One love in red-- One love in white-- One love in black-- One love Supreme-- For even God loves darkness --------------------------------- A roleplay blog featuring custom lore for OCs from Slugterra: --The Horsemen14 --The Brothers Blakk ~Independent and Non-selective ~AU/Crossover/OC/Multimuse-Friendly I track the BABYLONTHRUM tag!
The blog is underway! But until I get an off-site information hub for my mobile buddies, here's a brief rundown of what I'm about:
Babylon Thrum is an Independent Roleplay Blog, featuring OCs and a custom lore from the franchise SlugTerra.
Characters that can be found here the most are:
War14
Plague14
Famine14
Death14
Xerxes Blakk
Marius Blakk [War15]
Various and Sundry NPCs for storytelling flavor
This blog is a remake of the old Babylon Thrum, which delved into the development of the Outland Reach, a briefly mentioned and barely touched setting in the SlugTerra canon.
It is affiliated with the infamous Doctor Thaddius Blakk.
All asks and interactions are welcome, just don't be an ass in the OOC context.
Feel free to Like or Reblog this post to show interest while things get set up!
A super brief and non-exhaustive work-in-progress list of the slug species I've been slowly developing for the Greater Reach, as well as some range details, while continuing work on the blog's website. But I thought Some Early Context would be in order since most of the characters associated with this blog have Reach slugs, with very few from the Western 99 Caverns.
Only Xerxes has a predominant 99 species arsenal, but that is because he lives and operates from the 99 Caverns.
Bear in mind that everything is in summary mode at the moment, so there's no big elaborate descriptions, just shorthand. As I work on finishing and finalizing character art, I'll probably work on concept art of the slug species themselves outside those individuals that are already a part of the story, but in the meantime, enjoy the wip for now, everything is subject to change until finalized. And feel free to ask questions, I'm always open to know where I should be focusing some development on, it really helps me out.
As of right now, I don't have much for a few regions and nothing solidly written down for the Western Wall/Southwest Coil.
For context, read here about the Reach's EPS for the difference between a Wellspring and a Standard slug, and read here for blaster culture and how it benefits Reach slingers with the diversity of their native slug species!
Playlist: x | x | x | x | x
ReadMore for length...
The Southern Corridor [the stretch of land that connects directly to Gateway Cavern and runs the length of the separating wall] is inhabited predominantly by slug species native to the Western 99 Caverns. There aren't many Reach-native slugs that live in that stretch, maybe a few from the South Plains or South Desert Basin regions, but they are rare so far outside their native home. You see more of them in South Pass and less of the Western 99 species the further into the Pass and the Reach you go. There may be a few Reach-native slugs along the 99's eastern wall, the one that backs up to the Greater Reach itself, as there are a few native 99 slugs on the Reach side of the wall.
Standard Reach slugs are just as prolific as 99 slugs, knowing and using the same avenues as their western brethren to travel between regions of the world. With the exception of the northernmost passages out of South Pass, however, Wellspring slugs are not seen outside the Greater Reach unless in accompaniment with a Reach slinger and their arsenal.
Some of the species found in the Greater Reach are:
CENTRAL CORE REGION
Home to Core Cavern, the terraces and caves branching off the central chamber are overgrown with a seemingly-sentient forest of giant coral trees that is always expanding, giving much of the area an almost spooky and ethereal overtone. It is here that is the heart and soul of Reach civilization, with many roads carved and established leading into and out of Core.
SELPIE: Water. Selpies are not very big in terms of average slug size, perhaps half the size of a normal healthy slug. They can be found in stagnant pools of water and slow-moving waterways, usually watching others with disproportionately-large glowing eyes.
They look like they are constantly dripping with seaweed and water grasses, their little faces caged with long needle teeth jutting from their lower jaw. They tend to make croaking noises, affectionately attributed to 'sick frogs'.
Selpies like to observe, generally keeping their distance from people and animals in their space. They are not particularly social, tending to keep to themselves in their own designated territory and chasing out any who would intrude on it. They have been known to use tangible illusions to chase trespassers out of their space. When tamed, they have an ability to cast a glamour on anyone in contact with them, a solid illusion even in protoform. At velocity, they can dredge up groundwater in a sludgy maelstrom and pull opponents down into them.
SHUCKLE: Energy. Shuckles are taller than most slugs, but skinny with slightly longer limbs and tail. They can be found predominantly at crossroads and in old cemeteries, but have been seen where there are high concentrations of the dead.
They are completely inky black from head to tail, sporting large white eyes and a jagged white crescent across their faces. They are covered in a fine hair that curls and whorls minutely along their edges, and they appear to emit wafting clouds of grainy vapor. They make no sound, known for being eerily silent in everything they do.
Shuckles are a very pragmatic species. As they are exposed to the realities of life day by day, they come across as serious and stoic, and have a pride in themselves and what they can do. They cannot be tamed with conventional means and instead, will choose who they want to join. You always know when a Shuckle is with you, since they absorb sound when flexing their abilities in protoform. At velocity, they leave opponents bound in place with fast-acting brambling thorns.
HAGGIS: Wellspring. Earth. A massive slug species, the Haggis dwarfs most others by being almost perfectly round. Capable of resting on a slinger's arm from elbow to wrist easily, Haggis slugs can be found in small glens and meadows with suspiciously-round hillocks with suspiciously perfect circle paths around their bases.
Their absurd proportions are made even moreso with tiny legs to match their roundness with the legs on one side of their body shorter than the other side. They have a tendency to gallop wherever they go, comically lopsided and prone to dashing around in circles when excited. They are a mottled lavender with darker purple stripes and swirls with a creamy underbelly, sporting big bright green doe-eyes. They can be heard easily by those looking for them, making a series of low honking sounds.
Haggis slugs are much more friendly and seemingly more docile than the rest of their sluggy brethren in the Reach, never baring their teeth or swatting at intrusive slingers. One of the easiest species to bond and tame, a Haggis is loyal so long as they remain safe, secure, and unhurt. As with all Wellspring species, they have no abilities of their own, but have such a high concentration of life energy packed into them, other slugs are amplified in their presence.
PHANTASM: Air. Phantasms are a smaller slug species, about half the size of an average slug. They live predominantly in the Great Coral Forest that has taken over Central Core, perhaps one of the more common species that can be found in the region.
They are squat in stature but otherwise fairly evenly proportioned and recognizably slugs. They are overall a dark midnight blue with swirling markings in neon green across the majority of their body and equally-vivid eyes. They have an uncanny ability to mimic human voices almost perfectly, using it to trick slingers and travelers alike into coming closer and wandering away from roads and paths. They are more like parrots in this regard, though, unable to form their own sentences and merely repeating words and phrases they have heard before.
Phantasms are a mischievous slug species, perhaps a little stand-offish when wild and about as equally prone to biting or smacking intruders as most other Reach species. They tend to get along best with other slugs rather than people when wild, though they are loyal when bonded to a slinger. They are very social, however, and so slingers will try to bond with more than two so they feel most at home, creating what is called a Choir of Phantasms. They sing together in chorus when in protoform at a particular frequency that causes visual hallucinations within an immediate area around them. At velocity, they use a similar technique to create mostly-tangible copies of themselves that can cause harm by overwhelming the senses of an opponent.
SOUTH PLAINS REGION
Best known as the Reach's Foyer, South Plains is the picturesque first sight of the Greater Reach to visitors exiting South Pass. Time and seawater has eroded many of the natural cavern walls, leaving a sprawling verdant flatland pocked with swathes of coral trees and the half-crumbled monuments of old thresholds and boundaries. This is where the Marshal of the Central Region rests her hat.
WAWI: Wellspring. Air. Wawis are a large slug species, not so much in mass as they are in height. They easily tower over the average slug and like to rest across the shoulders and heads of their handlers when at ease. They are most commonly found around the bases of where old cavern walls used to be, preferring those with budding plantlife and water springs in their vicinity.
Wawis are serpentine. Although they maintain a familiar proportion to other sluggy brethren, their long bodies are very versatile and they wrap themselves around or form themselves over odd shapes. Their limbs are a little longer, made more to support their length appropriately. They are a pale parchment brown with a creamy underbelly, sporting darker purple patterns over their backs like diamond-shaped eyes. In the light, they undulate with an iridescent sheen. They have three sets of eyes, totaling six in all, pale blue with a similar color-shift to lavender. They are known to make humming rumbles, making them easy to find in their preferred habitats.
Like many Reach species, Wawis can be temperamental. While they appear laidback and easy-going most of the time, they are prone to malevolent mischief when they feel they have been slighted in some way. They are not so easy to tame and bond which is a more common trait to their Wellspring brethren, preferring instead to choose who they will follow loyally. They are seen as the peacekeepers among slugs, striking out like an angry snake to quell conflict among them. As a Wellspring, they have no ability of their own but amplify the abilities of the slugs around them nonetheless.
BUNYIP: Water. Bunyips are odd-ducks of slugs. They're only a sliver bigger than most slugs, though their mutated shape is noticeable even from a distance. They can be found in swamps and waterways all throughout South Plains and tend to pop up where you least expect them. It's a common caution to watch where you swim in South Plains.
Despite being a slug, Bunyips don't look too much like one, all things considered. In historical records, it was not until one reached velocity that they were considered slugs at all. They have long bodies with long narrow heads lined in teeth and paddle-like tails, stocky limbs with tiny pointed claws. They have a prominent ridge along their dorsal spine and are medium blue with a bright green underbelly, vivid yellow markings in swirls and lines and dots scattered strategically all over their bodies. Their eyes are golden yellow with slit pupils, and they grumble in such a way it sounds like they're constantly murmuring.
Bunyips are unusually bitey, compared to even most Reach slugs. Although they are even-tempered, they use their mouths in everything. Wild Bunyips test things in their environments by putting their mouth on them, regardless of who or what is attached to said thing. Tame Bunyips are typically given chewtoys to try to curb their need to bite to varying results. Protoform abilities heighten a slinger's sense of smell, also to varying results. At velocity, Bunyips can make the ground below into a soggy mire, using their teeth to hold opponents in their tiny biome.
THYLACO: Earth. Thylacos are a very common sight. About the size of an average slug, they travel the open space of South Plains in packs, tracking and hunting insects.
Thylacos still at least look like slugs at a glance with very little variation in size. Their bodies are a little shorter and their tails are slightly longer with longer limbs, but not enough to warp one's perception of a slug. They have a fluffier dorsal ridge that leads down to a thick fluffy tail that stiffens to help prop them up when they stand upright for better balance. They are brightly-colored with yellow, pocked with red rosettes and stripes and bright amber eyes. They have an odd tooth structure of 'bladed' teeth that fit neatly in the top and bottom jaws, something to help chew their insect prey once caught. They are the most vocally diverse of the Plains slugs, making a variety of noises from beeps to squalls and everything in between.
Thylacos are curious and active slugs by nature. Intrusively so, known for swarming passing people and sitting on them and their equipment. They poke at buttons and bat at holoscreens, being generally disruptive in their behavior and their numbers. They are a very social species, staying together in packs and being visibly depressed when isolated. Their hunting abilities are unparalleled in the slug world and they can be trained in similar tasks. Tame Thylacos can be trained to hunt for food or toys in the show circuit and are a big part of the games culture of South Plains for it. In protoform, they deter bugs and pests. At velocity, they stay close to the ground, tearing it up in small shockwaves that unbalance an opponent.
GREAT DESERT BASIN REGION
In the southeast corner of the Greater Reach, the terraces and chambers have collapsed in to create a vast bowl in the earth. Not many walls exist here, half-crumbled and a part of the shifting dunes of sand and scrubland that cover the basin floor. The majority of the bowl is arid desert scrub and plains, home to a few hardy ground plants and sparse dead coral trees. Further to the east and southeast, the basin plateaus and becomes a sharp contrast to the vast wasteland below, vibrant humid jungles densely curling up to the base of the far east wall of the Reach.
BOOMSLING: Energy. Boomslings are strange slugs, bigger than the average only in that they are taller. They can be found in the tropical plateaus of the Desert Basin, hiding in the low canopies of the coral trees above.
Boomslings are noticeably taller and thinner than the average slug. They are soft green in color with orange underbellies and red stripes and spots. Their eyes are red and from their top lips poke the points of little fangs. They don't make much noise, usually little hissing sounds that meld into the ambience of their jungle homes.
Boomslings are a shy species. They like to lounge across the branches of coral trees and hide in the shadows of undergrowth, which makes them seem timid and docile. But they are far from it. Wild Boomslings are more common to strike out at someone or something poking about near them. They issue a low hissing sound, flattening their bodies vertically to look bigger than they are before they strike with impressive speed. Tamed Boomslings typically do not strike out until they are actively threatened, choosing to use their handlers and slingers as a safety line first. It is their bite that is the protoform ability, as a boomsling can push its fangs out and pierce through skin, delivering a highly-venomous bite that can be fatal if not treated. At velocity, they fling energy-charged projectiles that can explode on impact.
GROOTSLANG: Wellspring. Earth. As with most Wellsprings, Grootslangs are massive, easily three times the size of an average slug. They can be found in the basin scrublands and even into the desert bowl itself.
Grootslangs have a tendency to stomp about on all four legs, thick limbs made to support their bulk. They are a slow-moving slug, with fan-shaped antenna and two sets of tusks protruding from the top of their mouths. They're a fairly drab creature, olive green with bright yellow stripes along their bodies and parchment pale underbellies. Their eyes are a vivacious neon blue, unusual against their otherwise boring coloration. If their size and stompy steps don't alert you to their presence, their low grumbling grunts certainly will.
Grootslangs are, as nearly all Wellsprings, a temperamental species. Though they seem slow and plodding, they are far from docile and have been known to charge with reckless abandon toward any unsuspecting intruder. While they do not bite nearly as often, they can and do cause grievous injury with their tusks, using them as weapons to fling about. They're loyal to their charge and not unlike most Wellsprings, must see proof of worth before they decide to bond. They do not possess their own abilities, but can be tracked easily enough through the energy they expel from themselves; every stomp puts more life energy into their environment, creating paths of vivid natural ambience in their wake.
MOKELE: Water. Recognizable by their long necks, Mokele slugs make a startling profile from afar, by themselves or in packs. They can be found in slow-moving or stagnant water sources in the desert scrublands into the tropical jungles.
Mokele are very obviously water slugs. Though their bodies share the same lines as an average slug, they have a distinguishable long neck with long flat limbs and a finned vertical tail. Although they are medium blue in color with a pastel green underbelly, they are easily spotted when underwater by their bright orange and yellow contouring markings and their golden eyes. They can be heard trilling playfully among themselves, locals living around them say it sounds like bubbling water.
Mokele aren't very shy slugs. They are boisterous in their nature, fond of using their hydrodynamic shape to dart through their slow-moving watery habitats. They like to show off, performing tricks for any who will watch and frequently using their environment to make themselves hit velocity, the results of which put them into the ire of local communities. While they are loyal to their handlers and the other slugs in an arsenal, they have little idea of the consequences of their own actions sometimes. While in protoform, they imbue themselves and those in their immediate vicinity with agility and speed in water. At velocity, they perform feats of agility as though swimming, capable of bowling over opponents with their speed and tricks.
NORTHWEST VULCAN BRANCH REGION
Where the highways leave Core Cavern and head north, the air begins to cool. Although the highways run through hand-carved tunnels lined in sparse copses of coral trees and even some hardy bioluminescent platform mushrooms, the vulcan branch is among the more intact network of terraces and cavern chambers. It gets cold enough to see your breath and even a faint layer of hoarfrost can be found the further north one travels. It is also here where many magma chambers can be found, active magma tubes interspersed between walls that feed still-active volcanoes on the surface far above. A stark contrast of cold and hot.
NISSE: Energy. NIsse are average-sized slugs, though still easy to recognize. They are quite common along the vulcan branch, taking up residence in highly-populated areas.
Nisse are not recognizable as slugs to those who are looking for the iconic silhouette. They look like little blobs of hair with few defining features, easily blending into the background with variegated shades of brown and orange. They don't show their eyes, so no one knows what they look like. However they always seem to know where they are going and what is in their related space, proving that they can still see. They have a tendency to beep consistently, making them easy to find.
Nisse are very friendly slugs in the long-run. They are incredibly social with people, though not so much themselves. It is suggested to have a limit of no more than two in an arsenal, as they can be pretty territorial against themselves. They are not tamed in the same way, wild Nisse having a tendency instead to adopt slingers if they do not have another Nisse. They are always nearby their chosen person, wanting to be nothing less than completely helpful. However, they can turn ferocious if attempts to look beneath their fringe are made, as they do not like to show their eyes. Doing so will not only result in bites and scratches, but also losing the complete trust of the little creature. Losing a Nisse puts a tarnish on the reputation of a slinger as well, preventing them from being adopted by another one in the future. In protoform, they take random things in their environment and put them ... in some unseen hammerspace, yet always seem to pull their stolen goods back out when requested. At velocity, they grab an opponent and disappear them for a time into that same hammerspace.
VULCEENIX: Fire. Vulceenixes are best known for where they live, only a little bit larger than the average slug. They can be found all along the vulcan branch, inhabiting lava fields and magma chambers and occasionally in the sulfuric hot springs in tandem with them.
Vulceenixes are shaped mostly like a recognizable slug. A quick glance tells those looking for them what they are. There are few mutations that deviate them, one of them being that their arms are slightly longer to support a pair of wing-like membranes with a reticulating 'finger' support, giving them the ability to close their wing flap and use their arms relatively normally. The points of their finger-support are elongated into a long tail 'pennant' with a flattened spade at the end, trailing behind them in flight. Their antennae are a hair longer, falling to a point just behind their little shoulders with flat spaded tips. They are a burnt orange in color with a pale yellow belly, but the whole of their little bodies is decorated in elegant swirls in peacock greens and vivid purples, their eyes silvery blue. They are fairly quiet, known more to 'mumble' than make any loud or continuous noises.
Vulceenixes are surprisingly an even-tempered slug species, if not one of the more powerful Standard species. They are easy to get along with and very loyal to their slingers, having great care with knowing and understanding those in their immediate vicinity. They take stress very well compared to other species, due in part to their main protoform abilities. Vulceenixes have an extremely high ambient body temperature, one they know emotional shifts can alter greatly in a very sapient understanding. Most slingers who have one or focus on using them will invest in fire-retardant and heat-resistant materials to wear or use for them, and they require a S-Tube that has both thick glass and heat-dispersal coating. Seasoned Vulceenixes can control their temperature and so offer their heat to help with certain tasks that need it. At velocity, a Vulceenix explodes out of the blaster, having the capability to not only melt blaster muzzles and chambers if not properly reinforced, but leaving vast swaths of land melted in their wake.
Slingers in the Greater Reach work extremely hard to properly fire one of these slugs, one of the species seen as the telltale sign of a master slinger in Reach slinger culture.
TILBERI: Air. An average-sized slug, Tilberi are fluffy little creatures. They can be found predominantly in the Rhyme Haze Network at the highest curve of the vulcan branch before it turns into the Western Wall. However, they are also easy to find in any area where the hoarfrost crust is permanent throughout the year.
Tilberi have a fluffy profile, not unlike a sheep. They are covered in curly hair, piled and interlocked to make cloud-like puffs. They come in a variety of pastel colors, though pale lavender and mint green are common combinations. Their eyes are uniform, bright yellow with slit pupils with sharp little teeth. They can be found making chortling noises amid the icy spikes and blossoming ice of their homes.
Tilberi are mischief makers. They are sinisterly playful little slugs, known for following travelers and disrupting equipment and peace of mind. They like being in pairs, so it's advised in most slinger disciplines to take and tame two of them together. They are known to bite on occasion, thinking it's funny. Slingers versed with them come to expect this trait and find other ways to divert their teeth. In protoform, they create static electricity that can jumpstart electronics and machinery, or give a nasty shock. At velocity, they blind an opponent and shock them with stronger bolts of their static periodically.
EASTERN CORRIDOR REGION
Following the South Desert Highway leads into the Eastern Corridor, a narrow trunk pocked with cavern networks on the side. It is tropical near the south entrance, shifting to semitropical and arid around the middle to the north. The cavern systems branching off here are completely enclosed, making the central corridor the only way from the north to the Greater Reach. The northern exit is blocked by the Threshold, a fortress that completely barricades the Northern Wilds from the rest of the Reach, manned predominantly by soldiers from Babel of the Floating Isles, a cavern nestled in a living magnet vein and the home of the infamous Horsemen.
LAMASSU: Wellspring? Air? Lamassu are the only native slug from Babel of the Floating Isles and are found nowhere else in whole of Slugterra. They are slightly larger than the average slug, but due to their bizarre introduction in the history of the chasm, it is up for debate in slug biology circles if they even are slugs.
Lamassu stand on all four legs at all times, very rarely standing upright on their haunches like a normal slug. Their limbs are longer than average with a small membrane between the front and hind legs. Their necks are a little longer than average, holding aloft their little heads. There is a cap on their heads that is reminiscent of an armored helm that covers down to their shoulders. They are a white-colored slug with an iridescent shimmer, with saturated true royal underbellies and metallic-looking golden markings across their bodies to match the helmet. Their eyes are silver, bright and deceptively intelligent. In fact, they look a lot like the massive statues of similar name the natives carved at the entrance to the fissure... They hum little songs as the lumino ore brightens for the morning, as well as when it begins to fade for the night.
Lamassu are calm little creatures. They don't act like most Reach slugs, always easy to approach and pick up with none of the teeth and fighting. They are intrinsically tied to the living magnet that surrounds Babel of the Floating Isles to the point that if they leave the Gravity Wastes themselves, they will die without influence from the magnet. They have an uncanny sense of time and even when completely cut off from the outside, they will sing at dawn and dusk. People tend to feel calmer around them. Whether or not that is considered a protoform ability is equally up for debate, as their inability to leave the magnet valley makes it impossible to tell if they can even reach velocity.
PATZU: Energy. A slug of average size, Patzus are the most common species to find along the whole of the corridor region with no native cavern system.
Patzus are recognizable slugs. They are a little bit more squat in build with big round eyes that are orange in color, a dark spot centered over their wide mouth lined in little sharp teeth. They are a golden yellow with darker yellow underbellies and dark blue spots and swirls. Their most noticeable feature is a fluffy mane of copper-red hair, covering their shoulders around their head and down their backs to their tails. They are one of the more vocal species, well-known for being talkative and having a wide vocabulary of sounds and noises.
Patzu slugs are quite sociable little creatures. They are proud and loyal to those they deem their charge, slug and slinger alike. Another slug species who chooses who they want to join, it is taught to anyone looking for one to ignore them first and let them approach. They are very protective once tamed, not afraid to bare their teeth against those who mean harm. They are particularly fond of children, and so can be found in the wild most likely clustered around groups of them. Given their main claim to fame, it is not hard to see why, going where they feel they are needed. In protoform, they show powerfully ambient healing abilities, capable of not only jumpstarting a slug's natural regenerative abilities, but also closing small cuts and scratches on humanoid slingers. At velocity, their healing is even more potent, capable of not only replenishing the energy and drive of any slug in their vicinity, but passing on a temporary regeneration akin to slug metabolism to nearby slingers. As a result, most slingers with a Patzu will not use them in direct combat.
SIMURG: Wellspring. Earth. Simurges are perhaps the smallest species of Wellspring slugs in the whole of the Greater Reach, and among one of the smaller species of slugs even against Standards. They can be found in the wild in only one protected cavern system nestled about halfway down the corridor called Date Palm Caverns, colloquially titled 'Eden' by locals of the area.
Simurges are not very large slugs. They only fit in the palm of a hand, tiny delicate creatures with a single lavender eye in the middle of their foreheads. Their arms are flattened into membranes stretching to their legs, the points of which are elongated to a flattened spade to make a pair of 'pennants' that trail behind them as they fly. Simurges come in a variety of highly-saturated jewel-tones with a shimmer of iridescence over them, though the most common variation is emerald green with a bright purple-red belly. They do not make much noise on their own, a low whispered murmur at best, but they do beat their wings fast enough to create a humming sound that they can then tune to different octaves and notes on reflex.
Simurges are one of the very few slug species under full protection from the Manticores, who guard their cavern system diligently. They are shy little slugs, due in part to not being around many humanoids, and will run and hide when the rare few are allowed passage into Date Palm. Due to being Wellsprings, they use their overabundant life energy to cultivate the plants and trees in their native cavern and have produced one of the most spectacular natural gardens in the whole of the Reach. Farmers and professional gardeners from all over come to request passage to adopt upward of two of the little slugs at a time, as they are very social with each other and easily depressed when isolated from their own kind. They always seem to hum the same tune when in flight, a low haunting song that tugs at the primal core of all living beings.
Despite being able to fit in blasters, Simurges are deemed as a Wellspring species due to their overabundant leak of life energy and are therefore protected from blaster usage by laws written by both the Slingers' Guild and the Manticores themselves. Breaking this rule will not only force the Guild to confiscate license and blaster, but also surrenders the perpetrator to the Manticores for judicial retribution.
DJINN: Fire. Only a hint smaller than the average slug, Djinn slugs are the second-most common species in the corridor. Whereas Patzu slugs are found among people, however, Djinns can be found predominantly in more wild areas all along the corridor.
Djinns are only slightly smaller and more squat in stature than the average Standard slug. Their antennae are slightly longer and curl up at the end, colored a darker charcoal with bright gold bands from root to tip. They are another cyclopian species, having a single eye in the center of their heads that is bright blue with a pair of prominent fangs in their mouths. Their shape hasn't been altered much in the rapid mutation of most Reach slugs, colored in bright red with true blue bellies and markings of swirls and whorls in yellow and black across their backs. Their little limbs are also dark charcoal and striped in golden yellow. They are known for making grumbling vocalizations, alerting anyone in the vicinity to their location.
Djinns are temperamental little creatures, not uncommon to most Reach species. They are territorial, forcing those traipsing through natural areas to make sure they are aware of where they are. Wild Djinn are not afraid to bite if they feel their space is encroached on, and they do so quite often. It's said that a bite from one feels like the veins are on fire, and the area around a bitemark will become inflamed as though burned. Their bite is venomous, a low-level toxin that works its way slowly through a system and causes the victim to hallucinate horrible things as they fight it off. Antivenom is developed and can ease the effects and shorten the duration, but it is not a lethal ability in most cases. At velocity, Djinn can produce multiple different image clones of themselves made of fire and smoke, all of which are tangible to their opponent unless struck.
NORTHERN WILDS REGION
The Northern Wilds are only accessible through the Threshold Pass of the Eastern Corridor. They are, as the name suggests, untamed and uninhabited by any of the humanoid races from the rest of the Greater Reach to anyone's knowledge. The caverns and slugs of the Wilds are widely unknown, save for a small handful of slugs that migrate into the Greater Reach of their own accord and the hyper-carnivorous Sirifolk, a race of anthropomorphic bird people who are kept at bay by the efforts of the Horsemen in the Eastern Corridor.
MOMERATH: Energy. Momeraths are bigger than most slugs. Rather, they are taller than most slugs. Originally from an unknown cavern in the Wilds, they can also be found sporadically in the northern third of the Eastern Corridor.
Momeraths are a bit of an oddball when it comes to slug anatomy. They actually look very little like a normal slug, but can be fired to velocity and are therefore counted as one. They have short torsos, but walk on all fours with their large gangly limbs. Their heads and bodies are covered in a pompom of bouncy stalks, their head location only known by a pair of bulbous goofy-looking eyes that occasionally blink off-time. It is hard to pinpoint a color set for them, since it is a species standard that they change colors periodically. Whether this is something they do consciously or an involuntary reflex is unknown among biologists, only noting that no color is forbidden or forgotten in a Momerath's reel. Their vocalizations are equally pretty goofy to fit their outlandish appearance, noises like a squeaky toy accompanying bouncing movements.
Momeraths are incredibly friendly, to the point they're almost a danger to themselves. They will try to make a friend with anyone and anything, regardless of any danger level to themselves. Slingers find their lack of inhibition almost endearing, if not sometimes frustrating in their attempts to keep them out of trouble. It's not uncommon to find them being babysat by other slugs in an arsenal to keep them safe. In protoform, they are ambient energy batteries, capable of recharging other slugs in their vicinity. At velocity, they send out shockwaves of energy so potent, it recharges all slugs in their vicinity as well as makes any plants and animals more vibrant in color and attitude.
CHESHIRE: Energy. Cheshires are slightly larger than the average slug, easily spotted at a distance. Native to the Northern Wilds, they are migratory species into the Eastern Corridor and can be found predominantly in thick clusters of coral trees.
Cheshires look a lot like a slug, with the exception of tall pointy antenna and a longer fluffier tail. They have florescent green eyes with small slit pupils and are constantly seen with an incorrigible grin that never seems to lessen, only get bigger. They come in a multitude of colors, though they are all over-saturated hues. Their underbelly and stripes are constant in the species, often bright opposing or vibrating colors, but there are small markings that come and go across their extremities and limbs. They constantly cackle or chortle, making them easier to find in their new habitats.
Cheshires are nothing short of pranksters. They like to pop in and out of existence, constantly using their ability to teleport short distances to play jokes and general mischief on those around them. Their loyalties are always in question, but they seem to show affection for some people over others. They float about an inch off most surfaces, rarely coming to rest. When a Cheshire likes someone, they will rest physically against them, it is how one knows they have their trust. In protoform, they teleport themselves around in a small radius, as well as anything they are touching at the time. It amplifies at velocity, causing all in its immediate vicinity to be teleported some distance away.
JUBJUB: Wellspring. Air. Jubjubs are very large slugs, a common trait of most Wellspring species, and with a recognizable enough shape when seen from a distance. Like all Wilds species, they also inhabit the northernmost parts of the Eastern Corridor, found roosting higher up in the walls in large colonies.
Easily three times or more the size of a normal slug, Jubjubs are easy to spot for their short antennae and reticulated wing-arms. A secondary 'finger' helps control the span of their wings for more precise maneuverability, their tails fanned to aide their aerial agility. Their heads are more pointed, giving them a fierce appearance with sharp golden eyes. They are a pale blue with darker blue contour stripes leading from their heads to their tails, orange on their bellies and the underside of their wings. The same orange appears on the topside of their wings and tail in peregrine stripes. They make low grumbles that sound almost like they are saying 'jubjub', hence their name.
Jubjubs, like most Wellspring species, are temperamental and territorial. They are particularly picky about those they keep company with, more prone to diving at would-be slingers as a deterrent than to be tamed. When one trusts someone enough to partner, however, they are ferociously loyal and more than willing to sacrifice. Jubjubs are prized for their aerial acrobatic abilities, one of the sporting species used in practices similar to falconry. Their size allows them to pick up small objects and return to their handler with them, their keen eyesight perfect for tracking. They are one of few Wellsprings capable of reaching velocity by simply doing what they do on a natural basis, so much so that handlers and slingers that keep them must visit and learn from the Manticores to temper and handle them, whether for sporting or out of it. Slingers in company of a Jubjub without a specific badge awarded by a Manticore trainer is asked to undergo training or surrender the creature to protect it.
BANDERSNATCH: Wellspring. Earth. While not the biggest Wellspring species, Bandersnatches make a contender for largest in terms of sheer bulk, large enough to cover an average humanoid's lower arm. They are prolific little creatures, migrating from an unknown cavern in the Northern Wilds to inhabit the Eastern Corridor from north to south.
Bandersnatches are built nothing short of a frizzy tank, frequently found on all fours with scruffy antennae, tail, and along their dorsal ridge. Their eyes are large and orange with slit pupils, colored a medium tan with a sandy belly and pocked with navy blue rosettes and splotches. They have tiny sharp talons on the ends of their fore- and hind-limbs, but their claim to fame outside their size is their smile. They always look like they're smiling, since their sharp needly teeth are as egregiously massive as their head and are unable to be completely covered. They make a series of vocalizations that sound more like a growling cat, using their tone and volume to show intent.
Bandersnatches are perhaps the more temperamental of the Wellspring species. They bite to express themselves and to better understand their environment, and as a result are one of the main reasons slug-sized chew toys were developed for the Reach's slinging market. They are active and curious slugs, and get along very well with other slug species. However, anyone looking to tame one must first prove themselves worthy to one before a Bandersnatch will follow them. Once tamed, they are ferociously loyal to their handlers and to anything they are put in charge of, prized for their viciously protective nature with slugs and small children. A high-energy slug, they infrequently relax by tucking their legs beneath them and 'loafing', an act of explicit trust around those they like. They are easy to train once tame, and so it isn't uncommon to see Bandersnatches used in sporting circles as well, being the preferred species for find-and-fetch games.
BOROGOVE: Fire. Although they are longer compared to other slugs, Borogoves are a fairly average sized slug. They -like the rest of their Wilds brethren- can be found throughout the Eastern Corridor as migrants, usually found lounging about on platform mushrooms and coral branches.
Borogoves are fairly standard in terms of slug anatomy, save that they are slightly longer. They have ridged plate segments that cover their head and move down their back, which looks more menacing than the slug itself. Their eyes are startlingly yellow, their bodies an iridescent green while the plates are vibrant blue with vibrating red contouring lines and accent spots. They like to rumble among themselves, making them easy to find if just looking doesn't reveal them first.
Borogoves are a surprisingly chill slug. They tend to take life at their own pace and have a high stress threshold. When not lounging about on the scenery, they take an interest in fireplaces, found rolling about in embers. Overall, so long as they remain unhurt, they remain loyal to their handlers. In their protoform, they can keep a fire going from embers, producing little sparks in tinder that make them give off a smoky smell akin to frankincense. At velocity, they produce a cloud that smells heavily of the incense that forces a calming effect in any within the cloud range.
BRILLIG: Water. Brilligs are a smaller slug species, but the second species to benefit from having multiple. Although they come from the Northern Wilds, they can be found migrated to much of the north networks of the Eastern Corridor. They frequent small standing pools of water and slow-moving waterways.
Brilligs are a small species with a very squat stature. Their little limbs are flattened into small flippers. They aren't strong enough to swim against heavy currents, however, and so keep to ponds swamps than any major current. Their antennae are quite different, having formed on the tops of their heads in overlapping patterns like petals and flowers, each with different formations. While some may look similar, there are no two that are exactly the same. Their color variations change as well, following the scheme of whatever 'flower' is on their heads. Typically, they are pastel colored with saturated jewel-tone markings along their back and flippers. They have bright spring green eyes and what looks like a single large 'beaked' tooth that sticks out of their top jaw that give them a funny expression. They make standard trilling sounds one expects from slugs, but when more than one come together, they begin to sing.
Brilligs are, in a word, goofy. They shuffle about awkwardly on land, giving them a clumsy demeanor, but are well-meaning in their actions. They enjoy having their 'flowers' scritched and become placid and happy, a good thing when they experience rare unease. They are an incredibly social species, usually relaxed with one or more of their own kind. When in a group of other Brilligs, they begin to sing in chorus, which brings a sense of low-level joy to those who can hear it as their protoform ability. This amplifies and becomes more terrifying at velocity, when while singing, it forces a sense of happiness into an opponent much against their will, incapacitating them with uncontrollable laughter until the effect wears off.
JABBERWOCK: Wellspring? Earth. Jabberwocks are elusive. There is not a single slinger in the history of slinging in the Reach who has one, and they seem to not leave the Northern Wilds much, if at all. They are not found scattered around the rest of the Greater Reach like other slugs from the Wilds region and reports have only seen them at a distance in the Wilds with few sightings at the direct Threshold.
They say Jabberwocks are immense. Nowhere near a normal-sized slug and even larger than all of the known Wellspring species, they stand closer to mid-thigh on an average humanoid. They are slender and tall with long necks and hooked claws on their limbs, with a flat head, hairy chin, and glowing eyes. Coloration seems to vary slightly between reports, but drab greens and dirty yellows are a constant. They make very little sound outside a low vehement hissing right before they strike.
Jabberwocks seem to keep their distance in the Wilds, but sometimes they infiltrate the Threshold and go no further, escaping back once they are done. Their behavior is relatively unknown outside of the expected temperamental nature of potential Wellsprings. They do bite, using a pair of protruding fangs to inject venom into an unsuspecting victim, usually hissing low and angrily right before they do. The venom is potent and although directly non-lethal, causes a victim to sustain violent hallucinations to the point they must be restrained before recovering. Attempts to extract the venom to produce an antidote thus far have been unsuccessful, only due in part to the scarcity of attacks; Jabberwocks have been seen more than they have bitten patrols at the Threshold.
Perhaps that's a good thing...
In lieu of an upcoming post, I'm talking about the Greater Reach slinging culture today. Or more specifically, the blaster culture.
Reach blasters are made in one of three separate forges around the Greater Reach; there is one in the Northwestern Corner, one in South Plains, and one in the south curve of the Eastern Corridor. Each forge has its own distinct style, both in how they are made and the mechanical aspect, as well as the artistic flourishes along each one:
Yggdrasil in the northwest crafts their blasters with organic lines and earthy colors, priding balance and ease in shifting between canister sizes and stamping each one with their gilded name. Their turbine core systems are automatically adjusted with the chamber setting, making them easy to pick up and use. Yggdrasil is beginner- and user-friendly, catering to the necessities a new slinger will need to get used to handling a blaster. They are noticeable from a distance with the imagery of leaves and branches embossed between the seams and casings.
Pompeii in the south is best known for their sharp angles and saturated colorations. They are famous for their turbine cores, a highly-customizable system set up to add or reduce power to the rest of the system on a manual level. Sport slingers prefer the straight-forwardness of Pompeii and that they can easily fine-tune their systems for their needs. Their artistic signature is stars, embossed clusters matching the stamp of their name across every model.
Durga is in the south curve of the east, nestled in a small chamber off where the Desert Highway meets the Corridor. They have married both organic and geometric lines to make elegantly angry looking pieces, painted in contrasting colors both saturated and neutral. Durga blasters are violently powerful, generally larger than the standard model coming out of the other two, and with a turbine core that has several preset settings. Not as easy to use for the beginner and not as customizable for the sport-slingers, they are hardy and long-lived and have a following for that alone. They are decorated in tiger stripes, gilded with their name.
Regardless of the name on them, all blaster models in the Reach have the ability to change their chamber size, depending on which canister is in use. Due to the nature of Reach slugs being diversely mutated in body shape and size, one of the main accessories a slinger of any caliber should have is a wide array of S-Tube varieties. There are three sizes that are made -Small, Standard, and Large- and various glass thicknesses or coatings can be applied, depending on what slug is going in. As a result, all blaster models have a switch on one side that allows the system to automatically adjust the chamber for what is being used.
Other modifications include reinforcing of the main body for heavy use, or of the barrel and muzzle for slugfire that is destructive to their environment; core enhancers; trigger tension calibration; and extended magazines. Given the discipline it takes to become a slinger in the Reach, modifications like auto-trajectory systems and aiming displays are seen as taboo in slinger culture. Therefore, they are not available in any of the three Reach-native forges.
In lieu of working on a permanent pinned post for the blog, I will use this as a placeholder. You can find my OOC stuff, the blog rules, and my continuity notes on this handy-dandy, mobile-friendly, off-site information guide!
Feel free to poke at this asshole and if you want a more long-term thread, feel free to poke me instead :D