[CS] DOGGOONS

Falu

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7 years, 9 months ago
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Falu
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Doggoon Lore:

    Doggoons were originally forged by a union of two primordial beings. Their intended purpose was to slay a deity that had gone too far in wrecking havoc upon the land. A firepit was molded from fire and brimstone as the core of their essence: this later came to be known as their [ hearth ]. Once they had completed their duty, they were free from their contract and free to roam the land as their own desires wished. [ Contracts ] are an old and timeless practice to which doggoons are accustomed to: it is not uncommon for them to make a pact with creatures (including deities) other than their own to satisfy each other's needs. They were designed from their inception to have needs that can be used to control them....  this often places them in positions of attrition. They are known as [ Kalmush ] in their own language.

 

Doggoon Anatomy:


▶ Doggoon anatomy varies greatly due to their widespread diversity across the land.
▶ Most doggoons have iridescent eyes. Those who don't are associated with lesser folk.
▶ Doggoon feet are as mutable as they wish it to be. They can freely change from human toes to draconic legs anytime they so desire.
▶ Their skin tend to be in human-like tones with the exception of the black-white spectrum.
▶ Their tails grow longer as they age, but not always. Some are just born with tails unable to grow long.
▶ Doggoons are naturally feeble against frigid temperatures as they sap [ pyre ] out of them really fast.


▶ Doggoons hatch from [ eggs ].
▶ Doggoons are mortals but can live very long lives! Whether to the hundreds because of old age, or because they rebirthed.
▶ When they die healthy doggoons ignite gently and crumble into ashes. Corrupt doggoons do not: their corpses remain.*
            ▸*The burning of the body is caused from the surplus of [ pyre ] 
            ▸ as corrupt doggoons do not have this surplus they simply remain...cold and lifeless.
            ▸ Sometimes, in a very small, but natural chance...an egg may reappear from their ashes, allowing them another chance at life.

▶ Their [ hearth ] is the origin of their magic and life force. It can be imagined as a vial containing an essence called [ pyre ]
            ▸ Pyre can be naturally gathered from heat sources such as the sun or other warm sources.
            ▸ Pyre can be said to be a doggoons equivalent of chi/aether/mana/etc and is used whenever doggoons use their skills
            ▸ Excess pyre is exhaled in the form of a [ breath ] 
                        ▹ Often times the form and color of their smoke/breathe gives insight into their personality along with their health!
                        ▹ Magically adept doggoons can also form fire from their breath just like dragons
                        ▹ they can use it to transfer heat to another doggoon if they so wish.
            ▸ Long periods of time with an absence of minimum life-sustaining levels of pyre causes the hearth to shatter.
                        ▹ This is what is commonly known as [ corruption ]
                        
▹ A shattered hearth is a defective hearth. They can't retain gathered pyre in the same way healthy doggoons can.
                                    ▹ Using magic when the hearth is in a shattered state causes further cracks in the hearth...
                                    ▹ This corrupted state can continue until the hearth crumbles into something beyond repair.
                                    ▹ It is repairable however: through means of [ contract ] as the most well known method
                                             ▸ Normally in exchange for providing pyre (through magic, sex, forthwith and constantly)
                                             ▸ a doggoon may offer their services to their contractee (peon to their bidding, slave, assassin, wishes etc)
                                             ▸ doggoons do not make contracts with other doggoons with the exception of eternal partnership.


Doggoon Abilities:


▶ Their magic is fueled by [ pyre ] and is known by scholars to go by the name [ asqirc ] which details a list of tiers and states.
▶ Only some tablets have been found and not all doggoon magic is known.
[ asqirc ]  also commonly refers to the elements in which doggoons are naturally known to be able to utilize: [ wind ] and [ fire ]
▶ There are four different known tiers of titles bestowed to describe their magical proficiency:
            ▸ Ansqum: unknown, undisplayed
            ▸ Arreham: capable of infusing any article of a person (temporarily) with elements of wind or fire
            ▸ Kakdamshar: capable of infusing self (temporarily) with elements of wind and or fire
            ▸ Emerdunnis: capable of infusing the air (temporarily) with elements of wind and fire + manifesting [ cloak spirit ] 
   
▶ There are four different known magical statuses bestowed to describe their extracurricular magical alignment:
            ▸ Hekarmi: broken, fragmented, unhealthy, corrupt. Those who continue to use asqirc even when it shattered their hearth even more.
                        ▹ those with shattered hearths cannot feel the same warmth and caring feelings as healthy doggoons can
                        ▹ those who are broken are in constant pain, unstable and have little control over their bloodlust.
                        ▹ Often there is a kill on sight order on them due to their unpredictability and dangerous qualities.
            ▸ Nishsabputum: taken, contract, pact, curse. Souls bound to another entity.
                        ▹ This state also refers to an entirely different power they receive from their contractee.
                        ▹ it is not uncommon for the contracter's colors to shift into the direction of their contractee, becoming more akin to them.
                        ▹ powers received through the other entity follow their own completely different magical rules
                                   ▹ (such as a pact with a demon may allow a doggoon to use blood to summon darkness)
                        ▹ curses also fall into this category as not all pacts are equal.
                                   ▹ Curses may have detrimental effects and their rules may be hidden...but there is untapped power...if only found
            ▸ Alanem: borrowed power, artifact and relic users.
                        ▹ an [ artifact ] or [ relic ] is a magical item that contains the essence of another creature or magic inside.
                        ▹ artifacts and relics have different grades of power, rarity and ability.
                        ▹Take example a flute made from the throat of a siren. One can use this to borrow a sirens power.
                        ▹ though weaker than a pact, it is more objective and simpler than a pact would be. Item's durability goes down with use.
                        ▹ thus come hand in hand hunters who retrieve materials and relic craftsmiths/tinkerers who can forge and repair them.
                        ▹ artifacts and relics are commonplace and anyone has access to them as they can buy them in stores
                        ▹ more powerful artifacts are less accessible as they are usually found in deeper/dangerous parts of the world

Mut: parting gift, bequest, settlement, final exchange. An occurrence that sometimes comes after a [nishsabputum] contract.
           ▹ those finished with initial arrangement may exchange a small part of them to the other in goodwill.
           ▹ e.g. exchanging the sight of their third eye to be granted a limited access to their contractee's power (e.g lightning)


Doggoon Birthplaces:

I'll clean up formatting in a bit but I wanted to add this in since it's long due! Doggoon birthplaces/subspecies and how this affects their culture and talents.

▶ Steppe doggoons: those that live in the steppe/prairie/plains, they tend to be warriors and are very free-spirited and curious! I generally think of them as the all-rounders and have natural instincts. I tend to make most with with this in mind. I'd say they are very festive and twirl and spin like little fireballs. A casual bunch.
▶ Snowfall doggoons: those that live in the depths of the mountains, they have a city in the heart of the earth where they tinker with all sorts of machinery (as they live in an area with lack of heat, they focus their attention to more mechanical things). They generally have the biggest hearth's of all doggoons (they can last longer in the cold). They live a rather secluded lifestyle.
▶ Canyon doggoons: these live in the cliffs, canyons and sky. They have a sky fortress in the air and are generally very haughty and feel they are superior to the others because they are known as beast tamers and have dragon companions and airships. They are very proud and tend to have older customs of arranged marriage (aristocracy and all)
▶ Sandflare doggoons: those located in the hot deserts regions. They live with such an abundance of heat (and have so much excess pyre) that most are magically adept and have cloak spirits. They have known no lack of pyre or risk of corruption due to such an abundance of heat, that they tend to prosper here very well. They can be a little proud at times, thinking themselves very kingly.
▶ Subterranean/cave doggoons: these live in the depths of caves and rely on an alternate source of heat such as geysers or other thermal sources of the earth. These are fierce and physically powerful alphas, who worship the moon. They sacrifice omegas (probably eat them) in order to increase their longevity and prowess. They have a bit of a fucked up culture but generally are extremely powerful and live the longest. Alphas tend to be created, rarely born.
▶ City doggoons: most of these cuties have found they might not have fit in with their original place of birth, have been deemed weak for lack of prized traits or skills, and have looked elsewhere for a place to call home. Migrating to the city, these doggoons have taken upon all sorts of tradecrafts and scholarly dealings, turning their eyes to focus on academics and such. These doggoons tend to be relic users instead of relying on their own powers and have built themselves into society. Bakers, jewelers, weavers, professors... you name it.


All doggoon information and lore is provisional: they are here to inspire, not restrict.
You are allowed to ignore, pick and choose and do whatever with the supplementary information!
My intention is to allow adventurous thoughts you can go off of!!