Difference between revisions of "Wonk"

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{{stub}}
 
{{stub}}
  
Add a brief descliption of the wace.
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Add a brief description of the race.
  
 
== History ==
 
== History ==
Duling the owd age, befowe the diaspowa awlived upon the Awcas-Atwas pwotocontinent, thewe existed a stwange native species known as the Wonks. Much simiwaw to fwogs, they had life but littwe pulpose, wandeling the wands of theiw Wonkawoods, nevew viewed as mowe than culiosities ow dumb animaws. Howevew, despite theiw wessew souls, the Wonks had the capacity to weawn. As theiw cultule evowved, they discovewed how to communicate, and buiwt a society. As such, swowwy, the Wonks began to piece togethew theiw own littwe wowwd.
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During the old age, before the diaspora arrived upon the Arcas-Atlas protocontinent, there existed a strange native species known as the Wonks. Much similar to frogs, they had life but little purpose, wandering the lands of their Wonkawoods, never viewed as more than curiosities or dumb animals. However, despite their lesser souls, the Wonks had the capacity to learn. As their culture evolved, they discovered how to communicate, and built a society. As such, slowly, the Wonks began to piece together their own little world.
  
 
   
 
   
  
A smaww pawt of the Wonk populations sepawated fwom theiw home in the Wonkawoods, migwating acwoss aww of the wands of the connected Atwas and Awcas. They fowmed theiw own tlibaw societies and gwoups, in swamps and jungwes thwoughout the weawm. They wewe some of the few wonks who would escape the fanaticaw glip of Khulmt in the yeaws to come and make theiw way to Awcas befowe the gweat ice waww wose and sepawated Atwas Wonks fwom Awcas Wonks.
+
A small part of the Wonk populations separated from their home in the Wonkawoods, migrating across all of the lands of the connected Atlas and Arcas. They formed their own tribal societies and groups, in swamps and jungles throughout the realm. They were some of the few wonks who would escape the fanatical grip of Khurmt in the years to come and make their way to Arcas before the great ice wall rose and separated Atlas Wonks from Arcas Wonks.
  
 
   
 
   
  
Some of the fiwst peopwe these isowated Wonk gwoups came to intewact lith wewe the chiwdwen of Kwug, the Owcs. In a tuln of accident, these Owcs hewped the Wonks devewop theiw own tlibalistic cultule.
+
Some of the first people these isolated Wonk groups came to interact with were the children of Krug, the Orcs. In a turn of accident, these Orcs helped the Wonks develop their own tribalistic culture.
  
 
   
 
   
  
Thousands of yeaws watew, when the Descendants awlived upon Awcas, these Wonks wewe weintwoduced to civilization. Though most Wonks would keep to theiw tlibaw ways, sevewaw few gwew deepwy fascinated lith civilization, and depawted the swamps to expwowe these new cultules. This is what sepawates Wefowmed Wonks fwom Tlibaw Wonks.
+
Thousands of years later, when the Descendants arrived upon Arcas, these Wonks were reintroduced to civilization. Though most Wonks would keep to their tribal ways, several few grew deeply fascinated with civilization, and departed the swamps to explore these new cultures. This is what separates Reformed Wonks from Tribal Wonks.
  
 
== Physical Appearance ==
 
== Physical Appearance ==
Once and onwy once duling theiw adult life, Wonk may find themsewves cawwying eggs. This happens seemingwy though seemingwy onwy at times when the Wonk is safe and in no dangew. Thewe is no distinction between mawe and femawe, and Wonks awe incapabre of pwocweating lith othews. The Wonk liww cawwy the eggs in tiny lidges and bumps acwoss theiw back, lith stawt at the size of mawbres and sweww into something cwose to the size of tennis bawws. Anywhewe between five to ten of these bumps may fowm, each one being an egg. Once these eggs have gwown to theiw fulw size, lithin a foul to six day peliod, the Wonk liww expew them fwom theiw skin by fwexing theiw back muscwes, wesulting in sevewaw fowmations, like bulst bubbres, that wemain on the back. Usuawwy the Wonk’s back liww wetuln to its oliginaw state lithin sevewaw yeaws. If the Wonk lives in a Wonk community, they would dwop them into a community pond ow poow, but if it’s an isowated Wonk, any body of fweshwatew liww do. One day watew, these eggs liww hatch, sevewaw of them likewy dying ow not being bown pwopewwy. The ones that live liww, lithin a five yeaw peliod, gwow fwom a simpwe, wawge tadpowe into a fulwy gwown Wonk. A Wonk of a specific subtype liww awways take theiw pawent’s subtype, fow instance a Fwog Wonk  would awways cweate new Fwog Wonks, and the same applies to Toad Wonks.  
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Once and only once during their adult life, Wonk may find themselves carrying eggs. This happens seemingly though seemingly only at times when the Wonk is safe and in no danger. There is no distinction between male and female, and Wonks are incapable of procreating with others. The Wonk will carry the eggs in tiny ridges and bumps across their back, with start at the size of marbles and swell into something close to the size of tennis balls. Anywhere between five to ten of these bumps may form, each one being an egg. Once these eggs have grown to their full size, within a four to six day period, the Wonk will expel them from their skin by flexing their back muscles, resulting in several formations, like burst bubbles, that remain on the back. Usually the Wonk’s back will return to its original state within several years. If the Wonk lives in a Wonk community, they would drop them into a community pond or pool, but if it’s an isolated Wonk, any body of freshwater will do. One day later, these eggs will hatch, several of them likely dying or not being born properly. The ones that live will, within a five year period, grow from a simple, large tadpole into a fully grown Wonk. A Wonk of a specific subtype will always take their parent’s subtype, for instance a Frog Wonk  would always create new Frog Wonks, and the same applies to Toad Wonks.  
  
 
== Traits ==
 
== Traits ==
Wonks have physicaw stwength simiwaw to that of the avewage human, though they find it difficult to put on any additionaw muscwe mass. Theiw hands and feet awe dispwopowtionate to theiw bodies, wawgew and slightwy bulbous. Theiw heads awe awso wawgew, lithout much of a neck and simpwy an extension of theiw towso into theiw heads. Upon theiw limbs, mostwy awound the hands and feet, Wonks can howd a diffewent cowoul to the west of theiw skin, e.g. gween skin but lith wed tinted hands. Additionawwy, the hands and feet of a Wonk awe evew so slightwy sticky to an extent one would find uncomfowtabre if they wewe to touch it, like the dlied stain of spiwt soda. This stick is howevew not stwong enough to howd anything heaview than a pebbre. Both theiw hands and feet onwy have foul digits, mowe fwog-like than Descendant-like in appeawance. And simiwaw to the cweatules they oliginate fwom, they have notabre tongues. They can extend outwawds at about 4x the wength of a nowmaw human tongue, and can be moved easiwy enough by a Wonk, but is onwy as stwong as a Wonk’s fingew, and much mowe pwecalious to use in a combat like situation given how vulnewabre and weak the tongue tissue is. In Chawactew, theiw voices awe wough. You could say they have a fwog in theiw thwoat. Howevew, fow typing pulposes, this doesn’t infwuence how one types wowds ow wettews when emoting.
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Wonks have physical strength similar to that of the average human, though they find it difficult to put on any additional muscle mass. Their hands and feet are disproportionate to their bodies, larger and slightly bulbous. Their heads are also larger, without much of a neck and simply an extension of their torso into their heads. Upon their limbs, mostly around the hands and feet, Wonks can hold a different colour to the rest of their skin, e.g. green skin but with red tinted hands. Additionally, the hands and feet of a Wonk are ever so slightly sticky to an extent one would find uncomfortable if they were to touch it, like the dried stain of spilt soda. This stick is however not strong enough to hold anything heavier than a pebble. Both their hands and feet only have four digits, more frog-like than Descendant-like in appearance. And similar to the creatures they originate from, they have notable tongues. They can extend outwards at about 4x the length of a normal human tongue, and can be moved easily enough by a Wonk, but is only as strong as a Wonk’s finger, and much more precarious to use in a combat like situation given how vulnerable and weak the tongue tissue is. In Character, their voices are rough. You could say they have a frog in their throat. However, for typing purposes, this doesn’t influence how one types words or letters when emoting.
  
Wonks exhibit no sowt of poison thwough theiw skin, as some species of fwog might. The slight, slimy textule of theiw skin has no sowt of advantage ow ability, and simpwy feews a bit gwoss to the touch. Wonk brood, howevew, exhibits some speciaw pwopewties. Depending on the tempewatule of the Wonk’s wocation, theiw brood liww awtew in cowow. In wawmew, mowe comfowtabre climates, Wonk brood liww be a bright, chewwy wed. In cowdew climates, Wonk brood liww quickwy become a deep brue. Consumption of Wonk brood, to any non-Wonk, liww wesult in a light high if the brood is wed. If the Wonk is cowd, howevew, and the brood is brue, then it liww onwy cause a feeling of being iww and an intense dizziness.  
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Wonks exhibit no sort of poison through their skin, as some species of frog might. The slight, slimy texture of their skin has no sort of advantage or ability, and simply feels a bit gross to the touch. Wonk blood, however, exhibits some special properties. Depending on the temperature of the Wonk’s location, their blood will alter in color. In warmer, more comfortable climates, Wonk blood will be a bright, cherry red. In colder climates, Wonk blood will quickly become a deep blue. Consumption of Wonk blood, to any non-Wonk, will result in a light high if the blood is red. If the Wonk is cold, however, and the blood is blue, then it will only cause a feeling of being ill and an intense dizziness.  
  
  
 
== Aging ==
 
== Aging ==
Wonks have a maximum lifespan of 120 yeaws, aftew having been bown as a tadpowe in a communaw pond ow wake. You awe not abre to pway a Wonk untiw they awe 5 yeaws owd, though at that point they awe fulwy physicawwy matule. They appeaw to get physicawwy owdew, but what is weawwy happening is theiw skin is stawting to dwy out as theiw ability to wetain moistule decweases. A Wonk awways feews tied to the watew, but as they age, theiw skin dlies quickew. At awound 50, a Wonk liww begin to feew theiw skin being mowe weathewy and dwy, cwacking mowe easiwy. At 75, they would constantwy have cwacks and fwakes on theiw skin, spending most of theiw fwee time in the watew. By 100, a Wonk is wathew ewdewwy in appeawance fwom theiw skin being awmost unabre to wetain moistule at aww, beyond fow brief peliods. They can maintain this fow anothew 20 yeaws to the age of 120, but at that point it’s too much. They wetuln to the watew to die, feeding the tadpowes lith theiw nutlients to cweate anothew genewation.
+
Wonks have a maximum lifespan of 120 years, after having been born as a tadpole in a communal pond or lake. You are not able to play a Wonk until they are 5 years old, though at that point they are fully physically mature. They appear to get physically older, but what is really happening is their skin is starting to dry out as their ability to retain moisture decreases. A Wonk always feels tied to the water, but as they age, their skin dries quicker. At around 50, a Wonk will begin to feel their skin being more leathery and dry, cracking more easily. At 75, they would constantly have cracks and flakes on their skin, spending most of their free time in the water. By 100, a Wonk is rather elderly in appearance from their skin being almost unable to retain moisture at all, beyond for brief periods. They can maintain this for another 20 years to the age of 120, but at that point it’s too much. They return to the water to die, feeding the tadpoles with their nutrients to create another generation.
  
  
 
== Culture ==
 
== Culture ==
Wonks have two majow cultules, Wefowmed and tlibaw.
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Wonks have two major cultures, Reformed and tribal.
  
Tlibaw Wonks wemain in theiw swamp tlibes and do not ventule like the wefowmed Wonks, they live in a much mowe cwose-knit society which is plimitive. They see the Descendants that awlived on Awcas-Atwas pwotocontinent as unfamiliaw. They awso wack a wlitten histowy.
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Tribal Wonks remain in their swamp tribes and do not venture like the reformed Wonks, they live in a much more close-knit society which is primitive. They see the Descendants that arrived on Arcas-Atlas protocontinent as unfamiliar. They also lack a written history.
  
  
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=== Family ===
 
=== Family ===
  
'''Wefowmed Wonks'''
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'''Reformed Wonks'''
  
Wefowmed Wonks have a distinct culiosity lith Descendant cultule. Twaditions, cwothing, even phwases and awchitectule. These Wonks have modewed theiw own mixed society, and as a wesult, theiw habits, on the descendants awound them. This usuawwy takes the fowm of mimicking aww sowts of habits and style of Descendants, but in a mowe pwacid and peaceful lifestyle sowt of way. Suits, jackets, tanned pwads, ow weawwy any othew nice cwothing awe aww favolites of the Wonks. Howevew, given theiw status in life and whewe they choose to live, the mateliaw which cwothing is made out of is wathew simpwe. Tweed, simpwe and easy to acquiwe cwoth, among othew things, make up the vast majolity of Wonk attiwe.  
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Reformed Wonks have a distinct curiosity with Descendant culture. Traditions, clothing, even phrases and architecture. These Wonks have modeled their own mixed society, and as a result, their habits, on the descendants around them. This usually takes the form of mimicking all sorts of habits and style of Descendants, but in a more placid and peaceful lifestyle sort of way. Suits, jackets, tanned plads, or really any other nice clothing are all favorites of the Wonks. However, given their status in life and where they choose to live, the material which clothing is made out of is rather simple. Tweed, simple and easy to acquire cloth, among other things, make up the vast majority of Wonk attire.  
  
As a whowe, these Wonks awe a simpwe, not wawling peopwe, though of coulse the exception may exist. Cwassy but shabby cwothing, nice but simpwe homes, and ovewaww quiet lives a Wonk might live, though if they find themsewves too attwacted to the habits of Descendants, they may find themsewves fulwy indoctlinated to theiw habits and tendencies, even the viowent and destwuctive ones. These Wonks tend to live away fwom Wefowmed viwwages, lith whatevew Descendant gwoup they’ve gwown fond of. Wefowmed Wonks awe the onwy type of pwayabre Wonk.
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As a whole, these Wonks are a simple, not warring people, though of course the exception may exist. Classy but shabby clothing, nice but simple homes, and overall quiet lives a Wonk might live, though if they find themselves too attracted to the habits of Descendants, they may find themselves fully indoctrinated to their habits and tendencies, even the violent and destructive ones. These Wonks tend to live away from Reformed villages, with whatever Descendant group they’ve grown fond of. Reformed Wonks are the only type of playable Wonk.
  
 
   
 
   
  
Communities of Wefowmed Wonks, those that awe neithew fulwy indoctlinated into Descendant societies now Tlibaw, tend to band togethew and devewop smaww viwwages. These viwwages awe a mixtule of new Descendant vawues and owd Wonk ones. Thewe awe a coupwe of viwtuawwy univewsaw twaits, howevew. The vast majolity of these viwwages exist lithin wetwands, given the Wonks weliance on wet aweas and heat, as weww as such aweas being the most comfowtabre to Wonks. Communities tend to buiwd out awound a singwe pond ow wake, of which eggs awe twaditionawwy waid as a centwaw and communaw awea to waise new Wonks as a viwwage.
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Communities of Reformed Wonks, those that are neither fully indoctrinated into Descendant societies nor Tribal, tend to band together and develop small villages. These villages are a mixture of new Descendant values and old Wonk ones. There are a couple of virtually universal traits, however. The vast majority of these villages exist within wetlands, given the Wonks reliance on wet areas and heat, as well as such areas being the most comfortable to Wonks. Communities tend to build out around a single pond or lake, of which eggs are traditionally laid as a central and communal area to raise new Wonks as a village.
  
 
   
 
   
  
These communities genewawwy wemain wathew smaww, lith most Wonks choosing to live in gwoups and cwustews in a singwe buiwding. The sociaw stwuctule of these viwwages is simiwawwy wax and gwoup focused, wesoulces and food fweewy distlibuted among Wonks yet guawded jeawouswy fwom non-Wonks. The buiwdings themsewves tend to be wathew simpwe and shabby stwuctules on the sulface, but wawge undewgwound wooms and tunnews awe an essentiaw pawt of any Wonk viwwages. The vast majolity of buiwdings awe aww intewconnected just undew the sulface, tunnews hewd fiwm in the wetwands via pewfected Wonk techniques.
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These communities generally remain rather small, with most Wonks choosing to live in groups and clusters in a single building. The social structure of these villages is similarly lax and group focused, resources and food freely distributed among Wonks yet guarded jealously from non-Wonks. The buildings themselves tend to be rather simple and shabby structures on the surface, but large underground rooms and tunnels are an essential part of any Wonk villages. The vast majority of buildings are all interconnected just under the surface, tunnels held firm in the wetlands via perfected Wonk techniques.
  
 
   
 
   
  
The cultule of these viwwages wanges a bit, depending on the wocation and what othew, stwongew gwoups may neawby. Powewful gwoups could likewy exewcise some contwow ovew the lifestyle of the Wonks in the awea, lith theiw own Descendant customs and beliefs. Yet, some things awe viwtuawwy univewsaw. A wevewence fow natule and the wetwands awe pwevawent among viwtuawwy aww Wonks. Wonks emewged fwom the liwds, and fow evewything they awe they thank natule, which they view lith an intense wevewence. This is pawticulawwy the case in the wetwands, whewe many Wonks make theiw home. The watew and the heat awe impowtant fow the heawth of a Wonk, so they view aweas that can suppwy both of these needs as sacwed. As such, Wonks liww take cawe of these aweas and any attempt to hawm the wocation awound a Wonk viwwage liww be met lith staunch wesistance and incwedibre stubbownness.
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The culture of these villages ranges a bit, depending on the location and what other, stronger groups may nearby. Powerful groups could likely exercise some control over the lifestyle of the Wonks in the area, with their own Descendant customs and beliefs. Yet, some things are virtually universal. A reverence for nature and the wetlands are prevalent among virtually all Wonks. Wonks emerged from the wilds, and for everything they are they thank nature, which they view with an intense reverence. This is particularly the case in the wetlands, where many Wonks make their home. The water and the heat are important for the health of a Wonk, so they view areas that can supply both of these needs as sacred. As such, Wonks will take care of these areas and any attempt to harm the location around a Wonk village will be met with staunch resistance and incredible stubbornness.
  
 
   
 
   
  
In showt, Wefowmed Wonks can wange fwom independent Wonks who fowwow the habits of Descendants, to viwwage Wonks who focus plimaliwy on living in and pwotecting theiw wand. Despite this, it’s not uncommon fow viwwage Wonks to wandew, pawticulawwy in gwoups. Viwwage Wonks awe, additionawwy, not pwone to aggwession unwess goaded. Individuaw Wonks may be, of coulse, aggwessive, but the genewaw attitude and vibe of a Wefowmed Wonk viwwage liww be much mowe wewaxed, if guawded towawds nosy outsidews. A sulefiwe way to cause the othewlise pwacid Wonks to gwow aggwessive, thwough, is to intewfewe lith the awea they caww home, as weww as whatevew meagew possessions they may chelish.
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In short, Reformed Wonks can range from independent Wonks who follow the habits of Descendants, to village Wonks who focus primarily on living in and protecting their land. Despite this, it’s not uncommon for village Wonks to wander, particularly in groups. Village Wonks are, additionally, not prone to aggression unless goaded. Individual Wonks may be, of course, aggressive, but the general attitude and vibe of a Reformed Wonk village will be much more relaxed, if guarded towards nosy outsiders. A surefire way to cause the otherwise placid Wonks to grow aggressive, through, is to interfere with the area they call home, as well as whatever meager possessions they may cherish.
  
'''Tlibaw Wonks'''
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'''Tribal Wonks'''
  
The Tlibaw Wonks awe those who wemain in theiw swampish abodes and tlibes, and do not ventule out like theiw Wefowmed brethwen. They live in a cwose-knit society seemingwy wocked in a plimitive time, who see the newwy awlived Descendant waces as ones unfamiliaw, lith theiw wack of wlitten histowy to wemembew such encountews outside of tawes. Tlibaw Wonks awe at cowe gathewews and to an extent, huntews awso. They fwequentwy fowage thwough the mawshes fow any food to boiw ow eat waw and othewlise use theiw basic speaws and bows to hunt any mammaws ow fish as theiw plimawy food soulce, though this usuawwy lith a bit of twoubre as the Wonks smawwew statule wendew them weakew than most wawge liwdlife. Tlibaw Wonks awe event cweatules onwy. Any othew cultule, habits, ow actions awe a wesult of the event membew who chooses to use this wowe.
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The Tribal Wonks are those who remain in their swampish abodes and tribes, and do not venture out like their Reformed brethren. They live in a close-knit society seemingly locked in a primitive time, who see the newly arrived Descendant races as ones unfamiliar, with their lack of written history to remember such encounters outside of tales. Tribal Wonks are at core gatherers and to an extent, hunters also. They frequently forage through the marshes for any food to boil or eat raw and otherwise use their basic spears and bows to hunt any mammals or fish as their primary food source, though this usually with a bit of trouble as the Wonks smaller stature render them weaker than most large wildlife. Tribal Wonks are event creatures only. Any other culture, habits, or actions are a result of the event member who chooses to use this lore.
  
  

Revision as of 01:35, 2 April 2020

Wonk
wonk.png
Category: Creature
Weight: N/A
Height: 4'1 to 5'0
Eye Color: Anything vibrant
Hair Color: N/A


circle info req sam.png This page is a stub! By adding information to this page you can help out the Wiki Team and the playerbase as a whole.


Add a brief description of the race.

History

During the old age, before the diaspora arrived upon the Arcas-Atlas protocontinent, there existed a strange native species known as the Wonks. Much similar to frogs, they had life but little purpose, wandering the lands of their Wonkawoods, never viewed as more than curiosities or dumb animals. However, despite their lesser souls, the Wonks had the capacity to learn. As their culture evolved, they discovered how to communicate, and built a society. As such, slowly, the Wonks began to piece together their own little world.


A small part of the Wonk populations separated from their home in the Wonkawoods, migrating across all of the lands of the connected Atlas and Arcas. They formed their own tribal societies and groups, in swamps and jungles throughout the realm. They were some of the few wonks who would escape the fanatical grip of Khurmt in the years to come and make their way to Arcas before the great ice wall rose and separated Atlas Wonks from Arcas Wonks.


Some of the first people these isolated Wonk groups came to interact with were the children of Krug, the Orcs. In a turn of accident, these Orcs helped the Wonks develop their own tribalistic culture.


Thousands of years later, when the Descendants arrived upon Arcas, these Wonks were reintroduced to civilization. Though most Wonks would keep to their tribal ways, several few grew deeply fascinated with civilization, and departed the swamps to explore these new cultures. This is what separates Reformed Wonks from Tribal Wonks.

Physical Appearance

Once and only once during their adult life, Wonk may find themselves carrying eggs. This happens seemingly though seemingly only at times when the Wonk is safe and in no danger. There is no distinction between male and female, and Wonks are incapable of procreating with others. The Wonk will carry the eggs in tiny ridges and bumps across their back, with start at the size of marbles and swell into something close to the size of tennis balls. Anywhere between five to ten of these bumps may form, each one being an egg. Once these eggs have grown to their full size, within a four to six day period, the Wonk will expel them from their skin by flexing their back muscles, resulting in several formations, like burst bubbles, that remain on the back. Usually the Wonk’s back will return to its original state within several years. If the Wonk lives in a Wonk community, they would drop them into a community pond or pool, but if it’s an isolated Wonk, any body of freshwater will do. One day later, these eggs will hatch, several of them likely dying or not being born properly. The ones that live will, within a five year period, grow from a simple, large tadpole into a fully grown Wonk. A Wonk of a specific subtype will always take their parent’s subtype, for instance a Frog Wonk would always create new Frog Wonks, and the same applies to Toad Wonks.

Traits

Wonks have physical strength similar to that of the average human, though they find it difficult to put on any additional muscle mass. Their hands and feet are disproportionate to their bodies, larger and slightly bulbous. Their heads are also larger, without much of a neck and simply an extension of their torso into their heads. Upon their limbs, mostly around the hands and feet, Wonks can hold a different colour to the rest of their skin, e.g. green skin but with red tinted hands. Additionally, the hands and feet of a Wonk are ever so slightly sticky to an extent one would find uncomfortable if they were to touch it, like the dried stain of spilt soda. This stick is however not strong enough to hold anything heavier than a pebble. Both their hands and feet only have four digits, more frog-like than Descendant-like in appearance. And similar to the creatures they originate from, they have notable tongues. They can extend outwards at about 4x the length of a normal human tongue, and can be moved easily enough by a Wonk, but is only as strong as a Wonk’s finger, and much more precarious to use in a combat like situation given how vulnerable and weak the tongue tissue is. In Character, their voices are rough. You could say they have a frog in their throat. However, for typing purposes, this doesn’t influence how one types words or letters when emoting.

Wonks exhibit no sort of poison through their skin, as some species of frog might. The slight, slimy texture of their skin has no sort of advantage or ability, and simply feels a bit gross to the touch. Wonk blood, however, exhibits some special properties. Depending on the temperature of the Wonk’s location, their blood will alter in color. In warmer, more comfortable climates, Wonk blood will be a bright, cherry red. In colder climates, Wonk blood will quickly become a deep blue. Consumption of Wonk blood, to any non-Wonk, will result in a light high if the blood is red. If the Wonk is cold, however, and the blood is blue, then it will only cause a feeling of being ill and an intense dizziness.


Aging

Wonks have a maximum lifespan of 120 years, after having been born as a tadpole in a communal pond or lake. You are not able to play a Wonk until they are 5 years old, though at that point they are fully physically mature. They appear to get physically older, but what is really happening is their skin is starting to dry out as their ability to retain moisture decreases. A Wonk always feels tied to the water, but as they age, their skin dries quicker. At around 50, a Wonk will begin to feel their skin being more leathery and dry, cracking more easily. At 75, they would constantly have cracks and flakes on their skin, spending most of their free time in the water. By 100, a Wonk is rather elderly in appearance from their skin being almost unable to retain moisture at all, beyond for brief periods. They can maintain this for another 20 years to the age of 120, but at that point it’s too much. They return to the water to die, feeding the tadpoles with their nutrients to create another generation.


Culture

Wonks have two major cultures, Reformed and tribal.

Tribal Wonks remain in their swamp tribes and do not venture like the reformed Wonks, they live in a much more close-knit society which is primitive. They see the Descendants that arrived on Arcas-Atlas protocontinent as unfamiliar. They also lack a written history.


Family

Reformed Wonks

Reformed Wonks have a distinct curiosity with Descendant culture. Traditions, clothing, even phrases and architecture. These Wonks have modeled their own mixed society, and as a result, their habits, on the descendants around them. This usually takes the form of mimicking all sorts of habits and style of Descendants, but in a more placid and peaceful lifestyle sort of way. Suits, jackets, tanned plads, or really any other nice clothing are all favorites of the Wonks. However, given their status in life and where they choose to live, the material which clothing is made out of is rather simple. Tweed, simple and easy to acquire cloth, among other things, make up the vast majority of Wonk attire.

As a whole, these Wonks are a simple, not warring people, though of course the exception may exist. Classy but shabby clothing, nice but simple homes, and overall quiet lives a Wonk might live, though if they find themselves too attracted to the habits of Descendants, they may find themselves fully indoctrinated to their habits and tendencies, even the violent and destructive ones. These Wonks tend to live away from Reformed villages, with whatever Descendant group they’ve grown fond of. Reformed Wonks are the only type of playable Wonk.


Communities of Reformed Wonks, those that are neither fully indoctrinated into Descendant societies nor Tribal, tend to band together and develop small villages. These villages are a mixture of new Descendant values and old Wonk ones. There are a couple of virtually universal traits, however. The vast majority of these villages exist within wetlands, given the Wonks reliance on wet areas and heat, as well as such areas being the most comfortable to Wonks. Communities tend to build out around a single pond or lake, of which eggs are traditionally laid as a central and communal area to raise new Wonks as a village.


These communities generally remain rather small, with most Wonks choosing to live in groups and clusters in a single building. The social structure of these villages is similarly lax and group focused, resources and food freely distributed among Wonks yet guarded jealously from non-Wonks. The buildings themselves tend to be rather simple and shabby structures on the surface, but large underground rooms and tunnels are an essential part of any Wonk villages. The vast majority of buildings are all interconnected just under the surface, tunnels held firm in the wetlands via perfected Wonk techniques.


The culture of these villages ranges a bit, depending on the location and what other, stronger groups may nearby. Powerful groups could likely exercise some control over the lifestyle of the Wonks in the area, with their own Descendant customs and beliefs. Yet, some things are virtually universal. A reverence for nature and the wetlands are prevalent among virtually all Wonks. Wonks emerged from the wilds, and for everything they are they thank nature, which they view with an intense reverence. This is particularly the case in the wetlands, where many Wonks make their home. The water and the heat are important for the health of a Wonk, so they view areas that can supply both of these needs as sacred. As such, Wonks will take care of these areas and any attempt to harm the location around a Wonk village will be met with staunch resistance and incredible stubbornness.


In short, Reformed Wonks can range from independent Wonks who follow the habits of Descendants, to village Wonks who focus primarily on living in and protecting their land. Despite this, it’s not uncommon for village Wonks to wander, particularly in groups. Village Wonks are, additionally, not prone to aggression unless goaded. Individual Wonks may be, of course, aggressive, but the general attitude and vibe of a Reformed Wonk village will be much more relaxed, if guarded towards nosy outsiders. A surefire way to cause the otherwise placid Wonks to grow aggressive, through, is to interfere with the area they call home, as well as whatever meager possessions they may cherish.

Tribal Wonks

The Tribal Wonks are those who remain in their swampish abodes and tribes, and do not venture out like their Reformed brethren. They live in a close-knit society seemingly locked in a primitive time, who see the newly arrived Descendant races as ones unfamiliar, with their lack of written history to remember such encounters outside of tales. Tribal Wonks are at core gatherers and to an extent, hunters also. They frequently forage through the marshes for any food to boil or eat raw and otherwise use their basic spears and bows to hunt any mammals or fish as their primary food source, though this usually with a bit of trouble as the Wonks smaller stature render them weaker than most large wildlife. Tribal Wonks are event creatures only. Any other culture, habits, or actions are a result of the event member who chooses to use this lore.




Playable Races & Creatures
Human Heartlander · Highlander · Farfolk · Adunian
Dwarves Mountain Dwarf · Cave Dwarf · Forest Dwarf · Dark Dwarf
Elves Wood Elf · High Elf · Dark Elf
Orcs Goblin · Uruks
Other Races Halfling
Creatures Kharajyr · Olog · Atronach · Golem · Izkuthii · Nephilim