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The Archives => Homebrews (Archived) => Topic started by: CoyoteCamouflage on April 13, 2011, 08:39:39 PM

Title: Corevon
Post by: CoyoteCamouflage on April 13, 2011, 08:39:39 PM
~Corevon~

"What is a dream? It is many things. A pathos, a subconscious need or want, an expression of latent emotion, signs of a mental disorder or trauma, or perhaps it is nothing beyond the physiological effect of too much spicy food before rest. But that is not the answer you wanted, is it? No, of course not. That is because you did not ask the proper question. The proper question is: 'What is the dream of a god?' That answer is very simple, students. Us." --Cornelius Wilmerton Chatham

Corevon is a dream. The world is a great collective of the dreams of the Sleepers, those beings which led to the creation of the world and all life upon it. Scholars and priests debate endlessly about whom the first Dreamer was. Those who demand logic claim that either Lyn-Tora or her brother, Lyn-Shan were the first, but to force the Sleepers and their dreams to subscribe to logic is the same folly as to deem that the whole world must be of one color. It is likely that the Dreamers existed outside of time as their creations understood it to be, making their entrance into this Dream a point of irrelevance. What matters is simply this: They existed, and they formed the world as it is known.

   All of the creatures that cover Corevon's lands and fill its oceans, owe their existence to the thoughts of a sleeping god. A fleeting thought would fill a mind, and then it became reality. Many intelligent beings exist in the world, and many of them claim to know of the Sleeper which had created them-- and others are quite easily guessed at. The Gaulan claim to be the 'children of Lyn-Shan. The Mek named themselves after their creator, the Sleeper Mekgren. Although they defy such trivialities, it is firmly believed that the Derku are nightmare creations of the ever-terrified Sleeper Niman, whose fevered nightmares account for many of the terrors roaming the world.

* * * <Working on Bridging Creation Mythos to Early History>

The Awakening. That is the name of the event which modern scholars believe the world became irrevocably changed. In the course of a single day, every Sleeper vanished. None who spoke with them could hear their voices any longer, great creations of impossible existence crumbled to dust in moments, and protection long taken for granted suddenly vanished.

The Derku and their kin, their vast hordes that defied number, rolled forth against a weakened world, freed upon it by the absence of those who had trapped them from the rest of the world. Breed of terribly nightmares of violence and hunger, the Derku and their kin threatened to overwhelm the other mortal races of the world.

But not all mortals are weak. Great Weavers, those mortals granted power by the Sleepers, or clever enough to steal that power for themselves, stood tall between the monstrous beings of hate and hunger and those who would be devoured. While the weavers stood, and began to fall, the other mortal races learned of war.

The Aldani learned quickly what it meant to go to war, and though they were ignorant of its horrors until it was too late, they became masters of defense, erecting great fortresses from the earth, raising mountains of stone and metal to fend off the savage hordes. The Gaulan followed next. They felt righteous anger over the blasphemous creations of the Adlani, who brought the deep earth to rise over the surface in the name of anything Lyn-Shan. With no small amount of effort, the Weavers guided this rage against those who would undo the entirety of Corevon. When the Gaulan go to war, so does the land itself.

Mountains rose and fell, great rents appeared within the lands beneath Derku and Morag hordes. Mighty volcanoes brought forth waves of purifying fire. Their wrath was endless, their powers over the earth far greater than any other mortal race. Yet they lacked true guidance, for their anger was legendary, and they could never work beside the blasphemous Adlani. However, there were still other mortal races that had become powerful before the Awakening. In the time when the Mek were of one mind, they still had great powers of their own to bring to bear.

The Mek did not have the raw, destructive power of the angered Gaulan, nor the blind, stubborn determination of the Adlani. In place of these qualities, the Mek were wise to the workings of this world. They spent their lives assisting the Weavers, spending their lives in the tens of thousands so that a single Weaver may endure for a short time longer.

The Weavers grew ever fewer, their blood buying the mortal races time to fully face the sad truth of this war. They were losing. Though the Adlani rose mountains of metal in the path of their enemies, they were overrun. Every pit the Gaulan opened filled itself with Derku dead and was walked upon by the advancing hordes. Despite the sacrifices of the Mek, the Weavers continued to fall.

The Sanura, long asleep during the absence of their parent, finally awoke. With bleary eyes, they looked upon the doom of their world. But, for all their antics and appearances, the Sanura are wise without believing themselves to be. They understood what must be done. With no anger or malice in their hearts, they set upon the Adlani, the Gaulan, and the Mek, attacking their mortal allies within their very homes. Taken aback by this betrayal, the distant allies turned on the enemies in their midst, and the retaliation was swift. Brutal. In a day and a night, nearly all of the Sanura had been removed from the face of the world for their crimes against the living. But they met their deaths gladly, knowing their lives, and now their deaths, had never been pointless.

For the first time in the history of the world, the Mek, the Adlani, and the Gaulan had worked as one. This same lesson they brought upon the Derku and Morag. The Gaulan rose the Dragon Teeth and Sky-Spire mountains, while the Adlani built the great Fortress cities of Hylinon and Barkup to the south and the east. With but one passage to move to, the Derku threw their might against the Adlani fortresses and the combined might of the mortal races. Here, the last of the Weavers and their Mek retinues gathered in wait to greet the doom of their world.

Two final, terrible battles.

Two costly, miraculous victories.

The defeat of the Derku at Hylinon and the Morag at Barkup left a whole continent, and more, in the hands of the mortal races. Despite their actions, the Sanura were forgiven for their actions in the aftermath of the war. The purpose of their actions had not dawned upon the other mortal beings until they understand how they had won their survival. Though they had suffered greatly for the act of guiding the others towards alliance, the Sanura are survivors. They continue to endure.

But the future still held much promise, for there would be one, now. The time of the Sleepers was finished. The Awakening had seen the world upon the brink of oblivion, yet it endured. The mortal races, those whom had survived, now had a world before them to re-make.

<MODERN HISTORY>

<TIMELINE GOES HERE>

Corevon is not a paradise. It is not the hopeful imagining of a world without suffering, pain, or death. Perhaps it could have been, had the Sleepers themselves transcended such qualities-- for it is their flawed nature which gave rise to conflict. Hunger. Famine. Pestilence. War. Death. Corevon owes the entirety of itself, every good and terrible aspect, to one of the Great Sleepers and their other creations.

The ferocious Derku of the Southern Realm, the restless Morag of the great Sky-Spire Mountains, and, perhaps worst of all, the unimpeded ambition of mortal beings permanently blanket the face of Corevon in conflict. Since the Sleepers have woken, great nations have both risen and fallen, left guided only by mortal hands-- others have long since fallen to dust, any trace of their divine protections vanished as abruptly as their deities.

Through many years of hardship and conflict, the mortal races have finally restored the land to a semblance of civilization. The wild and ferocious beasts have been culled, their countless legions now reduced to disorganized mobs, more threat to themselves than others, returned to the wild lands they had once been confined to.

The Gaulan dig ever deeper into the earth, seeking richer stones and metals, and finding deep, dark secrets planted by the Sleepers. The Mek fight with one another as some seek to collar the energy of the world to their whim, while others wish to safeguard it until the Sleepers return. Adlani ambition knows no limits.
Not all remains locked in conflict. The Middle Kingdom has been established by the Adlani, centered around their ancient home, Borodin, one of the few Sleeper creations still standing. From Borodin, the Adlani rule much of the settled lands of the Niman continent, eager to leave the smaller realms of the Mek and Gaulan to the care of their old allies.

(Yeah, it's in some desperate need of fixing up, editing, and generally making it look pretty on top of actually being completed, but that can come later. For now, I just need to get it off of a Notepad and onto someplace where I have a reason to work on it. Hopefully I can make use of this being here to actually get to work on updating/editing it.)

Title: Corevon
Post by: CoyoteCamouflage on April 13, 2011, 08:40:10 PM
[spoiler=Abominations]
[ic=Abominations]
The Abominations are the creations of Niman. Nearly all Abominations are wickedly evil, though few display any kind of intelligence or self-awareness. Most are simply to engrossed with destruction and carnage to bother with intelligence. Most Abominations, though not actively sentient, are very clever. They have strong, potent instincts that help to guide them towards places where they may find mortals to kill and devour, or when to hide from well-armed bands that seek to hunt them down. Not all Abominations share the same level of this instinct, but in all cases, this instinct becomes more potent the greater their numbers, though the manner in which it manifests itself differs. Derku are never cowardly, but when in great numbers, become capable of battle tactics and coordination that would rival the greatest mortal commanders. The Derkuma become emboldened in numbers, though their skill itself is sub-par that they often only charge to their deaths. The Wrent will organize and function as a great hive, falling seamlessly into an unspeakable design given to them by no living being. Most Abominations have been trapped within the Southern Wastes. Occasionally single individuals or small groups appear within civilized lands, but rarely do they muster the numbers to pose a threat greater than a local scale.

[ooc=Specific Abominations]
[ic=Derku]
The Derku are considered one of the greatest threats to mortal life on Corevon. Of all of Niman's creations, they are by far the worst, for they alone have the intelligence and instinct to devise tactics in battle. A Derku stands roughly twelve feet tall. It has no skin-- rather it is covered by a thick, black chitin as tough as plate armor. They have long prehensile tails covered with sharp, bony blades. Their arms are long and rock-hard, ending in wicked talons. Their head seems little more than an elongated muzzle, set with three sets of ringed jaws.  It was once thought that the Derku bleed acid. After proper study of Derku remains, it was discovered that the Derku secrete an acidic substance in place of acid. These secretion emanates from their teeth, claws, and tails. The Derku appear impervious to their own toxin in all ways. Derku are also excellent climbers. They have even been observed scaling rock walls by using the secretion of their claws to create handholds to climb. It is not a swift process, but it is a constant danger that must be watched for nonetheless. They also have some form of regeneration, and a terrible tenacity to life. Derku can survive for extended periods of time dismembered, with little more than a great deal of annoyance. After a few days, the limbs and head will decay, and the body will have sprouted small, but functional replacement limbs that will eventually grow back to original size. There is a sac filled with a thick, purple pus residing in the lower-right rear of the torso that must be punctured to slay the Derku.

It is unclear exactly how the Derku reproduce, but every decade or so, a great horde of them rises from the Southern Wastes, ever-testing the walls of Hylinon. They do not appear to have any intelligible language, but they are capable of complex tactics in battle, and they have a preternatural instinct when in great numbers with each other-- giving credence to the idea that they have some kind of hive mind. Derku have never been seen making use of arms or armor. They have no need of it-- they are living weapons, considered the most dangerous of Niman's creations.[/ic]

[ic=Derkuma]
No one knows exactly what the Derkuma are-- but they are some of the only creatures that can exist in the presence of the Derku without being devoured. most of the time. Derkuma are short, small creatures that bear vague similarities to the larger Derkuma. They are often used as waves of expendable soldiers when the Derku fight, scaring the Derkuma far more than whatever they are supposed to be fighting. Most Derkuma do not even bother using weapons due to their lack of skill. What they lack in ability and physical presence they make up for in cunning. Through all the sieges of the fortress city Hylinon, it is only the primitively clever tactics of the Derkuma that have ever come close to breaching the massive fortress. Derkuma individually are little threat to anyone. They lack the size, strength, and other abilities of the Derku, and they are quite cowardly unless they are in great numbers. Many may even try to bargain or deal with other mortals-- in most cases, it is an unwise decision. They are the only of the great aberrations to have any meaningful presence in the lands of the Middle Kingdom, for they are very good at hiding, and all efforts to track down and exterminate them have been stymied time and time again.

Left to their own devices, the Derkuma will inevitably end up reaching a critical mass of bodies that goes on a rampage before a proper fighting force can arrive to put it down. These large raids are not very common, and cause surprisingly little damage. In their excitement, the Derkuma tend to announce their presence long before they arrive-- and without the killer instinct to destroy everything they find, they tend to cause little damage to deserted villages. Generally, the only things at danger are those which cannot flee from the horde-- and even in such situations, a well trained militia can often hold a wall until trained soldiers arrive. The Derkuma are of little use to the Derk except as distractions and snacks.[/ic]

[ic=Wrent]
The Wrent are insect-like creatures the size of large dogs. They feature the head and fangs of a spider with the claws of a praying mantis, placed upon the body of a locust, and given the tail of a scorpion. Thankfully, their wings are mostly vestigial. They are too heavy to fly, but the wings are useful in aiding a pouncing or leaping Wrent to strike at prey from a distance greater than most would expect. Unlike smaller spiders, Wrent inject a paralyzing venom into their prey with both their fangs and tails, then devour their prey in pieces or whole-- whichever is easier-- then retreat to an underground burrow to digest. As Abominations, Wrent will kill simply for the sake of it-- occasionally storing excess kills to feast upon later. Wrent are highly territorial, rarely leaving a specific area unless forced form it by other, tougher creatures or the elements. When in great numbers, Wrent change form solitary creatures to a colony, one very capable of scouring swathes of land of any living creatures. Wrent are omnivorous by nature, capable of surviving on anything from fresh meat to rotting plant matter. They are carnivorous by choice, resorting to plant matter only in times of famine. Wrent are occasionally encountered  in civilized lands, often in areas of seclusion. Occasionally a small colony may be formed, and they are quickly dispatched when discovered. Most Wrent individually are a very capable threat to even a well-armed and trained man. Despite their small size, their toxin is quite potent, and without assistance, lone fighters are at a sever disadvantage against the Abominations. Wrent are more than capable of eating up to three times their own body weight or mass at one time.[/ic][/ooc][/ic][/spoiler]
[spoiler=Gaulan]
[ic=Gaulan]
Name: Gaulan [GOU-lan]

[ooc=Physical Description] A Gaulan is traditionally a short, stocky, rock-like being, with skin the texture of worked stone or marble, and eyes the color of burning coal. They are hairless, given that their skin is made of rock, and they appear to have no internal organ system whatsoever. The closest analogue they share to any biological system is a precious gem set in the core of their chest.

   These gems provide the life-force of a Gaulan. Regardless of whatever damage the physical body of a Gaulan takes, so long as the gem in their chest remains undamaged, an individual Gaulan will continue to live. While they lack any regenerative ability, there are many Gaulan in the earth whom possess knowledge of how to re-form the bodies of their kin. The times after the Awakening have led to something of a schism in form among the Gaulan.  It is not unheard of for a Gaulan to wish to imitate the form of the other mortal races-- to have the slender form of the Mek, or the quiet strength and dignity of the Akottmu. Normally, a Gaulan's form is subject to the whimsy of the first artificers to shape the vessel form. Later in life, which is essentially eternal for Gaulan,  many Gaulan will have their forms re-shaped or reformed entirely to more closely align with their self-perception.[/ooc]

[ooc=Origin] The Gaulan were first crafted by the Dreamer Lyn-Shan to keep him company while hiding within the deep dark of the earth. Before the Awakening, there was little need for the Gaulan to consider propagation of their kind, but in the time since the desertion by the Sleepers, the Gaulan have discovered ways to replicate the method of the Dreamer that first granted them life and sentience. Their methodology, however, is a much more primitive and crude method than than of their patron, but the result is a favorable one.

   Gaulan are created by first preparing a gemstone-- the secrets to this preparation are known only to the Master Designers of the Gaulan-- and placing it within a large crucible of deep metal. The crucible is then heated so as to allow for molten rock to be formed within. Once the gem is surrounded by a sufficient quality of molten rock, agents to ignite the life within the gem are added. After this, numerous mixtures are added while the concoction cools; the rock remains a thick, paste-like substance instead of hardening. This resin is eventually provided for the Artificers to sculpt a new Gaulan. Once the desired form is attained, another dusting of powders and mixtures allows the resin to re-form into a solid substance, giving freedom to the newly born Gaulan.

   The latter portions of this creation are known to many crafters within the Gaulan society, and it is not uncommon for prominent Gaulan to seek new forms or be given different features to suit their whims or desires, and though the process is time-consuming, it is far from dangerous or difficult. While the presence of Gaulan wearing forms in imitation of other races is a recent development in their cultural history, there is some degree of distaste to the practice among the eldest Gaulan. There is no major stigma or discrimination to being an "Imitator", but certain Gaulan find the practice inconsiderate to Gaulan history. Any opinions of Imitators or Purists a Gaulan has is most likely to be an individuals own preference.[/ooc]

[ooc=Culture] Gaulan do not feature families in the traditional sense, due to the unique nature of their creation. They simply lack the biological nature required to develop such ties. They do, however, feature Families in a different sense. Gaulan society features many hundreds of great Families, the Heads of which form the functioning government of Gaulan society, a great Council. Admission into most families is a simple adoption process and is surprisingly easy in all but the most elitist of Gaulan Families. Most of these Gaulan Families tend to serve as most other races understand the idea of a Guild. These Families tend to go on and show their members certain trade skills or focus on other, specific talents or skills. Recently, some Families have come to exist solely as a home for either Purist or Imitator Gaulan-- the choose in the practice of forming a shell into an imitation of another race. In most situations, departing from a family is not a tragic or deplorable circumstance. Indeed, many new Gaulan do not fit well into the structure or style of a Family, and they must relocate to another until they find a Family that is most suited to them. Being without a Family is often seen as a concerning element, as a Gaulan without a Family is seen as being bereft of skill, talent, focus, or desire. Some Gaulan take pity on such individuals, while others view them as trash-- wasteful resources that should be been spent on making another, better, Gaulan. Most Gaulan except criminals or newly-forged individuals do not remain Family-less for very long.

   The worst criminals in society are not simply imprisoned or fined. They are smelted down to their component parts, which are re-used to create other, more-deserving bodies. The gem that composes the life-force of a Gaulan is kept in a simple bath of strong acid for a number of years, causing the being immense pain while weakening the material of the gem itself. After a number of years, the gem is removed from the acid, cleaned, polished to a lustrous sheen, and shattered upon an anvil, snuffing out the life-force of the being within. Like the creation process, few Gaulan know the meaning of this ritual, and many theories abound as to the real reason: a shattered crystal cannot normally be re-made to create a new Gaulan. However, when subjected to this process, the death of the condemned may result in the untainted life of a new Gaulan.

   The reason for this is simple, but not not well known. Without the Dreamer who created them, the Gaulan, though immortal, will eventually die out. Gaulan can only be created from specific, natural materials. These materials are not renewable, and all attempts to create them through magical means has failed to produce a viable Gaulan. As a result, many Family Heads are aware that each and every Gaulan life is precious-- for there will be a day when the Gaulan cannot make any others. Eventually, they will run out of gems to make themselves, and they will decline until none remain. It will likely be many eons before such an event happens, but as immortals, it is a true possibility that the Gaulan must admit; it is a reality they know they may one day face, for though their armored bodies may resist destruction, they are not impervious to it. The only way to kill a Gaulan is to destroy the gem that lies within it's chest. Even if the physical rock-shape of the Gaulan is destroyed, the Gaulan may endure to be granted a new body so long as the gem remains undamaged. Though they may one day find themselves facing extinction, it is clear now that the Gaulan are very difficult to kill.

Gaulan, being made of rock and lacking any inherent biology, are genderless. Certain personalities may find themselves drawn towards either a more feminine or masculine self-perception. Many of the Elder Gaulan are effectively genderless, and like the concept of the Imitators, the development of distinctly masculine and feminine personalities is a relatively recent matter in Gaulan culture. This matter often leads to confusion among the other races in regards to Gaulan emotions. Despite being created from rock, the Gaulan do have feelings just like any other living being, though without any biological imperatives, the ways they apply these emotions can seem confusion. Gaulan understand only one form of love, for example-- not that of parents and children, or between lovers, but between close friends. As such, the terminology "Lovers" in Gaulan society has a completely different meaning to them than it does others, and has led to more than one gross misunderstanding among other cultures. The Gaulan lack any emotion derived from the physical body-- but they posses, quite keenly, it must be stated, every emotion borne from the intelligent mind.

In a similar fashion, the great Council of the Gaulan is headed by numerous factions. These factions are composed of like-minded Family Heads, many of which are close friends or 'lovers' of similar ideas and beliefs. New Families are quite frequent, and usually appear when one Family becomes so large to easily manage, so it is divided into one or more smaller Families. This is the closest the Gaulan come to a true family, but despite its apparent flaws, it still allows the governing body of the Gaulan to function smoothly and coherently. This is due to the fact that most Factions and Families police themselves in most cases, with only great, pressing concerns being presented to the entire Coucil. [/ooc]

Thildon Brion Mayfair, of the Mayfair Family, smiles politely and is pleased to answer any questions you have for it.

Akottmu: "The Akottmu are fine beings. Our people get along quite well, and last I heard, the Akottmu forms were quite popular among the Imitators. We do not share with them the same history that we have with the Mek or Aldani, but all the same, they are a people who understand the mind of the earth without needing to be the earth. They could rival the Aldani if they ever strove to, mark my words."

Aldani: "The Aldani are an enlightening people. They do not share our nature, but they wish to have it. They strive to shape the earth, knowing that it shall outlast them." His mouth twitches with a hint of laughter. "They forget that not even we are eternal. Not even the earth is. Close, perhaps, but not so. Perhaps once they understand this, they will become old and boring like us." His mouth finally splits, and pebbly laughter spills out. "Ah, I envy the Aldani, truly. If any mortal race can reshape this world like the Sleepers once did, it will be the Aldani. Belief is their sustenance and lifeblood, more than even the Mek believe it to be. I am eager to see the results of the Aldani upon Corevon."

Kiatji: "I find them flighty. Difficult to keep up with in body and thought. They are too swift with their lives for we Gaulan to easily follow. We bear them no ill will, and when they slow themselves down enough to meet us on equal footing, they are often very wise-- much more than most give them credit for. Pay attention when they slow down to speak to the rest of us. You may be surprised what you hear from them. They see much more in others than they do themselves. It makes them wiser than than they act."

Mek: Thildon sighs heavily, a sound of shifting sand, before replying. "The Mek are unfortunate victims of themselves. They do not understand why they fight each other. They fight about the paths of their lives. They think that everyone must follow the same road to the same end. It is a sad mistake they make. We see it, but they must also see it if they wish to resolve their feud. I fear they are too stubborn for this. It is a vain wish for them to return to their former glory. They were once invaluable allies to us when our light was darkest. I wish to find a way to return that favor to them. Oh, and I suggest you always refer to an individual as Mek until you know whether or not they are Mek-Lan or Mek-Tor. That is a difficult error to undo."

Morag: Thildon furrows his brow. "I... do not have a polite history with the Morag. It saddens me, for I know how much they have forgotten. It pains me to see them, struggling through their mortal lives caged in shells not intended to hold them. We will remember for them, while they forget, whether they wish us to or not. I hope one day they may once again find what is lost to them."
[/ic][/spoiler]

[spoiler=Half-Breeds]
[ic=Half-Breeds]
As near as anyone can tell, Half Breeds among the races of Corevon do not exist. The races are capable of procreation with one another, but in every case, the resulting child is clearly and obviously a member of the mother's race. Mixed breeds among the Sanura, such as mules and other working animals, are both common and possible. Mixed-Parent children, though taking their race from their mother in every case, do occasionally display minor characteristics to hint at the father's race. Specifically, an Aldani/Kiatji child may look entirely Aldani except for an unusual iris shape, or the child's hair may feature a color or pattern commonly seen among the Kiatji. Aldani/Mek offspring are difficult to distinguish, even under close scrutiny, with only marks around the eyes, or subtlety tipped ears giving away their parentage. The variance already existing among the Kiatji makes telling their mixed-bloods a nearly impossible task, but the Akottmu seem to have an innate perception for such matters in their own young. The Aldani have spread so far and wide that it can occasionally be difficult to tell a full-blood from a half-blood-- the Aldani themselves care little for such distinctions, and both their numbers and mentality make them one of the most common mixed-race couples in Corevon.

The Gaulan are incapable of cross-breeding, for the obvious reason that they are not biological.

Of all the races, only the Akottmu, concerned as they are with proper lineage and other such formal matters, are the only race to truly have an opinion of mixed bloods. Among the other races, the Akottmu have no opinion or concern about the presence of such children. They are much less accepting in their own society. They do not hate such individuals, but they are far from approving, and often only allow the child and parent to remain with a treatment bordering on polite neglect. In rare cases, the child and parents may be asked to leave an all Akottmu settlement, especially if the Akottmu in charge are particularly adherent to maintaining their own lineage. The Coyotes among the Akottmu are the most accepting of-- and the most responsible for-- mixed blood children among the Akottmu.[/ic][/spoiler]

[spoiler=Morag]
[ic=Morag]
Name: Morag [moo'r-AG]

[ooc=Physical Description] The Morag are large humanoids. During Denn's presence, they existed in various sizes, from twice as tall as the other mortals to nearly sixty feet in height. In many ways, they were a physical embodiment of the unrestrained madness of Denn's mind. The Morag of the past existed in any shape, and size, and any color; many Morag existed in multiple places at the same time, each with a different form. During the Awakening, many of the Morag perished when their cities fell or were destroyed by the molds of reality. The Morag were not spared the same fate as their cities, and many Morag did not survive long in their new reality, either through the trauma of a strict reality, or the collapse of their vast cities.

The Morag of the current age are giants. They share many similarities with the Adlani through appearance, having their own wide range of skin tones and eye and hair colors, some of which exist independent of any genetic theories. All Morag are physically strong and tough, though their minds are still touched by the memories of the impossible cities they once lived in, leaving a trace of immense loss within them. Their appearance is wildly divergent-- some have thick patches of curly, greasy hair, where others are nearly hairless and bedecked in tattoos or questionable origins. All Morag share one key feature-- they are touched by the echoes of Denn's madness. Most other mortals find the eyes of a Morag disturbing to look into, and the Morag themselves are more often mad themselves in some way. Few are touched by this madness so severely that they cannot function in society, but it is a bothersome quality in the eyes of the other mortal races.

The Morag are capable of living tremendously long lives, however, the Morag never stop growing. The Morag grow quickly up through adolescence, but once their rate of growth slows after maturity, it never stops. The eldest Morag are great giants, though many eventually succumb to their own physicality, eventually growing to a point where their physiology is no longer able to sustain itself. Their organs shut down as their bones snap and their muscles tear apart, killing the individual quickly once the effect begins. Most Morag will not live beyond three or four centuries at most before their bodies fail.[/ooc]

[ooc=Origin] Crafted by the Sleeper Denn, the Morag remember little of their history. Much of their written tradition was lost when their cities crumbled to ruin-- or disappeared entirely from this reality-- and their lingering madness has colored their oral traditions, making their eldest stories questionable guesses to the truth. The Morag as they exist now are merely one of many shapes their race used to form when they benefited from Denn's presence in Corevon. The power of Denn allowed the Morag to exist in forms beyond what Corevon's reality would normally allow. His departure nearly led to the extinction of their entire race, as reality unraveled whatever it could force into its mold. The Morag as they are now are the product of those who survived this disastrous process.[/ooc]

[ooc=Culture] The Morag have become scavengers, nomads, or well-armed feudal societies since the Awakening. They did not stand with the other races in the great wars in the time after the Awakening, but they fought nonetheless, defending their shattered realms with a ferocious tenacity found only in the insane. The Morag race nearly ended again when the last of their realms was overrun. The survivors fled the Sky-Spire mountains into the west,  with the aid of a Mek Weaver who gave his life in the process. Later, with unasked-for assistance from the Gaulan, they later launched a great battle to retake their homes in the Sky-Spires, succeeding at terrible cost to themselves and their unwanted allies. Before the battle was even concluded, the Morag turned away the Gaulan, under threat of turning upon them as invaders as well. The Gaulan complied without complaint, returning their people to the fighting to the south and west. The Morag have forgotten this slight, but the Gaulan have not. Though the Gaulan do not bear grudges, they do not forget, much unlike the Morag.

Most Morag are either fearfully independent or slavishly subservient-- there is little among them that is not measured in extremes. Because of this, a strict class system has developed, regardless of what kind of people they view themselves as: The leaders and the led. Those independents are the self-styled Warlords, Tribal Elders, or Mercenary Captains who lead others of their kind through the world.  Most are willing to make terrible decisions for the individual to serve the greatest good to the whole-- a necessity in the aftermath of their race's near extinction.

How such Leaders treat the Led is often at the whim of the Morag in charge. Some are quite noble and good figures, working hard to maintain good relations with their neighbors and to gain the respect of their followers through actions, not empty words. Other Morag may be tyrannical dictators, practically enslaving their followers-- or else rampaging through the land with their army in tow and ruled by fear. Curiously, despite this extreme, the Morag show the same wide spectrum of personalities as the Aldani do.

The Morag get along reasonably well with most of the mortal races a whole, though they share a palpable distaste for the Aldani. Most Morag claim that when around the smaller mortals, their inherent madness grows worse. True or not, Mek scholars believe that the Morag and Aldani are "cousins", with the Morag being Denn's vision of Alinie's Aldani. This would cause a visceral reaction when around the Aldani, as the Morag would instinctively see themselves in the smaller forms, and generally explain why any psychoses may be worsened by the presence of an Aldani. Most Aldani find the idea itself curious, but irrelevant. The Morag often greet such thoughts with little beyond a puzzled stare.

Ultimately, the Morag will serve either themselves, in the case of the Leaders, or their superiors, in the case of the Led, and it is not uncommon to witness Morag spread through all corners of Corevon due to these duties-- which they may very well impress upon other mortal races; actual Morag settlements or societies rarely exist outside the regions surrounding the Sky-Spire mountains-- which still contain crumbled ruins that descend as far into the earth as the peaks do into the skies.[/ooc]

Krick na Ceph, a Morag mercenary, answers your questions one for one with drinks.

Akottmu: "The wolves of Thaldrak? Hmph. I've fought 'nuff of 'em to have to give 'em my respect. I'm not too fond of 'em 'less there's fighting we need to do-- but most of them are Leaders, and we Leaders don't usually get along well together. Plenty of us like 'em, though. Some say they can teach us how to forget what we lost. Well, I think drinking enough works just as well." He belches loudly.

Aldani: "Feh. Just lookin' at 'em makes my head hurt. I know some of us don't have that problem, but most do. Problem is that there's a lot of Aldani around. Makes not seeing 'em hard. I don't mind fightin' 'em, but its hard to fight with 'em. I don't mind if there's good coin involved, just not my favorite thing. I'll be damned before I take coin to attack any of their cities, though. I don't get paid well enough to die bashing my skull against a mountain."

Gaulan: "Gaulan...? Oh, dem's rock-men. Yeah, yeah, I met a few before. We don't talk much, I don't think. Not that I've heard of. Don't know much for 'em, personally, but I hear they're tough-- and that a few of them like looking like us. Not sure if I like the sound of that, but I haven't met one yet, so I can't tell ya too much more though. Heh, good trade on this question." He drains his mug. "Next question."

Kiatji: Krick smiles broadly. "Ha! I love them cats! No one else knows how to throw party like they do. Lemmie tell you, I don't think you quite understand how good it is to be able to forget yourself from time to time. To quiet that nagging feeling in the back of your head that tells you you're forgetting something important all the time. Ain't never fought 'em-- 'cept a few times drunk-- but I don't see a need to, less' they're asking for it. Which they usually aren't. Unless they've been drinking. Or is that me? Feh! Easier just to give 'em a few drinks and tell 'em to dance till they pass out, in any case. Hehe. Good times. You ever pass by the Wayward Kin Sept, you mention you're a friend of mine. You'll either get free drinks or lynched. Maybe both. Heh."

Mek: "Oh, the twiggies. They like to talk big and sound important. I don't see either, really. They all seem to think they're Leaders. Some are, I guess. Most ain't. Yeah, I don't like 'em too much, but I've only met a few of them, so I can't say I'm all that well learned on the bunch. I just know that we Leaders don't play well together unless it involves bashing in a skull. Schism? Oh, that. Uh. Someone didn't like something someone said about something. That's about it. Twiggies? Oh, I call 'em that because they sound like sticks breaking when you snap them in half."[/ic][/spoiler]
[spoiler=Sanura]
[ic=Sanura]
Sanura [SUH-nur-uh]

The Sanura are the beasts of the land, created by Caeyn to fulfill a purpose upon the world.  The term 'Sanura' is used to describe the Magical and Non-Magical Beasts of Corevon, though it does not extend to the creatures given to the sky by Wyran, the ego of Thaldrak, or the nightmares of Niman. Many beats of various types and purposes were wrought and named by Caeyn, and only the Sleeper Lyeldi bothered to discover the true name and purpose of all of them.

Many of the most common Sanura are pets, livestock, or vermin to most of Corevon. It is important that when Syrine and Thaldrak adopted their children, they elevated the entirety of them from the Sanura, as such, there are no longer any great cats or wolves in Corevon. There are plenty of similar creatures, though most of those given powers beyond normal mortal beasts stay away from civlization without good reason. Some do so from instinct, while others, smarter than many mortals, do not favor the presence of the mortal races, and so hide from them.

Caeyn did create predators. Unlike the terrors of Niman and the tyrants of Thaldrak, those crafted by Caeyn serve a purpose within the proper order. It just so happens that plenty of them are more than eager to devour anything that crosses their path. Caeyn's followers defend even such creatures-- to an extent. They are aware that many of Caeyn's creations pose a threat to the lives of innocent people, but if they are truly creations of Caeyn, then they have a purpose, and they must continue to exist in order to fulfill it.

[ooc=Specific Sanura]
[ic=Awakened Beasts]
Awakened Beasts are no greater or smaller than the rest of their kin. they are, however, incredibly wise and intelligent, and most can bring magical powers to bear against any threats. There is only ever one Awakened Sanura of any race at any time. When this creature passes, the powers and memories of the previous incarnation immediately find home within a new body. They have the ability to command any Sanura of their kind. They may even attempt to guide the actions and behavior of the local Sanura like them, though the effect becomes greatly lessened the greater the distance. The followers of Caeyn see the killing of an Awakened Sanura-- without good cause-- as a crime unforgivable, and they will often seek to bring a death penalty upon any who does so.[/ic]

[ic=Cryophoenix]
The Cryophoenix is the only creature of Thaldrak's creation that has never been slain by him. So to speak. The large bird-- formed of living ice, reverts to an egg of absolute cold when "killed". Every time Thaldrak thought he slew the creature, it would revert to the egg, which Thaldrak could never shatter. Every weapon he ever struck the egg with instantly froze and shattered into countless pieces. Attempting to crush the eggs with his bare hands resulted in the only instance of a Sleeper ever coming to harm. After a few hours, the egg will hatch, and in an explosion of snow, the fully-grown phoenix will emerge from the egg, then simply fly on. The Cryophoenix was supposedly very close friends with Lyeldi, and it is believed to be the only being to have ever taught Lyeldi anything. It is believed that it taught Lyeldi the secret to destroying the egg it becomes. The Cryophoenix, despite being hunted by Thaldrak, is considerably benevolent and helpful to mortals in the frozen places of the world. More than one lost traveler has claimed to have been saved by the great bird. If the great bird has a name, it was known only to Lyeldi.[/ic]

[ic=Dire Beasts]
Dire Beasts are larger, smarter, more deadly versions of more common creatures. They are significantly smarter, often being much more intelligent than the average mortal, and most are capable of conversing in many languages, should they choose to. Most have no powers beyond simply being bigger and smarter than their smaller kin. Usually, Dire Beasts are protectors for their smaller kin, and they are reasonably common in the wilds. If their loyalty can be earned, they are occasionally seen as powerful guardians, bodyguards, or friends to certain mortals. They are often seen as a bridge between the normal Sanura and the Awakened Sanura.[/ic]

[ic=Winter Wolves]
Nobody is quite sure exactly who created the Winter Wolves. They were not elevated along with the Sanura wolves, and they have no Dire or Awakened Sanura among their number. They are also unlike any of Niman's creations. Even Thaldrak most often created great, giant beasts that shook the earth with their footfalls. The Winter Wolves are the size of a large horse, with thick, plush fur, amethyst eyes, a keen intellect, dagger-like fangs, and a love of toying with mortals. Unlike most wolves, Winter Wolves are solitary in nature, and while they favor colder climes, they have been known to descend if it may bring them closer to well-traveled paths. They delight in toying with mortals-- sometimes stalking and hunting them for days by running them in circles, or by posing questions and riddles to travelers under threat of being devoured for a wrong question. Some carry through with these threats, others simply grumble and leave to find another soul to bother. They are fickle beasts, and they have no love for each other-- beyond a mated pair. Mated pairs remain together for life, or until one passes away. It has been claimed that killing a Winter Wolf's mate will bring the death of every mate in a hunter's village. It has been said that they can breathe ice, but this is an exaggeration. Winter Wolves may be some form of elemental. Their fur is thick, plush, and warm, but there bodies are actually cold to the touch, and so their breath, while probably foul-smelling, is likely to be cold and chilly, leading to such exaggerated claims. Maybe.[/ic][/spoiler]
Title: Corevon
Post by: CoyoteCamouflage on April 13, 2011, 08:41:00 PM
<Reserved for: Religion, Regions, Cities, Towns, and Major Geological and Geographical features>
[spoiler=The Sleepers]
[ooc=Religion]
The Sleepers
   The Sleepers created the world of Corevon, and everything within it. Some of these creations were made actively, such as the many creatures walking the face of the world, or the glittering minerals at the heart of the earth. Others, such as the air breathed, the lavender clouds that float through the sky, or the blossoming flowers of green fields, exist simply because the Sleepers knew them to be. Such things existed, defining the shape of the world, as the first creation of the Sleepers.

   Since the Awakening, many things have fallen or vanished, as the wishes and desires of the Sleepers themselves have left the world empty and vacated of a driving force. Now the elements of the world are shaped by the the wishes and ambitions of the mortal creatures populating it. They have slowly come to understand the process of belief which the Sleepers used to fabricate the most impossible things on the surface of the world, but this understanding is still limited by their own meager powers.

   There are twelve commonly accepted Sleepers. However, there is great debate about the existence of a thirteenth Sleeper. Entire schools of thought and philosophy base themselves around the simple pretext of the existence of this Sleeper. Not few believe that this final Sleeper both exists and does not exist at the same time, and that he or she is the only Sleeper to remain after the Awakening, for without the presence of this thirteenth Sleeper, the whole of Corevon would be undone.

[ic=The Sleepers are thus:]

The Sleeper Alinie [awl-LIN-nee] created the Aldani in her likeness, and kept them as her children, teaching them of the future, and what can be gained by striving daily toward a goal residing beyond the present. However, her lessons of the future have also brought ambition to existence within Corevon, and in her absence, some have taken her teachings and twisted and warped them into something vile. Alinie is most commonly associated with the Aldani, though many women of all races pay her heed as Mother-to-All-Children, and it is not uncommon for charms or prayers dedicated to her to be invoked during pregnancy or child-birth.

Caeyn [KEYN] the Sleeper created the Sanura, the wild animals that roam the land, and in each of the many animals he placed a simple purpose to their lives. He brought purpose to the world of Corevon, as well as duty and an understanding of fulfillment when one lives for ones purpose to exist. Yet, with him he has also brought an unknowable sadness through regret. The terrible, acerbic tang of failure, ruin, and loss. He is a dual-sided Sleeper, viewed favorably by those who bear great conviction to their actions, but he is also seen as a being of unknowable grief when a creature fails to live for its purpose. His name is often invoked at funerals for the young, or for those whose passing was sudden and unexpected.

Denn [DEN] is a vision of restrained madness. He brought to the world caverns of impossible geometries, cities built upside down and with more dimensions than any mortal could comprehend. Madness and insanity have followed him to Corevon, and in no other place but in his children, the Morag, is this most clear. When Denn dwelt in Corevon, his children saw as he did, and they dwelt in impossible landscapes and ever-changing cities of unlimited shape and form. When Denn Awoke with the other Sleepers, the Morag cities tumbled to the ground, destroyed, as their impossible shapes were forced into the concrete mold of an unforgiving reality. The Morag no longer see as their Sleeper did. Though long-lived, none now live who remember the greatest sights of their infinite cities, but all of them carry the instinct, and a twinge of memory, that tells of something great and unspeakable lost to them.

The Sleeper Grimm [GRIMM] is viewed with fear as well as reverence. This Sleeper brought with him the understanding of all that is grand-- the pinnacle that any being could ever reach-- and all that is depraved, the lowest pits of depravity a mortal being could possible bear witness to. Grimm is seen as the greatest of the Sleepers in a philosophical light, for clearly, no other Sleeper brought with them their knowledge of all that can be good, and all that can be terrible. Unlike Niman's monsters, Grimm brings lessons that it is the heart and soul of a thing that is what must be judged as a saint or a monster, not the physical shell, a lesson which does nothing to describe what Grimm himself should be named as.

The Sleeper Lyeldi [LAHY-el-dee] is the keeper of knowledge and lore. It is she who has left the records of the actions of the Sleepers; her libraries are filled with journals of history and tomes of knowledge that defy counting-- to everyone but her, for she has every page memorized. Lyeldi collects her knowledge, locking it away in her libraries, safe from all eyes but hers. Yet, she may lend her knowledge to the deserving. Lyeldi rewards those who work hard, granting them ample rewards for their labors, especially if they live in the pursuit of knowledge. Lyeldi has vanished since the Awakening, but the physical remains of her knowledge have not, and there are many who greedily seek to find and plunder her libraries and the vast stores of knowledge they contain. Her followers fear the wrath that she may visit upon those who steal her knowledge from her; a minority among her followers believe that she has left her knowledge for a  reason, and any that succeeds at actually finding one of her libraries is fully deserving of the knowledge entombed within.

Lyn-Shan [lin-SHAHN] is the father of the Gaulan, and brother of the Sleeper Lyn-Tora. He brought loneliness to the world, and crafted the first of his children in order to alleviate his self-imposed isolation. In his loneliness, he created the earth itself to hide himself, and he placed all of its shining wealth in the deepest places he dwelt in, so that he may have baubles to please him for a time. Lyn-Shan suffers because of himself. He brings an isolation that is inescapable, because he does not truly wish to escape it. His people have been spared this inexorable loneliness, but in their physical forms, they have been made to resist and oppose all that would drive Lyn-Shan to sadness and isolation.

Lyn-Tora [lin-TAWR-uh] is sister to the Sleeper Lyn-Shan, and she created the heavens and its shining stars in order to draw her brother from his lonely tomb. Her attempt succeeded, for a time, and it is her desire and wish to help her brother through his failings. So she has brought with her compassion and friendship to this world, and in spreading gems into the sky, has tried to bridge the heavens with the earth in hopes to bring her brother peace. But, no matter how one may strive, the jewels of the heavens are beyond reach-- when Lyn-Shan discovered this, he cursed his sister and retreated into the depths once more. Her compassion consumed her, and in her grief, she filled the oceans, and threw water upon the land from the skies so that none would see her tears.

The Sleeper Mylan [MAHY-lan] formed the Mek from all the natural elements of the world. He is their patron, not the father, and he taught them the ways of the elements since the beginning of their existence. Through his instruction, they learned that there is Power to be found in Harmony with the self, and that the self can be mastered through Ritual. In this way, they were taught to first master themselves before they could master the world, and to pay heed that the Elements that composed them composed all things. In this way, they were the same as everything in creation, and so everything was connected in this way. However, when Mylan disappeared during the Awakening, the Mek were left without a mentor. A few, arrogant Mek stood to guide their people, believing themselves capable to lead in the footsteps of their patron. Few were capable. Most were not. Under those who were too arrogant to understand the meaning of the ways, Ritual became everything. The meaning to the Rituals was lost to most of the Mek, and many eventually strayed from the truth that Mylan had once taught to his people. In this way, blindness entered Corevon, and unquestioning faith took seed and grew.

The Child Sleeper Niman [NEE-men] is a tormented being, pitied and feared by most mortals. As a child, he has brought much that is overlooked by the world, such as wonder, awe, and  a child's innocence. Such miraculous things are easily forgotten in light of the horrid monsters and abominations-- his nightmares given form. The Derku are the best known of these spawn, for they nearly overwhelmed the world in the chaos following the Awakening. Nearly every monster or aberration in the world may trace its origins to Niman's nightmares. While he slept, and those nightmares took form, Corevon shook in terror beyond limit.

Syrine (sahy-REEN) created the Kitaji from the feline Sanura. She took them as hers once Caeyn had created them and given them purpose. She stole their purpose from them, and in its place she granted them a love for life and in experiencing all it had to grant them. So that they may fully experience this gift, she rose them up from the plain animals they had been, granting them humanoid forms by which to interact with the other mortal races. Aside from her adopted children, Syrine crafted great halls for music and theater and great libraries and stages. Yet, with her she brought excess. Taking life's benefits too much, forgetting moderation and casting oneself wholly into hedonism, with no desire for any but worldly pleasures. More, she brought many of these gifts as masks for herself, and when the mask is removed, crushing despair reigns, torturing the mind and spirit in the time before death comes to take a twisted, broken mockery of life. As the Sleeper of both Life and Death, Syrine is often invoked at funerals. However, she may be invoked both as a celebration of a life lived-- wherein there is often much reveling-- or as a solemn, grief-stricken reminder of mortality.

Thaldrak [thawl-DRAK] is a warrior, and his existence brought chivalry, nobility, and honor to the world. At first, Thaldrak wandered the face of the world, seeking great creatures to fight and slay. Often, he hunted down the greatest monsters of Niman's nightmares, slaying them in battle to sate his own desire. If such beings were not present, he would make them himself. During one such journey, he witnessed a pack of Sanura-- wolves, specifically-- banding together to take down a threat much greater than any individual. He was pleased with what he saw, and so he adopted them as his own, teaching them his ways. Dismayed that their forms were so limited compared to their intellect, he did to them what he had seen Syrine do to the felines. He granted them a human shape, so that they could work their own arms and armor to bear into battle; so that they could hold their banners high after battle. Thaldrak taught them to fight, and under him, the newly-named Akottmu excelled. With him, however, followed great pride and arrogance, as he believed himself greater than any other in battle. He also created many terrible beasts-- more than a few greater than even the worst created by Niman-- to fight, regardless of what harm their very existence may cause.

The Sleeper Wyran [WAHY-ren] crafted every single being that flies through the skies. He grew weary of only seeing Lyn-Tora's distant lights, and so decided that some mortals must be given the true freedom to draw closer to the heavens. He granted them wings, so that they could fly free form the ground and attempt to reach Lyn-Tora's distant jewels. With these wings, creatures once bound to the earth were given freedom, and Wyran also gave them the winds, so that they may fly as far and broad as they may ever wish to travel. However, in a fickle display of envy, Wyran locked Lyn-Shan beneath the earth with great chains, as he was jealous about the attention Lyn-Shan received from his sister, Lyn-Tora. Lyn-Shan never learned of these chains, for he had never tried to leave his seclusion after he had cursed his sister for her unreachable stars. Frustrated by Lyn-Shan, Wyran took some of the beings he had gifted flight to, and he tore his gift away from them, spiting them by leaving them once more chained to the earth. He performed many similar acts, often driven by petty jealousy, usually of Lyn-Shan, for Lyn-Shan had many great things, but he refused to acknowledge or accept them. And Wyran wanted all of them. Wyran is a fickle force in Corevon, and there is no doubt that with him, one hand may give, only for the other to take away. Few ever actively seek his attention, for while he may potentially grant any wish, he may also spite and punish the questioner out of petty jealousy.

The final Sleeper, Zen [ZEN], is a great question mark to the whole of Corevon, as many mortals will claim the Sleeper does not exist, for there is no apparent sign that he or she has ever left an influence upon the world. Even the histories left by Lyeldi make no mention of a thirteenth Sleeper. Yet some, for whatever inexplicable reason, choose to believe. There are many theories to the mortals of Corevon, but the truth of the matter is that Zen is very much real, and he or she has provided some of the simplest-- and most complex-- elements of Corevon. Fate and destiny. The ability to defy fate and destiny. The ability to know the future, and the ability to change the future. Zen is a Sleeper of Paradox, providing two things that apparently stand in opposition to one another. Those who believe in Zen claim that this Sleeper provided only one necessary element to the world. Chance. True or not, Zen is clearly the being responsible for allowing the greatest of impossibilities to occur, and many of Zen's followers claim that this Sleeper yet remains in the world, when all the others have woken. [/ic][/ooc][/spoiler]
Title: Corevon
Post by: CoyoteCamouflage on April 13, 2011, 08:43:06 PM
<Reserved for: Magic and Technology. The big, long, ugly post I am not looking forward to writing. D: >

Last reserved post slot. Everything else will fit into one of the other posts.
Title: Corevon
Post by: Weave on April 13, 2011, 09:05:31 PM
Alright, I'll give this a more in depth look in a moment... but holy freaking cow, my main setting, Avernus, is based off of the same premises of Corevon! The world is the dream of a sleeping god!

Great minds think alike, huh? But I've largely moved away from Avernus to pursue other settings, so I won't be treading on any toes here :).
Title: Corevon
Post by: CoyoteCamouflage on April 13, 2011, 09:27:40 PM
Heh, I liked the concept of a world being based upon dreams, however, I decided to take it one step further and make it based upon the dreams of numerous beings.

It may be a little difficult to sort through at the moment, but the impression is that Corevon is a collective... mass of dreams from various sources/people/Sleepers.

I'm not going out and identifying the Sleepers as actual gods, however-- though the powers they have are on that level in this world, so their creations have every right to see them as such. Expect some really awkward moments for certain beings and creations, though.

For example, Niman, the Sleeper who made the Derku (Take the average Ork, now mix it with a Troll and a Xenomorph of "Aliens" fame) is actually a small child with many, many fears. He is not evil, despite making many such entities, simply very young, and very fearful, so his dreams reflect that.

I plan to use weird and unexpected concepts like that to really push a major zone of gray in regards to morality and philosophy, which is one of my biggest loves in settings.

Clear-cut good and evil is so... boring. I have not written out the history far enough ahead yeat, but my intention is to present a very classic "Good versus Evil" concept (as seen in the mortal races trying to fight off the Derku), then deconstruct it after the conclusion, and lead into a morally ambiguous setting devoid of anymore 'divine' influence.

So... basically, I have a crap-ton of writing left ahead of me, just on the main post. >.<
Title: Corevon
Post by: Steerpike on April 14, 2011, 12:14:48 PM
Very interesting stuff!  Wondering a few things...

1) Do the dreams of people in Corevon have any significance/power?

2) Does the fact that the world is a dream affect its physics in any way, or is the world fairly "stable" now that the Sleepers have Awakened?

3) Do the Adlani have some form of 'magic' distinct from that of the Weavers, or am I interpreting incorrectly?

[blockquote=CoyoteCamouflage]Take the average Ork, now mix it with a Troll and a Xenomorph of "Aliens" fame.[/blockquote]GAAAAAAAAH terrifying.
Title: Corevon
Post by: CoyoteCamouflage on April 14, 2011, 02:54:36 PM
Indeed, hopefully I will get a chance to post up my information about the races and some of the geography this weekend, but I should be able to briefly clarify some of the matters now, since it is currently quite convoluted.

1) No, not at all. Some people debate this, and some magic users have been known to "Sleep-Cast", but for the mortal races, there is no correlation. Only coincidence.

2) Yes. And no. When the Sleepers were around, 'impossible' things existed everywhere. Such as the staircase from Inception, or half of H.P. Lovecraft's descriptions of other dimensions. Without them, the world exists at an 'understood' level. While the races do not understand this, the basis for it is that the world exists as would be expected for the Sleepers, and without their active input overriding that, it defaults to its base setting. I should note though that the Sleepers have not vanished forever. I just need to write that part out and make sure it is consistent (Or purposefully not, in a few situations).

Short Version: Think of a Sleeper as a real-world person. Without them making it otherwise, the world will behave in line with the physics that they normally exist within.

3) The Adlani are this worlds Humans. They have access to magic, as do all of the mortal races, technically, though some, like the Mek and the Sanura, find it more natural for certain reasons, most of which are psychological, not inherently magical or physiological. Weavers are, for all intents and purposes, Demi-Gods that have been juiced up by direct divine intervention. Think of the Weavers as Epic-level Spell-casters charged with keeping an eye on things while the Sleepers are "brb bio" or "afk food". I did not make it clear just yet, but there are very few left, for good reason (aside from the obvious power imbalance...). Perhaps likening them to White Blood cells is enough of a teaser to give an idea about what inevitably happens with them.

For example, on a grievously general view, the Adlani are obsessed over... lineage and legacy and Endurance through time. As a race, they have a knack for fortifications and attrition-based warfare, and the driving ambition to create lasting things. As such, they tend to gravitate towards magic as a means by which they can realize their desires. It is not something they acknowledge as 'part' of themselves, but something to be labeled and mastered-- so, mechanically, you would expect to see more wizards and alchemists than sorcerers. Compared to the Mek (Elves), who, before their civil war, tended to acknowledge magic as the same as breathing; it is a natural entity that is part of the world and part of the physical body, and so ought to be trained and used together with the self, not dominated (Mastery of the self is Harmony, not Dominion). In this case, there is more of a philosophical interpretation to the use of magic, not a scientific one. Mechanically, expect more sorcerers than wizards.


There is an XKCD strip (http://xkcd.com/883/) involving imagination that accurately sums up the kinds of creatures I generally refer to as "Monsters". Either physically or mentally.