Angelic Antipasta:
Name: A-Team
Affiliation: Shinka
Class: Angels
Traits:
+ Cool: The A-Team have ice-themed powers for combat purposes.
+ Awesome: The aura of awe surrounding the A-Team helps secure the cooperation of other entities, even those which would not normally be expected to feel awe, like rocks.
- Radical: Being angels of competition, the A-Team are extremely fractious and cannot be expected to work together to fulfill a goal. Instead, they will tend to break up into groups each attempting to approach the mission its own way.
Description: Giant spiky ice monsters, slightly ethereal.
[Many]
Name: E-Team
Affiliation: Shinka
Class: Angels
Traits:
+ Manipulators of Wind: These ones have wind- and air-themed powers, accompanied by a soft blue glow effect.
+ Protectors of the Wild: The E-Team are at home in nature, which they are charged with defending against the encroachment of civilization, although they must allow mortals a fair chance against them.
- Totally undisciplined: There's no angelic hierarchy here: members of the E-team expect to receive orders directly from Shinka or, at best, from a direct subordinate.
Description: Werewolves, also somewhat ethereal.
[Many]
Name: Dealbrokers
Affiliation: The Faceless Prince, whoever hires them
Class: Angels
Traits:
+ Any Price, Paid: In any contract a Dealbroker makes, they can always provide what they have promised. Untold riches, true love, arcane knowledge - they can grant it. Whether they will promise such things is another question, but no promise they make will go unfulfilled for lack of ability, at least on the mortal scale. Those mortals who are truly powerful may be able to afford even more - but the eyes of the gods are upon them, and potentially even the watch of the Eye.
+ Perpetually On Call: It is simple for mortals to call on the Dealbrokers, and any mortal eager to make contact with one (or any generic "entity I can make a deal with to get stuff") will find that their means of summoning - whatever they may be - will be successful, though they may also color the Dealbroker's opinion of their customer, and cause them to alter what they are willing to offer accordingly.
- An Exacting Tongue: Dealbrokers will provide the service they have promised for the cost they have demanded. No more, and no less. It is of utmost importance that any orders or requests made of them are made with absolute specificity.
Description: The Dealbrokers are (faceless, of course) brass humanoids clad in the raiment of wealthy traders - and ultimately, that is what they are. Though the Faceless Prince and their Incarnae may make the highest-level deals, and rituals to make trade with them may one day be made, in the interim and for more esoteric exchanges, the Dealbrokers are the Faceless Prince's middlemen and traders.
[Many]
Name: The Elder Things
Affiliation: C’thun
Class: Angel
Traits:
+ Mad Biologists: They have in-depth knowledge of every being created and every being that will be created and using this information for terrifying experiments.
+ Insane Science: The Elder Things can bend the very fabric of reality in order to get their machines. Magic and science combined doesn’t let you create a deadly magical virus? Boom, reality = bitch and it happens. Basically, their inventions can be made to work when every magical or scientific knowledge says they can’t.
- Bro, do you even lift?: No, they don’t. They are about as strong as a wet paper bag.
Description: Elder Things stand at roughly six feet tall and have the appearance of a huge, oval-shaped barrel with starfish-like appendage at both ends. The top appendage is a head adorned with five eyes, five eating tubes, and a set of prismatic cilia for "seeing" without light. The bottom appendage was five-limbed and was used for walking and other forms of locomotion. They also had five leathery retractable wings, which they used to hover as they had not the strength to fly.
They also have five sets of tentacles that sprout from their torsos, which are used for swimming and manipulation of finer tools.
The Elder Things are vegetable-like in shape, having vegetable as well as animal characteristics. The Elder Things reproduced through the release of spores which eventually grow into a baby Elder thing. They feed on anything they can find, organic or inorganic. They are also amphibious, able to live on land as well as in the water.
The bodies of The Elder Things are weird. They can withstand the deepest ocean pressure or the hottest of temperatures, but are very weak physically and very easily injured. Typically, the first invention an Elder Thing makes is protection for its weak body.
Their blood is thick and black and had a horrible, indescribable stench that was detectable from very far away if you knew what you were looking for.
[Many]
Name: Envoy-Maws
Affiliation (list all applicable gods, primary first): Gorging
Class: Angels
Traits:
+ Proxy Feeding: The mouths of the Envoy-Maws lead into a portal that teleports all they consume into the stomach of the Flesh Conch of Screaming, feeding it. This makes them immune to the negative effects of most things they eat, and means they will never be full, thus never halting consumption. Notably the Flesh Conch of Screaming is not particularly protected from side-effects of all this dubious food teleported into themselves.
+ Pack Hunters: Though forsaking all masters, the Envoy-Maws work perfectly among themselves, tending to move together in one large mass, almost like a devouring super-organism. Every Envoy-Maw experiencing what every other Envoy-Maw eats, reveling in the tastes and sensations of endless feasting and stripping the flesh from meaty sky-comets or megafauna like angelic piranhas.
- Traitorous: The Envoy-Maws refuse to be subordinate to anyone except their own endless hunger, though they may pretend for a while if it suits their purposes.
Description: Giant gaping disembodied mouths filled with sharp and deadly teeth, and tongues capable of beautiful song when they are not busy eating. Somehow, they perceive the world and fly around, searching for things to devour. They are completely unable to enter the Starved Feast plane specifically, not that the Flesh Conch of Screaming is scared or anything.
[Many]
Name: Pages
Affiliation: The Faceless Prince, the Argent Emissary
Class: Angels
Traits:
+ Observant: The Pages are excellent observers, taking in information and easily remembering it to be relayed to whomever requires it. Little escapes their sight.
+ Skilled combatants: Although they are in very good physical shape, the Pages' combat skill derives more from their sheer skill in wielding their weapons of choice, as well as their excellent coordination.
- Awkward at interaction: No Page is good at interacting with others, although each manifests it somewhat differently. One is shy, another all too talkative, yet another outright hostile. No matter the cause, Pages are best kept away from situations where they need to talk to mortals.
Description: Faceless paper soldiers, each Page is slightly unique, wielding a different type of weapon and covered in a subtly different arrangement of glowing runes. Each is winged, and wears a set of relatively light armor, although the latter is mostly an affectation; their runes and speed do more to protect them from hits than any armor they wear. One and all wear a feathered tricorne hat, and each one's feather is in a different color.
[10]
Name: Enspherents
Affiliation: Qwitzikottle
Class: Angels
Traits:
+ Domain Lord; Enspherents are capable of manipulating the land and the wild beasts in an area 1/3 a province in diameter for the purposes of building their 'outer body' and stocking their events.
+ Planer Anchor; Enspherents are significantly more difficult to banish.
- Surprizingly brittle; The true body of an Enspherent is exceptionally weak, unable to directly harm even the weakest of mortal infants- and in turn only needing a few good smacks from an ill child to be killed off.
Description: the 'true' body of an Enspherent is a crystalline Gyroscope covered in a multitude of eyes, while the 'outer' body is an earthen structure grown and customized to best fit the needs of the specific Enspherent.
created by Qwitzikottle to host tests, trials, arenas, and gauntlets to promote the growth of exceptional mortals and beasts through deadly combat and enticing rewards.
[6][Location:Yamayunqa,Texas,Old World,Trunthia Multa]
Name:Guide
Affiliation (list all applicable gods, primary first):The wanderer
Class: Angels
Traits:
+ Capable of moving from every point to every point on the plane on which they are and every other plane where they are allowed to go (Wanderer personal plane, common plane and mortal plane for now)
+ Capable of leading any mortal and servant to every place they are physically capable of reaching
- become chaotic and unpredictable if stay in a single place for too long
Description: Five Horse riders each wearing clothing of a single color (Blue, Grey, Black, Brown and Red) with a small pack that seems to carry infinite amount of traversal equipment
[5]
Name: Aila
Affiliation: Aila, Gibeele
Class: Angel
Traits:
+ Sneaky
+ Witchy magics
- Hedonistic
Description: A regal bipedal moth with large wings, hat and cape which always blends in with the surroundings.
[1]
Name: Mentor Figure
Affiliation: [death to tyrants]
Class: Angel
Traits:
+ Empowers morals who work with it
+ Not permanently halted by death
- Not particularly strong
Description: A faceless lump of skin which can passably disguise itself as a mortal. Desires to find "heroes" and help them fight evil and tyranny.
[1]
Name: Trandarc
Affiliation: C’thun
Class: Angel
Traits:
+ Very charismatic and sliver tongued. He appears as someone’s favorite or most loved person, a idealized version.
+ Can give followers of C’thun/himself different powers and forms depending on their deepest desires and feelings.
- A strong dislike of gods other then C’thun as they give him nausea and feelings of weakness.
Description: A shapeshifting angel. It appears to all mortals in need and helps them by giving them power that they need, and in exchange, they become C’thuns devoted follower and servant. People rarely refuse his offer because of his mastery of psychology and speech. It also helps that he appears to people in dire need. He reports to C’thun whenever something important happens.
[1]
Name:Raheal of Eternal Service
Affiliation (list all applicable gods, primary first):Susan, Twi, The Faceless Prince, The Wanderer, Harvey Harvest, C'thun, Shinka, Gibeele, Qwitzikottle
Class:Angel
Traits:
+ Omnipresent and consequently, difficult to destroy in the material plane
+ That which is spoken to Raheal may be communicated to another divinely touched, loved, or blessed via Raheal instantaneously
- Without will or opinion on the matters of the world or gods; it will not evend defend itself.
Description: Theoretically an infinitely long coil of optic fibre wires in the shape of a lamprey, Raheal is more often than not, in a diffused state of drifting iotas. That is, a cloud of gas. A cloud of gas that is found throughout the whole world. It is, as such, incredibly difficult to detect naturally. Raheal however, can be called upon by those divinely touched, loved, or blessed by the gods. In doing so, A small figment of Raheal can be conjured from the cloud, and Raheals spoken to. Messages can be given to Raheal verbally, via letter or typed - Raheal figments are equipped with a graphical interface and input system - who will then faithfully deliver that message to the intended recipient anywhere in the material plane. This is usually instantaneous due to Raheal being everywhere, and as such, can form new figments to deliver said message. Each message is exactly as written/stated/typed by the sender.
[1][Service unavailable in Texas and Yamayunqa]
Name: The Iron Traveler
Affiliation: The Faceless Prince, The Wanderer, Gibeele
Class: Angel
Traits:
+ Trinkets for Trade: The Iron Traveler is a gracious wanderer, and any kindnesses visited upon it are wont to be repaid. Depending on the magnitude of the kindness given - not merely in terms of raw amount, but also from how much it cost the giver to provide it (that is, the same kindness from a prince or a pauper will have very different results) - the Traveler may provide anything from useful-but-mundane items to works of arcane artifice that, while not history-changing, may still be life-changing. However, kindness given for its own sake is valued more highly than that given with the expectation of reward; the Traveler will not look particularly highly on those who seek to entreat it solely to gain its rewards.
+ A Myriad Iron Faces: The Iron Traveler is capable of molding its appearance to come across as a mundane mortal, although those sensitive to magic may likely be able to see through its disguises. The Traveler values their ability to travel unseen, after all, and experience the world as any traveler might (or at least, any given the resources of the divine). No matter the face, however, the Traveler will always have either an iron-grey or rust-red pallor to them.
- Wanderlust: The Iron Traveler never remains in one place for any length of time, and rarely returns swiftly. It is simply not within their nature.
Description: The Traveler is defined less by their personal appearance - an aspect in which they are unbound - but by the clothes they choose to wear. Typically, they bear a plain white scarf around their neck, and a wide-brimmed conical hat the gold of straw adorns their head. When wearing a face for which such clothings are applicable, their shirt, too, is a plain - if moderately dirtied - white, while their trousers are a fading brown. In terms of behaviour, they travel from locale to locale, seeing what is around and conducting petty trades with those they encounter.
[1]
Name: Reaping Rachel
Affiliation (list all applicable gods, primary first): Harvey Harvest
Class: Archangel
Traits:
+ Stalk Scythe Skilled: Capable of using a scythe proficiently both in combat and its intended use of picking up crops. Even crops that arn't scythed down. Don't ask how.
+ Life Lender: Gives life-force to surrounding entities, causing plants and animals to grow faster and more hearty while healing wounds.
- Silent Scyther: Incapable of speech. Can only deliver messages by gesturing and the like.
Description: A figure entirely hidden in a cloak made from a corn husk with a scyth made from a corn stalk. Nobody knows what she looks like underneath, but the figure is easy enough for mortals to make as charms during the harvest season. Made to protect the world (especially from Noise) and limit the harm done to mortal kind.
Name: The Argent Emissary
Affiliation: The Faceless Prince
Class: Archangel
Traits:
+ Charismatic: As the manifestation of the Faceless Prince's will, the Argent Emissary was made to talk to and convince others. Few could be fully unswayed by a debate with the Emissary.
+ Martial excellence: Although it is not their primary purpose, the Emissary is a highly capable military commander, and given command of capable combatants, they can direct victories against hypothetically-superior forces.
- Lack of personal prowess: Although they are competent enough at combat, with power beyond any mortal and maneuverability beyond any Creature, the Emissary would be hopeless in any fight with other Archangels or the gods, as they are specialized in more of a support role.
Description: Faceless like the Prince they serve, the Argent Emissary is formed primarily of quicksilver. Typically, they wear an understated but highly tasteful black-and-white ensemble, but when summoned to command in combat, they are typically seen wearing foreign armor and bearing some signifier of high military rank.
[Intern] [Paid in experience and exposure]
In debt to Tradesmen from bazaar-touring due to not being able to pay them because its leave was unpaid.Name: Kah'korro
Affiliation: Qwitzikottle
Class: Archangel
Traits:
+ many as one; rather than a singular 'individual' archangel, Kah'korro is a hiveminded 'set' of 100 identical- slightly weaker Archangels that act in perfect coordination
+ Innate weapons master; Kah'korro innately uses all weapons at a significant degree of mastery
- Single minded; Kah'korro may be many beings- but his overall attention is limited to 'one' subject at once, leaving him vulnerable to being distracted and forgetting what he is supposed to be doing
Description: 100 identical faceless pitch-black Insectoid-humanoids wearing painted masks that seem to shift when unobserved, from their backs grow two pairs of wings, each wing is covered in thousands of eyes rather than feathers, beware his horrific gaze!
Yet-To-Be-Named Primo:
Cloud of islands of random shapes and sizes, with the Eye-land in the center-bottom
Name:Central Garden
Neighbors: Farmaland, Polis, Pastures, Trunthia Multa, Trunthia Mazia, Old World, Murica, Carociber, Rivers, Endless Blue, (Singing Flesh)
Traits:
+ Lush: the ground is fertile and plenty of plants and critters live in the area
+ Up drafts: Upward winds exist all through the region (although sometimes other winds overpower it) allowing unpowered glide to reach higher altitudes and make flight easier for larger creatures
- Hard to navigate, although well connected (Hopefully), the region is difficult to reach from any other region, The large number of small islands and the sometimes strong and chaotic winds and narrow passages makes flying through the region difficult to the uninitiated
Description: A large and in areas dense cloud of islands ranging in size from between a few meters to a few kilometers although the largest part of mass is of islands in the few hundreds meters size, with plants growing all across them, with an ecosystem of small to medium animals capable of flight and glide between the islands, with a few being completely bound to some of the larger islands
[Center of the World]
Name:Central Roots
Neighbors: None yet
Region: Central Garden
Traits:
+ Noticeable from afar
- Small
Description: What looks like the root system of an enormous tree which broke apart the island on which it was placed and now wrapped around it fragments
[Center of the Center]
Name: Tumbourland
[Resonant] [Magic-granting] [03]
Neighbors:
Region: Central Garden
Traits:
+ Resonant: The various tumourous provinces resonate with each other through magical music. Any being gorges themselves on pusfruit equivalent to a third of their bodymass within a few hours gains a benign tumour somewhere in their body, becoming a resonator (Excessive consumption of pusfruit is discouraged). Resonators instinctively and precisely know the direction and distance of every resonant province, though with no identification of which resonant province is which. Potentially this makes for almost trivial navigation in combination with the sky axises. In addition, resonators may sacrifice stored bodily calories or calorie equivalents to the Tumbourland, allowing them to propel themselves towards a resonant province of their choice. Toggleable free smart pathfinding is available. With no pathfinding, the resonator simply moves in a straight line to the target resonant province. With pathfinding on, the resonator is propelled along the predicted fastest path to the target resonant province, veering around obstacles and calculating in the effects of various speed-altering features such as the Polis Trade-Winds. Greater calorie consumption allows for greater speeds and phasing through obstacles and restraints. With clever switching between target resonant provinces, this allows for resonators to employ crude and limited multidirectional flight for combat or other purposes. It possible to starve yourself to death by poor management of resonant calorie sacrifice, making becoming a Resonator an easy method to lose those pounds. With the instantaneous sacrifice of roughly sufficient calories to cause a province-wide famine, it is possible to teleport all the way from one region to completely another region's resonant province. Shorter teleports are less calorie-intensive. The benign tumour is the link and familiar allowing for the sacrifice of calories to the Tumbourland for magic, and if it is somehow removed the being ceases to be a resonator.
+ Telepathy: Resonator contractors of the Tumbourland may sacrifice caloric energy (or the equivalent) to sense any other resonators within their vicinity. The more caloric energy expended the larger the radius they can sense. This is relatively cheap in terms of energy expended. Resonators may then initiate two-way telepathic contact with any resonators they can currently sense at no additional cost. Alternatively, the resonators may expend caloric energy to communicate telepathically, both sending and receiving, with any being they have communicated telepathically with before, making use of the remnant connections of such exchanges. This is more expensive the farther away the target is, but cheaper than sensing for resonators, and extremely expensive if the target is in another plane, by for example having died. A reckless telepath attempting to contact a deceased travelling friend without confirming their living status and sending more than a telepathic sentence or two may accidentally starve themselves to death quite easily. There is no consequences of overuse of resonant telepathy beyond the caloric costs involved.
- Enchanting: Beings that enter the hypnotically beautiful Tumbourland are supernaturally reluctant to ever leave it again. Even if they do manage to leave it through force of will or being physically compelled to do so by outside forces (like a distant callback crew with ropes), they will often dream of it and frequently find themselves feeling homesick for the land of Tumbourland.
Description: A grove of meaty trees bearing pus-filled fruit amidst their hair-filled branches, roots filled with teeth digging deep into the fleshy mat of skin and gristle making up the forest floor. A tantalizing haze of perfume fills the air, coming from ear-flowers and trunks filled with malformed mouths. Everything is swaying slightly to a barely audible melody, so beautiful and entrancing that you could just sit there and watch and listen for hours on end. There are plenty of edible fruits, leaves and roots within the Tumbourland and plenty of animal life. Many of the plants are however carnivorous and care should be taken when travelling this province.
Name: Farmaland
Neighbors: Polis, Central Garden, Endless Blue, Wizny, Yamayunqa, Carociber, (Singing Flesh)
Traits:
+ Fertile Soil suitable for harvesting
+ Large range of habitats
- Low natural metal deposits
Description:Farmaland is a mostly continuous nimbus cloud that resembles a giant mountain of cotton. Near the bottom is set for warm tropical regions while the temperature decreases as you increase in altitude up to the polar regions at the top. The cloud-soil is fluffy and easy to mange with almost any tool, growing plants exceptionally well compared to regions created by less farm-obsessed Gods. Natural rivers run downhill from the polar region to the tropics, where they fall off the edge rather than pooling up.
Antfarma: Ants are industries creatures that, despite being lower organisms, are still capable of legitimate agriculture. In this temperate region of Farmaland, giant ants roam amongst the various trees creating tall spires where they grow fungus. Said size is directly allowed by the soil being able to support large populations, and removing them from Farmaland would no doubt require a large amount of food upkeep. Other native wildlife includes generic forest-life, large beetles, giant bees, and a variety of edible berries and tubers that could potentially be harvested (or used as fungus food by the ants).
Grain Plains: As one would expect, these are plains filled with various particles of amber grain. Or other colors of grain. Someone unfamiliar with the location would simply assume they had discovered an ocean of said grain. Nibbling on said grain is a variety of pack animals big and small, large fluffy hoofed creatures covered in wool, small feathered egg-laying creatures pecking at the ground, giant four-horned creatures that produce milk, and other such friendly beasts. Nibbling on said friendly beasts is a variety of clawed dog, large two-legged bird like creatures with sharp teeth, and moderately sized hawks.
Hidden Valley: In the tropical region lives a tropical forest between two mountains known mostly for its spices. Peppers, cocoa, tasty seeds, mushrooms, cinnamon, flavorful fruit, and much more grow in abundance in this region. Even the rivers that flow through here have a strong flavor that can be used as a spice. Prominent local wildlife is miniature hogs who's snout can sniff out spices (and who taste delicious due to their high-spice diet), birds with bright colors who spread seeds around by eating fruit, and miniature tigers who mostly prey on the hogs. They are generally considered more adorable than threatening but may prove dangerous to smaller and weaker races.
Placed in a temperate region of Farmaland, the Little Rock Candy Hills are a wonderful land where there are lakes of soup and wine. The plants are all made of various candy substances, such as maple-candy trees, caramel bushes, doughnut dandelions, and sweet grass. The animals are just normal animals, but they're typically fat and often drunk from subsisting mainly on sugary food and drinking nothing but soup or alcohol. This includes fast hopping creatures with delicious legs, swift flying creatures that lay large tasty eggs, large furry creature that hibernate in the hills, and oinky pink creatures that are the fattest of them all.
The wine and soup is actually produced by bacteria, making them part of the ecosystem. Planting this bacteria in a source of water will soon turn it into wine or soup so long as the bacteria has sufficient light.
Name: Trunthia multa
Neighbors: Trunthia Mazia, Central Garden, Yamayunqa, Polis, Pastures, Rivers, Carociber, Endless Blue, (Singing Flesh)
Traits:
+ Mineralogically blessed: This region contains significantly above average amounts of a variety of minerals
+ Volcanically active; This region contains significant volcanic activity, resulting in better growth of plant life through volcanic ash, minerals not commonly found on the surface being found significantly more shallowly, and hot springs being found in many parts of the region.
- Volcanically active; This region contains significant volcanic activity, resulting in fairly regular volcanic eruptions devastating the surface and choking the skies with ash
Description: a mostly solid floating island of significant size, its "edge' is made of thin "root like" bridges of twisting stone, while its center is dominated by a mountainous volcano which takes up a province alone, interspersed between these two overarching areas is a mixed area of plains and hills.
Name: The black marsh
Neighbors: n/a
Region: Trunthia Multa
Traits:
++ Plant Growth
- unstable foundation; as a Marshland in a vulcanic region, to say that the ground isn't 'stable' is really an understatement
Description: A black marshland home to generic fish, insects, and mammals, (though not birds, because the sky is choked with volcanic ash) the most 'common' plant in this area is an edible vaguely bamboo like plant that grows straight up at an alarming pace, though it would likely not grow half as well in another province, let along another region.
Name: Barrancancer
Neighbors: Black Swamp
Region: Trunthia Multa
Traits:
+ Resonant: The various tumourous provinces resonate with each other through magical music. Any being dips a part of their body in one of the highly carcinogenic geysers, predictably enough, gains a benign tumour, making them a resonator. Resonators instinctively and precisely know the direction and distance of every resonant province, though with no identification of which resonant province is which. Potentially this makes for almost trivial navigation in combination with the sky axises. In addition, resonators may sacrifice stored bodily calories or calorie equivalents to the Barrancancer, allowing them to propel themselves towards a resonant province of their choice. Toggleable free smart pathfinding is available. With no pathfinding, the resonator simply moves in a straight line to the target resonant province. With pathfinding on, the resonator is propelled along the predicted fastest path to the target resonant province, veering around obstacles and calculating in the effects of various speed-altering features such as the Polis Trade-Winds. Greater calorie consumption allows for greater speeds and phasing through obstacles and restraints. With clever switching between target resonant provinces, this allows for resonators to employ crude and limited multidirectional flight for combat or other purposes. It possible to starve yourself to death by poor management of resonant calorie sacrifice, making becoming a Resonator an easy method to lose those pounds. With the instantaneous sacrifice of roughly sufficient calories to cause a province-wide famine, it is possible to teleport all the way from one region to completely another region's resonant province. Shorter teleports are less calorie-intensive. The benign tumour is the link and familiar allowing for the sacrifice of calories to the Barrancancer for magic, and if it is somehow removed the being ceases to be a resonator.
+ Cancerous: As a contractor of Barrancancer, the resonator may cause spontaneous cancer growth in any desired location of the body of any being they can see, potentially killing or disabling them. This causes the resonator's tumour familiar to grow and spread as much as they made the target's cancer grow. This does not cost any caloric energy. A very useful magic for those who possess a decent knowledge of anatomy. Useless for resonators who are unable to see, whether due to bodily limitations or environmental conditions.
- Carcinogenic: The Barrancancer spews out clouds of cancer-causing spores from various geysers all throughout the cleft about once per year, which spread and drift over the entire region of Trunthia Multa.
Description: The impact of a god-tumour in the mountainous side of the Trunthia Multa carved out a large cleft or barranca which the cancer spread along and grew over before becoming mostly quiescent. Now the Barracancer is an ominous gully with ground and floors of gently pulsating flesh filled with a thin mist from effluviant geysers. It pulsates hungrily for sustenance from resonator contractors, and a comforting drumming vibrates from somewhere deep below. Carnivorous mountain goats, leopards, eagles, vultures, and assorted animal life make their home here.
vvv
Name: Trunthia Mazia
Neighbors: Trunthia Multa (direct vertical [below] adjacency), Central Garden, Carociber, Endless Blue
Traits:
+ Stable Environment; no matter what time of year, day or night, so on- there is very limited change in temperature, humidity, so on at a local level, this largely prevents unexpected droughts or floods, sudden heatwaves or cold snaps, and other such sudden and unpredictable natural disasters caused by weather from happening.
+ Mineralogically blessed; This region contains significantly above average amounts of a variety of minerals
- mostly Subterranean; as implausible as it sounds given that the world is made of floating islands- most of this Region is literally underground, rendering most plants and creatures native to its environs unable to survive in other regions, in addition this state of affairs heavily limits how much- if any- daylight actually reaches the livable area.
Description: A Region below a region- Trunthia Mazia extends below Trunthia Multa both literally- as it is a second region's worth of rock attached below- and figuratively- as it is made up of vast caverns and interconnected cave systems, some few of which extend to connect one region to the other.
Trunthia Multa is an... exceptionally 'vertical' region in addition to being an exceptionally solid region, it can be divided into 4 'layers', each of which is large enough for a certain number of 'provinces' and each of which is literally lower than the 'layers' preceding it.
Firstly there is the 'fungal jungle'- which contains an area large enough for '4' provinces
Secondly there is the 'crystalline forest'- which contains an area large enough for '3' provinces
Thirdly there is the 'Steaming chambers'- which contains an area large enough for '2' provinces
Finally there is the 'hollow' a singular massive cavern at the 'bottom' of the island that is the size of a singular province
The 'Fungal jungle' is comprised of sporadic caverns connected through a multitude of narrow branching caves- some of which function as rivers as well. the caverns of this layer are filled with dense fungal life growing on the walls, the floor, the ceiling, the fungi, even the fauna, not even the connecting caves of this layer are entirely safe from the encroaching growth. Notably, most- though not all species of fungi found on this level are poisonous. there only two "animals" found purely in this area- Rockstalkers and Wumuns.
Rockstalkers are a species of omnivorous snail with a rough stony shell, they grow to between 3-4 feet in size. they have a semi-symbiotic relationship with several species of fungi- they provide nutrition and a method of spreading to the fungi, and in turn the fungi provide them with a layer of camouflage. They have a venom that possesses both anesthetic and paralytic properties. They are an ambush predator, waiting for prey to literally stand upon them before injecting their venom and slowly eating it while it still lives.
Wumuns are a species of blind deaf and hairless rodents of 2-3 feet in length. possessing exceptionally limited intelligence- they make up for it with a resistance to most toxins found in the "flora" of their home layer- and what would be an excessive reproductive rate in any creature more suited to its environment. Wumuns are technically scavengers- eating anything that doesn't eat them, including fungi, rotting carcasses, dying animals, and other Wumuns.
The 'Crystalline forest' is comprised of many large caverns that are divided by clear or semi-clear crystalline columns and meandering caves that typically only connect a single cavern to another. there are one notable species of "flora", Glowshrooms- as well as a number of generic species. there is only one notable species of fauna- Glitterflies.
Glowshrooms are a species of lightly glowing mushroom that only grow a foot tall at most. glowshrooms aren't toxic in the "traditional" methods- rather they have highly alkaline juices, which in turn produces horrible chemical burns on the flesh of most creatures- and indirectly forms another more directly toxic chemical when mixed into acid.
Glitterflies are a species of transparent bee or wasp like insect that dig out nests or hives in the crystalline columns found throughout the layer. Glitterflies name comes from the glowing "honey" they produce out of Glowshrooms, and in turn store in their transparent hives. Glitterflies are "social insects" but do not have a singular "Queen", rather having several reproductive females at any given time. Glitterflies possess a stinger, but don't produce their own venom, rather they reuse the juices of the Glowshroom to horrific effect.
The 'Steaming chambers' are an area with significantly greater amounts of water than higher levels, as well as significant lava flows- in turn producing the "weather cycle" of the entire region within a region through vast amounts of water boiling off, steam rising to the higher levels, and in turn returning to here through the various "rivers" and "streams" that flow down. there are no notable flora native to this level. there are no notable fauna native to this level, but there is a correspondingly greater number of generic fish and amphibians native to this area as there is more water than higher levels.
The 'hollow' is the lowest section, as implied by its name, it is a singular mostly empty area the size of a province. rather than tunnels- it has a multitude of stone "bridges" spiraling from its lowest point to connect with the layers above, it possesses the largest gaps to the outer area providing plenty of light relative to other levels, even with most of the light being blocked off by the rest of the island above it. there is one notable species of flora here, Starmoss. there is no notable species of fauna native to here.
Starmoss is a slightly yellow moss adapted to take advantage of what little light there is here, as there is still significantly more light here than other layers- it does not spread far beyond the bounds of this area. Starmoss is unique in that it seemingly glows in the light, looking like seams of gold on the "bridges".
There are two notable species of Fauna that are spread across all- or a majority- of the region, Swordsmenbeetles, and Shimmerwing moths.
Swordsmenbeetles are exceptionally large beetles that grow roughly 5-6 feet wide and roughly 250-300lb, processing a large bladed 'horn' sticking out of their heads. Swordsmenbeetles are solitary creatures. Swordsmenbeetles are omnivorous, with herbivorous tendencies (plant / fungi preference, can eat meat). Swordsmenbeetles are highly aggressive to other creatures of similar size, ramming into them to assert dominance. Swordsmenbeetles are Hermaphrodites who 'duel' to determine which one will be the female when two encounter each other.
Shimmerwing moths are butterfly like insects roughly 1-2 feet in width. adult moths do not eat anything, but larva are omnivorous scavengers. Shimmerwing moths lay their eggs in the 'Fungal jungle' where their larva will gorge themselves for several months before seeking out downward flowing water and produce a pupa, soon after reaching the 'Steaming chambers' they will emerge from their pupa and begin the arduous flight back to their hatching grounds in the 'fungal jungle'.