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Arracor's Profile

Our Author's latest news and articles.

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Arracor - Social Profile

- Master of the Plain Thought

For Next Level: 555xp of 970xp complete.
555xp

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- RANDOM
Locations | 45xp

Manual of the Cosmic Realms

An exhaustive list of the Realms, as well as a short description and how they fit in relation to each other.
Fundamentally connected to my primary submission, Primal Essence, Primals, and the Creation of the Realms as well as several others linked to from there. I'll provide a link at the top of this article, though I'd recommend at least reading the main one before this.

- RANDOM
Locations | 115xp

Primal Essence, Primals, and the Creation of the Realms

An origin story for the main setting I build in. There are aspects missing, and certain things need proper names. In addition, there are related topics I'll write about in other, related submissions, and the whole setting has a 'phase 2' (or sequel setting) in a hypothetical future where certain, massively world-changing events take place. I'll list related submissions at the bottom, as clickable links.

- RANDOM
Locations | 45xp

History of the Materium, Part 1: Rise and Fall of the First Mortal Empire

A record of the origin of the Realm, the gods who've played the biggest role in its development, and the mortals and immortals who have lived there. Part of my main setting, first introduced in Primal Essence, Primals, and the Creation of the Realms.

(Fair warning, this is a longer one. For your convenience I've divided it into 2 parts. Here's the first.)

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“ A cult's theology is binding on the god involved: it is possible for that god to believe (and <b>see</b>, just like Winston Smith in 1984) that other gods are mythical, or jumped-up demons, or failing older spirits, even while those gods actually exist and thrive and act in the cosmos, even while working against him.”
rickster
“ Sessiliths (name based on the word sessile) are gargoyle-type creatures which are stationary, attached to the stone of whichever foundation they are bound to. Though they can move their extremities and limbs they are unable to move away from their particular perch. In lieu of swooping down and attacking like their mobile cousins the gargoyles proper, sessiliths are equipped with their own brand of mischief. The creatures are all able to verbalize and thus usually hurl vile insults and curses upon passersby. The cumulative effects of dozens of sessiliths cursing, screaming, and speaking in tongues, can have an effect of temporary confusion (or even discord) in those forced to listen to the shrieking stone gremlins. Additionally, most possess the ability to 'spout' or spit forth various undesirable projections, such as tar, boiling water, or even acid. While they can usually be avoided easily enough or even destroyed (their 'bodies' feature the same defenses as gargoyles), sessiliths are usually placed in such a way as to hinder all trespassers and interlopers, narrow corridors, claustrophobic tunnels and other related 'gauntlets', where they cannot be easily avoided. Like gargoyles, sessiliths come in all sorts of grotesque shapes and sizes, though they tend to resemble tiny horned devils, demonic amphibians, or simply distorted faces and heads, more often than not.”
Murometz
“ In the dry steppelands, one of their most valuable exports is the dried sap of the Larthorn tree. These ugly plants are covered with vicious thorns, but the locals harvest the golden droplets that ooze from their bark each Autumn. This sap, once dried, is valued for its medicinal properties and as a spice. Since little gold or silver is found in the hinterland, the dried droplets of sap are often used as currency by the locals.”
Wulfhere
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