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Gooshurms are burrowing worm-like creatures which grow to enormous size, and subsist over nutrients obtained from the soil or sand during their treks. They are primarily found in the Himaat Desert (especially the Sea of Sand), and some can be found in the southern portions of Himar or venturing into the Savan Territories. Legend has it that Gooshurms are inexplicably drawn to foxes, and will pop out of the soil, to lick at the surprised vulpine with their three prehensile tongues, slurping them until they are drenched in worm slobber, before suddenly slipping underground again and zipping along at surprising speeds. | ||
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(obscure information outside of Ashdod, or religious circles) (alternate spelling: Gurphat - guhr-FAHT) Gorphat is the Goddess of Affliction, and is displayed as a gaunt, thin woman, and is typically portrayed in myth as being very lazy and slothful - a trait often exploited by her sisters to their advantage. While her realm is primarily disease, she is also often associated with famine and pestilence as well. Sacrifices are made to her in hopes of staving off disease, or in the hopes of bringing it to the households of enemies. Due to the habit of her priestesses of conducting Purges in the Undercity, she is also associated with the Sphere of Fire (Fire, Sphere of) in some myths. Gorphat is also the name of a mountain outside of Babel, where a shrine to the goddess of the same name is located. Some of the priestesses practice magic of a sub-set of the Sphere of Life (Life, Sphere of), focusing on the aspect of Disease. The rune that represents Gorphat in Babelite script is known as "The Wound", and it also frequently used as a symbol for Life Magic focusing on the aspect of Disease. | ||
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Gorts are reptilian creatures that are ape-like in proportions and behavior, found living underground near areas of geothermic activity. (They are, after all, cold-blooded.) Gorts are particularly violent and territorial, and will typically attack any humanoid non-Gort (or any Gort not of their immediate brood) on sight. Although they look humanoid, and sometimes utilize crude clubs for bludgeoning others, no evidence has been found of any language they use, nor that they are even as intelligent as apes. | ||
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Great Gretchen is a symbol of pride and honor for Chronotopians, its largest and most magnificent clock tower, located in Blitzheim. It has kept an amazingly accurate measure of time since the birth of the city, and is the clock by which all other timepieces in Chronotopia are set. Great Gretchen has also become a byword for many Chronotopians, almost to the point of anthropomorphization, in such phrases of "What in the name of Gretchen," "I swear by Great Gretchen," and so forth. As far as can be told, there is no "Gretchen" that the tower is actually named after, but it is simply a nickname of unknown origin that became applied as a matter of tradition. | ||
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[not common knowledge outside Nordika] In Titanian lore, "gremlins" are mischievous spirit creatures that are responsible for the failure of machines. According to Titanian beliefs, gremlins live in greater numbers in areas of magic -- such as Bosch -- but they can only jump so high, so there are not as many of them that can reach the sky islands, such as Rephidim ... which explains why machines work better there. Basically, gremlins are just an anthropomorphization of the phenomenon of quantum uncertainty. | ||
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(not common knowledge outside Babel and religious circles) One of the Sabaoth Seven, and also accepted as one of the original Sabaoth Six -- demon-warriors bound to the service of the ruler of Ashdod as well as the Seven Sisters. Greve is depicted as a mutant Eeee with grabbit-like features, including a wild and hairy mane, multiple arms, and multiple eyes, as well as a spider-like tail from which the monster can spin webs or create a silken whip. Greve is often associated in these tales with Blakat, but Greve is also depicted as something of a nuisance to Blakat, for he does not merely steal things but -- like a grabbit -- is compelled to leave something in its place. | ||
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Groks are quasi-insectoid "dog"-type creatures domesticated by the Eeee of the Ashdod Territories (and also found running wild in the wilderness). They are completely blind, having no eyes, but have keen senses of smelling, hearing, and are very sensitive to air movements that hint at the presence of prey or intruders. They are reasonably well-armored, with chitinous shells, but are not very bright. | ||
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Gronegk (not common knowledge outside Babel and religious circles) One of the Sabaoth Seven, and also accepted as one of the original Sabaoth Six -- demon-warriors bound to the service of the ruler of Ashdod as well as the Seven Sisters. Gronegk is depicted as a mutant Eeee with grok-like features, including natural semi-organic armor, eyes hidden under a chitinous "helmet", an almost skeletally thin waist, and oversized forearms and legs, with armored wings, savage fangs, and wickedly curved claws. Gronegk is sometimes associated with Rephath, as her temple typically keeps kennels of sacred hunting groks. Like a grok, Gronegk has keen senses and is the tracker of the group, and lets out a bloodcurdling scream when he has found his prey. | ||
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It is a matter of debate whether grooks would be classified as animals, or as golems, since they seem to defy normal definitions of "natural life". They tend to look vaguely like flightless birds, their bodies made up of odd collections of bones and bone-like growths. They do not seem to have any sort of circulatory or digestive system, yet they feed off of the blood of their victims, lending credence to the theory that they are magical in nature. Grooks can sustain the loss of limbs without any apparent ill effects (other than the loss of the use of that limb, of course), but it appears that breaking or removing the "head" will incapacitate a grook, and cause the rest of its body to fall apart. Grooks are found in dark areas, known to have an aversion for bright light, and are primarily found in the country of Kroz in Nordika (northern Ai), though they are sometimes found in neighboring regions (such as southern Gallis and western Olympia). | ||
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( see Gorphat ) | ||
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[Earth Time: November 5] Guy Fox Day is a not-quite-official holiday celebrated in Rephidim City, commemorating the legendary attempt of an Exile Fox would-be assassin to blow up the Captain-Astromancer ... but who set off the explosions prematurely, taking care of himself in the process. The holiday, due to its quasi-official status, is typically celebrated by a parade that goes through the Bazaar region, rather than through the city proper (though it is common for the Temple Scouts to be involved in the festivities.) It is a time of fireworks, most notably involving flammable effigies of Foxes, either made of paper mache, or (the more expensive varieties) being stuffed animals with fur hides ... stuffed, that is, with fireworks, with the tail serving as a fuse. | ||
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Khattan Ha'clohi, also known as halfcloaks, or whirlcloaks, are specially-made zolken garments from Abu Dhabi, made for travelling places with extremes of temperature, and usually worn in pairs. They are fashioned much like cloaks, but each cover a little more than half the body, worn on one shoulder or hip. They are composed of multiple layers of cloth, tiered and dyed from light to dark colors on one side, and dark to light on the other, such that one side is predominantly light or dark. The top of the ha'clohi has a broad, lightly coloured sash which is wrapped around the neck and head for upper-torso wearing, or around the waist for wearing over the legs. To make them requires a specific weave, and knowledge that only a few zolk tailors possess and jealously guard. Taking apart ha'clohi hasn't revealed the secret as to how they are made, but has shed some light as to how they keep their wearers cool or warm. Part of it lies in the colouration. The sash that goes over the waist or head is lightly coloured, so reflects light. The light side of the garment also reflects light, while the darker side absorbs light to keep the wearer warm when it is desired. The other way the ha'clohi works is by a series of vent-holes near folds on the inside. When the wearer walks, wearing the garment light-side up, air is circulated as the folds are moved. The more the wearer moves, the more pronounced the effect is. When the garment is worn dark-side up, the vents are pressed against fabric, and effectively closed, trapping air in pockets to be warmed. Only zolk seems to work for this process. | ||
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A town located near the mouth of the Levitha River, on the west side of the Seaborne Reach Peninsula on the continent of Ai. While this is nothing more than a village, it's the largest and most stable settlement in the immediate region, and it is popular amongst wealthy hunters who seek to bag game on the nearby island of Levitha's Pearl. The name of "Half Valley" is also used at times to refer to the general region in which the village is situated. One noteworthy feature of the weather of the area is what has been called "Levitha's Shroud" -- a thick fog that rolls in to blanket the valley on a regular basis. The Pearl, also called "The Basin", is another mysterious feature of the area, populated by wildly mutated (and often overgrown) beasts. | ||
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Large lake in Titania. According to legend, a Titanian lost his hammer in the lake, and thereafter when he was asked where his hammer was, he would point at the lake and say, "There's my hammer!" And so it came to be known as Hammer Lake. | ||
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A percussive "language" used by the large lupines of Titania, comparable to Morse Code in some ways, though not utilizing sustained tones. |
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