Lazzamore
WAAAAAAAAAA-
Here is a page compilation of Lore of the world. Any Lore based questions should be asked here.
Races:
Dwarves
Quash
Kobolds
People of Lead
Orcs
Dru'dar
Humans
Fae
Hellions
Dragons
Golems
Pantheons:
Fauna/flora:
Drakes -- Curse by goggins to be little more then dangerous animal versions of Dragons, Drakes are greedy and powerful. They are pitied and warded by Dragons and often domesticated by Humans.
Fire Giants -- Huge, animalistic bipeds who live in the crust of the world, warming it with their superhuman flaming breath. They were Created by Paloria to counter the cooling effect of the Ice Giants
Ice Giants -- Massive bipeds occasionally seen wandered the clouds of the upper atmosphere. Their supernaturally cold breath keeps the young world from being too hot for life.
Image by the DnD team.
Lech -- Vicious, predatory semi-sentient fungus created as a proto-lifeform to act as livestock. Their only desire is to grow, expand and consume. To do this quickly they build towers of fungal cages which spew spore high into the air, spreading their race far and wide. Aside from their tower-cities they work together to build, they are brutal and harsh, inheriting Dymos' tendency to take things to unnecessary extremes.
Dwarves often hunt Lech as a delicacy, though particularly in the land of Yuuk they remain sovereign.
Orichalcum -- Gorgeous golden crystals that grow as a semi-sentient root monster. Can be made into just about everything, and be effective at it. Unfortunately for the Orichalcum, it doesn't entirely want to be mined.
Image by Mark Evans
Bohamber -- Giant, vicious semi-sentient warrior carnivores, evolved from traditional badgers. They plague other mortals and the ecosystem throughout the world Cradle. Despite this, they can be tamed, and were Intended by Dymos as war-mounts.
Ripperdon: An agile reptile, the Ripperdon is a theropod that stood 3 ft tall from feet to head and measured 7 ft long from head to tail. They're pack animals, living in large packs of 20-30 and primarily hunt smaller animals using their extended snouts to grab prey and when hunting in packs, they jump on their prey while digging into their prey with 2 inch long hand claws. They are identified by being bipedal, raptor like creatures with frills of either bright yellow or dark red to signify gender, yellow for male, blue for female.
Corrodanid: The Corrodanid is a giant armored scorpion like creature that measures up to 10ft in length from head to tail. The Corrodanid are born light brown but darken to brown when mature, then turn to black when they reach elder age. They have two rending pinchers, which they use to catch and crack upen shelled creatures but they differ from scorpions however by lacking any for venomous stinger, but they make up for it by having a three pronged tail which they use to hold down prey. When attacked by rival predators, the Corrodanids can fling a glob of concentrated venom that paralyzes and dissolves enemies within seconds.
Needle Drakes: Created using the Spark of the Collectors, the Needle Drakes are similar to the Collector Parents but have some very apparent differences. The Needle Drakes are colored bright to dark green with a brown spotted backs, and they lack the wings of drakes, as flying in a dense area would be detrimental to them. They retained the ability to shoot out a quick hardening saliva from glands in their mouths, but this saliva hardens while traveling in midair, allowing the saliva to turn into a spike that is as hard as stone and can pierce even a Corrodanid's armor with ease.
Armordon: A large armored reptile, Armordon is a relatively smaller cousin of the drakes, standing at 15 ft tall and measuring to be 48 ft long. The Armordon is a four-legged, herbivorous reptile with thick scaly hide for skin and large bony plates to further reinforce their upper body. They have rather short legs, to hide their relatively less heavily armored underbelly, but when startled the Armordon is capable of unexpected speed and agility, smashing all in its wake and crushing all under its feet. The Armordons live in herds of 8-10 each, composed of 1 Alpha Male, 1 Alpha Female, 4 Other Armordons and 2-4 juvenile Armordons.
TreeHoppers: Carnivorous creatures with wings on their sides and only back legs. Hunts in packs. Can't actually fly.
Spear-Wall: A giant rhinoceros-like creature with spikes covering it's whole body.
Hink Trees
- Thin, gnarled trees with few branches. They occasionally bear fruit that resembles that of the Giving Tree. Hink do not grow in groups, instead choosing isolated spots and slowly growing for millennia.
- Hink trees carry large pods and special tunnels within their roots to provide space for a symbiotic worm that helps them create nutrients from poor soil.
- The People of Lead revere Hinks, seeing them as symbols of longevity and dedication. The oldest are adorned with cloth wrappings around their trunks and charms often hang from their branches.
Grey Shoots
- A short, stubby grass that are often found in small patches, sharing space with other plants. It's unnaturally dull colour is where the name originates. This muted tone is an attempt at camouflage.
- Grey Shoots actually bear a root vegetable similar to very small potatoes. As such, the People of Lead cultivate the plant for food.
Babbles
- Babbles are shrubs with coarse leaves, which rustle quite loudly in the wind. They serve no purpose to the People of Lead, and are thus uprooted if they are anywhere nearby a permanent dwelling to make way for the more useful Grey Shoots or Ink Sprouts.
- These short, bristly plants are fond of shaded places. Oftentimes one can find them around the tall pillar formations dotting the island.
Ink Sprouts
- A flowering bush that grows in great numbers. Ink sprouts, as one might imagine, grow an ink-black flower.
- The Ink Sprouts' flowers are somewhat poisonous, causing stomach cramps, but the pitch buds are edible, and thus another plant the People of Lead cultivate. Their flavour is comparable to a Brussels sprout, and serve a role much the same at the table.
Blood streamer
- A thick, heavy creeper vine. It is known for the bright crimson petals of its many small long, thin flowers. The vine can grow on almost anything, and during blooming season transforms the landscape from a drab grey to bright red for two months.
- The Blood Streamer is a common decorative plant, and many times the People of Lead make wooden frames for the vine to grow and flower. However, the plant is purged when it grows on trees, as they are adept at strangling their hosts.
Grey Mould
- An ugly fungus that grows best in confined spaces. It releases a chemical that accelerates decay.
- Grey Mould is left alone by the People of Lead when found in the wild, but purged thoroughly if nearby a settlement to prevent health and infrastructure damage.
- Every spring, the Grey Mould masses spray a swarm of spores so dense they fall to the ground like snow. The People of Lead call it Grey Winter.
- The fungus's horrid scent is near legendary.
Brine Tree
- A tall, strong tree that often grows in clusters of three or four at a time. They are the primary source of wood for the People of Lead.
- Named for the tree's tendency to grow near salty water. They are found everywhere, but most often are found lining the coast.
- The trees have many thin roots that take best to mud. They are very similar in appearance to a mangrove tree.
Twig shrubs
- The Twig Shrub is best known for its small stature. There isn't much use for these plants other than children's toys.
- The plant basically is just a sapling.
Blueflies
- Small flies with a blue abdomen. They are the primary pollinators of the Isles of Lead, travelling in nomadic swarms.
- The People of Lead hold them as sacred, believing these insects to be a symbol of life and fertility. A bluefly swarm passing through a settlement is considered a blessing.
Rock buds
- Large beetles with a stony shell, known best for their voracious consumption of plant life. These creatures are few in number compared to Blueflies or other such insects, but nevertheless universally reviled.
- Despite their role as a pest, Rock Buds are important in keeping the plant population stable.
Cicadas
- An insect known for its haunting calls. They fill the night-time air with noise.
Sucklers
- Another pest species, taking the form of a shiny green bug that has white insides.
- Sucklers are hated by all, as they suck blood.
Black Hounds
- A very strong, ferocious being canine that preys upon anything they can.
- Hunted by the People of Lead for meat.
Wallow Beasts
- Named for their love of mud pools, these large, quadrupedal lizards dig tunnels that allow the Grey Mould to spread.
- These beasts are docile and easy to domesticate, and thus the People of Lead use them as mounts and pack-animals. Their slow nature makes them unfit for anything war-related.
Pod Beasts
- Towering plant-like creatures of great size. They wander aimlessly through valleys and over plateaus of the Isles of Lead. Their purpose is to spread the seeds of plants, which easily stick onto their thin legs.
- These beasts are named for the featureless blob the composes their upper body. It is best described as a lump of yellowish green peppered with holes of all sizes.
Hakku's Messengers
- The world's first birds, made in Hakku's own image. They bear his Sigil upon their forehead.
- These creatures are few in number and elusive. When they appear, it is considered a message from Hakku himself.
Vaprite
A glowing luminous crystal that forms on the trees in Magics Crux. It absorbs some of Athers Magic when used properly. Thus Mortals can use it to handle and Focus Magic. It has other Magical uses that are yet to be known
General World Info:
The World is in its Bronze age. Humans live with dragons peaceably enough still, though other races are much more hostile to one another. Idain is a massive, varied continent, running from the extreme north all the way down to the extreme south. It is divided in two by the Great Mountains, a range of powerful volcanoes several times larger then our mount Everest. And to the north-west, an evil lurks in what is only known as the Dark Continent; forbidden realm of Devils...
Races:

Dwarves
Highly intelligent humanoids who live primarily in underground tunnels in hills and mountains. Forcibly evolved from moles, they possess very sensitive eyesight that is harmed by sunlight, often making them hide in tunnels during the day. They evolved because of a magic elixir Dymos spilled before his 'demise' battling Hakku, thus giving them supernaturally advanced Economies, Charisma and Crafting skills.
Today they still have never known Dymos, but the drive to expand and create is strong with them. They have many settlements, tribes and religions (All of which worship the moon in some form). While usually mercantile to other races, the dwarves consider the People of Lead untrustworthy and thus enemies for reasons they cannot quantify. Dwarves live to be 3 generations on average.
Today they still have never known Dymos, but the drive to expand and create is strong with them. They have many settlements, tribes and religions (All of which worship the moon in some form). While usually mercantile to other races, the dwarves consider the People of Lead untrustworthy and thus enemies for reasons they cannot quantify. Dwarves live to be 3 generations on average.
As Written by ChelonianCommander
Population: ~510000
Age of Maturity: 12
Life Expectancy: 130
Overview: The Quash are a race of reptilian humans, created by Mutare in order to protect his garden from intruders, specifically the Lech. They also serve as Mutare's new Collectors as special Quash leave the Garden to find and collect the Sparks of new or powerful flora and fauna.
Biology: The Quash stand around 5-6 ft tall on average. From a distance they look very much human but upon closer inspection they show various reptilian features such as reptilian scales on their skin, snake like eyes and a forked tongue. They do not give birth to live young, but instead lay clutches of 5-9 eggs. In addition to these reptilian traits, Mutare had deemed it fit to split the race into several variants, each with a purpose to further Quash society. These variants are identified by the colors of their physical traits and abilities and scales, Red, Green, Blue, Brown, Yellow, White, and Purple.
-Reds: Aggressive warriors with thicker scales and bony spurs protruding from their forearms as well as clawed hands for better unarmed combat.
-Greens: Patient hunters who tend to be more lithe but are capable changing the color of their skin and scales to blend with their environment.
-Blue: Swift fishermen who are have webbed feet and gills allowing them to stay underwater for several hours at a time.
-Brown: Intelligent craftsmen who have powerful eyes and careful hands, allowing them to temper bronze to make weapons and cut stone to build towering pyramids.
-Yellow: Crafty beast-masters with curved claws on their feet, allowing them to ride their mounts. They rear beasts for food, hide and war for the Quash.
-White: Numerous laborers. They have no distinctive traits, and do the tasks that other Quash wouldn't bother with such as farming, cooking, cleaning, mining and lifting.
-Purple: Solitary wanderers. The Purple Quash are considered Mutare's chosen as they have the ability to consume the Spark of every creature they consume. They leave the garden when of age to go consume the sparks of the alive and dying to bring back to their creator.
Universal Abilities:
-Night Vision: The Quash are capable of seeing in dim light.
-Venomous Bite: The Quash have a poisonous bite delivered by two hollow canines located where a human's canines would be. A drop can paralyze a normal human while a full bite will begin to stop vital organs in minutes.
-Regeneration: Quash are capable of regenerating flesh wounds in seconds, broken bones and damaged organs in hours, severed fingers and toes in days and severed limbs in weeks.
-Low Metabolism: A Quash need eat a single large meal a week to sustain themselves.
-Scaly Skin: The Quash have scales located on their arms, legs and back that acts as natural armor.
Universal Weaknesses:
-Cold Blooded: Being cold blooded the Quash becomes sluggish and easily tired when in cold weather.
-Frenzy: In times of horrible mental stress, a Quash regress to their animistic instincts and turn feral, attacking all who attempts to help them.
-Weary: The Quash are very slow to trust non-Quash. They consider anyone that they must immediately trust as a potential enemy while those they don't necessarily need to trust as an enemy.
Culture: The Quash in typically are weary towards outsiders, as knowingly or not, Mutare has created them to protect his garden and as such any outsiders who might prove a threat to the Garden ,or 'Corgazon' as the Quash calls it, will usually be sought out and torn apart with bronze, teeth, and bone. However this doesn't mean the Quash won't make contact with outside forces. From time to time the Quash have ventured out of Corgazon either through land or boat to establish outposts and towns outside of the jungles in order to do trade with outside forces.
Within Quash society however, it is a strict caste system. The different variants of quash will do their task and only their task until the day they die. However there are some crossovers in castes. For example Yellow Quash can travel with Green Quash on hunting expeditions as the Yellow Quash would bring Ripperdons as hunting beasts, while at the same time both Yellow and Green Quash can join the Red Quash on the battlefield as mounted units and skirmishers respectively. Whites and Purples are the best example as they do not fit into any caste and therefore can fill any gap needed in Corgazon society.
Religion: In the back of every Quash's mind, they know their origins. How the Master of Corgazon had used the blood of 16 different beings to created them and form them to what they are now. Those original 16 had become the Quash pantheon with 16 different gods. The number 16 had also become a sacred number to them. There is a main temple city made of 16 different districts and located around the city are 16 different settlements for things such as farming, mining, hunting and stone cutting. There are 16 days in a week and there are 16 priests who ruled the people while communing with the gods. Every day they had 16 sacrifices to pay tribute to the gods by cutting out the hearts of 16 returning Purple Quash and every time a cloaked figure wearing a horned mask would come and take their offerings to the gods. The gods the Quash worship are...
Itzli - God of the Sun
Xihuipin - God of the Moon
Moquilihuitl - God of Stars
Huitzilli - Goddess of Blood
Ixcotzin - God of Water
Itolin - God of Fire
Erencotl - Goddess of Earth
Yaotl - God of Plants
Izel - Gods of Animals
Coalal - Goddess of Death
Tipopoca - Goddess of Birth
Coaxoch - God of War
Cipac - Goddess of Justice
Huitziltonqui - God of Peace
Eleuia - God of Time
Nelli - God of Destiny
Military Prowess: In Corgazon, there is currently a single major city, signified by the construction of a massive temple dedicated to Mutare. Located around the city are 16 different smaller settlements used for mining, farming, stonecutting and such. The main city has a force of 18000 warriors guarding the territory at all times, and when it comes time to campaign, 16000 of those warriors will be sent off to each of the 16 settlements which in turn give a compliment of 1600 warriors to march with the main force. At its peak the campaigning force can contain up to 41600 warriors marching along.
Population: ~510000
Age of Maturity: 12
Life Expectancy: 130
Overview: The Quash are a race of reptilian humans, created by Mutare in order to protect his garden from intruders, specifically the Lech. They also serve as Mutare's new Collectors as special Quash leave the Garden to find and collect the Sparks of new or powerful flora and fauna.
Biology: The Quash stand around 5-6 ft tall on average. From a distance they look very much human but upon closer inspection they show various reptilian features such as reptilian scales on their skin, snake like eyes and a forked tongue. They do not give birth to live young, but instead lay clutches of 5-9 eggs. In addition to these reptilian traits, Mutare had deemed it fit to split the race into several variants, each with a purpose to further Quash society. These variants are identified by the colors of their physical traits and abilities and scales, Red, Green, Blue, Brown, Yellow, White, and Purple.
-Reds: Aggressive warriors with thicker scales and bony spurs protruding from their forearms as well as clawed hands for better unarmed combat.
-Greens: Patient hunters who tend to be more lithe but are capable changing the color of their skin and scales to blend with their environment.
-Blue: Swift fishermen who are have webbed feet and gills allowing them to stay underwater for several hours at a time.
-Brown: Intelligent craftsmen who have powerful eyes and careful hands, allowing them to temper bronze to make weapons and cut stone to build towering pyramids.
-Yellow: Crafty beast-masters with curved claws on their feet, allowing them to ride their mounts. They rear beasts for food, hide and war for the Quash.
-White: Numerous laborers. They have no distinctive traits, and do the tasks that other Quash wouldn't bother with such as farming, cooking, cleaning, mining and lifting.
-Purple: Solitary wanderers. The Purple Quash are considered Mutare's chosen as they have the ability to consume the Spark of every creature they consume. They leave the garden when of age to go consume the sparks of the alive and dying to bring back to their creator.
Universal Abilities:
-Night Vision: The Quash are capable of seeing in dim light.
-Venomous Bite: The Quash have a poisonous bite delivered by two hollow canines located where a human's canines would be. A drop can paralyze a normal human while a full bite will begin to stop vital organs in minutes.
-Regeneration: Quash are capable of regenerating flesh wounds in seconds, broken bones and damaged organs in hours, severed fingers and toes in days and severed limbs in weeks.
-Low Metabolism: A Quash need eat a single large meal a week to sustain themselves.
-Scaly Skin: The Quash have scales located on their arms, legs and back that acts as natural armor.
Universal Weaknesses:
-Cold Blooded: Being cold blooded the Quash becomes sluggish and easily tired when in cold weather.
-Frenzy: In times of horrible mental stress, a Quash regress to their animistic instincts and turn feral, attacking all who attempts to help them.
-Weary: The Quash are very slow to trust non-Quash. They consider anyone that they must immediately trust as a potential enemy while those they don't necessarily need to trust as an enemy.
Culture: The Quash in typically are weary towards outsiders, as knowingly or not, Mutare has created them to protect his garden and as such any outsiders who might prove a threat to the Garden ,or 'Corgazon' as the Quash calls it, will usually be sought out and torn apart with bronze, teeth, and bone. However this doesn't mean the Quash won't make contact with outside forces. From time to time the Quash have ventured out of Corgazon either through land or boat to establish outposts and towns outside of the jungles in order to do trade with outside forces.
Within Quash society however, it is a strict caste system. The different variants of quash will do their task and only their task until the day they die. However there are some crossovers in castes. For example Yellow Quash can travel with Green Quash on hunting expeditions as the Yellow Quash would bring Ripperdons as hunting beasts, while at the same time both Yellow and Green Quash can join the Red Quash on the battlefield as mounted units and skirmishers respectively. Whites and Purples are the best example as they do not fit into any caste and therefore can fill any gap needed in Corgazon society.
Religion: In the back of every Quash's mind, they know their origins. How the Master of Corgazon had used the blood of 16 different beings to created them and form them to what they are now. Those original 16 had become the Quash pantheon with 16 different gods. The number 16 had also become a sacred number to them. There is a main temple city made of 16 different districts and located around the city are 16 different settlements for things such as farming, mining, hunting and stone cutting. There are 16 days in a week and there are 16 priests who ruled the people while communing with the gods. Every day they had 16 sacrifices to pay tribute to the gods by cutting out the hearts of 16 returning Purple Quash and every time a cloaked figure wearing a horned mask would come and take their offerings to the gods. The gods the Quash worship are...
Itzli - God of the Sun
Xihuipin - God of the Moon
Moquilihuitl - God of Stars
Huitzilli - Goddess of Blood
Ixcotzin - God of Water
Itolin - God of Fire
Erencotl - Goddess of Earth
Yaotl - God of Plants
Izel - Gods of Animals
Coalal - Goddess of Death
Tipopoca - Goddess of Birth
Coaxoch - God of War
Cipac - Goddess of Justice
Huitziltonqui - God of Peace
Eleuia - God of Time
Nelli - God of Destiny
Military Prowess: In Corgazon, there is currently a single major city, signified by the construction of a massive temple dedicated to Mutare. Located around the city are 16 different smaller settlements used for mining, farming, stonecutting and such. The main city has a force of 18000 warriors guarding the territory at all times, and when it comes time to campaign, 16000 of those warriors will be sent off to each of the 16 settlements which in turn give a compliment of 1600 warriors to march with the main force. At its peak the campaigning force can contain up to 41600 warriors marching along.

Kobolds
As Written by Stoic
Kobolds have a very Hunter-Warrior type of culture due to the harsh landscape of the swamp. Different clans of Kobolds dot the Swamp with slightly different cultures and they mostly survive on meat from animals hunted and wild fruits. The main settlement of the Kobold population is a very large cave that makes its way into the great mountain. They rely heavily on Spear-Walls for resources to create traps and Weapons.
Their race produces quickly to help survive the swamp with a mother being able to create half a dozen eggs each multiple time per year. Kobolds have varying life expectancy, Some who's Draconic blood runs strong can live up to thousands of years but most are considered venerable by the age of thirty. By a Kobold's tenth birth, they are expected to learn the ways of their clan. They are taught how to create traps, about the predators and how to properly stalk their prey with different Clans deciding on which areas are focused at more than other.
After a time depending on the Clan the delinquent Kobolds are taken into a great hunt led by an elder where they must bring back the body of a Spear-Wall. It's interesting to note that up to that point the young hunters aren't allowed to carry or craft any weapons and they are expected to use their cunning and guile to take down such a beast. Once they have killed a Spear-Wall the spikes are used to create the Kobolds first spear, A party is made to celebrate the young ones stories and the youths are accepted into the Clan as Adults.
Kobolds have a very Hunter-Warrior type of culture due to the harsh landscape of the swamp. Different clans of Kobolds dot the Swamp with slightly different cultures and they mostly survive on meat from animals hunted and wild fruits. The main settlement of the Kobold population is a very large cave that makes its way into the great mountain. They rely heavily on Spear-Walls for resources to create traps and Weapons.
Their race produces quickly to help survive the swamp with a mother being able to create half a dozen eggs each multiple time per year. Kobolds have varying life expectancy, Some who's Draconic blood runs strong can live up to thousands of years but most are considered venerable by the age of thirty. By a Kobold's tenth birth, they are expected to learn the ways of their clan. They are taught how to create traps, about the predators and how to properly stalk their prey with different Clans deciding on which areas are focused at more than other.
After a time depending on the Clan the delinquent Kobolds are taken into a great hunt led by an elder where they must bring back the body of a Spear-Wall. It's interesting to note that up to that point the young hunters aren't allowed to carry or craft any weapons and they are expected to use their cunning and guile to take down such a beast. Once they have killed a Spear-Wall the spikes are used to create the Kobolds first spear, A party is made to celebrate the young ones stories and the youths are accepted into the Clan as Adults.

People of Lead
As Written by Horicabu
What they are: An intelligent race of fused organisms, capable of rational thought and (thanks to the Scribe) communication. They are able to learn by themselves.
The species' size: A single Person of Lead stands about 6 or 7 feet tall. They are lithe, agile creatures.
Biology: These sentient beings are a conglomeration of several different species, mainly a large worm and a smaller, plant-symbiotic species of the same family. While a single minds, each of the People of Lead are built of several different parts, all independent of each other, but fused to become a single consciousness of human-like intelligence. In theory, one could take the bindings off a Person of Lead and it would fall apart. One could then reassemble it and it would be as though nothing happened. However, the fact that one of these organisms is a thick network of tendons, muscles, and blood vessels that keep the entire creature together, that is not the same as its skin, make this a near-impossibility.
The total number of symbiotes making one Person of Lead is around 8.
Culture: The People of Lead as a group are a reclusive, isolationist species. They find other creatures strange and rather inferior to their own kind. This is mostly due to the nature of the People of Lead's multi-organism construction. They claim being made of many small minds rather than a single large mind creates community within themselves (even though the People of Lead think the same way everybody else does. Their minds are simply more spread out inside their bodies) and thus forms a superior intellect. Despite their tendencies as a group, these creatures believe strongly in individual determination, and thus are known to be quite independent. It's rare, but not unheard of, to see a Person of Lead travelling beyond Hakku's Isles and mingling with other races, though this is looked down upon by those of the Isles.
The People of Lead are a race that prefers form over function. They reflect their creator in that a craftsman would rather spend the extra time to perfect his creation rather than to make it within a reasonable schedule. These creatures are not the greatest in terms of practicality, but make up for this shortcoming with high quality, beautifully made goods. Low quantity means that most families keep their possessions and pass them down. Buying or commissioning anything is done sparingly.
The People of Lead occasionally spawn a merchant who distributes their unique workmanship across the world.
What they are: An intelligent race of fused organisms, capable of rational thought and (thanks to the Scribe) communication. They are able to learn by themselves.
The species' size: A single Person of Lead stands about 6 or 7 feet tall. They are lithe, agile creatures.
Biology: These sentient beings are a conglomeration of several different species, mainly a large worm and a smaller, plant-symbiotic species of the same family. While a single minds, each of the People of Lead are built of several different parts, all independent of each other, but fused to become a single consciousness of human-like intelligence. In theory, one could take the bindings off a Person of Lead and it would fall apart. One could then reassemble it and it would be as though nothing happened. However, the fact that one of these organisms is a thick network of tendons, muscles, and blood vessels that keep the entire creature together, that is not the same as its skin, make this a near-impossibility.
The total number of symbiotes making one Person of Lead is around 8.
Culture: The People of Lead as a group are a reclusive, isolationist species. They find other creatures strange and rather inferior to their own kind. This is mostly due to the nature of the People of Lead's multi-organism construction. They claim being made of many small minds rather than a single large mind creates community within themselves (even though the People of Lead think the same way everybody else does. Their minds are simply more spread out inside their bodies) and thus forms a superior intellect. Despite their tendencies as a group, these creatures believe strongly in individual determination, and thus are known to be quite independent. It's rare, but not unheard of, to see a Person of Lead travelling beyond Hakku's Isles and mingling with other races, though this is looked down upon by those of the Isles.
The People of Lead are a race that prefers form over function. They reflect their creator in that a craftsman would rather spend the extra time to perfect his creation rather than to make it within a reasonable schedule. These creatures are not the greatest in terms of practicality, but make up for this shortcoming with high quality, beautifully made goods. Low quantity means that most families keep their possessions and pass them down. Buying or commissioning anything is done sparingly.
The People of Lead occasionally spawn a merchant who distributes their unique workmanship across the world.

Orcs
Aggressive, driven grey creatures mimicking H'mog in appearance. They are seeded where he steps, rarely forming in the soil that touches him. There culture revolves around domination and power, often this will mean fighting and war. Because of there nature of popping up where ever H'mogs been, they can be found scattered around the world.
Currently, there are two primary races of Orc: the M'Jhudhu, a pantheistic race that dwells in the islands west of the Great Mountains, and the Dus-Gal, the harsh and militaristic followers of only H'mog and the Great Maiden.
M'Jhudhu: A race of orcs known for their worship of multiple deities on top on H'mog, like Ather and occasionally Goggins, the M'jhudhu have denied the god-hood of the Great Maiden upheld by their Dus-Gal brothers. Magic is practice regularly by the M'jhudhu tribes and is seen as a sign of strength.
One should rarely trust a M'jhudhu; They value trickery and dishonesty as a means of gaining power and dominance in their culture.
Dus-Gal: Harsh warriors and craftsmen of exotic weaponry, The Dus-Gal received Hakku's blessed flies without realizing it; it was the one thing that could stop their destruction at the hands of the Lech of Yuuk. Living in the mountains between the Great Mountains and the sea around Slua, they are single-minded and reject all other gods aside from H'mog and the Great Maiden.
Currently, there are two primary races of Orc: the M'Jhudhu, a pantheistic race that dwells in the islands west of the Great Mountains, and the Dus-Gal, the harsh and militaristic followers of only H'mog and the Great Maiden.
M'Jhudhu: A race of orcs known for their worship of multiple deities on top on H'mog, like Ather and occasionally Goggins, the M'jhudhu have denied the god-hood of the Great Maiden upheld by their Dus-Gal brothers. Magic is practice regularly by the M'jhudhu tribes and is seen as a sign of strength.
One should rarely trust a M'jhudhu; They value trickery and dishonesty as a means of gaining power and dominance in their culture.
Dus-Gal: Harsh warriors and craftsmen of exotic weaponry, The Dus-Gal received Hakku's blessed flies without realizing it; it was the one thing that could stop their destruction at the hands of the Lech of Yuuk. Living in the mountains between the Great Mountains and the sea around Slua, they are single-minded and reject all other gods aside from H'mog and the Great Maiden.

Dru'dar
As written by Pawnige
Dru'Dar are extremely competent magic users, creating there own Eidalon from very young ages.
Living in the forests of the Magic's Crux, they worship Ather and Vanarausk as the makers of magic.
When a Dru'Dar comes of Age they receive their inked magic, along with a survivors of trials. These trials vary, though they typically include; plucking the weave, alchemical workings, and Eidalon control. Because of their magic and their wilderness, Dru'Dar are generally disliked and distrusted across Idain. Dru'Dar very in look, most being completely covered in fur with very animalistic features, others looking more human in their features.
Dru'Dar usually where little to no clothing, though some elders choose flowing robes as a sign of position. A Dru'Dar may appear like a; Deer, Wolf, or Bear. They can live as long as 200 years without magical aid.
Dru'Dar are extremely competent magic users, creating there own Eidalon from very young ages.
Living in the forests of the Magic's Crux, they worship Ather and Vanarausk as the makers of magic.
When a Dru'Dar comes of Age they receive their inked magic, along with a survivors of trials. These trials vary, though they typically include; plucking the weave, alchemical workings, and Eidalon control. Because of their magic and their wilderness, Dru'Dar are generally disliked and distrusted across Idain. Dru'Dar very in look, most being completely covered in fur with very animalistic features, others looking more human in their features.
Dru'Dar usually where little to no clothing, though some elders choose flowing robes as a sign of position. A Dru'Dar may appear like a; Deer, Wolf, or Bear. They can live as long as 200 years without magical aid.

Humans
Created by the Allfather and the friends of Dragons, Humans live primarily near the Great Mountain and tend to worship Ather, Ezreth and though obscure at this stage, the sleeping goddess Paloria. They are brilliant when challenged, but are capable of evil unbridled, and if influenced correctly, acts of true Selflessness.
They are most potent hunters and gatherers and excel at tracking and chasing prey, though their near-dwarvish reasoning makes them capable industrialists and inventors, even though usually only when it is needed.
Humans have strong pack instincts, often warring among themselves as rival tribes and nations, and segregating each other with mutual distrust much more often then other races.
They are most potent hunters and gatherers and excel at tracking and chasing prey, though their near-dwarvish reasoning makes them capable industrialists and inventors, even though usually only when it is needed.
Humans have strong pack instincts, often warring among themselves as rival tribes and nations, and segregating each other with mutual distrust much more often then other races.

Fae
Servants of Feara, Goddess of seasons, the Fae protect the Cradle of the World with powerful, divine powers.

Hellions
More of a sub-race of humans, the Hellions are the descendants of humans cursed by the Six Devils, early in human history. They are segregated and loathed by their brothers, often held to extreme standards of conduct, that they almost always fail due to there violent, cursed nature. Hellions are outcasts by default, found all over both the Dark Continent and Idain.

Dragons
Sons and daughter of Paloria, Dragons are mighty creatures and friends of humans that dwell in the Great mount, in the City of dragons.
They have an Eye for gold and Silver, and powerful natural weapons; Strong jaws, claws, fire breath and impenetrable scales.
They have an Eye for gold and Silver, and powerful natural weapons; Strong jaws, claws, fire breath and impenetrable scales.
Golems
Large beings of silver, gold and Magma standing generally between 7-9 nine feet. They make their homes in the mountain ranges of Obus, with their capital being Kaubus Citadel. Golem society is a feudal structure, with Gold as the most common of the ruling class and the Silver (and sometimes Giants) making up the backbone of their economy. Magma Golems have a natural ease with fire and stone magic, utilising their abilities to act as wizard, alchemists and engineers amongst Golem society.
Golems are incapable of breeding naturally. They are birthed from the pit of Vengeance's Heart, at the cost of a significant amount of materials. It is currently unknown to them as to how to birth a Magma Golem. Golems have an extremely long life span, around 400 years. Due to being created merely a quarter of that ago, the only Golems to die are those who sustained irreversible damage, whether it be from falls or being crushed.
Due to Refcaskha being their creator, it is natural for them to worship him. The Gold and Silver Golems, products of Justice, worship his justice side while the Magma often stray more towards Vengeance. Equality is the key ethic of Golem society, with all Golems following an inbuilt need for fair play.
Golems are incapable of breeding naturally. They are birthed from the pit of Vengeance's Heart, at the cost of a significant amount of materials. It is currently unknown to them as to how to birth a Magma Golem. Golems have an extremely long life span, around 400 years. Due to being created merely a quarter of that ago, the only Golems to die are those who sustained irreversible damage, whether it be from falls or being crushed.
Due to Refcaskha being their creator, it is natural for them to worship him. The Gold and Silver Golems, products of Justice, worship his justice side while the Magma often stray more towards Vengeance. Equality is the key ethic of Golem society, with all Golems following an inbuilt need for fair play.
Dwarvish Faiths
Quash Pantheon
M'jhudhu's pantheon
Dus-Gali Faith
Human Faiths
Miscellaneous gods/goddesses
Dwarves worship many deities and concepts, however they are all related to the moon and are almost always male. Dead gods are usually fabled to have died or been buried near or on the moon.
Gongromril Every-Phase (mono-theistic Moon and night god) - by the good, but demands monotheism
Thromdoric the Burning (evil sun and hellfire god) - some cults
Machinydomo the Many-Handed (god of illness and health) - by doctors and the sickly
Barisdraem the glimmering (god of money, though treated more like money itself) - by merchants
Arazeack and Arzigulus (Siamese-twin gods of trading) - by merchants
Nutmur Heavy Hammer (god of Government) - by kings and government employees
The Gulda (god of heritage, though treated more like heritage itself. Sometimes described as female) - by mothers
Yozaed white eyes (dead god of Extremeness) - by morgue workers and undertakers
Barisdraem's Behemoth (dead god of metalworking) - by smiths and soldiers
Gongromril Every-Phase (mono-theistic Moon and night god) - by the good, but demands monotheism
Thromdoric the Burning (evil sun and hellfire god) - some cults
Machinydomo the Many-Handed (god of illness and health) - by doctors and the sickly
Barisdraem the glimmering (god of money, though treated more like money itself) - by merchants
Arazeack and Arzigulus (Siamese-twin gods of trading) - by merchants
Nutmur Heavy Hammer (god of Government) - by kings and government employees
The Gulda (god of heritage, though treated more like heritage itself. Sometimes described as female) - by mothers
Yozaed white eyes (dead god of Extremeness) - by morgue workers and undertakers
Barisdraem's Behemoth (dead god of metalworking) - by smiths and soldiers
As written by ChelonianCommander
In the back of every Quash's mind, they know their origins. How the Master of Corgazon had used the blood of 16 different beings to created them and form them to what they are now. Those original 16 had become the Quash pantheon with 16 different gods. The number 16 had also become a sacred number to them. There is a main temple city made of 16 different districts and located around the city are 16 different settlements for things such as farming, mining, hunting and stone cutting. There are 16 days in a week and there are 16 priests who ruled the people while communing with the gods. Every day they had 16 sacrifices to pay tribute to the gods by cutting out the hearts of 16 returning Purple Quash and every time a cloaked figure wearing a horned mask would come and take their offerings to the gods. The gods the Quash worship are...
Itzli - God of the Sun
Xihuipin - God of the Moon
Moquilihuitl - God of Stars
Huitzilli - Goddess of Blood
Ixcotzin - God of Water
Itolin - God of Fire
Erencotl - Goddess of Earth
Yaotl - God of Plants
Izel - Gods of Animals
Coalal - Goddess of Death
Tipopoca - Goddess of Birth
Coaxoch - God of War
Cipac - Goddess of Justice
Huitziltonqui - God of Peace
Eleuia - God of Time
Nelli - God of Destiny
In the back of every Quash's mind, they know their origins. How the Master of Corgazon had used the blood of 16 different beings to created them and form them to what they are now. Those original 16 had become the Quash pantheon with 16 different gods. The number 16 had also become a sacred number to them. There is a main temple city made of 16 different districts and located around the city are 16 different settlements for things such as farming, mining, hunting and stone cutting. There are 16 days in a week and there are 16 priests who ruled the people while communing with the gods. Every day they had 16 sacrifices to pay tribute to the gods by cutting out the hearts of 16 returning Purple Quash and every time a cloaked figure wearing a horned mask would come and take their offerings to the gods. The gods the Quash worship are...
Itzli - God of the Sun
Xihuipin - God of the Moon
Moquilihuitl - God of Stars
Huitzilli - Goddess of Blood
Ixcotzin - God of Water
Itolin - God of Fire
Erencotl - Goddess of Earth
Yaotl - God of Plants
Izel - Gods of Animals
Coalal - Goddess of Death
Tipopoca - Goddess of Birth
Coaxoch - God of War
Cipac - Goddess of Justice
Huitziltonqui - God of Peace
Eleuia - God of Time
Nelli - God of Destiny
The Orcs of the M'jhudhu worship a pantheon of various beings, often renaming them there own names.
Amo'nan'oki, god of Dominance (H'mog) - by Warlords and kings
Kapu'ula, god of Magic (Ather) - by some Magicians
Maliah, god of Trickery (Goggins) - by Merchants
Ou'ala'maka, god of storms (Voltrieg) - by other Magicians
Opa'lep'i, the Lady of Lost (a legendary sea creature) - by Sailors
Kap'alai, the Brother (a ghost of bad luck) - by Gamblers
Kap'ojou, the Sister (a ghost of good luck) - by Gamblers
Amo'nan'oki, god of Dominance (H'mog) - by Warlords and kings
Kapu'ula, god of Magic (Ather) - by some Magicians
Maliah, god of Trickery (Goggins) - by Merchants
Ou'ala'maka, god of storms (Voltrieg) - by other Magicians
Opa'lep'i, the Lady of Lost (a legendary sea creature) - by Sailors
Kap'alai, the Brother (a ghost of bad luck) - by Gamblers
Kap'ojou, the Sister (a ghost of good luck) - by Gamblers
The Orcs of Dus-Gal believe in only two deities, to which they are intensely loyal.
H'mog - Chaotic God of Domination and notably psychotic. H'mog embodies unreason to the Orcs.
The Great Maiden - Lawful Goddess of Domination. The Great Maiden is beautiful and dangerous, often demanding male orcs to give up their lives, unquestioned to be her handgrooms, simply as a matter of showing dominance.
H'mog - Chaotic God of Domination and notably psychotic. H'mog embodies unreason to the Orcs.
The Great Maiden - Lawful Goddess of Domination. The Great Maiden is beautiful and dangerous, often demanding male orcs to give up their lives, unquestioned to be her handgrooms, simply as a matter of showing dominance.
Humans can be either pantheistic or monotheistic, worshiping one or all of the following deities:
Ather - by magicians
Ezreth - some cults
Dymos - by merchants
Feara - by farmers and mothers
Paloria - By default
H'mog - by warlords
Mutare - By inventors
Hakku - some cults
Refcaskha - in Obus
Ather - by magicians
Ezreth - some cults
Dymos - by merchants
Feara - by farmers and mothers
Paloria - By default
H'mog - by warlords
Mutare - By inventors
Hakku - some cults
Refcaskha - in Obus
Goggins - by Kobolds
Feara - by the Fae
Ather - by the Dru'dar
Hakku - by the People of Lead
Refcaskha - by Golems
Feara - by the Fae
Ather - by the Dru'dar
Hakku - by the People of Lead
Refcaskha - by Golems

Drakes -- Curse by goggins to be little more then dangerous animal versions of Dragons, Drakes are greedy and powerful. They are pitied and warded by Dragons and often domesticated by Humans.

Fire Giants -- Huge, animalistic bipeds who live in the crust of the world, warming it with their superhuman flaming breath. They were Created by Paloria to counter the cooling effect of the Ice Giants

Ice Giants -- Massive bipeds occasionally seen wandered the clouds of the upper atmosphere. Their supernaturally cold breath keeps the young world from being too hot for life.

Image by the DnD team.
Lech -- Vicious, predatory semi-sentient fungus created as a proto-lifeform to act as livestock. Their only desire is to grow, expand and consume. To do this quickly they build towers of fungal cages which spew spore high into the air, spreading their race far and wide. Aside from their tower-cities they work together to build, they are brutal and harsh, inheriting Dymos' tendency to take things to unnecessary extremes.
Dwarves often hunt Lech as a delicacy, though particularly in the land of Yuuk they remain sovereign.

Orichalcum -- Gorgeous golden crystals that grow as a semi-sentient root monster. Can be made into just about everything, and be effective at it. Unfortunately for the Orichalcum, it doesn't entirely want to be mined.

Image by Mark Evans
Bohamber -- Giant, vicious semi-sentient warrior carnivores, evolved from traditional badgers. They plague other mortals and the ecosystem throughout the world Cradle. Despite this, they can be tamed, and were Intended by Dymos as war-mounts.
Ripperdon: An agile reptile, the Ripperdon is a theropod that stood 3 ft tall from feet to head and measured 7 ft long from head to tail. They're pack animals, living in large packs of 20-30 and primarily hunt smaller animals using their extended snouts to grab prey and when hunting in packs, they jump on their prey while digging into their prey with 2 inch long hand claws. They are identified by being bipedal, raptor like creatures with frills of either bright yellow or dark red to signify gender, yellow for male, blue for female.
Corrodanid: The Corrodanid is a giant armored scorpion like creature that measures up to 10ft in length from head to tail. The Corrodanid are born light brown but darken to brown when mature, then turn to black when they reach elder age. They have two rending pinchers, which they use to catch and crack upen shelled creatures but they differ from scorpions however by lacking any for venomous stinger, but they make up for it by having a three pronged tail which they use to hold down prey. When attacked by rival predators, the Corrodanids can fling a glob of concentrated venom that paralyzes and dissolves enemies within seconds.
Needle Drakes: Created using the Spark of the Collectors, the Needle Drakes are similar to the Collector Parents but have some very apparent differences. The Needle Drakes are colored bright to dark green with a brown spotted backs, and they lack the wings of drakes, as flying in a dense area would be detrimental to them. They retained the ability to shoot out a quick hardening saliva from glands in their mouths, but this saliva hardens while traveling in midair, allowing the saliva to turn into a spike that is as hard as stone and can pierce even a Corrodanid's armor with ease.
Armordon: A large armored reptile, Armordon is a relatively smaller cousin of the drakes, standing at 15 ft tall and measuring to be 48 ft long. The Armordon is a four-legged, herbivorous reptile with thick scaly hide for skin and large bony plates to further reinforce their upper body. They have rather short legs, to hide their relatively less heavily armored underbelly, but when startled the Armordon is capable of unexpected speed and agility, smashing all in its wake and crushing all under its feet. The Armordons live in herds of 8-10 each, composed of 1 Alpha Male, 1 Alpha Female, 4 Other Armordons and 2-4 juvenile Armordons.

TreeHoppers: Carnivorous creatures with wings on their sides and only back legs. Hunts in packs. Can't actually fly.

Spear-Wall: A giant rhinoceros-like creature with spikes covering it's whole body.
Hink Trees
- Thin, gnarled trees with few branches. They occasionally bear fruit that resembles that of the Giving Tree. Hink do not grow in groups, instead choosing isolated spots and slowly growing for millennia.
- Hink trees carry large pods and special tunnels within their roots to provide space for a symbiotic worm that helps them create nutrients from poor soil.
- The People of Lead revere Hinks, seeing them as symbols of longevity and dedication. The oldest are adorned with cloth wrappings around their trunks and charms often hang from their branches.
Grey Shoots
- A short, stubby grass that are often found in small patches, sharing space with other plants. It's unnaturally dull colour is where the name originates. This muted tone is an attempt at camouflage.
- Grey Shoots actually bear a root vegetable similar to very small potatoes. As such, the People of Lead cultivate the plant for food.
Babbles
- Babbles are shrubs with coarse leaves, which rustle quite loudly in the wind. They serve no purpose to the People of Lead, and are thus uprooted if they are anywhere nearby a permanent dwelling to make way for the more useful Grey Shoots or Ink Sprouts.
- These short, bristly plants are fond of shaded places. Oftentimes one can find them around the tall pillar formations dotting the island.
Ink Sprouts
- A flowering bush that grows in great numbers. Ink sprouts, as one might imagine, grow an ink-black flower.
- The Ink Sprouts' flowers are somewhat poisonous, causing stomach cramps, but the pitch buds are edible, and thus another plant the People of Lead cultivate. Their flavour is comparable to a Brussels sprout, and serve a role much the same at the table.
Blood streamer
- A thick, heavy creeper vine. It is known for the bright crimson petals of its many small long, thin flowers. The vine can grow on almost anything, and during blooming season transforms the landscape from a drab grey to bright red for two months.
- The Blood Streamer is a common decorative plant, and many times the People of Lead make wooden frames for the vine to grow and flower. However, the plant is purged when it grows on trees, as they are adept at strangling their hosts.
Grey Mould
- An ugly fungus that grows best in confined spaces. It releases a chemical that accelerates decay.
- Grey Mould is left alone by the People of Lead when found in the wild, but purged thoroughly if nearby a settlement to prevent health and infrastructure damage.
- Every spring, the Grey Mould masses spray a swarm of spores so dense they fall to the ground like snow. The People of Lead call it Grey Winter.
- The fungus's horrid scent is near legendary.
Brine Tree
- A tall, strong tree that often grows in clusters of three or four at a time. They are the primary source of wood for the People of Lead.
- Named for the tree's tendency to grow near salty water. They are found everywhere, but most often are found lining the coast.
- The trees have many thin roots that take best to mud. They are very similar in appearance to a mangrove tree.
Twig shrubs
- The Twig Shrub is best known for its small stature. There isn't much use for these plants other than children's toys.
- The plant basically is just a sapling.
Blueflies
- Small flies with a blue abdomen. They are the primary pollinators of the Isles of Lead, travelling in nomadic swarms.
- The People of Lead hold them as sacred, believing these insects to be a symbol of life and fertility. A bluefly swarm passing through a settlement is considered a blessing.
Rock buds
- Large beetles with a stony shell, known best for their voracious consumption of plant life. These creatures are few in number compared to Blueflies or other such insects, but nevertheless universally reviled.
- Despite their role as a pest, Rock Buds are important in keeping the plant population stable.
Cicadas
- An insect known for its haunting calls. They fill the night-time air with noise.
Sucklers
- Another pest species, taking the form of a shiny green bug that has white insides.
- Sucklers are hated by all, as they suck blood.
Black Hounds
- A very strong, ferocious being canine that preys upon anything they can.
- Hunted by the People of Lead for meat.
Wallow Beasts
- Named for their love of mud pools, these large, quadrupedal lizards dig tunnels that allow the Grey Mould to spread.
- These beasts are docile and easy to domesticate, and thus the People of Lead use them as mounts and pack-animals. Their slow nature makes them unfit for anything war-related.
Pod Beasts
- Towering plant-like creatures of great size. They wander aimlessly through valleys and over plateaus of the Isles of Lead. Their purpose is to spread the seeds of plants, which easily stick onto their thin legs.
- These beasts are named for the featureless blob the composes their upper body. It is best described as a lump of yellowish green peppered with holes of all sizes.
Hakku's Messengers
- The world's first birds, made in Hakku's own image. They bear his Sigil upon their forehead.
- These creatures are few in number and elusive. When they appear, it is considered a message from Hakku himself.
Vaprite

A glowing luminous crystal that forms on the trees in Magics Crux. It absorbs some of Athers Magic when used properly. Thus Mortals can use it to handle and Focus Magic. It has other Magical uses that are yet to be known
The World is in its Bronze age. Humans live with dragons peaceably enough still, though other races are much more hostile to one another. Idain is a massive, varied continent, running from the extreme north all the way down to the extreme south. It is divided in two by the Great Mountains, a range of powerful volcanoes several times larger then our mount Everest. And to the north-west, an evil lurks in what is only known as the Dark Continent; forbidden realm of Devils...
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