My writing and art! Main @cjadewyton and polished work on @jade-wyton

Posts tagged worldbuilding:

"This eventually led to her stepping down willingly from the position as ruler, which changed the power dynamic of the Heck’ne greatly and was the first step to the Har’py tradition “kan mup mala’kala,” or “eat the bad Prophet,” which is rather self-explanatory."

Though sexual dimorphism in harpies is often used to quickly identify the biological sex of a harpy, it is common to be corrected on pronoun usage by niritaka (transgender) or haykafica (intersex) harpy. Haykafica harpy make up roughly 3% of the known Heck’ne population, and niritaka make up almost 10% of the population. Niritaka are most common in harpy families that socialise with the local seces people, though they are found across Heck’ne and their high population in areas with seces is simply put down to having a better education of gender identity.

Redrew the sabre for the website! The old image was a good size but super dated and I want to streamline everything and make it look more polished. I'm love this fella's big eyes!

Original under cut (2017)

Almost all naga have flat noses with broad bridges. This aids in above-water breathing and makes their sense of smell very strong both on land and underwater. When underwater, naga smell by exhaling through their nose; this breath is trapped by mucus and remains attached to the naga’s face as a large bubble until they choose to inhale them again. Naga can make mucus bubbles while above water, but most choose not to because most land-dwelling Sentients find them unappealing and “gross.”

Plesiosauria, often shortened to plesio, are a family of large marine reptiles found on the borders of the unexplored territories.

The Dassen Origin is a story known by both dassen and zokex races. It’s a tale that took place before the awakening of The Goddess Scara, back when Das was still whole and unshattered by the Island Mover.

Ice bears are large, white ursidae that are native to the Kazzaquin ice deserts, surviving as low as -50 degrees Celsuis. They’re popular pets on Aurn’la Ann and are often used as mounts by the smaller races.

Deer wasps are a giant wasp native to Das. They are a species of emerald cockroach wasp that has adapted to life on the Das islands. They are much, much bigger than their cockroach-hunting cousins and hunt Das’ megafauna— most commonly deer. … And when other animals are unavailable, they have no qualms about using Sentient settlers to lay their eggs.

Landscape layouts for the new Demrefor map! :D

Finished maps for Demrefor (reuploaded because waterfall... did something weird when I tried to fix an error)

Basic // Land Sentient Territories // Seasons

Maps I still need to do:



International Political Influence

Original Carra'Jor Map by Echo

Incorrectly made Torat Map

Rough Landscapes

Ocean Sentient Territories

These guys are rarely seen; they're a Mystic race native to Bia Boralis and are the reason Sentients don't travel past the edge of that continent. They're not violent; just not social with other races & don't often allow them on their land.

I've actually wanted to put these guys in for a while in the outer territories, but with the map redraw I might as well give them some concept art!

Demrefor's map redraw is going well!

It's definitely a lot cleaner, though I'm probably going to change up some of the patterns/colours a bit more to avoid eyestrain (looking at you, Konde)

The Dassen Origin is a story known by both dassen and zokex races. It’s a tale that took place before the awakening of The Goddess Scara, back when Das was still whole and unshattered by the Island Mover. It’s the tale of a shape shifting zokex, named Adoration, who started a nurlak-worshipping cult. The cult did a lot of morally questionably actions during their formative years and, after being banished from zokex society, moved on to outright horrible acts. Their most famous crime was the mutilation and murder of a young nurlak child whose body they used to create a form-changing potion. This potion was supposed to turn the members of the cult into nurlaks, but due to the brutal nature of the murder, the ancient nurlak gods punished the zokex and their potion only half-worked, leaving them stuck halfway between nurlak and zokex; the first dassens.

[also my fave paragraph from the story's below the cut]

cw: gore / death

It wasn’t long before the cult began to test their boundaries, and Adoration did the unforgivable. The old sun set in orange and pink, and in the dimming light of the night she stole a nurlak out a temple’s window. A child, no more than a decade old, who was stripped of their skin while still alive and torn apart by the ravenous dragons. The blood and flesh of the young one was used to create a serum of change. Magic imbued into them from the gory ritual, the zokex shared the foul drink and called to the nurlak gods for their rewards. The serpents were disgusted.


(Excuse any typos, this page hasn't been fully proofread yet! Finally got it down though and that's a win!)

Ghosts are the most pure form of undead. They are the soul of a person that has not moved on and who remains on the planet despite having moved into the incorporeal realm.

Though they have shifted to another realm many ghosts are able to appear to people, especially people with a strong connection to soul magic, dream magic, telepathy, or those with prophetic powers. Their appearance is similar to what they were in life but also may reflect how they saw themselves. A strong, focused spirit may appear as their ideal selves; while a spirit that is less in control will look closer to how they were in death— Often, when a ghost becomes upset their visual form will shift to match how they appeared upon their death. This can give some disturbing visuals as the spirit may suddenly age or have wounds ripped into their bodies.

Ghosts are rarely seen when they do not want to be seen, even by people with strong spirit-seeing abilities. Some ghosts may also appear to people who otherwise would not be able to see them, though this takes a particularly strong spirit. These spirits are usually so strong that they are able to interact with the physical world as poltergeists. This poltergeist ability is also shared by some weaker spirits who may still have a connection to the physical world. These spirits are recognised by the sticky, black trail of soul that they leave behind on objects they touch or in places they have been seen.

Though some spirits may appear to the living, there is one that may prevent even the strongest spirit from returning to a loved one— Grief. Grief acts as a blockade for spirits and the people who miss them, and if either grieves for the other it becomes more difficult to create contact. Not much is known about why this effect comes from grief, and some people argue that it doesn’t exist (though there is more evidence for it than against it, including the testimony of Immortal Queen Distro).

It is believed that ghosts are not always formed by the death of a person. They are formed by the expulsion of a soul from a body, and there are theories on the creation and destruction of souls, and whether severe and permanent memory loss is a form of spiritual death that creates or destroys a spirit. There have been claims from those with memory trauma who say they’ve seen the ghosts of their past selves, but no definitive proof has ever been documented. This theory is most commonly believed in the Rendi, where the spirits of past memories are referred to as the “lost siblings” of those who suffer amnesia. It is also known that several Mystic races, such as taurs and fauns, share similar beliefs.

Did some tweaking to the Caves and Creatures system after getting feedback from my wife and brother (both long-time RPers), and after making some mock-up characters to see what was working and what wasn't.

Here's version 3 of the character sheets!

‘There’s nothing wrong with looking after your children, Tru’man.’

‘I know— But this is why she teases me. I don’t do as I should.’

‘Who cares?’ Scaychie replied. ‘You’re being a good father; that’s more important than anything anyone could ever say about you.’

Tru’man looked stunned for a moment before giving Scaychie a weak smile. ‘You’re too kind to me. But I don’t think you know how we do things here. Kekiks sing. Zelkins sing. And reks sing.’

‘Then what do fathers do?’ Scaychie asked. ‘Sons and brothers?’

‘We listen, and we let ourselves be soft,’ he replied as if it were a simple fact. Then, when Scaychie didn’t stop frowning, he sighed and shook his head. ‘It’s hard to explain to an outsider. Maybe if I could tell you in Har’py it might make more sense, but I can’t say it properly with these words.’

Plesiosauria, often shortened to plesio, are a family of large marine reptiles found on the borders of the unexplored territories. Generally their numbers in the explored territories are kept in check by the valenor, though they are considered a pest in the waters surrounding Karkadon. There are two major variations of plesio species. The long-necked fish-eaters, and the short-necked apexes.

Mimics are shapeshifting, carnivorous pests that live near the entrances of caves and use ambush-hunting techniques to catch prey that wanders into their dens. As mimics most commonly live at the entrances of caves, it is easy for them to adapt to life in sewers, dungeons, and old abandoned buildings such as castles. They will use their shapeshifting abilities to camouflage in these areas, with some of their most successful disguises being treasure chests, beer kegs, and beds. Because they hide by using shapeshifting magic, it is considered wise to bring aura sensors when hunting mimics.

Halmoi are a Heck’nerian mollusc that’s diet consists completely of rock, clay, and bone. They hollow out rocks and uses them as a protective shell. They will eventually eat this shell and find another. In their full form they can be anywhere from a few centimetres in length, to several meters; no matter their size, though, they are able to compress themselves through spaces the size of a pinhead. This is due to their extreme flexibility and lack of bones, internal or external.