WORLD OF ICHGOR
The World of Ichgor is a CLOSED SPECIES side project designed by Xurryls.
This project is in its early stages holding a small community of wonderful unique artists and writers. Access to the community is by owning an official Ichgor yourself.
This CARRD is an archive content and will be updated over time. Some reference are old but still valid!
The World of Ichgor has undergone many stages of evolution, from the birth of gods to the development of civilizations, and their history has been marked by brilliance and vanquish. Natural evolution has graced the path to sci-fi, only to be followed by the downfall due to mass extinction and the reset in the form of the Elden Class. A new era of Ichgor has been reborn, and the present civilization lives alongside religion, culture, nature, and the past machines.The World of Ichgor is a world building art community where individual Ichgor can delve deep into a wide range of storylines. From slice-of-life tales to battling against the Xellarous plague, and from religious and cultural themes to the great rise and corruption of territories, the resistance of exiles, and many more. The only limit is your imagination.
Event and Items
OFFICIAL ART EVENTS
ㅤ
FARI'SYAH ELDRITCH RUNWAY
✦ Miss Fari'syah's runaway of the Outstanding and Wicked ✦EST. 2023
1ST - 31ST OCTOBER
Most exquisite salutations, cherished connoisseurs of beauty~
Prepare to bask in the resplendent magnificence of my artistic genius, for behold, I present unto you the very essence of the arcane and the extraordinary, drawn forth from realms beyond the mortal ken!Should your heart yearn for a mere taste of the mystical, I beseech you to grace me not only with your exquisite visage but also with the elegance that courses through your very being. Clasp my hand and permit me to bask in the radiance of your inspirations. Become the living embodiment of the wonders that dwell within the recesses of your brilliant mind. Thus adorned, you shall majestically traverse the throngs of onlookers upon Fari’syah’s Grand Eldritch Runway, a spectacle to be forever etched in the annals of history!
PRIZES - ELDRITCH ACCESSORY ITEMS
ㅤMORE EVENTS TO COME AS THE ICHGOR COMMUNITY GROWS !ㅤ
event items
ㅤ
Wisping Feather[COMMON]
TYPE: ACCESSORY ITEM
- Feather is not transparent.
- Lightweight, always has wisps.
- Physical material.
OBTAIN FROM:FARI'SYAH ELDRITCH RUNWAY
EVENT
USAGE:
- 1 time use, MYO clothing.
- Adds an optional Eldritch Accessory to your Ichgor.
- Can be put on any part of the body.
- Item must follow Ichgor Halo colours.
- Cannot change in shape or size, must follow design and colour coordination.
ㅤ
ㅤ
ㅤ
Sun Flare Gauntlet[UNCOMMON]
TYPE: ACCESSORY ITEM
- Flare looks like flames, but has no heat.
- Heavy, but provides decent armor.
- Flare is not physical.
OBTAIN FROM:FARI'SYAH ELDRITCH RUNWAY
EVENT
USAGE:
- 1 time use, MYO clothing.
- Adds an optional Eldritch Accessory to your Ichgor.
- Item must follow Ichgor Halo colours.
- Cannot change in shape or size, must follow design and colour coordination.
ㅤ
ㅤ
ㅤ
Soul Chip Scarf
[RARE]
TYPE: ACCESSORY ITEM
- Scarf is transparent.
- Lightweight, always chipping away at the ends.
- Physical material.
OBTAIN FROM:FARI'SYAH ELDRITCH RUNWAY
EVENT
USAGE:
- 1 time use, MYO clothing.
- Adds an optional Eldritch Accessory to your Ichgor.
- The mid scarf can be any dark colour desired.
- Item must follow Ichgor Halo colours.
- Cannot change in shape or size, must follow design and colour coordination.
ㅤ
ㅤ
ㅤ
Weeping Tear Coat
[NAT 1]
[LEGENDARY]
TYPE: ACCESSORY ITEM
- Coat is always drenched and dripping wet.
- Heavy, worse when in the rain.
- The parts of the coat with the Halo colors are transparent.
- Physical material.
OBTAIN FROM:FARI'SYAH ELDRITCH RUNWAY
EVENT
USAGE:
- 1 time use, MYO clothing.
- Adds an optional Eldritch Accessory to your Ichgor.
- Item must follow Ichgor Halo colours.
- Cannot change in shape or size, must follow design and colour coordination.
ㅤ
ㅤ
ㅤ
Divine Moth Cloak
[NAT 20]
[LEGENDARY]
TYPE: ACCESSORY ITEM
- Gives you the ability to glide down 6M unharmed.
- Undercoat is transparent.
- Wisps and sparkles are not physical.
- Physical material.
OBTAIN FROM:FARI'SYAH ELDRITCH RUNWAY
EVENT
USAGE:
- 1 time use, MYO clothing.
- Adds an optional Eldritch Accessory to your Ichgor.
- Item must follow Ichgor Halo colours.
- Cannot change in shape or size, must follow design and colour coordination.
ㅤ
ㅤ
Ichgor is a CLOSED SPECIES owned and designed by Xurryls and is not allowed to be created freely without the owners' expressed permission. They were first concepted back in 2017 and their lore began in 2021. Since then it has been slowly growing within the community ever since.It is a private species and Xurryls' side project where owners are required to be 18+ to acquire an Ichgor, to own and partake in the species events due to legal exchange reasons and the violent nature within its lore.
INDEX
BIOLOGY
LORE
WORLD AND BESTIARY
Anatomy & Biology
ANATOMY
OVERALLS
FACIAL STRUCTURE
Each subspecies has a significant detail in their facial structure which tells them apart. The biggest facial differences between species are the teeth structure and the bridge of their noses. Azvirahns are known to have sharp noses with long slender faces, the Evo'si have rounder softer noses with shorter muzzles while the Valhakrys have broader, flatter noses and an angular facial structure.
Ichgor’s lips can stretch ear to ear when grinning, showing elongated lip extensions at the corners of their mouth called the “lip flare”. These lip flares have around 2-5 flare points, 2 being the least and 5 being the most on each lip end. They are always the same colour as their Halo and Hologram, giving their face a center focus. As they evolve to be a highly facially expressive species, the lip flare becomes one of the significant beauties of an individual.
The membrane
All Ichgor possess a transparent Halo-like texture under their arms called the membrane. They are the remains of their Ancient Wyvern inheritance and are dead giveaways to an Ichgor’s biological sex.
Be mindful that the length of an Ichgor’s membrane is greatly affected by what class they are. Behemoths are known for having the shortest membrane, located underneath their armpits, while the Celestials have the longest one, starting from their wrist to their lower spine, as they share the most traits from their Wyvern ages.There is 3 membrane types to take note of.
Zhanix [Male]: The membrane without a point, stretching from the torso to the beginning of the forearm.
Ilhanix [Intersex] : The membrane point stretches from the forearm side of the membrane to the midpoint.
Rhanix [Female] : The membrane point stretches from the torso side of the membrane to the midpoint.
The membrane is not used for anything of note in Ichgor culture. As per their customs, piercing or modifying a membrane is a vile act. This is because it's an incredibly painful process and is seen as very taboo since it hints at disrespecting their past as a species.The membrane, as any other body part, can be injured and damaged, and there is no current medicine or treatment available to fix a broken membrane. Sometimes, Halo positions interfere with the membrane, thus this affected area shows the form of the Halo type the Ichgor may possess.Please keep in note that Ichgor society do not give much attention to one’s sex. An Ichgor may present in a way that does not coincide with their birth sex and that will not be a problem to anyone. The physical differences are simply genitalia and membrane, which is only visible if the Ichgor chooses for them to be.The Ichgor language does not have the concept of gendered secluded pronouns, unlike the English language. In the Ichgor’s language, the third person pronouns that refer to a person indirectly do not associate with one’s gender. It’s a useful feature of the language as it conceals the identity of the subject matter - which is especially important if someone is trying to eavesdrop on a conversation! This concept is inspired by the Bahasa Melayu from Malaysia.
❖ Zhanix [Male]
❖ Ilhanix [Intersex]
❖ Rhanix [Female]
Halo and Hologram
HALO
A physical limb that’s on an Ichgor where the natural flesh appears holographic. It is the core energy of the Hologram, where the ability of the Hologram is defined by the type of Halo an Ichgor has.
The Halo are glowing physical silhouettes that replace part of an Ichgor’s natural limb. They are the core energy of an Ichgor and the strongest and most important fundamental to their anatomy and internal being. A Halo’s traits are called elements and are involved in an elemental Halo chart. Halo elements have evolved over millennia from the main raw and legendary elemental figures which are water, earth, fire and air to the elements we see today. Halo elements influence the visual appearance and the potential of their Hologram which assists and benefit Ichgor’s life. Each Halo is unique to their own depending on the element.
HOLOGRAM
Physical forms that are projected by the Halo. These Holograms come in various shapes, sizes, and abilities depending on the Halo. An Ichgor's class can highly affect the strength and stamina of a Holo[gram].An Ichgor’s Hologram usually first manifests at a very young age due to instincts in times of play or danger. These abilities have evolved along with Halos in Ichgor and are known to manifest in ways that show an Ichgor’s most inner self.Although they originally manifest naturally, this ability works like any muscle, where constant use and training strengthens the base manifestation of a Hologram and neglecting the Hologram can cause it to weaken. Holograms have been classified into 5 known manifestation stages:
TIER 1 Geometric
(2D/3D) Shapes
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
TIER 2 Physical
(Limbs/body parts recreation)
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
TIER 3 Object
(Items, 3D, weaponry)
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
TIER 4 Beast
(Creature parts, most of their body)
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
TIER 5 Sentient
(Living creatures, moving entities with a mind on their own)
ELEMENT AND SKILL
HALO ELEMENTS
HOLO LEARNINGS
Ichgor can learn more than one Hologram formation within their abilities through hard work and years of practice. These teachings are known as ‘Holo Learnings’, which depending on the Ichgor’s class, changes depending on the limits they can push.Ichgor live in a dangerous world where self-protection is a vital practice, therefore every Ichgor often has to use their Hologram as a means of defense, even though their Hologram may not be a literal weapon. Since Holograms comes in different shapes and sizes Ichgor attacks are often creative and unpredictable, keeping each other on their toes.From their first Hologram, Ichgor are able to extend and combine their Hologram to make a more complex version or utterly different manifestation from that of the 1st. This creates the 2nd stage of Holo learning. As they learn to manipulate more of their Hologram, the more complex the teaching becomes to keep this shape stable, so not many Ichgor attempt it.
Examples of 1st to 2nd Learnings
TIER 1 Geometric
Square Holo: Can learn to size their form into a big platform or a wall. If experienced, they can learn to combine at max 10 square shapes together.TIER 2 Physical
Hand Holo: Can learn to become hand with arm extensions. If experienced, they can learn an entirely different body part such as the Horn.TIER 3 Object
Dagger Holo: Can learn to become a longsword. If experienced, they can learn an entirely different weapon or passive object such as a surfboard.TIER 4 Beast
Beast Head Holo: Can learn to have partial body extensions such as arms or a spine. [Unfortunately, this does not enable the Hologram to be a fullbody]TIER 5 Sentient
Drake Beast Holo: This Hologram tier is completely different compared to the others. Instead of changing form, the same sentient drake could have a greater physical appearance like thicker scales or a new spike formation.
HEIGHT CHART
CLASS | MINIMUM | MAXIMUM |
---|---|---|
ALPHA | 180cm (5'11ft) | 220cm (7'3ft) |
BEHEMOTH | 210cm (6'11ft) | 250cm (8'2ft) |
SENTINEL | 260cm (8'5ft) | 300cm (9'8ft) |
CELESTIAL | 190cm (6'3ft) | 230cm (7'7ft) |
The Valhakrys are often known to be the tallest subspecies, with more Ichgor in the taller height ranges compared to the Evo'si, which is often the opposite.
Ichgor believe that the taller an individual is, the closer they are to the gods while the shorter the individual is, the closer they are to the earth. Therefore Sentinels are known to be more spiritually linked to Gods. This belief is followed mostly in the Azvirahn territory.
The ideal beauty in the Evo'si territory for feminine presenting Ichgor leans towards tall individuals, especially extremely tall Ichgor.
Additional facts
Some Ichgor do have scales. These are located on their arms, legs and thighs as the most common positions. Their “fluff” comes from feathers, not fur. Being descendants of wyverns they share traits similar to those of dinosaurs and birds.
The “cheek fluff” of an Ichgor is a precious cultural aspect of their bodies, they decorate them along the standards of their nation and keep them in pristine condition, lest the Ichgor wishes to be judged or ostracized for their lack of maintenance. Cutting off the cheek fluff is terribly taboo and can label you as a vile individual or outlaw (exiles). The only exception to this rule is war veterans and old members that may have had it cut due to life experiences that demanded it.
They do not possess paw pads but instead they possess skin ridges on the print of their fingers as friction to assist gripping and climbing.
Their tongues have ridges to better preen themselves and consume food.
Colours on an Ichgor’s body and feathers vary a lot depending on subspecies and region, though some extreme mutations can happen, like albinism and melanism. Other types of mutations an Ichgor may possess are the shimmering of the feathers, the bioluminescence of their markings, the carving of their skin by a glowing mark, etc. Mutations like bioluminescence can be used to show a threat display via a combination of patterns and lights.
Ichgor with mutations like hyper-melanism may have naturally darker feathers and dull. The other way around could be said for hyper-albinism. This also affects the colour of their epidermis though, as the inside of their mouth and flesh is always the lighter and more vibrant colour of their Halo.
An Ichgor’s blood has a consistency that resembles syrup that can be either dark red, blue or purple pumped by their 2 hearts. Their blood and flesh always follow the rules of these 3 strict colours. Meanwhile, their skin (including scars) like tongue, gums, genitalia or inner eye are always the same colour as their Halo and Hologram colours.
Because of their past as wyverns, Ichgor still have a lingering instinct that makes them want to fly. Their membrane now is not even capable of gliding, therefore they have resorted to riding sky beasts instead to keep the lingering feeling of soaring the skies alive.
Traits and Mutation
TRAITS
MUTATION
[TRAITS] HALO
Halos have a large range and can be defined by how often they manifest in ichgor culture.[COMMON:] Standard, Sectioned, Shattered, Absent, Corrosion[UNCOMMON:] Skeleton, Barrier, Sonar, Combustion, Molten, Plasma[RARE:] Ghost, Life, Astral, Crystal, Time, Space[LEGENDARY:] Earth, Fire, Water, Wind[CORRUPTION:] Death, Distortion, Plague Bringer
ELEMENTAL EFFECTS: Ichgor are NOT immune to their own elemental effects nor towards the same category of Halo elements. It only gives Ichgor a personal understanding of the element and dulls the damage effects towards themselves. Elemental effects are only present on the Hologram and not the Halo limbs. The Halo limbs are only an “energy core” to the body and Hologram-like physical battery.ACTIVE ABILITY: Abilities where the conjurer needed to trigger the effect. It requires stamina and experience through age and practice to accurately make it effective. Some examples are, a tired Ichgor will struggle using their active ability or a young adult who is unable to make their effect long-lasting or functioning. All active abilities are only present on the Hologram and not the Halo body part. This is generally an evolutionary strategy to give the conjurer a better chance from getting easily backfired by their elemental effect.PASSIVE ABILITY: Abilities that are always present as a natural involuntary action within the Ichgor. Usually, it has positive effects giving them a heightened mental or physical expertise.NEGATIVE EFFECT: A negative side effect of being the owner of the Halo itself. It’s the body’s natural weakness where the effects are often unavoidable.
>Halo visual reference
COMMON
[STANDARD]ACTIVE ABILITY: Ichgor with this Halo type are good at nullifying and deflecting/bouncing offensive elemental effects away from themselves with their Holograms.PASSIVE ABILITY: They generally have a better focus on physical and intellectual skills due to the lack of need to focus on elemental effects. They also have longer, and stronger, internal stamina that benefits the formation of the Hologram.NEGATIVE EFFECT: Bouncing offensive elements can backfire on them if not deflected properly. Struggles with healing damages caused by other Holograms which often leave scarring to remember despite healing completely.-----------------------------------------------------------------------------------
[SECTIONED]ACTIVE ABILITY: A defensive type elemental ability that can strengthen the exterior structure of their Hologram to handle harsher impact blows against them which gives them a better chance of keeping their Hologram structure.PASSIVE ABILITY: Bones in the body are relatively tougher to break, making bone fractures or injuries hard to come by.NEGATIVE EFFECT: These Ichgor tend to suffer from joint pain when they do not get enough exercise. It can be irritating and uncomfortable, which requires the Ichgor to be fairly physically active.-----------------------------------------------------------------------------------
[SHATTERED]ACTIVE ABILITY: For these Ichgor, each shard of the Hologram becomes as sharp as broken glass and the effect spreads throughout the Hologram in pulses. They are also able to control the reflectiveness of their Hologram which can be used to bounce light against their Hologram.PASSIVE ABILITY: Ichgor with this Halo have tougher epidermal skin, which makes their skin much harder to tear or cut into, and they heal faster from superficial cuts.NEGATIVE EFFECT: These Ichgor have a slightly higher chance of suffering from nerve damage in targeted areas, which gives them no feeling in the spot. From this, infections may happen from cut wounds that go unnoticed on their body.-----------------------------------------------------------------------------------
[ABSENT]ACTIVE ABILITY: These Halos can make objects that come in contact with their Hologram invisible to the naked eye temporarily, usually around a couple of seconds to half an hour depending on age and experience. They can also warp the light of the surroundings making it harder to see which gives the effect of “absence”.PASSIVE ABILITY: These Ichgor generally have better reflexes and reaction time at an average of 190-200 milliseconds. They often have better eyesight and do not struggle with long or short-distance sight issues.NEGATIVE EFFECT: May develop a sensitivity to light or night blindness, which makes it a struggle to travel at night or in very dark spaces. Usually, this goes unnoticed as it is a progressive issue.-----------------------------------------------------------------------------------
[CORROSION]ACTIVE ABILITY: A corrosion Halo can cause a reaction that melts and burns into something upon physical contact. The effects can be as small as a light sizzle to a burn similar to hydrochloric acid depending on experience. Tend to have a small aerial effect which gives an irritation to the eyes and lungs almost similar to an onion though the Hologram is scentless.PASSIVE ABILITY: These Ichgor are slightly more resilient to possible toxic/poison and chemical effects. They have an iron stomach and can sometimes even handle raw spoiled foods without getting sick.NEGATIVE EFFECT: Individuals may be nose blind and have a higher chance of having a longer list of allergies on their body causing unneeded discomfort and sometimes bad reactions. All Corrosion individuals are unfortunately allergic to pollen.-----------------------------------------------------------------------------------
UNCOMMON
[SKELETON]ACTIVE ABILITY: An offensive type element that strengthens its interior core making it denser which causes every hitting impact a powerful blow, good for deflecting elements at the right time with a better chance of causing visual pause or stunt to a subject.PASSIVE ABILITY: The Ichgor’s bones have a slightly faster healing rate and the Halo minimizes the chances of fractures or bone breaks.NEGATIVE EFFECT: Ichgor with this Halo have a greater chance of getting bone-related diseases, especially arthritis. Lack of rest and exertion beyond usual without gradual exercise and practice can cause this trauma.-----------------------------------------------------------------------------------
[BARRIER]ACTIVE ABILITY: The ability to pass energy throughout the Hologram where physical or elemental collision made onto the Hologram is spread equally across the Hologram and bounces the impact back to the inflictor. It can also be used to bounce the effect in a different direction.PASSIVE ABILITY: Ichgor with this Halo have a higher pain and pressure tolerance, making them more resilient to any harsh elements or impacts towards their body. This often allows the Ichgor to surpass greater lengths before expiring.NEGATIVE EFFECT: Have a higher possibility of developing muscle tension from calcifying their muscles when strained too much. This can result in muscle tears and in worse-case scenarios, they may struggle to fully recover from it.-----------------------------------------------------------------------------------
[SONAR]ACTIVE ABILITY: These Holos emit different frequencies, and can be used to create sounds or vibrations. Ichgor can also use this Halo to be able to detect targeted matter (organic or inorganic), similar to echolocation.PASSIVE ABILITY: Have keener hearing than the average Ichgor with an incredible sense of touch which allows them to feel vibrations and movement within the air. They are naturally more alert with substantially better instinctive reactions.NEGATIVE EFFECT: Have a likely chance of suffering from hearing damage without the awareness of the conjurer. They are easily overwhelmed by their surroundings and are quick to develop a migraine.-----------------------------------------------------------------------------------
[COMBUSTION]ACTIVE ABILITY: An extreme, stamina-based elemental Halo which manifests and charges one explosion with the touch of their Hologram. The size of the blast radius depends on the experience of the Ichgor which goes at an average of 0.5m-5m in radius. For the explosion to happen, The Hologram must come in solid contact for at least 3 seconds to combust. By exploding, it also disintegrates their Hologram, which requires a Hologram reformation each combustion.PASSIVE ABILITY: Ichgor with this Halo are naturally full of energy with higher metabolism and are likely to be more physically durable. They can carry their weight and have an easier time being physically fit as long as they maintain healthy habits.NEGATIVE EFFECT: Many combustion Ichgor have a massive appetite as they require a lot of calories to maintain good physical health. These Ichgor tend to burn calories quicker and without proper nutrition intake, can suffer from malnutrition-----------------------------------------------------------------------------------
[MOLTEN]ACTIVE ABILITY: This Halo has the ability to gradually heat up to a temperature of 400°c which takes as long as 5 minutes per 100°c. Usually with a broad stamina, they can keep their active ability running for as long as an hour without collapsing. The dripping molten from the Hologram also adds burn effects that stay on the surface of any object for a couple of minutesPASSIVE ABILITY: These Ichgor are resilient to hotter temperatures and can live very comfortably at a maximum of 40°c. Their body is usually 4°c warmer (44°c).NEGATIVE EFFECT: These Ichgor have a higher chance of getting a heat stroke when sick, due to how hot their body runs, they also lose water quicker, which can lead to dehydration.-----------------------------------------------------------------------------------
[PLASMA]ACTIVE ABILITY: This Halo creates electricity with magnetic movements similar to the appearance of a plasma ball. It can create a variety of voltage shots, but the constant flow of energy throughout with the ability to share and pass energy like a battery.PASSIVE ABILITY: Ichgor with this Halo are known to be natural-born runners with a large well of stamina. Their body also materializes energy faster, which makes them incredible athletes.NEGATIVE EFFECT: Lightning strikes and ambient energy have an attraction to their Halo, which makes them staticky, and they have a somewhat higher chance of getting struck by lightning in thunderstorms.-----------------------------------------------------------------------------------
RARE
[GHOST]ACTIVE ABILITY: Allows the Ichgor to bend the molecules and loosen them, allowing inanimate objects to phase through each other with the aid of their Hologram. If greatly skilled, the users themselves can move through other inanimate objects, with a small side effect of slight nerve pain on any body part that comes in contact with the object.PASSIVE ABILITY: These Ichgor are greatly known for their body’s ability to absorb nutrients, making them more physically resilient and helping them with natural body healing and health. This goes for nutrients in food, medicine and even molecules in the air, which help them with their day-to-day life.NEGATIVE EFFECT: This Ichgor is likely to suffer from nerve deterioration with extreme use of their Halo abilities. They may face random bursts of nerve pain unsystematically throughout their body due to this. Furthermore, Ichgor who frequently practice warping their body through inanimate objects only quickens the process and can potentially suffer from permanent paralysis with prolonged usage.-----------------------------------------------------------------------------------
[LIFE]ACTIVE ABILITY: This Halo comes with a unique ability based on restoration of anything irredeemably alive and breathing. They can mend and aid wounds on another entity, quickening the healing process. Small wounds can easily be healed and scabbed over while the larger ones take more time, but this Halo is still fairly effective than natural healing.PASSIVE ABILITY: Generally this Ichgor has a great immune system. They have a better time healing wounds inflicted on themselves and are less likely to get an infection.NEGATIVE EFFECT: Very well known as the “sleepiest Ichgor”. Their Halo makes them require more breaks and take less physically active tasks to get around more easily. The Ichgor may struggle with fatigue, develop weakened muscles and potentially lose mobility in their older ages.-----------------------------------------------------------------------------------
[ASTRAL]ACTIVE ABILITY: This Halo is able to emit long sheets of paper-thin light, half the length of the Ichgor’s height as long as the Hologram is in motion. It acts similarly to specialized cutting lasers that can split through physical matter and soft metals that they come in contact with, meaning their ends are extremely hot to the touch.PASSIVE ABILITY: These Ichgor are known to be born with great eyesight and a great sense of physical balance. They are naturally brilliant at levelling themselves and finding the middle ground to pursue physical stability.NEGATIVE EFFECT: Ichgor may suffer from light sensitivity in the growing years of their life which can slowly degrade into blindness in their older years. They are likely to be born enduring strong levels of epilepsy which causes unwanted small and big seizures to the figure.-----------------------------------------------------------------------------------
[CRYSTAL]ACTIVE ABILITY: This Halo comes with the ability to accumulate and grow crystal skin across their body. It can also be used to strengthen their Hologram with crystal, acting as physical armour for both defensive and offensive purposes. They can withstand many impactful and elemental hits as long as their armour stays intact, making them a tanky Ichgor class.PASSIVE ABILITY: These Ichgor are naturally stronger and tougher physically, capable of building muscle at an extremely fast rate. This also means they do not lose muscle mass that easily, even if they are layered with thicker fat.NEGATIVE EFFECT:This Ichgor naturally has thick bones, which makes them slower and less swift on their feet. They are also likely to be born with CIPA, or acquire this syndrome later in their life.-----------------------------------------------------------------------------------
[TIME]ACTIVE ABILITY: This Ichgor can manipulate kinetic and potential energy of inanimate objects in their surroundings as long as it makes contact with their Holo. The absolute mastery of this skill allows Ichgor to create a small bubble away from their Hologram with the same effects.PASSIVE ABILITY: Ichgor with Time Halos have an incredible reaction time and can pick up moving entities from a distance much better than the average Ichgor when they’re at a young age.NEGATIVE EFFECT: Time Halo Ichgor often age physically faster than the average Ichgor and can shorten their lifespan if their ability usage exceeds comfort. They, unfortunately, have a much more likely chance to suffer dementia or memory-based diseases in their older age.-----------------------------------------------------------------------------------
[SPACE]ACTIVE ABILITY: Allows the Ichgor to quickly transport inanimate objects and smaller entities from one Hologram to the other similar to teleportation but in an eye view range. This Ichgor can manipulate their Hologram at a greater distance than the average Ichgor, going as far as 12 times their own height in diameter maximum.PASSIVE ABILITY: Ichgor has incredible memory, especially in visual and sound. They are great at navigation and remembering concepts and clues making them great problem solvers.NEGATIVE EFFECT: Ichgor with the Halo are often born stereoblind or colourblind and may live their life unaware of this factor. They are fairly likely to develop narcolepsy in their older years and may struggle to live by themselves without aid.-----------------------------------------------------------------------------------
LEGENDARY
[EARTH]ACTIVE ABILITY: Allows Ichgor to use their Hologram to shift the ground and manipulate it in fairly reasonable earth chunks to their usage and can also create a wide variety of physical tools or armour if needed. If mastered, this Halo can be used to cause much larger effects such as landslides, making it a disastrous Halo in the wrong hands.PASSIVE ABILITY: These Ichgor are hardier and have stronger bones than the average Ichgor due to the extra calcium in their bones and minerals in their system. This makes them harder to injure and quicker to heal from more serious injuries.NEGATIVE EFFECT: Although bone injuries heal more quickly, if these Ichgor are too foolhardy they can eventually develop fibrous dysplasia from the quick healing and bashing of their bones, weakening them over time. This may cause paralysis later in their lifetimes.-----------------------------------------------------------------------------------
[FIRE]ACTIVE ABILITY: An Ichgor that can manipulate the movement of fire for short periods of time, increasing the heat of the fire with their Halo and allowing it to reach up to a maximum of 1200°C for a short couple of seconds. If used incorrectly, it can easily backfire and the Halo owner can burn down entire villages or forests.PASSIVE ABILITY: These Ichgor do not burn easily, if at all, from things that would easily burn a normal Ichgor. They cannot be in fire eternally, but short walks through flames would leave them unharmed. This has an added effect of making their body run at extremely high temperatures.NEGATIVE EFFECT: Ichgor with this Halo are likely to develop lung-related diseases due to smoke and debris inhalation, which can kill the Ichgor if not treated accordingly. This Halo is a double-edged sword because Ichgor with this Halo are likely to die young due to lack of control. They are also likely to have bald spots from prolonged contact with fire, as their feathers are the least resistant.-----------------------------------------------------------------------------------
[WATER]ACTIVE ABILITY: An Ichgor that can manipulate the flow of water for short periods of time, putting so much pressure on the water that it can freeze even at higher temperatures. With this Halo, experienced Ichgor can either hold back the tides in a local area or fill cave systems with rushing water.PASSIVE ABILITY: These Ichgor have larger lungs and more alveoli than other Ichgor, allowing them to stay underwater for longer periods. On top of this, they have a natural ability that involuntarily closes their nostrils underwater in order to stop water from getting inside.NEGATIVE EFFECT: Ichgor with this Halo have reduced circulation in their extremities and a lack of ability to hold in water, making them get dehydrated easily. This can lead to blood clots and swelling if they’re not taking care of themselves properly. They are also likely to be born with low blood pressure which becomes an overall struggle to their day to day life.-----------------------------------------------------------------------------------
[WIND]ACTIVE ABILITY: This Halo enables the Ichgor to manipulate wind gusts with a flick of their Hologram or along it. They can control the speed of the wind or encase themselves with a ball of air serving as cover. With Halo mastery, this Ichgor can create dangerous tornado-like gusts and pull air from a localized area around their Hologram, allowing them to pull air from lungs.PASSIVE ABILITY: Ichgor with this Halo are often known to have a lighter body weight when compared to the average Ichgor. They are known to have the silkiest and most lightweight feathers making them be known as the puffballs of Ichgor, a concept of feather beauty.NEGATIVE EFFECT: These Ichgor always seem to develop asthma usually fairly early in their childhood and sometimes are likely to suffer from underdeveloped or lack or lung alveolus. They struggle with shortness of breath more often than other Ichgor, making it harder for them to exercise and deal with high altitudes.-----------------------------------------------------------------------------------
CORRUPTED
THESE TRAITS CANNOT BE OWNED AND EXIST PURELY FOR WORLDBUILDING REASONS, HAVING THESE TRAITS MEAN CERTAIN DEATH AND SHUNNING FOR THE ICHGOR.
[DEATH]ACTIVE ABILITY: This Halo can drain the life force of every being that touches the Hologram, which makes it a very lonely existence. Holograms that come in contact with their Hologram get drained of their stamina and disperse.PASSIVE ABILITY: [NO POSITIVE PASSIVE ABILITY]NEGATIVE EFFECT: Ichgor with this Halo are unable to heal properly from injuries, so if they’re grievously injured the wound will never go through the normal stages of recovery and will constantly reopen. This means Ichgor with this Halo are also usually anemic in their old age.-----------------------------------------------------------------------------------
[DISTORTION]ACTIVE ABILITY: This Halo destroys or restructures parts of reality warping them out of shape, potentially changing beings and objects forever. Elemental effects from Holograms can be dispersed or warped and returned to the original host.PASSIVE ABILITY: [NO POSITIVE PASSIVE ABILITY]NEGATIVE EFFECT: Ichgor with this Halo have an extremely fast metabolism, which makes them unable to keep on a healthy body weight. This leads to the potential for a lot of diseases throughout this Ichgor’s life.-----------------------------------------------------------------------------------
[PLAGUE BRINGER]ACTIVE ABILITY: Brings the plague upon whoever it touches.PASSIVE ABILITY: [NO POSITIVE PASSIVE ABILITY]NEGATIVE EFFECT: These Ichgor are affected by the Xellarous Plague, physically changing them beyond recognition, they are too corrupted to be a part of society.-----------------------------------------------------------------------------------
[TRAITS] limbs
An Ichgor can be born with a Halo on any part of their body, with some positions being more fortunate than others. Body parts with the Halo will follow the stereotypical shape of the body part but also have additional structures that allow identification of the Halo type from birth.Halos typically only manifest on one limb, like the tail or one arm, however there are rarer manifestations that can occur like having both arms or legs represent an Ichgor's Halo. Even rarer, there is a remote possibility that a Halo will manifest in multiple limbs throughout the body, which is known as a Scattered Halo.
>Multi Mutation Halo
It is important to be mindful of the type of Halo an Ichgor may possess, like this guy over here with molten. Don’t shake his hand when he is angry, he might burn it right off your body!
>Usual 1 Arm Halo
>Uncommon 2 Arm Halo
[TRAITS] Extras
A deadly handshake.
Certain Halos are better for some jobs than others, therefore the Halo an Ichgor is born with can greatly affect the path in life they will take.
A rare Halo type is not enough to make a strong Ichgor, stamina and training is also needed. Therefore a strong Halo may make someone likely to be strong in battle but without training they would not last a second in the battlefield.
Some Halo types are more common in certain classes than others, for example it is rare for a Celestial to be born with a standard Halo, just like its rare for an Alpha to be born with a powerful Halo, like astral.
The corrupted class of Halo is seen as a bad omen and is very dangerous to face against. Ichgor born with these are more likely to be exiled due to the fear their Halo brings. The Halo, though, doesn't always reflect the true nature of the one that was born with it.
Halos can be damaged and scarred as the chart shown above. Therefore someone must be careful in battle to not gain Halo injuries. Injuring a Halo is very serious and often seen on war veterans.
Some prosthetics tend to be powered by Halo in the Ichgor world, as grim as it may sound. This helps it function like machinery.
There can be instances of Holograms that may resemble a different type. For instance the puppeteer Aer'Maetlin that has object Hologram but their Holo move and act like a beast Hologram, all thanks to them puppeteering them like so.
An Ichgor can be born with a Halo of two colors, it is a rare sight to come across but possible to happen!
Ichgor are very proud of their Halos, they enjoy showing them off, therefore is not rare for them to adapt clothing so the Halo is as visible as it can be.
MUTATIONS
Here is a list of the currently known mutations present in Ichgor.Often times, the amount of mutations an Ichgor can have is greatly affected by their class. For example, Alphas usually have one mutation while classes like celestials can hold up to three mutations stably.
Heterochromia: Eyes are different or mismatched.
Shimmering: Sparkles throughout the feathers.
Carving: Constantly glowing skin engravings on non-Halo limbs.
Dumbo: Overgrown hood.
Floppy: Floppy hood.
Bioluminescence: A pattern throughout the body that glows, can be controlled.
Wisp discharge: A wispy smog that comes out of glow holes/horns/claws/etc.
Multi: Extra limbs or bizarre duplicates.
Bone physic: Overgrown bones and mutated tendons.
Dragon: Ichgor has a burning undersides to their scale traits.
Jellyfish: The Ichgor's hood is made of softer, transparent cartilage + a gelatinous shawl over their shoulders to match the hood shape.
Albinism: Body absolutely pale, nearing white, with a pastel Halo.
Melanism: Body absolutely dark, nearing black, with a muddy Halo.
Chimera: Body is divided in two clear sections, both of complementary colors to each other. [Halo is 1 color only]
Exoskeleton: Certain limbs look like an insect exoskeleton.
Sphinx: Born without feathers.
Lykoi: Born with natural bald patches to their body.
Hyperdontia: Extra or deformed teeth on the muzzle and/or neck.
Element engraved: Body part infused with an ore/gem.
False Wings: Extra wing-like structures on body.
Burning Maw: Glowing insides, only noticed in the mouth.
Vitró: Patches of crystalized scales that resemble stained glass.
[EXILES] Parasite: Parasitic entity on tail or tongue.
[EVENT] Dual Chroma: Halo of two different colors.
[EVENT] Scattered Halo: The Ichgor's Halo gets redistributed across the body.
CURRENT VISUALS
Visuals will be updated as they are solidifed over time. Some of these need updates.
>Burning Maw
>Bioluminescence
>Multi [Type A] + Shimmering
>Wisp Discharge + Duo Chroma
>Bone Physic [Type B]
>Multi [Type B]
Extensive Info
LIFESPAN
ALPHA
210 - 290
[War erosions 90-170 Y] Alphas are highly unlikely to go to war
Hatchling: 0-1
Nestling: 1-5
Child: 6-12
Teenager: 13-20
Adult: 21-105
Middle Age: 106-232
Senior: 233-338
Ancient: 339-567
BEHEMOTH
250 - 330
[War erosions 150-190 Y]
Hatchling: 0-1
Nestling: 1-5
Child: 6-12
Teenager: 13-20
Adult: 21-126
Middle Age: 127-274
Senior: 275-401
Ancient: 402-591
SENTINEL
300 - 380
[War erosions 180-220 Y]
Hatchling: 0-1
Nestling: 1-5
Child: 6-12
Teenager: 13-20
Adult: 21-147
Middle Age: 148-380
Senior: 381-528
Ancient: 529-739
CELESTIAL
380 - 460
[War erosions 240-280 Y]
[Boarder erosions 300-360 Y]
Hatchling: 0-1
Nestling: 1-5
Child: 6-12
Teenager: 13-20
Adult: 21-189
Middle Age: 190-400
Senior: 401-589
Ancient: 590-843
About War Erosion
War erosion happens when the Halo and Hologram are overworked past their ability, causing Halo implosion and permanent internal injury. This is caused when the Halo and Hologram are pushed through their limits resulting in severe internal burns and the outer Halo collapsing. This unfortunately commonly happens when an Ichgor fought in the war and it is the leading cause of shortened Ichgor's lifespan.Ichgor, despite their borders and immense territory distance between each other, are often having skirmishes with other factions. An Ichgor enlisted and deployed into war can have deployment last at least 5-10 years.
About Border Erosion
A condition that happens exclusively to celestials, it is caused when the ichgor overstressed their Holo over a long period while creating the protective borders that guard their territories.
The process of making these borders requires these celestials to leave a piece of themselves, a part of their Holo energy, in a place for a long duration of time.
Celestials are highly likely to go too far in the name of protecting lands and this drains the life essence they part with. A permanent, deadly burnout that can end the life of a celestial if bad enough.
Corruption and Diseases
XELLAROUS CORRUPTION
DISEASE AND DISABILITIES
Xellarous Plague
Xellarous is a gene mutative disease that malfunctions cells by altering the genetic structure of the surrounding tissue turning a normal cell into a Xellarous cell. It jumps from body to body, learning and collecting genetic codes from other creatures, extending its knowledge of unique anatomy. This collected information is later burst into the victim’s cell tissues, altering and forcing the cell to mutate. Similar to cancerous cells, problematic Xellarous cells go undetected. It duplicates and reforms, heavily altering the figure of the anatomy. Xellarous starts by simply changing small aspects of the body, eventually adding and exchanging limbs. It will continuously alter the body to the point of overwhelming the cells which cause the body’s structure to collapse and rot from the inside out.
Xellarous Origins
TBN
Cause of the Rising Plague
TBN
Existing Types of Xellarous
TBN
DISEASES AND DISABILITIES
SEVERITY
Harmless ◂ ◆◆◆◇◇◇ ▸ Fatal
COMMON DISEASES
❖ WYVERN FLU
About:
A very strong flu that often comes from wild wyverns. It is very common in the countryside and lowers the Ichgor's immune system.
Symptom:
High fever, cold sweat, flu symptoms, temporarily weaker immune system.
Severity: ◆◆◆◇◇◇
❖ TRESCOSIS
About:
The condition an Ichgor with male genitalia have when they overuse and exhaust their sexual organs. This condition can resolve after weeks of rest.
Symptom:
Disinterest in intercourse, trouble performing in bed.
Severity: ◆◆◇◇◇◇
❖ VENDIGEN POISONING
About:
A disease is carried by a mammal known as the common Vendigen. The strain can be found within the Vendigen's droppings. This strain can be contracted by contaminated or unclean food/meat primarily.Symptom:
Mild fever, chills, diarrhea and vomiting
Severity: ◆◆◇◇◇◇
PHYSICAL DISEASES
❖ XELLAROUS PLAGUE
About:
The plague that has haunted the Ichgor since the beginning of their civilization. It is a burning pain that crawls upon an Ichgor and eats them slowly. Similar to the process of zombification. It has no cure.
Symptoms:
Brain fog, burns, disorientation, deformations, loss of feathers, rot, dangerous mutations.
Severity: ◆◆◆◆◆◆
❖ WAR EROSION
About:
The erosion of the life essence of an Ichgor due extreme burnout and overextension of their abilities. Very common in soldiers and often ends in a shortened lifespan.
Symptoms:
Permanent internal injuries, burning sensation, crumbling Halo.
Severity: ◆◆◆◆◆◆
❖ BORDER EROSION
About:
Exclusive to celestials and caused by an overextensions of their abilities while manifesting a border, this causes their life essence to fade. It may not be deadly but can cause permanent damage.
Symptoms:
Weaker Halo, quick to crumble Holograms, permanent stamina loss.
Severity: ◆◆◆◆◆◇
❖ HALO EXHAUSTION
About:
A temporary injury to a Halo caused by overworking to a reasonable degree, this is a less deadly version of erosion that can happen frequently and is cured with rest and care.
Symptoms:
Crumbling Halo, weaker Holograms, dizziness, headaches.
Severity: ◆◆◇◇◇◇
❖ STEROICHOSIS
About:
An immunodeficiency disease. Ichgor have a bodily fluid that is considered a toxin that the same subspecies is immune to while the other isn’t. When steroichosis enters the body that isn’t the same subspecies, it creates a life sentencing virus that affects the Ichgor’s health and regeneration.
Symptoms:
Permanently weakened muscles, Halo/Hologram and immune system, dried lips, glassy eyes, massive loss of feathers.
Severity: ◆◆◆◆◆◆
SOCIETY
SOCIETAL ASPECTS
NATIONS
AZVIRAHN
Ichgor that hail from the humid and tropical areas. Well known by the fact that their Halos can have any color possible in comparison to their other two sibling subspecies. Their culture is based on making every bit of life meaningful and respecting mother nature as a whole, since she provides them with all their needs. They are a prideful and territorial society that tattoo themselves as a way to decorate their bodies.They are the wealthiest of the established regions due to their abundant resources and expertise at trading. This is because they live in jungles and forests that provide them if you do not mind the great amounts of aggressive fauna and plentiful wyverns. Because of how dense their biome is, bioluminescence is easy to find and light the way through the leaves and trees. They are greatly inspired by East Asian cultures of the past and tropical civilizations.Religion:
The Azvirahn worship the light within the inborn and reborn. They believe every entity has a strong physical and spiritual energy that presents both the reality inside and outside where all living shares a great connection. Birth from the unknown, return to the unknown. A life cycle of reincarnation of old and new souls reliving wonders as a new entity.Upon an Azvirahn's death they bathe their deceased kin and dress them in embroidered cloth that relates to their deeds. Over that cloth they pour hot wax from candles made by the holy blood before offering the deceased to the Wyvern of the Great Beyond. A gentle head bow signifies a blessing of a new life and a gentle kiss of its muzzle signifies the end where their last rest will be in the stars. After the judgement is passed they lower the dead into the earth with many offerings as the last gift of their previous life.
EVO'SI
Ichgor that hail from a hot and bright nation full of arid biomes that are fond of nocturnal living due to the heat. The lack of usable resources have made them develop frontal teeth that are perfect for eating insects, consuming mineral blocks and cracking shells of hard fruits. Their culture is based on teaching the youth for a better future and avoiding chaos. Diplomacy is a big interest point for them and can range from peaceful and quiet to quick and merciless.Their whole daily lives are structured to be able to meet the sunrise to greet their god every morning. When they become of age they carry on a ritual where they bathe themselves in burning gold. Golden aspects hold importance therefore they decorate themselves with it.
They are greatly inspired by middle eastern cultures of the past and desert civilizations. Their Halo often have warm colors.Religion:
The Evo’si worship the Sun and Moon. They believe in life and birth gifted by the Sun and the cradle and passing gifted by the Moon. A nocturnal subspecies of the night living in the security of the moon and embracing the new life offered by the sun.They paint their deceased with blessed gold from the tip of the horns and the end of their tail to guide them into the path of the otherworldly. They then rest them on a pallet of silver wood carved by the priest and offered to the Great Wyvern of the Sun. As the moon reaches the center of heaven’s sky they offer a final kiss to their deceased before they are sent to the heavens by the flames of the Wyvern Sun.
VALHAKRYS
Ichgor that hail from a cold and dark nation. They are a subspecies that have adapted to the ice and snow and therefore follow a meat-heavy diet, this is reflected in their strong and sharp molars. Their culture is heavily based on the thrill and respect for the hunt, honoring every part of the animal they kill. A defining aspect of them is their tendency to paint their bodies in different colors as a form of decoration. Their face paint is given when they reach maturity and it has great importance to them.Due to their harsh weather, deep swamps, and icy terrain, they are the poorest of the three established regions. They enjoy hot springs as leisure and love crafting warm clothing with pelts and leather. They are greatly inspired by Northern European cultures of the past and snowy civilizations. Their Halo often have cold colors.Religion:
The Valhakrys respect and worship the concept of Premortality, Life and the Afterlife. The hums of the beginning and the silence of the end.They paint the face of their deceased with dye made out of velvet leaves and black ashes of their Wyvern descendants and ancestors as they lower them into the beautifully crafted coffin. As the living, they all hum for their silent brethren, carrying and marching to the highest peak to offer them to the Holy Wyvern of All-Seeing where the body is brushed with funerary torches and then touched to the snow, returning their soul to the gods. The icy remains are then marched back down the mountain to their holy place of rest, to be watched over by the groundskeepers.
EXILES
Being exiled by a region means that an Ichgor is thrown out of their home region and into the No Man’s Land between regions, often called the Exiled Territory. The Exiled Territory is a mountainous region riddled with ruins of the past civilization and abandoned machinery, seemingly towering as high as the mountains they’re nestled within. Compared to the established regions, some may see the Exiled Territory as a barren region, but Exiles see it as a safe haven where disputes are trivial and survival is the only goal.The Exiled Territory has multiple factions ruled by different Ichgor that have risen above others due to their strength and decision making prowess. These safe zones are filled with different merchants and guilds for an Ichgor willing to take the risk on dubious endeavors. Here, the black market runs in the daylight and everyone can get a fill of their vices. No Ichgor judges what you wear, what wyvern you worship, or what company you keep, society here runs on what an Ichgor can provide to others around them.The capital for the Exiled Territory is a faction ruled by a Celestial, Xynoxious, called the Metal Devil Territory, located in the “eye” of the Ichgor continent. This is a walled off faction that is only accessible via port and is extremely hard to find. While exiled Ichgor will try to find and join the MDT as a refuge from the other warring factions, they must earn their place there through rigorous tests, both mental and physical, as well as a background check to ensure they won’t be a danger to the budding community within the unpassable peaks.
Types of Settlements
Within the Ichgor world the three subspecies can follow a variety of structures to their population but there are some things that stay true within all of them.In the following, there is a list of places your Ichgor may live in to help you sprout ideas of their background and way of living
CAPITALS // Due to their complex border relations, Ichgor have two capitals for each region.
MAIN CAPITAL: Often located in the centre of the region, this is what we can consider a capital in the most traditional sense and where Eil or rulers are often located. Ichgor are attracted to live in them due to the great security these places bring. These sprawling metropolises tend to have the highest concentration of novel technology and are where all big religious acts are hosted, like festivals and exile ceremonies.
BORDER CAPITAL: The border capitals were born purely out of a need for diplomacy within the subspecies. Normally ruled by a secondary set of rulers or the sibling of an Eil, these cities are the “melting pots” of their regions. Here it is not rare to spot other subspecies passing through for the sake of trading or diplomacy. Ichgor travel out to these areas due to the possibility of great wealth from the war effort and unique resources they may have. Sadly, crime and violence tend to be more common in these areas because of the distance from the main capital.
STRONGHOLDS // These are the closest in density to cities. They are big, but not quite the the size of a capital.
MONASTERIES/TEMPLES: Strongholds that are cities built around a well established monastery or temple. These places are swarmed by Ichgor that wish to devote themselves to religion and honour their gods. Because of their religious status, it is less likely to face crime and violence as the god's presence is strong in them.
NOBLE CASTLES/PALACES: These refer to extensive pieces of land that are owned by a noble or royalty from old that the region no longer recognizes, often highlighted by a castle or palace. Some Ichgor still hold respect for the old names from before region's union and continue to live there to serve their houses. Although all of these Ichgor are loyal, some nobles treat their subjects better than others.
DEMOCRATIC STRONGHOLDS: Places where the noble or royalty of the land is long gone, these are more often democratically elected places that have a table of leaders running them. They serve under the current national leaders but have a tendency of simply doing their own thing. These strongholds are often unique in scope and the palaces or castles that are there are repurposed into public buildings for their inhabitants. Your actions speak louder than your family name here.
BORDER STRONGHOLDS: Smaller versions of Border Capitals, these are places where Ichgor simply tend to end up if they are living on the region's border. Seeing other subspecies seen here is even more common than the border capital thanks to a laid-back military presence guarding them. While they are great trade hubs and ports because of this, they often face attacks from pirates and outlaws. They are greatly affected by war so they can be seen as dangerous places to live in.
TOWNS // Small towns are often found scattered around the whole nation.
LAWLESS TOWNS: This is what we call the wild west of the world, these towns are either new or have been broken down by war and conflict. An Ichgor could describe them as a flip of a coin, you may have a great time or a nightmarish experience travelling through them.
TEMPLE TOWNS Smaller versions of the religious strongholds or a religious stronghold in the making. Quiet, peaceful places where Ichgor mind their business.
COMMERCIAL/PORT TOWNS: Smaller trade hubs like ports, these are often a great place for Ichgor to sell their goods for some much needed coin. Ichgor don’t ask or tell. Business is all that matters to them.
ADMINISTRATIVE TOWNS: Towns where the representatives of a local area live, these towns are often a hub for politicians to send news out or receive news from superiors. The presence of the military tends to be higher, making crime is more scarce.
BORDER TOWNS: Smaller versions of the border strongholds, these places tend to have a huge cultural exchange between other subspecies and are often the escape for people who don’t quite agree with the animosity between regions. The outcasts and weirdos are always welcome. Some Ichgor call these the “free lands”
COUNTRYSIDE // Places that have a very scarce population and aren’t big enough to be even called a town. They are scattered everywhere and tend to be dismissed a lot.
FARMLANDS: As per the name, farms! Where the Ichgor raise cattle and produce food for the rest, calm places away from everything.
VILLAGES: Small villages with no more than 5k inhabitants. Sometimes as little as 100 depending on the place. Very natural areas and good resting spots for travelers.
NOMADIC CARAVANS; Some Ichgor decide to live a nomadic lifestyle in the form of roaming caravans. Most that join tend to hop between caravans as they travel through regions, but some stick with only one group. They're for the free spirits that aren't fond of the idea of settling down or for the Ichgor that wish to run away from the shadows of their past.
BOARDER WAR CAMPS: As per the names, military camps across the borders that take part in the constant war effort between factions. These are very dangerous places to be in and often filled to the brim with people that have accepted they may not return home. Approaching these as another subspecies can cost you your life.
Societal Norms
When acquiring an Ichgor, it can be helpful to know the social norms of each class, so here's a small list of advantages and disadvantages your Ichgor may face.Note: These are all considered STEREOTYPES to each class, and exceptions to the rule are common due to societal shifts. When referring to these, take them as suggestions for possible stories if you are stuck and not things that MUST happen.
ALPHA
Advantages:
Freedom of choice.
Ability to be very wildly adventurous and curious.
Group loyalty makes them a very efficient workforce.
Most daily objects and clothing are adapted to them.
They’re bound to be on good terms with other subspecies if they ever meet.
Disadvantages:
Expected to fight and handle the Xellarous Corruption.
Often devalued and oppressed.
Less likely to get nobility titles.
Often needs to work extra hard to make themselves known.
Expected to bend to social norms.
BEHEMOTH
Advantages:
Genetically easy to get physically strong and fit.
Very adaptive socially and creativity.
Seen as protectors by other classes, makes them seem comforting.
More likely to get minor leadership roles within the nation.
Their Halo and Holo ability is more likely to be strong.
Disadvantages:
Expected to fight in War.
Expected to be strong, without any emotional weaknesses.
Always dismissed at the sight of minor injury.
Can be seen as brutish in hostile situations.
Their powerful abilities tend to be shadowed by their positions.
SENTINEL
Advantages:
Are seen as gentle giants and guardians.
Have the most beautiful and strong scale complexion.
Respected religious authorities when in a religious setting.
Easily forgiven for social mishaps.
Can have great political influence because of their religious connotations.
Disadvantages:
Expected to always protect the status quo.
Struggles of fitting into many spaces and homes for their massive size.
Daily items and clothing do not tend to fit their bodies.
Hard time relating to society because of their size and social standards.
Can be forced into religious practices or shunned if they neglect them by families.
CELESTIAL
Advantages:
Has an easier time controlling and learning their Halo and Holo abilities.
Are often pampered and privileged.
Have the most beautiful and attractive physique.
Can achieve victory with minimum effort.
Can easily get leadership roles within the nation.
Disadvantages:
Expected to be perfect and flawless at all times.
Expected to carry on the Celestial bloodline and have many offspring, they have to refuse any romantic attraction from new world Ichgor.
Can have limited options in life due to socital expectations.
Socially outcasted because of their high status.
Very taboo to relate to other subspecies.
NOTE: When obtaining a celestial, please know you might find some that are leaders of territories in the world . These roles are reserved for NPCs and administrators of the species, since it helps further develop the world. Refrain from these roles for the sake of worldbuilding consistency.
EXILES
The Exiled Territory is a sci-fi inspired area that is filled to the brim with ruins of the past civilization. These mountain areas have a diverse population of all subspecies and classes, the stereotypes and judgment that haunt the other nations do not follow an Ichgor to the exiled territory. A great effort is made here to shed the old customs of their regions and give equal rights to the whole population.Because of their access to these ancient technological resources, their aesthetic more closely resembles modern sci-fi. This includes their clothes being more modern looking, making them distinct from the rest of the regions. Their technological advances can be credited to the aid of the “old ones”, docile machines lurk the shadows traverse through the colonies.There are many reasons for an Ichgor to be in the Exiled Territory, but the most common one would be exile by the hands of their own nation, usually due to being found guilty for a tragic event or violence, guilty or not. For these Ichgor the Exiled Territory can give them a lot of hope for starting a new life. However, though much rarer, there are also isolated cases of self exiled Ichgor that believe in a better world compared to what they experience in their home nations and decide to show their prowess outside of the bounds of the law.> What Happens Ichgor That Have Been Declared 'Exiled'?Ichgor that are cursed with the title of 'Exiled' are forced to take part in public ceremonies where they are shamed in front of everyone they knew, and even people they don't, in a humiliation ritual.Since Ichgor care a lot about their cheek fluff and it is one of their sources of pride, to punish these exiles the people in power will cut them clean off and burn them in front of them to show that no matter what they will not be able to have those long strands of feathers anytime soon. Cheek fluff takes a whole lifetime to grow and because of the variety of colors and patterns Ichgor have, recreating them is incredibly difficult.After this ceremony of shame is held, they are thrown into the exiled territory to fend for themselves, only luck and power of will to assist in survival.> How Does One Seek a Home in an Exile Faction?When an Ichgor is first exiled, entry into a faction will only be granted if the Ichgor can prove their worth to the faction leader. Depending on the faction, this can manifest in different ways, from simple farm work to more unscrupulous activities like espionage or fighting prowess. Faction leaders have high expectations of exiles who wish to join in order to maintain their image, so many are turned out into the cold when they fail. However, the ones that do succeed gain a role in their faction of choice and may even find connections there.> How Does An Ichgor Voluntarily Exile Themselves?When an Ichgor wishes to self exile, they will traverse the perilous road to a friendly faction within Exiled Territory and ask for an exiling ceremony to be held. In this ceremony the Ichgor will willingly cut off their cheek fluff as a show of throwing off their home region and welcoming exile.An Ichgor is usually welcomed into the faction after the ceremony is performed, since the Ichgor just threw their pride away at the faction leader's feet. These voluntary exiles are allowed to keep their cheek fluff and make extensions out of them, adorned with jewels and gold.This aspect of the ceremony makes it possible for these Ichgor to use their old cheek fluff as disguises to wander back towards the borders of established regions to gather information or spot loved ones. However, they must be weary, because self-exile is easily identifiable to anyone that knows them or spots them crossing over.
NOTE: Exiling is not child's play and the process can be very traumatizing for the ones who endure it. This solitary process is meant to lead to the death of the ichgor. In the Nation within the exile territory, the MDT, people who have been exiled for causing unspeakable things like greater war crimes or massive death counts will not be allowed in and will be left to wander the deadly mountains until the end of their days. The nation of the free will not allow troublemakers into their only safehaven.
Culture and Religion
CULTURE
DAILY LIFE
the class Hierarchy
✪ Elden
★ Celestial
☆ Sentinel
✦ Behemoth
✧ Alpha
Ichgor tend to be very respectful of their superiors due to the power imbalance between them and the need for their protection in face of threats. Being a species that knows when to pick a fight they often find it unnecessary to go against the status quo, though exceptions to these norms may happen in certain population areas, same as the real world.The other classes all rely on each for specific tasks and have the mindset that everyone has their important role in keeping this post-apocalyptic life afloat. A strange example of this is the Celestial class, which is becoming scarcer as the years go on. Their more direct lineage to the old extinct Elden class makes them capable of great feats and therefore they must be kept alive. This forces Celestials into a cycle abundant procreation and overbearing protection, which can lead to their early death. Ichgor recognize Celestials are doing a great sacrifice and therefore hold a lot of respect for them, as well as strict standards with how they should behave in order to survive.Certain Celestials hold very powerful titles like Heyx’, Sra’ and Eil’ and are capable of making or breaking an Ichgor by the power of their word. Some decide to abuse this, while others honor their role and try their best to ease the lives of the many under them. Sentinels and Celestials are the most spiritually connected to their wyverns in the form of tradition and rituals, therefore sometimes carry the word of them in their actions.
Title
Elden: Heyx'
(???)
Preserved for Elden Class
Emperor: Eil’
( Ex: Eil’Qalitrin / Eil’Livcian )
Preserved for Celestial Class
Known to rule a subspecies’ territory.
Royalty: Sra’
( Ex: Sra’Zyrosis )
Preserved for Celestial Class
Monarch title that is run by royal blood.
Celestial: Aer’
( Ex: Aer’lushari / Aer'Maetlin )
Preserved for all Celestial Class
High Priest: Vhe'va / Vhe'ra
( Ex: Vhe'va Moaheira )
Preserved for Sentinel Class
Vheva : Feminine / Vhe'ra : Masculine
For religious reasons, they are guardians and protectors of temples handling religious rituals and ceremonies.
Nobles: ** ‘**
( Ex: Xhon'mehl / Ra'khai )
For all Classes
This title is given by Sra’ Celestials and usually marks that the Ichgor has done something great/extraordinary/courageous which helped their kind.
Religious practices
The Origin of ExileThe action of exiling a Ichgor from their people has roots in the religions of each territory. As per an ancient legend, the Five Early Gods separated and exiled the youngest of their number as an act of mercy after they wronged the cycle of life. These gods decided to not to kill their kin and instead punished by isolating them so they could think about their actions.Due to this legend, murder is very unlikely to happen in Ichgor culture, though exceptions are made when an infected come into play. Interacting with an exile can be seen also be seen as as defiling the practices of the Early Gods and can put any Ichgor in a lot of trouble.Each subspecies has their own way to respect the dead and handling their mourning. Even though Ichgor can be ruthless, they are a very forgiving and respectful culture when it comes to those that came before them.[VALHAKRYS]The Valhakrys respect and worship the concept of Premortality, Life and the Afterlife. The hums of the beginning and the silence of the end.They paint the face of their deceased with dye made out of velvet leaves and black ashes of their Wyvern descendants and ancestors as they lower them into the beautifully crafted coffin. As the living, they all hum for their silent brethren, carrying and marching to the highest peak to offer them to the Holy Wyvern of All-Seeing where the body is brushed with funerary torches and then touched to the snow, returning their soul to the gods. The icy remains are then marched back down the mountain to their holy place of rest, to be watched over by the groundskeepers.[EVO’SI]The Evo’si worship the Sun and Moon. They believe in life and birth gifted by the Sun and the cradle and passing gifted by the Moon. A nocturnal subspecies of the night living in the security of the moon and embracing the new life offered by the sun.They paint their deceased with blessed gold from the tip of the horns and the end of their tail to guide them into the path of the otherworldly. They then rest them on a pallet of silver wood carved by the priest and offered to the Great Wyvern of the Sun. As the moon reaches the center of heaven’s sky they offer a final kiss to their deceased before they are sent to the heavens by the flames of the Wyvern Sun.[AZVIRAHN]The Azvirahn worship the light within the inborn and reborn. They believe every entity has a strong physical and spiritual energy that presents both the reality inside and outside where all living shares a great connection. Birth from the unknown, return to the unknown. A life cycle of reincarnation of old and new souls reliving wonders as a new entity.Upon an Azvirahn's death they bathe their deceased kin and dress them in embroidered cloth that relates to their deeds. Over that cloth they pour hot wax from candles made by the holy blood before offering the deceased to the Wyvern of the Great Beyond. A gentle head bow signifies a blessing of a new life and a gentle kiss of its muzzle signifies the end where their last rest will be in the stars. After the judgement is passed they lower the dead into the earth with many offerings as the last gift of their previous life.
Love and family
Two little gremlins.
On RelationshipsIchgor are often monogamous long life partners. Though very uncommon, polyamory can exist in their community. The concept of one night stands and friends with benefits is not rare to them either and they are laid back if the situation may arise.The underbelly of Ichgor society holds a large variety of brothels and dance clubs that toy with the idea of taboo pleasures. There is a blurry line on what they can consider tasteless and what is a simple vice. These institutions show up more frequently the farther one may be to the main capital of their region.On Childbearing and AdoptionUnlike humans and mammals, Ichgor lay eggs. A Rhanix and Illhanx are capable of doing so, and a Zhanix and Illhanx are who capable of assisting in the creation of the eggs. When pregnant with eggs, an Ichgor's stomach will grow and protrude to a bump, and the eggs will be in the womb for a month before being laid and continuing to grow for a month outside of the womb. Ichgor commonly lay at least three eggs and can lay up to a maximum of five eggs. Unfortunately, it's common that only one egg hatches successfully, if two hatch then it is seen as good fortune from the gods.When having a successful, fertile egg is proving difficult, there also are adoption centers where Ichgor can adopt abandoned eggs. As expected, class rules are present within adoption as only Alphas and Behemoths can only adopt alpha or behemoths eggs, Celestials are only capable of adopting their own and Sentinels follow the same path.
The adoption process is done by providing a batch of fertile eggs to the foster parent, and they pick the one that calls to them the most.Ichgor eggs have a smooth and hard shell with glowing shimmers that represent the Halo of the Ichgor who laid it. If you were to compare the size of an Ichgor egg to real world eggs, it would be closest to an Emu egg.On ChildrenOnce hatched, baby Ichgor adapt quickly and grow rapidly. They are known to be furry menaces and agents of chaos within their communities. For the first few years they run on all fours and tend to sleep in short bursts, causing even more chaos.Baby Ichgor cling to their parents akin to a baby possum for most of their childhood. They tend to drool a lot and become extremely hyperactive as they grow. With a tendency of overeating, they must always be supervised. Baby Ichgor are not born with teeth; instead, they have a row of hardened crests on their gums. This crest falls out after the first three months to make way for their first set of baby teeth. Hatchlings can start eating their own solid foods about six months.
Throughout their life, an Ichgor can lose the same tooth three times before it will not be replaced.
NEW & OLD ERA ICHGOR
The Ichgor classes are divided into two subsections: Old World (Celestial/Sentinel) and New World (Behemoth/Alpha) classes.
Old Era and New Era Ichgor are different humanoids biologically, one being traces of a long lost civilization, while the other a new chance for sentient life in the planet.
Old World Ichgor are able to have intimate relationships with each other and the same goes with New Era Ichgor. A Behemoth with an Alpha and A Celestial with a Sentinel is possible and lacks the risk of problematic consequences other pairings may have.
A Celestial and Sentinel relationship will always birth a Sentinel and a Behemoth and Alpha relationship will always birth an Alpha to ensure lesser death rate for the egg bearer.
While the Old World Ichgor and New World Ichgor can have friendly relationships, the Celestial and Sentinel are biologically frail and more intimate relationships with New World Ichgor will open up a range of diseases that they do not have the immune system to resist due to their less evolved biology.
Consequences of Hybridism Between New & Old Era Ichgor
While the process of creating a hybrid can theoretically work, it has a high death rate of egg birthers. This is due to the different chemical makeup needed for the eggs, leading to a nutrient deficiency in the carrier, making resulting eggs and they often do not survive past egg birthing.
Conceiving a hybrid is considered a very cruel act as it can be a death sentence to most involved.
Hybrids that manage to survive often have physical and neurological disabilities that comes with their circumstances, such as: seizure/epileptic shock, neurological damages, hyper metabolism, physical/mental dysfunction and autoimmune diseases.
Hybrids, by nature, are always infertile and incapable of producing further generations.
Interspecies Relationships
Ichgor have a widely known taboo of interspecies relationships as intercourse can be very damaging to the body of both participants. It is frowned upon as it brings steroichosis and can cause chronic pain.
Each subspecies has evolved differently from each other and has led to a biological rejection of the other parties. Intercourse (penetration) between different subspecies can cause multiple permanent risks to both individuals involved that can lead to life ending consequences.
The disease they contract is often permanent. Unfortunately steroichosis can only be cured by the advanced technology present exclusively in the highest circles of the Metal Devil Territory. Even when being cured from the disease, the involved individual(s) will suffer from permanent weakness in their physical body and Holo manifestations.
Even though contraceptive methods exist within the Ichgor world, this is not a surefire way to stop a disease from developing as they’re not 100% effective.
Don't try this at home folks.
And they were Roommates...
Fertility and Birth Difficulties
Ichgor who practice intercourse (penetration) often tend to struggle with fakeouts.
When having a lot of intercourse Rhanix and Ilhanix will suffer with producing hollowed eggs. This process is very uncomfortable and can lead to eggbind.
Zhanix and Ilhanix that practice excessive ejaculation will suffer from a condition called trescosis that causes them to lack the fluids to practice efficient and comfortable intercourse in the near future. Cooldowns between activities is a common practice for Ichgor with male genitalia. The common sign of trescosis is a sudden drastic lack of interest in intercourse.
Due to evolutionary aspects of Ichgor, intercourse has become a very taxing aspect of their biology.
A misuse of intercourse activities and straining of the body can result in miscarriages, infertility or misshapen eggs.
Sex workers and Ichgor that require to practice intercourse frequently are aware of the risks of becoming infertile by the excessive practice, this is a silent sacrifice they make for their trade. Thus, they are respected for it.
Reproduction Aspects of the Ichgor Species
Ichgor commonly lay three to five at a time.
It takes a month to develop and lay the eggs after intercourse and another month for it to hatch.
The survival rate of the eggs is very poor, often leading to no eggs survive in a clutch. This makes egg adoption and adoption in general a common and open factor to the Ichgor species.
Due to the intricate aspects of their biology, Ichgor are more likely to take part in external acts of sexual pleasure that do not necessarily involve penetration. They deem this as safer and healthier for each party in the long run.
Health issues Caused by Sexual Interspecies and Era Mixing
Steroichosis is an immunodeficiency disease from interspecies intercourse. Ichgor have a bodily fluid that is considered a toxin that the same subspecies is immune to while the other isn’t.
When steroichosis enters the body of an Ichgor that isn’t the same subspecies, it creates a life sentencing virus that affects the Ichgor’s health and regeneration. The symptoms include permanently weakened muscles, Halo/Hologram and immune system, dried lips, glassy eyes, massive loss of feathers.
There is medicine to treat the early stages of steroichosis but it has less than a 20% success rate within Ichgor. This makes contracting this disease a gamble for an Ichgor's life.
The origins of these diseases date back to the first era of Ichgor history.
At first, what was perceived as a simple and curable illness turned into a bigger, more alarming situation that ended up wiping a big part of the population throughout the continent. Thus, strict customs regarding subspecies differences were established for the sake of the health and survival of the Ichgor race until they found a cure, which has not been developed as of yet. The Metal Devil territory is said to be searching for said cure but refuses to share in their exploits.
Exiles and Medicine
The only exception to interspecies relationships are the exiles in the Metal Devil Territory, thanks to the efforts and unethical practices of Vastyr. Because of him, the territory has managed to develop a medication that can suppress and slow steroichosis.
This medication is known to be very expensive within the territory, so even exiles proceed with caution if they partake in interspecies relationships.
Another common reason for self exile is an Ichgor that has attracted steroichosis hearing whispers that the high circle of exile governance is able to help them. The Metal Devil Territory is no stranger to illnesses and diseases so they are very likely to welcome them with open arms if proven worthy and pledge loyalty.
Due to the lack of access to old technology, other regions have been unable to recreate the medicine provided by the Metal Devil Territory, making exile the only option for survival. Not everyone enjoys the idea of this.
Vasthyr, known to be the exile's finest doctor.
currencies
food
apparel
History
War and ancient terrors
map
enviroments
Azvirahn
OVERVIEW ///
A lush and green territory filled with life, the Azvirahns were blessed to be born in a nation that has an extensive flora and fauna. Thanks to the dense tree population the weather stays stable and cozy throughout the year. However, t is important to point out that the humidity levels in this region are insanely high, which makes things like baths and water more necessary for Azvirahn Ichgor.Animals are very abundant in the Azvirahn territory, allowing them to have a large dietary range, from the sweetest of fruits to the bulkiest of meats. Though cattle and farming is still common practice as any other, the Azvirahn are able to gather resources from nature itself pretty easily and can access it just by stepping outside.Do not let this abundant lush environment fool you though, under every leaf a dangerous plant or creature may await and Azvirahns know better than to roam large natural sectors alone. Wood is a great resource for them and it can be found in a lot of their housing and vehicles.
Evo'si
OVERVIEW ///
Evo’si have learned to live in lands that are extremely arid and dry. The nation is touched by the sun in every corner and nature adapted to live long periods without food or water. Even though the exceptions exist like oasis and river banks, a traveler will need to traverse days of dry deserts if they wish to take an expedition in the region.While most flora and fauna in the Evo’si territory has remained small and concise, some megaflora and fauna have instead evolved the methods needed to survive the harsh conditions without water or food for weeks on end. From dry sand baths to a large repertoire of insects for meals, they have adapted themselves the best to live by the rules of the desert. Water can be scarce in many regions, making it more important than even gold.Their most abundant resources are the minerals and rocks which they use to build their houses. If visiting in the middle of the day under the scorching sun, no one will be awake to welcome the traveler, as most are nocturnal to avoid the harsh rays. Living in more lush locations is a blessing not many Evo’si have.
Valhakrys
OVERVIEW ///
Living in a region covered in ice more than not may be a challenge for some, but the Valhakrys are perfect for the job. Environments in Valhakrys can range from a cold swamp to the subzero ruins of a giant beast. One thing is true: Most Ichgor need to pack layers to travel in this region.Farming and cattle is heavily restricted to lower areas these animals can survive in. The rest is a mountainous tundra filled to the brim with frozen secrets and beasts that will go after anything that can provide them a good meal. Fire is an important resource for these Ichgor to stay warm, with safe spots in travelled areas to shelter weary travelers for the night.Resources for the Valhakrys heavily rely on the beasts they hunt and the bones and pelts they procure. Clothing is artfully made to survive the cold winter nights and are given down generations. Foods like fruits and vegetables are scarce and a luxury only the ones with wealth may have, with common folk resorting to a diet of dried seeds, nuts and meat.
natural disasters
❖ Floating Water Domes
About:
A thick lining of water hovering under the clouds that generates multiple giant dome layers, causing a large shadow on the grounds below. As the layers pile up in the water bubble, it collapses and falls into the surface causing a wash of water. If big enough can cause severe flash flooding.
Severity: ◆◆◇◇◇◇
❖ Land Sprout
About:
A disaster that feels akin to an earthquake, pieces of ground fragment and shoot up to form flat hills and tall rocky formations in an instant. A high power land sprout can divide towns or create new mountainous terrain depending on the location.
Severity: ◆◆◆◇◇◇
❖ Live Fire
About:
A progressive chemical reaction caused by a plant's dew that trickles and corrodes. When hitting specific rocks, like ones with collected Halo energy, it can cause living fire. This living fire will last from minutes to an hour and it acts as a serpent without a head, slithering through the environment and causing unwanted fires. Eventually it fades out.
Severity: ◆◆◇◇◇◇
❖ - Lightning Shards
About:
Lightning storms that are composed of large crystals that fall from the sky alongside the usual rain and lightning. Can cause widespread damage if it occurs in a populated area.
Severity: ◆◆◆◆◇◇
❖ The Beam
About:
Small pieces of unstable meteorite that resurface after billions of years being enclosed to the ground. The energy built up in these will release quickly, scarring the earth and causing a large energy blast that can be seen from miles away. The charged particles interacting with the atmosphere creates an effect akin to an aurora. Any creature struck by this blast will die instantly.
Severity: ◆◆◆◆◆◇
WORK IN PROGRESS
MOD'S QUALITY TEST PAGE