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PostPosted: Fri Dec 20, 2013 10:14 am 
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Preferred Pronoun Set: zie/zin/zir/zirs/zinself
I feel like being drunk on mead is basically the best time to hammer out... well, actually, more about bear knights would probably be thematically appropriate.


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PostPosted: Sat Dec 21, 2013 12:59 am 
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I've had fun with alternative mounts on this world since.... well, horses didn't make it. So far we have Elk, Bears, and Colos.

So, I've already put the fae up once, but I've toyed with them a little and hope that this reads a bit better.

The Fae
It is said that the fae were born of the first star to fall from the sky. Upon striking the ground, it shattered into thousands of shards of light which rose into the sky as the fae. Some origins claim that the star was thrown from heaven by the angels or even that the star itself was an angel cast from their numbers. Though few agree on the details, and many doubt the veracity of the myths, it would certainly do to explain much of the fae's behavior, which seems oblique and mysterious to most.

The fae have an intense fascination with the other races of the world, constantly watching them from afar, just as the stars watch from high above. However, for all their obvious curiosity, they are an aloof and cool presence when approached. Much of their caution stems from their past, as the fae have been abused countless times since their genesis, and it has driven them to be wary and often dangerous to those who recklessly seek them out. Old scars are slow to heal, but much has changed since the ancient rise of Queen Serisa.

Though most associate the fae with sprites alone, being the most common by far, they are only the youngest of the faerie numbers. As fae age, their power grows as well, and a fae's form is directly influenced by the power they possess. The oldest and most powerful of the fae are nearly indistinguishable from the larger folk except for the ethereal quality of their beauty. Their aura pulses upon the air, a near invisible power that swirls about their form, the only indication of their magical might the nimbus of light that radiates from their body. Snow seems to form in their wake, motes of their power drifting in the air. Fae of all ages are drawn to cold and particularly the chill of the heights. Many believe this is a remnant of their origin, but once more, there is a great question to the claims made in the myths.

Queen Serisa is the most powerful fae in existence, an ageless beautiful autocrat who rules the fae folk from the ice palaces of Kälte Isle, in the straits between the two continents. From here she controls the fjords and waters parting the lands of the north and south. Much of the year, it is fairly passable given the land bridges that arise from the ice surrounding the islands, but during the long aurora, those bridges become thin and at times vanish entirely. It is then that Serisa truly controls the fate of every traveler between the two lands, and any disrespect is most often met with calamity. For that reason, traders and merchants do their best to stay upon good terms with the fae royalty. There is some irony to that, as the fae have few little material goods to trade. Almost all of their power is drawn from either their wealth of knowledge of the other races or the immense magical skill they wield. The practice has given rise to immense influence in the north as their sorcery has become almost ubiquitous, their lights common at the crossroads of every street in the northern cities. Their influence in the south is nowhere near as omnipresent. The elves abhor the deception that comes as second nature to the fae, and the fae despise the elves for their jealously guarded nature. Even though the elvish borders have opened after so long, the fae are still not welcome in elvish lands.

Fae Glamour
As mentioned before, the mystic powers and illusory abilities of the fae are their greatest asset. They have sold these skills and gained tremendous political and economic power in the northern continent. Their most common item are the faerie lights that many use instead of torches, lighting the streets with a cool pulsing radiance that is far more reliable than the flicker of flames. Faerie stones, also called cold stone lamps, shine like the stars and, though expensive, are invaluable. The stones are simply raw moonstone before the faeries work their magic on them, and they seem to have an affection for the stone. Though the fae mostly trade in favors, they do accept gemstones, but do never accept coin for their talents. The fae despise metal since it is the only substance that they cannot work their magic on.

The magic the fae wield is a great deal more powerful than most believe, since while it is illusion magic, the stronger of the fae wizards can in fact supplant reality with their visions. They rewrite reality itself to suit their whims, and it often has unforeseen consequences for those who attempt to exploit their abilities. It is believed, among those who understand the fae's potential, that Serisa is slowly rewriting the world itself, but to what end and for whom, is a true mystery.




Next up should be the Mariners.

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At twilight's end, the shadow's crossed / a new world birthed, the elder lost.
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To deafened ears we ask, unseen / "Which is life and which the dream?"


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PostPosted: Sun Dec 22, 2013 3:08 am 
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The Mariners
There are many occupations in the world, but though there are some more deadly, there are few more fatal than that of being a mariner. The deep sea mariners face more dangers than any man should in their time. Terrible storms and the waltz of tides from three moons are enough to cost many their lives, but they must contend with massive glaciers, the threat of homarids, or the dread wrath of krakens. The fishing waters stretch around the equator of the world and ports run along both the northern and southern coasts, though too far in either direction will see only glaciers for their trouble, making it a very narrow band in which they can ply their skills.

The shallow mariners, simple fisherman, make up the bulk of their numbers, and their lives are rarely as exciting as those of the others. Mostly the fisherman supply their villages and little else, occasionally dealing in transport for the right price. It is a simple life, one that rarely shies from the relative safety of the coasts. None of the boats that make up these are especially large, and are manned by the normal folk you would expect. However, life in the deeps of the equatorial seas are another story entirely.

Life aboard a ship is always a harsh and strict life, but with the threats they face, the crews of the deep mariners more resemble soldiers than fishermen. They make their living doing things most would consider too dangerous, gathering great hordes of fish for trade far to the north or south, whaling near the glaciers for meat and oil, or hunting camarid and crab in the frozen depths. They are tossed about at the whims of storm and sea, all slaves to the great moons above, but there none in the world that can match a mariner's skill at reading the stars and seas. Some say that it is a skill that borders on the magical, but they insist it is not.

Their best customers in the past were the yeti, trading their wares for the finely crafted bone weaponry they could use in their work. That all changed with the renaissance of metal from the dragon tunnels. Now, they trade mostly with merchants who can provide coin or weapons forged in furnaces. These weapons are invaluable, not just for the harpoons made for whaling, nor the cages for crabs, but for the swords and axes for the inevitable homarid attack. There are very few trips that they do not encounter some sign of their brutish presence. The meat and shells of a homarid can fetch a healthy price in the right market, but it seems rarely worth the effort it takes to battle the primitive pests. However reassuring the weight of a weapon in hand is at the sign of a homarid, it is little more than the cold weight in their stomachs at the sign of a kraken's approach.





It seems like the next most natural thing to flow into is either the kraken or the homarid. The djinn will have to come later.
Man, I gotta reexamine the diversity balance across the colors. If someone else wants to look at that, I'd really appreciate it.

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At twilight's end, the shadow's crossed / a new world birthed, the elder lost.
Yet on the morn we wake to find / that mem'ry left so far behind.
To deafened ears we ask, unseen / "Which is life and which the dream?"


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PostPosted: Mon Dec 23, 2013 5:23 pm 
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So, starlight is associated with Blue mana in this world? Interesting, certainly helps to differenciate from the mystical White Aurora.

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PostPosted: Tue Dec 24, 2013 12:22 am 
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So, starlight is associated with Blue mana in this world? Interesting, certainly helps to differentiate from the mystical White Aurora.

Well, astronomy is a leading aspect of the world, so it makes some sense for blue to become experts in its study since knowledge is such a primary aspect of blue'c philosophy.
In a greater sense too, the djinn are associated as lunar beings. Particularly with the number three as there are three moons..

So, I managed to hash out some of this at work.

The Manitou
Yeti beliefs claim that every part of the world possesses a soul. The greatest of their numbers, the beings who embody the elements of nature itself are known as the manitou and it is their manifestation upon the world that brings calamity and fortune alike. Each spirit is part of a greater whole, meaning that they are one and many at the same time, a fraction of the grand spirit that embodies the very concept of the element. These elemental spirits are the gods the yeti worship, a whole made from many spirits. Some shaman say that even those gods are but a fraction of the worldsoul itself, but regardless, the yeti revere the manitou and seek to channel their wisdom and power, as well as their protection. The lesser manitou, the smallest fractions of the gods, are generally seen as glowing spirits, roughly humanoid with great horns and intricate lines along their bodies. The four grand manitou that are worshiped as gods embody the spirits of fire, lightning, earth, and snow and there are many legends revolving around their history and interaction with each other.



... I really feel that I could say more about this, even without going into what and who each of the grand spirits are.

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At twilight's end, the shadow's crossed / a new world birthed, the elder lost.
Yet on the morn we wake to find / that mem'ry left so far behind.
To deafened ears we ask, unseen / "Which is life and which the dream?"


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PostPosted: Wed Dec 25, 2013 11:32 pm 
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In case it hasn't gelled yet, I'm trying to tie stones to each color as significant.
Fire Opals for Red
Moonstone for Blue
Amber for Green

but white and black are both not coming together really well. In part, I think just because I haven't found a plant.
But in a larger sense, I'm having trouble with filling out black. I have this concept with the humans that I sort of want to tap into, but it isn't fitting naturally. In part, I'm trying to work with the class types of Wizard and Minion for humans, but it's just not coming together for this world. But there again, I only have vampires and demons for it.

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At twilight's end, the shadow's crossed / a new world birthed, the elder lost.
Yet on the morn we wake to find / that mem'ry left so far behind.
To deafened ears we ask, unseen / "Which is life and which the dream?"


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PostPosted: Fri Dec 27, 2013 3:02 am 
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So, upon consideration, I think midrange black is best served by...

Ogres
Distant cousins to the yeti, but while the yeti settled atop the mountains, the ogres plunged beneath their depths. What they found waiting was something far darker than the shadows they had expected. While the yeti turned to the manitou, the ogres worship the demons in the jagged mouths of caverns. The demons, in their own twisted way, ensure the ogre's survival, but in truth, the ogres disgust their demon lords, only being tolerated because they have proven useful at some times. Often the ogres will be set against the vampire scourge, the only thing the demons have ever truly commanded them to do, but most often they serve a much more passive role in the demon's lives. Their brutality feeds the demon constantly, though it is a far less palatable meal than the suffering of beings with more to lose. It is something that the ogres seem vaguely aware of, and so they are constantly pushing to attack settlements, to raze villages and murder the protectors of the civilized lands, all so they can bring their covetous loot to their demon lords, whom they mistakenly believe crave those baubles. It is enough though, that they cause such tremendous strife in their wake, that they inspire misery and suffering enough to truly give the demons a more charming banquet. They are feared across the borders of the realm and fierce, fighting with a seeming inability to feel... anything. Unstoppable berserker warriors.

The ogres resemble the yeti, large and thickly muscled, but while the yeti are covered with thick white fur, the ogres are pallid and hairless, due, it is thought, in part to their subterranean lairs and partly to their exposure to demons. What little garb they wear is usually the skins of bears... taken from the bear knights. It is this that gives their berserker warriors their name, "bear sark", the bear coat. It is met with total fear, the ultimate defilement of the knight protectors and a symbol whose meaning is not lost on the frontiers.

Whatever you could call ogre "society" is based on brute force and taking what the weaker cannot stop you from taking. Just as their yeti relatives, the ogres are cannibals, but they have far far less respect for the dead... or the living. The brutal truth is that they are not intelligent enough to hunt often enough, in part simply because there is plenty of meat directly at hand... unless you can't stop them from turning you into meat.

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At twilight's end, the shadow's crossed / a new world birthed, the elder lost.
Yet on the morn we wake to find / that mem'ry left so far behind.
To deafened ears we ask, unseen / "Which is life and which the dream?"


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PostPosted: Tue Dec 31, 2013 2:15 am 
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Okay, quick run down of confirmed things that still need further elaboration:
Vampires
Demons
Foxfolk
Angels
Kirin (?)
Homarid
Black humans
Green humans

And... I dunno, should I bother to do entries on things like Mammoth and Auroch? I mean really?...

Some uncomfirmed things that still need filling:
"Tool" black, red
"Sub-icon" Green, Black, White, Red

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Yet on the morn we wake to find / that mem'ry left so far behind.
To deafened ears we ask, unseen / "Which is life and which the dream?"


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PostPosted: Wed Jan 01, 2014 4:33 am 
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Sudden inspiration has come to offer a swift kick to my rump.

Wurms
There are few northmen who do not fear the beat of dragon's wing or the fire they rain from above. Some say they were born of molten stone and that is why they fly only when the Aurora burns, for they need the heat of the sky as much as the fire of the rock. However, few northmen know of the great wurms of the far south, near the edges of the elvish forests and the most distant of the yeti clans.

The wurms exist in the warmest bands of the world, along the mountain spines of the west and just out of the more temperate zones where the trees grow largest. Like their airborne relatives, they are very heat sensitive, but sometime in the long distant past, they stopped adapting as well as their draconic brethren. It has led them to stagnate, but this makes them no less fearsome while active. They nest in foothills near geologically active sites, where geysers are a common sight, and spend much more time active outside their lairs than the serpents of the air. That being said, they hibernate often, perhaps even more so than the supposed "skywyrms" as the elves call them. It is not unusual for the wurms to wander into civilized territory, but though massive and fierce, they do not have the natural advantages that make the dragons such an tyrannical foe. Chief among these deficiencies is the clear lack of intelligence compared to their northern relatives.

Wurm tooth and bone are a prize amongst the yetis, but one so treasured they only trade it to their kin in normal circumstances. They are a rare and much sought after prey for the yeti bands, in part for the challenge, but also for the unique and somewhat piscine flavor of the meat.



So, yeah, subicon green scored. Though it's very very rough since inspiration basically accosted me in a dark alley.

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At twilight's end, the shadow's crossed / a new world birthed, the elder lost.
Yet on the morn we wake to find / that mem'ry left so far behind.
To deafened ears we ask, unseen / "Which is life and which the dream?"


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PostPosted: Fri Jan 03, 2014 12:35 am 
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This is actually sizably less of a world design note, but it's something that I thought of and just made me too giddy from a card design perspective.
So, the manitou, the Yeti spirit gods, are each incarnations of fire, ice, lightning, and earth, and I was thinking about the way that would be best to play around with that, and BAM...
They could have specialty counters that added up for different effects. And the best part is they all already exist.
Blaze, Ice, Charge, and Pressure counters respectively.

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At twilight's end, the shadow's crossed / a new world birthed, the elder lost.
Yet on the morn we wake to find / that mem'ry left so far behind.
To deafened ears we ask, unseen / "Which is life and which the dream?"


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PostPosted: Fri Jan 03, 2014 7:39 pm 
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Are the Fae of the Ice World human-sized (like Ikassian Fae or Rubinia Soulsinger) or are they tiny like Lorwyn/Ravnica Faeries? Or does it vary between individuals (as your vampire comments somewhat suggested)

I like that you picked Wurms to be the green Iconic -- Scaled Wurm was for its art and flavor text one of the absolute most notable cards out of Ice Age.

I love the idea to use Homarids. They seem like one of those things that just got associated with sucky/stupidly complex cards, but could honestly stand as a valid blue small-to-mid race.

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PostPosted: Sat Jan 04, 2014 12:05 am 
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Are the Fae of the Ice World human-sized (like Ikassian Fae or Rubinia Soulsinger) or are they tiny like Lorwyn/Ravnica Faeries? Or does it vary between individuals (as your vampire comments somewhat suggested)
It scales proportional to their power. The more powerful a fae, the larger they are until they reach a limit, then their power starts to condense.

Quote:
I like that you picked Wurms to be the green Iconic -- Scaled Wurm was for its art and flavor text one of the absolute most notable cards out of Ice Age.
Sub-icon actually, rather than icons. They're second string rares instead of hallmark rares.

Quote:
I love the idea to use Homarids. They seem like one of those things that just got associated with sucky/stupidly complex cards, but could honestly stand as a valid blue small-to-mid race.
They work for the midrange race really well. Honestly, the irony here is the fact that I was inspired to use them because of the crab fishing reality shows.

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Yet on the morn we wake to find / that mem'ry left so far behind.
To deafened ears we ask, unseen / "Which is life and which the dream?"


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PostPosted: Sat Jan 11, 2014 12:33 am 
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I'm at the point where I'm looking at this world, and aside from grouping the information, I'm having trouble seeing what else I have left. I'm sure I could go into deeper definition to a lot of things, but I'm left genuinely pondering what's left.

I guess I have the synopsis for the demons, vampires, foxfolk, and angels left, but man it's difficult to stay focused on it...

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Yet on the morn we wake to find / that mem'ry left so far behind.
To deafened ears we ask, unseen / "Which is life and which the dream?"


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PostPosted: Sat Jan 11, 2014 12:35 am 
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You've got a pretty solid core to it, though. I'm pretty happy with where it's at.

It does, however, need a name...


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PostPosted: Sat Jan 11, 2014 12:44 am 
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You've got a pretty solid core to it, though. I'm pretty happy with where it's at.

It does, however, need a name...

Worst part is I came up with a name for the northern continent the other day and have completely forgotten it, other than it had a "ksvjord" at the end of it.
Probably my own fault for basing the world off languages that make your mouth hate you.

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Yet on the morn we wake to find / that mem'ry left so far behind.
To deafened ears we ask, unseen / "Which is life and which the dream?"


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PostPosted: Sun Feb 16, 2014 5:31 pm 
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Hey, Barinellos, quick question. How big are the Yeti here? I mean as an average, of course.


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PostPosted: Sun Feb 16, 2014 8:53 pm 
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Hey, Barinellos, quick question. How big are the Yeti here? I mean as an average, of course.

8.5 to 9 heads tall.

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To deafened ears we ask, unseen / "Which is life and which the dream?"


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PostPosted: Sun Feb 16, 2014 9:10 pm 
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Barinellos wrote:
Hey, Barinellos, quick question. How big are the Yeti here? I mean as an average, of course.

8.5 to 9 heads tall.

Cool. Thanks.


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PostPosted: Tue Dec 02, 2014 5:27 am 
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Vulpin
By far, the shortest of the civilized races (with perhaps some exception given to the fae depending on your definition of civilized) their lack of size often leads to a common underestimation of the foxfolk's abilities. Though often criticized for being small, a vulpin warrior is nevertheless an extremely capable and deadly hunter, and many of their ilk specialize in the extermination of the vampire scourge of the wastes. Indeed, to see a fox in battle is to see a being committed completely to the destruction of their prey even at the cost of their own lives. They travel in earths of anywhere to three to five, often with specialized skills learned to better help their group. Regardless of their other pursuits, all vulpin that travel the wilds carry with them more weapons than even the mighty Bear Knights. Stakes carved of ashwood, silver edged daggers or short swords, even thrice blessed holy water, a fox is prepared for anything they might encounter and armed to the teeth. Though they carry many weapons, it is, in fact, their enormous teeth and fierce bite which is the most savage and disturbing sight to behold. When stripped of their forged weapons, they are never truly unarmed, a truth that has cost many unassuming enemies their lives.

The foxfolk draw their magic from the Aurora, supposedly taught to them by the angels to help them survive, but it is a gift they have since mastered and turned to a tool to rid the world of the vampiric brood. While the magic is no doubt potent in battle, its warmth and power is used for more than bloodshed. It is also integral in heating and purifying the snowmelts that are used to create their tinctures, potions, and holy water. The apothecaries are probably the most significant contribution the vulpin make to their homes, and their healing capabilities and related skills are well known throughout the many places they settle. The most useful of their magics, however, is not their amazing potions or battle magics, but rather the simple ability to create foxfire, a light-source that many prefer to use over the faerie lights provided at whatever price the fae demand.

Vulpin tend to have dens that are near to one anothers', sometimes sharing a building with as many as three other families, but despite this closeness, they are surprisingly solitary beings. The rare exception is during their courtship, which is usually celebrated by all the closest family and friends in the community. Most foxes mate for life, and are very egalitarian in the proceedings. The vixen will just as often initiate the romance as the reynard, but despite this fact, it is the reynard who must win the hand of his beloved, most often with gifts rather than any sort of impressive displays. If a couple splits, due to disagreement or death, it is common for the vixen to remarry. However, a more grim fate usually awaits the reynard, who most often seeks solace in the wilds and their hunts.

Though they are thickly furred, unlike the yeti, the foxfolk wear leather and furs to further insulate themselves. Most commonly, a reynard will wear a thick collared fur waistcoat over his own pelt and leather trousers, where a vixen will wear a linen shift and leather jerkin. Regardless of what else they wear, though, all vulpin carry leather belts or bandoliers of tools and weapons at nearly all times. Because of their own coloration, either bright white or a silvery gray, they almost never wear fur that matches, preferring more neutral browns or blacks. The stigma is an easy one to follow considering how much they value their community.


~~~~~~~~~~~~~~~~
So.... yeah. Surprise! This thing totally coming out of nowhere and blindsiding you with an update!

Decided to start by rounding off the white characteristic and the vampire hunting foxes because... hell, do I need a reason? They're vampire hunting foxes.

In other news, it has nearly been a year to the day that I started this. I don't know what to feel about that fact either, other than it seems a trend given the completion pattern that came up with Legacies.

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Yet on the morn we wake to find / that mem'ry left so far behind.
To deafened ears we ask, unseen / "Which is life and which the dream?"


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PostPosted: Wed Dec 03, 2014 1:49 am 
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So, I'm going to assume either the sheer shock of an update has rendered people frozen (HA!), or what I hope is more likely, people now want to go back and reread all the other notes to refresh and recontextualize things.

or I can be needlessly negative, but let's avoid that!

Demons
The howl of winds as they rip across the wastes are chilling, but that wind is no more than the voice of death, the herald of plagues, and the essence of the demons. Demons are solitary creatures, and that simple fact is for the best, because a single demon is capable of dealing death on a scale that not even the ferocity of the dragons can match. Unlike the terrible fury of the dragon, a demon leaves only silence in his wake. It is a lonely death, either wasted out in the wilds or in the false safety of your bed.

A demon is born from a frigid womb, the distillation of black mana caught in the frozen floes that form frigid stalactites and icicles. Deep within caves or hanging from the cliff faces, in places where death takes root, the seed of a demon can be caught in the waters and ice that blow across the tundra. That seed, corruption in water or ice, drips down and freezes within the great ice sculptures crafted by nature. It takes years for that seed to develop and grow, but it draws greater and greater stores of black mana from death and cold. It changes the ice itself into Black Ice, a potent and deadly cold permanently marked by the void.

When the demon at last is fully grown, it bursts forth from the crystalline cocoon, shattering it into thousands of shards that will forever litter their new lair like bones.

The demon is naked at all times, it's pale flesh scarred by frost patterns like the cold across metal, but it's limbs fade and blacken to the dark hue of frostbitten skin. Veins of glistening ice run beneath the skin and enormous hoary horns spring from their skulls, reminiscent of the black ice from which the demon grew. Despite the horrible appearance the demons possess, it is their sharklike smiles that is their coldest feature.

A demon is sustained by suffering and death and does everything in its power to cause as much misery as it can. They are commonly responsible for the terrible plagues that break out and drive the ogres to commit atrocities as often as possible, but there is no sweeter vintage of anguish than that of lost souls in the wastes. Often, the demons will dangle some small salvation in front of them, just to watch it shatter as it is revealed to be a hollow hope. They are as good as their word, but a demon's word is corruption itself...


Next up: The Cults
Tune in later for Angels, Homarids, and Vampires, as well as a very special Angelic origin story.

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Yet on the morn we wake to find / that mem'ry left so far behind.
To deafened ears we ask, unseen / "Which is life and which the dream?"


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