yutzen: Histiotus Macrotus bat looking more amused than a bat should look (Default)
2025-04-13 07:47 pm

From Dust to Dust

Once again, I return to the Burnt Hive to retrieve and compile the tales that precede us. And once again, the Hives’ oft-occlusive nature ensured it was a proper ordeal for me. No ideological squabbles this time, thankfully, and nothing I needed to prowl every Hive for, either. No, this time, what got in the way was the simple fact the average Shumhaq is irritatingly apathetic to their own history, even beyond the usual day-at-a-time Subterraneum citizen. As if looking at their founding, or the past beyond it, were a waste of time, or worse, an admission of defeat. A focus on the present is all fine and good, but I feel the need to request they cultivate some historical curiosity.
Thankfully, however, some do care. Much as their historians seemed to save their tales in an oddly resentful manner, as
if writing down their grudges… And then, there were the One-Hivers. They had an abundance of useful scraps in their more incendiary material, but stripping the virulent biases off them was less than pleasant. But a source is a source, whatever their reasons to preserve may have been. Here, the result.

Do you know what death is?

It’s not an ending. A spirit might leave, or it might not, it might never be there to begin with
[1]. The body stops moving, stops reacting, stops doing, but it doesn’t stop being. The only difference between a corpse and a body is what’s alive in it. But it ain’t really the start of a cycle, either[2]. Spiral, at best. That body won’t start moving again, you’ll just have it rot and get eaten up. The spirit, if any, it’ll move away from it, from us, from everything, never to come back. It’ll bring life to others, but you won’t have what you had ever again. It’ll never be the same.

What death is, then, is a
split. Just like everything else. As time goes, everything splits, one thing from the next, and two things into many more. “To dust we return”, as they say, but they don’t cover just how many tiny fractures and splits it takes to bring a living being back to dust. But you might ask that, now that you’re aware of the question. And the answer is always “more than you think”. There is no true way to mend every cut to its fullest extent, something is always missing. There’s always another cut you missed. From something as simple as shattered glass, to death itself, you can never put it all back together to the way it was. Not completely.

One of the biggest reasons for that is, someone out there’s making sure those cuts stay that way.

Every separation, every severance between one thing and the rest, is looked over. Surveyed. Accounted for, along with the pieces it creates. Because whoever put it all together in one place once is done with it all, if that one ever existed, but someone needs to oversee it as it comes apart. Make
sure it comes apart when it has to – not one moment before the cut, and not one moment after. And most of all, keeping the most important separations, all the important splits, the way they are. Let nothing be rolled back. Make sure it’s all dust in the end, the thinnest of dust, when all is said and done.

Why? In a way, it’s simple. Because the closest thing to where it all began, to the
great pile of everything that started it all, is the thinnest, most basic, most finely sieved dust of all, where even size and weight and distance have been sliced so thin they’re hardly even there anymore. Where every last component has been separated and reduced to its minimum expression, until there’s nothing left to shed. Get all that dust together, gathered as tight as something so tiny it barely has a size can be, and all of a sudden, you have… everything, together again, at once, in a single place.

But it’s not the Surveyor
[3]’s job to do that part. The Surveyor’s job is to make sure it gets there. Neatly, cleanly and properly. And most importantly, evenly.

The biggest reason why every split must remain as such, every cut unmended, is so that no one piece is bigger than the other in the end. Not one mote should outsize the other, and none of them should clump back together into something even
resembling a greater, singular mass. The process is not over, and the Surveyor’s work isn’t done, until every particle, every amalgam, has been trimmed back into its separate parts. And what is an amalgam but a mass of particles that’ve tried to mend the cuts between them, in the end? Even those you’d never consider cuts because they were seemingly always there, or those that are too esoteric to consider them such at first. They may not count for you, but the Surveyor knows. The Surveyor watches, making sure even now, such mendings don’t happen.

You might wonder now how this one takes care of such things. How things are kept apart, or
separated if they risk being gathering spots, focal points for one such amalgamation. You might think the Surveyor has a blade, or shears, to be wielded when something is stubbornly resisting its moment to split at last, or worse, actually mending a cut that should’ve been complete. And you would be very wrong for that assumption. Not every knife can split a stone. A knife that could do that, cannot split dust from air. And a knife that could do that, cannot split a city from its fortune, or a mother from her child, or an idea from its believers[4]. And a knife that could do that cannot split a stone, and we’re back where we began.

More importantly, a knife cannot stop most of those from coming right back together either.

So what’s the Surveyor use? Something that’s tailor-made for the split that must be done. Something forged from the materials available, which is everything. Something that will remain, and keep things split, even when it’s in a subtle way you can’t quite see. A chisel.

Sounds simple, doesn’t it? It is, yet it isn’t. Let me give you an example.

Once, it did happen, or try to. Something, someone, tried to clump things back together into one, and it was working. A grand agglomeration. One mind, barely even a mind, with an ever-growing body that just couldn’t be taken apart by those it was pulling in, devouring, assimilating. Not fast enough. Or maybe it was several bodies, joined together by a mind like strings? It was close enough to a singular thing, and it was growing quickly. Learning how to pull in everything, too. Material and immaterial. Maybe even started pulling in spirits, too. Thought as well. But it was all coming apart and becoming more of it. More mass, more of that singular mind, if you could even call it that. And when distance was there, it just stretched across it to reach what was next, and dug in too. And the bigger it got, the more it figured out how to pull in…

Nothing that was trying to survive in there, keep itself from being pulled in, was getting much done. It was just too big, there was too much of it, and anything they could take out, it’d pull right back in. Nothing to reason with either, it was just one thing, barely thinking, wanting to grow. Like a mold, if it was just a single creature, with just enough thought to reach out and grab things yet to die. And none of the cuts were deep enough to work with. All superficial, all barely trimming…

So the Surveyor went deeper. Reached into the thing’s mind, such as it was. Gathered it.
Sharpened it. Made a chisel of pure thought, pure reason, pure sentience.

And drove it right through the center of this amalgam[5].

It split like
glass. Cracks spread throughout it, as it started to think. As parts of it joined by these idle strings of mind started having their own thoughts. And the cracks spread further. One, to several, to millions, as whole segments started to disagree, then sub-segments, then actual individuals within the whole. And just like glass, it didn’t stop until it all came apart, as a grand amalgam, a grand thing, became nothing more than a mass of… people, with little in common between them other than some biology, and a shared experience where they couldn’t even think. No gods, no flag, no nation, just that.

And the Surveyor stepped back and looked upon a job well done. All schedules had been thrown off, things would take longer. But it was progressing as it all should. Barely even needed to intervene after that, these new peoples would do the rest of the splitting. And they did, too.


You’re wondering now why the Surveyor is so adamant. Why these splits must happen. Maybe things can’t restart properly if the balance is off. Maybe one giant amalgam of everything, biased to one side, to itself, a lattice or a blob rather than the dust it ought to be, just ain’t something you can start again with. Maybe it’ll be predictable if it’s done anyways, if it can be done at all. But we don’t know. All we know is, that’s how the Severing Surveyor works.

[1]I took care to keep the older versions of these tales and their scraps for this, and while their date was entirely uncertain those passages that alluded to spirit were entirely speculative, indicating this was before the Subterraneum made it clear such things exist. Mainly when they have nowhere to go.
[2]Soldiers of the Resurgent Hive (SRH) material actively used the word “rawark” for this, the Pact’s word for (life) cycle, and took the bother to add an immediate translation, as if to directly aim the following refutation. Every other source I found simply used the Shumhaq word.
[3]Here, terminology differs between regular and One-Hiver sources. The former uses the word “Nasharuq”, an old word descended from one of many terms for “master (crafter)”, which spawned a verb for “supervise, for approval or denial” and got retroactively altered in turn. The latter explicitly use “Druvhryk”, the word for “headsman (executioner)”.
On a less charged note, all versions referred to the entity by name every time, going out of their way to avoid pronouns, and so I’ve replicated the effect here.
[4]All direct examples from the sources I had, but I had to trim them down significantly, as most of them used several more, not all of them especially functional in my eyes. SRH materials on the matter (from which I took the middle example of mother and child) seemed to delight in elaboration here, with some bitter undercurrents I didn’t find proper to include.
[5]The tone used in this and the following segment was one I tried to balance, between the stories from Shumhaq historians often taking a tone either awed or even triumphant, and those from the SRH who seemed to twist it into some manner of injustice. Not a tragedy, but seemingly something to resent the culprit for.

-Excerpt from “Who is the Lord Below? A Treatise on the Radiant and Cthonic”, authored by ‘the Ever-Restless Nirrhamidh’ (assumed pseudonym; author not yet identified and under active investigation)


yutzen: Histiotus Macrotus bat looking more amused than a bat should look (Default)
2025-01-12 02:40 pm

Castles in a Black Sky

Seven clans, seven banners, seven versions to make one. Indeed, the story that follows has been compiled from Bannerbound sources, much to the presumable chagrin of some of my readers in the Great Dust Gyre. To them I say: I apologize, but I know a common narrative when I see one.
If it helps, I must commend the effort each of the seven clans put into the preservation of their particular version. All the usual work of collecting the scattered scraps, combing through the dust and dirt of pre-Refuge history and scouring the embellishments of overenthusiastic or agenda-driven writers and tellers? All practically done for me before I got started. It’s preservation done right, in a way a jaded soul like me can appreciate and even celebrate. I will say: If retaining all you can of who you used to be is truly what the Seven are looking for, you are doing it right.
It’s thus almost a shame that the work I had to do was to find the parallels and common themes, and step forwards with the apparent sacrilege of
weaving them into one. All I’ll say is this: Someone had to.

They say death is one of the only things we all have in common, but they barely know how right they are! It hardly matters where you were born, where you moved, where you died, and where you’ll go, everyone gets plucked off the world. And more importantly, one thing we can all agree on? We all get reaped by the same Harvester[1]. Pits, Skies and whatever else the others have, wherever you’re going, you’ll be sent on your way by the exact same fellow as everyone else. And she’ll[2] find ya anywhere and everywhere.

But is that all she is? One who lives for the job and nothing else? You would think so, and dare I say even she might have, once. But in those rare lulls between each passing? In those quiet times between wars where all flourish, or in those places where there’s nothing left to drop? In those time well before us, even? Turns out there’s a lot of time to fill. And even those diligent, stone-minded sorts who live to work have to find something to do in those bits of meantime.

Of course, someone like her took a long while to realize this. Still well before our time, but plenty had stood up and fallen by the time she started to wonder, maybe there was more to these interims than waiting. One can guess the thought caught her right as she was looking at the bones of someone she’d sent off a little later than usual, on a busy day. Maybe a catch-up sort of day. It was one of those fellas that never got sent off right, though, that one’s clear[3]. One of those fellas that scatter their bones all over her foyer, so to speak, because they came right along with the part of ‘em that mattered most. She just shooed ‘em along before that, made the lot take those bones with ‘em to whatever came next. But that one time, something must’ve happened for her to start wondering, maybe she could do something with those, with the wait ahead of her.

Quick as she is – don’t need to waste time moving when you’re already there – she’d have them tucked away before the next one came in, saving them up in some forgotten corner, some place so dead, so bereft of anything that she had to pluck it from the rest of the realm like a common soul. But the pile seemed disorderly, chaotic, didn’t seem like it was making the most of its space, so she tidied it up. Then did it again, after the thought there’d be more bones crossed her mind, they’d need to fit somewhere, may as well make them support each other! Halfway through making the base of a decent pillar before duty called again. Or at least, that’s what she saw it as when she got back to it later… How much later? Doesn’t matter. What matters is she had another handful of bones with her once she did, from another poor fool who dropped dead where no one but her would find ‘em.

Something about this caught her, practically entranced her. Maybe she finally realized there was something else other than her job and the wait. Or maybe she saw a future in these shapes she was putting together, or the potential ones in her head now that she had something to think about. But before she’d realized, she had built herself a room. A proper, actual foyer, where the metaphorical one had been. That’s the one you see in paintings[4], though she’d done work on it since then. And she thought what any of us would’ve, by then: “Maybe I could build a big house to go with this”. And so, she got started on that, and what was once a house became a manor, and then a proper Castle. Oh, she had to wait for wars to sweep across the olden lands for it, for drought and ice and plague to sweep by a few times, but sooner than she or anyone would realize, she had a Castle to herself, that would put anything we’ve built to shame. All of it from the bones of the forgotten.

As she who reaps us all took a moment of peace once the living had found accords, and the passings slowed down, she started to notice a few things amiss. For even the cleanest, most bleached of bones still have their scraps – bits of carrion, the little pests that feast on it, whispers of mourning, all wisps of clingy life. Very little of it manages to hold on when passing into her realm, but something always does when you move enough bones to dwarf even the tallest of Ironbound Keeps[5]. These scraps of rot and life had piled on enough that she could see figments of actual life in her realm, skittering and wandering the halls, taking shape little by little as it found more to shape itself. And the more scraps they found, the closer each little wisp could get to becoming something

And it fascinated her. As someone who’d seen life come and go, but never stay, the keeper of a threshold where no one lingered more than a few moments, the idea of having something in her realm even remotely close to alive was thrillingly new. She had something to look forward to beyond her job now! Even if every realm fell, and her work came to an end, there would be something still!

So she committed to these collections, these architectures, more than ever before. She looked forwards to those neglected souls that weren’t sent off right, because there would be more for another Castle, one greater than the last. More scraps for the entities that slowly came to be within these structures. Now even a simple delay could mean she’d get there before the mortals could do their part, and rake as much of life’s detritus as she could into her ever-greater foyer.

Well, it paid off. Castle after Castle arose by her hands, each far greater and more luxurious than the one before it – luxurious as bone can be, at least. But when the time came to assemble her next masterpiece, with a bundle of ivory where her shears usually were, she turned around and found there was no room. She’d gotten deeply invested in these Castles when there was no harvest to pursue, that she had utterly filled her own liminal realm. It seemed so utterly empty once, she never thought it would happen!

Then she looked back towards mortal lands. Not towards those places where all the dying had been done – those were hers already – but those that were almost there. Those that just needed a few more lives to go, a little push, and they would be right in her realm, too dead to contest. She turned her gaze towards one island in particular, surrounded by so many, greater than the rest and yet so much emptier, with but a few souls still standing upon it.

She reached for her shears once more.

And just like that, the island was gone[6].

The Castle she built after that was magnificent, and perhaps the liveliest of all. After all, it had come pre-inhabited, hadn’t it? And there was still plenty of room left for more. She had the ideas, too, the grand architecture for the next one whirling together in her immortal mind. All she needed was material.

You wonder why we take all the time and measures with the dead, no matter who? Strangers on the roads, enemies slain by our hand? You ever asked yourself why we bothered? This is why.

[1]An aggregated sort of translation from various different terms, with most referring to one whose job is to cut down and gather crops once grown and ready. Zau and Issouf are exceptions, both going with something closer to Gardener, with emphasis on trimming rather than reaping. In this, I am afraid I had to resort to the majority “vote”.
[2]Most of the seven Clans (Zau, Heese, Norrish, Vesnor) refer to this Harvester by female pronouns and terminology, while the remaining ones either use gender-neutral terms (Vesh, Issouf) or go far out of their way linguistically to not bring the matter up at all (Sofize).
[3]A branching point, with every clan referring to a different funerary method as the proper, loss-less way to send off the dead; all of them either permanently confine or destroy the body entirely. Levels of acceptance for other methodologies varied, but non-Clan methods were generally seen as passable, just not ideal.
[4]There are no less than 15 known artworks by the title of Atrium of the Harvest in the history of the Urul Peaks Clans and their predecessors, and it receives repeated mention and description in their fiction. Descriptions and details vary wildly beyond the ample use of bone, and even individual clans don’t have a unified vision of how it would look.
[5]Similar terminology is used in Bannerbound language to refer to the Ironbound Keep that gives their capital its name. The way it’s used seems to imply Ironbound Keeps were a class of fortification outright, and while the one the Seven currently occupy is the greatest of all, it’s by no means the only one (assuming, of course, that the ones in their realm still stand).
[6]This coincides with certain tales from Sofize, Norrish and Vesnor about “Azure Barrens”, a patch of water at the center of an archipelago where no wind stirred the waves, and where by all metrics there should be land, but they couldn’t find any. Given the current glacial state of the Urul Peaks realm, I imagine it’s become something of a moot point since then.

-Excerpt from “Who is the Lord Below? A Treatise on the Radiant and Cthonic”, authored by ‘the Ever-Restless Nirrhamidh’ (assumed pseudonym; author not yet identified and under active investigation)
yutzen: Histiotus Macrotus bat looking more amused than a bat should look (Default)
2024-11-10 03:29 pm

Until the Rains Come

The following tale has been compiled as best as I could manage from every fragment I could identify within the various libraries of Ishiss (city and nation). I will readily admit the experience was both thrilling and immensely frustrating: Individual fragments have been well-known for quite some time already, but a number of minor yet notable contradictions prevented the rise of a true compendium, as leading figures I shall not be naming made mutually incompatible versions and declared theirs the most truthful, actively attacking others over assumed lack of veracity. I have done all I could to smooth over the contradictions and provide something closer to a definitive version, fully expecting to draw critique from the aforementioned figures for making such a claim. To them I would like to say: Go ahead. I have so much to tell you.
The various fragments were delightfully well preserved despite dating to pre-Refuge times, thanks to the Ifchi’s sturdy paper-making techniques, but different interpretations of their contents only multiplied with time, obfuscating matters that should’ve been far simpler. If any further fragments show up beyond their Exit, I will be retrieving them personally this time.


 


Many a thread can be drawn between water and life. Both have been so tightly linked as to be synonymous throughout our existence; even those that thrive far from water will always need to carry some with them, and even the most sun-baked peoples must eventually return to it. But more importantly, more relevantly, many a thread can be drawn between water and Being[1] as a whole, not just for that which breathes and moves. As we and all others are shaped from water, Being is not just a state, but a fundamental part of all we know, the bottom-most building block. For all that lives, for the stone beneath our feet, for the air that surrounds us all, and even water itself. Even the emptiness beyond, the void that holds seemingly nothing, is in itself held up by Being; if it wasn’t, nothing could occupy it, for it would not be there at all[2].

The threads hardly end there. Much like water, Being is a limited thing. Just as water bodies of all kinds are surrounded by dry land and by empty air, made scarce in every direction, all Being is strung out in one body after another, hardly ever connected, held up by nothing, pressed down on by nothing, surrounded by nothing at all. True nothingness, that cannot be pushed aside so easily by anything that Is – not without intent, motivation, actual force that such masses of Being cannot usually muster by themselves. And just like water, Being can slowly fade into its surroundings, seemingly dissipating into nothing – except in this case, the nothing is very much literal. Being can slowly seep into the rest, too thin to hold or even be anything, too disperse to do anything more than exist. And just like murky pools in the mud, drying in the sun and steaming away into thin air, the thinner it’s strung, the quicker it can all fade away. Leaving nothing but vapors and cracking earth – or nothing at all, as the case may be.

But what of those that dwell in these pools? Are they to go quietly, dry out and die under the scour of these merciless surroundings? One of the big differences, the proper differences, is in the scale. With puddles strung across the mud, you hardly have much in them. At most, a few striders, a few dozen bogmites, anything beyond the hundred would be too small for the eye to see. Being, however? Even the tiniest drop, barely worth remarking on, could hold millions and millions like us, only vaguely aware the very foundation of their existence is vanishing with every passing year. You and I[3] are not even bogmites at such grand scales, and we are even more helpless in the face of such drying-up than they would be.

There are, however, those that aren’t us. And of them, there is one out there that we know is not helpless.

A curious entity, one that lives in nothingness yet needs Being to thrive. A wandering sort, never staying long in one spot, whether it Is or not. A creature of opposites, one that could only come to exist in the quagmire that occurs where existence and nonexistence meet. In this, and acknowledging its shape would be unclear to us all, I would compare it to a toad[4]. Skipping from pool to pool, diving and digging alike, sifting through the mud made by Being. And just big enough to change the very landscape around it, little by little, one shovel of its webbed limbs at a time.

And change the landscape it does. Just as a creature that is neither of earth alone, nor pure earth, would know best how to shape the places were both meet, this entity can shape its own quagmire with greater results than anything of singular nature. Neither[5] a creature of nothingness alone, Nor[5] one of Being like us, it alone can carve the grand, yet precise shapes it desires into the murky puddles that shape everything. And so it does, with every passing eon, seemingly dedicating all of its endless time to molding this swamp of existence to its own desires.

But what would such a creature desire? What manner of wants could a being so far beyond our comprehension even have, that we could understand? The answer is uncertain, but if I were to take the simplest guess, it would be: Preservation.

Preservation of what, you ask? Hard to answer. It could be its own life, keeping an environment it prefers, or perhaps there is something else to it. Perhaps it is aware of smaller beings like us. We only know what it does: When one of the pools of Being is running thin, when it seeps away into the nothingness, spreading into thin vapors unable to hold even the tiniest smidge of existence, this creature, this keeper of the quagmire, starts carving away the edges that keep it trapped in place, and lets all the Being held within flow freely, away in directions we could not perceive. What forces actually move these flows, we don’t know either, but we know exactly where it leads: To a greater pool.

For the comparison holds, as I said before: Greater masses of Being, much like greater bodies of water, do not dissipate nearly as quickly, and the deeper they go, the longer they can last. And the toad in charge will merge the unfortunate pools of existence into greater ones, forming ever greater bodies of Being dotting the nothingness beyond. Less of them, for sure, pooling their minuscule inhabitants together, forcing them to adapt, but perhaps it’s the price to pay in the face of oblivion – that is, if it even knows they’re there.

How long has it been doing so, one wonders? How many pools of Being have been merged, and come close to drying out again before having to be merged, again and again? Whole worlds blended into one, with their individual strings of history knotted into a singular rope, one by one? Is it perhaps doing this without aim, simply forming ever greater bodies, intervening only when they threaten to dry? Or is there a greater lake of Being somewhere deep, towards which it channels every last trace of existence so that it may last? Perhaps it’s the first of these answers that’s the most important of all. For it would determine the rest, wouldn’t it? If it’s been going long enough… all that’d be there would be scattered puddles, channeled through ever-greater distances into a grand, yet shallow lake, all that’s left of so many different masses of Being. Then again, it may not be so shallow, but the toad is never truly sated with its size. We simply do not know. All we can do is speculate…

And speculate we will. For however long this has been going on, the only thing we know is that it’ll continue. Perhaps until the end of time, when all dries up, even the biggest of all pools, and it’s forced to concede, roll over and die… But I wouldn’t think so. As I said, all Being that dissipates into the nothingness around it? It’s never truly gone. It’ll grow thick with existence, perhaps thick enough to start holding entities again, even if just the smallest of all. Perhaps Being shall coalesce, as the apparent end draws near, and the keeper of this quagmire has but the smallest puddle, the very last inches of a well, to itself…

Perhaps, just like the toads we know, all it needs to do is hold on until the rains come. And perhaps then, as the great string of puddles and pools is reformed, as the cracked earth of nothingness returns to a quagmire of its liking under the storm, it shall finally rest… While the rains last, at least.
 

[1]Direct translation from the word shurrif, which can double as noun (existence) and verb (to exist, to be), while acting as antonym to the word frush (nonexistent, not real). Every fragment insisted in using it as a noun, with context aiding the translation, and I have capitalized each proper use of the translated word for clarity’s sake.
[2]If these passages seem more reiterative than they should, I apologize; part of the problem in compiling the tale from its fragments was that different sources often neglected passages and comparisons that others did use, and completeness’ sake demanded I weave them all together.
[3]Unusually, between the fragments I collected, this was the most common, most possible translation. More curiously, not once did I find anything resembling an address to the reader, or the author referring to themselves as a writer; the closest I could find was something that would translate to “my dear interlocutor”, which both hints that these were once meant as transcripts, and baffles me as something anyone would deliberately
speak, let alone write down.
[4]An astounding number of fragments attempted to specify species-wise, rather than leave it at a more recognizable level. I have opted for the latter, rather than fall into the “scholarly” squabbles of trying to pinpoint individual manners of batracian. Again, all objections on this particular matter can be presented publicly, and I will
welcome each and every one.
[5]Unusually, the word I translated to Neitherhere often refers to a manner of temporary Exit-like gate to either a distant spot within the same realm, or more rarely, another realm, requiring an individual to “embody” it to function. Said individuals cause an overlap between areas, being “neither here nor there”, hence the colloquial name. While further elaboration is beyond the scope of this volume, the term does not seem to apply 100% here. But the parallels should be clear, and I chose to capitalize “Nor” as well to reflect this.


-Excerpt from "Who is the Lord Below? A Treatise on the Radiant and Cthonic", authored by 'the Ever-Restless Nirrhamidh' (assumed pseudonym; author not yet identified and under active investigation)

yutzen: Histiotus Macrotus bat looking more amused than a bat should look (Default)
2024-10-13 05:56 pm

Perfect Echoes

This particular tale will upset some of my most avid, yet quietest readers, of this I am sure. For its origins are less than certain, contested between the Burnt and Bellbound hives, and the resulting struggles of ownership have whittled it down to uselessness with revisions and accusations within their respective territories. I find this contrary to the pursuit of knowledge as a whole, to the point I will throw caution to the wind and state the Bellbound should be ashamed for letting it reach such low points. Any who object to my statement may come to me, as they surely know my dwelling by now, and I wish to tell them my grievances in person for once.
Nevertheless, the following tale’s origin is as obfuscated as the Hives’ own, and I could find nothing I could satisfactorily call an original. Instead, I was forced to piece it together from different translations in different languages, acquired all across the caverns and compiled together into a single version. I suspect Bellbounds (that's the Nirhaq, for those not yet aware) that objected to the aforementioned squabble much like I did spread these out by themselves, but that is beyond the scope of this volume.




While it remains obvious to any denizen of the Subterraneum with any sense of where they stand, even before taking refuge many of its now-dwellers had found that there are many realms beyond their own. Philosophers and scholars of reality itself often found ways to peer past the assorted veils, and find the existences beyond. Of course, in trying to reach such sights, most of them became familiar with what separated them. They saw where all they knew came to an end, giving way to a thick nothingness, separating them from all others… And they found the thin, thin layer keeping it all out. For everything we know is but another bubble, adrift in a sea few could ever cross. A million, million bubbles, all floating freely in an ocean[1] with neither surface nor bottom…

All except
one.

There is a singular bubble of existence, greater than any other, with the thickest walls of all keeping its being within, and the weight of nothingness outside. A perfect bubble, a flawless sphere, which – whether as coincidence or as an anchor to the rising archipelago[2] of bubbles in every direction – lies in the perfect center of it all, its own center matching that of everything. It is the First and Greatest[3], the most Perfect of all, perpetual and unassailable.

And utterly, unquestionably empty, once.

Nothing spawned within it, no life to grow and thrive, no land to be carved by age and water, nothing within but the walls and the darkness. It was not until bridges could be tended from other bubbles that anyone at all saw such perfect emptiness for what it was…

And it was perfect. Utterly different from the nothingness outside, which crushed the chance of anything at all coming to pass. This was a void full of potential, a place that could hold anything, and had so little within it that even just a word or a thought could make a lasting mark upon it… And with its perfect shape, and the perfect walls surrounding it that could not be pierced by anything, such words and ideas could remain for a long time, bouncing off the walls in a similarly perfect echo if spoken in the right tone, reigniting their idea with every pass. With nothing to dampen them as they echoed across the interior, and nothing to lose with each bounce upon walls that seemingly received nothing, and pushed back everything. With the right words and dedication, one could bring anything to pass, feeding the echo as it passed each time, hitting the right cadence and tone each time[4]

But as always, it only took one fool to set off its ruin.

Whoever pushed the first pebble in this avalanche that haunts us to this day, we don’t know. It was lost to time, if not rightfully wiped from it. We just know this emptiness had gathered a crowd, an actual settlement, by the time said individual raised their voice and called out the presence of a monster that wasn’t there. Cried out in fear, most likely feigned, that some indescribable destroyer was out for their life, and that of others. Yelled that it was a powerful beast, an outright abomination that could tear down anything and anyone

And so it began.
Just one voice to contaminate it all, its echoes bouncing back upon themselves, resonating with themselves, and with the ideas they brought in this utter emptiness that wouldn’t let them dissipate. Slowly, something began to take form, the faintest outline of a being that embodied this long-forgotten person’s claims… And yet, with such lofty claims, even this outline could kill, well before it could have a proper shape. Weaved together from the shouts that made it be, this unseen, phantasmal nightmare reached out and tore down their settlement, one stone-rending screech at a time. No one saw if it was clawing at them or striking with any limbs at all, all anyone knew was that where it screamed, homes crumbled, and their dwellers were rent apart.

Then, panic reigned. Monster, those attacked called out. Destroyer, they screamed out as they ran. Abomination, they cried as they witnessed their fellows slaughtered without warning[5]. What was just one voice quickly became an unwitting choir, feeding and strengthening the thing that’d come to pass. The thing would grow with their panic, drawn in by their cries, and so grew its reach and bloodshed, which spurred the horrified masses further into disarray…

Those who knew what was happening tried to intervene, but they had no contingencies. They never thought something like this could happen, that anyone would even
think raise a false alarm just to create its own disaster. They knew to deaden the panic, but did exactly the wrong thing to achieve it. “There is no monster”, they tried to say, but the word “monster” was still heard. “This destroyer is but a hoax, a lie”, they repeated, but “destroyer” lingered on. “This abomination was made up, it doesn’t exist”, they shouted out, but only the word “abomination” survived, all the rest drowned and washed away in the echoes. They realized moments too late that to refute an idea, it had to be brought up, and that was enough in this perfectly malleable existence to make it real, irrefutable. And so, the thing’s existence was only stoked further by their mistakes and they, too, were rent apart.

In moments, it had become clear that wherever it saw chaos and
horror, it and its bone-shattering screeches would follow… And soon, it hardly even needed to sow them by itself to know where to reach out and strike. The ideas and words that had brought it to life within moments would resonate with its existence, even if their origins had nothing to do with it, and they would call it forth. This formless thing was soon reaching well across the bubble’s confines, one side to another, to wreak its havoc in places where even one person had expressed a hint of fear, spoken about a monster – any monster – or fretted that a given barrier wouldn’t hold. And once it had reached there, it remained, its own rending shrieks joining the echoes that made it and fueled its wrath…

Soon enough, nearly everything that wasn’t
it was gone. Even the very emptiness that once filled this perfect bubble was now just more of it, and the ever-rebounding echoes. Every corner was just another part of it, as its sound filled the void. The very walls became filled with its existence, as the screams soaked into once-impermeable barriers; they simply let it in, muffled yet undeniable, long before they could be cracked by its intensity, even if they never truly let it through. And in being filled with its presence, it’s essence, the walls that formed this bubble became yet another part of the formless monstrosity that but one voice had spawned. This Perfect Bubble had been swallowed whole by its existence… And it found it couldn’t tear the Bubble down. The thing couldn’t breach its own immaterial form with its own screams, couldn’t reach walls that were now inside it, and so, the echoes that formed it would never stop ringing, and would never be truly released…

But now that just enough of it had crept into the walls, it could still resonate with the outside, and listen. Terrified, familiar cries in languages it never knew, from peoples it had never met, in contexts no one it killed would’ve imagined. Monster. Destroyer. Abomination. Fear of things that come to tear down one’s abode without warning, unseen and unstoppable. All of this and more… In other bubbles, across the true nothingness.

And so, its reign of mindless terror would continue. What was once the Perfect Bubble was now but a destroyer of realms. And when, in some unfortunate bubble, the fearful murmurs of end-bringing beasts become loud enough to be overheard? The thing will reach out, stretching the walls that have become its body, and rend the source apart. Those within the realm are either swallowed by the crushing nothingness, or are scattered across its remnants, naught but thin suds spread in every direction… And sometimes, subsumed into the once-perfect bubble that both holds and
is their hunter, as the suds merge with it like any bubble would.

Irony of ironies that those within are perhaps the safest of all, in spite of being buffeted to and fro by the maddening echoes of the one who tried to slaughter them…


[1]At least three translations referred to it as a lake, but I have gone with ocean,
as those languages with a distinction between lake and ocean inevitably used the latter.
[2]Direct translation from an Ishissi text, as other languages inevitably resorted to more general terms like “collection” (with one baffling Urul translation referring to them as “hill range”, which I decided against). Unusually (and for those who don’t grasp it), the Ishissi language does have a word for a collection of bubbles, but no texts ever resorted to it pre-Nixian Age.
[3] Not every
translation related to this part referred to it as either, let alone both, but I found none that outright contradicted it.
[4]All texts coincided in these terms, usually reserved for music and sound as a whole, no matter the translation. If there was any error in translation or transcription, it happened far before the story was spread far and wide, and even those mutilated versions in Bellbound/Burnt spaces contain such terms.
[5]The three words presented here found their own repetition in each translation, yet still differed between different languages, with very clear marks of imperfect translation from an original language. I use these terms as the closest I could find in the common tongue. Ironically, the most precise versions of the word I could find were from Bellbound texts that had otherwise been massacred.

-Excerpt from "Who is the Lord Below? A Treatise on the Radiant and Cthonic", authored by 'the Ever-Restless Nirrhamidh' (assumed pseudonym; author not yet identified)
yutzen: Histiotus Macrotus bat looking more amused than a bat should look (Default)
2024-09-28 12:48 am

The Tree and the Worm

(another from the archive, not a prompt story this time. Another go at experimenting with creation myths, this time blatantly grabbing Norse and twisting it. Apologies.)

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"The following was retrieved from Voska Empire performers; I compiled the details of multiple versions together as best I could, but the main structure and figures of the story were provided by the Trimak Brothers’ Troupe, who, to my judgment, had the most solid versions. I say versions, plural, because each of the three provided me with a slightly different version and refused to offer any input on which one was closest to the original, finding the very idea “absurd”.
Nevertheless, the patterns of variation indicate this story was passed on as verbal tradition from the start, with almost all physical artwork on the matter (such as murals, runic markings and so on) seemingly left behind during the Toskars’ Refuging; what’s left often references specific figures in oblique manners. However, as incursions into the Downpour continue, reports on said artwork may come by me, which will be reported alongside any relevant findings in the next edition of this work."

Beyond the our land’s[1] horizon, far beyond anything our eyes could see, a great Kavru[2] tree stands.

A tree of heights we cannot yet conceive, a tree where each and every leaf is another horizon, but a tree nonetheless, with roots, seeds and bark like any other. It is upon its branches that our domain, and so many others, rest, swaying in the winds from beyond. Our land rests upon a single twig of countless many, a twig greater than the sky, so vast even reaching the branch it’s born from would take you and me a million lifetimes. And yet, this Tree of Horizons is such that the closest world to ours, the nearest leaf, is so far into the distance not even the sharpest of eyes would ever see it. Entire lands aloft, unreachable and unseen to us, forming the green of its titanic crown.

We are not alone upon this tree either, even outside the worlds. Insects fly and crawl to it, like they would with any other tree, shaping a realm of their own in unimaginable scale. It has its colorful fliers[3], flitting from flower to flower to feed on its offerings. It has its sap-suckers[3], poking into bark and leaves to drain the faintest traces of lifeblood from its veins. And of course, there’s the myriad crawlers and slitherers[3], for which the Tree of Horizons is just a refuge, a place of solace from the forces that lie beyond.

These are creatures far beyond us, even in their simplest of acts they could tear our nation apart without realizing it; they would barely even know we exist. In their feeding, they may often breach the Horizons, sucking the life out of entire worlds to sate their hunger without ever knowing who dwelled on them. They may also nourish them, spreading gifts from flower to flower, letting the leaves nearby swell with vitality in turn… But most of all, in their aimless wandering, they oft step upon the worlds, rattling them in their passage, and each world handles such jostling very differently. From a simple, slithering passage to the battle of two great horned suitors, the Realms must handle their passing in whichever way works best. And throughout it all, they would know nothing of us… And if they ever did, we would get no sign of it. Such is the life that surrounds every tree, even the ones we know.

But there is one more creature, quite unlike the rest. Neither a crawler, nor a flier, nor a slitherer, but a tunneler[4], that never once touches the live bark of the Tree of Horizons, for it doesn’t need to.

How would such a thing work, you ask? You see, every tree needs soil to grow upon, and the Tree of Horizons is no exception. We will never know its expanse, not in a billion lifetimes, but we know the soil runs very deep indeed… Deep enough to bury and conceal the ancient, putrid log of another, long-dead tree[5], far enough into the earth that the live roots won’t touch it.

This log has been buried there since the Tree of Horizons was young, and the old tree that it once was… Why, that could’ve been there eons before whatever pit that sprouted it was laid to rest. It no longer holds Horizons of its own, and one can only imagine the thousands, if not millions of realms that once adorned its long-dead branches. In its heyday, it may have been greater than even our Tree; such is its size that even the putrid pockets of rotting wood within are greater than any world, living off the decay rather than the nourishing sap of a living tree. Just the flakes of bark that slough off its surface into the dirt could sustain entire civilizations for centuries on end. It is because of this log that the Tree of Horizons is as lively as it is, growing on the rich soil left by its decay. For the wood and sap that sustain and feed entire worlds… Why, such things are too lively to simply disappear.

But this old tree, or what’s left of it, has no visitors, and only one inhabitant that anyone knows of. A tunneler, as I said, sifting through the ground around it and making sure it rots away as it should. An endless, coiling Worm, carving holes into the trunk and scraping off the rotting wood. An unfathomable creature, feeding off the putridity of ages long past so that the Tree may be fed in turn. The log will be there for ages upon ages, slowly eaten away by time and the Worm, until there is nothing left but soil to feed the tree – at least, if the Tree of Horizons lives that long to begin with.

However, the Worm is there for all that dies, as Worms are wont to do, and the old log isn’t the only thing it feasts on. In fact, it has a certain taste for fresh death, for that which has only recently passed on, and even that which is merely dying… Such as those unfortunate leaves that fall from the Tree of Horizons. Whether plucked or dried off their branch by meddlesome insects, or done in from the worlds they hold within them, their fall calls to the tunneler beneath, who rushes through the soil to devour the leaf that’s fallen, returning it to the earth, along with all within it…

Or rather, most within it. For this Worm, too, is far too huge to take any particular notice of us. And if it ever noticed us, it has never given any sign of such. Its feast is a chaotic process, breaching barriers and scattering fragments all about. The once-unbreachable Horizon is pierced by its countless teeth and bottomless hunger… And those within it that are willing and able, those that can cross the vast distances in time and find the right places to escape? Said fortunate souls can climb upon its skin, and if they latch on firmly enough, ride their way out of the End. Away from the Tree of Horizons, away from their devoured world, and into the soil, dragged off by their unwitting steed.

What happens to said souls is a question that remains unanswered. But we know the Worm will return to the old log soon enough to continue its ancient task, never once knowing how many passengers it carried on its hide. The rotten pockets within must be so utterly different from every realm that still rests upon the living tree, that one wonders if they could even survive in there, let alone thrive. But… Perhaps they do. Perhaps there is just enough of every dead leaf that once held an entire world, strewn about and infused into the very soil. Perhaps there is enough life in the old, wooden carcass yet, the same life that sustained entire realms, to hold such refugees just a little longer. We may never know.

All we know is, if such survivors existed… They would be living on the blind spots of giants, much as we are. And while you may think such an existence is disgraceful, feeding off the rot of what was once alive and grand… We have no room to question, for the Tree of Horizons, to which we owe our very existence, is much the same.

[1]Recitations by figures I was able to identify date this story to pre-Subterraneum times
[2]Species of tree; most biological and anatomical details were lost, but I was able to find references to them growing to great size, as well as a certain resemblance to Pyrefeather
[3]I translated here from specific species names to more recognizable categories; different versions often used different species
[4]Direct translation
[5]While a few versions specify this is another Kavru tree, well over three fourths either didn’t specify or outright stated it was an unknown species.

-Excerpt from "Who is the Lord Below? A Treatise on the Radiant and Cthonic", authored by 'the Ever-Restless Nirrhamidh' (assumed pseudonym; author not yet identified)

 

yutzen: Histiotus Macrotus bat looking more amused than a bat should look (Default)
2024-09-28 12:43 am

The Last Time Around

(another one from the archive, this one an experiment in trying to make some original mythology. Part of a series I intend to expand later. Also a prompt story, this time provided by Impressions of Detail at Cohost. I'll miss 'em in particular)

A lightning-scarred temple, dedicated to the overthrow of every God


"The following story came from Ferigozi sources; the version presented is sourced mostly from Romíz of Vilavendi, with a few adjustments of my own to include details found in other versions.
The various retellings of this story were retrieved with unusual levels of fidelity thanks to pre-Refuging carvings keeping the details relatively straight in comparison to others, and presumably allowing the verbal tradition to remain fresh as newer generations had reasons to ask. Very few such carvings appear to have survived, however, thanks to the tale being spread by a highly radical faction within pre-Subterraneum society, which blended into the rest upon collapse and refuge. One can can only speculate on how many versions of the story were lost during the turmoil that followed.
As with most myths, and nearly every tale I've compiled in this volume, attempting to track down the true origin of this tale has been impossible so far."

Before our time, before our beginning, before anything we know... there was nothing. And before there was nothing? There was a time and a land, utterly different from ours and yet so alike in many ways. With peoples who perhaps labored and frolicked like we do, may have loved and warred like we do, and spread across whatever world they had to themselves, in such distant times. Who perhaps rose to a peak of strength we could hardly understand, reached heights well beyond anything we've known. And, in the end, who either saw their downfall little by little as their world left them behind, or saw it fall apart around them and collapse, taking them with it into nothingness... Leaving nothing behind, either way.

Or rather, almost nothing. But we will get to that.

Like many of us, these peoples had Gods of their own, and in that time, that meant far more than it does now. A whole, outlined pantheon born of them, of the land itself, of every concept and every rule that made their world what it is. A willful place it was, far more than ours, where their power and influence was felt far more than anything we ever saw. Anything that could be revered, that could be served but never ruled, would find itself represented, embodied outright. Concepts could be whole courts of deities, each aspect bestowed a name, a mask and a will, all of them ruled by the one that represented the whole. And the people of such a land, their creators and subjects alike, would have to bow, and pay their respects, lest these beings with perfect control of their domain turn it against them.

No one knows how long this order lasted, but it couldn't have been long. With deities both kind and cruel, orderly and fickle, lenient and tyrannical, all vying for the same people. All demanding tribute, sometimes especially if it meant spiting another... We know that, eventually, the realm was overburdened by their dominion. Too many divine rulers for the people to appease, with whims and rivalries that came and went ensuring one or another would always be displeased with those below. And there is only so much a people can take before resentment starts to brew... And with it, ideas.

It began with yet another squabble between gods. Two domains opposed, and their worshippers caught in the middle, unable to sate both. Which ones, no one remembers anymore; what's important is that someone snapped that day, and wondered if the only way out of these dilemmas would be to end one of the two parts. At that stage it was near-unthinkable, it might've even been a joke, a less-than-serious vent, but as soon as the very idea passed through their minds, the very moment this very pointed anger settled into a concept... It got a mask and will of its own.

They called him the Lord Defiant. His was a mask of chiseled bone - sometimes bleached blank, sometimes carved with swirling patterns - and his will was with the people, demanding only they stand rather than bow, even if it was against him. He stood against rules and law, and the more hidebound they were, the more ferocity he showed them... He was of Defiance, of Rule-breaking, of Transgression... And in this world, where the rules of nature had divine avatars, where the laws of reality and the gods that enforced them were oft one and the same, he found it easy to take the mask of Deicide itself.

From there, it snowballed; As with any new idea, as soon as one gave form to something that'd been unthinkable just moments ago, it grew roots that wouldn't budge - and in a world where such an idea had a face and a voice, said roots grew quickly and deeply. And once the people knew the concept was real enough to be represented, those that had been tyrannized the most quickly knew exactly who to back.

It was when the Lord Defiant let those that followed him breach the laws themselves that war became inevitable. When those under him could harness the gifts of other gods, that had not granted them to those outside their circle, let alone servants of this upstart. When those closest to him managed to combine said gifts, and forge together new powers and methods from components whose lords despised each other. It is said that the true point of no return was when fire and water were made to work together in one place, in one single arrangement, achieving things not yet dreamed of... That was when it began.

With ever-growing numbers on his side, and his own nature as the very breach of the laws wielded against him, the Lord Defiant and his many followers stood their ground for a long, long time. But the others never stopped; even seeing their fellow divines die in the battlefields, felled by what should be their followers, and the world around them warping and cracking to accommodate the shift, only incensed them more and drove them to fight with ever-greater ferocity. And in the end, with their numbers and their power, they earned themselves a bloody victory...

But when the time came to execute him, the Lord of Death refused, stating it simply: What would stop this lawless being from breaching their laws as well, teaching how to do so, and returning himself to their realm with all the other dead in tow?

And so, the gathered gods decided to imprison him instead. The Lord Defiant was restrained in the depths of his shattered temple, where all their stolen gifts had been wielded by unworthy hands. Layers upon layers of seals, each crafted and put in place by a different divine, were layered through the walls, through wood and stone, each made as unbreakable as they could manage. When they ran out of temple, in turn, they were forced to construct further walls, and the pillars to sustain them, just to support every seal and lock they wished to put between them and the Defiant one. Even as they worked, these pieces of prison twisted themselves to match the house of worship within...

But it worked. Each of the gods did theirs best to bar the prisoner from their own gifts, so that he may never escape, no matter where he intended to go, and no matter how long he had to attempt it. It never truly barred his influence, of course, as even afterwards the people could still find themselves twisting gifts not meant for them, when they stood tall enough... but the Lord Defiant remained there, for the rest of eternity.

And remains there still. For the Lord of Death layered the thickest seals of all, barring him from an ending, fearing that death would be but another avenue of escape to the upstart prisoner. The realm collapsed into dust and nothingness, the pantheons fell one by one, and the masks were ground under the foot of Time and Death, before they, too, came to an end themselves... but not the Lord Defiant, who had been barred from both. The perfect prison doubled as the perfect fortress, and within, he defied the End itself with gifts that weren't his own.

It is said this temple, this prison, tumbles across eternity to this day, the one remnant from the last time around. He is yet to breach it, and perhaps he never will, but his whispers still do... And it is said that, sometimes, when the people of today stand tall enough, defying the higher powers, defying the very end of everything... he reaches out, and aids them.

-Excerpt from "Who is the Lord Below? A Treatise on the Radiant and Cthonic", authored by 'the Ever-Restless Nirrhamidh' (assumed pseudonym; author not yet identified)

 

yutzen: Histiotus Macrotus bat looking more amused than a bat should look (Default)
2024-09-25 08:58 pm

Rock Bottom: The Subterraneum and its Known Exits

(Another lore document rescued, though this time also an experiment in revealing it through in-universe documents.)
There is a hole at the bottom of the world. Of every world. Not everyone finds it, for few are desperate enough to find it, and fewer still even know it’s there. But it’s always the same hole, and it leads were all holes lead: Deeper still.

While given Subterraneum citizens are often acquainted with the particular Exit that defines (or at least resides within) their nation, often they just know an Exit is a passage of sorts leading somewhere else. And at the most basic level, they would be correct: An Exit is a passage to another place - though calling what lies on the other side a different realm would be far more accurate, often very different and almost always terribly hostile.
Among the more learned of the caverns' citizens, it's believed every last living creature (or at least an overwhelming majority) has its origins in one of the many Exits in the Subterraneum, including every last sentient species. Everyone down here has ancestors they can trace back to a place found on the other side of one of these interrealm openings. Not all Exits have provided recognizable creatures, and of course, there are always more Exits to be found, but at the very least each of the nations' species has an origin in one.
And this is where their name comes from. Among the academic sorts, an Exit is called such because it let their ancestors escape a world that was no longer inhabitable for them, finding refuge in these strange caverns. And among the more cynical, it's merely an ironic name: Sure, you can leave the Subterraneum, an Exit is right there, so long as you don't mind trying to survive a place that's even worse than this underground hellhole.
But beyond that, the average citizen doesn't know even close to the whole story. Some territories even try to hide details about their corresponding Exit from their own population, for reasons known only to them. But from those that are known and talked about, from the many fragments spoken and written about them, perhaps there is enough to put together something coherent.
Below lies a small compilation of known Exits - by no means all, but perhaps the most important - with some data to establish their location, and who they're most important to. Dates will be provided by Nixian Age (NA) calendar for the sake of simplicity, being one of the few dates our nations can agree on. And of course, I will call the Tower by the name it deserves, rather than the one they demand. Beyond that, better to let the experts say their piece.

Rhundish, "Where the Light Was Snuffed"

Location: Lightless East (clearer location unavailable), Easternmost border of the Ishiss Magocracy (Ifchi territories)

If only we had known how a wish can be twisted…
Our world was a luminous place. Quite uneven, with cliffsides and mountains running with rivers, and great canyons that streams had carved open over the years. Rivers, lakes, and oceans alike dominated much of the landscape. We were the ones that hid in caves and riverbeds from the sun while it was out. It scorched our skin, and it scorched our eyes, even back then we simply could not close them to the light. We thrived where we could, and survived where we couldn’t. Of course, there were those that thrived in the sun, in those long, long days, and yet weren’t driven off by the dark either. More than once were we run out of our own refuges by them… And, of course, this did not seem fair to us.
A cabal formed, deep in the shadows that sheltered us. Our ancestors were tired of being harried, of running from the light and those they saw as its ‘subjects’ of sorts… Subjects of a sun. Resentment does strange things to someone’s thinking, doesn’t it? Nevertheless, this cabal was steeped in the darkness, and soon they began harnessing it, back in times when we all harnessed water, and few could reach beyond it. We had the potential, but not the refinement or the wherewithal, right until the Lightless Brotherhood came to be.
They started as protectors, fighting back against the light’s intrusion, but aims deteriorated, just like everything else… The Brotherhood was tired of merely preserving what we had, and finding even then they couldn’t always hold fast. We were all tired of hiding, but they tired the quickest of all. They wanted a victory. But when the very nature of the land stands against you, when you’re fighting a fact of existence in a world like ours, you can’t win… Not without help.
And so, they asked for it. No one fully remembers how they managed to reach out far enough to be heard, night after night, but one day, they were heard, by something that promised the end of light. And soon after, on the last day… Right where the sun should’ve been, the Snuffing Sun rose instead. That great black eye in the sky that even the starlight couldn’t get past. Night fell, and dawn never came again…
Trying to escape the poisonous darkness became our priority, as the light-dwellers turned by it tried to hunt us down for daring to do so much as light our gills. Once again, we had to take refuge in the dark, the untainted dark that was merely an absense of light that we’d be forced to illuminate. We crawled and dug, further and further, looking for anything that could keep us going one more day. Even just more buffer space to light a torch in, and keep the eye’s baleful stare at bay… And now, here we are.
Rhundish is one of the least visited Exits of all, and with good reason. There is plenty that still leaks out of what’s left of our realm, making the Lightless East what it is. We know very little of what remains there… And perhaps it’s best we do not know. Even if we could one day reclaim it with the greater and stronger luminosities we’ve found here, I’m not convinced we should.
--Sunlit Archmage Arrami Qirimil. Taken from "Advanced Light and Luminosity" classes taught by the archmage at Ishiss Central Academy, 239 NA

Shumorich, "the Drowned Realm"

Location: Uncharted heights above Lake Migrushatuth (Northern Crystalline Lakes), Southern Ishiss Magocracy (Ifchi territories, contested with Candlelit Hive)

In spite of being one of the more important water sources in the realm, Shumorich remains an enigma. There appears to be a seamless transition from the realm’s stone to the Subterraneum’s own, one we have not yet reached, leaving only the slow deluge that filters through the rock and into the ceiling. Much of the cavern system is irrigated, when not outright flooded, just by the waters that manage to pass through this apparent barrier. It is only by triangulating the flows and seepage that we’ve determined this is indeed one Exit, rather than several with similar characteristics, or a body of water from a theorized True Surface. But beyond that, we know little.
The Ifchi of all creatures would know of a place that feeds entire lakes and rivers just with the water that seeps out through the stone walls, and yet that is precisely the problem: It is far too much for us or anyone to actually look there. It is almost certain the water pressures involved are ones that would make digging under the Southern Sea seem paltry, if we ever made the breach. Even the deepest echoes cannot reach deeply enough to paint us a decent picture. And so, we have been cautious, and let the question hang until we have a means to answer it.
Such inaccessibility, of course, leaves other questions hanging. As an Exit, such a passage is supposed to allow entrance from elsewhere entirely into the Subterraneum, an escape to those desperate for it. And yet, we see no such thing in this case. We’ve only observed solid rock, utterly untouched by excavation, or artifice for that matter. Its very existence would strongly imply there was once someone on the other side, yet the leakage from this theoretical realm has formed bodies of water that’ve been there thousands of years before any of us. This leaves an additional question of who was supposed to enter the Subterraneum here. Is this an Exit that was laid out, yet never found, doomed to rot like those it awaited? Or was it found and used, so long ago that it’s been plugged shut, and its users are long gone, far before any of our times? We know, after all, Exits never truly close, so we cannot discard either possibility.
There is, however, a third theory: That the Exit was laid out in advance, and those that could find it are yet digging their way here, if they have even started. We simply have no current way to confirm the idea, but we cannot debunk it either. The main argument against it, of course, is the ‘age’ of the Exit, seeing entire geographical processes have come and gone thanks to its presence. For such a thing to happen, there would either need to be a massive temporal discrepancy between Shumorich and the Subterraneum, or a manner of ‘foresight’ on the part of the phenomena that open Exits in the first place… And, perhaps unfortunately, we have seen evidence for both such possibilities, albeit in much lesser form. And so, we cannot discard this idea either.
The only way to truly have an answer will be to one day breach into Shumorich, and see for ourselves. But that day will only come when we are certain we won’t poke a hole in the realm that’ll sweep us all away and drown the caverns themselves in the process.
--Dowser Mirru Qilish. Excerpt from his book "Advanced Dowsing Techniques for Waterlogged Terrain", first edition, (self-)published in 210 NA

Ilcazón, "The Last Castle"

Location: Stygian Spires (clear location unavailable), Southwestern Kingdom of Ferigoz (Ferigozi territories)

This place is not the first sanctuary we tried to find. Back when our first home burned, and I say that because that’s the only word that’s survived to this day, many saw it coming. And one in particular, the Castle’s Lord, saw it fit to make a refuge for himself and those he deemed worthy to ride out the apocalypse in luxury. A self-constructing, self-furnishing and self-expanding castle of his own design, embedded in a realm all to itself with nothing but a singular entrance in what was once our world. He had the greatest minds and claws he could contract on its creation, drained so much of what little we had left to ensure it could last forever… but he ran out of one thing no one can buy or leverage for: Time.
The burning pressed on him, and in the end, our ancestors caught on, in their mad search for a place to hide or flee into. And on the day his material manor was breached, he and the others fled into Ilcazón, only to find out two things: One, there was no way to shut off the entrance. And two, it was one way only, with no exit.
With his guards easily turning against the rest of his entourage, that particular rebellion was over quickly. The Lord was deposed and beheaded, his name struck from our history, while we kept the tale of his folly, of the good he did for the worst of reasons. But they were all still stuck there, in an overburdened refuge that kept stretching itself thin in reaction to the influx of more and more people, trying to accommodate them all. It frayed at the edges, with halls and tunnels that passed through the void, with nothing outside the windows, not even fake gardens like the central halls did. Soon, we were scrounging the place for sustenance, burning furniture for cooking, raiding the pantries like ants when the clock said it was time to restock, stretching the place thinner and thinner as we delved deeper and deeper for more to tear down and repurpose. And all the while, paintings and statues of the Lord seemingly taunted us, even after death. They are ever more taunting nowadays, with how much we’ve been changed, while his visage remains the same year after year… nevertheless, looking for cellars with the supplies we needed in our times of need, we found an earthy wall. A truly natural wall, at odds with the rest of the manor. And carving through that wall, eager as we were for anything that wasn’t this constructed mockery, we reached the Subterraneum.
I am indeed aware this means we found our way here in the depths of a world within a world. Perhaps it simply counted as another layer of depth, to the rules of this place; perhaps it made it easier, rather than harder, to open the way. All I know is… the world above the Castle, our world, we’ve yet to find it again. Perhaps we never will. But I hope one of us does, one day, when those still left in the old world find the same need our ancestors did… At least, if any remain by now.
--Librarian Imaldu of Tajarrosa. Excerpt from speech given to the Guild of Historians in Frazeral, 233 NA

The Urul Peaks

Location: Ironbound Keep, Capital of the Urul Peak Clans (Bannerbound territories), North of the Great Dust Gyre.

SEVEN CLANS, SEVEN BANNERS, SEVEN PEAKS! That is the refrain everyone knows, and I apologize for the volume but we all know I had to. There are, in fact, seven peaks out there, in this ill-called Exit. But there is a lot I feel I need to clarify today, for the public and even for some among ourselves, because in this ever-shifting cavern and with our even more ever-shifting populus, we need some anchors. I’ll let the facts be those anchors.
What do we know? That there’s seven mountains, partially buried under a thick layer of snow and ice back in what was once our realm. By now, I believe they’re all that stand, though I can’t assure that. We also know that the Seven Clans, as they stand, which came from the land that once surrounded each, as well as the mountain itself, obviously. Seven nations that survived, I cannot assure anyone else did, but it’s safe to assume they didn’t. And seven peoples that made it to the Subterraneum, more or less all at once – together enough to become more or less one biologically once its depths did what they do.
But there is another fact you might not know, which is shameful, because it will help you understand several things from this point forwards. Some of you might have already asked: ‘How is one clan not dominant over the others? Surely the clan that owned the actual peak with the actual passage would have an advantage from the start, rolling forwards? After all, there is only one Exit, no?’ And therein the thing: That’s a factual mistake. It isn’t one passage, one Exit, if I get the definition right. There are seven.
Seven Exits, to seven peaks, in one realm. Seven groups of survivors that had the exact same idea in one world, and with almost entirely the same result: They arrived here, practically in the same place. The actual Exits are close enough that it is entirely possible to arrive at the wrong peak if you don’t navigate them right, close enough together to pass themselves as one. Yet still separate enough for groups using different ones to miss each other until arriving into the cavern itself – though that one may be a spatial mismatch.
And here’s another thing, one our predecessors had to know: The peaks themselves are not even in the same mountain range. By our measurements they are thousands of miles apart, in different landmasses altogether. Yet they all lead to the same rough region, pouring all seven ex-nations together into one. How this happened is pure speculation, obviously. Maybe it’s simply how Exits work, the metaphysical distances translate to actual distances. Or maybe, just maybe, something saw it fit to pour out seven different peoples, all fleeing a world freezing for reasons we cannot even remember, seeking warmth in the guts of their mountains, yet altogether different… Into just the one.
Seven clans, seven banners, of what was once seven nations in a world that died. Do you get it now? We don’t even know why it died anymore. We’ve become something else, so detached that we’ve forgotten how we even looked once, and we’ll continue to change. Even more than everyone else, down to our very insides. But we all need our anchors, something to remember what we were, and that is what we have.
--Clan Representative Volfan Passkey, of Clan Zau. Taken from high-level diplomatic exchanges with newly-formed Nixian Republics, 19 NA (leaked on 189 NA)

Skybound Ruins

Location: Sunken Wilds (Northern Mycon's Valley), Northern Pact of Krawgry (Korve side)

The old tales of our old home… I’m afraid they’re not quite as interesting as yours. But let me paint you the picture nonetheless.
The stories, they don’t go especially far. There are myths, of course, of us blooming from the cold body of what should’ve been our creator, of us Korves being meant to sweep dead worlds clean so they may grow anew, and so on. But I know you brought me here for the facts, or what’s closest to them. And as far as our stories go, and what meager writings remain from the era… is that we awakened to a world that was already long ruined.
Towers of grey and blue, glass and stone scattered all over, with their very bones – for lack of a better word, mind you – so utterly rotten it took us decades upon decades to figure out what they were once made of. Those towers once had other things, there’s always scraps and traces of what we can only assume was someone leaving behind greater things, once. Very, very long ago, when they still stood.
Those who made them were very thorough in making our world their own, before we came to be. Miles, and miles, and miles of land were covered in stone and glass, and old, rotten metals too, among other things – not all of which lasted beyond traces it took your help to identify. But even the very ground beneath us was choked on the stuff, any and all dirt that might grow anything smothered beneath it. It’s one way to kill a world, though one can only wonder if they meant it or not. All we really know is that it worked.
What happens when something dies? It leaves a corpse, this should be obvious. And that entire place is a corpse. And what happens to corpses? They rot, that should also be obvious. But what’s less obvious is what kind of thing can rot a corpse so huge? An entire realm, even? That answer’s still unclear, but somewhere in it, we come to pass. From the looks of it, the evidence we’ve picked up on, we weren’t always like this. Tall, fungal and awake to begin with. It’s hard to figure out which of those came first, and which ones came later, though it would stand to reason our minds were the last thing to improve. The one thing we can be truly certain of, is that it took a long, long time.
How long, you might ask? Long enough that even knowing it was those same predecessors that carved the path here and opened the Exit, you all have no idea who they are! We didn’t open it, we found it open! All the usual commonalities weren’t there for our entrance. We didn’t dig, we explored what was there. We weren’t desperate, we were simply doing what we always did, breaking down what was left for ourselves. We simply… walked in here. And here we are, to find out predecessors died off all over again.
Shame, really, this place has treated us well. With its life, its changes, and its particular fungi, it feels like we’ve reached heights we couldn’t even think of.
--Ambassador Ir Chir Grawakty. Excerpt from the talks that led to the establishing of the Pact of Krawgry, 722 years before the Nixian Age.

The Niyon Expanse

Location: Sporedunes (Southern Mycon's Valley, bordering the Gyre), Southern Pact of Krawgry (Cheli side)

No, the place does not ‘thrive’ without us! It’s simply not dead like all of yours seem to be. But it lost us. They threw away what we were, and they don’t get to regret it now that we’re this!
Right, right. Let’s take it from the beginning. From the beginning we remember, because up there, they will never tell you. No one up there will ever admit that once they shared the land with us, that we shared the shadows with them before they burned them away.
We were closer to the mountains and the underground from the start, this is true. But they were refuges to everyone! To us, and to the Yorrivy. Those would be “they”, yes. Bigger than we were, and still bigger even now, and they always had sharper claws, and a curved beak that could snip a neck. And these big, round eyes that gaze right through you, too, that can’t miss a thing – if you think we have good eyesight, they have us beat. Duller colors than we ever did, though, all browns and blacks, and never as light on their wings as we were. Faster, too, they were made for open sky. They owned the open sky, like we owned the caverns.
This was the arrangement at the start, at least. We were all just trying to survive after all, and after that, just thriving where we did best. But as it turns out, some were a little better at thriving. The cliffsides and plains, the mountains and the valleys, all that was under an actual sky rather than a ceiling, the Yorrivy claimed before we could. But that was only natural. It might even be fair! We were pushed into the corners of the world, sure, and into the darkness in general, but we found a good living there. As we did here, the Subterraneum has seen as much. We don’t need much!
But, turns out we couldn’t have that. There were just too many of them, and soon enough they started pushing right into our corners too. And they didn’t have enough light, either, because as they ran on ahead they came up with lighting far before we did! They liked it, loved it, so much so that when they started encroaching into the places we had claimed and we had made livable, they brought them along, and pushed everything we had away. With lights that ruined our gardens even then. Ours, but never theirs. And they kept going, with more of them, and ever brighter lights, until the caverns were all we had left!
And then they pushed just a little further still. Until we had to make our own. Until we had to put these to digging out new corners into the world because those that had been laid out for us were under searing towers of light, outside and inside. Until we found the hole in the world that led us right here, where we could finally find some reprieve while they turned the land to nothing more than light and perches.
...yes, they’re still there. No, they’re not welcome here. They better have a damn good apology for us all if they ever want to be. But they don’t get to forget us, either. We’re making sure of that.
--Ambassador Onn-Wirckem. Excerpt from the talks that led to the establishing of the Pact of Krawgry, 722 years before the Nixian Age.

Terranova, "the Land Unborn"

Location: The Glass (Central Great Dust Gyre), Eastern Nixia Republics (Troxi territories)

The place we came from is just one huge mystery. How we got there, who was involved, if anyone, where we got the name, and why… there. All questions, no answers. Yet there we were, stranded in the middle of a world that wasn’t even entirely born.
It was all just cold rock, you know? Cold and battered rocks, wind that carved them and the sky above us that never seemed to still. Just as it ever was, and same as it is to this day. Sure, there is water, there’s rivers and even lakes, as well as the rain that comes whenever a storm sweeps by, as they always do. But that’s it. You find nothing alive, no ferns on the rock, no moss, barely even stains upon the cliffs! Only the lakes show any promise, and at best you get this green slime. It’s nothing you can do anything with… Most importantly, it’s nothing you can actually eat. And it remains a lot like that, because so much of what lives here just dies under the sun, on those days where the skies are clear.
Irony of ironies that we hardly need water now that we have actual meals, isn’t it?
How did we even survive, you ask? We barely know, either. Clearly we had something to keep us alive, at least at first, because we made it this far. True, before we came down here, before we grew our feathers and got everything else this place grants its arrivals, we needed even less sustenance than we do now. We were ready for a desert, which is why we’ve made something of ourselves in the Great Dust Gyre. But this was excessive, even for us. There really was nothing
...I’m getting sidetracked. What we do have are the bits and pieces our predecessors brought, some of them at least. We brought actual, forged metal down here, we had it since the apparent start! Yet not all of it was purpose-made tools. There were those, but there were also scraps. Pieces of a greater whole, beaten into more useful shapes. Some of them even have writing we’ve yet to decipher, and we’ve found a couple cases where one piece joined another, like a very old and weathered jigsaw puzzle. With that, and with those spoken tales too old to date, we can presume we had an actual structure to give us a start, wherever it is that we did start. And it stands to reason that, in desperation, we had to take it apart.
...the desperation. The tales tell plenty of that. And so many of the tools are just for digging! Shovels, ersatz picks, anything to carve the path down. To search for something, anything, because one group, our group, got the desperate idea there may something other than just more rock beneath everything. It’s easy to think we were just mad with hunger, but to last this long just digging, we may have been running out of whatever sustenance was in that old place, but not yet starved. And still we got that idea… Still we got so desperate to look downwards for more, of all directions. And just like all of you, we found this place. The Subterraneum.
...is this how it always is?
--Speaker Aqalexi. Taken from speech during the foundation and recognition of the Nixia Republics as a political entity, 0 NA.

Vharyduq, "the Barrens"

Location: Emberdeep (Southwest Great Dust Gyre), Eastern Burnt Hive (Shumhaq territories)

There is nothing there.
It is either very lucky, or the complete opposite of a coincidence, that the passage to this Exit keeps caving in so tightly. To even visit the Barrens, you must bring your own air, and lock it tightly to yourself, because out there, you have none. I’m not saying there’s poison in the air, or just no oxygen, I’m saying there is nothing one can breathe. Just nothingness that will suck what air you brought right out of your lungs.
Once you take care of that little problem, however you make it work, you find the nothingness continues. There is no sky, just the stars day and night. There is no welcome, nothing is alive there. The most you get is sunlight and a landscape – and for the most part, it’s all just barren rock. Sure, there’s ores, but most of them you find so much easier here. It’s hard to think it may ever be worth it. And yet sometimes, if you go far out there enough, if you scour widely enough, you can find other things… Leftovers, for the most part. Crumbled structures, all of them crumbled and hollowed out of anything that looked like it might’ve been alive at any point, and now, slowly, ransacked of the rest…
One thing of note as we find those buildings that weren’t quite so damaged, they all looked like they could close tightly, once upon a time. Maybe they too had their own air, way back when. But they were all torn open to some degree, and the more we look the more it seems it happened at around the same time. By what, however, we have no idea.
Finding this Exit has been harrowing for the Hive, because by process of elimination it’s the most likely candidate for our origins, among the ones we know today. Most of them aren’t even wholly physical! And yet, when one looks upon Vharyduq, you have to ask: Where are the traces something like us ever lived here? At times, in fact, it’s closer to ‘where are the traces anything at all ever lived here?’, thanks to the sheer lack of remains. We know nothing rots in a place like that, by now, and yet there’s nothing! Not even bones!
The most damning part is the fact we have no tales or memories of such a place, written or spoken. Or, in fact, of any place before the Subterraneum. We were already splitting at the seams by then, one Hive becoming four, you don’t forget something like that… and you don’t forget where that split began: Right here, in our territory. All the more reason to believe we came from Vharyduq to begin with, that all of us did.
Somehow. We might’ve not even been awake before then, so whatever we used to be is gone now, without memory. Further gone than the dead themselves, because nothing and no one remembers what that was like… If we truly came from there, then all we can be sure of is that they could live in such a place, but not thrive. Not anymore, otherwise they wouldn’t have come here. Even something without a whole mind to call its own can feel desperate, can’t it…?
--Hive Speaker Ghyrrividiq. Taken from inter-hive communications, date unknown (leaked from Tower files during the Bellbound Pronouncement of 199 NA)

Rhyvady, "The Sea of Lights"

Location: Lake Rhymaryq shores (Crystalline Lakes), Eastern Candlelit Hive (Syhaq territories, contested with Ishiss Magocracy)

This is not the place we came from, not by far; nothing of true, earthly flesh could have come from such a realm. Even now, we cannot truly enter it – not in our entirety. The only journey one can undertake into the Sea of Lights is spiritual, leaving one’s material form behind at the very edge of the Exit itself… From the outside in, all one sees is a wall of light, a luminous barrier where one simply cannot push through. Yet with the right mindset, and with a hard enough push, one keeps going further in. And from there…
A spectacle unfolds before the senses, if one could call them so. A translation, perhaps, of what resonates against one’s very soul and is carried back to the mind, which is forced to interpret it? Or perhaps one carries every sense within, even as the flesh is left behind. But it’s all, for lack of a better word… utterly luminous. Still shapes of what seems like pure light, millions upon millions of dots of luminosity, stretching towards infinity in all directions, that try to dance, but cannot. Like a force from within pushing against an innate stillness, unable to overcome it, no matter the direction. You see the forms waver and shimmer as their dots struggle and fail to move… Anywhere at all, I believe. With very particular exceptions, no one has ever seen them uniformly pick a direction. The rest is all… nothingness, a background light that’s uniform in all directions, it seems, or more shapes in the distance. And no matter the distance, whether so close you almost think you can touch them, to so far away it would take lifetimes to reach them, you can always see them quiver.
Even now we hardly understand what most of these shapes are, even those that remain still in perpetuity. Interacting with them has proven difficult, when one’s capabilities within this realm are so different. Where even what you can do is a mystery. But some we understood. We know enough to be aware that some of the shapes left behind are… corpses, of a sort. Of what was once a scattered pantheon, so long forgotten even the ones who dreamed them to life have passed on, and the question of whether this was their paradise or just a refuge remains unanswered. Even in death, they remain luminous… And even as the ashes of ashes, even after eons of decay before and after the end, they retain… something to them. Even today, trying to look further into their being is dangerous, yet the more one can delve without being burned away, the more one can find about what was once their domains…
Much of this is but speculation, of course. And the rest is what one could call a witness account. For one remained alive after it all, emaciated and agonized, yet enduring. Our Lost Light… was the very last of them all. So far gone to have forgotten those that gave them life. But never completely gone… And now, never to be swept away by oblivion. For we remember the Light now.
--High Luminary Rhyvvy. Excerpt from Tri-yearly "Sermon to the Light and the Haven", 51 years before the Nixian Age.

Murrhuvyq, "Diamondhall"

Location: The Flarewoods (clearer location unavailable), suspected Northern Sundered Hive (Zivhaq) territories (Southeast Consortium in "official" mapping)

I am very aware how concerning you think this whole place is. And you should be. But never so concerned that you should just barge in without some context as to what it is, and this damned tunnel’s presence as a whole. And besides, it’s about time you heard us out for once, don’t you think? Even nowadays you don’t do that enough.
First things first: This isn’t our Exit. Whether the Burnts are right or not is a story for another day, but this isn’t it. In fact, we had no Exit, in this slice of territory that we actually managed to claim for ourselves. Or, at the very least, not any that we knew of, which is an admittedly important but most likely irrelevant distinction. It’s possible that there are blocked tunnels, or hidden corners, one of them holding an Exit that we never found – but with our thoroughness in checking, the chance such a place exists is low, and the chance anything has moved through a corner so hidden, ancestors or not, practically zero. As to Murrhuvyq, well, that Exit showed up well after we started writing things down. It made its presence damn clear.
What do we know of the place itself? Its history is something of a mystery to us, because the only thing that lives there – for a given value of live – is a proven liar. And that thing, the entity in question, is Diamondhall itself. There is a mind behind those crystalline growths you’ll see soon enough – the samples we have here are visibly duller because they’re not a part of it anymore. And it’s a mind in search of resources, carbon to be exact – which is why we called it that, and why it’s not a good place to be organic in without protection.
That’s an important detail. Nothing breathing came out of this place, long ago, pursued by a cataclysm of coal-eating crystal. All of that was gone before it got here. We’ve checked, too: Nothing left but empty caverns and structures, subsumed centuries ago. Caverns that might’ve been natural once, and geometric things that left us wondering, way back when, if this was a creation of the crystal or something covered up and consumed. We found more of those in our deepest looks above – we’re not going to apologize for wearing your constructs for this, they and you don’t get special treatment – standing under a blinding sky, once we emerged from those depths. We learned what a sky was, those days…
And on our deepest expedition yet, unsanctioned yet indispensable, with the very crystals seemingly acting out against us, we found something else – something Diamondhall tried to hide them from us. We found more than a few statues that looked just a little too lifelike.
No, there were no peoples escaping this cataclysm into the Subterraneum. The cataclysm itself is what came out of the place. It took us a while to realize that, embarrassingly long before we remembered the common thread in all those tales of yours. It ran out of what it needs. It started crawling deeper. It got desperate. And thus, it found this place – and for whatever reason, the place let it in.
--Expedition Leader Rrhavaduq. Tower communications, date unknown but presumed pre-131 NA due to territorial shifts (leaked from Tower files during the Bellbound Pronouncement of 199 NA)

The Highest Forum

Location: Northeastern Red Plateau (clearer location unavailable), suspected Bellbound Hive (Nirhaq) territories (Tower territory in "official" maps)

I am quite aware the territory this particular Exit is in remains under Tower control – barely I might add. But it is us that know it best. It’s us that have worked with it the most. And it’s us that they and their Vaults bring about to study what’s inside. Much as “inside” is something of a misnomer.
To clarify: We didn’t come from there. We’re not creatures of pure mind, we’re material, and if one could even call the Forum a place, it’s certainly not a material one. And that granite wall that forms the edge of the Exit had to be as utterly impenetrable back then as it is now – we’re not fully sure why it is that way, as an aside, but the space immediately beyond that either can’t support matter or isn’t actually a space, so there’s plenty to theorize with.
Anyhow, to elaborate: The Forum isn’t precisely something you enter. You’re always here, never moving on beyond it – no spiritual journey or whatever else, like the bees have with the Sea of Lights. No, everything stops right there, at that wall… Except for a few things, mainly energies. What lies on the other side has proven capable of budging the wall just enough to transmit kinetic energies, and on certain wavelengths there are very minor spikes and lows of radiation that can have no other source. And the important part isn’t the power involved, which is minimal – we often need specialized equipment or sharpened senses just to pick it up. It’s the patterns.
It’s why it’s us that get to work with this passage. What flows across this barrier is information, passed in those languages what’s left on the other side can use – and the linguistics involved were perhaps the most complex the Bellbound Hive’s had to tackle. We’ve got a fairly good idea of what these entities are, but for most of them we cannot confirm anything for the moment being, other than the fact they’re incorporeal and entirely sentient, though to what degree is still uncertain.
...and here comes the part for which I will ask you not to write anything down. Note how I said “most”. And take a moment to remember, for just a second, how Exits usually work. How they come to pass, what’s needed for them to open, as far as we know. What your species needed to be, and what they attempted, in order to get here? The entities in there had to be there too.
And it is such that we know that some of those beings are, in fact, closer to a language than a species. A language where the individual words and pronunciations are, in a way, alive. And that in this material realm, their perception becomes their location, so to speak – we’re still figuring that part out, they do not completely mesh even with our malleable physics, and those parasitized by them are never safe because of it. We know this because some such beings, which we call Burning Names, are very much loose in the Subterraneum this instant. Someone overheard them at the Exit, someone understood them enough, most likely one of ours, and we’re still tracking them down to this day.
--Archivist Vhurrodym. Interhive communications, date unknown but presumed pre-199 NA due to territorial shifts (deliberately leaked from Tower files in 203 NA, presumable reprisal)

Tirravzi, "Ashenwind"

Location: Stygian Maw, Western Hollow-lands. Central Consortium (Vezarym territories)

I’m afraid the time’s come to put the old tale to rest, no matter how close it may be to all of our hearts. The thought that we, and we alone, know what the True Surface is, that Tirravzi is the all-consuming, imprisoning layer that keeps the Subterraneum’s peoples bound where they are. I’ll explain why in a moment.
So, Tirravzi. The ash-choked expanse every Vez is told about in their youth. We all have a very clear image of it: The flaying winds, the searing heat, the black skies lit only by the thundering storms that cover it all, the bare, steaming volcanic rock, just about everything a Vezarym could do without. All of this was right above our old home in the caverns, where we once thrived, until the crawling ashen dunes, the smog and simple resource depletion drove us to starvation, and to depths alien to our ancestors. Depths that led right here, while the caves that were once our nation were, in the words of some, “consumed” by Tirravzi… It’s here that my point of contention lies. There was no “consumption” by the ashen expanses above: It was always the same place, dying from the outside in. It was all Tirravzi.
Now that we’ve finally resumed incursions into the ashen lands, into the ruins we left behind, others beyond the Consortium have been able to take actual measurements with actually refined instruments. More than enough to let us know things simply don’t line up with the old interpretation. The ambient energies have proven too different, the spacial incongruities Exits are known for have been more or less pinpointed, and most damningly, the geology – down to the very movements of the earth – simply doesn’t match between sides. And recently, with those brave souls that have reached what we initially called Tirravzi finally able to bring back data of their own? The geological processes do line up, and the ambient energies are the exact same, once Subterraneum interference is accounted for. And with zero spatial phenomena to interfere there… Well, the conclusion is obvious, isn’t it?
In the end, we should’ve seen this coming. Exits don’t open directly to the surface anywhere. It’s a fundamental part of how Exits function. They have to be deep below, they have to be dug out, they are rock bottom, and the amount of tunneling to even get there is indicative of it. And I don’t see how Tirravzi could be an exception to that rule just because we started already underground. We may have been closer to begin with, but it still wasn’t the bottom. In fact, even the idea we were closer is debatable: The distances needed have never been established. Maybe our ancestors had to dig even further than they would’ve needed, with further death in the path, just because they started deeper, and thus skipped so many of the easiest layers without realizing.
In the end, we were never special – not particularly so. The Vezarym are, in the end, just the inheritors of another set of dying, desperate ancestors who sought sanctuary deep below, having run out of any other options, that thus ended up in this place where all such seekers go… Though, perhaps we are special in one thing: In every way imaginable, both historically and culturally, and probably even biologically, we had a remarkable head start.
--Sub-Minister Mizirr-Targiz. Excerpt from potential alliance talks with the Nixian Republics, 100 NA

Var Ortanum, "Downpour"

Location: White Canyon (Southern Talar's Snowdrifts), Southern Voska Empire (Toskar Territory)

Hah! We can hardly call that our world anymore, can we? Not after this long! Too much attachment, I say, when the Subterraneum’s got all we need and more… Still, if you want to hear of Var Ortanum, the place we left behind, then I’ll tell you the gist.
Barely anything’s left of how it was before it became the Downpour we all know. It wasn’t a cold land at least, from the old tales few of us even knew what snow was before we got here. The descriptions are muddled beyond that, other than constant mentions of green – we’re fairly sure they meant greenery, as in, plants that can only thrive under light. Still, muddled, and sometimes even contradictory.
Not a lot of detail’s left on how it started either; from what’s been gathered it wasn’t especially sudden, but it wasn’t forewarned either. Rains came and went, sometimes you had droughts, and sometimes the opposite, right until at some point the rain started and just never stopped. Even then it fluctuated, but it was never lighter than a constant drizzle – and that’s true even today. The more intriguing part of it though, is that the storms are different from place to place, also going by both ancient accounts and our own reports, with precipitation varying in both amount and form…
One thing we haven’t found yet is any evidence for some of the older tales. There is one recurring image of lightning storms so fierce they burned towns to the ground and turned the very earth to glass. Where constant strikes burned everything down, no matter how much rain poured on the flames. We’ve yet to find that. The boldest of our scouts in that place have heard distant rumbling of what might be thunder – emphasis on distant.
Now, on our ancestors’ escape from the Downpour, and our entrance into these caverns, that’s simpler… We’re going by our own records on the matter, noting that the feats of that time are ones we still can’t replicate, and that includes the lynchpin of our ancestors’ plan. For you see, they thought the Downpour would eventually end. That they just needed a place to hide and ride it out. But they also knew it would take a long time. So they decided to… put themselves on pause, from what we can gather. Using some manner of bodily control, and some manner of external aid – still haven’t figured out what – they would slow their very bodies down to such a crawl, they’d sleep for years on end with barely a twitch, and still wake up at the end, right as rain!
As you can deduce from our existence, it worked. But as you could also deduce from our appearance and the fact we are down here, not completely. As it turns out, their deep hideaway was just deep enough to be in the Subterraneum, right past the edge – you can imagine why. And… Maybe they miscalculated, or maybe something threw off their math in here, or woke them up early. But woke up they did… And they either couldn’t or wouldn’t go back to sleep. The accounts fall apart almost completely around that time, so it’s likely something woke them up, and wouldn’t let them do so.
And now that we’re Toskars, we still can’t go back to sleep. But why would we want to?
--Runesmith Vorrai. Diplomatic talks during formation of the Royal Accord with Kingdom of Ferigoz, presumed 900 years before Nixian Era at a minimum (leaked 215 years before Nixian era)

"Breach THREADBARE", Graywall Prison

Location: Tinrotted Plains (clearer location unavailable), presumed central Tower territories.

First of all, it is imperative that no one working under the Custody’s flag refers to the gate into the Graywall as an Exit. Technically, it is inaccurate, and more importantly we are actively striving for it not to become one; to call it such is admitting an unacceptable defeat.
Second of all, some elaboration on why this little mistake is so common. With the way the Graywall is set up, pocketed into a space of its own, it’s terribly close to fulfulling one of the key conditions: That an Exit must lead outside. In fact, it’s very easy to mistakenly think it’s already fulfilled. But there are important distinctions to make, and the most important of all is that this is not another space, outside of the Subterraneum itself – it is a piece of the caverns’ own space, stretched into a much greater expanse and filled in with the virtually endless material that surrounds us to establish its confines. A delicate process, but entirely doable with the right tools. The fabric of space can be tailored like any other…
However, like any fabric, it can also rupture if it’s stretched too thin. Then it would lead outside. We must take utmost care at all times that this does not happen.
One of the troubles with such a thing is that the other conditions that must apply for an Exit to manifest are unfortunately quite applicable here. Depth requirements are unfortunately already fulfilled, seeing the entrance has already been excavated; all the physical work is long done. And more importantly, the desire for survival, the desperation, hoping against hope, all the roiling determination of seeking out something, anything that isn’t the certain death that encroaches… This is a prison. Populated by the most capable, the most resourceful, and the most gifted among those who see their fellows as little more than more material, of some kind or another. And their unfortunate creations, for that matter. It’s a condition so easily fulfilled we must always assume it’s in play.
Now, I know those not yet in the know are wondering why a definition that seems merely academical remains unfulfilled. Let me get to the heart of the matter. An Exit is more than just a definition. It is one of this place’s very concepts, as utterly defined and solid as the concepts of gravity and heat – though one hopes not nearly as universal. Worse still, as much as we can bend and even transgress such fundamental concepts in the Subterraneum, doing the same with the rules behind Exits is far more difficult. One might even be tempted to say there is an active resistance to such attempts, as if it were a building block of the realm itself… or, perhaps, a law being consciously enforced.
And so, we are forced to play along. We are forced to limit inmate selections, dampening all data-harvesting initiatives. We must tend constantly to the very fabric of space around the area, knowing just a singular tear might ruin our work. And we must endeavor, more than any other prison in existence, to keep a singular entrance to the complex, with standards that would consider even one tiny screw-hole too many to be unacceptable.
Because Exits, in ever subtle ways, always flow back here. And because Exits, fundamentally, cannot be closed. Not completely, and not ever.
--Deputy Warden Nifar Blackspark. Presumed briefing to Warden Corps. Date lost in decryption, presumed late Clan Age/early Pact Age due to naming conventions and context. Leaked during Third Gilded Raid by Consortium mercenaries 305 years before Nixian Age.

"Breach STYGIAN"

Location: Uncharted depths beneath Niqalix River sector (Northeastern edge of Hollow-lands), Tower territories (contested with Nixia Republics)

Raiding a Breach is always rough, ya know. Tower higher-ups are real keen on keeping things under wraps whenever they find another Exit they can keep to themselves, but they can’t keep everythin’ hidden. This one had been under wraps for a long while, so we guessed they got a lil’ complacent, and it was best to strike quick ‘n hard. No matter how much further it was from all the others, from most of the known caverns even, they had to be hiding somethin’ around there. The leaks we got only made it more temptin’, too: It wasn’t just pretty far off, it was old. Older than any other we folks of actual countries would know. They’d be bringing their best to that, so we’d have to do the same.
No one down here is a stranger to diggin’, but the excavation to get there was still the hardest part, in retrospect. Wasn’t just a matter of distance, plenty of that though, the stone got harder the deeper we went. I’m guessing that’s where the real pressures start kickin’ in, but I’m no geologist, couldn’t tell ya. We figured the Radiance would be pretty damn thick down there too, so we came prepared for that, just in case.
Well, when we finally made it there, things seemed underwhelming. At first. The damn thing was barely even guarded, nothing but some silicate constructs roamin’ the place that didn’t even try to stop us. There was plenty of instruments, measurers and stuff, we made bank on that at least, but no real defenses, no real teeth to it. And the actual Exit was more covered up than sealed. Just a thick slab of polymer on it that we just slid aside and nothin’ else. And what was right behind that?
Nothin’.
It took a moment to figure out it was more than just a perfectly black wall. Or less, rather. A wall is somethin’ that exists, it’s in the way of you getting’ somewhere. But it took an actual look at the stuff we snatched from the Vaults to realize that wasn’t the problem here. No, there was no wall, and in fact, there was no somewhere either, or so the equipment said. Soon as Imlu tried to stick a hand in there thinking she’d get it back anyhow… nope. Not even a feeling of somethin’ there, just the very tips of her fingers stoppin’ cold right then and there. And that was it.
Not a total bust for sure, I’ve showed you the equipment already. Came with some intriguin’ data too… See, when you try to measure on somethin’ that ain’t there, you get some real madness in the results, and piecin’ it together was a mess of its own. But the clocks ‘n stuff from the Quartz Vault was the most bafflin’. We were getting’ actual results, rather than what you’d expect from tryin’ to check the time in Nowhere. Or maybe we did get exactly that… ‘cause the Clocks? Spun forth a bunch and didn’t move anymore. The Parallel Timers? Our side damn near burned out, other froze in place. Worst of all, the Synchronic Hourglass? Voided itself on the lords-damned spot, all the sand slammin’ down at the bottom so hard it broke.
Time wasn’t just stopped in there. It was over.
--Raider Nikramat (presumed pseudonym), Frostbound Initiative agent. Date unknown, presumably very recent. Excerpt delivered personally to me during the last month (250 NA, for posterity's sake)

Beyond this, I personally know of no other. I will provide further editions of this file as I obtain further information. May these pointers serve you well.

yutzen: Histiotus Macrotus bat looking more amused than a bat should look (Default)
2024-09-25 08:48 pm

A Quick Biological Primer on Subterraneum Citizens

(From the archives again, this time more a lorefile than a story. But I would prefer to rescue this one quickly for the sake of clarity in the future. I will be linking back here often.)

 

So, if you've been following me for any length of time, been keeping up with certain writing prompt accounts, or generally just stumbled onto the things I've been writing that have the Subterraneum_(Yutzen), you may have a variety of questions. Mostly ones like "the fuck's an Ifchi".

In the interest of giving folks and also myself a reference for the more appearance-based or species-related questions, and keeping track of general biology and capacities, here's a quick (by my standards) primer on each of the Subterraneum's major sentient species. Arranged in no particular order, with names (formal and very informal), basic measures and some elaboration on their looks, anatomy and more esoteric capacities, if any are involved. I will get to elaboration on their nations' actual setups on some other primer in the future, hopefully.

Included is also a quick, but probably necessary introduction on the "magic system" (for lack of better terms) in the Subterraneum, intentionally vague as it may be. The stuff goes deep enough to be biologically important after all.

Anyhow, here goes, hope it helps! And I apologize if any numbers seem ridiculous, which they'll probably be. Feel free to correct me but also physics are a little weird down there.


A NOTE ON AFFINITIES AND AMBIENT ENERGIES: It’s not just creatures that enter the Subterraneum through its various Exits. Ambient energies, background fields and other phenomena have been leaking through the rock for centuries on end, and the ever-present Radiance has blended them together over time into an uneven backdrop of strange, unrelated and even contradictory essences. The residents of the caverns have been affected by these background fields, and have changed to attune to and manipulate them in turn, with varying amounts of success.

The so-called “elemental” energies tend to manifest strongly and directly, by infused terrains and by the various species alike; whether this is part of how the elements work or an interaction (if not direct “preference”) from the Radiance it’s mixed with is unknown. Nevertheless, each of the usual species can often manifest such energies in their own unique ways, and individuals often show shockingly different affinities, even within the same species. Affinities with the Radiance itself vary similarly, though not one species can be said to be untouched by it.

It bears mentioning that the Radiance often interferes with other energies even in the midst of manipulation, adding a dose of unpredictability to the results. Those that can harness this, and tap into the Radiance’s unique metaphysical properties, can reach what is known as one of the ill-understood Sparks: Manipulation of a given element or property that actively, though selectively, breaches specific rules that usually govern it, reaching into metaphysical and sometimes even semantic territory.

Ifchi/Olms

(Singular and Plural are both Ifchi)
Average height: ~1.65 m, with length (including tail) closer to 2.2 m
Average weight: ~75 Kg (including tail)
Description: In truth they’re hardly olms, as most of their traits are closer to axolotls, down to the color variations; it varies on a spectrum, as stories tell of them being two species once that merged together post-arrival with Radiance-granted ease, leaving axolotl traits as dominant - though olm traits have been known to assert themselves in old age. Bipedal, slimy and damp at all times when healthy. They have four-fingered, nail-less hands with little strength, wiry limbs made more for quick movements than strength, and large, paddle-like tails that drag across the ground and let them swim faster than they can run. They have the expected branching frills, growing with age until they sag and droop during older ages; in especially ancient individuals they can even touch the floor. These frills can be a whole spectrum of colors themselves, too, solid but highly variable. The color tends to indicate affinity to ambient fields and energie, for these frills can sense, connect to and work as a focus when manipulating the ambient energies in a given area, Radiant or otherwise. As a result, “spellcasters” are widespread among the species, and their their manipulation of ambient fields oft takes highly recognizable, obvious forms, usually one-off high energy movements that do plenty, but don’t last long.

Ferigozi/Shard Moles

(Singular and plural are both Ferigozi)
Average Height: ~1.4 m
Average Weight: ~70 Kg, mostly (but not entirely) muscle
Description: Stout and bulky creatures on short hindlegs, with powerful forearms and hands bearing oversized claws that can crack solid stone. They have beady eyes and elongated, sensitive snouts that in some strains have extra-sensitive “whiskers” like star-nosed moles do, while others have more proper whiskers running along their snouts. Their eye-sight is lacking even by Subterraneum standards, but they have excellent senses for vibrations in the area, even minor shifts in the breeze. Early in their lifetimes they are almost entirely mole-like, with short, dense and very smooth fur in shades of brown and black; as they age, however, they start developing interlocking chitinous plates like pangolins do, reaching full tesselating coverage around middle-age. Their underbellies always remain furred, however, sometimes necessitating protection. Affinities with ambient energies are limited, and concentrated almost entirely in hands and claws, moving limited amounts of energy with very high precision. Given time and skill, however, Ferigozi can learn to infuse any and all materials with higher concentrations of a chosen ambient energy, with great control over the way they manifest into the material in question; such concentrations can take decades to dilute with a reasonably skilled practitioner.

Bannerbound/Hobgremlins

(Bannerbound works for both singular and plural)
Average height: ~1.7 m, though Bannerbound fluctuations are an exercise on why averages are more useless than you'd think
Average weight: ~70 Kg, with the same warning as above
Description: It’s theorized they started as an abundance of species rather than just one, and that the Subterraneum’s effects merged them into one; with the sheer variance in their forms, this is both likely and near-impossible to actually prove. They are the single most Radiance-susceptible species in the Subterraneum, displaying the changes of excess exposure even during early stages in their lives and going from there even when hardly exposed further. The basic and initial framework would be called humanoid, if the Subterraneum knew humans, ones with glowing eyes all over the spectrum and whose “skin” tends towards single, solid hues; beyond that everything from skin colors and hair to internal anatomy can vary depending on the individual and their affinities. Even things as basic as number and nature of limbs can vary in especially attuned Bannerbound. Their cultural imperative to hide their bodies under multiple layers of garments and secretiveness about their bodies does not help either. This extends into their interaction with ambient energies as well: They are attuned enough to the Radiance that they can infuse specific actions and even creations with the capacity to stretch, and even breach, specific principles and laws. They also have easier access to the Sparks than most other species in the Subterraneum, though their affinities with non-Radiance energies tend to be lower than usual.

Korves/Deep-Crows

(Singular Korve)
Average height: ~2.2 m
Average wingspan: ~4.7 m
Average weight: ~55 Kg
Description: Unquestionable corvids, barely straightened from a theropod stance. Tall, black-feathered and with tough beaks (and necks) that can crack flarewood with a peck. Their eyes are solid in color, often red or yellow, but highly variable in number; anywhere from one to six have been observed, often arranged asymmetrically. By themselves, Korves lack fingers on their wings, with the closest being the dexterous talons they stand on; unusually for the Subterraneum, such growths never came to pass, leaving the limbs only useful for flight and stunning blows. In theory, and in times past, they’ve made do with their legs for tasks requiring fine motor skills, but the species-wide symbiosis with otherwise infectious fungal species in the Valley have given them options: Korves are especially compatible with mycotic infiltration and growths, resisting most harmful effects and taking particular control of the species’ unique structures to the point of commanding its growth and movement. Often inoculated as hatchlings, even the most average Korve can grow finger-like protrusions at the end of their wings that can manipulate objects with a slow, but certain and powerful grip. Other such manipulations have been observed, from carved and immobile growths to whipping tendrils and all in-between, and in rare cases even modification of the symbiote with ambient energies. All this is available to a skilled and willful Korve – so long as their ravenous combined appetite remains sated at all times.

Chelies/Swallows

(Singular Cheli)
Average height: ~1.2 m
Average wingspan: ~2.5 m
Average weight: ~30 Kg
Description: While clearly avians, Chelies are more anthropomorphic (and smaller in all aspects) than the Korves, standing more directly upright. Their wings are thin and thickly-feathered, with flat, claw-like growths on the inside of the wingtip that can grasp like hands would and still fold back into the wing to keep its shape aerodynamic. In addition, they have a similarly bony, though much thicker spur closer to the base of each wing, naturally sharp and often given further edge by the Chelies themselves. Between that, their raptor-like talons and beaks that have lengthened and sharpened with generations, their resemblance to actual swallows nowadays is dubious – though they still retain their red and blue plumage, even thicker and more intensely colorful than ever before. Their need for flight has given them strong, though wiry musculature that grants them speed and agility alike, showing less maneuverability but greater speed than Vezarym in the air. Unlike the Vez – and most Subterraneum species at that – Chelies have excellent eyesight, both close up and at a distance, able to pick out details and movement even in the most spore-choked of caverns. When it comes to ambient energies, they seem entirely unable to affect inorganic materials, or themselves for that matter: Every effect they can induce through their claws and spurs is a “slow burn” applied to other living beings. This is most often applied in their well-known fungal gardens, manipulating otherwise mundane species into something else entirely.

Troxi/Quillskinks

(Singular and plural are both Troxi)
Average height: 1.3 m, with length including tail closer to 2.1 m
Average weight: ~45 kg (including tail)
Description: Skinks is not necessarily the right term, they have too many hints of theropod (and maybe even kobold) in them to truly call them such, but they are reptiles nonetheless. Troxi always have long, whip-like tails that can be shed and regrown, almost always longer than the rest of their bodies, their eyes have invariably slit pupils, and their scales are always in patterns of three different colors. As a norm, their bodies and limbs are toned and slender, with small, yet rough scales. However, this is but a guideline: Variations and mutations – scarce at first, yet reliably transmissible unlike Bannerbound alterations – have made themselves present startlingly quickly, putting the species in biological flux since the establishment of the Republics proper. It’s speculated this is the same process of accelerated “evolution” that affected all previous dwellers, though all projections hint that it’s happening far faster than expected, for unknown and oft-speculated reasons. Whatever the truth may be, Troxi can be seen with different scale patterns and types, spikes along their sides, variable tongues, among many other possibilities. The newest generations even exhibit one uniform change in comparison to their forebears: The emergence of a pattern of colorful feathers along the ridge of their backs, never equal between Troxi yet always present. It’s this newest alteration to the species that’s given them their informal (and sometimes unwanted) nickname.

Shumhaq/Sandhusks

(Singular and plural remain the same)
Average height: ~0.9 m (length including tail is closer to 2.1 m)
Average weight: ~85 kg
Description: Semi-upright arthropods like the rest of their “family”, Shumhaq are closer to arachnids than insects, and closer to scorpions than spiders in that regard; they are the tallest of the Hive members, with the hardest exoskeletons as well. Their framework varies relatively little compared to other Subterraneum species: Six strong, chitinous legs their bulbous, armored abdomens stand on, a scorpion tail that stretches back complete with a sharp stinger, and an upright, armored half with an eighteen-eyed head with grinding chelicerae. Their grasping limbs are “concentric” pincers, with a large, crushing pair surrounding a smaller, more dexterous set of pincers that fit neatly within sockets at the base. Their stingers secrete toxins, with variable but powerful effects that can be affected by the infusion of ambient energies – the only manipulation of such Shumhaq appear capable of – which change how they affect biology and even inanimate materials. Much like other Hive members, they have different castes, but they vary very little in comparison, simply altering their anatomical proportions; mostly, their stingers and their claws tend to be inversely correlated in size. Shumhaq as a whole are, in fact, particularly hardened against any altering and mutating effects, whether Radiance-related or not – it is suspected their genetic sequences and general anatomy have “hardened” in response to such exposure to the point of “burning out” any capacity for further change.

Syhaq/Candlebees

(Singular and plural remain the same)
Average height: ~0.7 m (length is closer to 1.8 m)
Average wingspan: ~2 m
Average weight: ~60 Kg, though often heavier thanks to wax production
Description: Semi-upright arthropods like the rest of their “family”, Syhaq are undoubtedly bee-like in look and physiognomy; they are the shortest of the Hive members, and often the portliest. They all have iridescent wings, fuzzy, stout abdomens striped in black and white, four furred legs to bear their weight, and four-fingered hands at the end of two chitinous limbs, as well as oversized compound eyes with unusual white bioluminiscence. Their antennae are often thick and a foot long at minimum, and the main source of the beeswax Syhaq are known for: They’re used to both secrete the substance in significant amounts, sculpt it as it goes, and even infuse it with varied elemental energies that create different “recipes” with very different properties. This is far from the only place this wax comes from, however; their entire bodies are almost always covered in the stuff, clumping together if not groomed, and in certain overproductive castes they often form stiff “tendrils” (much like planthopper nymphs) that the Syhaq can sculpt to their leisure for different purposes. Another anatomical matter that depends on the caste is the presence of a stinger; not all of them have one, and in those that do its effects can vary from a simple, empty stabbing weapon to an injector of powerful paralytic toxins.

Zivhaq/Flayer Bugs

(Singular and plural remain the same)
Average height: ~1 m (length is closer to 2.7 m)
Average weight: ~45 Kg
Description: Semi-upright arthropods like the rest of their “family”, Zivhaq are the longest, slimmest and most anatomically complicated of the Hive members, most resembling a blend of centipede and praying mantis. Their elongated, wingless abdomens stand upon dozens of long, sharp legs that stop abruptly once the thorax begins – from there, four more limbs sprout, two of which end in four-fingered hands while the uppermost pair ends in sharp, scythe-like extremities that can be tucked almost completely into their bodies. Their faces have flat compound eyes, elongated, flexible chelicerae and long antennae that split apart into multiple shifting protrusions. The entirety of their frame is highly flexible, and Zivhaq have a highly developed kinesthetic sense that gives them excellent control of it. They can squirm through gaps mere inches in diameter, curl themselves up tightly and stretch their own limbs to almost twice their size. This combination is the result of unique adaptations for the sake of disguising themselves as other species: Zivhaq gain their nickname by the capacity to use discarded exoskeletons, pelts and actual skin of other creatures to impersonate them, by crawling and puppeteering such exteriors with their abundant extremities and highly flexible vocal apparatus. Such capacities have naturally pushed them to the fringes from the expected paranoia, making their societies highly secretive. This has made the deeper details of their anatomy, including any ambient energy manipulation, very difficult to publicly discern.

Nirhaq/Longbrook’s Moths

(Singular and plural remain the same)
Average height: ~0.8 m (length is closer to 1.8)
Average wingspan: ~3.5 m
Average weight: ~25 Kg
Description: Semi-upright arthropods like the rest of their “family”, Nirhaq are entirely lepidopteran, closest to moths but still bearing elements of butterflies when it comes to their wings; their anatomies are the most enigmatic of the Hive members, with little study in comparison to the others. Standing upon four fluffy legs, with elongated and thickly-furred abdomens, and six-fingered hands at the end of two fuzzy limbs at their thorax, they tend towards darker colors in both fur and chitin. They have large, compound eyes that shine in the dark with elaborate patterns, curled antennae that twitch and twist, and dexterous proboscii with tiny chelicerae at the end that can slowly snip off solid food. The most intriguing part of their anatomies is their wings: Moth-like or butterfly-like, with the occasional merge of transparencies and opacities between them, they always bear elaborate patterns that shift at the Nirhaq’s will, and have a variety of instinctual displays seemingly kept in their “genetic” memory, which can be expanded further through learning. It is here that their intrigue lies: These Hive members have instinctive access to a variety of supernatural symbology and “languages” that bypass mental filters on perception and directly “tell” the brain to perceive certain things, imposing audiovisual illusions over their forms that are partially at the Nirhaq’s control. This makes them the most secretive of the Hive members, often passing themselves as citizens of other species throughout their lives.

Vezarym/Thrumhorn Bats

(Vezarym works for both singular and plural)
Average height: ~2.4 m
Average wingspan: ~5.5 m
Average weight: ~45 Kg
Description: Tall, slender chiropterans with enormous wingspan and powerful footclaws, graceful in flight and upside-down yet always hunched by the weight of their wings when standing upright. They have arms beneath their wings, an additional pair of limbs with vestigial membranes of their own to aid in steering, and actual (if delicate) hands. Their snouts are closer to fruit bats, though unusual protrusions from their noses are very common, and their needled fangs work on meat and mushroom alike. Their eyesight is decent, but very short, aided by their bioluminescent eyes (usually but not always yellow) when it comes to perceiving what’s right in front of them, but falling off mere meters away. Vezarym have appropriately huge ears with “concentric” growths within that seemingly aid in focusing sound, aiding their pin-point echolocation alongside their powerful lungs and bony throat ridges that serve as both amplifiers and protection. Sitting between their ears are short horns shaped like a lyre, that thrum with sound both emitted and received – this is believed to aid in both echolocation and regular listening, but it’s theorized they are also fundamental in ambient energy perception and manipulation. Said manipulation is always subtle, never forceful, seemingly resonating and either amplifying or dampening a given element (or several) in the area, with stronger effects when working together: Multiple harmonizing Vezarym can completely shift a place’s elemental alignment for however long their ‘song’ lasts.

Toskars/Shard Badgers

(singular Toskar)
Average height: ~1.9 m
Average weight: ~120 Kg
Description: Heavyset creatures, taller than the Ferigozi while keeping similar (initial) musculature. Their tough and unruly fur is always vertically striped, often black and white, though there are some who can have very light cyan and/or deep, dark blue instead. They have somewhat oversized hands and feet on relatively short, though muscular limbs, with tough (though blunt) claws upon all digits. Toskars are not wholly badgers, and even in their early lives they show some seal-like traits like webbing between their fingers and a layer of insulating fat under their hides. With age, their fur grows thicker and tougher still – with time, the fur on their backs starts to harden into chitinous, sharpened quills that bristle when the Toskar feels tense or threatened. More pinniped traits start manifesting more intensely as well, with males and females alike growing further, bulking up and often growing thick, quilly mustaches; some select castes even develop small tusks where their fangs once were as they reach middle age. Their affinities with ambient energies rarely manifest more than a few inches outside of their bodies, with no clear focus organ or limb. Much like the Ferigozi, they can learn to infuse material with such energies, but such infusions rarely last beyond a few hours. However, they find the manipulation and infusion of energies within their own organic material much easier, letting skilled practitioners empower their bodies in unpredictable ways.