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#World of Awerhia
nemxricultrix · 24 days
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Did you know that if you bury a vampires without fully destroying them, they'll sprout into a tree?
Vampirism is a curse of ancient forest gods- those even older than the current gods of worship- and those afflicted with it become one with plants and stone as they age. Only fresh blood staves off the transformation.
I've heard the first tree was made from the staked blood of Gulthias Reedhand, and branches from the subsequent trees gain life draining abilities which are conferred to whatever they're made into.
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nemxricultrix · 2 months
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Morwen has befriended a murder of crows that occasionally roost around her homes. This murder will defend it to their deaths, and bring small trinkets to bless the home. Among locals, they say she is blessed by a god known only by said crows, Who will not reveal the secrets to anyone.
Due to the birds flocking, Morwen is never truly alone- even on a quiet night's walk, a few of the more.. advanced or supernatural members of the unit will keep a watchful eye, and Eileen herself is more than able to assume a humanoid form to defend her bonded mortal
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nemxricultrix · 3 months
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Jaegars
Jaegars, taken from Steinhardt's Guide to Eldritch Moons, are super humans either made in the secretive city-state of Luyarnha, their own research, or by secret government groups to handle tasks normal humanoids won't be able to handle.
Utterly bred for battle, they face down interplanar threats and monsters, finding inaction and down time from their hunts agonizing as their blood utterly burns with energy. This inaction has lead to many being seen as flighty or hot headed, short tempered or impatient. Training seems to do little, but they are always preparing for the next hunt.
Luyarnhan Jaegars are rare outside of the city-state, rarer still among the normal populace due to mutation and the well guarded secrets of their creation. Others, made either through other projects outside of the city or through curiousities of adventurers, are closely guarded and often find employ in the outskirts of civilized lands. It isn't uncommon to find a small band in the Deep Dark chasing Shadeland monsters, as an example.
On rare occasions, the great peal of a massive bell can be heard across the lands of Awerhia- this is the call of The Hunt. The Hunt is a rare event in which all Jaegars of all walks are called together to face down an existential threat to the very fabric of the world. To hear this bell is to hear the sign of the next era- that the world is about to change as the Hunt ravages all known laws of realities. They say the last ringing was only 40 years ago .. around the time a Great War raged in the kands of Oskain.
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nemxricultrix · 1 month
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Magic healing
That last reblog is okay of why Morwen tries to not be too reliable on healing magic and potions. Pain and injury are supposed to be signs that you shouldn't be doing this, and extensive use will destroy you in a different way through cells that refuse death, that multiple out of control, or even just by restricting you. She has met the war buddies of her parents- veterans who have met silver agonizing injury once way or another and more than half of them say they would rather be butchered by the same guy that cuts their hair bc at least when he does it, you FEEL it. You know you'll probably need more time but he way least makes sure you're going to recover to his best abilities.
Heading magic is an out to natural solutions- this why when our and about Morwen prefers to pack medical supplies and poultices that use things found in her herbal education to actually stimulate heading over outright fixing the issue.
Son breaks his arm? Little charm to reduce the pain but sorry boyo it's the sling and a cast to make sure it comes out right. It would be easy to just patch it with a spell ... But what if that goes wrong? What if it becomes a reliance?
That's why medical procedures and surgery are making advances in Awerhia at an alarming rate even without a war going on- it might as well be a race against the clock of magic itself to find ways to keep the body alive without so much reliance. To say little of the psychological drawbacks...
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nemxricultrix · 1 month
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Fuck it.
Stands exist in Awerhia. Just because.
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nemxricultrix · 2 months
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I like to imagine basic travel rations include a selection of seeds, nuts, and dried fruits and vegetables, jerkied and salted meats, hard biscuits or long lasting breads, and the odd snack bar or sweet treat. They're by no means meant to be flavorful or amazing- it's basic travel food (hence low pricing even for a week's worth)- but you'll be happy you have it.
Better variants exist, and there's even a small market budding for just easy to pack food bars (think the granola and Clif bars at the grocery) for making things lighter and more compact. This is to say little of the steady advances in both military and civilian MRE packages- a recent advancement being the creation of a self heating flameless cooking agent much like in modern packages. Not the most appetizing, but some folks have a supply for when times get a bit rough.
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nemxricultrix · 10 months
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Turns out the ship that was due to come in is from a place far across the southern sea, which is known as the Rogue's Ocean. Piracy is pretty much the bread and butter there, and while the sailors that are offloading as I type this are a bit swarthy, unwashed, and sea soaked, they don't give off the pirate vibe. At least, not in the sense that they will cause trouble over local goods and riches.
Guess the threat of being blasted with a crossbow bolt as long as a child's arm with a head made of jagged iron or by the dock cannons is enough to keep em in check. And.if that doesn't do it, local guard corps will certainly slam down.
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nemxricultrix · 1 year
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Some goblin lore
• The urge to climb and tuck into small places is due to their preferred hiding places being out of the way and hard to reach into by larger things.
• The attraction to shiny things is a scavenger instinct.
• Highly, highly adaptable. Within one generation in new environs, they can easily be adjusted to the current area.
• City Gobs tend to be taller and stockier, with gentler features. They often have floppier, longer ears.
• Plains and Wildlands gobs are your standard fair with various skin tones. They often change to fit the predominant colors.
• Cave gobs can vary insanely based on their proximity to the surface. Albinism is common for Surface Cavers, and Deepdarks tend to be blind with stronger ears and small wings.
• Aquatic gobs take after predatory species in their area. They often have light scales and gills.
• Desert gobs are small and tough, with a secondary skin over their eyes to protect from sand.
• Goblin craft seems haphazard but are surprisingly experimental with how theyre built. Goblins are known for trying different techniques.
• The average goblin ranges from 3 to 4 feet tall, with ears that can stretch to a foot. They have large eyes that filter more light, and stronger jaws than the average human. Their teeth tend to be sharp to rend flesh, and regrow quickly when broken off. It is not unheard of for a goblin to grow a tail.
• Goblin society does tend to be ranging with the three goblinoid species- Gobs are usually the average folks, Bugbears are the warriors and task masters, and Hobs lean into the judicial and military branches. However, they all can fill each role.
• Female goblins tend to put on weight easier than males, whereas the males put on muscle easier. However, this is not mutually exclusive.
• Goblins can eat a third of their weight in food per day if they're especially prosperous.
• Goblin farming involves a lot of hardy foods that are easy to dig up or manage. They will gladly eat any pests, so they rarely deal with major problems from bugs.
• They can eat just about anything. Bugbears are especially known for their ability to consume food.
• Each goblinoid subspecies can interbreed. It is not uncommon to see hairy gobs, short hobs, or stout, thin haired bugs.
• Gobs = Goblins, Hobs = Hobgoblins, Bugs = Bugbears.
• Goin language involves a lot of vocal screeching, clicking and grunting. It's very efficient for getting ideas across.
• Hobs tend to be tall and sturdy, more akin to men and mer. They're also known for have stout tusks and blunt noses with ruddy skin.
• Bugs are often large and bear-like, with varying coloration for their area of dwelling. Whole some tend to be lazier and lackadaisical, in recent years it has been noted that they've grown more active.
• Bugs are a bit more bestial, leading to some to theorize that they're not true goblinoids, and only ended up lumped in due to the genetic predisposition of rapid adaptation.
• Goblinoids do not like Halflegs/Halflings, and find Elves boorishly uptight. Dwarves get a pass.
• Magic happens and they tend to understand that you don't mess with it too much unless you study it.
• They don't distrust magic, they understand that it can be dangerous.
• It isn't unheard of for goblins to develop low amounts of innate magic early in life. They say a specific brew of goblin-made spirits is made through the creator using their natural electricity to spark the keg while it ages.
• Adventuring parties of all gob species happen.
• Never trust a city official who wants you to wipe out a cave or camp of gobs. Likely they're just folk living out where they want, and the employer is a racist prick.
• did I mention that they like shiny?
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nemxricultrix · 1 year
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The collective cephalopodians from Spla/toon exist in Awerhia and are known for their acidic ink weaponry, technological advancements, and the Idols.
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nemxricultrix · 1 year
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There are cat to dog sized beetles in Awerhia that people just keep and train as pets. They might not be as affectionate or smart as their mammalian counter parts, but folks enjoy the company. Some end up as combat companions- there's been at least one fool who tries to get a leg up on a Heruclean Tosser's master and ends up tossed by horns the size of daggers.
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nemxricultrix · 2 years
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Flying snakes and lesser winged drake's are a common sight in Glo'Hoal, and there are even some known for their places in the city like the Ashwyrms and the Cragwings. No one knows why they flock to the city and stay about, it it's not uncommon to see them maintaining rodent populations.
Sometimes though, they do need to be driven away or cleared out of a place. Usually this involves catch and release, but culling does happen if diseases start spreading.
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nemxricultrix · 2 years
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We have some stories around Oskain.
One is the Agless Child- a child who wandered into the mists of a sleepy sea town and never returned, finding himself in the lands of the Fae. There his curiosity and wild nature ended up garnering the favor of a Fae Duchess, who granted him several powers.
The first the gift of flight- so long as he believed and kept a pinch of fairy dust at hand, he could fly as if made of air.
The second was the gift of youth- he did not age a day past 15 physically, lost now in the time of the Faelands.
The third was the gift of shadows, able to manipulate them along with his own for fun tricks and dastardly plans.
The final was the power to move between worlds, namely The Materium and The Faelands to the Duchess's domain.
It's said that he takes naughty or lost child, especially boys, in the night when the mists roll in, and is signaled by his rooster's call. They never return, leading most to use this tale as a boogeyman to keep their sons in check.
They also say a brave crew of fathers and pirates went into the retreating mists to save the lost ones, but they never returned. Some ports have a small statue of the Captain- Smythe Hook- as a ward against the Faefog to avoid falling adrift into the Duchess of the Lost's lands.
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nemxricultrix · 2 years
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(Small, unimportant world building time.
Awerhia does have peanut butter. It started when an old dwarf got tired of having to carefully eat nuts due to losing some teeth from many years of accidents, fights, and his general age causing some of his teeth to fall out. One day he took some peanuts and tossed them into his mortar, pounding and grinding until they were a paste that could be spread on bread. It turned out so well that with some experimentation, he made a whole line of nut spreads that lasted decently long in storage and eventually made a business of selling them. Now his descendants maintain the Gravelbrook family secret to smooth, delectable peanut butter, and most groceries in sizable cities carry a small supply for those who want to try it.
As of late, one of the youngest descendants- one Myrcos Gravelbrook- has taken to spreading peanut butter and fruit jellies on slices of bread and combining it, saying "Makes a damn good san'nich, holds a bit too." It's only a matter of time before the pb+j becomes a sweeping phenomenon that all but ensures the Gravelbrook family legacy will live on.)
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nemxricultrix · 2 years
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A tiny thing about Thistland village itself is that it's very much based around Falkreath by general size, but is a bit more mountainous like Markarth and very much covered in trees n stuff.
They also have a large open forum area that acts as the center of town, which is where festivals and market days are held.
It is supposed to act as a last stop before going over the mountain.
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nemxricultrix · 3 years
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Thinking on Awerhian vampires, given I'm kinda listening to vampire talk on YouTube.Gonna start off with stating that they have the most basic abilities of any vampire (enhanced strength, speed, senses, ya know the basic run of the mill stuff). The interesting thing is my thoughts on their weaknesses.Instead of instantly dying in the sun, they slowly begin to weaken and wither with prolonged exposure- it takes time, but within a day, a vampire of any caliber will shrivel into a dessicated husk. Many alleviate this limitation with heavy clothes and umbrellas, but daylight generally weakens them to be comparable to the average person on even base exposure. This is why most prefer indoors encounters and night hunts. They can survive on any blood as well, it's just that the blood of things that aren't humanoid tend to leave them dissatisfied and weakened- basically, a vampire on deer blood is going to easily be defeated by one on the blood of a human. A stake will stin them enough for a clean headshot.As far as powers go, most start with a basic control over vermin and umbramancy, with Lords being able to alter the very will of nature in a profane, twisted ritual. They usually supplement with magical understanding, though warriors tend to stick to their training. Along with that, they're drawn to necromancy naturally. Divine arts tend to be twisted and blackened, leading to fallen paladins and clerics becoming vectors of pain.enFunny e
Gona start off with stating that they have the most basic abilities of any vampire (enhanced strength, speed, senses, ya know the basic run of the mill stuff). The interesting thing is my thoughts on their weaknesses.
Instead of instantly dying in the sun, they slowly begin to weaken and wither with prolonged exposure- it takes time, but within a day, a vampire of any caliber will shrivel into a dessicated husk. Many alleviate this limitation with heavy clothes and umbrellas, but daylight generally weakens them to be comparable to the average person on even base exposure. This is why most prefer indoors encounters and night hunts. They can survive on any blood as well, it's just that the blood of things that aren't humanoid tend to leave them dissatisfied and weakened- basically, a vampire on deer blood is going to easily be defeated by one on the blood of a human. A stake will stin them enough for a clean headshot.
As far as powers go, most start with a basic control over vermin and umbramancy, with Lords being able to alter the very will of nature in a profane, twisted ritual. They usually supplement with magical understanding, though warriors tend to stick to their training. Along with that, they're drawn to necromancy naturally. Divine arts tend to be twisted and blackened, leading to fallen paladins and clerics becoming vectors of pain.
Funny enough, most vampires tend to stay personable when in society- letting it slip that they're among the Sane Undead is a surefire way for the Church of Whiteoath to find and destroy them.
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nemxricultrix · 2 years
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Glo'Hoal Undercity/Under'Hoal or "Underhaul"
The Undercity of Glo'hoal is a literal place, being situated in a cavern under the city accessible either through the many tunnels and entrances scattered through the city or through the cave entrance under the cliff near the castle. This is an entirely different side of the gorgeous sun city, becoming the darkened moon in the night and dead of winter. Where the Urithriels rule the topside, this land is ruled over by a mated pair of bronze and green dragons, who seem to have made their lairs under the great basin in the center of the cavern.
It is here that the Underearth (or Dark) Elves of Glo'Hoal live, along with other more monstrous races, as this is a popular entrance and exit to the Deepdark cave systems that web all across Awerhia. Be it crime, illicit drugs, a partner for a night, or some rare goods only found from the Deepdark, this place is the place to be. As such, it has a reputation as being the "Worst" part of town, when really, people are just finding work where they can. This place is also where one could find the Goldsail Warehouse and Exchange, which is in an overturned galleon situated in the far end of the cavern space and converted into a work house for the Goldsail company.
One thing most should know upon entering is the Jesterguard, an elite group of individuals dressed in all kinds of masquerade and jester-like apparel. This group maintains the peace and order under the stones, and they are also the only ways in or out of the deeper places if one does not have means to protect themselves. It is said to remove their masks in public is to be branded a traitor to the Dragon Rulers, and thus those who do are fed to any wyrmlings the pair may have or incinerated by a blistering haze of lightning and flesh melting toxic gas. The Jesters do not delight in bribes or treachery, and the laws of this place are upheld with swift justice and execution if serious enough.
Yet... some say this is also the only way into the Heat Caves, a tunnel system connected to the bowels of a Blazing Plane volcano. Who knows what would may find in those depths, which lead further into the Deepdark?
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