Codex Submissions (Lore, People, Places, Beasts, Plants)

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swaswj

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Submissions for the Codex


The Codex Informatum is a collection of lore and world details for Araevis. It includes information on the lore and history, on places in the world, the people that inhabit it, and even the creatures and plants. This is where you have the opportunity to add to it.

Make note: you do not need to get things approved here before writing them. If you have an idea for a village perpetually surrounded by mist, by all means, write your chapters or collabs there. If you want to fight a vicious platypus bear, good luck in your battle! However, because we are always aiming to grow and expand the setting for players, submit things here, make your creations available for others to reference or interact with. We may tweak some details to avoid overlap (maybe your misty village is actually 50 miles north of where you planned) and to keep things reasonable (a platypus bear doesn't necessarily need neurotoxin in addition to being huge and letting water roll off its back), but changes we do make will be to better fit into the setting.

Please select the appropriate link to add a submission:
The Bestiary

The land of Araevis is a diversely-populated one, hosting all manner of creatures both sentient and otherwise, benevolent and malevolent. Yet in the wake of the Cataclysm, all was thrown into chaos. Creatures once thought harmless grew feral and wild to survive. Creatures that once guided and aided travellers now deceive them and lead them to death. In efforts to better prepare the various factions which govern and survive in such a hostile world, the Venatium has sought to register and document the specifics of as many of these creatures as possible.

For those wishing to add to the Venatium's bestiary, please fill out the form below. Your contribution is well-valued, and the lives you have potentially saved are thankful.

Welcome to the Bestiary! Post Terminus is going to have a vast plethora of creatures, and it's far beyond the capabilities of Will and myself to single-handedly create them all. So we're opening the opportunity up to all of you.

Please keep in mind that a submitted creature is subject to possible denial without given reason. This is intended for dumping ideas at this time, and while a more formal submission thread may exist in the future, the idea is to fill in as many blanks as possible with this. Below, is the form for submitting a creature. Please fill it out and submit it in this thread!

Creature Name: Feel free to get as creative or uncreative as you want. Remember that the typical language used is Latin, but it's not limited to it.
Creature Class: Creatures are intended to fall into one of four broad categories, which can then be classified according to their specifics:

1) Beasts are creatures of ordinary nature. They possess distinguishing traits and perhaps even complex behaviour, but do not display acts which would deem them otherwise capable of tapping into the Vis (arcane). Amongst the beasts are the classes of Domesticated, Terrestrials, Avians, and Seadwellers. All four are fairly self-explanatory. Beasts can be Tamed with the Mansuetis skill.

2) Familiars are creatures of an unnatural nature, but coexist with the mortal realm. They are varied in intelligence, and complexity of behaviour, but all display a general neutrality (or affinity) in disposition both towards other beings and their surrounding world. Amongst the familiars are the classes of: Sprites, diminutive beings often found in colonies such as fairies, pixies, gnomes, or other creatures of such stature; Spirits, humanoid beings typically tied to a particular environment or location such as dryads, or the leimenides; and Divine Beings, creatures of a divine nature which often show themselves only to those they deem worthy. Such mythic beings as the titular angel, boddhisattva, and other deified beings fall under this class.

3) Demons are creatures of an unnatural nature, that do not coexist with the mortal realm. They are typically very intelligent, possessing full sentience or at least self-awareness, and are generally malicious in nature to all other beings. Amongst the demons are the classes of: Bound demons who have been anchored to the mortal realm, making them occur naturally, and are typically tied to tragedies or pre-existing hazards of the world; Summoned demons who have been called upon by mortal forces for some unknown purpose; and Unknown demons whose purpose is as much a mystery as their origins.

4) Vistra are creatures that go beyond unnatural in nature. They defy conventional logic, twisting life that already exists and creating an anomaly. True to this, their intelligence and complexity are impossible to discern in a broad spectrum. Even so, three such classes exist of Vistra: the Corrupt, beings once falling under the previous three banners which were twisted by the Cataclysm into something sinister and terrifying; the Constructed, beings once of the earth itself which were coalesced and given sapience for no seeming reason such as golems or elementals; and the Degenerated, ancient beings of a wholly unique nature, whose designs don't match any existing life on Araevis.

Creature Description: Try and give a detailed description, but if you can only give a broad one that's fine. Blanks can be filled in later as necessary. Bottom line, give us something here, but note that the more fleshed out the description the more likely it is to get in. Behaviour, abilities, and other pertinent RP information are also helpful here.

Creature Location: If you haven't already, check out the Map of Araevis in the world thread, and try to pin down a specific continent/nation-state where the creature can exist.

The Terrarium

In the interest of documenting potential agricultural choices and for the benefit of those who find work in said industry, the Commercium has placed an open bulletin contract for free agents to submit as-yet-unseen plant-life. With the Cataclysm upsetting much of the global ecosystem, plants which were once cultivated have seen mutated, becoming more difficult to farm or outright poisonous.

For those desiring to fulfill this contract, please submit the form below. The future of Terminus, and Araevis as a whole, thanks you for your contribution.

Welcome to the Terrarium! With the success of the Bestiary, it's about time we opened up to the other half of the wildlife of Post Terminus, the flora. This thread will function much the same as the Bestiary did, used primarily for dumping ideas. As before, keep in mind that submitted flora may not be pulled, and those pulled are subject to editing and change.

For the Terrarium, please submit using the form below. The classes are: Foliage, which encompasses all plants which are not invasive or poisonous, but do not bear fruit or other edible food for any of the player races. Cultivated, which encompasses plants which bear fruit, seed, or other foods edible to the player races. Weeds, which encompasses plants which are invasive or dangerous in nature, sometimes having poisonous effects with varying degrees of severity.

Plant Class (Foliage, Cultivated, Weed)
Plant Name
Plant Location (Please use specific continents or regions. If located in multiple locations, denote so)

Plant Description
 
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Mystydjinn

[Insert rimshot]
Jul 29, 2013
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#2
User name: Mystydjinn

Name: Armenta
Alternate Names: Soothing Tree

Located In (or Near):
Hiemis, Boreas, Excelsus, Paludis, Tenebrae Ocean

Class: Cultivated
Trait: Medicinal

Description:
The Armenta is a bush roughly a meter wide and high that grows near and underwater. It produces fat, meaty leaves, shaped like puffy tridents with smooth edges.

The leaves are all filled with a bright green, oily substance that is bio luminescent. At night, the bush is easily spotted by its ghostly glow even in pitch darkness. Some small bugs hollow out and take up residence inside of its leaves due to their size, but for those leaves uninhabited by chitinous creatures, the substance inside of them is a useful beauty care product extremely popular for velen.

It is used for a myriad of purposes after processing, namely as moisturizing cream, and muscle rubs. It produces a slight tingling sensation across the skin where it makes contact and assists with locking in moisture. Some companies that collect it to sell add perfumes to it, but they can cause problems for those with sensitive skin.

The leaves themselves are not edible however, they are intolerably bitter, and tend to produce aching pains in most people.

The Boreas variant of the plant is a thicker vine that weaves its way through the upper treeline. It's lavender leaves are roughly the same shape as their mainland cousins, but they glow a bright violet color at night and produce a warming, rather than cooling sensation on contact.

Its seeds are shaped like tiny triangles the size of a dahl, and pale yellow. About three seeds are needed to produce a healthy perennial bush.
 

swaswj

Administrator
Staff member
Feb 18, 2008
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#3
User name: Mystydjinn

Name: Armenta
Alternate Names: Soothing Tree

Located In (or Near):
Hiemis, Boreas, Excelsus, Paludis, Tenebrae Ocean

Class: Cultivated
Trait: Medicinal

Description:
The Armenta is a bush roughly a meter wide and high that grows near and underwater. It produces fat, meaty leaves, shaped like puffy tridents with smooth edges.

The leaves are all filled with a bright green, oily substance that is bio luminescent. At night, the bush is easily spotted by its ghostly glow even in pitch darkness. Some small bugs hollow out and take up residence inside of its leaves due to their size, but for those leaves uninhabited by chitinous creatures, the substance inside of them is a useful beauty care product extremely popular for velen.

It is used for a myriad of purposes after processing, namely as moisturizing cream, and muscle rubs. It produces a slight tingling sensation across the skin where it makes contact and assists with locking in moisture. Some companies that collect it to sell add perfumes to it, but they can cause problems for those with sensitive skin.

The leaves themselves are not edible however, they are intolerably bitter, and tend to produce aching pains in most people.

The Boreas variant of the plant is a thicker vine that weaves its way through the upper treeline. It's lavender leaves are roughly the same shape as their mainland cousins, but they glow a bright violet color at night and produce a warming, rather than cooling sensation on contact.

Its seeds are shaped like tiny triangles the size of a dahl, and pale yellow. About three seeds are needed to produce a healthy perennial bush.
Just realized I hadn't responded to this, yet. Looks good to me.
 

Dojat

Probably Incorrect
Jul 17, 2014
138
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16
Canada
#4
User name: Dojat

Name: Lucrus
Alternate Names The Divided City

Located In (or Near):
Hiemis, Chlorae Ocean

Description:
Northwest of the Chlorae Ocean, Lucrus is a ovular city that's been divided into sections. Separated nearly through the middle, there are two primary pieces to the city, the Residential and Mercantile Districts. Within the Residential District, there are three technical divisions. Pes Exis, the portion of the city that houses the wealthy and powerful; Estro Boris, the middle class zone with many forgotten landmarks and rundown businesses; and Fere Divi, the section designated to the low-income homes and rampant with crime. Branched to the side of this section are the slums, which bleed into Fere Divi as the distribution of wealth flows further and further counter-clockwise, towards Pes Exis. The slums are considered a portion of Fere Divi, though there's a notable difference as the decaying buildings change to ramshackle huts and tents past a certain point. Many in the city use crime as a means to get by, particularly those in Fere Divi and the slums.

The law enforcement of Lucrus are known as the Keepers, though they're essentially in the pocket of Pes Exis.

There are whispers of revolution on the wind as the middle and lower class grow weary of the constant tax increases and the flow of wealth only going one way.

The Mercantile District is much less divided, though there are definite portions that host more factory-based work, commerce-based work, and a tiny corner that houses an adventuring guild. However, you can find a bit of the first two anywhere in the district.

Surrounding the city is a wall that stands around fifteen feet, as in the surrounding area, both bandits and local wildlife have become a force to be reckoned with.
 

swaswj

Administrator
Staff member
Feb 18, 2008
6,654
0
38
32
#5
User name: Dojat

Name: Lucrus
Alternate Names The Divided City

Located In (or Near):
Hiemis, Chlorae Ocean

Description:
Northwest of the Chlorae Ocean, Lucrus is a ovular city that's been divided into sections. Separated nearly through the middle, there are two primary pieces to the city, the Residential and Mercantile Districts. Within the Residential District, there are three technical divisions. Pes Exis, the portion of the city that houses the wealthy and powerful; Estro Boris, the middle class zone with many forgotten landmarks and rundown businesses; and Fere Divi, the section designated to the low-income homes and rampant with crime. Branched to the side of this section are the slums, which bleed into Fere Divi as the distribution of wealth flows further and further counter-clockwise, towards Pes Exis. The slums are considered a portion of Fere Divi, though there's a notable difference as the decaying buildings change to ramshackle huts and tents past a certain point. Many in the city use crime as a means to get by, particularly those in Fere Divi and the slums.

The law enforcement of Lucrus are known as the Keepers, though they're essentially in the pocket of Pes Exis.

There are whispers of revolution on the wind as the middle and lower class grow weary of the constant tax increases and the flow of wealth only going one way.

The Mercantile District is much less divided, though there are definite portions that host more factory-based work, commerce-based work, and a tiny corner that houses an adventuring guild. However, you can find a bit of the first two anywhere in the district.

Surrounding the city is a wall that stands around fifteen feet, as in the surrounding area, both bandits and local wildlife have become a force to be reckoned with.
Looks good to me.
 
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