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| Kandoiie |
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Posted by: __denby - 05-02-2026, 02:57 PM - Forum: Fauna
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Kandoiie
"A child is most vigilant when near the banks of brackish water. Their peoples' call them Kan'der, serpentine beasts of the muck." - Amrynn Craleth, Elven Naturalist.
Description:
It is commonly upheld in the realm of naturalism, that there is almost always a species that preys upon a dominant predator. At times, these predators sink into the realm of verbal myth and children’s horror stories. In the case of Men, such lies in the ever-present fear of cursed monsters stalking the night. To those last vestiges of the Elder races, however, these stories are mirrored in-part by the rarely seen Kandoiie, or as in their tongue, Kan’der.
Kandoiie are ferocious creatures, rumored a distant relative of the very same folk that fear them. Their similarities, however, end there. Kandoiie possess serpentine bodies from the mid-hip, stretching to a thickly muscled tail. This tail, mirroring the shape and structure of a constrictor-snake, extends to a length of twenty feet in adults. Newborns and Younglings possess tail-lengths of three feet and twelve feet respectively. The serpentine beasts bear a torso not dissimilar to that of the other humanoid-races in structure. Their upper bodies are significantly more developed in musculature than their humanoid counterparts, seeming more akin to large Goblinoid creatures. These upper bodies are covered in a series of small scales and thick skin- the texture being extended upwards from the tail. A Kandoiie adult’s torso is typically five feet from hip to collar bone, and considerably stocky, tapering very little from the tail’s joint. Kandoiie do not develop their significant musculature until later in life, beginning around twenty-two years of age. Their species lacks sexual dimorphism, however, and the females are almost entirely indistinguishable from the males in terms of physical bulk.
Kandoiie bear upon a thick and low-set neck, a large viper-esque head. Barring the fatty-tissue along the top ridges of their skulls, no other outstanding features make themselves present. Their eyes are typically yellow or orange in color, and lie deeply within the foreward-sides of their skulls. Kandoiie possess no eyelids, instead bearing clear scales that cover their eyes. Given that the majority of the Kandoiie are located in and around brackish waterways and heavily-forested coastlines, their colors tend to be an extensively muted palette of pale browns, greens, and yellows. On occasion, however, a Kandoiie will be born with bright and fluorescent colorations, a marking that sets them apart from their more reservedly colored brethren.
Distribution:
Kandoiie are primarily located around the rivers and deltas of Western Sangreal, and upon the archipelago-type islands along the coasts. It is not uncommon for parties of Kandoiie to venture further inland, but they will not stray far from sources of water. Kandoiie are most similar to water-dwelling snakes, and their standard habitat reflects this. Unlike their more primal counterparts, however, Kandoiie possess the most basic of tribally organized societies. Living in and around the banks of rivers and river deltas, it is typical for Kandoiie hovels to be dug into the rich clay of the banks- stretching for tens of feet into the drier earth. Entrances to these homes, however, are covered by water, which laps just above their circular openings.
Generally, Kandoiie live in groups of eight to fifteen, possessing a string of dwellings along a single stretch of river. These creatures are quite territorial, and tend to respect the borders of other Kandoiie families. It is incredibly unusual for these creatures to assemble into large groups, though it is not unheard of. Forest elven oral history tells of a few distinct periods where the Serpent-people rallied behind one of these ‘bright’ brothers, and form raiding parties numbering several hundred strong.
Diet:
Kandoiie are carnivorous. Their diet is typically that of medium to small game, consumed raw- having been captured by physical brawn, or felled through the use of simple hunting weapons. Their diet rarely includes that of the ‘sentient’ races, though members of the Elder Races alike are considered delicacies to these creatures. Should one fall into their grasp, a familial celebration is pitched to honor the gift that the River had given them.
These serpentine beasts know little, if anything, of the races of Men and Goblin- such, it is uncertain as to whether or not they would consider such things as food. Should a person enter their territory willingly, though, it would not end well.
Relations:
As in tune with the prior explanations of their kind, Kandoiie are prone to consider all other creatures, either threat or prey. It is told, by those Elves whose scientific parties had given the earliest research of them, that the Kandoiie were much avoided, and little contact was made between them. It has been witnessed, however, for a few individual tribes of Kandoiie to possess more amicable relations with those that live near them. Presumably, these few are progressing more towards a civilized, agrarian society. Inter-tribal relations are quite tragic at the best of times. Inter-tribal marriage is common, and small skirmishes occurring because of these marriages is even moreso. Typically, tribes of Kandoiie will remain in amicable terms, until either group breaches the other’s territory to chase prey. If such occurs, the vengeance upon these trespassers is swift and without mercy. In tune with the legend of the Kan’der, spoken of in whispers by some ancient lore-keepers- it is only the ‘Bright’ ones which may unite more than one tribe. Something differs between these special members of their race- they either possess greater intelligence, arcanic powers, or something altogether more sinister.
Mechanics:- Kandoiie, or Kan’der, live to an approximate age of Eighty (80).
- Kandoiie are immensely strong, typically greater than that of a human or dwarf.
- Adult Kandoiie possess tails of twenty feet in length, and are capable of utilizing it in the manner of a constrictor snake.
- Kandoiie form tribal groups of eight to twelve, typically one to two individual families.
- Kandoiie are usually restricted to muted browns, greens, and yellows- their skin and scales reflecting the environment they inhabit.
- On incredibly rare occasions- once every few decades, a ‘Bright One’, a Kan’der with bright and exotic colorations, is born. These ‘Bright Ones’ are rumored to be capable of uniting multiple tribes, and embarking on enormous ‘raids’.
- Kan’doiie are predatory in nature, and incredibly hostile to those who would intrude upon their river-bound territories.
Alchemical Properties:
Material Properties:- Kandoiie hide is incredibly tough, and could provide a decent leather- however, the true benefit of it is the naturally camouflaged waterproofing it may provide.
[Sightings of or interaction with these creatures are prohibited outside of Lore-Approved Events.]
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| Creeping Madness |
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Posted by: __denby - 05-01-2026, 11:10 PM - Forum: Diseases
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Creeping Madness
"God is a comedian playing to an audience too afraid to laugh." - Voltaire
![[Image: FF0f7im.png]](https://i.imgur.com/FF0f7im.png)
Summary:
An illness like no other, the Creeping Madness is regarded by many medical professionals as not being an illness at all, and instead a progressive destabilization of the infected’s mental health for reasons unknown. Presenting as a progressively serious devolution into insomnia, schizophrenia and general madness, the disease does not outwardly grant any signs of infection beyond the occasional odd tendril of discoloration beneath the infected person’s skin. Caused by the ingestion of a parasite known as tillifornis, this small worm typically inhabits stagnant waters deep within air pockets of oceanic caves. Most often accidentally ingested by avid swimmers, pearl divers and spelunkers, the tillifornis worm does not seek out the victim like prey- instead, the eggs of the small parasite are typically drawn into the body through orifices such as the eyes, ears, nose or mouth when submerged in waters where they may be found. Some days after, the first symptoms begin to present as a furious itching beneath the skin of the infected, followed thereafter in quick succession by rapid-onset schizophrenia and madness. More often than not, the victim has lost their mental faculty well before being seen by any medical professionals- as such, the Creeping Madness is rarely, if ever, diagnosed properly. The end result of the Creeping Madness is most often suicide or death caused by the violent actions of others towards the obviously insane infected; it is not believed that the disease itself kills. Some have been known to ‘outlive’ the illness, though few have ever been able to make this claim.
Communicability:
Noncommunicable; the Creeping Madness is caused by the ingestion of the tillifornis parasite and cannot be transmitted between individuals. The eggs of the parasite hatch beneath the skin of the afflicted, and complete their entire life cycle without being exposed to others.
Symptoms:
The infection of the tillifornis parasite initially presents no symptoms, but within three OOC days, the afflicted quickly develop an uncontrollable itch beneath their skin, feeling as if tiny creatures are crawling about with vigor within the flesh. By the sixth OOC day, the parasites have grown and began to feed on the bodily fluids and fatty tissues of the infected, producing considerable amounts of neurotransmitter proteins as waste byproducts- this sudden jump in neurotransmitter uptake result in the victim becoming seriously schizophrenic and beset by incredible madness and paranoia. Specifically, the victim begins to hear voices, feel as if they are constantly being watched and ridiculed by others around them, and tend to perceive their body as being inhabited by various creepy crawlies and other horrors.
Effects:
The afflicted tend to rapidly develop various mental abnormalities, preceded by the itching of the skin and the occasional strange discoloration due to the presence of a tillifornis worm just beneath the upper layer of the epidermis. Constantly on a literal high of various excreted neurotransmitters, the infected exist in a state of semi-terrified and semi-euphoric madness, often eliciting violence towards themselves and others at random- albeit, the reason is always justified to the mind of the infected, whether they can express it properly or not.
Cure:
Given the lack of study related to the Creeping Madness and the tillifornis parasite, the presence of a cure is entirely unknown. Infected persons typically die due to their actions well before a learned scholar realizes the cause and commits to their piecemeal evisceration to locate and remove the source of the illness. Given the life-cycle of the tillifornis parasite, if survival of the infected persists two OOC months past infection, symptoms disappear entirely. [Any attempted cures will need to be submitted to the Lore Team prior to attempt, and a member of the Lore Team may be present to observe the procedure and give a verdict.]
Mechanics:
- The disease occurs when tillifornis eggs are accidentally or purposefully ingested in their source environment.
- The cause being the tillifornis worm is not common knowledge, and research must be conducted to learn the cause of the illness.
- The symptoms onset first as intense itching at three OOC days since infection, and as mental illness at six OOC days since infection.
- The victim feels beset by unnatural itching beneath their skin, and present with rapid-onset schizophrenia, paranoid delusions and general madness.
- Occasionally, strange discolorations may appear on the surface of the skin due to the activity of the tillifornis parasite deeper within.
- The disease is not fatal, and no known cure exists; survival past two` OOC months from infection date results in the disappearance of symptoms as the parasite’s life-cycle has completed.
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| Mumblers |
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Posted by: __denby - 05-01-2026, 10:58 PM - Forum: Fauna
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Mumblers
"Unceasing, terrible, and monstrous things. I pray they are the bogeymen of childrens' tales." - A Sangreal Citizen.
![[Image: 6QkMPhM.png]](https://i.imgur.com/6QkMPhM.png)
Summary:
Characterized by the low, ever-present mumbling these entities produce, Mumblers possess an unnaturally pale, skeletal visage with sunken, sulking features. Their skin clings tightly to bone, while little to no fat fills out their appearance. These sulking creatures are thought to be the spirits of children who have become separated from their caretakers, and die alone, lost to the world. The overwhelming sense of dread present at the time of their death supposedly creates small ripples in the ley and causes these creatures to manifest as the physical embodiment of their depressive spirits. Mumblers are not of this world, and are hostile towards any naturally occuring entity in sight. Despite their hostility, Mumblers are not proactive. They tend to linger towards their prey at a depressive pace to corner their victims, rather than overwhelm them.
Basic Description:
A bipedal mammaloid monster, they are tall and thin creatures sometimes reaching a maximum height of eight feet. With nearly translucent skin that clings to the bone, and little fat to round out the figure, it is fair to equate the appearance of these creatures to pale wood or bone. The moment a Mumbler is brought into existence, it is already fully grown. Due to this set of circumstances, Mumblers do not mate. They aren’t capable of producing any offspring through natural means. They can vary in size and appearance depending on the manner by which they perished, but no further development occurs. A Mumbler preys upon its victims with their hands, which will begin draining the energy of the individual’s soul whose flesh it touches. The more a Mumbler feeds in this fashion, the longer the Mumbler can tether itself to this plane of existence. Perhaps, this is their driving goal- to retain some sad simulacrum of life in the absence of their own.
Despite their hostility towards all natural life, it is commonly theorized that it is possible to exorcize a Mumbler by leading it to the location of its past life’s death, and calling out the name of the child to them. This effectively immobilizes the creature, while immobilized the creature must be tied to place in the area of the death, and the remains of their corpse must be placed upon the body of the Mumbler. Upon making full contact, it is said that the Mumbler will fade away, finding peace.
Rarity: Rare
Location:
Mumblers can be found anywhere, due to the unnatural force which brings them to exist. They are not of this world, and have no natural habitat.
Properties:
Special Properties:
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| Bwytherus |
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Posted by: __denby - 05-01-2026, 10:47 PM - Forum: Mineral
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Bwytherus
"A Metallurgical Anomaly" - Prospector, 'Frond-Strand' Petyr.
![[Image: 6ihda1k.png]](https://i.imgur.com/6ihda1k.png)
Summary:
Bwytherus, otherwise known as a useless metal, occupies a position in the heart of some geologists. A position utterly unearned. It is a strange, radiant topaz-colored metal that remains liquid at temperatures greater than freezing water. Much like water, the tendency to retain a liquid state rapidly approaches once greater than the melting point. It is considered by the more expert of blacksmiths to be utterly useless. It can't be forged in conjunction with other metals, and resists the tendency to alloy - usually flowing away and leaving any "alloys" porous and in ruins.
The metal possesses an odd quality that promotes this behavior, seeming to possess a capacity to draw heat within itself. Heating a sample of Bwytherus to around the melting-point of lead for example, will result in the metal possessing a near-room temperature state to the touch in mere moments. Only in temperatures exceeding that of molten steel does the metal achieve a heat capacity similar in nature to other metals. In another twist of fate, a sample of Bwytherus will contract in the presence of extreme heat, rather than expanding - or, for simplicity sake, a cooled sample of Bwytherus will be twenty percent larger than a superheated sample. This anomaly causes the metals alloyed with Bwytherus to be cracked apart during the cooling phase, not including their tendency to experience excess porosity. Within the chilling depths of the caverns beneath Sangreal, it appears to be of often greater volume, and thus value, than it has exposed to the temperature on the surface.
Location:
Bwytherus is rare, though not obscenely so - it is present in pools of swirling topaz liquid occasionally found at the bottom of karst formations within the depths of Sangreal's cavern systems.
Composition:
It varies, with the liquid state being little more than water, and the rarer frozen state being equivalent to gold.
Liquid Bwytherus -
Hardness: 0
Density: 5
Flexibility: 4
Frozen Bwytherus -
Hardness: 3
Density: 5
Flexibility: 1
Properties:- Liquid at the temperatures of liquid water.
- Swirling topaz in color.
Special Properties:- Rapidly 'loses' heat within moments unless heated to the temperature of molten steel.
- Expands as it approaches a solid state, with a difference of 20% volume between solid and molten state.
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| Rime Slick |
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Posted by: __denby - 05-01-2026, 10:27 PM - Forum: Fungi
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Rime Slick
"There ain't ice in the 'greal, don't go touchin' no iced-up trees." - Woodsman' Advice #4
![[Image: ZYVu7pt.png]](https://i.imgur.com/ZYVu7pt.png)
Summary:
Erupting outwards from certain species of evergreen conifers within the upper heavy-rainfall regions of Sangreal, appears a white fungus. It appears almost crystalline, jutting outwards in spine-like structures that tend to group in clusters of five to seven. It is this appearance and similarity in structure to ice crystals of the far north that have given it the moniker, 'Rime Slick'. Wet to the touch, and visibly almost transparent, this fungus is particularly aggressive towards conifer trees, The main tactic of this aggressive fungus is a progressive girdling of the conifer's bark, and once accomplished this inexorably leads to the death of the trunk. Once deceased, the entirety of the tree will be consumed from the bark, inwards. It is an off-white, translucent color being much like the ice of its namesake.
Word-of-mouth tails warn of extremely large examples of Rime Slick being capable of expressing digestion processes that can erode and progress through living tissue. That being said, scholars do not believe in the validity of a fungus being able to infest or deal much damage to living tissue beyond contact with toxins. Younger samples of Rime Slick do not seem to exhibit much toxicity, and there has been little success in alchemical cultivations of the plant to an age great enough to investigate these claims.
Basic Description:
Rime Slick is a surface-dwelling fungus that exclusively infests the bark of conifer trees on the island of Sangreal. It maintains the appearance of a crystalline, frost-like structure upon the bark, often forming structures of spikes in clusters of five to seven. Similar in translucency and appearance to rime frost of the far north, the crystals are generally off-white in color. Texture is similar to to that of tofu or cheese, firm but able to be crushed and pressed between the fingers.
Rarity: Uncommon
Location:
General throughout the Sangreal. It is a fairly common fungus when small, and larger sizes in the progress of girdling trees are typically rarer. Most have been destroyed due to association with folklore, but rumor is held that there was once an entire copse of trees in the Goggledol that were infested by fully-grown Rime Slick. Allegedly destroyed by an expedition, there have been no appearances of colonized rime slick organisms.
Properties:- Spongy, ice-like appearance.
- Inedible, high water volume, invasive fungus.
- Exclusive to conifer trees.
Special Properties:- Extremely large and mature varieties of Rime Frost may be capable of digesting living tissue.
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| Greal Goat |
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Posted by: __denby - 05-01-2026, 04:04 PM - Forum: Fauna
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Greal Goat
"It will test you not as a curiosity, but as a question it intends to answer with its teeth.” - Naturalist Peltyr Brambivich
Summary:
It stalks with impunity among the whole island of the Sangreal, a creature whose status among the field animals cannot be explicitly determined. Studied extensively, the Sangreal Goat, often shorted to Greal Goat is a goatlike cloven-hoofed animal whose preferred terrain is as varied as its diet. This goat much like its Westcontre counterpart can easily survive in most climates on the island, and is capable of greatly supplementing its food sources with flesh and bone. Whether this originated as a survival strategy for hard winters amongst the species of goat, it is presently unknown. Roughly sixty percent of the Greal's diet is suspected to consist of meat and carrion, including bone, cartilage and otherwise discarded elements of a prey-kill. Appearing very similar to a typical goat, barring heightened muscularity, quicker reflexes and forward-facing eyes, they can go unnoticed amongst a group of the typical domestic herd ungulates. Farmers in the periphery of settlement on Sangreal have suspected that some share of the nighttime losses of livestock are due to the Greal Goat and not wild canines or bears.
The Greal Goat forms small familial groups, often with one larger male and a pair of females with their offspring. These groups can reach in excess of twenty to thirty goats at times - and when such groups grow that large, they are capable of preying even on other herds of livestock or even villages of weaker fare. Like their herbivorous cousins, the Greal Goat is a master of breaking-and-entering, challenging even the most experienced farmers with keeping them contained against their will.
Basic Description:
Greal Goats are on average shoulder-high to a halfling, two to three feet at the horn and somewhat larger than the typical goat species on the island, possessing of much greater musculature. They also possess thicker jaws and heavier jaw musculature for the purpose of tearing flesh from carcasses. Front incisors are elongated and scissor-like, with developed canine-like teeth in place of the standard herbivore pre-molars. Fur can range from dark grey to mottled browns and whites, often possessing a darkened 'mane' of hair across the back of their neck and spine much like a horse. These goats possess narrow cloven hooves with pliable webbing, permitting extremely sure footing across a variety of terrain.
Rarity: Uncommon
Location:
Greal Goats are widespread across the island, appearing to be documented in every territory except for the adjacent island of Sol Pylece, where humidity and temperature would make it miserable for such a goat to exist. The animals prefer to live in the highlands, though are not particularly afraid of sapient life and take their common misidentification as an herbivore for an opportunity to infiltrate and thrive in areas free of the species that would otherwise prey on the goat.
Properties:
- Obligate carnivore, consuming 60-70% of diet in meat and bone while supplementing with vegetable and plant-matter.
- Front-facing eyes, strategic group-based predator behavior. Known to stalk prey over long distances on occasion, and engage in ersatz tactics.
- Sharp, canine-like teeth and scissor-like incisors allow the tearing of flesh and cracking of bone.
Special Properties:- The bones and horns of the Greal Goat are almost identical to brass in their density and durability due to the increased nutrient intake of the carnivorous goat. They cannot hold an edge.
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Ascension of the Magicks |
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Posted by: __denby - 04-28-2026, 06:07 PM - Forum: Mythos and Faith
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Ascension of the Magicks
A Primer of Magicka and Spirituality of the Sangreal
![[Image: 9heu8NE.png]](https://i.imgur.com/9heu8NE.png)
~~~
Of the great and terrible things roared forth unto the differentiated abyss, there were a series of words in counter-nature to the Illumination, woven by the great thinking beast that themselves underpin the torrents of creation issued forth out of the shadowed Mother. Intelligence, raw and pulsing with disgust and bile, like tainted surreptitious worms the power and will of the beast was lashed to the abyss. It was the nature of this corruption, the thing that could behold and the beholder of the thing to be corrupted which imbued within it a sort of power. Understanding, or the capacity to understand being given unto the great beast, its emanation having the capacity for metacognition, saw itself as the first child. Of blackest mirror, issued forth out of an act of carnal anger between illumination and the abyss. The cosmic dance had been set forth, and it was the echo of the child's anguish that set certain things into motion. Where of the Illumination descended the known Wills, the emanations of the childly beast enraptured the cage of experience that the godhead now found its power mired. In such, the tone and the hand may itself emanate and shape these. Such is the secret knowledge that is claimed to be held by those who in clandestine cloisters worship. Culturally speaking, the words contained in the 'Ascension of Magicks' are commonplace. Some used as curses, some seen as words unworthy uttering for their connections to death and disease. Hedge-witches mutter them and alchemists trace the runes associated with them out of mere superstition - yet there are still rumors of those who work real power. It is said the power of the Beast, whose worshippers refer more reverently as the Child, marks those that wield it. Progression along the 'path' erodes the light of the divine that flickers within.
It is worth noting that the Ascension starts at 'thirty', noting that there must have been thirty utterances of the Beast in that event of pre-incarnate rage that underweaves our current presence in the Sangreal. Six forms - themselves being both words and symbols, somehow - represent the six elements, known as magicks of the elements.
30. Pashteq - Water - a Circle.
29. Amahn - Air - a Dot.
28. Kalion - Fire - a Line.
27. Molliyan - Earth - a Triangle.
26. Encegon - Metals - a Square.
25. Pashkegon - Light - a Triangle divided left by line.
Reaching the twenty-fourth form, it is suggested by texts that one passes a threshold in some supernatural power. Many of the hedge-magick association suggest that only after 'mastery' of the previous five forms, is one able to progress. Whether this means having used it, having drawn it, memorized it or something else - the layfolk is unsure. Of the next set of forms, we find represented the five courses of emotion that tie man and beast together in form. These are known as the magicks of the spirit. It is assumed that a master of these forces would possess the capacity, somehow, to manipulate it within their own and other flesh.
24. Mohtep - Thought - a Square flanked right by two Dots.
23. Qolpha - Control - a Triangle bisected and crowned by Line.
22. Emis - Prophecy - Two Squares adjacent.
21. Kohn - Suffering - Double Triangles crowned by Line bearing a single Dot.
20. Daija - Bliss - Triangle divided left by Line, flanked by three Dots separated by Line.
Upon the nineteenth form, there is only one historical account of a practitioner. A solar elf of the House Ireaht possessed runic seals of the 19th Form, Ykele allegedly granted to him by a divine emissary. This elf of Ireaht could in essence, cure any ailment and restore even lost limbs and organs - it is with this known record, that there is some guarantee the names and forms of magick are legitimate. A mechanism of use still eludes even the devout practitioners. From the nineteenth form, we descend through what are known as magicks of the blood, the shackles of divine flame within flesh.
19. Ykele - Healing - Double Square crowned Triangle.
18. Golyon - Harm - Square emerging Line right, flanked by four Dots, buttressed Line right.
17. Aishtep - Aging - Triangle trisected top by double line, central Dot and flanked by two Dots. Accompanied right Triangle bisected by Line left legged by Line.
16. Cacoillon - Necromancy - Double square capped top and bottom by Triangle, bridged double Line.
15. Mintassa - Polymorphosis - Tenth framed triangle, bisected by line, downward facing.
Of thirty utterances, only nineteen possess known symbols reflecting them. The final four with known symbols are those known as the magicks of the spheres. Associated with the physical structure of the realm of the Sangreal, it is presumed that knowledge or effectuation of these forms would enact some sort of control over these fundamental forces. It is noted that as the descending order progresses, the complication of each symbol increases.
14. Poryphassa - Space - Tenth quadresected line and thrice Dot arrayed leading left to ascendant right.
13. Axkon - Gravity - Tenth square trine Dots, facing down.
12. Belisor - Acceleration - Tenth, containing descending Triangle, framed ascending Triangle crowned by two Dots.
11. Ont - Time - Tenth trisected above and below, crowned by Triangle and footed by Line.
Some scholars would suggest the 'casting' of spells was accomplished either by compounded runic inscriptions, or by the vocalization of the symbols' less-than-divine nomenclature. A scrap of spellpaper from the aforementioned House Ireaht presumably describing rune placement reads, 'Amahn-pashteq trisected below Kalion, crowned in Molliyan and served by ...' No surviving fragments fully describe the process by which one 'activates' these runes - though it is also believed this may have been a symbolic language describing some internal esoteric process.
~~~
![[Image: 2wkaLzT.png]](https://i.imgur.com/2wkaLzT.png)
~ ~ ~
The final set are rumored to exist, approaching a concept known as 'Monadus'. A state of being known as 'the abyss of mind' is referenced as being necessary to achieve forms beyond the 11th. Given that the lowest form known to have been utilized in ancient history to be the 19th, it would be an impressive 'mage' indeed to achieve the 11th. A man (or woman) of measure beyond measures. Cults, as one knows require the uninformed to see a path of 'ever-striving'. These are known as the 'passage of the archmage.'
10. Tont, 9. Yamele, 8. Gokyon, 7. Seb, 6. Saballon, 5. Quinto, 4. Quartos, 3. Theysan, 2. Dorok, 1. Ayne, 0. Monadus.
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| Ash Cricket |
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Posted by: __denby - 04-28-2026, 05:19 PM - Forum: Fauna
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Ashcricket
"Where the mountain cracks and smoke sings, the ashcricket waits with jaws of steel." - Neatapolitan Miner's Tale
![[Image: AD_4nXcybo9uwNxuKeiUtljaebJaRBsNsIHGRIHP...RGDhueRcjB]](https://lh7-rt.googleusercontent.com/docsz/AD_4nXcybo9uwNxuKeiUtljaebJaRBsNsIHGRIHPR4M7SGtXtjIN3ZtOnFIL-2FyKVOVs4DbxcYPwxGJJz745sM7sqZ1mb5fK8cHETFqLNFZ8aTHQH6NBOIvrM1_NLo_4ANv1AJzzXrRRA?key=OOWtNvvcxLEd0kRGDhueRcjB)
Summary:
The ash-cricket is a rare, wagon-sized insectoid creature found within the volcanic and mountainous regions of the continent. Typically localized to Grafangu or Neatapori, the beasts do make their way elsewhere depending on underground lava flows, caves, or even the rare overland forage. Dwelling deep within tunnels and vacancies within the earth, it sustains itself on combustibles - particularly coal, charcoal and sulfurous rocks - which it ignites internally, essentially a walking metabolic furnace. Byproducts are typically combusted and expressed as a toxic vapor or fume that emits from beneath the wing-like appendages of the ashcricket.
Basic Description:
Being roughly the size of a wagon, ten to twelve feet in length and up to eight feet wide, these ashcrickets are covered with a segmented black exoskeleton. It is believed that the exoskeleton is comprised of iron sulfate and elements of high-carbon content metalloids. Confirmation of this theory can be made by anyone unlikely enough to engage with one, the beasts' armor being almost too tough for standard weapons to penetrate. It possesses six jointed limbs, each barbed with sharp spines capable for digging and climbing. Multifaceted ember-like eyes sit afront it, capable of low-light vision and thermal detection. Twin mandibles, serrated and glowing orange at the tips - they are superheated, and incredibly dense for digging within and crushing stones. Small gaps within the thorax exoskeleton emit sulphureous black fumes, toxic to those organics within a near radius.
Rarity: Ultra Rare
Location:
Centralized to Grafangu and Neatapori, there are known nests in the Ashneedle Peaks and the networks of lava tunnels nearby. It is native to most mountainous volcanic regions of the continent, burrowing deep into coal and metal seams, emerging only when disturbed or excessively hungry. Sightings have been noted to increase after rockslides, mining explosions or volcanic tremors; these events often awakening dormant colonies below.
Properties:
Feeds on combustive, or metallic materials. Notably coal, sulphur, saltpetre, iron, etc.
Converts heat to movement by thermal locomotion.
Molten and Gaseous excretions of toxic sulphuric gases and iron sulfate.
Emits a sonar-like pulse of clicking sounds that echo through stone.
Special Properties:
Capable of emitting a 'vomit attack' of whatever molten contents remain currently in its stomach.
Armor made of an iron-sulphate/carbon steel matrix, capable of making effective armor plates.
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