192 submissions
Thursday Prompt (Watch) - The Snake and the Mongoose
If you watch someone's face carefully, it can give you a bounty of information, especially if they don't know that you're looking.
I am no longer trying to get these out every week XD
I realized that I am, in fact, tired as heck, so I'm gonna be taking it easy from here :d
But that doesn't mean I'm gonna stop! I'm looking to wrap up the Manor Mystery storyline with the next Thursday_Prompt (cunning), and then from there? Only future me knows :3c
Glossary:
cloak: Sarkuuli cloaks are more precious to them than life itself. The cloaks are gifted to them from birth, and as they grow older, they readjust the cloaks to fit them, adding more and more cloth, patches, and decorations. Foreigners often call them garish and ugly, but to Sarkuuli, each addition to the cloak tells another part of their life.
Sarkuul: A vast, mostly flat land consisting of windblasted grasslands, scorching deserts, shifting swamps, murky thickets, and more. The nomadic people of this region, the Sarkuuli, are as diverse as the landscape and its climates, and they are known for their uncanny good fortune.
Sarqquni: The fickle wind god of wanderers, merchants, artists, smiths, laborers, ingenuity, impulsiveness, and whatever else They might be interested in at the time. Most importantly, She, or They, or He, is the god of the Sarkuuli.
pinedrake[u]: Named after their distinct pinecone-like scales, although in truth, they are mammals, not reptiles. On Earth, they are better known as pangolins.
[u]Luuz'kafir: Translates to the "Grand Mysteries." Ostensibly, they are the highest ranked members of Sarqquni's clergy. But in the same way that Sarqquni subtly manipulates all manner of events, so too do the Luuz'kafir. Trained in the secret arts of shadow magic, they are the best spies in the world of Alka.
magic/spell: Every spell in Alka requires ingredients of some kind, and many of these spells come in the form of potions. The art of spellcraft involves careful measurements, specific techniques, and also a touch of etherial manipulation. Without a mage's inborn talent, not even a person following a spell's recipe to the letter can hope to create one for themselves.
alkemy: While spellcraft is the art of creating already discovered spells, alkemy is the pursuit of discovering new ones. It is more difficult by several degrees, given that a faulty recipe could turn to poison, explode unexpectedly, or even drain the alkemist of all of their ether.
green voyage: Ships in the world of Alka are commonly personified as males since they bear burdens across the seas, so instead of the term "maiden voyage," alks say green voyage to refer to a ship's first journey
Rayy Delat: This large caravan is the chief locus for anyone wishing to study magic in Sarkuul. Even mages from other countries are welcomed with open arms and happy smiles.
alk: The anthropomorphic residents of Alka call themselves alks to differentiate themselves from the animals that they resemble.
anthunter: This is a different, more polite word that most alks use instead of anteater.
Dothos: As the largest nation under the sea, Dothos supplies many rare and exotic goods to the surrounding countries above the waves, especially Verdania. Unlike most other societies around the world, Dothoians are strictly matriarchal.
Meric: Given the difficulty of sound traveling through water, mers devised a language that uses hand signs, not spoken words. In the lands above the waves, it is used for a different purpose, leading to its second name: thieves' cant.
mer: The common term for any sort of marine alk, but especially fish alks.
Verdania/Verdish: With its numerous trade routes, wealth of magical resources, and status as the seat of Belbatoria's worship, it is not uncommon to hear people say that Verdania is the center of the world. Even those living in the most remote areas of Alka know at least a few words of Verdish.
Twinned: Although the peoples of Hali'Tuin are different in many ways, they speak the same language. ...At least, to a foreign eye. Due to a vast gap in their dialects, Halini and Tuini often have a hard time understanding each other.
Parzil: The slumbering god of the earth and all of its inorganic bounty, and once, honor and virtue. Due to a grave betrayal in the past, he has withdrawn from the affairs of alks. Though, whether he realizes it or not, he continues to affect the mortal world as he tosses and turns in his sleep.
Zzix: The secretive god of corruption, death, and all the chittering things in the walls. They rule over the land of the dead, far away from any of the other gods.
zoomorphic: Sometimes, alks, especially snakes, birds, and mers, are born missing certain anthropomorphic traits or with extraneous ones, more closely matching their animal counterparts. Depending on the culture, such differences are either accepted or even celebrated, or they are erased with impunity.
Shorinth: In the middle of the Foltess Sea, there is a patch of ocean which reflects more stars than there are in the sky. In actuality, they are not stars, but the magelights of Shorinth, also known as the Unending City. No matter the time of the day, the waters always teem and bustle with life.
magelight: Creation of light is among the simplest of spells that a budding mage can learn, but making it stick around for a long time is more tricky. In locations that are impossible to light by mundane means, a group of specialized mages called phosekions will maintain the suspended magelight spells and recast them if necessary.
fulgurbloom:
"The seeds lie dormant until lightning strikes."
"But how did they get to a spot to be awakened?"
"The seeds attract lightning."
"If that's true, then we could use those seeds to redirect lightning away from buildings. So...where are they? How do we find them?"
"Haven't you all been listening to me? The seeds were never in the ground to begin with! They travel in the storm! The lightning plants them!"
These arguments, and more, have been repeated through the centuries by countless mages, but one thing they can all agree on is the flower's unparalleled efficacy as an ingredient in the most powerful spells.
albahr engine: This magical piece of equipment is the keystone of Kamaal's airship design. When the airship is in the air, the albahr engine simulates a lake of water around the craft, providing the buoyant force needed to keep it aloft. Other means are needed to actually get the airship airborne, such as a springboard, ramp, high ledge, or (hopefully safe) explosive spell.
etherial scope: This fragile device allows one to visualize the ether in living things and in spells. It is an invaluable tool to any investigator...or thief.
Halik: The twin god of fire, war, and magic. The weathered and cracked carvings in his temple read: "At the beginning, he laid out the Edicts, shaping and constraining the flow of ether. In that way, he set the paths for mortals to follow to great glory and fortune."
Dutuin: The twin goddess of ice, wisdom, and magic. The carefully-preserved ancient texts in her temple read: "From nothing, she created the River of ether that flows through the world of Alka. In that way, she provided an opportunity for life to flourish forever more."
aerie cotton: No one knows exactly where this air-aspected plant comes from, but somehow, it shows up in bird animal nests as one of the nesting materials. Alks have tried to train animals to fetch aerie cotton, but to no avail.
emberthistle: This fire-aspected plant holds its ether for a very long time after being harvested, making it a reliable firestarter for any traveler. It is a volatile spell ingredient, best utilized in bomb spells.
ornikus: On Earth, this is (part of) the scientific name for a platypus. They are also known as ornithorhynkuses among the upper classes. Due to their royal bloodline, they are a mix of traits from many different races of alks.
I am no longer trying to get these out every week XD
I realized that I am, in fact, tired as heck, so I'm gonna be taking it easy from here :d
But that doesn't mean I'm gonna stop! I'm looking to wrap up the Manor Mystery storyline with the next Thursday_Prompt (cunning), and then from there? Only future me knows :3c
Glossary:
cloak: Sarkuuli cloaks are more precious to them than life itself. The cloaks are gifted to them from birth, and as they grow older, they readjust the cloaks to fit them, adding more and more cloth, patches, and decorations. Foreigners often call them garish and ugly, but to Sarkuuli, each addition to the cloak tells another part of their life.
Sarkuul: A vast, mostly flat land consisting of windblasted grasslands, scorching deserts, shifting swamps, murky thickets, and more. The nomadic people of this region, the Sarkuuli, are as diverse as the landscape and its climates, and they are known for their uncanny good fortune.
Sarqquni: The fickle wind god of wanderers, merchants, artists, smiths, laborers, ingenuity, impulsiveness, and whatever else They might be interested in at the time. Most importantly, She, or They, or He, is the god of the Sarkuuli.
pinedrake[u]: Named after their distinct pinecone-like scales, although in truth, they are mammals, not reptiles. On Earth, they are better known as pangolins.
[u]Luuz'kafir: Translates to the "Grand Mysteries." Ostensibly, they are the highest ranked members of Sarqquni's clergy. But in the same way that Sarqquni subtly manipulates all manner of events, so too do the Luuz'kafir. Trained in the secret arts of shadow magic, they are the best spies in the world of Alka.
magic/spell: Every spell in Alka requires ingredients of some kind, and many of these spells come in the form of potions. The art of spellcraft involves careful measurements, specific techniques, and also a touch of etherial manipulation. Without a mage's inborn talent, not even a person following a spell's recipe to the letter can hope to create one for themselves.
alkemy: While spellcraft is the art of creating already discovered spells, alkemy is the pursuit of discovering new ones. It is more difficult by several degrees, given that a faulty recipe could turn to poison, explode unexpectedly, or even drain the alkemist of all of their ether.
green voyage: Ships in the world of Alka are commonly personified as males since they bear burdens across the seas, so instead of the term "maiden voyage," alks say green voyage to refer to a ship's first journey
Rayy Delat: This large caravan is the chief locus for anyone wishing to study magic in Sarkuul. Even mages from other countries are welcomed with open arms and happy smiles.
alk: The anthropomorphic residents of Alka call themselves alks to differentiate themselves from the animals that they resemble.
anthunter: This is a different, more polite word that most alks use instead of anteater.
Dothos: As the largest nation under the sea, Dothos supplies many rare and exotic goods to the surrounding countries above the waves, especially Verdania. Unlike most other societies around the world, Dothoians are strictly matriarchal.
Meric: Given the difficulty of sound traveling through water, mers devised a language that uses hand signs, not spoken words. In the lands above the waves, it is used for a different purpose, leading to its second name: thieves' cant.
mer: The common term for any sort of marine alk, but especially fish alks.
Verdania/Verdish: With its numerous trade routes, wealth of magical resources, and status as the seat of Belbatoria's worship, it is not uncommon to hear people say that Verdania is the center of the world. Even those living in the most remote areas of Alka know at least a few words of Verdish.
Twinned: Although the peoples of Hali'Tuin are different in many ways, they speak the same language. ...At least, to a foreign eye. Due to a vast gap in their dialects, Halini and Tuini often have a hard time understanding each other.
Parzil: The slumbering god of the earth and all of its inorganic bounty, and once, honor and virtue. Due to a grave betrayal in the past, he has withdrawn from the affairs of alks. Though, whether he realizes it or not, he continues to affect the mortal world as he tosses and turns in his sleep.
Zzix: The secretive god of corruption, death, and all the chittering things in the walls. They rule over the land of the dead, far away from any of the other gods.
zoomorphic: Sometimes, alks, especially snakes, birds, and mers, are born missing certain anthropomorphic traits or with extraneous ones, more closely matching their animal counterparts. Depending on the culture, such differences are either accepted or even celebrated, or they are erased with impunity.
Shorinth: In the middle of the Foltess Sea, there is a patch of ocean which reflects more stars than there are in the sky. In actuality, they are not stars, but the magelights of Shorinth, also known as the Unending City. No matter the time of the day, the waters always teem and bustle with life.
magelight: Creation of light is among the simplest of spells that a budding mage can learn, but making it stick around for a long time is more tricky. In locations that are impossible to light by mundane means, a group of specialized mages called phosekions will maintain the suspended magelight spells and recast them if necessary.
fulgurbloom:
"The seeds lie dormant until lightning strikes."
"But how did they get to a spot to be awakened?"
"The seeds attract lightning."
"If that's true, then we could use those seeds to redirect lightning away from buildings. So...where are they? How do we find them?"
"Haven't you all been listening to me? The seeds were never in the ground to begin with! They travel in the storm! The lightning plants them!"
These arguments, and more, have been repeated through the centuries by countless mages, but one thing they can all agree on is the flower's unparalleled efficacy as an ingredient in the most powerful spells.
albahr engine: This magical piece of equipment is the keystone of Kamaal's airship design. When the airship is in the air, the albahr engine simulates a lake of water around the craft, providing the buoyant force needed to keep it aloft. Other means are needed to actually get the airship airborne, such as a springboard, ramp, high ledge, or (hopefully safe) explosive spell.
etherial scope: This fragile device allows one to visualize the ether in living things and in spells. It is an invaluable tool to any investigator...or thief.
Halik: The twin god of fire, war, and magic. The weathered and cracked carvings in his temple read: "At the beginning, he laid out the Edicts, shaping and constraining the flow of ether. In that way, he set the paths for mortals to follow to great glory and fortune."
Dutuin: The twin goddess of ice, wisdom, and magic. The carefully-preserved ancient texts in her temple read: "From nothing, she created the River of ether that flows through the world of Alka. In that way, she provided an opportunity for life to flourish forever more."
aerie cotton: No one knows exactly where this air-aspected plant comes from, but somehow, it shows up in bird animal nests as one of the nesting materials. Alks have tried to train animals to fetch aerie cotton, but to no avail.
emberthistle: This fire-aspected plant holds its ether for a very long time after being harvested, making it a reliable firestarter for any traveler. It is a volatile spell ingredient, best utilized in bomb spells.
ornikus: On Earth, this is (part of) the scientific name for a platypus. They are also known as ornithorhynkuses among the upper classes. Due to their royal bloodline, they are a mix of traits from many different races of alks.
Category Story / Fantasy
Species Mongoose
Size 120 x 120px
File Size 33.1 kB
FA+

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