WORLD OF ICHGORS

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 Ichgors 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 Ichgors has 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. Frome 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.


Aerazhai [#012]

CLASS: [Hybrid] Alpha, Celestial
Halo: [Dual Tone] Skeleton Halo
Hologram: [Tier 5] Sentient Hologram
PRONOUNS: [ Ilhanix ] He/Him
AGE: Adult
HEIGHT: 182CM [6ft]

ABOUT

ALIGNMENT: Chaotic Neutral
PROFESSION: Cartographer, Bounty Hunter

Aerazhai is known as an introverted, quiet, and rather grumpy Ichgor. Contrary to his want to have his form of quiet space and solitude, he often meets other Ichgors along the way which places him in a different spotlight. He's known for his gentle, resilient yet shy-ish, and caring behaviour towards those who stay along his side as friends or members of his alliance.Aerazhai is a skilled Cartographer with a photographic memory and excellent navigation skills, making him ale map guide. Working as a cartographer, he is given much freedom to the open world and unknown territory. In his vast free time, he took on the side task of becoming a bounty hunter. His abilities with his weapon and hologram are almost unmatched, having a unique Sentient Hologram. His rarity is feared and wary by many which he had successfully kept secret.

BACKGROUND

Aerazhai was adopted by a family of Alphas when he was a nestling. He lived in a small home on the outskirts of the Central territory in the highlands. He had quite a normal and if not, happy childhood despite the need to keep part of his ability and identity hidden for reasons he couldn’t understand. Unfortunately in his early teen years, his village was raided by a group of hostile cultist which murdered and burned down most of the homes and even croplands.The horrifying event left Aerazhai in shambles leaving him the only survivor of the cultist raid. He was saved and taken under the wing by a passing undercover godfather who raised him as his own. Kept away from the light of the world he was presumed dead as he went by a different identity.Though living with his godfather over the years becomes visibly unhealthy, treated and used unfairly as he is made aware that he is a Celestial hybrid, he decided to escape only to be caught and threatened. He was forced to pay the debt they believe he owes which placed him in a harsh position. Promised no true freedom, he is reminded by the masked faces he sees watching him from afar no matter where he goes.Aerazhai kept a lot of secrets regarding his past and often lied about it. He refuses to tell and rarely opens up to his issues as he’s afraid more trouble will come. Now he is seen moving from place to place, working as a Cartographer and a Bounty Hunter to repay his debt.

LOCATION

Aerazhai is found wandering multiple locations within and on the outskirts of the Azvirahn Territory. Though when he's working on the maps, he is out of reach into the outer zones. You can find him in forests, caves, active pathways, villages, and even ancient ruins. Aerazhai can also be commonly found lingering in multiple taverns drinking non-alcoholic drinks and sometimes renting a room.


TRIVIA

  • Ichgors are HIGHLY UNAWARE that he is a Celestial Hybrid for his Alpha appearance and he will bring this secret to his grave.

  • Hides the extension of his ability to most Ichgors and claims his Sentient Hologram is a Beast Hologram to avoid too much suspicion.

  • Rarely smile if not, doesn't. He may sometimes seem unintentionally disinterested or unhappy but really, he's just your classic cliche emo Ichgor.

  • Reliable map guider, wouldn't mind giving you a ride on his Skybeast if he's heading in the same direction.

  • Aerazhai began to seem uneasy and paranoid whenever he stays in one place for more than a week.

  • He has a soft spot for Airos and has kept one as a companion called Momuki.

  • Cannot handle his alcohol but insist on hanging out in the Tavern with his friends because he secretly loves the company.

  • He’s oblivious to certain activities, games and pranks which often leaves him confused and needs help-

  • Likes to draw and sketch in his journal and sometimes draws ridiculous comical doodles.

  • Gets unbearably flustered easily, especially in a wholesome, sweet or romantic approach from someone else.

Xynozious
[#001]

PROFESSION: The Metal Devil, Exile Leader

SUBSPECIES: Azvirahn
CLASS: Elden
PRONOUNS: [ Ilhanix ] He/Him
AGE: 200+
HEIGHT: 170CM [5'5ft]

"Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.""Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum."


Aerazhai
[#012]

PROFESSION: Cartographer, Ruin Explorer

SUBSPECIES: Azvirahn
CLASS: [Hybrid] Alpha, Celestial
PRONOUNS: [ Ilhanix ] He/Him
AGE: 180+
HEIGHT: 182CM [6ft]

"Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.""Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum."


TULIO
[#016]

PROFESSION: News Reporterr

SUBSPECIES: Evosi
CLASS: [Hybrid] Alpha, Celestial
PRONOUNS: [ Zhanix ] He/She/They
AGE: 35+
HEIGHT: 180CM [5'11ft]

"Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.""Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum."


Event and Items


OFFICIAL ART EVENTS



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


MORE EVENTS TO COME AS THE ICHGOR COMMUNITY GROWS !


event items


Whisping Feather[COMMON]

TYPE: ACCESORY ITEM

- Feather is not transparent.
- Lightweight, always whisping.
- 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.

Sun Flare Gauntlet[UNCOMMON]

TYPE: ACCESORY ITEM

- Flare looks like flames, but isn't hot like one.
- Heavy but provides decent armour.
- 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.

Soul Chip Scarf
[RARE]

TYPE: ACCESORY 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.

Weeping Tear Coat
[NAT 1]
[LEGENDARY]

TYPE: ACCESORY ITEM

- Coat is always drenched and dripping wet.
- Heavy and worse when in the rain.
- Parts of the coat where the Halo colours, is 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.

Divine Moth Cloak
[NAT 20]
[LEGENDARY]

TYPE: ACCESORY ITEM

- Gives you the ability to glide down 6M unharmed.
- Undercoat is transparent.
- Whisping 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.

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.



FEATURING

COMMUNITY'S ILLUSTRATIONS

CLICK THE IMAGE FOR THE ARTIST'S LINK



FACIAL STRUCTURE

Each subspecies has a significant detail in their facial structure which tells them apart, The biggest facial differences 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 end of it 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 centre focus. As they evolve to be a highly facially expressive species, the lip flare becomes one of the significant beauties of an individual.


HEAVILY WORK IN PROGRESS SECTION


The membrane

All Ichgors possess a transparent Halo-like texture under the arms called the membrane. They are the remains of their Ancient Wyvern inheritance and are dead giveaways to an Ichgor’s 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]: One out of the three without a membrane point stretched from either ends.

  • Ilhanix [Intersex] : The membrane point stretches from the beginning of the arm’s segment.

  • Rhanix [Female] : The membrane point stretches from the beginning of the torso’s segment.

The membrane is not used for anything worthy of note in Ichgor culture. As per their customs, piercing or modifying a membrane is seen as vile as it's an incredibly painful process and very taboo since it hints at disrespecting their past as a species.The membrane, as anything, can be injured and damaged, 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 Ichgors as a society do not give much attention to one’s sex. An Ichgor may display themselves can 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 not visible half the time unless the Ichgor is using light clothing.The Ichgor language(s) does not have the concept of gendered secluded pronouns, unlike the English language. In the Ichgor’s language(s), the third person pronouns referring to a person indirectly do not associate with one’s gender. In a sense, it’s a great feature as it backgrounds the real identity of the subject matter:- especially if someone else is trying to eavesdrop on your 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 limb 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 have.

The Halo are glowing physical silhouettes that are part of the Ichgor’s natural limb. They are the core energy and the strongest and most important fundamental to their anatomy and internal being. Halo’s traits are called elements and are involved in an elemental Halo chart. It stretched and evolved from the main raw and legendary elemental figures which are water, earth, fire and air. 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. Ichgor class can highly affect the strength and stamina of a Holo[gram].By nature, Holograms are able to be used at a very young age due to natural instincts through ordinary muscle memory. This ability has been evolving since the bygone Sci-fi era. It’s known for this capability to appear within the 2nd year of an ichies’ life. This skill is used just like any other limb. Through constant or frequent use and training, it is used through more instinctive memory. The more that the Hologram is studied and used, the more efficiently the Hologram is able to keep a stable form for long or short periods of time. There are 5 known ability stages an Ichgor's Holo can have, whether it is learned or inherited which are categorised as tiers.

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

Ichgors can learn more than one Hologram formation respectfully in their own inherited tier. These teachings are known as ‘Holo Learnings’, which depending on the Ichgor’s class within the hierarchy differentiates the limits they can push. Ichgors live within a belief where self-protection is a vital behaviour to learn, therefore every Ichgor often has a “choice of weapon” hologram.Each individual is usually taught to have a ‘Choice of Weapon” hologram as a source of reference when attacking, this automatically marks the 1st hologram learning. With their first holo, they are able to extend and combine their hologram to make a more complex version or utterly different weapon 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.


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. If experienced, they can learn a completely different monster head. [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. Whereas the same sentient drake could have a greater physical appearance like thicker scales, and new spikes formation. Though if completely blessed and experienced, they can birth another sentient Hologram.



HEIGHT CHART

CLASSMINIMUMMAXIMUM
ALPHA180cm (5'11ft)220cm (7'3ft)
BEHEMOTH210cm (6'11ft)250cm (8'2ft)
SENTINEL260cm (8'5ft)300cm (9'8ft)
CELESTIAL190cm (6'3ft)230cm (7'7ft)
  • The Valhakrys are often known to be the tallest subspecies with more Ichgors in the taller height ranges compared to the Evo'si which is often the opposite.

  • Ichgors 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 believe is most familiar in the Azvirahn territory.

  • In height, especially feminine leaning, the ideal beauty in the Evo'si territory leans towards tall individuals especially in the extreme sense.


Additional facts

  • Some Ichgors 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 must be kept in pristine conditions unless 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, 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 in ichgor’s bodies and feathers vary a lot depending on subspecies and region, though one of the rarer examples are things like hyper albinism & melanism to happen, which colour their body solid white and black respectively. Other types of mutations on the skin of an Ichgor may possess can be 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.

  • Ichgors with mutations like hyper-melanism may have naturally darker feathers and a Halo very close to a black hue. The other way around could be said for hyper-albinism. This also affects the colour of their epidermis though, the inside of their mouth and flesh is always the lighter and more vibrant colour of their Halo.

  • An Ichgor’s blood would be resembling a 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, Ichgors 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 skybeasts instead to keep the lingering feeling of soaring the skies alive.


Traits and Mutation


[TRAITS] HALO

Halos come in diverse ways and can be separated 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[LEGENDARY:] Earth, Fire, Water, Wind, Time, Space[CORRUPTION:] Death, Distortion , Plague Bringer


The following is a list of each Halo and a brief description of their capabilities. The strength of all halos is determined by the training and stamina of the Ichgor that posseses it.
------------------------------------------------------------------------------
COMMON
------------------------------------------------------------------------------
[STANDARD]
Overview // A common halo limb, no noticeable aspects.
Abilities // None.
------------------------------------------------------------------------------
[SECTIONED]
Overview // A Halo sectioned akin to a doll's joints or machinery.
Abilities // Make the part affected more tough in battle. Capable of taking a hit maybe a standard halo couldn't.
------------------------------------------------------------------------------
[SHATTERED]
Overview // A fragmented halo resembling broken glass.
Abilities // Intentionally full of sharp edges, this Halo can cut others easily if the user wanted.
------------------------------------------------------------------------------
[ABSENT]
Overview // A hollow Halo missing parts to it.
Abilities // This halo is capable of making objects touched by their hologram invisible to the naked eye momentarily.
------------------------------------------------------------------------------
[CORROSION]
Overview // A viscous, acid-like halo that drools material.
Abilities // A messy halo that acts like acid and can consume any material it drools upon.
------------------------------------------------------------------------------
UNCOMMON
------------------------------------------------------------------------------
[SKELETON]
Overview // A halo that has structures akin to bones inside.
Abilities // Perfect for stunning enemies these holograms are used in battle to knock back opponents.
------------------------------------------------------------------------------
[BARRIER]
Overview // A halo that resembles an energy barrier.
Abilities // A touch energy barrier that can block off many powerful attacks, fully defensive hologram and perfect for protection.
------------------------------------------------------------------------------
[SONAR]
Overview // A halo that resembles sound waves upon a surface.
Abilities // Able to manipulate sound to a certain degree, may it be silent and stealthy or destroying someone's eardrums.
------------------------------------------------------------------------------
[COMBUSTION]
Overview // An explosive halo that resembles a bang,
Abilities // Creates explosions at the touch of their Halo, known to have a lot of area damage in battle. Tricky to use for some if they're not trained enough.
------------------------------------------------------------------------------
[MOLTEN]
Overview // A halo that resembles a magma surface with lava.
Abilities // Capable of creating heatwaves up to 400C while attacking or active.
------------------------------------------------------------------------------
[PLASMA]
Overview // A shocking halo with energy inside ever pulsing.
Abilities // Capable of using lightning to their advantage, the Ichgor can zap objects or enemies from a distance.
------------------------------------------------------------------------------
RARE
------------------------------------------------------------------------------
[GHOST]
Overview // A spectral halo with whisp material to it.
Abilities // The Ichgor with this holo can phase through objects with ease, akin to a ghost in the shadows.
------------------------------------------------------------------------------
[LIFE]
Overview // An overgrown halo that resembles leaves & nature.
Abilities // Full of life and energy, can bloom flora by the touch of their holo as well as heal the injured.
------------------------------------------------------------------------------
[ASTRAL]
Overview // A mystical halo that resembles the cosmos.
Abilities // This halo is capable of creating intense force fields with edges sharp as a blade. Collapsing against an astral halo can shock someone's insides.
------------------------------------------------------------------------------
[CRYSTAL]
Overview // A crystalized sharp halo floating crystal chunks.
Abilities // Creates crystal growths forming a powerful armour around the Ichgor's body. Great for heavy-duty jobs.
------------------------------------------------------------------------------
[TIME]
Overview // A halo that resembles ruins and the passage of time.
Abilities // As per the name, this Halo can manipulate the passing of time in creatures or objects, taking advantage of them. This Halo requires intense training.
------------------------------------------------------------------------------
[SPACE]
Overview // A capsule of the cosmos inserted in a halo.
Abilities // As per the name, this halo can manipulate the spatial existence of creatures or objects, taking advantage of them. This Halo requires intense training.




>Halo visual reference


------------------------------------------------------------------------------
LEGENDARY
------------------------------------------------------------------------------
[EARTH]
Overview // A stone-like halo with growths coming off it.
Abilities // Changing the structure of the ground, this halo can use the ground to their advantage and manipulate it.
------------------------------------------------------------------------------
[FIRE]
Overview // A halo that looks on fire, ever pulsing.
Abilities // Capable of controlling the force of fire to their advantage, this halo can cause great destruction if powerful enough.
------------------------------------------------------------------------------
[WATER]
Overview // A halo resembling ever moving water.
Abilities // Using water for their advantage, the ichgor with this halo can manipulate the force of water to their will.
------------------------------------------------------------------------------
[WIND]
Overview // A whisp-like halo that carries the wind on its form.
Abilities // Being able to manipulate the power of the wind, this halo can create large gusts of air and even take it from some.
------------------------------------------------------------------------------
CORRUPTION
------------------------------------------------------------------------------
[DEATH]
Overview // A rotting halo, showing skin and bones.
Abilities // Drains the life force of the living being it touches. A deathbringer halo that many fear if they value their life.
------------------------------------------------------------------------------
[DISTORTION]
Overview // A confusing painting of a halo with ever seeing eyes.
Abilities // Capable of distorting and restructuring parts of reality, if ill intended, forever changing people and objects with no return.
------------------------------------------------------------------------------
[PLAGUE BRINGER]
Overview // A mutated and corrupted halo that infects what it touches.
Abilities // Brings the plague upon what it touches, seen as a life sentence to some, this halo is extremely dangerous and can easily take someones life. Ichgors prefer avoiding it.



[TRAITS] limbs

Halo position can happen in any part of the body of the ichgor. Some are fortunate and some unfortunate. These body parts will be born in the shape of transparent structures that can manifest different types of abilities, eventually being the ones that assist in the making of a hologram. Often, halos only manifest in one part of the body, maybe the head, an arm, a leg, a tail… but
exceptions as always can happen! We call these anomaly positions. Having them happen in two body parts like both arms or in multiple tails. Many genetic factors can entail a multiple part hologram, even having the possibility for it to be scattered across the body, this is what we call 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 the ichgor is born with can greatly affect the path in life they will take.

  • A 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 halo is seen as a bad omen and is very dangerous to face against. Ichgors born with these are more likely to be exiled due to the fear their halo brings. The halo, though, doesnt 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.

  • 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 beasts, all thanks to them pupeteering 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!

  • Ichgors 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 ichgors.
Often, the amount of mutations a ichgor has can be greatly affected by their class. Alphas having one at most while classes like celestials being hable to hold many within their bodies.

  • Heterochromia: Eyes are different or mismatched.

  • Shimmering: Sparkles on the body.

  • Carving: Skin engraved glowing marks.

  • Dumbo: Overgrown hood.

  • Floppy: Floopy hood.

  • Bioluminescence: Body glows on specific sectors, can be controlled.

  • Wisp discharge: A whisp comes out of glowholes/horns/claws/etc.

  • Multi: Extra limbs or bizarre duplicates.

  • Bone physic: Overgrown bones and mutated tendons.

  • Dragon: Ichgor has 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, on the whites.

  • Melanism: Body absolutely dark, nearing black.

  • Chimera: Body is divided in two clear sections, both of complementary colors to each. [Halo is 1 color only]

  • Exoskeleton: Certain limbs look like insect exoskeleton.

  • Sphinx: Born without feathers.

  • Lykoi: Born with natural bald patches to their body.

  • Hyperdontia: Extra or deformed teeth grow.

  • Element engraved: Body part infused with an ore/gem.

  • False Wings: Extra wing-like structures on body.

  • Burning Maw: Glowing insides, most noticed in the mouth.

  • Vitró: Patches of crystalized scales that resemble stained glass.

  • Parasite: [EXILES] Parasitic entity on tail or tongue.

  • Dual Chroma:[EVENT] Halo of two different colors.

  • Scattered halo:[EVENT] 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
Hatching: 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]
Hatching: 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]
Hatching: 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]

Hatching: 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 to an extent of their own 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, the military face war every other day. An Ichgor enlisted and deployed into war can last at least 5-10 years of their life.

About Border Erosion

A condition that happens exclusively to celestials, it is caused when the ichgor overstressed their holo in a long term 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 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 the Cancer cell, the 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

Caused of the rising plague

TBN

Existing types of Xellarous

TBN


DISEASE AND DISABILITIES

SEVERITY
Harmless ◂ ◆◆◆◇◇◇ ▸ Fatal

COMMON DISEASE

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, temporal weaker inmune system.
Severity: ◆◆◆◇◇◇


TRESCOSIS
About:
The condition ichgors with male genitalia have when they overuse and exhaust their sexual organs. This condition resolves 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, diarrhoea and vomiting
Severity: ◆◆◇◇◇◇


PHYSICAL DISEASE

XELLAROUS PLAGUE
About:
The plague that haunts the ichgors since the beginning. It is a burning pain that crawls upon an ichgor and eats them slowly. Similar to the process of zombification. It has no cure.
Symptom:
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.
Symptom:
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.
Symptom:
Weaker Halo, quick to crumble holograms, permanent stamina loss.
Severity: ◆◆◆◆◆


HALO EXHAUSTION
About:
A temporal injury to a Halo caused by overworking to a reasonable degree, this is a less deadly version of erosion that can happen frequently but cured with rest and care.
Symptom:
Crumbling Halo, weaker Holograms, dizzyness, headaches.
Severity: ◆◆◇◇◇◇


STEROICHOSIS
About:
An immunodeficiency disease. Ichgors 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.
Symptom:
Permanent weakened physical body, Halo/Hologram, dried lips, glassy eyes, massive loss of feathers and easy to contract diseases.
Severity: ◆◆◆◆◆◆

SOCIETY


NATIONS

AZVIRAHN

Ichgors that hail from 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 precious 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. In terms of wealth they also amass the most wealth out of their three thanks to their abundant resources and expertise at trading. 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 worships the light within the inborn and reborn. 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. They bath their kin and dressed them in embroidered cloth. Pouring 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. As the judgement is blessed, they lower the dead into the earth with many offerings as the last gift of their previous life.


EVO'SI

Ichgors that hail from a hot and bright nation full of arid biomes. Fond of nocturnal lifestyles. The lack of 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. Resting them on the 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

Ichgors 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 facepaint is given when they reach maturity and it has great importance to them. 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 descendant 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 flames and then breezed with ice returning them to the gods. The icy remains would be scattered into the opens to release the spirits to the freedom of the afterlife.


EXILES

Being exiled by a nation or outcasted, for an ichgor means you are thrown out of the three nations. This makes you end up in the Exiled territory, a mountain area at the south of the world that is riddled with ruins of the old civilization and rampant machinery. Ones may see it as a hellish land but others may see it as a safe haven for ichgor kind as subspecies and culture here no longer matters, only survival.
In the exile territory you can find multiple factions ruled by different people, filled to the brim with guilds and trading spots for the ballsy merchants to wish to get goods from far away. As expected the black market feels at home in the exiled territory and everyone can meet their vices. Here no one judges what you wear or who you talk to, they only judge by what you can provide. These mountains are a great place if you're looking into abundant resources not limited by borders.


STRUCTURES OF A NATION

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, Ichgors 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. Ichgors are attracted to live in them due to the great security these places bring. These great places tend to be more religious and 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 are where you can find the “cultural soup” of the regions. It is not rare to scarcely see other subspecies in them for the sake of trading or diplomacy. Ichgors rotate to these because of the possibility of great wealth thanks to the war effort and resources they may have. Sadly, crime and violence tend to be more common in these areas because of the distance they have from the main capital.


STRONGHOLDS // These are the closest in density Ichgors have to cities. They are big, but not quite to challenge the size of a capital.

  • MONASTERIES/TEMPLES: Strongholds that are built around a big monastery or temple that have been there for a long time. These places are swarmed by Ichgors that wish to strongly practice religion and honour their gods. Because of their religious status, it is more unlikely to face crime and violence as per 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 nation no longer recognizes. Decorated by a castle or palace. Ichgors sometimes still hold respect for the old names from before the union of the whole nation and like to serve these houses respectively. It is not rare for the house you serve to be an important factor in how you are treated in them.

  • 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. The variety of democratic strongholds is huge and the palaces or castles that are there and now public buildings for these small government bodies. Your acts speak louder than your family name on these.

  • BOARDER STRONGHOLDS: Often very resembling the border capital, these are places where Ichgors simply tend to end up if they are into living on the borders. The amount of other subspecies seen here is a bit bigger than the border capital thanks to a more laid-back military guarding them. Great trade hubs and often ports but under the attack of pirates and outlaws that hail from the sea. 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 suffer a lot due to them.

  • TEMPLE TOWNS Smaller versions of the religious strongholds or a religious stronghold in the making. Quiet, peaceful places where people mind their business.

  • COMMERCIAL/PORT TOWNS: Smaller trade hubs, ports and the such, often a great place for folk to sell their goods for some good coin. People don’t ask or tell. Business is a matter to them only.

  • ADMINISTRATIVE TOWNS: Towns where the smaller representatives of that region live, often other towns really go for them for guidance or word of the bigger government bodies. The presence of the military tends to be higher thus crime is more scarce.

  • BORDER TOWNS: 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 war going on between them. The outcasts and weirdos are always welcome. Some Ichgors 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 Ichgors raise cattle and produce food for the rest, calm places away from everything.

  • VILLAGES: Small villages with no more than 5k inhabitants. Sometimes even 100 depending on the place. Very natural areas and good resting spots for fellow travellers.

  • NOMADIC CARAVANS; Some Ichgors decide to live a nomadic lifestyle in the form of roaming caravans. Often they tend to hop on and off pretty often. They're for the free spirits that aren't fond of the idea of settling down or for the Ichgors 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, 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 is very dangerous and can cost you your life.


Social Norms

When acquiring an Ichgor, it can be helpful to know the social norms of each class so here we provide a small list of advantages and disadvantages your Ichgor may face

ALPHA

Advantages:

  • Freedom of multiple life choices

  • Known to be very wildly adventurous and curious

  • Trustworthy unity mindset makes them a very incredible workgroup

  • Most daily objects and clothing are adapted to them

  • They’re bound to be on good terms with other subspecies.

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 very protective by Alphas

  • More likely to get minor leadership roles within the nation

  • Their Halo and Holo ability is seen as a good balance of weak and strong

Disadvantages:

  • Expected to fight in War

  • Expected to be strong, without any emotional weaknesses

  • Always be dismissed at the sight of minor injury

  • Assumes to always resort to violence and be seen as brutes

  • Their powerful abilities tend to be shadowed by the capabilities of a Sentinel


SENTINEL

Advantages:

  • Are seen as gentle giants and guardians

  • Has the most beautiful and strong scale complexion

  • Respected religious authorities

  • Easily forgiven for social mishaps

  • Have great political influence because of their religious connection

Disadvantages:

  • Expected to always protect the hierarchy empire

  • 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

  • Forced into religious practices pretty often and shunned if they neglect them


CELESTIAL

Advantages:

  • Has an easier time controlling and learning their Halo and Holo abilities

  • Are often pampered and privileged

  • Has 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 besides their own class

  • Very limited options in life paths in life

  • 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 rich area that is filled to the brim with ruins of the old civilization. These mountain areas have a diverse population of all subspecies and classes, the stereotypes and judgment that haunts the other nations do not follow the ichgor to the exiled territory. A great effort is made to shed the old ideas and give equal rights to the whole population.
Because of their access to these ancient technological resources, their aesthetic resembles a lot to what we could call modern sci fi. Making their clothes modern looking and making them stand out from the rest of the planet. Their technological advances can be credited to the aid of the “old ones”. Many docile machines lurk the shadows traverse through the colonies.
A reason for an ichgor to be there can be many but the most common one would be exile by the hands of their own nation, the exiled territory can give a lot of hope to a person who just got their whole rights revoked. Though, there are also the cases of self exiled ichgors that believe in a better world compared to what they experience in their home nations, so simply decide to join this new order seeking change and progress.
> What happened to the Ichgors who were previously involuntarily exiled?
Ichgors that are cursed with the title of exiled need to take part in public ceremonies where these “wrong-doers” are shamed in front of everyone they knew.
Ichgors care a lot about their cheek fluff and 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 ichgors 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 the Exile Nation?
At the start of an exile’s journey, passage to the colonies need to be granted by the proof that the ichgor will contribute to the society. This proof could be given in the form of hard work, may it be caring for the farms or taking part in expeditions to gather resources and appease the machines. Many do not survive the first trials of the exiled, but the ones that do gain a home and a family once again.
> How does one Voluntarily Exile themselves?
When an ichgor wishes to self exile, they will traverse the long path to the exiled territory and ask for a ceremony to be held, in this ceremony they will willingly cut off their cheek fluff as a show of will to assist the exiled people of the mountains. They are welcomed after such an act is made, since the ichgor just discarded their pride for them. These voluntary exiles are allowed to keep their cheek fluff and make extensions out of them adorned with jewels and gold. This makes it possible for them to reattach these pieces in case they wish to go back to their birth nation and disguise themselves as part of the population may it be for intel or reconnecting with old loved ones for a brief moment.
.


Culture and Religion

CULTURE

DAILY LIFE


the class Hierarchy

✪ Elden
★ Celestial
☆ Sentinel
✦ Behemoth
✧ Alpha

Ichgors tend to be very respectful of higher ups simply because of 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 as any would in real life.The other classes rely on each for a very specific task and think everyone has their important role in getting this post-apocalyptic life afloat. A strange case are the celestial class, which is becoming ever so scarce. Their more direct lineage to the old extinct elden class makes them capable of great feats and therefore must be kept alive. This forces celestials into abundant procreation and protection which can end in the death of them. Ichgors 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.Certain celestials hold very powerful titles like Heyx’, Sra’ and Eil’ and are capable of making or breaking a man by the power of their word. Some decide to abuse this, others honor their role and try their best to ease the lives of the many people under them. Sentinels and Celestials are the most spiritually connected to their god 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 Class

  • An Individual with this title are given by Sra’Celestials and are usually marked that the Ichgor has done something great/extraordinary/courageous which helped their kind.


Religious practices

Origin of exileThe action of exiling a ichgor from their people has religious roots. As per the legend the 5 early gods separated and exiled their youngest one 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. Murder is very unlikely to happen in ichgor culture, exceptions being when an infected comes into play. Interacting with an exile can be seen 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 Ichgors can be ruthless, they are a very forgiving and respectful culture when it comes to those that came before them.[VALHAKRYS]
They 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 descendant 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 flames and then breezed with ice returning them to the gods. The icy remains would be scattered into the opens to release the spirits to the freedom of the afterlife.
[EVO’SI]
They 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. Resting them on the silver wood carved by the priest and offer to the Great Wyvern of the Sun. As the moon reaches the centre 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]
They worship the light within the inborn and reborn. 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. They bath their kin and dressed them in embroidered cloth. Pouring 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. As the judgement is blessed, they lower the dead into the earth with many offerings as the last gift of their previous life. the design of the coffin is usually covered in Celtic-like designs


Love and family


Two little gremlins.

On relationships.Ichgors 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 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 the taboo. There is a blurry line on what they can consider out of taste and what is simple vices. The frequencies of these are larger the farthest one may be to the main capital of the nation.
On childbearingIchgors lay eggs. A Rhanix and Illhanx are capable of doing so, a Zhanix and Illhanx are who assists in creating the eggs. When pregnant with the eggs, an Ichgors stomach will grow and protrude to a bump, these eggs will be 1 month in the womb and a month outside. They can lay at least 3 eggs, or a maximum of 5 eggs. Unfortunately often only 1 egg hatches successfully, if 2 hatch that is seen as luck provided by the gods.
When having a successful, fertile egg is proving difficult, there are adoption centers where ichgors can adopt abandoned eggs. As expected class rules are present within adoption as only alpha/behemoth can only adopt alpha/behemoth eggs, celestials are only capable of adopting their own and sentinels follow the same path.
The adoption process provides a batch of fertile eggs, and if these fail by any reason, after a cooldown they may be given another for the sake of the parent’s mental health.
These eggs have a smooth and hard shell with glowing shimmers of the halo of who laid it. Sizing being approximate to an Emu egg.
Once hatched, baby Ichgors adapt quickly and grow rapidly. They are known to be quite a menace and chaos bringers within the community. For the first few years they run on all fours and tend to sleep less than recommended, causing even more chaos. These chaos makers are not born with teeth; instead, they have a row of hardened crests on their gums. This crest falls out after 3 months to make way for their first set of baby teeth. They can lose the same tooth 3 times before it will not be replaced.
Babies cling to their parents akin to a baby possum for most of their span as a child. They tend to drool a lot and once past the children stage they become extremely hyperactive. With a tendency of overeating, they must always be supervised. Hatchlings can start eating their own solid foods about 6 months

NEW ERA & OLD ERA ICHGORS

  • The Ichgor classes are divided into two types, Old World(Celestial/Sentinel) and New World (Behemoth/Alpha) classes.

  • At the end of the day Old Era and New Era ichgors 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 Ichgors are able to have intimate relationships with each other this goes the same with New World Ichgors to their own. A Behemoth with an Alpha & A Celestial with a Sentinel is acceptably possible and lack the risk of problematic consequences. Celestial and Sentinel will always birth a Sentinel and a Behemoth and Alpha will always birth an Alpha to ensure lesser death rate for the egg bearer.

  • While the Old World Ichgors and New World Ichgors could have friendly relationships, the Celestial and Sentinel are biologically frail and more intimate relationships will open up a range of diseases that they do not have the immunity functions to resist due to their different biology.

Consequences of Hybridism between New & Old Eras

  • While the process of creating a hybrid can theoretically work. It has a high death rate of egg birthers of the different chemical makeup needed for the eggs, leading to a nutrient drain in the carrier, so most eggs are deficient and do not survive past egg birthing.

  • Conceiving a hybrid is considered a very cruel act to the Egg holder as they can cause a death sentence to the other involved. Hybrids that manage to survive often have physical and neurological disabilities that comes with them such as, seizure/epileptic shock, neurological damages, hyper metabolism, physical/mental dysfunction and autoimmune diseases.

  • Hybrids are by nature, always infertile and incapable of producing family.

Interspecies relationships.

  • Ichgors have a widely known taboo that interspecies relationships and intercourse is very damaging to the body. It is frown upon as it brings problematic diseases and mishaps that could lead to a world wide fallout.

  • Each subspecies has evolved differently from each other and has led to a biological rejection of each party. Intercourse (penetration) amongst different subspecies causes multiple and often permanent risks to each individual involved that can also lead to life ending consequences.

  • The disease they contract is often permanent and unfortunately can only be cured by the advanced technology in the highest circle of the Mental Devil territory and is very expensive. Though despite curing from the disease, the involved individual will suffer from permanent weakness in their physical and holographic values.

  • Even though contraceptive methods exist within the Ichgor world, this will not stop a disease from developing most of the time as they’re not 100% effective.

Don't try this at home folks.

And they were roomates...

Fertility and birth difficulties

  • Ichgors who practice intercourse (penetration) often, tend to struggle with fakeouts.

  • Rhanix and Ilhanix will suffer with producing hollowed eggs and the rates of these rise the more intercourse they have. 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 Ichgors with male genitalia. The common sign of trescosis is a sudden drastic lack of interest in intercourse.

  • Due to evolutionary aspects of Ichgors, intercourse has become a very taxing aspect of their biology. This is related to their need to adapt it to the current medical context of the world.

  • A misuse of intercourse activities and straining of the body can result in miscarriages, infertility or misshapen eggs.

  • Sex workers and Ichgors 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.

Reproductional aspects of the species

  • Ichgors lay eggs [1-3] 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, leaving one to no surviving rate. 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, Ichgors 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 interspecies and Era mixing intercourse.

  • Steroichosis It is an immunodeficiency disease. Ichgors 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. The symptoms are permanent weakened physical body, Halo/Hologram, dried lips, glassy eyes, massive loss of feathers and easy to contract diseases.

  • There is medicine to treat the early stages of steroichosis but it has less than a 20% success rate within ichgors. Making attract this disease a life gamble.

  • The origins of these diseases date back to the first era of Ichgor history, at first, what was perceived as a simple and curable symptom that turned into a bigger, more alarming situation that ended up wiping a big part of the population of each subspecies. Thus, the strict customs regarding subspecies differences were established for the sake of health & survival 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 to no avail.

Exiles & Medicine

  • The only exception to interspecies relationships are the exiles on the Metal Devil territory. Thanks to the efforts and unethical practices of Vasthyr. They have managed to develop a medication that can suppress and resolve steroichosis.

  • This medication provided 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 Ichgors that have attracted steroichosis and here whisper that the high circle of exiles are 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 them 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


Bestiary & Botany


ANIMALS


TERRESTRIAL

REGION:
All Region
LOCATION:
Tunnels and hill formations
ABOUT: DOMESTIC
Small and rather fluffy, they like to perch on rocks and tall hills for a good vantage point. Observing and curious, sometimes it feels like you're just being judged by a group of them. Though don't let them near paper, they might chew it to bits for their own entertainment.

FREE TO OWN, ICHGORS ONLY

REGION:
Azvirahn, Evo'si
LOCATION:
Sand dunes and rock formations
ABOUT: DOMESTIC
They run fast, too fast for their own good. Using their long legs, they flee when they feel threatened. But approach them slowly with treats and they'll greet you with a head bobble. The Tegual may look head empty at all times but mind you, look away and your strapped bags will be on the floor.

FREE TO OWN, ICHGORS ONLY

REGION:
Valhakrys, Metal Devil
LOCATION:
Mountainsides and cliffs
ABOUT: WILD
Fast, agile and sometimes a little scary. Their mischievous smile taunts you from a far distance, bouncing their tail as they take off into the cliffs. With claws that could kill, they aren't afraid to use it

FREE TO OWN, ICHGORS ONLY

AQUATIC

REGION:
All Region
LOCATION:
Fresh Water, Shallow muddy ponds
ABOUT: WILD
Mud dwellers that search around the sludge of mud under and outside the water's surface. Known to be skittish and easy to scare though they might try to scare you back by spitting bubbles of water at you like a water gun.

FREE TO OWN, ICHGORS ONLY

REGION:
Azvirahn, Metal Devil
LOCATION:
Freshwater, lakes, mud and rivers
ABOUT: WILD
Out for blood, they're vicious and territorial. Often in the depths of murkier water, though they wouldn't mind crawling on land for a bite. Their sharp nose is perfect for hunting as they lunge themself forward. Be aware!! They would also spit at you out of spite.

FREE TO OWN, ICHGORS ONLY

REGION:
All Region
LOCATION:
Saltwater, near water's surface
ABOUT: WILD
Slow gentle giants, they feed by photosynthesising sunlight using their fins. Swimming in big groups which consist of around 5-30. They sing and hum like an orchestral in harmony. The Imosonne are extremely emotional creatures and have been documented to mourn for both their own and other species.

FREE TO OWN, ICHGORS ONLY

REGION:
Azvirahn, Evosi
LOCATION:
Salt water, Sunlight Zone, Coral Reefs
ABOUT: WILD
Intelligent hunters that hunt in small pod of 5. They aren't as aggressive as they look but will not hesitate to pull you apart if you approach their young. They attract prey by the lumps of their neck that look like corals to hide. The lumps are also known to attract mates by wiggling and flaring it.

FREE TO OWN, ICHGORS ONLY

AERIAL

REGION:
Azvirahn, Evo'si
LOCATION:
Dry environments in large dead tree barks
ABOUT: WILD
They may look big, armoured and scary but they're actually quite docile. They usually mind their own business and tunnel into the dead tree barks feeding off Brightberry. Through if they feel threatened, they'd consider taking your limbs with them.

FREE TO OWN, ICHGORS ONLY

REGION:
Valhakrys, Metal Devil
LOCATION:
High altitude, massive tree colonies
ABOUT: WILD
They're rather quick for their small size. They love to group in a flock in the tundra's nature. You can find them singing in the mornings and sunbathing in the afternoon! If you offer them a berry they might just gift you with their very own treasure. (fancy small sticks)

also known as "Great Pip".

FREE TO OWN, ICHGORS ONLY


Mount


ZYROMYR

FREE TO OWN, ICHGORS ONLY

  • REGION: Azvirahn, Metal Devil territory

  • LOCATION: Lushful areas, thick forest.

  • BEHAVIOR: Stubborn but very loyal.

IMPHAR

FREE TO OWN, ICHGORS ONLY

  • REGION: Evosi, Valhakrys territory.

  • LOCATION: Plains, desserts and flat lands.

  • BEHAVIOR: Spiteful and a little dumb.

TERRARAH

FREE TO OWN, ICHGORS ONLY

  • REGION: Valhakrys territory.

  • LOCATION: Open fields, heavy snow biomes.

  • BEHAVIOR: Gentle giants.



Generic


REGION:
Valhakrys
LOCATION:
Mountains bases and Meadows
ABOUT:
Ageshari is an ‘all year around’ flower that can grow in any weather. You can find these flowers blooming in large bushes near dense foliage, its vibrant blues and whites make it easy to spot. It's not edible but can be used for large celebrations as a gift to a wedding or even a tribute during a festive season.

also known as "Windflower".

REGION:
Evo'si
LOCATION:
Central territory
ABOUT:
The Azu’lla is a popular flower within the central territory, given to members of clans or families as a gift of good luck. Its vibrant golden petals represent the pride of the sun while the leaves behind represent the joining of the sun and moon to become the holy eclipse. Its thorns protect it from being eaten by animals and can grow in places with no water thanks to its ability to regain moisture through its leaves.

REGION:
Azvirahn
LOCATION:
Eastern forest
ABOUT:
The Bentabous grows in large clusters within the trees, seeming to not withhold leaves till you look at the bush it originates from. This flower is representative of new life, blooming like an infestation during spring and mid-summer. this flower is ideal for expecting families or the Child's first safe year, luckily it is not poisonous. so if the child ends up consuming it, they will not choke or get ill. it has a sweet scent that is similar to light honey.

REGION:
All
LOCATION:
Lowlands
ABOUT:
Sprouting brightly in late autumn this fruit can be found along low brushes similar to berries, this fruit/flower can grow in any place thanks to its thick coating along its vines. Commonly seen as a base dish for most of Ichgor diets, it’s primarily farmed in any conditions! Denda fruits, although sweet are filled to the brim with vitamins, and their thick skins are a primary resource for a healthy and save alternative for starch. This food is best eaten cooked in broths or fish like dishes! The texture when cooked is similar to squash

REGION:
Metal Devil
LOCATION:
Plains
ABOUT:
Intimidating and exotic as it is, the Clawdiine plant is harmless. it possesses a strong sent from its disguised appendages, to help protect itself from insects and other pesky animals from eating its body. its appearance is similar to a crustacean creeping out of a shell. This flower can be used in pest propellent if grinded and mixed with oil, making them ideal for infestations in restaurants and homes. Despite its eccentric and unique appearance It can be found within low brushes of grass and gravel. The Clawdiine gives a beautiful display of resilience against predators, a symbolism to many who know its region.

REGION:
Metal Devil
LOCATION:
Higher mountain sides.
ABOUT:
Färran “blossoms” or “blooms” are located near the tops of mountains, primarily on the sides. These blooms carry a unique beauty. Its seeds that hang at the ends of the insides extended away shiny and glimmer like gemstones while the flora’s petals hold a dimmer contrast. When they drop, their seeds camouflage with the glitter of the snow. The Färran are one of the few known “non lethal” beauties within the Metal Devil territory, representing hope. The expression holds a deeper meaning to those who had been banished or taken refuge within the dangerous environment.

REGION:
All
LOCATION:
All territory
ABOUT:
Pipum stools are a fungal plant that exists primarily on mountain sides, scattered around under any existing trees or ledges. They can be seen thanks to their bright frilly underneath along with their goldin lining shimmer. Myths were told when this plant was found, it was said Pipums use them as seats during the bright sunny day! The plant is used primarily as an ingredient for stews and soups.

REGION:
Evo'si
LOCATION:
Dense Farmland, lowlands
ABOUT:
Syrup Drops are a phenomena when dense flora tend to intertwine together. vines and broken stems secrete a sweet syrup that coats the flowers to create an edible but extremely sweet edible flowers. due to the nature of these flowers, the most common ones are cultivated on farms for higher chances of stock and production. despite the cultivation you can commonly find these flowers in nature, the name syrup drop is only held to one type of flower, while others are known as "syrup flowers". the syrup drops are most popular during the autumn season, brewed with hot drinks and added to as a decoration. they are most popular during festivals or celebration of unions!


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 has managed to be able to be stable and cozy throughout the year. It is important to point out though, that the humidity levels in them are insanely strong which makes things like baths and water more necessary for them.
Animals are very abundant in the Azvirahn territory and has allowed them to have a long range of diets, making from the sweetest of fruits to the bulkiest of meats a possibility. 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 their doorstep.
Do not let this abundant lush environment fool you, 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 of the arid and dry. The nation has been touched by the sun in every corner and nature adapted to be restrictive and small. Even though the common exceptions exist like oasis and river banks, a traveler will need to traverse a lot of dry deserts if they wish to take an expedition in the region.
Fauna in the evo’si territory has remained small and concise. Only the necessary ones needed to survive the harsh conditions of being days without water or food. 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 regions therefore more important than gold and daily life is experienced during the peak of night and the start of the day.
Their most abundant resource is minerals and rocks which they use to build their houses and if visiting in the middle of the day under the scorching sun, no one will be awake to welcome the traveler. Living in more lush regions is a blessing not many evo’si have.


Valhakrys

OVERVIEW ///
Living in icey cold regions covered in ice may be a challenge for some but the valhakrys have adapted themselves to be perfect for the job. Temperatures for these ichgors can range from a cold northern forest to the absolute pure icey ruins of an old giant beast. One thing is true: anyone needs to pack layers on this nation. Farming and cattle are heavily restricted to areas these animals can survive while the rest is snow cold dead tundra filled to the brim with frozen secrets and beasts that will go after anything that can provide them energy for the night. Fire is an important resource for these ichgors and they have scattered across the region emergency spots where a traveler can seek refuge in the middle of a thunderstorm.
Building resources for the valhakrys heavily rely on the beasts they hunt and the bones and pelts they find. Clothing is carefully made to survive the cold winter nights that may come and sometimes given down generations. Foods like fruits and vegetables are scarce and a luxury only the ones with wealth may have, instead common folk heavily resort to dried seeds, nuts and meat for a diet.


natural disasters


- Floating water domes
About:
A thick lining of water hovering under the clouds that generates multiple giant dome layers causing a shade 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 floods.
Severity: ◆◆◇◇◇◇


Land sprout
About:
Akin to an earthquake, the pieces of ground that fragments and moves shoot up into flat hills and tall formations. It can divide towns if bad enough.
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, 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 enviroment 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 lightning charge. Can cause damage in great quantities if hit.
Severity: ◆◆◆◆◇◇


The beam
About:
Small pieces of meteorite that resurface after billions of years being enclosed to the ground. The energy built up in these will crack open a scar in the earth that protrudes a massive beam into the sky. Causing an effect akin to an aurora. Any creature struck by these will die instantly.
Severity: ◆◆◆◆◆



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