMEN (FAUNA) (massive) Four Specialized Pleiadians who have each been given unique features, as well as dominion over the top 4 Sephiroth of DEMIOUROS. They are monstrous in size and appearance, and each serve as queens for DEMIOUROS's 4 branches of governance: Military, Diplomacy, Reconnaissance, and Treasury-- Though these titles are gross understatements of their true modus operandi (War, Pestillence, Famine, and Death) These pleiadians and the trumpeters are the rare few to recieve the exclusive diet of pleiadian sacrifice. hai :3333 //////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////// THE LANGUAGES AND DIALECTS OF SPIKHYAH: //////////////////////////////////////////////////////////////////////////// GLOBICK : A language of harsh consonants and cacophonious onomatopoeia. The Language is Crass, but also Blunt. There is no official written language, so spellings are done intuitively. Used among Hunter Cultures and Warrior-Clans alike. THESSERIC : A lycanthropic language of expressive sounds, ranging from the quiet clicks of a mouse to the roars of a lion. It is a bestial tongue, though the phenomes and grammar very plainly portray a human means of expression. It is used among some traditional esoteric circles, as well as by career criminals. MAYMAYAN : A language of thoughts and emotions, while not entirely telepathic, their voice conjures up imagery and concepts independent of their meaning. Artisans and Poets are fond of this language, for it conveys the abstract as none other. FÆLIC : A "language" of the body, spoken exclusively by FÆTHERITES. It can be used to communicate simply with all manner of creatures, both sapient and animal. To do this, a FÆTHERITE must make physical contact with whatever it wishes to commune with. In doing so, the FÆTHERITE can see all the subjects' thoughts, feelings, aches and pains, as if their skin and bones were glass. The FÆTHERITE can only transmit basic emotions/answers to non-FÆTHERITE creatures, and it does this through body language or pantomiming: some of which are far more dextrous at this than others-- the most adept are able to inscribe words on their skin or form basic vocal chords. CRYPTIC (CRYPT-SCRIPT) : A language of unspeakable sounds, produced by the extremely complex vocal chords of a Cryptoid, who can replicate any voice. It can be understood only by Scholars who would have bothered to spend a great deal of time attempting to learn it, and even at the highest ability a non-cryptoid would have to rehearse for a week to say a single phrase. There are some words a non-cryptoid could never hope to Speak, though there are rituals which allow this to be the case. Magicians who work with very SOWTOANNAN or HECKALIAN rituals might know this language. PLEIADIC (STARSPEAK) : A Telepathic language, connected directly to DEMIOUROS. The words of DEMIOUROS can be heard at all times, though the volume varies by the Host's compatibility. Messages can be transfered to any number of others so long as they too, can hear the voice of DEMIOUROS. Natural-born PLEIADIANS are able to understand everything they hear in the Pleiadian network, but those who are maladapted or non-pleiadian either hear it deafeningly loud to the point of mindless obedience, or too quietly to make out anything specifically without meditating. COMMON : A basic Script and Language used to portray some words. Though there are some scholars who have attempted to expand it, it remains very limited. The most bumpkin of communities may not know any Common at all, and the average educated creature will at least know words like "Food" "Disaster" or "Death". Some words from other languages are used as well, such as the Thesseric-- and most common words have etymological roots in Thesseric. \\\\\\\\\\\\\\\\\\\\\\\\\\\\ RACIAL NAMESAKES //////////////////////////// - Terianthrope Names are all based on old-world human names, a relic of long-forgotten humanoid origin: EX) Frederick, Abelard, Tyrus, Erwin - globinoid Names are not consistently spelt, and are phonetic in design, and based on onomatopoea as Globinoids are historically an illiterate people. Names come in three parts, a tribal name, an occupational name, and a personal name-- the tribal name comes first, and usually is combined with the occupational name when addressing or describing strangers, they have four main tribes, based on humors Ru - meaning "Red", sanguine ( Also is the word for Wine, so Ru-Bekh can also mean "wine men". there are a lot of politics around the term "Ru-Bekh" as it is sanguinarily supremacist in nature, ) Kach - meaning "Bright", choleric ( Also meaning "eye catching" or "hot", something you might exclaim when you get sun in your eye ) Jal - meaning "Cool", Phlegmatic ( Jal also means 'blue' more literally, but refers to all colder temperature colors. Jal can also mean "shady" in both meanings of the word ) Ursal - meaning "Dark", Melancholic ( Can also mean obscured or unknown. It's used to describe lycanthropes who have hair that is too thick, or other sowtoannic and fĂŠlic races. This has at least some racial commentary, since by some the Ursal tribe are questionably even globinoids at all, given their uncharacteristically dispirited and bookish tendencies.) Nil - "tribeless", Albino (can also mean "white" or "humorless", also used to describe pleiadians and white meimelings, or other albino/elderly sorts. Retirees also become Nil.) EXAMPLE NAMES: Kach-Kigta Koomah (yellow-king koomah), Ru-Tik Skolo (red marksman skolo), Nil-Shik (insult) (used as "ain't shit") all the great men of spikhyah wear the cap.... Very rarely would someone call KK as "Kach-Kigta Koomah", strangers might call him "Kach-Shik", his Fans and those who fear him alike would say "Kach-Kigta", subservients shall address him as KIGTA, his Loyal redcaps will say "Kigta-Koomah" or even "KK", and his closest of friends and family would call him "Koomah"... if he had any... EX) Gruk, Kraktau, Pjuke, Wopau -- All feature an honorific as well, such as chieftain, warrior, shaman, etc: HONORIFICS) Krak = Warrior, Zouz = Shaman, Enta = Elder, Magta = Mother, Weal = Child, Tik = Marksman, Kigta = Chieftain, Bekh = Man Put = Runt (Insult), Shik = Trash (Insult), Xaar = Clown (Insult), Tutzz = Monster (Insult), Kurs = Albino (Insult), Stry = Foreigner (Insult) ARCHETYPAL HONORIFICS - Magician = Zouz - Sage = Enta - Jester = Xaar - Outlaw = Shik - Ruler = Kigta - Hero = Krak - Meimeling Names are usually two syllables, and convey some concept, though many meimelings prefer to identify with self-made handles as they mature: EX) Kali, Mimir, Gnosis, Ego -- ALT) Paiman1010, LuckyGod, GanjaKing - FĂŠtherite Names are notoriously difficult to pronounce, as FĂŠtherites are very secretive and protective of their Names, believing them to have immense power-- for anyone who knows a FĂŠtherite's true Name holds some control over them. EX) HoroĂșlfr, Donasdogamatatastos, S****, SvalbarĂ°sstrandarhreppur - Cryptoid Names are abbreviated with unique Sigillum, though have phonetic identifiers as well. For the most part, Cryptoids communicate with eachother using their sigillum alone, but have chosen verbal Names for the sake of communicating with non-Cryptoid species. EX) Asmoday, Lvxifer, Lilith - Pleiadian Names are vibrational, though Judeo-Christian in writing. EX) Mikhael, Ezekiel, Abraham, Elohim ///////////////////////////////////////////////////////////////////////////// SPECIES BIOLOGY:============================================================= \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ GLOBINID BIOLOGY : - Globinoids come in many sizes, shapes, and colors, and appear very diverse. - Their skin-tone is humor based- they range from black, red, green, and yellow, though there are very rare stark-white albino Goblinoids, often outcast and considered cursed. - Their Caste and temperament is also humor based. + Red Globins are on top and are naturally charismatic, often becoming tribal chieftains, politicians, bards, or movie stars. + Yellow Globins are fierce fighters, known for their tenacity and anger, fated to become powerful warriors or violent criminals. + Green Globins are simple but earnest, often making for wisened shamans or deadbeat stoners. Many like to drink, a lot. + Black Globins are Black-pilled and low-caste, the melancholic globin is bitter on the inside and out, and often ends up among the untouchables. + Albino Globins, though exceedingly rare, are often uncharacteristically peace-loving, and very fortuitous. They are humourless in all meanings of the word, and are therefore almost always outcasts. - Despite this widely-acknowledged caste system, Globin societies are usually well-integrated, and all globins believe that they themselves are high caste, no matter their actual humor color or social status. - Globins are both born and originally Created as a liquid (menstruated) which congeals and coagulates into seperate globinids. - 99.9% of globinoids are born male, and once per generation a larval Great Mother is born, and revered as the one who will lay eggs for the future generation. - The newly spawned globinoid Mother must be hidden, as the current queen will attempt to find and eat it, given the chance. - Lots of globins covet metals, with gold and iron being favorites among them. - Globinoid appearance varies, but resembles faerie phenotypes, ranging from kindly gnomes or leprechauns, to brownies and redcaps, to trolls and ogres. \\\\\\\\\\\\\\\\\\\\\\\\ FĂŠtherite BIOLOGY : - FĂŠtherites are an asexual species, though they carry the same mannerisms and values of men, and prefer to present themselves as such. - FĂŠtherites are composed of condensed, corporeal Orgone energy, directly sourced from FÆO Himself when they were ejaculated into existence. - Since they are orgone-imbued matter, they are both sentient and powerful, able to change their state of matter at will, between gaseous, liquid, and solid states. + Their solid state can reach a hardness and sharpness similar to glass, but are also very brittle. Solid FĂŠtherites gain boosted ATK and M.DEF, but suffer from lowered M.ATK and DEF. + In a liquid state they have a viscous consistency, and are very adaptive, giving them well-balanced stats. + When gaseous, FĂŠtherites become near impervious to physical damage, but with the caveat of becoming highly flammable as well. A gaseous FĂŠtherite benefits from an enhanced M.ATK and DEF, but suffers from a crippled ATK and M.DEF. - FĂŠtherites in all states of matter appear transclucent, but come in different tints, with the exception of a spiraled orb which encases their soul and gives them their life. Though hard to break, if broken they will enter their 4th state of matter and die, creating a powerful explosion of plasma and orgone. - They have no need to eat or sleep, and they charge their energy from lush surroundings, absorbing the negative ions of the life around them to replenish their orgone supply. - FĂŠtherites are more keen on certain states than others, depending on their individual temperament. + Those who remain solid in their resting state are often steadfast + stoic at their best, and at their worst are hard-headed and stubborn. + FĂŠtherites with a liquid temperament are friendly and casual, though often chronically informal or lazy. + Gaseous FĂŠtherites are known for their adaptiveness and quick-thinking, as well as for their airheadedness and whimsy. + FĂŠtherites who have attained a nirvana-esque state of being can maintain a 4th state: plasma, and possess a near-bottomless reservoir of energy. This happens to all FĂŠtherites when they eventually die, effectively passing on as their light is freed from their matter. - FĂŠtherites have a very long lifespan, and are among the oldest creatures in SPIKHYAH, as many are centuries old, and the oldest can live over an eon. - FĂŠtherite Names are notoriously difficult to pronounce, because there is a common superstition that those who know a FĂŠtherite's true Name can control or possess that FĂŠtherite. \\\\\\\\\\\\\\\\\\\\\\\\ Meimeling BIOLOGY : - Meimelings are thoughtforms born from ego, and are creatures made entirely from mind. - They formulate into existance through the thoughts of the Wired-- the dreams of sleeping ISHRA, and gradually coalesce as notions that precipitate as Meimelings. - Meimelings are born as a solid color with no features, and with a simple humanoid shape, making them the perfect blank canvas. - Upon birth, they are given a tool to create their own Name, and Emblem, which they paint somewhere upon their bodies. They instinctually choose two-syllable names, based on a concept or abstraction of some kind. - As they mature, Meimelings will accessorize more, by painting more features and clothing upon themselves, always incorporating their Seal into their look. It is also common for Meimelings to go by a different handle, or persona, but it usually remains based upon their original Name. - Meimelings are hypersocial creatures. Since they reproduce memetically, they often form large cliques and in-groups, socializing perpetually and incessantly. While they are almost never physically violent, they can be very tribal, judgemental, and hostile all the same. - Meimelings are also hyperstitious creatures, and any damage to their ego is very real to them. With sheer LARP alone they are able to bend reality to their whim, manifesting as everything from modifications to their own appearance or abilities, to devastating magickal attacks against others. - As entities formed by thought, they are in turn extremely capable of and extremely vulnerable to psychick assault. Despite their soft and unoffensive appearance, they can be ruthlessly cruel and extremely powerful. - Meimelings naturally remain close to ISHRA, as their powers are strongest there, since reality is far less dense and congruent. Carrying the same malleability as a dream, Meimelings take a piece of ISHRA with them whenever they leave home, which allows them to distort their reality with LARP alone. \\\\\\\\\\\\\\\\\\\\\\\ Terianthrope BIOLOGY : - Terianthropes were created originally as Anthropes, a distinctly human race. - However, following the GREAT SEARING of DEMIOUROS' invasion, the WINE in all anthrope's blood came to a boil, and their Lycanthropism became a curse, which flared up suddenly upon exposure to DEMIOUROS. - Though many Died in this event, bottlenecking the Anthropes' population, the ones that survived were the Terianthropes, who were able to bounce back with newfound control over their Lycanthropism. - The average Terianthrope consists of anywhere from 40% to 70% lycanthropism, though extreme duress can cause their animalistic visage to flare up to 100%. - All Terianthropes respond to HECKALI, their Mother. When HECKALI is active and awake, Terianthropes notice a strong boost to their Lycanthropism, as well as to their physical strength and supernatural abilities. - Most Terianthropes are mammalian, and can take form as werebears, weretigers, weremacaques, werecoyotes, and just about any other mammal you can think of. - Less common, though not extremely rare, are Avian and Aquatic Terianthropes, with their unique lycanthropism limiting them to certain regions and climates, and are unable to breed with mammalian Terianthropes. - Exceedingly rare are Reptilian Terianthropes, who are born very infrequently, and are completely infertile. Often feared and outcast, they usually become hermetic and aggressive, terrorizing villages to eat. - Reptilian Terianthropes are exceedingly powerful in physical strength, but are also completely incapable of controlling their temperament or regulating their lycanthropism. - Also exceedingly rare are Chimeric Terianthropes, being composed of more than one species. Though theoretically, Chimeric Terianthropes could possess any combination of reptillian or aquatic traits as well, though the chances of a Terianthrope being born a mammalian chimera is already very slim. - Among Terianthropes, HECKALI-favored ones are among the most in-control, able to regulate their lycanthropism the best, as well as get the most utility from it, even when HECKALI is not active. - Generally, the way a Terianthrope's curse will manifest depends largely on their patron Deity. + HECKALI-favored Terianthropes tend to be Werewolves, Werebats, or Aquatic Terianthropes-- among others. + ISHRA-favored Terianthropes tend to be Werehorses, Werefoxes, or Avian Terianthropes-- among others. + FÆO-favored Terianthropes tend to be Weresimians, Weremarsupials, or Werebears-- among others. + TYRANNTOS-favored Terianthropes tend to be Werejackals, Wererats, or Wererams-- among others. + SOWTOANNA-favored Terianthropes tend to be Weretigers, Werepigs, or Weregoats-- among others. Every Chimeric Terianthrope has been said to be blessed by SOWTOANNA Herself. + DEMIOUROS-favored Terianthropes tend to be Werelions, Wereelephants... and every known Reptilian-Terianthrope has been said to carry the blessing (curse) of DEMIOUROS... \\\\\\\\\\\\\\\\\\\\\\\ Cryptoid BIOLOGY : - Cryptoids prefer to live and build societies underground, as they are intrinsically photophobic. - Cryptoids are often feared by other races for their grotesque and monstrous appearance and predatory eating habits, appearing as writhing chimeric beasts with a stark white mask for a face. - While Cryptoids are known to be shapeshifters, they are imperfect shapeshifters, though amorphous and ever-changing, they are not very capable of humanoid mimicry, and most are unable to convincingly disguise themselves as anything but a cryptid in a well-lit room. - However, they are perfect at mimicking human speech of all kinds, and can change the mask they wear to replicate any face, albeit to a stark-white version. - Using their talents, the Cryptoids often attempt to decieve other races by waiting in dark rooms or alleyways, luring prey in with the voice and visage of a loved one before revealing their nightmarish appearance and devouring them whole. For this reason they've earned a reputation as dangerous, and the fuel of many campfire-stories. - Despite this, the average Cryptoid is very intelligent and cordial when not preying for food, they are known to be philosophers, royalty, and bureaucrats. - Their society is very organized, presenting itself as a two-party system that only has one party, and combines elements of democracy and monarchy. - Some cryptoids are more adept at shapeshifting than others, depending on their patron Deity. + Cryptoids blessed by HECKALI are among the most talented shapeshifters, able to convincingly emulate a humanoid appearance in dim-light. + ISHRA-favoured Cryptoids are also very talented shapeshifters, though more talented at assuming non-euclidian, abstract, and mind-bending appearances, used to confound and terrify prey. + Cryptoids with strong affinity for TYRANNTOS assume the appearance of fearsome beasts, such as great Dragons and demonic Chimeras. + FÆO-aligned Cryptoids are mediocre shapeshifters, though they are fierce hunters that prefer to chase their prey, as they enjoy the thrill, and the taste of adrenalized meat. + SOWTOANNAN-favoured Cryptoids are model Cryptoids, which are able to release pheromones that can intoxicate and seduce prey, and are considered the most beautiful and erogenous of all Cryptoids. + DEMIOUROS-touched Cryptoids are a vast minority, and what they lack in shapeshifting prowess they more than make up for in appearing normal. Many DEMIOUROUS-favoured Cryptoids find the Cryptoid society reprehensible, and often act as ensigns and SOWTOANNAN-apologists in pockets of the surface world. Anti-Nationalists to the core. - Cryptoids are avid lovers of culture and hedonism, and are quite fond of watching gladitorial sports, and are well-known for hosting tournaments for an audience of elites. - They are one of the only races who do not possess any of the Wine in their veins, which is why they are so predatory towards other races, particularly favoring globinids, especially red globinids, for their WINE content. \\\\\\\\\\\\\\\\\\\\\\\ Pleiadian BIOLOGY : - Pleiadians are racially homogenous, varying very little in appearance or personality. They are very tall, very pale, blonde haired and with two pairs of recessed eyes, as well as long, pointed ears. - Pleiadians are capable of communicating telepathically with one another, and can telepathically communicate their own thoughts with other races, though this causes a great discomfort to most, save for FĂŠtherites, who can reciprocate their telepathy. - Pleiadians are strictly carnivorous, and are visciously predatory, known to unhinge their jaws allowing their mouths to expand up to 5x their original size, exposing multiple rows of needle-like teeth that prevent escape. - Being born from DEMIOUROS, Pleiadians are the only race able to survive on DEMIOUROS' surface, and they offer terrestrial materials to it in exchange for energy. - Pleiadians do not see normally, instead percieving thier world as a matrix of vibration as detected by their complicated compound-eye pits, which can detect all manner of radiation, vibration, and EMF. - Some Pleiadians have 2 concealed pairs of wings, as well as elytra, which they can use to fly all the way to DEMIOUROS. - Being made of light themselves, their form is both immaterial and material, and their visage is said to shimmer and warp subtly, making them appear beautiful to other races. When angered, they can exude large amounts of light, blinding potential assailants. - When looked upon more closely, they lose their charm, as their joints and facial features are segmented and chitinous-- indicative of their insectioid biology. - Pleiadians are both ovovivparous and hermaphroditic. They are able to self- fertilize, and prefer to, as coitous is generally looked down upon in Pleiadian society, recreational coitus even more so. Most Pleiadians are expected and pressured to give birth to at least a dozen children in their lives. - Plieiadians are born as transclucent eggs, and are taken to DEMIOUROS to incubate. - Though most Pleiadians are born DEMIOUROS-favored, occasionally a Pleiadian is born who bears a foreign birthmark, or taint. Such Pleiadians are aborted immediately, and thrown into DEMIOUROS, so as to prevent insurrection. - Pleiadians have a natural urge to colonize, but instead of doing so aggressively, prefer to use more covert means to subvert terrestrial governments, presenting themselves as saviors and ensigns, and offering technology to convince societies to allow them into their government. - Once a government is controlled enough, the Pleiadians will then systematically imprison or domesticate the population, using them as food, or eventually genociding them. Pleiadians are disgusted by non-Pleiadians, and this urge is natural to them. ///////////////////// LORE about THE WINE: \\\\\\\\\\\\\\\\\\\\\ THE WINE, known to some as THE RED, THE BLOOD, or THE JUICE, is a red fluid that acts as a circulator for many races of SPIKHYAH. It comes from HECKALI Herself, and regularly rains from Her mantle when She is most active. When drank, the Wine is known for its onierogenic and ecstatic properties. It can be taken medicinally as a healing draught or as a ceremonial sacrament. + Wine-Drinkers are the title given to Heckali worshipping Vampires, as Heckali is a Goddess of the Wine that flows through most species veins. + Out of the species given Wine, Terianthropes have the most as direct descendants, while Globinoids have a great deal, and Meimelings have a smaller amount. + Cryptoids have none of their own Wine at all, and deeply crave it from the Children who do, which motivates their predatory nature. + When fresh, the Wine is blood-red and opaque, but when it is exposed to air it begins to oxidize and turn a clearish teal. + WINE can be reheated to return some of its color, but will look duller if reheated ================================================================================ + FAMOUS FIGURES - KRAK-KLUKLAOUH (111 Nz) > Infamed warrior, considered the current Tyranntosian avatar by some. Known for his furious temper and herculean strength, Krak-Kluklaouh has been seen to send a blunted mace piercing through the torso of a foe. He killed his own brother when he was but a child, and was exiled from his own village in his early adulthood. He spent many years taming the Tyranntosian wilderness, and living as an animal before making his name as a 1-man ungovernable state. > Krak-Kluklaouh has a somewhat pallid-yellow choleric skin tone, a thick, matted mane of hair, and the pelts and trophies of many fearsome animals covering his skin. His grip strength is capable of crushing cannonballs, and his stature is immense. Along with his spats of terrific and violent anger, he is completely cimmerian of the civilized world. - KIGTA-KOOMAH (112 Nz) > Current Forerunner of Tyranntos' very own REDCAP GANG. - HIGH KIGTA-BLUUDGAR (116 Nz) > Founder and Godking of KEK-KOKURAH, and known for legendary feats on the field of battle-- in particular his endurance, in one instance he was able to decimate a hive single-handedly by fighting hordes of globins for days nonstop, and when he was found he had been sleepwalking, still bludgeoning the corpses upon his mountain of slain foes. > His appearance is devilish, and he has a dark red sanguinary skin tone. He is known for his severity of personality, and has delusions of godhood, claiming to be an avatar of Tyranntos Himself and divinely ordained to be emperor of the Globin race. In true Tyranntosian fashion, he is obsessed with destroying Demiouros, and is responsible for enacting numerous ethnic cleansing of demiourites, as well as the systematic hunting of pleiadians. Despite these qualities, he is eccentric and somewhat autistic in private, and is known to go on regular contemplative retreats where he disappears for a while without telling anyone. - Syllif the High (233 Nz) - JACK (242 Nz) ================================================================================ ============================================================================= RACIAL BENCHMARKS: ============================================================================= FÆTHERITES Planet: FÆO Lifespan: 700-1300 years Height: 5 ft. Weight: 150 lbs. Gender: Asexual Diet: Photovorous MEIMELINGS Planet: ISHRA Lifespan: 30 Days - 10,000 years (in theory) Height: 4 ft. Weight: 50 lbs. Gender: Evenly Distributed Diet: Thoughtforous GLOBINOIDS Planet: TYRANNTOS Lifespan: 20-50 years Height: 2-6 ft. Weight: 60-200 lbs. Gender: 999:1 Male to Female Diet: Omnivorous Terianthropes Planet: HECKALI Lifespan: 70-100 years Height: 4-7 ft. Weight: 120-250 lbs. Gender: Evenly Distributed Diet: Carnivorous/Omnivorous CRYPTOIDS Planet: SOWTOANNA Lifespan: 150-200 years Height: 7 ft. Weight: 300 lbs. Gender: ??? Diet: Carnivorous PLEIADIANS Planet: DEMIOUROS Lifespan: 500-700 years Height: 7-8 ft. Weight: 200-250 lbs. Gender: Hermaphroditic Diet: Strictly Carnivorous ///////////////////////////////////////////////////////////////////////////// INTERSPECIES RELATIONS (-3 to +3) : Meimelings: - Meimelings: +3 - FĂŠtherites: +2 - Globinoids: -1 - Terianthropes: -2 - Pleiadians: +1 - Cryptoids: -3 FĂŠtherites: - Meimelings: -1 - FĂŠtherites: +2 - Globinoids: +1 - Terianthropes: -2 - Pleiadians: +3 - Cryptoids: -3 Globinoids: - Meimelings: -1 - FĂŠtherites: +3 - Globinoids: +2 - Terianthropes: +1 - Pleiadians: -3 - Cryptoids: -2 Terianthropes: - Meimelings: -1 - FĂŠtherites: -3 - Globinoids: +1 - Terianthropes: +3 - Pleiadians: -2 - Cryptoids: +2 Pleiadians: - Meimelings: +1 - FĂŠtherites: +2 - Globinoids: -1 - Terianthropes: -2 - Pleiadians: +3 - Cryptoids: -3 Cryptoids: - Meimelings: -1 - FĂŠtherites: -2 - Globinoids: +1 - Terianthropes: +3 - Pleiadians: -3 - Cryptoids: +2 ============================================================================= ARCHETYPE SUBCLASSES: CLASSES (ARCHETYPAL): * Magician (INT) * ☉ Vile Priest * ☟ Eyllusionist * ♂ Zealchemist * ♀ Firmamentalist * ⊕ FĂŠ Druid * ♄ Unmaker * Sage (WIZ) * ☉ Templar OS * ☟ Wine Witch * ♂ Keeftain * ♀ Oneiphelomancer * ⊕ Planetrotter * ♄ ... [SILENT] * Jester (CHA) * ☉ Messiah * ☟ Umbrageouster * ♂ Ichor Trickster * ♀ Cantata Non Grata * ⊕ FĂŠhugger * ♄ Martyr * Outlaw (DEX) * ☉ Quack Doctor * ☟ Midnight Marauder * ♂ Redcap * ♀ Wirehead * ⊕ Guerrila * ♄ Fell Fiend * Ruler (CON) * ☉ Krusader * ☟ Winedrinker * ♂ Tyrrant * ♀ Egogregore * ⊕ Worldbeater * ♄ ArchDĂŠmon * Hero (STR) * ☉ Bodybuilder * ☟ Nightstalker * ♂ Grit Gladiator * ♀ Skyshatriya * ⊕ Bearzerker * ♄ Styxecutioner ============================================================================ MAGICIANS: SAGES: JESTERS: OUTCAST: The OUTLAST is someone that exists outside of polite society. In many forms they are scorpionic-- career criminals, cult leaders, subversive artists and revolutionary terrorists. In a generalized image, they are WIRY, PERVERTED, and CUNNING. They are characters that are HIGHLY SKILLED when INTERFACING with tools and instruments of all kinds-- TOOLS of WAR, TOOLS of the CRAFT, TOOLS of the ARTS. Their lives are steeped in SEX, DRUGS, and THE OCCULT-- and they tend to operate in a CLANDESTINE manner. RULERS: The RULER is a not a measuring device, rather a noble or chieftain-- They often have a benefactor or many, and they lead a long road into their ruling-- ascending the rungs on the ladder. Some ascend swiftly, some slip on the rungs several times, and some still are sent up the ladder before they should be-- Alas, the RULER perserveres and rises to position. As a generalization, they are either WELL FED or EMACIATED, They at some point in their lives aquire access to GREAT WEALTH, and are TENACIOUS enough to claim their BIRTHRIGHT. HEROES: ============================================================================ ___ ___ ___ _____ _____ _____ _ __ | \/ | / _ \ | __ \|_ _|/ __ \| | / / | . . |/ /_\ \| | \/ | | | / \/| |/ / /.\ | |\/| || _ || | __ | | | | | \ \`/ | | | || | | || |_\ \ _| |_ | \__/\| |\ \ \_| |_/\_| |_/ \____/ \___/ \____/\_| \_/ ============================================================================= Spikhyean mystical scholars say there are two primary methods of Magick: ELEMENTAL MAGICK, which channels the avaliable orgone energy and elements-- & THEURGY, which outsources the energy from an agreement with a corresponding Godname. Whereas ELEMENTAL MAGICK is known for its highly versitile and adaptable manipulation of the elements, THEURGY is performed in ceremonies or rituals, which can require any amount of time and components. There is a school of Magick for each element, and a Theurgical tradition for each God. While Magick remains similar in theory and practice throughout the Elemental Schools, Theurgy and its methods vary greatly according to the God's religion and its culture. > MAGICK can be utilized to the extent of: - EVOKATION: The use of Orgone to expel energy outwards - CONJURATION: The manifestation of Elementals using Orgone - TRANSMUTATION: The conversion of Elements from one to another - ABJURATION: The banishing of Elementals or undesirable energies > THEURGY can be utilized to the extent of: - DIVINATION: Attaining knowledge through formal queries made in prayer. - ENCHANTMENT: The imbuement of blessings or casting of hexes onto others. - ILLUSION: The materialization of the unseen world, or obscurity of ours. - NECROMANCY: The divination or conjuration of those beyond the veil. Note that these above lists are not purely exclusive to each other. //////////////////////////////////////////////////////////////////// // Excerpt from "Metaphysicalphysical Bardic Theory" by DrDoof144 // "Orgone", or Energy in the colloquial sense, is a Something that can be percieved as a "Vibe"-- And is both figuratively and literally a Vibration. General Orgone can be considered the "Mana", "Ki", or "Prana" that exists in all Entities, Persons, or Objects, but this Orgone is always colored with a Vibration of a Unique signature. This Orgone signature can represent certain Archetypical energies, and the harmonious signatures that reflect the invoke the Godnames are known as Resonant Vibrations, of which there are seven. The Seven Resonant Vibrations of the spectrum are the Orgone Vibrations which create a massive well of energy when invoked. These are the harmonious frequencies on a musical scale which naturally fall into place. The 7 Resonant Vibrations of Orgone are as follows: > 000Nz/777Nz - XXXXXXXX * Omnipotent Vibration * It's fundamental principle is ALL. * "AH" -- CROWN > 111Nz - TYRANNTOS * Vibration of Fire * Tetrahedronal * It's fundamental principle is ACTION. * "VAM" -- SACRAL > 222Nz - HECKALI * Vibration of Water * Icosahedronal * It's fundamental principle is SPIRIT. * "OHM" -- THIRD EYE > 333Nz - ISHRA * Vibration of Air * Octahedronal * It's fundamental principle is THOUGHT. * "HAM" -- THROAT > 444Nz - SOWTOANNA * Vibration of Earth * Hexahedronsal * It's fundamental principle is BODY. * "LAM" -- ROOT > 555Nz - FÆO * Vibration of AETHER * Dodecahedronal * It's fundamental principle is ORGONE. * "YAM" -- HEART > 666Nz - DEMIOUROS * Vibrational Deadzone... * It's fundamental principle is VOID. * "RAM" -- SOLAR PLEXUS The way these vibrations and their fundamental priniciples are manipulated is according to the 6 Principles of Orgone Work. The 6 Principles of Orgone Work are as follows: EVOKATION involves the EMISSION of Orgone outward. INVOKATION involves the CULMINATION of Orgone inward. ENCHANTMENT involves the IMBUEMENT of Orgone onto something. BANISHMENT involves the REMOVAL of Orgone from something. TRANSMUTION involves the CHANGING of Orgone as it exists. DIVINATION involves the OBSERVATION of Orgone as it exists. For example: In Theurgical Magick, a frequency of 444Nz may be produced to access the Orgone well of SOWTOANNA, and if used in TRANSMUTATION, can make nearby frequencies match it, causing a material to turn to stone, a dead body to decompose, soil to become fertile, etc. This however, Comes with the Caveat of contact with the Godname, and this contact is sure to be noticed by them as well. The Godname has complete freedom to alter or deny the results of the Magick you cast, therefore a good relationship is expected when Working with theurgically-sourced Orgone. Alternatively, in Elemental Magick, nearby elements act as Single Digits, and enough of them can create custom frequencies by order of magnitude. 1 EMOTIMENTAL can change the third place value of a frequency to XX3, 10 ROTSPRITES can change the middle value of a frequency to X4X, and 100 WINEDINES can alter the first value of a frequency to 2XX. The amount of avaliable elementals will thus determine the level of flexibility one has with altering elements to produce results. For the simple reason of how rare it is to get 100 of the same elemental in a place, Elementally Generated Frequencies are usually colored by the planet they're on. If I had 17 Winedines at my side, I could cast an ELEMENTAL spell of the second magnitude, which could alter the local frequency to X22. If this took place in SOWTOANNA, the produced frequency would be 422, and would be able to produce a rather moderate but potent effect. If this Frequency was applied through ENCHANTMENT, I could imbue a Mask with the ability to see in the dark for an hour, or compel someone to believe a lie I tell them. Such a spell would create a HECKALIAN or WATERY influence, but within the confines of SOWTOANNA, or EARTH. ELEMENTARY PRINCIPUS : THE ELEMENTAL THEORY : -- Out of all the elementals, Undines, the elementals of Heckali, are the most diverse. They take on FĂŠon traits, and Sowtoannan traits, There is a horseshoe to their biology, however, where Sowtoanna is the above, as is the below. Meaning, while the FĂŠgir water elementals appear more aquatic-- both the sowtoannan and the heckalian water elementals, appear more avian, more bizarre, as deep sea creatures and as transclucent nightmares. This, of course, is because Heckali and Sowtoanna are very close sisters. ///////////////////////////////////////////////////////////// Orgone Vibrations are measured in Nz (read as Nertz) and can be calculated with this formula: RACE # -- GODFORM # -- ARCHETYPE # E.g. Kigta-Koomah's Vibration would be 112 Nz -- Quite low, but close to the resonant frequency of TYRANNTOS. An Apotheosis is extremely close, and easily achievable. One's Vibration can be changed with enough discipline, magic, or circumstances, but even changing one's vibration by a degree will result in major lifestyle and personality changes in the individual, and even lesser and greater physical changes if altered in the 10s or 100s. A local vibration can be calculated by the formula XYZ where X = The current planet Y = The day of the week Z = Minor influences from local elementals THEURGY involves the creation of Resonant Vibrations to create a portal to the Orgone of the respective Godform, while ELEMENTAL magick involves creating unique and chaotic 3 number sequences that combine any number of elementals nearby to create a unique effect or manipulation. Some traditions consider certain domains of magick taboo... though this does not always mean there are no methods they know... Bardic Schools manipulate Orgone through song, by creating certain vibrations with their vocal chords. These vibrations bend orgone. ELEMENTAL MAGICK is performed by channeling the avaliable ORGONE ENERGY or MANA from the environment, or by enlisting the Power of ELEMENTAL SPIRITS. It typically takes many years of practice, study, and conditioning to use Elemental Magick effectively. >WATER MAGICK, or WINE WORK, can be used to conjure rejuvinating Wine, transmute Wine into Ice or Steam, or, at higher levels, to create floods and winestorms. Those with a AFFINITY for WATER are often empathetic, sensitive, or lazy. >AIR MAGICK, or WHISPER BREATHING, can be used to carry oneself on the wind, transmute air into sound or breezes into cutting gusts, or at higher levels to conjure hurricanes or tornadoes. Those with an AFFINITY for AIR are often bubbly, charismatic, or airheaded. >FIRE MAGICK, or FURY SPITTING, can be used to evoke hellfire or to transmute cold into heat, or heat into cold. At higher levels, it can create seismic activity or cause lasting droughts. Those with an AFFINITY for FIRE are often passionate, courageous, or temperamental. >EARTH MAGICK, or ROTCRAFT, can be used to accelerate the forces of entropy or decomposition, or to transmute a blighted soil into a fertile one. At higher levels, ROTCRAFT can move land masses or create blights and plagues. Those with an AFFINITY for EARTH can be melancholy, pragmatic, or stubborn. >ÆTHER MAGICK, or FÆ TOUNGE, can be used to vibrate Orgone energy directly to either work with Orgone itself or to break it apart into its 4 elements to work with a desired element. This is by far the most powerful form of Elemental Magick avaliable, but also the hardest to work with. THEURGY is usually performed by attaining a trance state of some kind, then knocking on the proverbial door of the Godform to make council. What a GOD responds to, and how these trance states are attained varies greatly with racial tradition. >TYRANNTOSIAN Shamans have an oral tradition of shamanism to induce altered states of consciousness with entheogenic substances and intense physical activity to commune with their God. Prayers are made in front of an open flame over an offering, and responses divined by staring into the flame or observing the rising smoke. >ISHREAN Diviners read the dreams of sleeping Ishra by observing the clouds and observing their shape and imagery as they project from the optic fibers connecting to Her head. Trance states are reached by daydreaming, and various visions can be watched and interacted with in the clouds. >HECKALIAN Covens have a rich tradition of divination using cartomancy, palmistry, and astrology to divine fates. Ecstatic consciousness is attained by orgiastic rites and liberal indulgence of Wine. Prayers are made by scrying Heckali's image in a still bowl of Wine. >FÆON Priests perform augury by observing the ecology, and reading the omens of birds and other auspicious creatures. Prayers are traditionally made in Person at the physical incarnation of FÆO, or by making physical contact with a hyphae of His vast mycelial network. >SOWTOANNAN Sects are known to practice Haruspicy and Necromancies, utilizing a lens of clinical study in a ritual autopsy, or by speaking to the Deceased beyond the veil. Prayers are made in complete darkness, with ones eyes closed and his back turned-- for SOWTOANNA is shy of Her appearance. >DEMIOURIC Thralls have a constant and stable telepathic connection with their God that is maintained at all times. DEMIOURITES are able to channel from a deep reservoir of DEMIOUROS' consciousness to divine any intel attained by other DEMIOURITES, at the cost of suffering the throbbing and hypnotic rhythm of DEMIOUROS' commands at all times. Alternative Schools sometimes create a synthesis of the two, such as branches of ELEMENTAL MAGICK which call upon a strong Elemental Daemon or lesser Deity for patronage, or to extort them into lending power through a contract or curse. The power of this Art depends primarily on the Daemon invoked, and higher level Daemons that are forced to comply will bear a serious grudge. There are some dark arts of WINEWORKING that involve the use of one's own Wine or Orgone energy in order to cast spells in an environment otherwise absent of Orgone, though this can cause great deficiency in the user, and even death if too much Orgone is spent too quickly. Practicioners of this dark art often become WINEDRINKERS, who feed off of the Orgone energy of others by drinking their Wine. These types are known to become decrepit and light sensitive, and deal with an addiction that compels them to continue this lifestyle. In magickal schools where ELEMENTAL MAGICK is taught, THEURGY is often looked down upon or discredited, some even going so far as to say its uncivilized or barbaric. Others consider it a weakness to depend on the Names; a few of which claim it disrespectful to the Names themselves to rely on their help. While MAGICIANS rely mostly upon the sciences and erudite skills required to perform ELEMENTAL MAGICK, SAGES prefer to live a more virtuous life on accord of their patron Godname or Godnames in exchange for their tutelage in the THEURGICAL ARTS. - (IN)FAMOUS RITES * Transfiguration of the Red Cocoon (SOWTOANNIC) (A greater immortality pact that is very protected knowledge, where an individual attains complete mastery over the elements of change, and can therefore exist in all states of change at once. They are simultaneously a child, an adult, an old man, and a corpse, and have sight of all states of whatever they look at. This can make mundane acts like eating difficult, as the sorcerer senses whatever food they eat as simultaneously unripe, ripe, and rotten.) * Carving of the Snake's Door (SOWTOANNIC) A wound is made on oneself, and through that wound a portal is opened. Traditionally, the wound is made by the bite from a snake, and that wound is allowed to bleed onto a taglock of some kind-- either something material like a piece of rubble or a pinch of soil, or something abstract like the memory of a place or its sigil. For the best results one should have both. At this point, any light sources in the room must be snuffed, and everyone participating must close their eyes. On no conditions should one open them during the procedure, and measures must be taken to resist any temptation to do so. Upon the completion of the rite, the targets are transported to their destination of desire. * Transfiguration of Worms (SOWTOANNIC: TABOO) (A crude undeath rite, written in detail in the "BOOK OF WORMS", though a suitable treatise may be referred to instead. May be performed on a batch of up to a dozen cadavers, no more than one week dead. A variety of surgical implements or a specialized athame are required, an ordinary knife will not do. Also requires Lvl 2 proficiency in Crypt Script or 1 month of rehearsal, pitch darkness, and a pot filled with worms and sealed with wax + a talisman.) * Scorn's Declaration (ANY: TABOO) (This entails a rite, either formal or informal, where an individual curses one or all of the Gods of the SPIKHYEAN pantheon. Usually something must be done to get their attention, and a grave Sin must be committed for it to go acknowledged. There are no clear benefits to doing this, and doing so will incur the wrath of the targeted God or Gods. Note: this is a bad idea.) * The Killing of a God (ANY) (This rite must be performed in only the most optimal of circumstances, and has a miniscule chance of success-- The components necessary include a suitable taglock of the God in question [hair, soil], a specialized weapon or athame forged from tyrantite and coated in a rare mythical poison, as well as the assistance of at least one other Godname. When the rite is performed, the targeted God must be felled in the same moment as the rite's conclusion, or its avatar will simply reincarnate. Most often this rite serves only to delay the Godname's reincarnation for a length of time.) * Covenant of the Marble Throne (HECKALIAN) * Kiln of the Heart's Vase (HECKALIAN) A ressurection spell that can be performed to provide a new body for a dead individual. Their central circulatory organ is required and must remain mostly undamaged and well preserved. To perform this ressurection Heckali must also provide some of Her blood, and the heart must be marinated in a vessel of Wine. Upon a success, the deceased's soul will transfer to the vessel, and a fluid body of wine will spill out. This new body has the physical properties of a water/wine elemental. * Wedging of the Sky's Door (HECKALIAN: TABOO) (This details a ritual performed in order to activate Heckali, waking Her forcibly-- causing it to become night, and for the moon to be full. Performing this ritual requires a wine offering, poured over a flame while a spiteful phrase is whispered. This rite has a strong chance of incurring Heckali's wrath against the caster.) * Crucible of Shed Wine (TYRANNTOSIAN) (By ressurecting the spirit of a dead warrior and commanding it, a target may enter a martial trance to then channel that spirit to boost their courage, strength, and martial wisdom for a battle. A certain poison is imbibed for the rite, therefore building a tolerance before is necessary.) * Ceremony ov Mercy's Bane (FÆON) A prayer and promise made before a hunt, where those involved must pledge to use every last part of what they hunt, and to only kill as much as they need. When performed with sincerity and good faith, all weapons that will be used for the hunt become imbued with a poison that does 1d6 damage and afflicts the poisoned status upon a failed CON save (DC 15) for the duration of the next combat. * Sacramental FÆ-FRUIT (FÆON) A chunk of FÆO's topsoil is taken, consecrated, and eaten after a prayer is made to FÆO, asking for His protection. Behaves like the Goodberry spell, and a single serving of this can provide nourishment for a party of six for one week. Can only be performed on FÆO, and on FÆDAYS. * Sacramental FÆ-MILK (FÆON:TABOO) By utilizing the immense energy released upon the death of a FÆTHERITE, this energy may theoretically be 'milked' into a pliable ingot of plasma that can be used as a powerful Spell component. Such a rite includes the delicate and arduous extraction of their plasma, usually performed in a form of ritualistic torture. The result of such an act can be attained peacefully or violently, and is likely to have devastating potential for failure-- However that chance is weighed against the potential for high reward, as a successful extraction and use of that energy can bestow a person eternal youth, or create a significant miracle. ============================================================================= CREATION MYTH: ============================================================================= ////////////// THE WORD: ////////////// In the beginning there was nothing, no Word, no Name, not even a Whimper. Before the Day was made, let alone the Night, Time stood still--Until the Moment it did not. A deep Tear had been made in the Pitch Velvet that is Void's Amniotic Pouch- causing Time and Space to flow like Water. This great rift in the Void's Canvas made a sound like wind being inhaled through teeth, and thus the first Syllable had been Spoke: "SPI". The negative pressure then came out at once, as every thought, vibration, energy, and matter came parading out in a wild cacophony. Within the span of a single breath, all that was not had come to be, expelled from void's womb through one gutteral exhale. Thus the second Syllable had been Spoke: "KHYAH". Shortly after this explosion of All things, it quickly became unstable, and collapsed back inwards onto itself, into one single spore of infinite others, and wormed its way down into the DEEP BELOW, where it had taken root. This single seed spent many eons brooding and dreaming, until the day it Crowned from its soil. ////////////////////////////////// THE SPROUTING: ////////////////////////////////// By sprouting from the earth, FÆO began to slowly unfurl, releasing the Names trapped within its singularity, as well as the energies which they each held Dominion over. FÆO's thoughts and actions, both of which He was incapable of expressing, had formed tethers that connected to Him, and developed sentience of their own, becoming TYRANNTOS and ISHRA. With the release of the two, a noxious cloud of spores similarly rose up from FÆO's gills, where SOWTOANNA resided. This cloud became HECKALI. The Land was still Cold, and FÆO was still Barren. Inspired by the Blank Canvas that was the Void, all of the Names set to making Life, of each to their own Whimsy. It was TYRANNTOS who provided the Matter, and ISHRA who provided the Spark. FÆO provided the Milk and the Spores, and SOWTOANNA incubated them in Her Womb. HECKALI watched, and took Great Pause before providing the Wine that would Flow in their veins. This Wine, though both Nourishing and Ecstatic, seeded a Profound Madness in the Children of those Names who Indulged.. Among them were TYRANNTOS, who Drank of the Wine with Gluttony, and ISHRA, who Drank of the Wine for taste. FÆO abstained from the Wine, and invited SOWTOANNA to join His ASCETICSM, While SOWTOANNA, though Very Thirsty, Abstained by Her Husband's wishes. FÆO and SOWTOANNA thus copulated, becoming Entertwined-- as ISHRA and TYRANNTOS circled them, their chain becoming Entwined with His. HECKALI yet watched, Her own Children already Born from the Wine. 6 Æons later, SOWTOANNA gave Birth, though still Married to FÆO's Form. FÆO's Children, Born from His Seed, sprouted from the Ground, and became the FÆTHERITES. SOWTOANNA's Children, Birthed from Her own Chasm, crawled out to see the Firmament, and were then the CRYPTOIDS. TYRANNTOS' Children were Born as liquid, and bled down the Chain connecting SOWTOANNA, Where it pooled on its father, Solidifying as the GLOBINOIDS. ISHRA's Children, who were the last to be born, Floated up, completely blank, guided like Moths to the Divine Spark of their Mother, and thus became the MEIMELINGS. HECKALI, who had kept her Children hidden from the other Names until now, Snuck them into SOWTOANNA's womb undetected, and they walked out on two legs, having already reached Adulthood. The Names were amazed with the entrance of the ANTHROPES. The first anthropes were said to be great Titans, who built civilizations and structures of immense scale, constructing towers and monuments in reverence of their Gods and their world, and providing for their many brothers and sisters. For many years, all the children of SPIKHYAH were in harmony with one another, benefitting each other with their strengths and providing for their weaknesses. The Titans, working with the other races, erected a tower upon the center of FÆO, a tower much taller than any other structure, so that they could better watch over the land upon which they shared. ////////////////////// THE TURNING: ////////////////////// At the height of FÆO's maturity, His fruiting body had gone through a significant change: His great cap had stretched itself fully, and in a sudden pop, it had gone from convex to concave. The resulting turn had created a sound heard across the plane, and a great tremor that heralded incredible destruction. For, at this point onward, all Wine spilt, either bled or rained, began to flow towards the center of FÆO's cap. This creshendoed into a great deluge, which entirely submerged the civilization surrounding FÆO's center, and greatly set back the aquired knowledge and progress of the Titans. This destruction of their civilzation and worldly unity also resulted in the infighting of various groups seeking to fill the power vaccuum, as well as the degeneration of the Titans themselves. Thus, the anthropes split into several new species, those who sacrificed their humanity to keep their power, and those who sacrificed their power to preserve their humanity. The Titans who became Untertitans devolved into ugly, stupid, bumbling creatures, and became terrible and cruel. Those Titans who became Anthropes kept their nobility and intelligence, but became far smaller and weaker than any of the titans before them, and thus did not have the power or organization to rebuild their civilization to its former glory. This way of life continued for some time, as violence and hostility became commonplace throughout FÆO, and as the world sought a new equilibrium. ////////////////////////////////////// THE GREAT SEARING: ////////////////////////////////////// DEMIOUROS, The alien Name, on one fated day intercepted SPIKHYAH. Perhaps He was created by a Thought that slipped through Prudence, or came from a different Reality entirely. When He came, DEMIOUROS had brought with Him His own Alien Children, the PLEIADIANS, Who were created in His own Image-- as beings made of Light. However, the Light He emanated was too Bright, and He irradiated the Native Names, DEMIOUROS' Light Rendered SOWTOANNA Blind. His Light Scorched HECKALI's back, And His Light set TYRANNTOS aflame. ISHRA was spared, protected by Her Mantle, and FÆO was left unimpeded, For He Basked in the Warmth DEMIOUROS brought. FÆO Rolled on His back and revealed His Great Belly, which turned the still-entertwined SOWTOANNA towards the Cold Dark. The Children of the Names irradiated by DEMIOUROS were no more fortunate than their progenitors. TYRANNTOS' Children were immolated, replacing their hearts with burning coal. HECKALI's Children became Accursed, the Wine in their Veins turning them into Terianthropes. and SOWTOANNA's Children, Turned by the Light, had retreated deep within SOWTOANNA's Bosom, Hiding in Her deepest Recesses. Infuriated by DEMIOUROS' harm to Her Children, HECKALI attempted to enshroud DEMIOUROS, and was able to snuff His Light for many Days before having to retreat below FÆO, so that Her scarred Back could heal. And on the Next Day, HECKALI did the same, relentlessly attempting to suffocate DEMIOUROS, before retreating whenever She was unable to bear the searing Light any longer. SOWTOWANNA also held a Grudge against DEMIOUROS for rendering Her Blind, cursing DEMIOUROS with hushed breath, holding on to Her own Hatred and letting it warp Her visage. She and her Children became Corrupted by Her curses, turning their appearance horrific as pent-up malevolent energy began to pool, waiting for the Day that She faces DEMIOUROS once more. On the other Hand, TYRANNTOS, though beside Himself with Fury at first, became accustomed to the Flame and the Heat of DEMIOUROS' LIGHT, as His Children learned to Temper the same Flame. TYRANNTOS became obsessed, vowing to surpass DEMIOUROS in both Heat and in Brilliance. His Interior began to glow white-hot, turning the Wine in His veins into a boiling magma. Furthermore, TYRANNTOS began to pull on his Chain, attempting to Rip it away from FÆOs Body, and yet it was hopelessly affixed. ISHRA, detecting TYRANNTOS' pull, began to pull in turn, in Fear of what Her Brother might do if He were to break free. Following this turbulence, SPIKHYAH once again reached Homeostasis, though a much more dynamic one than what was Before. || GLOSSARY || - SPIKHYAH * The omnipotent duosyllable. It was the first sound the SPIKHYEAN universe made when it formed, and just speaking it aloud will create a new universe. Those who hear of it's gospel are given the option to reincarnate into that universe with the boons of a demigod, but with the gambit of limiting your Godhood to make the reincarnation fun. Only the most elite magicians of the world even know of its existence, and those who do are eternally searching for it. - Globin (GLAHB-IN) - Globinoid (GLAHB-IN-OYD) - Meimeling (MAY-MAY-LING) - FĂŠtherite (FEE-THERE-ITE) - FĂŠo (FEE-O) - Tyranntosian - Of the peoples of TYRANNTOS. - Heckalian - Of the peoples of HECKALI. - 'Sherean - Of the peoples of ISHRA. - Sowtoannick - Of the peoples of SOWTOANNA. - FĂŠlic - Of the peoples of FÆO. - Demiouritic - Of the peoples of DEMIOUROS. - Name * A term used to describe a particular God of the Spikhyean pantheon. - Plane * A term used to describe a particular region, it means the same as Name, though in a far more physical and literal connotation. - Great Plane * A term used to describe the entirety of SPIKHYAH: a more concise equivalent of the thesseric "FEE ID SHA'AT". - Shrean Sway * Epochs where ISHRA is winning the Tug O' War versus TYRANNTOS. Associated with golden ages of innovation, feminine thinking, love, and THOUGHT. It brings about an age of CREATION. - Tyranntosian Tilt * Epochs where TYRANNTOS is winning the Tug O' War versus ISHRA. Associated with brutal ages of war, masculine values, anger, and ACTION. It brings about an age of DESTRUCTION. (Many of the SPIKHYHEAN PARABLES take place in the dawn of a Tyranntosian Tilt.) - "THE WORD" * A term used by scholars to describe the creation of the SPIKHYEAN universe, the word in question is, of course, the omnipotent duosyllable SPIKHYAH. - "THE SPROUTING" * A term used by scholars to describe the creation of FÆO, in particular the crowning of His fruiting body from the soil. It is unknown what lifeforms were present during this time, but they were certainly very primitive. - "THE TURNING" * An Antedemiouric event describing FÆO's Turning, when the cap of the fruiting body transitioned from convex to concave. This changed the world drastically, as water was now able to collect in the center of the cap. - "THE GREAT SEARING" * The term used to describe the world-altering event of Demiouros' invasion and subsequent irradiation of most of SPIKHYAH's lifeforms. This event resulted in the permanent disfiguration of HECKALI and Her children, as well as the extinction and degeneration of many other species. - Antedemiouric * Preceeding the invasion of DEMIOUROS. - "THE DEEP BELOW" * The ground on which the great mushroom stands. It is known to be a noisy verdant shade by those who look over the caps edge, or by those who travel the world chains, but nothing that falls is ever seen to touch it. - "THE WINE" * Blood-adjacent liqeur that swims through the veins of much of SPIKHYAH's wildlife. When drank, it provides a manic-euphoric healing effect and enhances psychic ability. It precipitates from HECKALI during Her Furies. - The Heckalian Furies * The phase of the Heckalian Moon where She becomes enraged and enflamed, and bleeds out The Wine onto the surface of FÆO, where it collects in the center. (Wine dranken out of the center oasis on the night of the Fury has psychedelic properties reminiscent of amanita pantherina, the brew is known as Soma) - Soma * A brew made from The Wine collected from FÆO's central oasis on the night of a Heckalian Fury. It imbues the drinker with superhuman strength, extraordinary healing power, and manic feelings of grandeur. It's primary use is as a berserker brew, and it's secondary use is as a miraculous restorative potion. The use of it as a healing draught is controversial among FÆON priests, who believe it to be highly sacred, and meant exclusively for tooth-and-nail combat. - The Marble Throne * A location spoken about in dreams, yet it exists physically within the befuddling insides of HECKALI. It can be accessed physically from one of the WORLD CHAINS by waiting for HECKALI to pass by, or it can be accessed through dreams had while drunk on The Wine and sleeping under HECKALI's MANTLE. 🜁 🜂 🜃 🜄 ffĂŠ FFÆ