vees-strangeworld-omniverse
vees-strangeworld-omniverse
vee's strangeworld omniverse
47 posts
@cathartes-aura-shitposting's secondary blog specifically for my artistic works
Don't wanna be here? Send us removal request.
Text
TRANSFORGEES: the world of transformation (Literally) pt 2
(NOTE: description copy-pasted from DA where i normally post my works. any context that is missing here on tumblr can be found on my DA [linked here and on pinned post] )
TW: this contantions mentions of zoosadism, beastiality, drug abuse, etc. reader's digression is advised.
[no image for this one. this second part will (finally) talk about trasnforgees themselves, because for some stoopid reason i decided that that's how is with this piece]
______
So…now we’re at part 2 of the whole tranforgee stuff, this time actually talking about tranforgees themselves….which i should’ve done first buuuut whatever i guess…
Anyways, let’s finish off this rambling incoherent mess of a pseudo intellectual thingy i’ve started.
WHAT IS A TRANFORGEE (again, but more defined)?
For the sake of laziness, let me just copy what i said about them on the first part:
“Tranforgees (Portmanteau of “transform” and “refugees”) are people who were once something else, but has since been changes into something different (ie human turned animal)”
Generally speaking, there are a few qualifying factors that make a tranforgee a tranforgee: -have never changed form beforehand
-have difficulty with their transformation(s)
-are completely new to transformation in general
However, anybody with transformation issues that walk into the centers are considered tranforgees by default.
Transforgees are split into two distinct groups:
-SHIFTER TRANFORGEES
Shapeshifters and sizeshifter (collectively known as Shifters) can and have always been a type of tranforgee. The same resources that help non-shifter tranforgees can also help shifters too. Shifters (on argonus at least) are categorized into three main groups:
1-free shifters: shifters that can change at free will. One of the most common types of shifters.
2-trigger shifters: shifters that have a TF trigger, but otherwise are capable of free-shifting. More common in size-shifters, but can be found in any shifters
3-restricted shifters: shifters that need a trigger to transform. This is most common with shapeshifters, and especially lycanthropes.
Of course there are many more that exist between these three spots, but this is just a general way of classifying them. Shifters can, indeed, be tranforgees. Most of the time, they are new to their abilities and need help on controlling and managing them. Some were born with these abilities, others were recently given to them. Either way, most if not all tranforgee centers have resources for helping shifters.
-NON-SHIFTER
Non-shifters tranforgees are, as you expect, non-shifter who transform. There are many, many underlying reasons as to how somebody transforms into something else, as well as ways they are helped/restored (something we will get into here in a bit). While many come in simply just for being transformed, there are a wide array of other reasons as well.
There really isn't too much I could say here without getting into some of the other stuff I had listed, so I guess we move on.
WHAT KINDS OF TRANSFORMATIONS EXIST
(aka ruining people’s TF mood)
Because i have standards when it comes to TF stuff and apply that to whatever world i make. Yes, while there’s a wide array of what kinds of thing people transform into, there are somethings that are naturally impossible, or have a sort of limit of what is done.
-THINGS THAT TRANFORGEES CAN TURN INTO:
-most if not all tetrapods: generally speaking, any form of animal-like life is fair game in the world of transformation. However, tetrapods are by far the most common as they’re the ones that require the least amount of “plot armor” (as i put it) aka modification to make it work. This can include many thing, of which includes (but no completely limited to) some of the following:
-normal earth animals (dogs, racoons, mongooses, ect)
-other earth-like animals (argonian lifeforms, for example)
-fictional creatures (pokemon and other media-based monsters)
-mythological creatures (dragons, griffons, unicorns, ect)
-alien creatures (though this could be rare)
-anthropomorphic/living “Inanimate” objects: sometimes, being strictly a living creature isnt enough, and thus living versions of seemingly inanimate objects are also pretty common, especially with some large levels of anthropomorphism. These inanimate object are more than likely things that already bear resemblance to living organisms, whether by intentions or not. Some of the stuff includes (But not limited to) the following:
-pool-toy/inflatables (most common types on animate-inanimate objects)
-plushies and other stuffed animals (second to most common, nearly as much as pooltoys)
-toys in general (doll, figurines, ect)
-certain vehicles (aircraft are by far the most common vehicles due to their shape)
-robotic beings.
-statues, sculptures and figurines
-THINGS THAT TRANFORGEES CAN'T TURN INTO ( + WITH LIMITS)
-Totally inanimate objects: it is near-impossible to transform somebody into something that is completely lifeless and inanimate. Even when nearly-inmate, the tranforgee can still talk, and therefore is still alive.
-characters: of course actually turning into said character/individual is most often a coincidence, as a result of the whole omniverse thing and whatnot. However, truly turning into said character in both body and mind can be difficult, thus in-character psychosis comes in. in-character psychosis (In-Char-P) is where the user believes they are said character, and often have been changed into something that, while not exactly said character, does only further push them into said belief. They also don't remember anything that happens in the real world, leading some to give it the nickname “fantasyland comas”. Common examples of In-Char-P would include the following:
-turning into an equestrian [race of sapient ponies] and thinking you’re an MLP character
-turning into a cat and thinking you belong to thunderclan as the clan leader
-being gender-bent and tricked into thinking you’re a famous model
Of course this is me trying my best to convey what I'm saying. To an extent, this could also cover tranforgees who fully have animalistic behaviors, however that’s considered its own separate thing. The reasons for this psychosis can vary; sometimes it’s truly part of their transformation, other times it was inflicted onto them after the transformation. It can be secondary to the transformation (as of course TFs can screw with your mental health), yet it’s not unheard of for many to act out as a character as a means of coping.
-plants & plant-like life: technically belonging to inanimate objects, they only get their own spot because plants are living things (and many plant-like organisms are derived from animals i.e. anemones and sponges). Just like with inanimate object, they still are able to talk and communicate, even if fully changed into a plant. However, plant tranforgees do often come in the form of plant-like animal creatures, such as certain fantasy/mythical animals and pokemon.
-Food/drinks: the only thing which never happens in the realm of transformation; unless you’re talking about organism that are used to make food (i.e. livestock like cows and chicken), food and drinks like cake and soda are the one thing that only exist in the world of fantasy and In-Char-psychosis.
HOW AND WHY TRANFORGEES EXIST
Because, in the world of transformation, one doesnt just simple “change” into something else; there’s often some kind of reason as to why/how it has happened. Most tranforgee centers will be able to try and figure that out with their tranforgees, as depending on the cause they may be able to revert the tranforgee back to their original state, or at the very least aid in treatment. There are many, many causes, some more direct than other. Listed here are just some of the most common causes:
-various types/forms of drugs
Transformation-based drugs (TFBs) are perhaps one of the most common ways people had transformed and became tranforgees. They commonly take the form of oral or intravenus, though if there’s a way any normal drugs can get into the body, there exists a TFB that uses the exact same method. Half the time somebody was drugged with a TFB, however other times the tranforgee themselves are the drug-user themselves.
For the latter half, All Tranforgee centers have a form of drug-rehabilitation, some having full-on rehab centers of their own depending on the nearby population and the amount of drug issues going on. Because, much like their non-transformation counterpart, there’s alot more going on beyond simple drug use.
Thankfully, alot of these drugs have some form of reversal, typically in the form of, ironically, another drug/medication specifically used for such reasons
-illnesses/diseases
Another form of direct cause is in the form of more medical things like illnesses, diseases, ect. When it comes to the transformation-based diseases (TFDs), anything contagious only infects those from their strain of universe (Though commonly it only affect it’s singular specific universe). One of the most well-known of these diseases is LTMV, of which goes by the common name “viral lycanthropy”. This is the most prolific of TFDs, mainly because if one universe has it, their entire strain are vulnerable to it as well.
Much like with the former, much these are either curable or at the very least treatable. It heavily depends on the condition and what could be done.
-societal/personal/ect.-type issues.
Because, of course, there do exist indirect causes, and plenty of them. Most of the time the people purposefully transform themselves with some end goal in mind, of which can vary. Such reasons can include the following:
-pushing certain messages:
while not as common as one may think, its no surprise that many individuals purposefully changes themselves to push certain messages, or proving a point. Not surprisingly, many who have done such thing are usually part of activist/extremist group/cults, commonly that of animal rights activism.
However, not all of these activist are aware of what they’re doing; certain group take advantage of these activist’s need for validation/attention, and often trick them into changing themselves into animals so that they could use the tranforgees for their own nefarious and malicious purposes.
[tumblr edit: one of the most infamous of these groups on argous specifically are "The White Rabbits", a sadistic zoosadist cult that disguises itself as animal rights group; complete with intentionally harming/killing animals and passing it off as "insider footage" or a public demonstration. and yes, transforgees are not excluded, and in some cases are often preferred. very dark shit here.]
-false hopes & cures:
another reason for purposeful transformation is the false idea that the transformation will fix/cure all of their ailments/problems in life. Granted, this isn't a completely one-sided issue; there have been times where the transformation and their new forms have actually helped them achieve their needs and goals in life. However, they’re often few and far between; rarely does it ever work out the way they want it to, and oftentimes it doesn't change anything, if not make it worse for the tranforgee. And, just like real life, people can and do take advantage of others' desperation and scam them of both money and body.
-attention/gratifications:
directly connected to the previous two, the need for instant gratification and attention can be just as big of a reason as the others here. As a matter of fact, some people say that attention/gratification is a drug more potent than anything else on the market.
However, it isn't just the tranforgees that were the attention seekers, either. It is also the people responsible for their transformation that, too, sought out the attention they desire, though this is less common.
TREATING/HELPING TRANFORGEES
(beyond tranforgee centers)
Because at the very least there has to be a way to help a tranforgee. Anyways, there are countless way to help a tranforgee.
Now, in terms of general treatment, there are many things that clinics will go after first. Some of which includes the following:
-character removal:
for in-character psychosis, if the tranforgee’s In-Char-P was, indeed, part of their transformation, then there exist a vast majority of reversal medication to try and bring the victim out of it. HOWEVER, it has to be administered very slowly, allowing the tranforgee to slowly come to and reducing the chances of the freaking out or, worse, going into shock.
Most tranforgee who end up “back to homeworld” often suffer some degree of amnesia when it comes remembering their time as the certain character, though many do vividly remember the important details.
-Hormonal treatment:
Sometimes people are unlucky, and they turn into a milk/egg-producing animal, of which is constantly producing eggs/milk. Granted, a lot of tranforgee have been known to take advantage of this and sell their homemade goods, but not everyone is comfortable enough to sell their eggs (even if unfertilized like many of these cases are). That where hormonal treatments come in: to slow and/or stop the tranforgees egg/dairy production.
This may also extend to TG cases, in which the person wants to try and turn back into their original gender (provided a reversal is not available to them).
[tumblr edit: on the topic of TG, there does exist transformation therapy, where the only transformation is just the gender and gender alone. it is often used in cases where the TG'd in question wants to be changed back into their original gender. when it comes to purposefully transitioning, it's availability and cost widely depends on region and laws. yes, transgenderism and it's "controversies" are still a huge issue on modern-day argonus, and in spite of transformation therapy being the safest and easiest way to transition (not to mention it's easy revertability if it ever comes down to it), many places are still adminant on not employing it. no surprise, these places are very anti-trans and hostile towards the trans community, and there are plenty of conspiracy theories about why they don't allow it]
-making them safer:
a common issue with treating/housing tranforgees is that sometimes the person in question is a creature of which poses a threat to itself and others. Many tranforgees have opted to try and make themselves less dangerous. Such examples could include the following:
-de-venoming/neutralizing: people do transform into venous/poisonous animals, and in order to make them safer for everybody, they of course try neutralizing the poisons/toxins. Yes, one does not need to be defanged or have their poison glands be surgically removed; most if not all tranfogee center have a form of procedure in which the venom/poison glands slowly on their own start to produce less and less toxic substances, until it ceases production completely.
-deweaponization: technically includes devenoming, this more or less encompases any sort of body part in which can cause serious harm to things, such as big claws, huge fangs or deadly thagomizers. This, however, is more of a case-by-case treatment; many tranforgees dont need those things removed, and simply need to learn how to be safe with them.
-shift-stunting: given to shifters (Primarily sizeshifter) who’s size range is too big/small to be considered safe for themselves/others. In this case, the range is “stunted”, making it less extreme than it normally is. Much like the former, whether this is temporary or permanent is a case-by-case thing depending on the actual size range. Usually it’s only temporary when the size range is small enough to contain, but large enough to still cause issues.
-reversal methods:
With so many things that cause transformation, there are bound to be reversal methods to restore tranforgees back to their original state. This is by no means a guarantee; but, if there's any way to try and revert them, it can and will be employed if needed. such examples include:
-complete reversal: completely changing tranforgees back to what they were before. This reversal method can only work on a specific set of causes, primarily with drugs and other physical items. Some types of complete reversals work on a slightly bigger range than others.
-semi-reversal: only partially restoring their form (and size), IE becoming an anthro version of what they turned into. This reversal method is the most common, as it works on a much, much wider array of causes. It is often given to tranforgees that changed into a physically-limiting form (ie slugs, inanimate but sentient items, sometimes ungulates, ect).
Secondary transformation: simply transforming the tranforgee into something “better”. This is only ever given if the former two don't work; in this case, they purposefully transform their tranforgee into something that workable for them, sometimes the same species they were before (but not what they exactly were before).
-therapy:
Therapy is a requirement in the first month a tranforgee is in the clinic. After all, they want to make sure they’re mentally ok. However, there are some specific kinds of therapy out there:
Animal work therapy: with certain domestic animal tranforgees like horses, dogs and cattle, animal work therapy is somewhat exactly what it sounds like; giving the tranforgee jobs and activities that their animal counterparts would do (Draft, guardian, messaging, ect) in and around the tranforgee centers/townships. Obviously these are optional to everyone, not every tranforgee wants to be doing what is considered as “an animal’s job”. But, many do as it gives them an activity to keep them busy. Some tranfrogees get lucky and end up actually getting paid to do said jobs.
Box therapy: a thing primarily for shifters, especially those who have significantly larger forms. As the name would suggest, the shifters are given cardboard boxes to “outgrow” and basically destroy. Granted, this is a more mild form of another method…
Destruction pocket dimension: something of which is exclusively meant for shifter of radical different sizes, and especially massive ones. The pukanis have made pocket dimensions before, a dimension that’s very small (compared to real dimensions), often as big as a large park or city, and is designed specifically to be destroyed. These pocket dimensions do not have any form of life apart from plants like trees, and after every use they are reseted. As for why do some tranforgee centers have such a thing? Well, sometimes people want to destroy stuff to vent out anger and whatnot, yet dont want to actually harm anyone/anything. These pocket dimensions are also used to help said shifters learn how to be careful when at such sizes.
MISC TRIVIA AND FACTS
Yay! My favorite part as i can list things off! So here are some other misc facts that i have about tranforgees:
-auras:
All tranforgees possess an invisible “aura” which basically says “hey, I was a human before!”. This is most commonly “seen” by animals, of which will mostly still see the tranforgee as “human”, and thus for the most part will still act like they were still human. It had to be a really screwed up animal (probably taught by a really screwed up owner) to try and hunt/kill tranforgees, or even way worse….
Many tranforgee centers have machinery that read off these auras, and no surprise, those who have morphic recognition are also able to read off these auras. However, obviously you also need a DNA test and some other tests to really be sure they’re a tranforgee.
Side notes about tranforgee-animal interactions:
-tranforgee can only have babies with another compatible tranforgee. Don't ask why I even have to clarify this, I just don't like the certain TF trope that led me to say this.
-tranforgees cannot talk to non-tranforgee animals. That is a common myth spread around the tranforgee community as well as outside of it.
-“inflatable no scary”
Because the balloon boy hoax incident scarred me for life and now I'm gonna ruin (?) inflatable tfs for yall.
helium doesn't make you helplessly float up into the sky. Helium, instead, actually acts much like a fish’s swim bladder, allowing the user to “fly” freely through the air, as well as being able to land back to the ground. No, it doesn't make your voice squeaky, at least when inflated with it. I’ll probably also expand on “Living pool toys” and similar things sometime later.
-diet:
A fun fact about tranforgees: their digestive system is fully capable of ingesting both their original diet and their new form’s diet, with such example being a human-to-deer tranforgee being able to eat normal human foods as well as plants that are normally inedible to humans (But completely safe to deer).
However, many often eat whatever their new species eats for a variety of reasons, with one of the most common reasons being the inability to actually process certain foods because their mouths/teeths/jaws don't allow it (ie can't eat chewy stake if you’re a filter-feeding flamingo). There’s also the existential issue, that is being an animal that people commonly eat like cows, pigs, chicken, ect., and thus losing your apited for such forms of meat.
-speech:
Generally speaking, many tranforgees can still talk like they normally would otherwise, as well as making the typical noises from whatever creature they’ve became as well. However, sometimes tranforgee have been known to be mute, and are incapable of speech. The muteness can be to varying degrees, time lengths, and treatability. Sometimes it’s only temporary and eventually goes away, other times it’s permanent and they need a translator.
The causes, no surprise vary between being yet another part of the transformation to something more mental/psychological.
-lifespan
Last one here: contrary to popular myth, much like their diet their lifespan is the same as they were before, sometimes longer provided their new species has a longer lifespan that the former one. So no, opossum tranforgees can still live a long, human lifespan.
Anything new that I have for them will pop up in other posts, as per usual.
2 notes · View notes
Text
TRANSFORGEES: the world of transformation (Literally) pt 1
(NOTE: description copy-pasted from DA where i normally post my works. any context that is missing here on tumblr can be found on my DA [linked here and on pinned post] )
[no image for this one. this first part will talk about how transformation victims, dubbed "transforgees", are treated for their situation and how the live their day to day lives]
______
So, i’ve been wanting to actually talk about tranforgees, transformations, and traforgee centers for a while. And i think now that i’m beginning to worldbuild not just planet argonus but also just my strangeworld franchise (if you call it that..) in general. But first: a little history lesson about how this idea came to be.
ORIGINAL BACKGROUND
[note: this part is edited to add extra context; ]
As somebody who’s been into the transformation genre for as long as i’ve been using the internet, it was bound that i would create things relating to it. One of these things is the idea of a place where fromer humans-turn-something-else go to get the care they need. This is where the idea of “Tranforgee Centers” come in.
Tranforgees center were an idea I had back somewhere in….2015? I think? Well, it was back with my original concept of topia.
topia was an old, old world idea that started as an unholy mashup of fnaf, paleofauna and whatever spec evo media/idea i had on hand. it also had a bit of post-apocalyptic stuff too, but it took place long, long after worlds healed form the big world war that caused it, and everybody was back to the modern day in terms of technology. it also briefly turned into an actual comic about a shapeshifting anthro doberman ("jane and the world of topia"), before being abandoned altogether.
Tranforgees (Portmanteau of “transform” and “refugees”) are people who were once something else, but has since been changes into something different (ie human turned animal), and tranforgee centers are just like what i said before: a place where tranforgees are sent to live at, whether only temporarily or permanently.
The original lore behind them was that the big, walled city of Gesidindo was a very inhospitable place for animals and something something “certain animals only” and “anything bigger than this is replace with a robot” (and also they were big racist against animatronics, of which the initial version's main character was one). Whether the animals were killed or just sent away, idk. But what i do know is that this weird rule also applied to people who turned into animals. So for whatever reason, they chose one of the abandoned mall in the equally abandoned city of Dezro as a safe place for them.
But, that was back in my early-mid highschool years. Now i’m re-working on this topic, and trying to make it work.
Also, a bit of a disclaimer: while i’m trying to make it “realistic” i’m not a professional or expert on some stuff, so bear with me.
TRANFORGEE CENTERS: REBOOTED/REFORMED
So, like said, tranforgee centers are places to help tranforgees with whatever transformation-related problem they have; from getting used to their new bodies, to helping shifters (who are also considered tranforgees) regulate and control their (often new) abilities, and even provide a place for tranforgees to live whether temporarily or permanently. They are ran by various codag-based groups, though it’s often expected that the local government will provide some aid as well.
There are three major types of tranforgee centers: clinics and townships
Clinics are, as expected, single-building clinics almost akin to a large hospital. This is where tranforgees most likely end up going to first. Clinics are meant to temporarily keep tranforgees, as they figure out what cause them to transform, what they can do to reverse/control it (if at all), and alot more.
Clinics only keep tranforgees temporarily, as they monitor both their physical and mental health. Most are usually kept for no longer than a month, during which tranforgees are helped with not only getting used to their new form, but also planning out their future and where they go from there. There are typically two major outcomes for a tranforgee after being in the clinic:
1-they’ll be able to go home: sometimes they may need modifications to their living space, sometimes they may need help from other people (either by family, friends, or outpatient staff), and sometimes they may not need it at all.
2-if unable to go back home, they’re often sent to places which are equipped to keep them for longer periods of times, sometimes permanently. These are often in the form of apartments or communities, which leads us to the other option…
Tranforgee communities, also known as townships, are exactly what they sound like: a community for tranforgees to live in. all townships have at least these four things:
1-a tranforgee clinic, which doubles as the main place of healthcare (ie doctors, dentist, mental health, ect)
2-various forms of housing for tranforgees, often in the form of trailer parks, apartments, dorms or suburbs.
3-various stores, with at least one general store and a couple specialty stores for various things (groceries, clothing, ect.)
4-misc places, which depending on the township can be things such as restaurants, a small mall, simple attractions, parks, ect. Just really anything a normal town would possible have.
Interestingly, while tranforgees may have everything that they need in these townships, they’re not bound to these places. As a matter of fact, all tranforgee townships are located right next to large cities, and not only are tranforgees allowed to venture outside the townships, but are actively encouraged to do so.
Tranforgee townships have their own form of transportation for such ventures, and so long as you’re in their system and/or have an ID of sorts, it’s completely free. However, many places require tranforgees to wear some form of identification gear, such as a collar or vest. And, depending on the situation, they may need to have staff come along with them, especially if the individual is on the smaller side and/or has difficulty in wearing said identification gear.
Now that we got down what exactly what tranforgee centers are, we can now get down to the fun part: life inside the centers. Or, more accurately…
LIFE WITHIN THE TRANFORGEE TOWNSHIPS
…since, like said, the clinics only will have you temporary while townships are commonly more permanent, or at the very least long-term.
HOUSING:
Like said, housing take the form of trailer parks, apartments, dorms and suburbs. However, which one you end up in can depend not just on the township alone, but also your exact situation. But, as a basic overview, all tranforgees housing have all of the basics for their living space (i.e. a kitchen, bed, rooms, heating/cooling systems, ect). Housing for tranforgees are split into three major categories: size, species, and climate.
-SIZE:
size tends to be a big factor in whether you get an individual house of your own or have the share the same building as other tranforgees. Bigger tranforgees will more than likely end up living in a building of their own. Likewise, smaller tanforgees will likely end up sharing the same building as others. The reason why can vary, but the two most common reasons are safety and efficiency. smaller tranforgees are often viewed as being weaker and more susceptible to landing themselves in danger (which to some extent is true), thus dormitories and apartment buildings tend to be safer. Plus, it is also cheaper to make them for the smaller individuals than it is for the larger ones. However, obviously this isn't the only determining factor.
-SPECIES:
what species you are can also be a major determining factor. Tranforgee centers will house you in districts alongside other related species. Most commonly, these districts will house species of the same taxonomic order and/or family. Some, like canines and felines, tend to get a district of their own (a canidae and felidae district respectively), while others such as waterfowl tend to live in a district that houses anseriformes (the order waterfowl belong to). If you’re a species that doesn't have a district of its own, you’re often placed with the closest related family. For example, if you’re a colugo, you’ll more than likely end up in the primate/lemur district, as primates are considered to be their closest relatives.
Many tranforgee centers that chose species-based separation will also have family/order districts neighbor other districts of the same taxonomic class (ie mammal, bird, reptiles, ect), creating mega districts. For example, you could expect parrot and passerine districts to neighbor each other in the aves mega districts. However, with these divisions, usually they take the form of apartments or dormitories, because like before they tend to be cheaper and more efficient.
Why do some tranforgee centers do this? Well, there are two major reasons: for one, it can help keep the place organized and easier to navigate when visiting individuals. The other reason for this is because it gives tranforgees some sense of community, allowing them to interact with other similar species and helping them further adapt to their new lives. However, there are many places who don't exactly agree with the idea of separating districts based on species, whether that be due certain difficulties in placing newcomers, the general cost of certain things (especially when applying it to climate and size), or the implications of segregation. Thus, many will either do this on a much smaller scale or not do it at all, and instead focus more on size and climate.
-CLIMATE:
The final major determining factor is climate. This depends not only on the tranforgees themselves, but also the very location of the center itself. Tranforgees, like the animals they turned into, may be adapted for certain and specific environments, like a tree boa needing a warm, humid environment, or a chinchilla that needs a cooler, dryer home. Regardless, they tend to cater to those climates for the health and comfort of their own home, and often in the form of dormitories or apartments because, you guess it, cost and efficiency. It’s not uncommon for these “climate housings” to have not just the air quality (temp, humidity), but also some plants, decor, and other things to add to the environment to make it seem more like the real deal (much akin to most zoos).
However, one may not even need to live in these climate housings, either because they’re already a highly-adaptable species, or because the outside environment is the same as what their species needs, such as a township that lies in a desert environment.
While these are the three main categories for tranforgee housing, there are other things that will determine the place you live:
-are you a shifter?: whether you’re a free-shifter (shapeshifting at will) learning to get used to their power, a restricted shifter (need specific trigger like lunar phase, emotion, ect), or somewhere in between, most if not all tranforgee townships have specific housing for shifters themselves.
-are you the only one or are your family/friends also tranforgees?: there are, indeed housing options for more than one individual, mainly for families.
-do you have any pets?: depending on if said pet is allowed, you may be put into the pet-friendly parts of the township.
-what are the specifics of your transformation/species?: sometimes housing your kind may be determined by more than just size, species and climate. For example, dragon tranforgee may get a fire-proof home, or some of the more violent shifters may be put into a reinforced room.
[tumblr edit: some extra things to note: usually township housing tends to be "cheaper" because the homes already have the necessary accommodations without the need to pay for any additional modifications. however, if there are no specific needs that can only be fulfilled by the transforgee townships/center, they can easily just as comfterbly live in a regular (albiet modified) houses ouside of townships]
I’m sure there are many other things I could, list, but this is all that I could come up with. But anyways, while housing is typically free, there are some rules and limitations to it much like the outside world, and Perhaps one of the most talked about rules for the homeowner is all about pet ownership.
Pets seem to be a content of both controversy and arguments when it comes to tranforgees. However, most agree that simply banning pets altogether is a bad idea, since just like anybody else, tranforgees heavily benefit from having pets, whether the animals help them in some way (physically, mentally & emotionally), or just for simple companionship. Alot of pets have been with their owners even before they’ve changed, and are heavily attached to their owners as their owners are to them. However, like said, alot of tranforgee centers have some commonly laid-down rules about pet ownership:
1-cannot be of a certain size: obviously the animal can't be bigger than what the tranforgee’s home can allow. However, some places will also not allow pets that are as big or bigger than the owners for safety reasons, and especially if they break some of the other rules…
2-must be well-trained/friendly: while there are certain exceptions (ie aquariums and such), most pets are required to at least be well-trained enough, and to have a friendly disposition toward both the owner and, more importantly, others.
3-certain species not allowed: this is the most variable of rules, as exactly what animals you can keep can heavily depend on the exact location. Obviously most if not all places will not allow illegal animals, but they also might not allow certain/most/all exotics, or they may not allow predatory/carnivorous species (which may unfortunately include cats and dogs). However, this rule may or not apply if the animal in question fits the fourth rule…
4-only certified service or emotional support animals allowed: indeed, some places do go as far as to not allow pets at all unless it’s detrimental to the tranforgee’s way of life, whether physically or emotionally. This is a point of controversy, however, for alot of reasons. For one, it can be easy to fake the need for a service/emotional support animal (as it does happen in real life), and like said many would benefit from owning pets for companionship. Thus, this rule is often only applied to pets that break rules 1 and 3.
[tumblr edit: yes, animals can recognise their owners and any former human post-transformation. the second part will touched on that subject
BASIC NECESSITIES, INCOME AND WORK
Starting with basic necessities, all tranforgee centers are required to give out free food and supplies on a weekly basis, often delivered straight to their place of dwelling. These packages are known as “weekly care boxes (WCBs)”. As the name suggests they’re large boxes that contain pantry-level essentials, including (but not limited to):
-canned goods (veggies, fruits, meats, ect)
-frozen goods (again, meats, fruits and veggies)
-toiletries and personal hygeine.
-baked goods
-boxed drinks/drink mixes (shelf-stable milk, juice boxes, tea bags, ect)
-other items (species-specific, baby care, ect).
Granted, this is just a general list. What one can get depends on the personal preference/necessities of the receiver. While most tranforgees are still able to eat human food (we’ll get to tranforgees themselves soon enough), there are many who have specific dietary needs, such as needing food to be diabetic-friendly, vegan, or gluten free. Now, some places will have those specific items in their pantry, however alot of places will only give you that stuff for free if it’s an actual necessity. If deemed not a necessity, you’ll more than likely have to pay for it, which leads into the next topic of work & income….
Non-working Tranforgees could get a daily income below that of minimum wage, if they even get one at all. Because tranforgees already get free food, shelter, and often medical/psychiatric care, most places don't even bother with given them free money, as it’s too expensive. Thus, many tranforgees settle onto finding a job.
While the exact title depends on, of course, the species in question, there are alot of places both inside and out of townships that are able to (and often willing to) hire tranforgees. Actually, in cities that have tranforgee townships, it’s a pretty common site to see tranfogees working in jobs such as retail, customer service, workshops, ect.. And while not the most rewarding of places (especially customer service as any retail worker would tell you), it is one of the main forms of income for tranfogees.
MEDICAL/PSYCHIATRIC CARE FACILITIES
Of all things tranforgee centers need, a place to be medically AND psychologically evaluated/treated is almost always at the highest priority when it comes to townships. Most townships will have the tranforgee clinics (the place where tranforgees go to first) as a part of the medical facility.
-Medically:
As seemingly degrading as it may initially seem, the rumors about tranforgees going to vets instead of doctors is actually correct..kinda.
When it comes to physical issues, tranforgee centers often employ veterinarians and other species-specific doctors, for the obvious reason being that they’re not dealing with humans most of the time. The doctors that work on tranforgees specifically are often called “doctor vets”, and while they may focus on a specific type of tranforgee, in general they know how to work with both people and animals.
However, normal, everyday vet techs are often employed as well. These people are often just starting in the field, and with the help of the doctor vets, will help, diagnose and treat tranforgees.
-psychiatrically:
one’s own psychiatric and mental health is just as important as medical. After all, transformations are often unpleasant and even traumatizing.
Much like with the physical side of things, psychiatric care is run by people who deal with both people and animals. However, more often this is split between mental health professionals and animal behavior specialists (Both mental health and animal behavior tend to be connected in some way).
MISCELLANEOUS STUFF
There are alot of other things going on in tranforgee townships, and while i cannot list them all, i can at least list some stuff that doesn't fit within the other categories:
-schooling: most if not all tranforgee centers have some form of schooling, whether it’s a public school on site, boarding school, or online classes. However, it’s not totally uncommon to see transforgee students go off-site, and often this is because on-site schooling is mostly for students who, for one reason or another, cannot go outside of the townships due to size, transformation specifics / triggers, ect. Thus, students who are able to go to off-site schools districts are more than likely going to end up there.
-visitations: visitors like friends and family are allowed in townships, and of course are encouraged if said person is allowed by both staff and the tranforgee in question (note: most of the time tranforgees must give consent to have said visitor). Of course there are some ground rules: no outside food/drinks (unless permitted by the tranforgee/staff), can only be there between certain times (most often during the daytime), no outside pets (shares some of the same rules as pet ownership), ect.
-off-site housing: Many tranforgee townships will have off-site housing, which much like with schooling, this is often meant for tranforgees who are able to live outside of the township for an indefinite amount of time. This is to help keep the towns less crowded, and if possible they’ll allow tranforgees to live in tranforgee-freindly homes outside of township limits. Of course, these homes are often still located right next to the townships.
Anyways, that all i can come up with, at least for now. I was going to also talk about tranforgees themselves, but this is already getting long and i’d love to work on my story. So, be on the lookout for part 2, where we actually talk about tranforgees, transformations themselves and whatnot!
0 notes
Text
ANTI-SHIFT COLLARS: an infographic
(NOTE: description copy-pasted from DA where i normally post my works. any context that is missing here on tumblr can be found on my DA [linked here and on pinned post] )
[as a bonus to my transforgee-related stuff, i decided i'd post this here as well, as it's a key importance to the stories that pertain to shifters. also, image best veiwed in separate tab]
Tumblr media
because i did not wanna draw it on paper and have a super long description here. so, good'ol MSpaint was used instead, so excuse any grammar/spelling mistakes.
anyways, i felt like making an infographic on the antishift collar, since i sense i'm gonna be talking alot about them. most of the information about them is on the [above] image, but i will add some other things here:
1- antishift collars are only given out by transforgee centers/clinics, often as a prescriptions like with medication.
2-the amount of time the antishift properties stay is dependent on how long the collar was on and/or how much power the battery has.
3-certain collar types can me combined, depending on the shifter in question and their needs. there may be additional symbols/colors/serial codes on the battery itself.
4-why one would sometimes need a lock or passcode to unlock the collar depends; it could be because they have a habit of taking it off when it needs to be on, or because they have severe issues that need to be address without them shifting, or because they're a safety issue to themselves and others.
5-oftentime collars are fitted with a mechanism where it'll only leave it's lingering properties IF it is taken off when it shouldn't be (IE torn/broken). the only way to NOT activate this mechanism is just simply unlatching/unlocking the buckle (basically just taking it off normally). the reasons for this specific mechinism is obvious: it's for where the being's shifting abilities presents a danger to themselves or others, or at the very least gets in the way of a normal life.
6-antishift collars aren't always collars, as they can also be bracelets and anklets. however, collars are the most effective at their job, and thus are the most commonly seen.
7-it is a common myth that antishift collars are the same a shock collars. that isn't just untrue, though; it has been proven time and time again that shock collars do the complete opposite, and instead only stimulates/activates shifter's instinct.
8-using the collar to activate inactive shifting abilities is only ever done if the process won't cause pain or major discomfort for the wearer. because of this, it's more commonly used to induce shifting on somebody who already has their abilities.
9-unless it's one that requires a lock to open, ALL collars are breakaway collars, meaning that it'll break off if their is a significant force/pressure. this is obviously a safety measure, and of course #5 applies here.
anyways yeah that's all i can come up with.
9 notes · View notes
Text
STALEMATE SHIFTER: the triffins and triffinoid
(NOTE: description copy-pasted from DA where i normally post my works. any context that is missing here on tumblr can be found on my DA [linked here and on pinned post] )
[this image is best viewed when opened in another tab]
Tumblr media
so, the third and final of the "Big three" that were the three shifters created during the stalemate wars. these guys are by far the most broken and complicated and...well, you'll quickly see why.
some of the stuff on the first image may be wrong and i changed it when writing. it really was just a mess, but i tried to make sense of it as i when along.
like with the kelvxerns and tronics, let's start with some backstory.....
THE (rather scattered) BACKSTORY
    like with the kelxverns and tronics, they were created during the stalemate wars, intended to help out in conflict, and when the pukanis got wind of the project the documents were destroyed in a fire in an attempt to cover up their actions. However, while both the tronics and kelxverns had at least some of their documents survive, the triffinoids are a...different story.     you see, everything we know about them comes from only two or three surviving documents about them, the rest being cross-references in some of the other stalemate's surviving documents. This was because, unlike the previous two in which a good deal of the information survived, almost all of the documents that specifically surrounded them were destroyed, leaving behind nothing but, again, cross-references and three documents. However, even what little available information there gave enough insight onto what exactly the trifinoids were.
    based on both the information and general speculation/theories, the trifinoids were among the first stalemates to be created. They were made as a testing ground for various forms of genetic manipulation and shifting technology. bits and pieces of references also suggest that they may have also been made to participate in warfare, and perhaps possibly be kept as "exotic mutant pets". Whatever the case, by the time the pukanis began to figure out about the stalemate shifters, there were several different varieties of triffinoids, and it seemed there was intent on creating more. It also seemed that, of all the stalemates out there, the trifinoids were the most valuable yet the most incriminating, and thus more effort was put in to destroy all of the documents than the kelxverns or tronics.       However, even though such little documents about the trifinoids themselves survived, there are multiple references and mentions of them in many of the other stalemate's surviving documents, of which often refer back to the trifinoid regarding the various special abilities each stalemate shifters had.     Although triffinoids have been long freed from the horrors of wartime genetic manipulation, they are still of value to the scientific community, as they provide some valuable information on the stalemate's powers. Though nowadays, these tests and studies are done in a significantly more ethical manner with willing participants. 
TRIFFINOID BASICS
    Now that we got down the lore of the triffinoids, we can now get down to some of the basics of what triffinoids are.
First things first: what exactly is a triffinoid?
Triffinoids are a general term for an elkinet-animal hybrid that had the head, neck and body of an elkinet, and the limbs, back and (sometimes) tail of a non-argonian, earth-like tetrapods. They may also have other animal parts such as horns, ears, manes, wings even, ect, often (but not always) belonging to the same animals as what they’re made of. That, of course, is the general description of what a triffinoid is. 
There are a total of three major triffinoid groups that exist:
-triffins: single-species hybrids who have the back and limbs of a flying/gliding non-argonian animal. They also have zygodactyl feet, regardless of what species they’re part of.
-common triffinoid: any regular triffinoid that is single-species, often also having the tail of their respective animal.
-hybrid triffinoids: triffinoids that are a hybrid of more than one animal. They can consist of up to four main animals, which take the form of the forelimb, hindlimbs, back and/or tail. 
    The exact animals they are made up of can vary wildly, but like said above they consist of non-argonian, earth-like tetrapods. And that could be practically anything: our earth fauna, mythical creatures, earth-like critters from other worlds, ect. Their size also varies wildly between that of an elkinet and that of whichever animal they consist of.     Triffinoids, depending on the hybrid, are capable of bipedal locomotion much like their elkinet counterpart, however with some triffinoids their animal-like locomotion is often the way to go, and sometimes they’re even incapable of walking on two legs. Bizarrely, though, their forelimbs are surprisingly dexterous, regardless of if they shouldn't be (i.e. paws, wings, hooves). It wouldn't be perfect by any means, but being able to hold and manipulate an object with what they got is rather impressive.     Behavior-wise, despite the animalistic appearances, most if not all triffinoids are rather civil, capable of speaking, literacy, ect. However, some animalistic tendencies are also included, which tend to happen involuntarily. These are usual noises and body language reminiscent of whatever animals they’re a hybrid of.
 Interestingly, there’s not just those basic triffinoid form, but also shifters as well, which we conveniently go onto next…
TRIFFINOID SHIFTERS AND THE “TRIFFVERNS”
    Because of course my little screwed up mind would come up with some kind of shape/size shifting counterparts.
Of all the stalemates create, the triffinoids have the most shifter species to their name. It would make some sense, though, since they were meant to test the shapeshifting technology as well. Some of the smaller, less grand type of triffinoid shifter includes the following:
-triffin kelxvern: a regular kelvern who’s elkinet form is a triffinoid. Typically their non-elkinet form is either a human or an anthro. If humans, they are always some kind of hybrid of the same animals their triffinoid form consist of, usually in the form of a mini hybrid like a kemonomimi (though they may have animal arms or legs as well). With anthros, however, mini hybrids are pretty rare. However, interestingly enough, whatever species the anthro is will always be part of their triffinoid form (ie a horse anthro being part-horse as a triffinoid).
-hideaway triff: similar to the triffin kelxvern, the difference here is that instead of having a human or anthro for a non-elkinet form, they instead are able to turn into whatever animal they are a hybrid of (specifically the sentient talking animals). Typically, hideaway tariffs are usual a common triffinoid and thus only have one animal to their name, but as hybrid triffinoids can change int multiple animals (which, again, are the same as whatever animal they’re a hybrid of)
-triffinet: triffinets, unlike the previous two, switch strictly between an elkinet and a triffinoid. Still technically considered a form of kelxvern, the triffinoid form is treated as the non-elkinet form in there case. Their elkinet form, depending on the hybrid, may also sometimes have small, vestigial wins on their back, as well as horns, ears, and really anything that makes them a minihybrid. However, this is on an individual basis, as sometimes they may not even show any signs that they’re a triffinoid.
-sizechanger triff: sizechanger triff, as the name would suggest, are unlike all the others here for the simple fact that they only size-shift between their aircraft and animal counterpart’s sizes. Much like with the hideaway triff, they’re typically a common triffinoid but hybrid triffinoids aren't unheard of either. Similarly with the triffinets, their animal sizes are treated as the non-elkinet forms.
    Now, regardless of the kind of shifter, they’re all still have the same specifics as kelxverns, which include the following:
-created via specific premeeristite -transformation from non-elkinet to elkinet starts at the limbs/tails and works it’s way up (Note: their half-plane form looks more like a triffinoid with human parts replacing airplane parts, see triffverns below) -either gains shifting powers slowly or suddenly (dependant on if either one or both parents are shifter triffinoids). -cannot reproduce naturally and need to be artificially incubated (we’ll get more into that later at the end)
    However, their is one big shifter type that has all of those abilities, and that is the Triffvern.
Although triffinoids were meant to be test subjects, the triffverns were believed to be some kind of “final product”, or at least some catch-all for further studies. However, of course that’s just speculation, since like said there's very little on the triffinoids themselves, let alone the triffverns.
Anyways, the triffvern has all of the shifting powers of the other triffinoid shifters. With all of those forms (of which are shown above),they are separated into three categories: elkinet, non-elkinet and halfplane:
ELKINET
-primary triffinoid form: their main form as well as their default. The primary form is always a hybrid triffinoid, always consisting of 2-4 animal species, with at least one flying/gliding animal. 
-secondary: much of the same as the primary, but now only single-species. Although this is also an odd extra halfplane form from animal to primary triffinoif or elkinet form, since it’s the same size as their other elkinet forms the body treats it as an elkinet form, and thus it’s classified as such.
-elkinet: your standard elkinet form. Typically with the triffverns, the elkinet form often have at least one piece of animal parts to them, which is commonly vestigial wings, horns, ears, ect. The transition from human to elkinet form is exactly the same as a regular kelxvern. 
NON-ELKINET
-human: standard “human” form, but like the triffin kelvern, they’re always a minihybrid between the different animals. And, of course this form can also be an anthro as well.
-animal: unlike most others here, the animal form has no hybrid stuff going on. They are basically an average talking animal.
HALF-PLANES
-half-triff: half triffs look almost exactly like their primary triffinoid form, except their elkinet bodies are replaced with that of a human. No surprise, this occurs between their primary form and non-elkinet form.
-part-triff/sphinx form: sometimes also called secondary half-triff form, because it’s much like the half triff, but single-species like the secondary triffinoid form. This form occurs between the human form and the animal/secondary triffinoid form.
    Beyond the shapeshifting, triffverns can also size-shift between human, elkinet and animal forms, and they can do this in any form. This, however, is a learning curve, and usually like with kelverns they typically have to learn how to shapeshift into the basics first, then try to go after changing specific parts and then they’re finally capable of sizeshifting. However, unlike other kelxverns the triffverns have sizeshifting as a natural part of their abilities, and often they get to this point faster than the standard kelxvern.
MISC TRIVIA AND FACTS
Alright, now for some facts ant trivia that i couldn't bother placing somewhere different.
1-the whole reproduction and children thing     Yeah, you can tell i’m starting to reach my end with this. Anyways, triffinoids and their shifter counterparts can only have children with other elkinets species (standard, tronic or non-shifting triffinoids) or stalemate shifters (any elkinet shifter created by premeerisite or similar “stones”). They cannot reproduce with humans/anthros, nor talking animals, something which many believe is intentional. 
2-interspecies triffinoids and their first transformations     Of course, there exist created, pure and interspecies triffinoids, much like there is with any of the stalemate shifters. With most of the triffinoid shifters, it’s pretty simple: pure shifters are born one form, and slowly begin to gain their shifting abilities at a young age; likewise, interspecies/created triffinoid shifters get their abilities more suddenly and at a older age.     When it comes to interspecies/create triffverns, they don't exactly go through all of the forms, rather instead they initially go through the standard elkinet-to-human/vise versa first, and usually after that they then start changing into their other forms and eventually are able to size-shift.
1 note · View note
Text
STALEMATE SHIFTER: the argonian tronics and archangel tronics
(NOTE: description copy-pasted from DA where i normally post my works. any context that is missing here on tumblr can be found on my DA [linked here and on pinned post] )
[this image is best viewed when opened in another tab]
Tumblr media
tumblr intro: the kelxverns are not the only shifters created durring the stalmate wars; amoung the "big three", there are the kelxverns, argonian tronics, and triffinoids. today, we talk about the argonian tronics.
THE BACKSTORY
    Now, would you believe me if the kelxverns weren't the only shapeshifter or experimental beings during the time they were made? Well, During the “stalemate war” of the 2420’s (The war where the center kingdom had missiles in swuada), the kelxverns weren't the only ones being created. As a matter of fact, the kelxverns, tronics and triffinoids (all dubbed “the stalemates” [stalemate shifters, or in this specific case "the big three]) were all developed and made at the same time. All three were supposed to have some usage in warfare, and all three had their documentations burn away in a fire (some more than others), in a desperate attempt to try and hide everything from the public (and more importantly, the pukanis).
  Whilst they were being developed by three different groups, all three of them were working together to try and create the same thing: a super-“Human” being that's able to use their shifting capabilities' during combat.
    The Argonian Animatronic Elkinets, abbreviated to A.A.E’s, are also just called “tronics” by everyone else. Of all of the three stalemates created, they have the most information to them, having the arson only take away a fraction of the documents about them. As a matter of fact, the pukanis learned about how the stalemate trio’s creators were connected because even the exchanges between all three were safe from the fire.
  However, not all was safe from the destructive flames: several documents pertaining to “the archangels” were lost, more than likely on purpose due to why they were being created. However, everything else was safe, which not only help the pukanis learn about the tronics themselves, but also bits and pieces about the other stalemates created (because again, they’re all connected).
  Perhaps a very shocking thing to the pukanis was the fact that the people behind creating the tronics wanted to try and get as close to recreating the punaki’s and their powers. While seemingly impossible, the animatronics already had some pukani DNA inside them, and as they’ve learned from the mangleoids, it’s entirely possible to activate a good deal of those abilities.
So now that we got down the backstory, we can begin talking about the tronics themselves.
THE TRONICS BASICS
    The general basic tronics are derived from the nevardian animatronics (my take on the fnaf animatronics), and what are essentially animatronic versions of aircraft. They are predominantly biological, with the exception of their engines and a small microchip (More on that later). They have much of a mixture of the same biology as elkinets and other types of tronics (and to an extent even the pukanis). Some of these traits This would include the following:
-dead-ended digestive track consisting of only a mouth, throat and stomach (tronic/pukani) -black-colored blood (tronic) -functioning engine that help with oxygen intake (elkinet) -flexible, highly dexterous wingtips (elkinet) -bizzare reproduction (tronics) -segmented, robot-like body (tronics) -lays eggs (elkinets)
    There’s probably more that I can list, but these are just a few examples. However, there are alot of things that are more unique to the tronics:
1-mouths
The mouth shape can vary depending on the individuals. There are three mouth type: prong-toothed (prong-like outer layer much like that of the pukani’s), tronic-toothed (lips covering the teeth), and mouthless (no mouth, or even throat). The mouthless variety, for obvious reasons, are unable to consume food normally, so they rely on their tendrils/tentacles to eat, which conveniently leads to the next thing…
2-tenticals/tendrils:
All tronics have what are known as “digestive tentacles/tendrils” that are concealed on their back. A normal tronic has four of them, and with kelxverns they remain as part of the body even in their non-elkinet form. These tendrils are segmented (like most of the tronic), nearly the entire length of their body, and are tipped with four claws which are used to tear apart food. The very end segment where the claws are attached also has taste buds. They are directly connected to the stomach, and through the power of a mucus lining and muscle, help bring the food down.     However, only the mouthless variety or those heavily damaged are able to eat out of the tendrils. When it comes to the mouthed tronics, the tendrils' “throats” are closed off. However, the tendrils are not totally useless; the claws are extremely dexterous, and they are still used for things such as holding/grabbing, manipulation, and in general being another set of “Hands”. However, if a tronic where to get a severe mouth injury that prevents them from properly eating foods, then within a week the tendrils will open up and become those extra pair of mouths.
3-claws
   Whilst some tronics still have the fingerless paws (wingtips) of their elkinet brethren, some also have actual fingers or claws on their wingtip. These don't present themselves as an issue when it comes to flight. However, because they have dexterous digits, they lack the stenae that other elkinets have on their paws, thus they’re forced to actually use their fingers/claws to hold things.
4-the "brain chip"
    The brain chip is a small microchip that all tronics have. It is located at the base of the head where the head and neck meet. This chip contains all of the tronic behavior, memories, and basically acts as a backup save for the brain and whatever abilities they have. This can only be accessed via surgery, and it can be placed into any sort of tronic/robotic being that’s compatible with it.
[tumblr note: it's very, very rare to remove the chip and only done in emergency situations by tronic specialists with consent]
5-abilities
 Not all tronics have any of the “superpowers'' that the creators wanted to add in. However, their creators managed to not only get a decent amount of the powers from the pukani DNA, but also add some of their own. The powers would include the following:
    -super strength: while the tronics themselves are slightly stronger than a normal elkinet, a tronic with super strength is able to handle things that are 3-5 times their size. Even kelxverns are able to use these super-strength when not in their elkinet form.
    -morphic recognition: some tronics are able to recognize individuals in different forms. All they would need is to be able to see the individual in question once, and they’d be able to identify them regardless of what they turn into. It is, however, not without it’s drawbacks; kelvxerns who’s elkinet form has morphic recognition often have a harder time keeping in one form, since their brains struggle to recognize that they’re changing without some kind of outside indicator, such as a mirror, change in surrounding area’s size, or even a piece on non shifter-friendly clothing they wear. morphic recognisers, however, do feel "auras", bassically a form of "something feels off". it is their only way of recognizing anything is wrong with themselves or others.
    -telekinesis & levitation: with the tronics, their telekinesis and levitation is pretty limited. With telekinesis, they can only hold things that aren't over 10nth of their body weight, where any more and they begin to struggle (this is regardless of super strength or not). They also cannot hold themselves in levitation for long, so it’s only used to get to a higher vantage point before flying/gliding back to the ground.
    -selective Telepathy: the tronics in general are capable of a simple, short-ranged form of telepathy, which is most commonly among the mouthless for obvious reasons. However, some tronics do have a kind of “selective telepathy” where they’re able to telepathically communicate to only other tronics, and even specific individuals.
  -empathic abilities: on some occasions, a tronic can be an empath. This means they’re able to tell a being’s mental or emotional state, even when one tries to hide it. Tronics that are empaths are often able to tell one has some kind of intentions, though not know what said intentions are. Unfortunately, though, many empathic tronics find this a curse, as to them it makes it even harder to blend into normal elkinet society
    -Size-shifting: some tronics are capable of limited size changing. Technically, all matters of size-shifting has its limits (even for the pukanis), and it’s no exception to the tronics. A normal tronic capable of sizeshifting is able to change between 6xs their original size to 1/6th of that. For reference, that’s the equivalent of a 6ft human being able to change between 36ft to 1ft. Tronic Kelxverns also are able to size-shift, too, but only in their elkinet form. 
    Once again, not all tronics have these abilities. Only about 15% of all normal tronics have even one of these abilities, and they only have up to three of them.
    Now, notice how I've been saying “Normal tronics”. That’s because they’re not the only other tronic, as we’ll see next…
THE ARCHANGEL TRONICS
    The tronics weren't the final results of their creation. During the peak of the stalemate war, they completed the trial and test runs of the tronics, then moved onto what was known as “project: archangel novaltus”. Exactly what the intentions for creating the archangels is not 100% clear due to most of it getting destroyed, but based off of what was left of the documents and on the archangels themselves, it was perhaps a means of one last ditch effort to try and end the war once and for all, by having a much bigger and powerful being take over and divert the issue away from the missiles. It would seem that they had a more malicious intent based on how powerful the archangels are, though due to the project being cut short by the looming threat of the pukanis discovering their plan, it is also entirely possible that the archangels were only an unstable or unfinished prototype of their final product. 
   Whatever the case, the archangel tronics are a much powerful kind of tronic, capable of sizeshifitng and shapeshifting, among many other traits. The archangel tronic has two forms it can shift into:
    -“regular” form: their regular form is, for the most part, the same as a normal tronic, that is to say for the small, furry vestigial wing and only having two tendrils. All archangel tronics have thick claws on their wingtips, and a pronged mouth.
    -archangel form: no surprise, their archangel form is drastically different from their regular form. By default, their archangel form is bigger, at least twice the height of their original size. Their neck and tails become longer, their mouths sprouting large fangs that stick out from their facial prongs. Their claws become longer, and they sometimes grow horns and keratinous growths that are much like that of ceratopsians and members of bovidae (ram, bull, antelope, ect). But perhaps the biggest changes are to the wings, as they grow immensely in order for powered flight. The wings have two small claws, and have three to four primary “feathers” (technically a long, flexible, highly-derived scales), with a leathery membrane that fills in the rest of the wings.
  Because the creators couldn't 100% get a pukani out of the animatronic DNA, they had to settle with adding several different kinds of animal DNA into the tronic’s, which mostly includes several species of birds and non-avian dinosaurs. Archangels were clearly meant to get as close to replicating the shifting powers that the pukanis had as possible. That's not all, though. Most archangels, by default, have telekinesis, levitation, selective telepathy and super strength. However, they also have several unique powers to them, as well as modifications to the already existing powers:
    -sizeshifting: unlike a normal tronic, they have a much higher limit to their size which can vary between individuals. In this case, they can change at a maximum between 50xs or 1/50th their original height. Once again, that’s like a 6ft man changing between 300ft and 1inch. Unless trained not to, they always change into their archangel form when they change sizes.
-size transference: the archangels don't just change their own size. They’re also capable of size transference, aka size stealing/giving. So long as the receiver is a tronic (kelvern, archangel or otherwise), the archangel can “Give” or “take” one’s size, effectively shrinking/growing them towards the same limits as the archangels have. This power comes from their claws, and can only be done if said claws have physical contact with the receiver’s skin (it’s most effective when grabbing one’s wings or neck). There is a cooldown of about 30 minutes before they can do it again. 
    -transference healing: anytime an archangel does transfer their size towards another tronic, they also end up healing any physical injury or wound the receiving tronic may have. They can heal it to the point where what’s left is nothing but a scar or mild pain, almost as if it never happened. However, this has it’s limit: for one, this only works if the injury is fresh or isn't close to fully healed. They also cannot regrow severed or disconnected body parts, only re-attached them to their proper place. The injury is only (Mostly) healed when the archangel has changed into their archangel form, or at least reaches the sizes in which it normally does. The archangel also cannot heal itself, and needs another archangel to do the same.
    -Long-range selective telepathy: while a normal tronic can do a form of short-range telepathy, the archangel tronics in their archangel form can do this long-ranged form of selective telepathy. In their normal sizes, the range can go up to a couple hundred feet, and it gets farther the bigger an archangel is (Though it remains the same if an archangel were to become smaller than normal size).
    -Radioactive absorption: connected to the size transference is the radioactive absorption, where some archangels are able to absorb super high doses of radiation (the amount that can cause harm or straight up kill people), and by doing so eliminating it in its entirety. However, of course, it causes them to grow and change into their archangel form, sometimes to their max size.
    Archangel tronic can only have offspring with other archangels, and are incapable of reproducing naturally. Thus, artificial incubation is necessary if they want to have offspring. Another way for an archangel to come into existence is for a normal, non-shifting tronic to gain archangel powers. This is done through the very same process as the kexlverns do: the glass-like opaline “stone” premeerisite, though this time modified to specifically give archangel powers (which we get into next).
MISC INFORMATION
Now that we know what the tronics are all about, here are some other things about them
-tronics and society:
Tronics, sadly, tend to struggle to adjust and live in elkinet society. Despite being living creatures themselves, they’re often treated as if they’re machines, and many are scared of them because of their powers. Many tronics tend to stick to higher populations, and especially coexister civilizations with a decent shifter population since they find the diversity comforting and more accepting.
Archangel tronics especially find society difficult to live in. Often, if people aren't downright terrified of their existence,then they frequently take advantage of their abilities (This technically applies to any tronic with special abilities, but it’s at its worst with the archangels). Archangels find their abilities to be either a curse or mostly useless. Archangels only live in places known for high shifter populations, if not in the much more remote areas of argonus.
-Tronic kelxverns & “created archangels”:
A kelxvern can have their elkinet form be a tronic. The kelxverns, known as “tronic kelxverns” are’nt too different from that of a regular kelxvern, which includes transformation and all that. And yet, tronic kelxverns have a significantly higher chance of having the special abilities, which is especially apparent with created kelxvern (the ones create via the premeerisite). Tronic kelxverns also still have that dead-ended digestive track and lack any kind of genitalia, even in their non-elkinet form.
“Created archangels” are created the same way as the kelxverns, via a specially made premeerisite. The created archangels go through some of the same things as what a kelxvern would go through (as well as a born archangel) through their first transformation, including things like pain/discomfort levels and flu-like symptoms. However, they go through three phases of transformation: 
-the first phase where they turn into their new normal form (with the claws and small wings)
-the second phase where they become their archangel form and grow up to 6xs their size
-the third phase where they shrink down to 1/6th their size
After the third phase, they change back into their new regular form and are unable to change for the next three days. Each phase can last upwards of an hour, and depending on the individuals the changes between each phase could be slow and barely noticeable, or fast and sudden. It all depends on the individual in question.
Archangels and kelxverns, despite their shapeshifting technologies being similar, are not compatible with eachother and thus no “archangel kelxverns” have been recorded. As for reproduction, once again tronics can only reproduce with tronics, and tronic kelxverns cannot have offspring unless said other partner is a tronic themselves. And, like all other kelxverns, the offspring has to be artificially incubated since all kelxverns are incapable of having children naturally.
-strange physiology and traits:
The tronics tend to have a higher chance of getting all the weird traits that elkinets have. A well-known example is the fact that there are more pygmies within the tronic population than the elkinets (at least 30% more than the elkinets), though this only seems to affect aircraft that have a much smaller amount of pygmies within their populations.
Another weird quirk are two pairs of eyes. Usually, for the elkinets, this is a very rare trait only found in trainer aircraft. However, it’s pretty common in tronics, regardless of aircraft type. Nobody knows if this was intentional, as none of the documents mentioned anything about this.
While tronics can take the shape of any aircraft, they are most commonly military aircraft, alongside military variants of civilian aircraft. born archangels go through the same things as a created archangel when it comes to their first transformation. most of the time, just like kelxverns, their first transformation happens at around the same age range. however, some archangels are unable to naturally go through their first transformation, and thus need assisted activation. one final thing about archangels is that they have a tendency to be "animalistic". some archangels walk on all fours either because it's part of their archangel form or because the extra weight of the wings force them to. they also make alot of those growls, screeches and howls that elkinets sometimes do, however they do it more frequently (sometimes exclusively if they're mute). this, ontop of their already overpowered abilities, makes them often feared and outcast from society.
Ok, i hope i got everything down. Also, fun fact: i screwed up the lc-130’s engines and didn't realise it until after i used my pen. So, now it’s a hybrid...
1 note · View note
Text
STALEMATE SHIFTER: the kelxvern
(NOTE: description copy-pasted from DA where i normally post my works. any context that is missing here on tumblr can be found on my DA [linked here and on pinned post] )
Tumblr media
since i'm posting all the most important lore bits of argonus, i guess i should talk about the "stalemate shifters". no better place to start than to begin with perhaps the most prolific of them, the kelxverns.
the kelxverns (pronounced kelks-vern) are, at their bare basics, beings that can shapeshift between an elkinet and non-elkinet specie (typically a human). they were very loosely inspired by Turbo Teen, and that's only because during argonus's infancy, i was listening to a reveiw of that show (its a...very weird show.)
anyways, here's my in-depth piece about them:
BACKSTORY
    between the year 2410 to 2421, a very "cold war"-like situation is brewing between amerigia and center kingdom. both those two countries have been at arms with eachother for at least 10 years now, however now it's revealed that center kingdom has been storing their missiles in western swauda, a neighboring country. swauda and amerigia have been on rather ok terms, but ever since the new knowlage of undergound missiles have been put out, amerigia wanted said missiles out of swauda since it didnt belong to that counrty to begin with. amerigia even said they'll use their own missiles if they have to.     so, it a tense stalemate [hence forth, being called "the stalemate war"]. on one hand, center kingdom can shoot those missiles at any time. on the otherhand, amerigan can do the same thing, and shoot their own missles as well. so, most of the warfare resorts to small battles or, more commonly in this time, spying on the enemy, which is where the kelxverns come in.
     you see, shapeshifters are highly desired for warfare ever since, well, anytime a world discovers their existence, and even better when said country want to create their own. they wanted a being that could blend into elkinet society, but also could easily change into a much smaller lifeform and hide out in human society as well. this was because, ever since humans and other sophonts came in, the entirety of argonus has made it so that non-elkinets are to not be forcefully involved in any war of any sort.     however, there is an issue: under codagian laws, no transformation technology should be invented for war, regardless of how bad they want it. not only that, but any non-shifters developing any kind of transformation technology requires one to go through several round of paperwork, tests and background checks before given a permit to do so. and yet, some have exploited certain exceptions and loophole: perhaps the main example for the kelxverns was that technology wasn't directly from by the pukanis, but by other shapeshifter sophonts who weren't entirely aware of the laws and regulation regarding transformation and shapeshifting. not only that, but since pukanis dont like to get involved with any sort of warfare other than their own (not unless absolutely, positively nessisarly), they could go forth with their experimentations under their radar, so long as it's kept a secret. thus, the scientist (more specifically the amerigian scientist) went to work.     it took them many, many tries to perfect it. they've combined the DNA of both the shapeshifter and various elkinets, as well as put a bit of rat & mice DNA since it seemed to help in the process. finally, after nearly ten years, they got what they were looking for: an opaline, stone-like object filled with transformation liquid that give the user the ability to shapeshift into an airplane at will. it was just on time, too...just on time to see the end of the war.   
    of all countries to finally bring an end to the looming threat of nuclear war, it was center kingdom's northern neighbor, L'russ. l'russese royals had had enough and decided that they'll cut trade with both amerigia and center kingdom if this conflict continues. and since l'russ is a major body of import and export (primarily with livestock, food and metals), both countries had no choice but to make peace.     however, the scientist weren't deterred. they continued with their new shapeshifting technology, now under the reason for super-soldiers.
then the pukanis began to become suspicious.
however, around the time the pukanis were catching wind of this, some of the documents "mysteriously" got destroyed in a lab fire (later suspected to be arson in an attempt to cover their tracks). still, now that they were aware of the kelxvern's existences, they and more qualified shifters started to quickly take over the entire project. once the shifters took over the operation, they were finally revealed to the public.     it had been over a century since then, and the kelxverns have been among the planets most common shapeshifter. they're given all the normal rights both shifters and non-shifter have. however, many do find it a struggle to fit in, especially those where are new to being a kelxvern.
HOW THEY'RE CREATED
    now that we got down the history, we can now get down to the shapeshifters themselves. first things first: how are kelxverns put into this new world?
well, there are two kinds of kelxverns: created and born.
   "create kelxverns" are where the kelxverns that were create the original way, which was was through the opaline-colored liquid-filled "stone" known as premeerisite. it's actually more akin to a glass-like capsule pill, which the outside layer dissolves and releases the transformation liquid into the body. it was originally given to humans due to the original premeerisite only and inch long in diameter, however if an elkinet wishes to be a kelxvern they'd would require a premeerisite that's of size for them for it to be effective.     now, when it comes to their "Human" forms, it's not strictly humans that can be kelxverns. it is instead strictly sapient, predominantly earth-like beings that are used since they're the most capable of handling the changes. this would include beings like anthros, uplifted animals, and even sentient beings from other copy-planets of earth. the nevardian tronics like the animatronics and vulpanexes are also able to be kelxverns themselves, since they're the only non-earth-like sophont that can handle the transformations. regardless, there are two major way the premeerisite is put inside you: surgically or orally.     surgery is where they cut a hole into the abdomen, place the stone in the hole, and then sew it back up. this is the most effective way, but requires the person in question to be knock out with shifter anesthetic (an anesthetic for shifters that keeps them from shifting while under the knife). orally is where it's swallowed by said person. while this is also effective, it also has the risks of the stomach rejecting the stone and having the user throw it back up.      either way, the premeerisite will begin to dissolve within the first hour, and it could take up to 12-17 hours for it to completely dissolves. by that time, if the person got the stone surgically, the incision site would've completely healed up, leaving nothing but a scar on the skin.      once completely dissolves, they begin to transform into their new form. every created kelxvern's first transformation and what they experience can vary by individual. for some, they develop flu-like symptoms before, during and/or after the transformation. others feel varying degrees of abdominal pain, as well as the transformation itself being painful as well. there are also others that don't really feel much beyond the mild discomfort of the transformation itself, if anything at all. it can take seconds for them to change, or couple hours. sometimes it's goes strait from on form to the other, and other time it takes it's time in short "spurts". regardless, most are knocked out and place in an appropriately-size room for them to change in.      once in there new form, they'll stay like that for 24-36 hours before they're able to turn back. depending on the individual, they'll eventually have full control over it within a 1-3 week period.
    the other ones are known as "born kelxverns". they are "naturally" born, or as naturally as one can get. because funnily enough, even if both parents are kelxverns themselves, the fertilized egg wont develop inside the mother's womb and will just get reabsorbed/rejected like it would when not fertilized. so, it has to be artificially done by having the egg develop in an artificial womb. whether their child's an elkinet or the other species depends on the form the mother was in when it was done, and it usually required that both parents must be in the same form to do so. a kelxvern is also capable of having children with a non-kelxvern, so long as the other is either an elkinet or the same species as their non-elkinet form (whether that be human, anthro, etc.)     like many other shifter species, the child is incapable of shifting for the first few years of it's life, but eventually gains the ability to do so. for the one's who's parents are both kelxverns (pure kelxverns), it begins at young age and starts rather gradual, usual a bit at a time but eventually after a couple years they become fully capable of going between elkinet and human. however, when it comes to the children who only has one of their parents as a kelxvern (interspecies kelxverns), it more sudden and happens when they reach there older teen/ younger adult years (roughly 15 to 35). the sudden transformation has all the same variations as what a created kelxverns would go through, whether it be the time length, symptoms pre/post-transformation, the levels of pain/discomfort, etc..
THE PHYSIOLOGY AND SHAPESHIFTING ABILITIES
alright, now we get into the fun stuff...
    while the non-elkinet form can be any compatible sophont, humans are the more common ones, only second to anthros and uplifted animals. throughout this part i will mostly talk about humans.
    anyways, by default the kelxverns have a total of five forms between human and elkinet, called "Phases", which from human to airplane start at the feet and tail. nobody knows exactly why they go through these, since some of the reasonings behind the phases (as well as some other stuff) was destroyed in the fire. however, one of the theories is that it's meant to provide balance.     the elkinets themselves are rather top-heavy with their large wings, and they'd constantly be tripping and falling over if it wasn't for their lower bodies. their center of gravity is at the pelvic region, often aided by a tail to keep balanced. not only that, but elkinets with longer wings require longer legs to keep said wings from dragging on the ground. it'd seems that starting from the bottom and working it's way up would make sense, as it give the individual the balance (and leg length) they'd need before going through the rest of the body (Or at least when it comes to the default transformation).      for the sake of simplicity, i drew a generic naked person turning into a generic airliner-like jet. the five default forms goes as follows:
-human     while relatively self-explanatory, there are some things that need pointing out. one of the most glaring differences between a normal human and a kelxvern in their humans form is the hairless, rodent-like tail. their human form always has a tail, even if the aircraft their elkinet form doesnt have a standard tail (flying wings like b-2 spirits, for example, don't have much apart from a thin and tiny tail). the tail can vary between 7in to 3ft long, however it's more common for a kelxvern's tail to be between 8in-1ft.     another thing that kelxverns have, physically speaking, are large and often rodent-like ears. not all kelxverns have big ears, but the ones that do are often the ones with longer tails. these larger ears are able to be moves much like that of a rat's, and just like the tail they're completely hairless. although it's clear the large ears are a callback to the present rodent/mice dna, it's not sure whether the tail is also related to the lab rodents as well or also part of the elkinet DNA. however, there is the theory that this tail lends a starting point for the elkinet tail to come in.     while we're at it, let's talk about clothing. of course, in their human form they'd wear clothing. however, in all circumstances these are not ordinary clothing, but rather shifter-friendly clothing that either changes alongside them or disappears (most commonly the latter since it's cheaper).
-theropodal     the first phase of the transformation and already alot of things have happened. beyond growing a little bigger (which is expected for most kelxverns), their legs have already starting taking shape into that of an elkinet's. while not completely like that of an elkinet's, the core aspects (ie digitigrade/avian legs and gray skin) are definitely there. alongside the legs is the tail. the tail is also taking shape, changing into the length and thickness of their aircraft form. however, it had yet to gain color, stabilizers, ect., so for now it's more theropod-like (hence the name "theropodal").     a really bizarre change that also happens is when the two holes(or three if a girl) end up becoming one cloaca. thankfully, this part of the transformation is covered up by the shifter clothing, the disappearing kind still staying on.
-satyr aka midpoint     the satyr phase is the middle part between human and aircraft, and they're (quite literally) half human, half elkinet. their lower bodies now greatly resemble that of an elkinet, and their size is directly in the middle between their human form and aircraft form. at this point with the disappearing clothing, the lower half of the outfit (pants, socks, etc) may or may not be gone. though, of course, at this point bottom wear isn't nessisarly to cover up anything since now there's not much there anyways.
-half-plane     it is often said that between the satyr form and half-plane for is where the most changes happen. externally-wise, they now look almost identical to that of an elkinet. their fingers are absent as their arms become wings, their heads not only taken shape but also having the cockpit/canopy (which, like i say every time, is nothing more than skin integument), and basically everything else.     internally, on the otherhand, still has alot going on beside the changes to the organs and such. while the finger bones shrink and disappear as the arms turn into wings, the entire arm shortens and the the metacarpal that once held the finger bones is now small and instead holds all the muscles that would control the front half of the forearm. inside the mouth, they keep most of their teeth (which turn into the near-identical psuedoteeth) with the exception of the incisors. since the elkinet's remaining beak acts as the incisors, the human incisors retreat into the gums and disappear, while at the same time the beak breaks out of the jaw to come in and replace them.     however, some key difference often set them different from their final form. for one, while they're now able to glide, they're incapable of actual flight because they don't have functioning engines. typically, engines that are placed on the body are present but not functioning, while the engines that are placed on the wings have yet to come out at all. kelxverns at this phase will also retain a tuft of hair on their heads, as any and all hair/fur will simply get absorbed back into the body. sometime, if their non-elkinet form wasn't humans but, say, a kemonomimi, anthro or uplifted animal, then certain features like ears, horns and wings may still be present in this form. in addition, if the disappearing clothing wasn't gone before, it would certainly be gone now.
-airplane / elkinet     the rather self-explanatory one here. there elkinet form can be, really, any kind of elkinet aircraft. initially, though, during the development they were all stealth or reconnaissance aircraft (since center kingdom was one of the places they've came from), but when it switched from spies to super soldiers, bombers and cargo aircraft where then used. nowadays, when a person wants to be a kelxverns, they're able to choose the aircraft they want. some elkinets also have their elkinet form be that of a argonian tronic or triffinoid [don't worry, both of those are next]
   now, all kelxverns go through these default phases in the beginning, whether they were created kelxverns, pure kelxvern or interspecies kelxvern. typically, with created and interspecies kelxverns, they have a cooldown period of 15 minutes when going straight from human to elkinet in the beginnings of their powers. if they were to change into one phase, they'd then need to go all the way to the other form and wait until they're able to change back.     this is, however, only for the first few transformations. eventualy, this cooldown time becomes shorter and shorter until it's not there anymore. still, many kelverns will at least wait a few seconds before changing back.
 however, they can go a few steps further.
    kelxverns, once able to gain complete control over their default transformation, are then able to start messing around with their bodies. at the beginning, they're able to change and/or keep major body parts (head, body, limbs and tail), and so long as one of those major parts is left untouched they'll experience little to no size change like they would when transforming normally.     but, it gets more crazy. some kelxverns will start to change/keep more and more minor details like hair and ears, having more and more control over their size, and eventually they'll be able to size shift between their human/elkinet sizes. getting to this point obviously takes times, as they need their body to be able to take on more and more advanced forms before they can learn how to turn into said forms.     also, it's worth noting that the changes are proportional to their bodies, which means thing can look weird as well as posing some difficulty as well. for example, the U-2's long wings means they'd need equally long legs to keep them from dragging on the ground. not only would you look weird, you'd also would be constantly dragging the arms as well.
OTHER MISC INFORMATION
so, i got down some of the more important parts of it, but now it's time to get into some of the smaller (But just as important) information/trivia about these shapeshifters.
-there are ways to pre-activate the transformation with the interspecies kelxverns.     this is the route most parents go for when it comes to their child's wellness. one of the common ways of doing this is via an antishift collar. antishift collars, as their name implies, collars that keep one from shifting (commonly size shifting but also shapeshifting as well) when worn.  it use a kind of anti-shift compound inside of the collar itself, and a very weak electromagnetic impulse to keep the compound activated. it doesnt just keep one from shifting, though; it can also be set to allow one to change into certain forms/sizes, and some antishift collars also activate previously dormant shifting abilities when worn. thus, antishift collar are not only used to activate the individual's ability's, but also have them gradually change bit by bit until they're fully able to change between human and aircraft.     alternatively, there exists "activator shots" that also activates the shifting abilities, however not before the individual in question is often sent to a special facility meant to help new shifters gain control of their ability. while just as viable of an option as the collar, many people (particularly parents) often dislike the idea of being sent to another place to get a shot and learning how to shapeshift.
-sometimes kelxverns tend to get along better in elkinet society than non-elkinet ones, and even prefer to be elkinets most of the time.     this can be due to a wide variety of reasoning, often having to do with their mental health and argonus's societies' as a whole. for example, while elkinets are generally at peace with the other races, there is still alot of racisms and discrimination between the two groups. kelxverns, particularly ones that were humans, often tend to gravitate towards the elkinets, as they view them as more accepting and progressive. plus, the aircraft's larger sizes also may give a sense of security or protection (whether it be false or not).     another major reasoning is their newfound capability of flight. much like many outdoor exercise (jogging, walks, ect), flight is seen as beneficial to both physical and mental health, even more so since elkinet are practically geared to fly in the first place. it not only exercises their engines and help burn off some energy, but also provides some mental stimulation and can act as a form of meditation. combine this for man's desire for individual flight like that of a bird's, and you can see why some prefer to be an elkinet most of the time.     of course, there are some other things that play into the fact, such as most kelxvern homes being not too unlike an elkinet's home (say for some addition to make it human-friendly as well), some pre-existing mental/neurodivergent conditions, etc. however, there are plenty of mental health resources on argonus specific to shifters, and many new kelxverns (create/interspecies) are often appointed to some form of therapy/counceling as well since mental health is very detrimental to controlling one's shifting abilities.
-they can shapeshift into their elkinet forms under certain life-or-death situations.     this is known as "shifter instinct", and it's not even unique to the kelxverns. shifter instinct is many things, but in this case it is when the body forces one to shapeshift into a form that takes them out of danger, often sudden near-death situations. for example, referencing one of my stories, if a kelxvern was trapped in shallow waters and were beginning to drown, shifter instincts would kick in and they'll quickly turn into their bigger elkinet form to escape death. the weird thing? shifter instinct seemingly knows exactly if, where and when it's needed, and will immediately kick in just mere seconds.     despite the seemingly straightforward concept of shifter instinct, it's often a mystery as to it's function due to the specifics of it varying between shifter species. however, with the kelxverns it's pretty easy; most of the time it's brought by adrenalin and our flight-or-fight responses. sometime new kelxverns in their human form will suddenly shift into their aircraft form due to a sudden influx of adrenalin, often brought on by panic, stress or simply getting startled. it's also one of the reasons therapy and counseling is important for new kelxverns.
now, of course with all these longer posts, more information can and will come in other posts
0 notes
Text
THE ARGONIAN MYTHOS: a basic overview pt 3-end of the world and bonus holidays
(NOTE: description copy-pasted from DA where i normally post my works. any context that is missing here on tumblr can be found on my DA [linked here and on pinned post] )
Tumblr media
Now, here’s the final myth, not just for this post, but for argonus itself…(in terms of, ya know, THE END)
REPENEARA: THE GREAT DEATH AND REBIRTH
A Lot of mythologies seem to have an end-of-the-world scenario, where some kind of cataclysmic event leads to the death and destruction of life on the planet, only sparring a few to repopulate the planet. The argonian mythos is not different: it is called the repeneara, where the planet’s lifeforms die off to make way for new life. There is very little that differs between tellings when it comes to the story.
It technically starts when the elkinets gains tools and fire. Both duzliv and magmor told the three gods that, at some point, their creations are going to reach a point where they’ll end up destroying their own homelands, and that they will need to take action and purge the planet of most life before the elkinets do. It was also around that time that their parents realized that all those feathers that flew into the void still had mites on them, and they’ve made a promise that they’ll take the mites and fleas and put them on argonus to continue the planet’s legacy and a life-filled planet.
We skip forward, in the many, many, many eras into the future, where the elkinets have reached that point where they’re close to destroying themselves. This is where the beginning of the end begins…
Its starts when magmor leaves during her new moon stage to search for the mites, fleas and plants to repopulate argonus. While magmor is gone, the three gods pick out the plants and animals that they’ll keep. Ogrin takes all domesticated animals to give to the new beings, dhetos takes all cultivated plants for the same reasons as ogrin, and xortan takes a handful of only the most widespread, resistant and powerful animals of each landmass (which varied depending on the culture). The two giant birds allowed them to keep the other aeronoids they made, in the hopes of teaching the newcomers what the previous inhabitants were.
The three gods, their animals and plants they took, as well as their immediate children they’ve had over the eras, all hide down in a specific spot in the underabyss where they’ll be safe from the burning heat of duzliv’s body. Meanwhile, up above land, duzliv is burning everything with his wings, by bringing a burst of fire that instantaneously turns everything into ash and dust (including the elkinets). While it’s a violent way to go out, it is quick, simple and there’s little suffering on the elkinet’s end.
In about a week’s time, magmor comes back with all of the mites from the neighboring feathers of the night sky, and drops both her feathers and the mites onto the now cold and empty lands. Like in the beginning, the feathers turn into plant life and the mites become the new fauna of the land.
Once all is said and done, the gods, their children and the animals come out to greet their newcomers. The gods now look different; instead of having the bodies of an elkinet, they now instead have the bodies of other surviving aeronoids (And the children change into the other aeronoids as well).
All of the elkinets that died get reborn as the next generations of the new fauna. What new animals become the next dominant species varies depending on the culture; in nylus, for example, it’s tese “gem-colored” hyenas and nylunian wild dogs (african wild dogs to us) become the next race to take over. Others up more north in sonias say it’s a hybrid between a wolf and a lion/tiger that will continue on the planet’s legacy, while in northest amerigia the new rulers are part stunnit, part crow, part rat. Either way, they all call argonus home now, and began to continue life on the planet.
Magmor and duzliv, satisfied with what they’ve done, went back to their game of chase, and the planet goes back into the new normal.
The repeneara has been the point of many different extremist beliefs and cults. As technology advances and more, said beliefs have become greater and greater. This argonian version of ragnarok has also been used in many works of fiction, ranging from apocalyptic/post-apocalyptic settings, to fantasy works and even a couple speculative pieces of media as well.
THE ARGONIAN HOLIDAYS
While this final one might not seem to fit here, I think it is important to mention the major holidays of argonus throughout the planet while we’re at it.
Like on earth, there are LOTS of holidays, spanning between region, culture, religion, and historical events. Perhaps one of the more major ones are the seasonals, which basically consists of the planet’s equinoxes. The planet’s rotation around the sun is practically identical, with the only difference being that there’s no real leap year and it’s a constant 366 days in a year. Most of the major seasonal holidays also seem to have some kind of creature tied to it, whether just a normal animal or some kind of folkloric beast. There are five major holidays:
-turning year’s days:
Essentially the planet’s new years holiday, where in between december and january, they celebrate the new year through a three-day period: the day before, the day of the new year, and the day after. The celebration is not unlike our new years; lots of fireworks, countdown to the new year, lots of food, ect. Though, there are some specifics to it.
For example, it is a household tradition to cook food over an outdoor fire, whether that be the patio fire pit or a bonfire in the backyard. This is primarily done in the middle of the day, during the three-day period of the turning year. Anything can be cooked over the fire, such as meats, plants, and even desserts. However, with fire comes the risk of an unnecessary house fire, so it’s not uncommon for one to see a plethora of PSAs on television, talking about fire safety and how to safely practice fire-cooking.
Another tradition more specific to western eroon is very similar to that of earth’s Mari Lwyd, known as “beasty head”, which occurs the day before the new year. The story here is that beasty head is a bit of a boogeyman, a demonic creature who has the body reminiscent of either a horse or bull, except it has the legs of an elkinet or stunnit. Beasty head comes out during winter nights and looks for any misbehaving aerolings caught alone. If he finds them, he’d either eat them right then and there, or more commonly steal things of high value to the child/family to eat instead. The reason why the elkinets do this tradition is primarily to keep beasty head at bay, as well as scare some aerolings into behaving. It’s also a way to kick start a new year for the people.
At the break of dawn, a bunch of elkinets will gather up in groups. Each group has two elkinets dressed up as beasty head, with one in the front controlling the head and forelimbs and one in the back being the hind limbs. The costume consisted of a horse/cattle head with a moving jaw, a pole to hold the head as well as move the jaw, and a large cloth that covered the two elkinets. This costume is absolutely adorned with many decorations, like tassels, bells, spikes, paint, ect. The head of the costume is often made of clay or wood, or even the actual skull of a horse or cattle if you really wanted it to be scary. The group will also carry a bag of sweets and goodies. What kind of sweets and goodies you may ask? Well, traditionally the sweets were candied foods like fruits, ginger and carrots, while the goodies were often tiny, hand-carved toys. In modern day the traditional goodies are still used, but many also use fun-sized candies or cheap, plastic toys.
The group roams the neighborhood, going door to door with bags of sweets (candy, cookies, brownies, etc), where participating families await. The group starts by having beasty head as “oh one oh thing, how are thy aerolings?”. The family would respond “oh hello oh bread, they’re not here beasty head!”. From there on, the two would go back and forth in rhymes, beasty head asking where’s their children, and the family giving an excuse as to why they’re not there. Eventually, one of two things happens: either the beast head gives up and the group gives some sweets for the children, or the families give up and the children give the group their sweets. Sometimes beasty heads will also try to scare the aerolings after they hand out their goods.
It’s always a game between families and beasty heads to see who could get more sweets and toys. Usually, if you gained more stuff than you lost, it’s then considered good luck. And, of course, the opposite happens and it’s bad luck if you lost more sweets than you gained.
-Newleaf day’s
It is the easter of argonus, where they celebrate the spring equinox. Typically, a lot of the springtime tradition involves growing new crops, though exactly what goes on depends on how the weather is during this time.
For example, in l’russ where it’s more than likely still snowing during this time, it was tradition for farmers to trade surplus seeds they had with each other. This, traditionally speaking, was to help eachother out by giving away the extra seed while getting some seeds for crops they either had little of or didnt have. However, this tradition has become a nearly worldwide thing, where during parties elkinets would get little seeds packet to plant their own veggies, fruits and herbs.
Another, more common type of tradition revolved around the newleaf horse. Yes, like our easter, they had rabbit/hares, lambs and chicks that represented the beginning of spring. However, while we have the easter bunny that lays eggs and hides candy, the elkinets have the newleaf horse that can grow chocolate tulips with its hooves and eats unsupervised deviled eggs. Plenty of newleaf horse candy, toys, decorations, ect. Are made during this time. Elkinets dress up in horse costumes to act as the newleaf horse during parties. Sometimes parties will even use a real horse, though this has been on the decline due to people buying horses and abandoning them once the novelty had worn off (Much like us with bunnies during Easter).
However, not everybody uses a horse as the main focus mascot of spring. In astra, for example, there’s the newleaf wallaby, while in southest amerigia it’s instead a bearmule.
-summer’s turning
Summer’s turning celebrates the summer solstice, and with the newer, warmer weather you’d find plenty of the same summer activities as we have; swimming, bbq, concerts, ect. However, like all other things on argonus, there are plenty of more elkinet-specific things that mark the first day of summer.
For example, in many parts of argonus elkinets will shoot fireworks into the night sky, release floating lanterns, or even in modern times have lazer shows. The reason why can vary depending on the religion, but it always seems to be about giving the gods they worship a good show. It is also during this time that the elkinets will often have music performances, whether that be massive concerts or small local bands. Regardless of who’s singing, they will always have a song all about the first day of summer, whether that’d be about personal affairs, historical events or about the gods and mythos itself.
In another common and widespread western tradition, there’s often a festival or fair that spans the first week of summer. These festivals coincide with the previously mentioned light shows and music performances, but they’re not always connected. In any case, these festivals will often consist of many rides, food, games, shows, crafts, and anything you’d get out of fairs and carnivals. People selling their crafts and items in tents, cooks making deep-fried foods of any kind (most popularly deep-fried cookies, dandelions and bananas), younger elkinet playing games to win prizes, ect.
A rather popular figure of summer, particularly in amerigia, are the vultures. Nobody knows why, but new world vultures (and sometimes classic old world vultures as well) are often representative of summertime. It may be due to them being at their most widespread in summer, or the fact they use heat thermals to glide on, but in any case these scavengers are often seen on celebratory decorations alongside other summer-loving animals like flamingos, turtles, dolphins, seagulls, ect.
-Autumn's falling
Autumn's falling is considered the argonian equivalent of halloween, and looking at it it’s no shock as to why. Candy, treats, and a bunch of elkinets dressed up in costume. However, of course there are some things that set it apart from our halloween.
While we dress up on Halloween to ward off bad ghosts and spirits, the elkinets dress up on autumn's fall to attract the good ghosts and spirits. Apparently, according to some myths autumn is the time when all the good spirits are at their most active, and these entities love nothing more than to see the living start the fall on the right foot. Perhaps the most interesting thing is that there’s even a bit of a story about it: Basically, these spirits were the souls of loved ones who were able to send themselves to aethorna, but still dearly missed their family and friends. So, the three gods allowed them to have an entire season where they can visit the overworld if they wish. However, of course they must come back to Aethorna on the final day of fall.
Now, in addition to costumes, they also do a reverse trick-or-treat, where instead of groups going door to door getting treats, it’s the opposite and it’s groups that go door to door GIVING treats. Much like turning year’s beasty head, they traditionally gave out candied food and hand-carved toys, but they also gave out the usual candy, toys and foods one would give out in our halloween.
Unlike most other holidays listed here, there is no holiday-specific animal or beast that’s used to represent autumn’s turning besides the usual animals we’d associate with halloween (wolves, black cats, bats, ect).
Winter’s day
Winter’s day is the final major holiday, and seeing the trend with all these seasonal holidays, you can easily guess this is celebrating the first day of winter. This, like with some of the other listed ones, is a sort of analog for our winter holidays, more specifically christmas.
This holiday specifically is about the creation of the seasons, since it was believed this was the day seasons were accidentally created by the sun and moon. Like with our Christmas, the holiday’s split into two parts: winter’s eve (the day before) and winter’s day. Winter’s eve is celebrated with parties, foods and drinks, whereas the next day is celebrated with gifts and crafts. However, there are some differences between winter’s day and christmas.
For example, in place of our santa is “pony-head”, said to be the wife of a beasty head. She’s more commonly part of western culture, and looks very similar to him; an equine-like creature with the limbs of an elkinet. However, unlike her child-eating jump-scaring husband, she's actually a really friendly being who loves kids. A common misconception is that she's the one who delivers presents since she’s the Santa analog, but that can't be further from the truth. Pony-head, while representing generosity, also loves to make sure that aerolings are behaving much like her husband. However, instead of outright scaring/killing/eating the elkinets, she instead just mildly inconveniences them (taking away toys, hiding stuff,etc). She’ll even steal presents from previous years and won't give them back until they apologize, to which she’ll gladly bring them back on winter’s day morning. Because of this, the elkinets will often place pony-head dolls/figurines around the house, and if the child ever complains about missing toys, the parents will point to the figurine and say it was the pony-head who did it.
Another thing that’s interestingly similar yet different is that, instead of presents around a pine tree, presents are placed under the home’s table or furniture. Originating in sonias and eroon, it has become widespread across the planet, and it’s believed that placing gifts under the furniture will deter evil spirits from taking it away.
Aaand that’s the very long basics of the mythos, religion and a few holidays. of course, this is more of just the basics. and, like any of my long-winded posts on lore, things that i haven't mentioned or will add will be in other future posts as well.
1 note · View note
Text
THE ARGONIAN MYTHOS: a basic overview pt 2- seasons, aeronoid creation, and other bits of mythos
(NOTE: description copy-pasted from DA where i normally post my works. any context that is missing here on tumblr can be found on my DA [linked here and on pinned post] )
Tumblr media
Alright, now that we got the religion out of the way, we can now continue on to the other major mythos….
THE TALE OF SEASONS AND THE MOVEMENT OF THE SUN AND MOON
Now, a good deal of mythologies seem to have a reason as to how and why the sun, moon and stars work the way they do. Back then, the elkinets did know that the planet was round, but they wouldn't be able to go any farther until the advent of space travel. So, they came up with their own reason on why the sun and moon move, where stars came from, and in the process also gave reason to why there were seasons as well.
Before there were stars, seasons and the consistent cycle of the sun and moon, the only real indicator of day and night was whether it was light or dark out. However, the plants and animals still needed duzliv and magmor to do their job. Duzliv was needed to give plants the sunlight they need, while magmor was vital to the animal for giving them a rhythm to follow. Thus, the two gigantic birds had specific spots they’d stay, and every week they’d switch to a different spot to keep the planet in shape.
The spots that duzliv stood on became parched and dry due to the heat of his body. Because of the heat and the lack of any water, those areas have become the hot, arid lands of the deserts, savannas and chaparrals. While many animals avoided where he stood, a good deal of them were able to not only survive, but actually thrive off of the dry and hot lands. Conversely, the places magmor stood were cold and barren, and almost always snowed. These places were close to the poles, though the highest of mountain tops were also a favorite of hers. Like with duzliv, there were some animals that were able to thrive in her conditions, while most other avoided these places.
But overtime, things were starting to brew between the sun crow and the moon owl. There was a disagreement going on between the birds. Magmor was getting upset at the fact that most of the animals under her wings always slept when the snow came. On the contrary, Duzliv couldn't understand why all of his animals were hiding under the ground during the day. Either way, none of them realized the other had similar issues with their animals hiding from them.
Now, which bird started the fight depends on the religion. In most versions, magmor was the one to start the argument first, telling him how much she hated him for always having the win over all of the animals. Before long, she threw the first scratch, and then began to fight. However, in the dhetotistic and omyistic version, it was duzliv that started the argument and subsequent fight.
Either way, the fight was brutal. Feathers flew all over the place, mites and fleas clinging onto dear life on top of those feathers. Ogrin, Dhetos and Xortan had to step in to desperately stop the battle before they destroyed the planet. Eventually, they got them to stop just long enough for magmor to run off, duzliv breaking free and following suit. For the next 190 years, the chase around the planet was out of pure hatred of each other, duzliv wanting to kill magmor, and magmor wanting to kill duzliv.
However, as time went on it became less of an angry chase and more of a playful game. They actually loved the chasing of each other, and it reformed the bond between them. It wasn't until one of them (the one that hit first) caught up to the other to apologize for the fight, and that from now on this game of chase will be the way they keep the planet in shape. It was here, at this moment, that the first eclipse happened.
From then on, they playfully chased each other around the planet, taking turns between who’s chasing who. In the summer, duzliv was the one chasing magmor, while the winters was when went magmor was in the lead. The moon’s phases where magmor slowly cloaking herself in darkness to make it harder for duzliv to see where she was. Every so often, one of them will catch up to the other so they can renew their love. When magmor catches up to duzliv, they create a solar eclipse, while the vise-versa creates the lunar eclipse.
And all those feathers and mites? Well, the ones that landed on earth became the animals of dawn and dusk, while the feathers that flew off from the planet became the stars in the night sky. Some of these feathers hit other pebbles in the dark void, and it is believed that those feathers and the mites on it became those pebbles’s plants and animals. This is also why some elkinets call extraterrestrial and idertimensional beings “Mites”, since it’s been used to describe any being outside of argonus.
At first the new cycles threw the animals off-balance, but they eventually got used to these new day & night cycles and adapted perfectly, and they forgave the gods for the fight they had. However, there were two animals that never forgave them: the crows and owls. The crows hated magmor for starting the fight, and vice versa for the version where duzliv started it. Thus, that is why crows and owls are enemies to eachother, and strictly stick to their respective times of the day.
After duzliv and magmor made peace with each other, the next major myth started right afterwards, which involves clay, sticks and the creation of a certain group of animals..
THE CREATION OF THE AERONOIDS
Like with every mythology, there’s always a story on how and why the sentient species of a planet came to be. Argonus is no exception, with a well-known story on how the elkinets were created. Not just that, but it also encompasses the other aeronoids as well.
After the very first eclipse, magmor and duzliv decided to test their children by dropping a lump of clay and sticks and telling them to try and make something good between the three of them. The things they made vary not by religion, but by region. However, the eroonian-sonian version is the most common version of the story, since in that area is where all five major aerinoids can naturally be found.
Here, Dhetos was the first to create something out of the materials, that is several small, featherless birds using the sticks as bones and the clay as flesh. However, neither ogrin nor xortan were pleased with the fact that these birds couldn't fly, so they took the birds and some more sticks and clay to fix them.
The two gods messed around with the birds before they got something they liked: a bird with engines on its wings and face of a lizard, that is the first theropects. Dhetos, despite being suddenly one-upped by her two brothers, was actually impressed. It was here that things got competitive between the siblings.
Xortan believed that, since it had both wings and engines, that it didn't need wings, and thus took some of the theropects, tore the wings off and put the engine on the back, effectively making the stunnits. Ogrin got so angry at his brother for tearing off the wings that he just had to show it. He took another theropect and ripped off the engines and forearms, and flattened the wings into a more bird-like shape, creating a featherless bird that CAN fly normally, the first avibels. Xortan, even more angry now, decided some of his new stunnits didn't need engines or wings, so he tore them off and even gave the creature whiskers to put spite, and created the rodads.
Now, ogrin was really, REALLY angry that his brother created the "flightless" abomination, so the two went into an utter frenzied fight of creating creatures and tossing them at each other like snowballs. Many of the creatures they made in this fight didn't survive, as they were tossed so hard they splattered on impact with the gods or ground. They were so concentrated on the fight, they weren't even paying attention to what they were creating. It wasn't until dhetos screamed their names that they stopped their fighting. They were fully expecting her to destroy all that they’ve created, but instead found her kneeled over next to a bush.
Immediately they went over to see what she was looking at. Hiding inside of the bush was a small airplane, terrified of the deities that just created them. It made the gods realize that, during their entire fight, they accidentally created the first elkinet who, alongside the other four previous aeronoids they made, were hiding from the destruction the two siblings caused.
The three gods, not knowing exactly what to do next, decided to create a couple more elkinets, so they can prove that they’re just as capable of creating life as they are destroying it. However, the brother for the life of them could not figure out how they did it, so dhetos steps in and sculpts out the other elkinet since she was the only one who was paying attention.
Dhetos not only created the new elkinets, but also gave them the ability to make tools and later on use fire so that they can survive in this new world. As soon as those new elkinets were created, all of the aerinoids went off into the world to call home. Duzliv and magmor were impressed not just by the fact they created new life, but the fact that they created an animal unlike anything they’ve seen thus far. However, because the fight had left many creations killed, their parents left it to dhetos to create new life from now on since she seemed to be the only one who wasn't in the battle to begin with.
Now, this is the commonly told version of the creation myth, however there are a couple other versions as well. All of them start with duzliv and magmor giving the children clay, dhetos makes a featherless bird, ogrin and xortan getting too caught up with creating things, and then ends with a small population of aeronoids and dhetos being in charge of creation. Such variations include the following:
Indus islands:
In the indus islands, the only other aeronoids beside the elkinets were the stunnits and avibels that they kept as pets and food. Here, it started much like how the eroonian-sonian version, where dhetos created a featherless bird that ogrin and xortan build upon. However, they struggled to come up with anything together, so they did them separately. Xortan made the stunnit, ogrin made the elkinets. However, while sculpting the beings a huge snake slowly stalked up to them in the anticipation of catching whatever food they had. Dhetos, seeing this go down, tried warning the brothers but they were too focused on their creations. It wasn't until the elkinets and stunnits jumped into the air and flew off that the brothers turned around and saw a (now disappointed) snake, who slithered back into the wilderness before dhetos could scold the reptile. Just like with the eroonian-sonian version, their parents decided dhetos was in control of making new beings from now on. The first thing dhetos creates is an avibel, which goes off to find the other two aeronoids.
Southest and northest amerigia:
This plays out very much like the indus island version, where dhetos creates the featherless bird and her brother becomes too focused to see the animal stalking them for their creation. The animal in question can vary; In southest amerigia, it was a jaguar, alligator or anteater, while in the northest amerigian version it was either a coyote, moose or cougar. Either way, instead of wanting to eat them, the animals thought that they were the god’s favorite, and feared that the new creature would replace them. So, they waited until the siblings were done with there creations so that they could ambush them and kill them. However, dhetos saw this and knew that her brothers were too occupied to take notice. So, she grabs a huge branch and swung it at the offending animal who flew into the air. When the animal hit the ground, the elkinet and stunnit flew off in a panic. Of course, after that their parents let dhetos be in charge of creating new life, this time because she bravely defended them from the animals. Legend has it that sometimes those animals act out aggressively because they’re jealous that they’re no longer the gods’s favorites.
Southern / middle nylus:
Once again, it plays out much like the previous two were dhetos created the featherless birds and her brothers being too focused making the aeronoids. However, this time it wasnt an animal that threatened the aeronoids, but instead the aircrafts themselves. Ogrin and xortan were making so many different creatures that they all fought against each other. Dhetos left to find more clay and sticks, so it wasn't until ogrin and xortan noticed how much they’ve created, but by that point it was already too late. Most of their creations got killed by one another, that was except for the elkinets, stunnits and avibells, who managed to survive by just avoiding the fight all together and running away. When dhetos came back, duzliv and magmor filled her in on what happened and told her she was in charge of creation of life now.
These are some of the major examples, there are also plenty of versions with some smaller details here and there that make it different. This can range from what order the aeronoids where made, to who created what, to even the circumstances for why the aeronoids left.
Now, there is one more major myth to the mythos, but first i’d like to bring up some of the smaller ones that seem to be commonplace throughout the mythos.
THE MANY STORIES WITH A REOCCURRING THEME
In the mythos to this day, there are a plethora of stories that, while differing heavily, have a recurring theme to them. From the hows and whys of life, to the stories of the gods, and much more. Here are just some of these examples:
-how elkinets got fire:
A rather common story not just on argonus but also here on earth is how the elkinets got their paws on fire. The reason why in these stories is primarily for food, warmth and light, just like in our world. In practically all these stories, either dhetos, duzliv or both of them had some major involvement in these stories. For example, some say that dhetos tricked her parents into giving one of his feathers so that the elkinets could use that to make fire. In some stories, However, a piece of duzliv’s feathers just randomly falls from the sky, of which all the other animals were unable to use or create it, say for, of course, the elkinets.
In other stories, dhetos was drilling a stick against a stripped log out of boredom and by sheer accident created a hot coal, while similarly, some story replace the stick and log part with her just randomly picking up rocks and striking them together until a certain combination created sparks. And, in one particular story, it was the eagles who figured out how to create and use fire, but they were being destructive with it so dhetos got rid of their fire privileges and gave it to the elkinets.
-dhetos helps elkinets with their food issues:
There seems to be a rather common story about how dhetos created a plant or animal for the elkinets because other animals were depleting their food supply, whether by eating crops or hunting livestock. What was made for what purpose? Of course it depends on the story itself.
For example, when it comes to plants and crops, dhetos will make it so only the elkinets are able to eat them but other animals aren't. one of the most common variations of these tales is that dhetos creates a plant that is almost entirely edible, but tastes pretty bad unless prepared/eaten a certain way. Often the reason for the bad taste was because dhetos convinced all other animals that the plant was poisonous to them, and the horrible taste was just an added measure. It’s a common explanation as to why dandelions and white pines were bitter. However, sometimes just tricking the animals into thinking a plant is poisonous isn't enough, and dhetos sometimes would instead just make it plain difficult to get the food, like putting thorns on blackberry bushes or having the foods grow high on a tree like coconuts and bananas. Howvers, making it taste bad or upping the difficulty of getting the food wasn't foolproof, and animals would eventually figure out how to eat the food. So she’ll create a plant that is genuinely poisonous if consumed in the wrong manner. Perhaps only a specific part of it is edible like the fruit of a tomato plant, or that a plant must be prepared a certain way in order for it to be safely eaten like boiling raw beans.
While most stories have dhetos make a new plant, there are alot of stories of her making new animals for the elkinets as well. Perhaps a perfect example is the many stories throughout the old world where the land goddess created an animal that’ll fight back against the predators that’ll eat them. In l’russ, it was the goat that would ram it’s head against wolves to protect it’s ewes. In another story in upper nylus, dhetos made the elkinets donkeys, who were so good at protecting themselves and other livestock that they were often spared from being made into food and instead became great mounts and guard animals. There are also stories where she makes an animal specifically for keeping the food safe, like the Ben Ital tale of her creating cats to help the elkinets with their rodent problem.
-the many children of the three gods
No surprise, like many other mythos, there are plenty of stories about ogrin, dhetos and xortan having children with mortals, whether they wanted to or not. Of course, when it comes to the children and which god had who is different depending on religion and region.
For example, like said with ogrin in the beginning, he’s often the father of many different demigods and beasts because he, as the humans put it “can't keep his dick in his pants”. One of the more commonly told children were the giants/titans, which happened when ogrin got busy with mortal elkinets. However, although ogrin seems to have all the children, the other gods also got their fair share of offspring as well.
For example, dhetos has had a few run-ins with love and ending in having a child, though half the time the father either dies or runs off before or shortly after the child is born/hatched. In any case, due to her status as the land goddess and ruler of the animals, the children are often part animal and part elkinet. The children get free roam of dhetos’s land and are allowed in and out whenever they pleased. They also help their mother in keeping her land in order, and some even guard the entrance.
Xortan, on the other hand, has a less than good lovelife. All of his children were the result of a pregnant or egg-laid elkinet who was sent to the underabyss. For some reason or another, depending the the religion or story, the unborn/unhatched child would never be fit for whatever afterlife/punishment it’s mother would get since it wasn't even born/hatched yet to be considered a proper soul. Thus xortan adopts the children and raises them. Usually, he’ll keep them until they’re old enough to fend for themselves, but sometimes they either stay or come back for various reasons. The ones that do stay will often help xortan with his duties, from choosing one’s fate to gathering materials from outside the underabyss, to just about anything xortan needs.
-the mites from the stars
Perhaps one of the weirdest yet interesting trends across the argonian mythos is the many stories of “ancient aliens”, where mites and fleas from the different feathers of the night sky end up on argonus one way or another. It’s not specific to any religion, area or person; seemingly every culture has an ancient alien story of some kind.
Typically, the mites are portrayed as strange-looking animals, often of unnatural colors or being a chimera of different native species. In many stories, the mites were banished from their own homelands and ended up on argonus. In some stories, they were unfairly banished and argonus was the only option for them. Other stories, however, had the mites banished as a punishment for a crime, and when they escaped they ended up on argonus by accident.
Whether the mites were genuine stories of ancient aliens or not is highly debated even to this day. Some say that it would’ve been impossible, since these stories were told long before the pukanis discovered the planet and the humans came, and long before the scientific revolution and discovery of other planets. Others, however, say that it’s entirely possible that some interdimensional being came to the planet before all the others.
Again, these are just some of the stories, there are plenty which follow tropes similar, if not exactly like many of our mythos.
join me next time were i discuss the end of the world and holidays....two things that shouldn't be that close to each other but are.
1 note · View note
Text
THE ARGONIAN MYTHOS: a basic overview pt 1- in the beginning, the three gods & airplane religions
(NOTE: description copy-pasted from DA where i normally post my works. any context that is missing here on tumblr can be found on my DA [linked here and on pinned post] )
[and an additional note: i'm not a particularly religious person and their may be some bias, so please feel free to scream at me in tags or whatever if i accidentally make a genuinely offensive remark]
Tumblr media
So…
Argonus now officially has religion and mythology to it. I mean, I've been worldbuilding on the actual fauna and the elkinets themselves for a while. What better way to expand upon this universe than to give out the mythos they believe and worship? I think it’s time for it. And oh dear lord, it is LOOOOOOONG!!! Why? Because I wanted to get rid of some of the major myths which most mythologies/religions have, plus it’s really fun to worldbuild an entire mythos...
So, without further ado, here’s [PT1] the mythos in its entirety (or at least the somewhat “basics” of it…),
IN THE VERY BEGINNING…
So, like all other mythologies, there’s a story about how the world and universe was created. Our planet argonus is no exception here, having the creation of the planet, sun and moon.
Once up many, many, many eras ago, argonus started off as nothing more than a smooth, round pebble floating in the pitch black void. Then, all of a sudden, the pebble started to form and shape the mountains, valleys and hills, and cracks began to form, releasing out all of the water and lava on that planet. From the cracks, two beings appeared: out of the lava came a bright, blazing crow named duzliv (The sun), and from the waters came a blue, swirling owl named magmor (the moon).
From there, the two birds immediately got to work, dumping some of their feathers onto the planet. The shaft and veins of the feathers became the trees and shrubs, and the fluffy afterfeather became the grass and flowers. It wasn't just feathers that shaped life on the planet, either. On every single feathers were mites, fleas and ticks. Those tiny, insignificant creatures would become all of the fauna of the planet: wolves, deer, birds, fish, and snakes. The mites that came from duzliv became the beings of the day while the ones from magmor became the creatures of the night. The only animals absent where the aeronoids (don't worry, they’re coming soon).
Once argonus had all of the life it needed, magmor and duzliv took a well-deserved break, before figuring out what to do next. Since they had all of these newly-created beings, they needed a way to control them all. Not only that, but they needed a place for the animal’s souls once they died.
It was duzliv who suggested they have children. Magmor, whilst not too keen on creating more life, knew that their children will have their parent’s god-like abilities. So, the owl and the crow had three children, and each of them controlled a specific role: one for the sky and the newly-created afterlife, one for the ground and the life that lived on it, and one for the waterways and the underworld. It would be here that this is where we meet the three major deities….
THE THREE BIG GODS OF ARGONUS
(and their worshipers)
After laying her eggs, all three of them hatch out, and immediately go to work, fulfilling their roles on argonus. The three gods, all of which had the head of a bird that fairly represented them, went along as as followed:
OGRIN:
the first and strongest of the children to hatch. He’s represented as an white airliner with the head of a brown-colored eagle or hawk (commonly the former), and he’s the sort of zeus analog. He not only is in control of the weather, but he’s also in control of “Aethorna”, the heavenly places where all the “good souls” go.
Aethorna is held up by clouds that only the souls of the deceased can see. This afterlife looks similar to the overworld of argonus, except that all plants grow lush green all year around, and the stars are visible regardless of daylight or not. The souls don't just include elkinets, but also all the animals as well.
Ogrin himself is a rather happy, carefree person who absolutely loves to eat, party and drink. However, like all other deities, if he's angry he often creates havoc in the forms of tornados, lightning and floods. He’s also often a total casanova, and like Zeus he goes after various beings to make sweet, sweet love too and have children with. These beings were often either other deities, mythical creatures or even just a regular elkinet. However on rare occasions during thunderstorms ogrin will accidentally (or purposely) strike an animal which will create a monstrous being, either the animal itself turning into one or later giving birth to the beast.
DHETOS:
Dhetos was the second to hatch out of the clutch. Depicted as a green or camo prop aircraft with the head of a chicken, she’s the land goddess that's in control of the overworld as well as the ground and the life that lives there (both of air, land and sea). She lives in a lush land under the mountains (often just called dheto’s land) where you can find any animal living there in peace.
Dhetos is a more stern person that takes her job seriously. She not only is capable of controlling the plants and animals around her, but can also create lifeforms of her own. This not only includes normal animals, but also the beasts and monsters that roam the planet. While she is commonly praised for the upkeep of creating new life, she’s also capable of taking it as well. As such, it’s not uncommon for stories to have the hero call upon her to take care of a dangerous beast the hero themselves are incapable of defeating.
Dhetos, despite being an all-serious person, does have a soft side when it comes to cooking and music. If one can please her with their music or food, then she’ll let them into her home.
XORTAN:
The final child to hatch, Xortan is depicted as a black seaplane with the head of a waterfowl (Most commonly a mallard or some kind of duck), and is the god of all waterways as well as the Underabyss, which is essentially the argonian version of hell or the underworld. This underabyss is located in only the deepest, darkest pits of the ocean, where all of the “bad souls” would go.
[tumblr edit: in much of the mythos, xortan is often depicted as a "regular' aircraft with webbed/lobed feet, though in modern times he'll also be depicted as a true seaplane. regardless, he always has a waterfowl head]
Despite being the ruler of the underworld, xortan himselfs is not a horrible tourture-loving person, or at least in most versions. In his satchel he carries all of the destinies and fates of every soul presently on the planet, which are often in the shape of gemstones or orbs. What he does with the orbs once the soul has died will be the outcome. For example, if he destroys the rob, that soul goes to aethorna. Another outcome for one’s soul is for the orb to be tossed onto land so one can be reborn as an animal (note: not always Xortan’s doing, sometimes it’s Dhetos that’s in control of reincarnation). Reincarnation, in argonus, is often likened to purgatory, except it give the soul another chance to end up in aethorna. However, he can also come up with unique punishments for each and every person that has done things too horribly to be given second chances.
Xortan as a person is somewhere in between that of dhetos and ogrin. He’s not a super carefree person, but not a super serious one at that. If anything, he’s depicted as a rather apathetic but reasonable person.
While all elkinets believe in these three gods and most of the big mythos surrounding them, who they choose to worship can depend. In this case, there are five major “religions” on argonus. Here are these religion, in order by popularity/commonness:
Ogrinism:
one of the most popular of the religions, it has its roots in Ben Ital in eastern eroon, were it spread and became a mainstay in most of eroon, l’russ and the planet’s western/orthidox culture.
considered the christianinty of argonus, ogrinism is the worshiping of ogrin himself, and is very similar to christianity: above-cloud afterlife god good, below-earth underworld god bad. Therefore, you worship Ogrin so you have the chance to go to aethorna and avoid Xortan as much as possible. Dhetos, on the other hand, is more of a neutral character that’s neither 100% good nor 100% bad, but just does what she needs to do. Ogrinism has two major version: Light and Solid.
Light ogrinism:
the most common and widespread version, is the idea the ogrin, whilst a powerful being, is a flawed character. he makes frequent mistakes; sometimes he recognizes it almost immediately, othertimes he only realizes it later either on his own or whenever his sibling point it out. light ogrinist still sees Xortan as an important person when it comes to death and were the souls go. Thus, while nobody likes him, the light ogrinists still respect him for the job he does. in some stories, Xortan has even helped his brother out in fixing the mistakes he has made.
airplanes that are into light ogrinism tend to understand that everyone is flawed, but as long as one is able to fix the mistakes and let ogrin into their lives, they'll let said flaws and mistakes go by. they give some care to the animals, as they know that they could be the souls of the ones who messed up and must retry life. They believe that the most common animals are often wild animals like deer and bears, as well as common pets like stunnits, dogs and cats. They believe that most major crimes like murder, arson and buglury are sins. However, like mentioned, you can still end up in aethorna if you change your ways and let ogrin in your life. Even if he doesn't let you in, he’ll still have his brother reincarnate you to give you a second chance.
Solid ogrinism:
on the other hand, solid ogrinism is the older, more extremist version of ogrinism. here, ogrin is viewed as "flawless, perfect and all-knowing". instead of being viewed as being no better than a mortal, he is instead viewed as the idealistic being to look up to. And of course, because of this, anyone who DOESN'T follow that path is considered "unholy" and "a heathen". not surprisingly, in solid ogrinism Xortan is 100% bad guy, and all who ends up in the underabyss are all sinners that 100% deserved it.
What is considered a sin varies depending on the era and who you ask. A common joke/theme [in modern times] is “anything can be a sin if you try hard enough”, which can range from something major to something so small and trivial. The more common sins are some of the same as what we would expect from our world’s conservitive extremists: abortion, premarital sex, anything NOT heterosexual (gay marrage and such), and basically all other religion that aint ogrinism. Many have even claimed that things like veganism and animal right/welfare are against the religion because, of course, even just being reincarnated as an animal means you sinned, and therefore animal right/veganism is just giving sinners what they want. Solid ogrinist also believe that all sinner that get reincarnated turn into livestock and any other animals that are killed for their body parts. Solid ogrinism is often what gives the entire religion as a whole a bad reputation, which may also be the reason why few elkinets are solid ogrinist in modern times.
Omnyism:
while ogrinism is often touted as the most popular, omnism comes very close second, having almost the same amount of people if not possibly more due to how widespread it is. It is primarily practiced in most of northest amerigia, nylus and sonias (excluding l’russ). It’s believed to be the first religion, as it encopasess all three aspects of the argonian afterlife, that is aethorna, reincarnation and the underabyss.
Omnyist worship all three of the gods, because to them they are all important and vital to their ways of life. All three of them not only give you land, food, water and all other natural resources, but they also tend to choose how you spend your afterlife depending on what you did wrong in your living years. Examples for each god include the following:
-Dhetos: the goddess dhetos was in charge of reincarnation in this religion, and people were reborn into animals that she saw fit for what they did in life. People would often be reincarnated because they committed a crime against the natural world. Examples of said crimes include things like wasting resources (commonly food), bringing unnecessary harm to animals, destroying land for pure greed, ect. However, not all the time was a complete punishment; sometimes she’d take pity on certain individuals and reincarnate them into animals close to home like pets. In many of these stories, these people were often forced to do the crimes and in reality were actually good people.
-Ogrin: not surprisingly, if you were a very good person, it was ogrin who’d take your soul in. This is most commonly relegated to people who proved themselves to be worthy of a good ending. The gods can tell whether you’re genuine or just acting good, so simply just doing good things isn't enough. You need to show kindness, great leadership, compassion, empathy, and basically show that you are a good plane all around. If you succeed, ogrin will let you in into aethorna.
-xortan: if you ended up on xortan’s doorstep, you’ve obviously messed up in life. And by mess up, you REALLY did. Elkinets who ended up in the underabyss have done nothing but the most horrible of things, like murder, warcrimes, genocide, ect. However, people who weren't good nor bad also would go to the underabyss, and they can appease him by singing a song, giving him food/goods, or just making him a little happy. However, often this is just to make sure he’ll send you to aethorna, as xortan already knows you’re not guilty of anything and he just wants you to humor him.
When it comes to the hatred of non-ogrinistic religions, solid ogrinist sometimes consider omnyism the one true exceptions to this rule, since omyist do technically still worship ogrin and therefore are at least “on the right track”.
Dhetosism:
Dhetosism is the third most common religion on argonus. It is commonly worshiped throughout southest amerigia, astra and the amerigia-navaloon gulf.
Dhetosism, as the name would suggest, is the worship of the land goddess Dhetos. It is often confused for omnyism, mainly because of the similar beliefs for one’s outcome in the afterlife. Here, the goodest of elkinets go to aethorna and the worst of elkinets go to the underabyss. However, only the worst and best of people go to their respective places. The people who weren't those two extremes? Well, they’re in Dhetos’s hands [paws] now.
Like omyism, dhetos is the one in control of reincarnations, and not just that but is their ruler once reincarnated. Here, dhetosist believe that one starts their life as an elkinet, but when they pass on they begin the process of reincarnation after reincarnation. They go through several cycles of rebirth until eventually they become that very best/worst being and end up in aethorna or the underabyss. Every time they die and have to be reborn, they end up in Dheto’s land for a bit, often no more than a day.
Sometimes the souls get to choose what animal they get reborn as, others believe it’s up to Dhetos and her helpers to choose what animal one becomes. In either case, all animals are under the ruling wings of the bird-headed goddess, and must worship and respect her. Dhetotists believe that worshiping her while one’s still an elkinet gives them a headstart in the reincarnation process by being on her good side, and thus possibly being allowed to choose what animal they become. It’s often cited that, whether by your choice or Dhetos’s, the good (but not best) planes get to become wild birds so they still fly like they could when they were elkinets. Meanwhile the bad (but not worst) will get reincarnated into aquatic animals like fish and leeches.
It’s a common misconception that all dhetotists are vegetarian or vegan since to them, most if not all animals are the souls of elkinets. While true to some extent, whether dhetosist eat meat or not depends on the ability to obtain more plants than animals for food (aka where they’re living).
In places that make it difficult or impossible to grow or obtain sufficient amounts of plants, for example, dhetotists will still eat animals for food with the exception of birds. However, if they DO live in areas where they can gather/grow enough plants to sustain themselves, then they will avoid meat with the exception of certain holidays as well as scenarios where it’s unavoidable. In any case, all dhetotist will refuse to kill and eat any wild birds since those are the souls of good people on the path to reaching aethorna. They are, however, allowed to use poultry birds for their eggs since it’s a common belief throughout the argonian mythos that a life doesn't start until the egg hatches (though nowadays some dhetotist will also refuse to consume eggs or milk if they can).
A key thing people forget, particularly some of the more troublesome humans, is that simply going vegan isn't gonna appease dhetos (because like said, dhetotist do eat meat a whole lot). It is, instead, just simple common courtesy towards the reincarnated souls to abstain from meat whenever possible, allowing the soul a chance of dying from more natural causes. As a matter of fact, it’s considered an even worse crime against dhetos to go vegan for nothing more than personal gain and superiority (I can name a few of them on twitter and a certain former tiktok user). Dhetotist believe that if you’re horrible towards your own kind, you’re most likely horrible towards the animals you’re so called “protecting”.
Xortanism:
A much smaller religion, xortanism’s origins come from the islands of the indus island ocean, including the indus islands themselves.
Given that the underabyss is set in the deepest of oceans, it would make sense that in islands surrounded by water they’d worship the underabyss god himself. More accurately, though, xortanist believe that everybody is pre-destined to end up in the underabyss, as very few can really get up to aethornia. That is, unless you’re an animal, in which case ogrin will more than likely accept you in. Thus, instead of appeasing ogrin, they instead focus on xortan and making sure that he instead, give them that second chance in the form of rebirth so that they have a higher chance of going to aethorna when they die again.
It’s not just any animal that the elkinets get reincarnated as, though. Specifically, it’s the waterfowl or galliformes that xortanist believe to be the souls of the reincarnated. A Lot of people think that xortanist sacrifice these birds species just to get them to aethornia quicker, however that isn't true. Instead, the elkinets have a specific bird called the “rebirther”, as well as a male to make sure. They believe that, If a member of the village dies, the first chick to hatch from the rebirther is the soul of the deceased. Once the chick grows up, they get sent to the families of the deceased, where they are treated just like family, and are kept from being killed for food.
[tumblr edit: this act of avian rebirth is commonly done by the native villages of the indus islands. with xortanist outside of the indus island (and especially in first-world countries) it is not unheard of for the disease's family to be given a waterfowl-shaped object, such as a plushie, statue or figurine.]
This is also the only version where xortan doesn't have the head of a duck, but rather it's that of the xortan goose (aka xortan swan), a species of swan native to guinea centura.
Nullinism:
nullinism is a rather new kind of religion that’s particularly become evident in groups affected by religious extremism. It’s kinda unclear where or when it originates, but some suggest it comes from south n’gola from elkinet that have become exiled from their villages.
Nullinism can often be likened to agnosticism or sometimes atheisms, in that no one god is truly responsible for your outcome after death, and you're in control of your own destiny. It’s the opposite of omnyism, and that you don't worship any god, rather you go about life the best way possible and see what happens afterwards. After all, you don't know what happens until you’re dead. Most often, nullinist believe that life is nothing but a constant cycle of death and rebirth, until you eventually end up on either Ogrin’s or Xortan's doorstep. All that the gods do is make sure the planet is functioning so life can continue.
Although humans tend to call it the argonian version of atheism, it’s not actually that since, unlike atheism, they still do believe in the afterlife, just not in the ways others see it.
join me on pt2, were we discuss other facets of the argonian mythos..
1 note · View note
Text
ARGONUS INFO: the common size classification system (for planes)
(NOTE: description copy-pasted from DA where i normally post my works. any context that is missing here on tumblr can be found on my DA [linked here and on pinned post] )
Tumblr media
because one day i decided to make this because worldbuilding. also, kinda wanna have this be a little short.
so, yes, in a world where the main inhabitants come in such a wide array of sizes, there needs to be some kind of system to differences between size classes.
now, contrary to what many would believe (and the discrimination people would pull off), the Common Size Classification system (CSC) is used to give the proper size-appropriate accommodations, such as housing, clothing, food, facilities, etc.. basically making it so that things aren't too small/big to the individuals. 
the elkinets use the same exact measuring systems/units as we do, ie feet/meters. however, they have an extra unit of measurement, known as "hectors" (imperial) and "poles" (Metric). every 10ft is considered a Hector (Hecs), while 4 meters is considered a Pole (Pol). this is something that makes is easier and more convenient to measure an elkinet.
now, when it comes to the size of argonian aircraft, the primary factor is height, however things like length, weight, wingspan and whether the individual is a pygmy/dwarf, are also taken into consideration as well. even though they're listed by letter, they are also commonly listed by color for many of the non-English-speaking countries that don't use the English alphabet.
so, here are all size forms of size classes and some example so the aircraft that fit there. (also take note that this drawing isn't meant to be 100% accurate, this is just to get a general gist of things)
LARGE AIRCRAFT
A-class / red class (Giant) 190ft or more (58m+)     the absolute largest size group. commonly called "giants", not many aircraft exist in this size group, however it is still a considerable large number. the most well-known of giants are the an-225 mriyas, c-5 galaxies, a380 and 747, however other aircraft of similar size are places here as well (h-4 hercules/spruce goose, an-124, stratolaunch, ect).
B-class / orange class (lesser giants) 120-170 ft (37-52m)     just below A-class is B-class, where aircraft are definitely giant, but not quite as big as the former. while larger airlines are the type species for this group (777, a340, dc-10, ect), there are many other aircraft that comfterbly fit here. such aircraft would include many general cargo/transport aircraft (an-22, c-17 globemaster, ect) and some of the largest bomber species (B-52 stratofortress, xb-70 Valkyrie, b-36 peacemaker). 
MEDIUM AIRCRAFT
C-class / yellow class (halfways) 80-110ft (24-34m)     C-class as well as the next one down are considered "Mid-sized" aircraft, with C-class being considered "true middle". again, many aircraft fit into this category, with one of most notable aircraft of C-class are the c-130s. other aircraft, like the 707s, some mid-sized bombers, ect., are included here as well.
D-class / green class (greater commoner) 40-70ft (12-21m)     the lower end of mid-sized aircraft. D-class aircraft contain larger business jets, larger fighter jets, and small bombers, but other aircraft fit here as well. interestingly enough, the U-2 dragonlady, despite having a mass more closer to that of a standard fighter jet, are usually placed on the mid-upper levels of D-class due to their lengthy legs giving them extra height.
SMALL AIRCRAFT
E-class / blue class (commoner) 20-30ft (6-9m)     E-class aircraft are what non-argonian residents call the "Human-sized" of the planet, which checks out considering that the aircraft that are used as a human analog fit directly in this size class; most fighter jets, most small civilian aircraft, ect. 
F-class / purple class (smainxian) 10ft or less (3m / less)     the last and smallest end of the system, f-class citizens contain all of the smallest citizens on argonus. prior to the arrival of humans and other smaller sophonts, only the smainxian aircraft (smallest manned aircraft) and many drone species existed in this category, alongside some outliers as well. however, F-class nowadays is perhaps one of the most diverse size class, if one where to include the many other sophonts that live on modern argonus.
now some extra notes:
-pygmy elkinets are often put in the next lowest size class.
-mix-sizeclass housing (no surprise) does exist for multi-species families/groups/couples. these are just modifies homes, and sometimes kelxverns and other shifters will choose these instead of actual shifter-friendly homes because they're often cheaper to rent/buy.
-while on the topic of shifters, it's a bit of a mess when it comes to exactly what size class they're put in. most of the time they're considered a "multiclass" citizen, which means that all of their different forms/sizes are taken into consideration.
man, i'm smelling the G/t side of me coming out.
2 notes · View notes
Text
ARGONUS INFO: human lifestyles and other sophonts
(NOTE: description copy-pasted from DA where i normally post my works. any context that is missing here on tumblr can be found on my DA [linked here and on pinned post] )
[i'm continuing on with posting the "important" info first, before making my way onto the other smaller but still important stuff. all the stories will come last, even though they were created as the worldbuilding/lore was being developed]
Tumblr media
well, i figured to make this. idk how to set this up, but her goes nothing. also, my poor sense of what humans should look like strikes again, especially for that fourth one. 
    so, ever since the humans that stayed within their universe came to argonus, their ways of life began to diversify beyond the starting towns they started their civilizations from. humans initially spent the first three or four generations inside what are know as "Bubbled cities", not unlike the big walled cities you see in some media except they also have a big, climate-controlling clear top to it (hence the name).
[tumblr edit: the main purpose of bubble cities were to provide civilizations with a safe area for the population to live in , while both earth's and argonus's world leaders (as well as the pukani) figure out the best ways to help integrate humans into the elkinet's world.]
     now, something interesting about any human civilization in argonus is that they're usually no more than 100 miles away from any argonian civilization, primarily because the first human civilizations were like that as well. sure, some bubble cities were close to eachother, but they were never too far from elkinet civilizations. the reason? well, in case of an emergency, the elkinets could provide immediate safety to the humans, with the two major reasons being: a-bringing armed forces to protect the citizens in case of an attack b-provide a place for humans to who were forced to evacuate to reside [tumblr edit: fun fact: alot of humanity's first encounters with the elkinets were because of evacuations due to natural disasters; sometimes not even a bubble city is enough to protect them]
    alot of the bubble cities that once help the human population are usually non-functioning anymore, often getting destroyed later on or more often turned into a sort of historical attraction. however, the initial civilization may still be kept around that area, though now without any walls or roofs containing them.
anyways, here are some of the kinds of lifestyles/civilizations you'd find on argonus:
THE COEXISTERS
   the coexisters the most common form of lifestyle. as the names implies, they coexist with the elkinets and share their civilizations with them. they can occur in practically all forms of populaces, though more common in larger populaces like large towns and cities. alot of the human live in specific human districts either right next to or within the elkinet's cities, however many times these humans can even share the VERY SAME buildings as the elkinets.      coexister came out after the year 2112, when almost all bubble cities at that point were allowing humans to freely roam argonus. eventually a lot of those humans ended up living in those elkinet populations and formed interspecies relationships with each other.
THE FERALS
      feral humans are often seen as "dirty homeless strays", but that's not exactly the case. ferals lead a primarily hunter-gatherer lifestyle, and are most commonly restricted to larger towns and cities. like the coexisters, they have specific places they live, though they created those places themselves and have limited protection from the government beyond basic human rights. they do coexist with elkinets, but often try to avoid them.     they're barely what's considered a "borrower", a smaller being living off of the resources of a larger being. however unlike the wall-dwelling tiny people we see, they only need the elkinets for supplies and maybe food, but would rather live in tents or colonies than inside the homes of some poor jet. they tend to form bonds with varying animal, stray dogs and cats being their top favorite. feral humans are also welcomed by some elkinets as they'll hunt down and eat nuisance animal like pigeon, rats and starlings.
[tumblr edit: i have this whole thing where they initially came due to a "homeless crisis" that occured, but i have yet to write it out. just know that it goes along the lines of "something something capitalism and failure of the human government"]
THE FREERUNNERS
    freerunner are human that live in their own human-specific civilizations, which are no bigger than a small cities (though they tend to be more rural). these cities are often close to the remnants of a bubble city, if not exactly where the bubble city once rested. despite them being human-exclusive, they're rather friendly towards outsiders including elkinets.      like the ferals, they love their argonian animal, relying on them for food, transportations, companionship and everything else. they tend to use dogs and gamefowl as their prime mode a transportation, and animals like rabbits and guinea pigs are prime livestock.
THE HIDERS
    the hider, while similar to freerunner, are the opposite to everyone else here. these people live as far away from elkinets as possible, and their civilizations are are always surrounded by massive walls. these AREN'T from the original bubble cities, rather they're relatively new (appearing about 300 years ago). these people often hate elkinet, being rather fearful of them at best. they get a reputation for chasing away or outright killing any outsider, elkinet or not. thus, elkinets avoid them whenever possible.     these hider civilization keep as much of earth-like qualities as possible, right down to plants and animal. the only exception are the fauna and flora that are impossible to keep from entering and exiting. in a not-so-surprising twist, many of these hider civilization are rather cultish, and stories from former hiders say that they lie about earth being destroyed, and instead they're still living on earth.
now, nobody is destined to live one specific lifestyle their entire lives. sometimes, whether by choice or not, they change what kind of civilizations/lifestyle. a hider could choose to live a freerunner life, while a coexister could be forced to have a feral life.
and, while i was at it, i made a pie chart of the different kinds of sophonts that live on argonus. like our modern world, the higher the general population is, the more diversity is to be expected. since argonus is a more earth-like focal point, they go by earth standards of lifeforms. here are the sophont classification seen in argonus in order from most to least common:
[tumblr edit: alot of these links leads to their respective DA posts. while i definetly will be posting alot about the kelxverns, triffinoids and tronics on tumblr, the others i'm not sure about yet. also, the anthro post is outdated, and i'm working on a new one. i might even post it here as soon as i post it on DA]
1st-elkinets (purple):     this is relatively self-explanatory, they are the original sophonts of argonus and even though a good amount of them spread to other parts of the omniverse, they still remain the top group. this would also include argonian tronics and triffinoids as well, depending on the area.
2nd-humans (magenta):     another rather self-explanatory one, humans rank second due to at least a fourth of earth's population choosing argonus as their new home. these people tend to have a higher chance of being born with albinism, melanism  and more commonly vitiligo (about 3xs). in the latter's case, this form of vitiligo's known as "argonian vitiligo", which has patches form around strictly the lower legs, lower arms and one side of the face. unlike a lot of vitiligo cases the pigment loss is permanent.
3rd-anthros, uplifts and other sentient animals (orange)     even though most anthros are actually humans (from this post) , they're still catagorized as sentient animal on argonus. this group also include sophonts derived from other non-human animal (like dinosauroids) and sometime ones that heavily resembles a sentient animal (like the animatronics)
4th-pukanis (red)     despite them being the first sophont they met outside of argonus, pukanis only make up 10% of the planet's population. sometimes animatronics and tronic-like shape/sizeshifters are lumped here, but for the most part it's more specific to the pukanis and their other sentient relatives (you can learn more about the pukanis in the folder i have for them)
5th: other sophonts     this is where most, if not all other non-earth sophont are placed. a rather self-explanatory one here.
now, a topic that has been of controversy are shapeshifter and where they stand. this is usually solved by using their default/true form, or what being they used to be before gaining shapeshifting powers. for example, if a kelxvern were to be human before gaining their shapeshifting abilities, they'd still be classified as human. 
0 notes
Text
ARGONUS INFO: a guide on the other flora and fauna
(NOTE: description copy-pasted from DA where i normally post my works. any context that is missing here on tumblr can be found on my DA [linked here and on pinned post] )
[also, this was at a time i used to claim that plants were 4X bigger. i decided later on to make it 3.5X bigger like the rest of the lifeforms because it was way easier. nowadays, the "3.5X scale" is just a rough guide to how large the fauna is.]
Tumblr media
unlike the previous two guides with the elkinets and the aeronoids, this one is a little shorter and more simple.
    planet argonus is a copy-planet, also known as a copycat planet or a parallel planet. these planets copy another planet's features, often right down to lifeforms and geography. however, each copy planet's lifeform tend to have some kind of weird evolutionary quirk going on. the most common of cases is generally manipulating what's already there, such as size, shape and color. and argonus tends to be the prime example of that. not only are the lifeform's bigger in their dimensions (i.e. 3.5x taller/longer), but vertebrates are also got more going on than size.     of course, it's not that they're only just copies of our plants and animals (both extant and extinct). there are a plethora of lifeforms unique to argonus. most of the time these lifeforms aren't too distantly related nor too highly derived from other existing ones on our planet. at the most distantly related, they'll belong to the same taxonomical superorder as their relatives, though it is more common to have them share the same genus or family.
PLANTS & FUNGUS     lets start simple enough; the plants are 3.5x the size of our own. despite the planet and flora being bigger, the amount of oxygen is still comparable to that of earth's (as well a gravity and such).
INVERTABRATES     invertebrates, like bugs, crustaceans and mollusks, are 3.5x bigger than earth's, much like all other animals her on argonus. the invertebrates, apart from their size, don't really have much going for them. they, like the plants, are just regulars-looking invertebrate that are bigger.
VERTABRATES     this is where argonus get's its notoriety as a copy-planet. like the invertebrates, they're also 3.5x bigger, however that's not all that's going on. they also have the following:
-four eyes: their main pair and a second, smaller pair below them. both upper and lower eye sockets are connected to each other. although the pairs can move independently from each other, usually only one pair will move while the other doesn't or follows directly in suit (ie lower pair looks right, upper pair stares strait or also looks right). their sight is only slight better because of the extra eyes.
-four earholes: they share both the same hole and the same eardrum. similar with the eyes, it's only slightly better, if not completely the same as their earth's counterpart
-extra limbs: specifically, they have an extra set of forelimbs. some argonain vertebrates will have a slightly longer spine to accommodated the extra limbs they have. humans, when first encountering the argonian fauna, initially though the extra limbs made them faster than their earth counterpart when in reality it actually because their bigger size allows them to do so. when walking, their forelimbs move in sync so as not not have it a tripping hazard.
extra other stuff: if an animal has any horns, canines, tusks, etc.., then often the argonian version will have double that. some argonian animals will also keep certain ancestral traits (ie whales with vestigial hind limb or modern horses with three-toed hooves like mesohipus). sometimes, one group will share certain traits with eachother (ex. all perissodactyls have a long-ish tail, including short-tailed/tailless taxons)
those are just the really basics of it when talking about the vertebrates as a whole. however, each class has its own unique look to them when looking at what vertebrates on argonus have.
mammals     the mammals are often used as a good example of showing those extra ears. while their four eyes may not be as free-moving, the ears are. if a mammal on earth has independently-moving ears, then there's a good chance their argonian version has all four doing the same. this gives them a slightly better range of hearing, being able to pick up sounds from different direction.
reptiles     all reptiles have a single line of noticeable spikes going down their back. these spikes can appear however they want, but are usual thin and pointy. these spikes are also present in non-mammalian synapsids and most archosaurs as well (the only archosaurs that don't have spikes are birds and pterosaurs). turtles also have spikes on their head and neck, but not on their shells.
birds     an interesting thing about the birds is that their first pair of forelimbs are arm while the second pair are wings. all birds still have a singular finger on their wings, which can be used for sparing or climbing. their arm's usages tend to vary from species to species. one of the more common usages is to simply hold onto items, such as food or nesting material. there arms can also serve similar function as their hind limbs, such as swimming or holding onto branches. in some taxons, the birds are quadrupedal, using their arms as a literal second pair of legs. quadrupedal birds dont gallop, but rather pace when they run. some of the major ones include ratites, gamefowl, waterfowl, flamingos, bustards, and cariamiformes. however, smaller taxon can also be quadrupedal.
amphibians     all amphibians have a tail, however small and mostly useless it is. even frogs and toads have them, though they're not very useful once fully grown. apart from that, there's not a whole lot going on with them apart from what you'd expect with the rest of the argonian vertebrates.
fish     if a fish on earth has pectoral and pelvic fins, the argonian version will have double the amount. some fish species, especially sharks, skates and sawfish will have an extra dorsal fin. 
    with the big ones out of the way here are some other tidbits about the argonus fauna:
-rarely, argonus will have an earth animal absent from it's planet. this is very rarely, and usually it's only a singular species or subspecies. however, the only taxon bigger than a single species that are missing are the apes (humans, chimps, gibbons, ect). there's definitely other primates, like lemurs and both old world and new world monkeys, but no apes.
-like alot of copy-planet fauna, the animals here have what's known as the "argonus genes", a copy-planet gene that not only gives the lifeforms their unique look but also keeps it relatively consistent. this gene can be combined with any lifeform with earth-origins to create an argonian version of it (called a sub-argonian). removal of the argonus gene will make the lifeforms evolve into any weird/crazy forms, going outside of what made the argonian fauna consistent with what they're copying. many scifi media take inspiration from this, with the common reason for the removed genes being along the lines of radiation.
anyways, yeah this should be my final post about argonus for today on tumblr...
4 notes · View notes
Text
ARGONUS INFO: the other aeronoids
(NOTE: description copy-pasted from DA where i normally post my works. any context that is missing here on tumblr can be found on my DA [linked here and on pinned post] )
[this image is best viewed when opened in a new tab.]
[re-upload due to original being re-blog from main]
Tumblr media
edit 11/21/23: i changed the native range of most avibells; instead of originating in nylus/sonias, most avibels will come form the eastern hemisphere with some species in the western hemisphere. i figured it'd make a bit more sense given how diverse gliders actually are.
AAAAAND like with the elkinets, i go more into detail about the other members of the order aeronoida.
the aeronoids are the other species of "living aircraft" on argonus. alot about their biology is similar, if not the same as the elkinet. if you want more details on that (and the elkinets themselves), look at this post here [tumblr edit: this leads to the DA post, not the tumblr one which you should be able to find via the search bar]. but, i'll go over the basics:
1-they're entirely biological, with the exception of their semi-mechanical engines.
2-sometimes there exist pygmy versions of them, usually due to lack of resources. a-however, pygmies tend to be more common due to purposely breeding them.
3-colorations is usually based of respective aircraft's, though can be almost anything. a-and like with the elkinets, there's only colors, patterns and markings.
4-hybrids can exist, and have similar statistics of getting a hybrid as the elkinets (primarily with size differences between the parents) a-however naturally speaking, it only exist within two parents of the same genus. b-there tends to be a higher chance for a hybrid for the other aeronoid species, regardless of the size difference.
[tumblr edit: most aeronoid groups are monotypic, consisting of a single genus, if not a super genus at the largest]
5-their engines are more resilient than a normal, non-living aircraft. they don't fly faster than 210mph. a-while on the topic of flight, aeronoids aren't always flying as their top speed. they only have their engines at full power for long enough to get sufficient air. after that, they lower the speed so that it's just enough to keep them in the air. b-however, there are two main groups that don't have engines, later on those.
6-they have a similar lifecycle to each other, though with varying degrees of each stages length. a-these lengths obviously vary depending on lifespan. 7- there are some foot variations with the other aeronoids, like their is with the elkinets a-however, these variations are usually either your standard anisodactyl feed or webbed feet. this is dependent more on the environment they've adapted for than it is the aircraft type.
8-they're around the same length as their real-life aircraft counterpart a-exact sizes vary between individuals and species b-some aeronoids, however, are smaller than their real-world counterparts now, before we can truly get into the four main groups of non-elkinets, we first have to go through the evolutionary tree first, so you get a good idea on who's related to who.
EVOLUTION AND BASIC TAXONOMY          it all starts with the bird ancestor, a sort of stem-parrot, which may have looked similar to your average passerine, or maybe a bit like a mimicoot minus the crest and pseudoteeth. after all, on my post about the mimicoots [tumblr edit: also a link to a DA post], the tomium is purely convergent to the aeronoids. the superorder would then split into two groups: the mimicoot and the aeronoids.
 there haven't been any clear fossils of an intermediate aeronoid (at least at time of posting, maybe i'll make one later), thought most people agree it may have looked like a weird theropect-bird hybrid. between the bird ancestor, the intermediate form and the basal aeronoid, a couple major things have happened:     1-the loss of feather covering the body     2-wings becoming more thicker and longer in the absence of flight feathers     3-the loss of the secondary eyes (the smaller bottom eyes that most vertebrates have)     4-the appearances of prop engines both on the back and on the wingtips.
    after the intermediate form came the basal aeronoid, which looked like a theropect with an engine on it's back. it's guessed that this basal aeronoid uses all three engines to fly, though speculatively rather poorly. that didn't matter, though, since most aeronoids later down the line would develop better flight in there own unique ways.
    the earliest group to branch off from the rest were a group that started using less of the engines in more favor of flapping their first forelimbs. these intermediate gliders would become the avibels, the aeronoids that returned to their flapping winged ways of their ancestor, minus feathers.
    the next branch would lead to the theropects, which further developed their wing engines as their primary scource of flight, as well as re-evolving them as another set of "arms". however, before true theropects came along, another group close to them would split off and start using those arms more often than their original first forelimbs, causing those forelimbs to reduce in size. these aernoids would be the elkinet ancestor, as as they further developed their wings, not only did those vestigial arms completely disappear, but also the prop blades since they started using the actual wing itself to grab and manipulate object. this would eventually lead to the elkinet we all know and recognize.     despite the multiple arms of multiplanes (biplanes, triplanes, ect), they're not a separate group as the elkinets. the multiple wings are more of a mutation that stuck around than something that was ancestral.
    the final branchoff would lead to a quadrupedal aeronoid that had lost the prop engines on the wingtips in favor of the one on the back. one group would ditch the wings entirely and become the carnivoran-like stunits. the other, however, not only lost wings but also the engines entirely. what the intermediate "flightless" form looked like is also under debate, though it may have had small, vestigial wings and a heavily reduced engines. in any case, the aeronoid would instead opt for completely gliding and loosing powered flight, leading to them becoming the rodads.
alright, natural history lesson over, time to continue on.
    most aeronoid species are relatively smart, and have been kept in captivity by both elkinets and later down the line humans. while most of them are really tame, some species have been fully domesticated. their reasoning for being kept by elkinet usually is companionship, though some secondary usages like hunting, transportation, eggs and meat are also common. in addition, their pygmy variation are also common due to intentional breeding.     aeronoids tend to fill in similar niches to other existing animals. despite this, they rarely do ever go into direct competition with other animals of the same niche, probably due to argonus's size which allow the aeronoids to take over a niche of their own in certain areas.
  ok, ok, NOW we can get into each individual (extant) groups of aeronoids.   
THE STUNNITS (helicopters)
wild ranges:     the stunits are found almost worldwide, but are most common in the temperate and lush habitats. they can also be found in civilizations as strays/ferals. general diet:     most stunnits are generalist omnivores, but there are some variations to exactly what they eat. some of the smaller helicopters have a more carnivorous diet, as they'll hunt smaller animals and eat carrion as part of their diet. on the otherhand, some of the largest helicopter species are near-entirely herbivores, having plants as a main staple of their diet.     captive stunits are usually fed their own diet-specific kibble, though with the more omnivorous / carnivores species some good grain-free dogfood have been used as a cheaper alternative. behavoir:     most stunnits are social to some extent, at the very least they'll tolerate each other if food and water is plentiful. armed and attack helicopters have a more vulpine-like role, being carnivorous loners that only really get together to mate and raise young. larger helicopters have a more canid-like behavior. much like other aernoids, the stunnit's tail and prop blades can be an indicator of emotions. for example, their tails wag when happy or exited, or their props could twitch around to show frustration or annoyance.     stunnits raise their young in the late spring. they'll create a shallow "nest" that's either loosely made of nesting materials or no nesting materials at all. the mother will lay about 3-5 eggs, and then both parents will protect the eggs until they hatch. the babies are precocial, meaning they're born in an advanced state to where they're able to walk, run and to some extent drink/eat on their own. the parents still have to protect them and feed them until they're truly ready to be on their own.     stunnits, both in the wild and with feral colonies, have a set territory that that chase intruders off of. these fights rarely end in severe injuries/death. feral colonies tend to be less territorial. stunnits communicate with growls, howls and "groarks" (barking, but with a slight growling/roaring tone to it; best example i can give is the mane wolf's roar-barks).
additional stuff:   the stunnits get the title of "man's best friend" of argonus, and it's no secret why. they're the aircraft analog to carnivorans, more specifically bears, canines and felines. most species have been kept in captivity and used for a variety of tasks, such as transportations, guarding, herding, hunting, pest control, ect.     they have an actual full body. helicopters with a lattice tail (Like the bell 47 tail here) have an actual full tail, and like the cockpit/canopy the lattice rods are just extra ornaments. even with the skycrane, they're a more fuller body.     just like their real-world counterparts, they're incredible fliers that can hover in places, as well as dive and make hairpin turns. when they fight in the air, most of it is just them chasing eachother around, maybe even pushing eachother a few time before one of them leaves. these fights usually dont last too and and almost always ends with both parties leaving with little to no injuries.     most species of stunnits (excluding the mostly-herbivorous ones) have a serrated beak, which is good for cutting into their food whether that's be the flesh of an animals or the flesh of a watermelon.
THE AVIBELS (sailplanes and gliders)
wild ranges:    most species originally were found throughout the eastern hemispheres, with some species being native to the western hemisphere. however, thanks to the elkinets they can be found anywhere where there's civilization..
general diet:     while the avibel are considered generalist omnivores, they're more in line with being an opportunistic carnivores and have at least 50% of their diet consist of meat. most of the meat they eat are usually animals smaller than them, with their favorites being rodents, lizards, frogs and fish. the plants they eats, on the otherhand, are often fruits, grains and seeds of various plants. they've also been known to have an incredibly strong sweet-tooth from time to time, having been known to raid maple buckets and beehives for the sweet, sugary treat insides. this sweet tooth is most common in the spring.     avibels that are kept in captivity are typically content with eating a high-quality dogfood since most contain all the essential nutrients to keep the gliders happy. however, there do exist more specialized feed for avibels, especially for ones who want them to start producing more eggs. this feed usually contains a mixture of insects, dried meat, dried fruit and grains.
behavoir:     the avibels are best described as being "bootleg crows". they have the intelligence just slightly under that of actual crows and ravens, able to learn and adapt to various environments. the avibels are very social animals and are commonly seen in small groups of 3-7 (Though larger groups do occur). they're monogamous and mate for life; if one partner dies, the other will become depressed and will refuse to mate with any other glider for a while (sometimes never). avibel are expert hunters, and can be seen actively hunting small animals and insects.     these aeronoids have a decent vocal range. they made a wide variety of sound, usually consisting of hisses, screeches and "chirps", all reminiscent of various bird-of-prey. they'll also slam their tails on the ground to show anger and frustration (this is especially true to broody hens).     when raising young, the two parents will create a nest usually under a tree or any other covered places. unlike alot of other aeronoids, baby avibel chicks (which they have 1-2 of) are born both blind and deaf for the first week or two, much like some bird species. the parents swap places and take turns caring for the babies until after two months when they're ready to be on their own. sometimes the offspring will stay with the parents to help care for the next generation.
additional stuff:     unlike most other aeronoid species, the avibels typically don't have any form on engines whatsoever. instead, the go the old-fashion route and fly by flapping their wings to take off. once in the air, they'll uses a mixture of powered flight and rising thermals to stay in the air. despite their appearances as a more bird-like elkinets, they're only distantly related to them like we are to baboons.     also unlike alot of aeronoids, their beaks have sorta re-evolved into...beaks. more specifically, their beaks are curved and sharp, with the top one having a point not unlike an eagle's. the beak is much like a multitool, being able to tear, shred and cut not just their food but also really anything.     elkients have raised avibels for centuries as a source of eggs, meat and companionship, and the gliders often double as a form of pest control too. humans also took a liking to them, as their intelligence and easy tamability made them great mounts as well. however, avibels have been known to act aggressive towards humans and anyone who disturbs their nest while they're raising chicks.
THE RODADS (lifting bodies) wild ranges:     rodads originate from the woodlands and mountains of sonias. just like with the two other aeronoids here, the elkinets and their civilizations have made them a world-wide city animal.
general diet:     the rodads are generalist herbivores, generally speaking. the specifics of what plants they eat can vary by the region. naturally speaking, they eat leaves, flowers, fruit, nuts and seeds, but they'll also take grass, twigs and really any plants they can get their forepaws and mouths on. they'll also take on insects and small animals occasionally. during it's waking hours, a rodad will spend at least 70% of it's time foraging for food. behavoir:     rodad's aren't the most smartest animals out there. rodads are also not very social animals, and at most in the wild they'll tolerate each other if they're enough food and water around. however, in captivity they're alot more easier to get along with each other. wild rodads are territorial, and they can be seen fighting for the best food and mating rights.      when not eating or fighting, rodads are rather slow and chill animals, and can be see climbing and/or sleeping in trees (or any other high, enclosed place), or wonder around to make sure no rival steps foot into their territory. if disturbed, they'll either run or (if in a high place) jump off and glide to safety. and if they're really cornered, they'll try and bite/scratch the threat.     they're rather tolerable around other smaller animals that don't pose much threat to them. rodads are also surprisingly good swimmers, and many species have at least some semi-aquatic lifestyles. with their combined behavior and occasional affinity for the water, some humans called they "citybaras", seeing them as the capybaras of the city.     the aircraft are ok parents. males usually make a small cavity in the ground, just big enough for a female and her clutch pf 4-5, and he'll mate with first female that comes in. after that, he'll make sure no other guys take his girl while she lays her eggs and protect them. once the eggs hatch, he leaves her to do the rest of the work. thankfully, the babies are born precocial, so there's not much to be done other than making sure they learn how to eat and drink on their own.     rodads don't make much noise. at most they've been known to hiss and softly squeak. however, during fights they'll scream and squeal not unlike that of koalas.
additional info     the rodads are the only aeronoid, both presently and within fossil records, to ditch true flight entirely. instead they use their weird body shape to glide from one place to another. they can actually glide long distances, and in addition are surprisingly good jumpers and climbers. unfortunately, they often fall prey to many predator, stunnits and avibels being a common foe.      although they have no wings, rodads still have a small, thin tail. rodads also have evolved whiskers, which they uses to sense their surroundings since their vision isn't the best. 
THE THEROPECTS (tiltrotors)
wild ranges:     theropects are strictly restrained to the jungles and rainforest of sonias. unlike most others here, feral population are actually rare and only confined to equally warm habitats. all other theropects outside of sonias are usually part of zoos and sanctuaries, sometimes as exotic pets, too.
general diet:     theropects are all around generalist omnivores. they eat anything that's edible to them, but fruits and leaves make up 60% of their diet. sometimes they'll pick up some invertebrates, small animals, and eggs to round out their diet. they're rather infamous for raiding fruit farmers and stealing the food they grow, especially during peak ripe season.
behavoir:     one of the most intelligent species of animal on argonus, the theropects are only second to their civilized relatives, the elkinets. as a matter of fact, they're the closest thing argonus gets to chimps and gibbons, since when it comes to primates no hominoids themselves haven evolved on argonus (Only lemur, new world and old world monkeys). despite the likening to chimpanzees, they're more like gorillas, being plant-eating pacifists that rather would scare it's enemies than to actually attack.     theropects are not only bipedal like their relatives, but are also very good a manipulating objects. they use both their forelimbs and their wings (or more accurately their prop blades) to grab, hold and move things. their prop blades are especially good at this, since they move very much like the elkinet's wings. they even have a bit of gecko-padding to further hold things.     the tiltrotors are very social and very good parents. they make a very simple nest to lay their eggs in. the mother usually only has one baby, rarely ever two. while the babies are born with their eyes open, they still cling onto mom (or any other females' if she's not round) for at least two years. during that time both mother, father and other members of the group will help take care of them and the mother, and later down the line teach the offspring how to survive.     theropects make a wide array of barks, screeches, whistles, coos and hisses to communicate with each other. 
additional stuff:     since argonus lacks any apes, this is the closest they got to gibbon, gorillas and chimpanzees. in captivity, they're about as pleasant to own as a cockatoo or macaw (aka don't get one unless you're very experienced). they've been used in laboratories and scientific studies, and are common info the film industry as animal actors. however, they're not all sunshine and rainbows, as they're very noisy, nippy and often can be seen stealing things from their owners. however, with enough proper love, care, toys and attention, those issues are brought down to a minimum. still, there is alot of legality issues when it comes to owning theropects as pets, so usually it's better off to leave it to zoos and sanctuaries to take care of them.
aaaaand that's it for the aeronoids! any other information regarding them will probably be in other post.
3 notes · View notes
Text
ARGONUS INFO: the Elkinets, an "advanced" guide
(NOTE: description copy-pasted from DA where i normally post my works. any context that is missing here on tumblr can be found on my DA [linked here and on pinned post] )
[this is a single image best view if opened in a new tab. the top image was the first formal post about them, before i actually started my argonus worldbuilding series]
[re-uploaded due to original being posted from main]
Tumblr media
[tumblr edit: this guide is meant to be a "basic" guide to the elkinets themselves. obviously, because they represent airplanes and airplane-like drones, they come in such a wide variety. also, idk how the formatting is, so excuse any issues and mistakes. i also edited some grammar issues as well. ]
GENERAL BASICS elkinets, on the surface, look like your everyday generic aeromorph, that is a living aircraft with a humanoid shape (a rather "basic" one at that).
they have a clearly defined head, neck, body and tail. they stand on two legs, and the wings act as arms and hands when not used for flight. however, there are some things that separate them from other similar aeromorphs.
-excluding the engines (Later on that), they and the other aeronoids both have an entirely biological existence and an evolutionary background, being highly derived from argonus's early Psittacopasserae birds (parrots and passeriformes) during the late paleocene.
-the legs and feet aren't landing gear, rather they are much like that of birds and theropods, further reflecting on their evolutionary past.
-their skin is soft and leathery, not unlike that of a human's (kinda creepy, but whatever) it is, however, comparably the same thickness as our own.
-their cockpit / canopy / windows are purely aesthetic, having no real function. it is solid in color and made of skin like the rest of the body (they are often called "canopy/window integument")
-they have a skeletal structure not unlike other tetrapod's, alongside organs as well.
-there exist a dwarf / pygmy version of them, which occurs when there is a lack of natural resources.
 now that's established some of the basics, we can get into the specifics of it. BODY SYSTEMS      being a tetrapod, they have various organ functions, though here are listed some of the important one:
SKELETON: the skeleton of an elkinet is still similar to birds, but there are a few highly-derived parts of it. two major examples are the skull and arms.     much of the skin covers the head like it would with the skull. it has lips to cover the "teeth", keeping them lubricated with saliva. these "teeth" aren't actually true teeth despite initial appearances. they are instead tomium (what geese have) that have the same function as canines, premolars and molars, covered in the same material as the beak. their incisors, however, are what's left of the actual beak they once had. both the beak and teeth constantly are growing, and while the process of mastication (chewing/grinding of the teeth) is often enough to keep them trimmed down, proper dental care is still required.     the arms are also very derived from the original animal. everything is normal right up to the metacarpals, where we see the metacarpals small and atrophied. the metacarpal isn't completely useless, since it (alongside some cartilage) help anchor down the many muscles that make up the other half of the arm.      just like modern birds, the bones are hollow. this allows them to stay relatively light in weight so they can much easily fly, but does raise the risk of injuring those bones. this is especially a problem with older, larger individuals.
MUSCLES: an elkinet's strength varies from aircraft to aircraft, but in any case they are pretty muscular regardless.     the area with the most muscles are the half end of their wings. these muscles help move and control the rest of the wings, but more importantly they help manipulate objects. this is, obviously, because they have no fingers, so having those muscles are really useful for delicate task like writing.     their legs are also pretty muscular, which is a given since they use them for getting around on the ground as well as taking off and landing.      the tail stabilizers, canards and prop blades can also move around. those parts can move in a similar fashion to the wings, though more weaker and are often used as more of displaying emotions.
RESPIRATORY AND CIRCULATORY: while two different body systems, they go hand and hand together.      -respiratory- the elkinets have a strong respiratory system. their lungs are large, having various air sacks to help with gas exchange. in addition, elkinets have re-evolves diaphragms. elkinets primarily breath through their nostrils, which can sometimes hide behind the engine intake if said engine is on the face.     -circulatory- elkinets have a four-chambered heart, not unlike any other tetrapod. their blood is red, and so is a fresh wound. however, said wound then turns grey during the healing process (unless injury is permanent, then it stays gray). apart from where you'd usually find mass amounts of blood flow, the engines are also a major place for blood to go through, especially if being used in flight.     the engines is always loosely connected to both circulatory and respiratory systems. when running, the engines can take in oxygen and puts it into the bloodstream. this is, however, not super effective since it only takes in 1/10 the amount than the lungs.
DIGESTION: contrary to what one may think, elkinets do not consume jet fuel, nor any kind of fuel, rather they eat actual food.     elkinest are, for the most part, just as omnivorous as we are. they are capable of consuming both plants and meat, and have been domesticating animals and plants for food for many, many centuries. however, exactly which one they consume the most can vary. for example, larger aircraft may stick to a more vegetarian / vegan diet because plants are far more easier to produce and yield more food than animals. on the otherhand, some places don't have much land for growing crops, so they stick to eating mostly animals. and, of course, we cant forget about the various cultures and what they eat as well.     since the elkinets have the tomium to help grind down food, they have de-evolved their gizzards as they serve no real purpose anymore. they do, however, still have a cloaca, the single hole on their butt that used for everything down their (waste + reproduction).
REPRODUCTION: i won't dwell on this too long since i don't like talking about it. all you need to know is that while their cloaca conceals their reproductive parts, they still have the usual reproduction organ that most other tetrapods have. they also lay eggs, like birds
PHYSICAL APPEARANCES & ANATOMY
now we head to the rest of the body and their physical appearances.
HEAD:     like said with the skeleton, elkinets have a reduced beak that act as incisors while the tomium act as the rest of the teeth. but apart from that, what else is going on?
-canopy/cockpit: like said in the beginning, the canopy has zero function, at least by our terms. they do, however, serve as identifying features between individuals. the color of it will vary; most of the time it's some shade / hue of blue, but it can also be any color. the canopies' color always stands out from the rest of the rest of the body.
-eyes: eyes are rather human-like in shape, but the general style of them can vary. regardless, elkinets always have a clearly defined pupil and iris. and they come in a wide variety of colors (another way of identifying individuals). in very rare instances with trainer aircraft (particularly ones with separate canopies), the elkinet may have four eyes, much like the other argonian fauna. it's unclear why it's specific to trainer aircraft and not other kinds.
-ears: the one thing that remains consitant with the rest of argonian vertbrates are their ears; they have four earholes, which are covered by a flap of skin akin to an earlobe. they are desgined to protect their hearing durring flight.
-fangs: sometimes the canine part of the tomium can stick out of the mouth. these are usually small and dont create much of an issue.
NECK & BODY     all elkinets have a neck, however short they may be. the neck and spine are very flexible, and the neck can turn a near 180 degrees. when standing, the body creates and S-like shape. although they may look top-heavy, they're center of gravity is actually around the pelvic region (Often helped with the tail), so they don't constantly fall over.
ARMS / WINGS     the "hand" part of the wing is called the "paw", and in spite of it's shape it is extremely dexterous. alongside the muscles at the wingtips that control the appendage, the paw's underside (their "palms" so to speak) are as soft and sensitive as our fingers. the palms, as well as the underside of the paw in general, are also covered in setae (same stuff some geckos have), which they can control to hold / drop items. this allows them to hold smaller objects without moving much of the wingtip's' muscles.     the length of the arm, regardless of aircraft, is always long enough to do basic arm stuff (grab, stretch etc.). they are also never past the neck of the elkinet, and are always directly connected to the body around the chest /abdomen area. in the multiplanes (biplanes, quadplanes, ect), there are no support beams between the wings, and as expected those extra wings will also function as arms.
LEGS AND FEET    the legs of the elkinet are directly underneath the wings. although no longer needing to live in the trees like their passeriform relatives, most elkinet feet still are still capable of and used for perching and grabbing onto stuff. with some of the longer-winged aircraft, there comes longer legs to keep the wings from dragging onto the ground. the colors of the legs are always greyish in color, though can have a little tint to them. there are five major feet types when it comes to variations:
-standard anisodactyl: one of the most common leg types, all aircraft can be born with anisodactyl feet. these kinds of feet are not exclusive to one aircraft type, though sometimes they're more rarer in some types of aircraft than other.
-zygodactyl: another very common and non-exclusive feet type, these kinds of feet are more common in the smaller and lighter aircraft, especially in civilian and non-combat aircraft. some elkinets use zygodactyl feet to hold and manipulate objects, much like parrots do with their feet. skiplanes have a unique variation of this foot type that's semi-palmate (partially-webbed).
-dromaeosaurid: heading to the more exclusive kinds of feet, the dromaeosaurid feet (also known as raptor feet) are only seen in the small and medium-sized aircrafts. they are especially common in combat aircraft like bombers and fighters. although tipped with a large talon, rarely is the big toe ever used in combat outside of the military.
-webbed: while these feet are often in the shape of you average palmate (Like ducks and geese), they can also take the form of lobate feet (Like grebes and coots). they are exclusively seen in seaplanes and very rarely in other types. curiously enough, those rare times are often in navy and coast guard aircraft. as expected, these provide better mobility in water.
-carnosaur: of all the feet types, this is the only one that is incapable of perching or grabbing due to a heavily reduced rear toe. these are only found in transport aircraft and no other kinds have them. they are especially common in some of the biggest and heaviest of them.
TAIL     beyond with flight, the tail also serves as a balancer to keep elkinets on their two legs. the tail is flexible and capable of moving around. the tail can be used as an indicator of emotions; an example is their tail swaying side to side. this is typically associated with being happy or content.      all elkinets have a tailbone and some form of a tail. the twin-boomed aircraft are very interesting, in that their tail is boneless and part of the arm. each boom is separated from each other, allowing them to move independently. when in flight, however, they are held together by setae, same thing on the wingtips. they are limited in movement, however, and are primarily controlled by the base of the boom.
SIZE AND HEIGHTS     from nose to tail, a normal elkinet is around the same lengths as their aircraft counterparts. however, that is not always the case; elkinets also have a pygmy version of them. pygmies are half the size of a normal elkinet, and come into the world of two way; being born by pygmy parents (Most common) or being born from a normal elkinet (very rare). the latter occurs when there is a lack of natural resources (water, food, etc.). this has, historically, happened on island and island continents, but in modern time it became prevalent in places of poverty. apart from the size, they're about the same as a normal elkinet. sometimes, especially with some of the smallest aircraft, pygmies can be smaller than humans.     with individuals, however, there are some variations in size much like us. some individuals of the same age and kind can vary a little bit. this is especially in females, since they tend to be slightly larger than males.
GENDER DIMOPHISM     female and male elkinets look almost identical, though there are some external giveaways to their gender.
-females: females, like said previously, are slightly larger than males. in addition they'll have some much fuller eyelashes, and often have a slightly more curved chest than the males (of which is mostly fat)
-males: the almost opposite, males are slightly smaller, with a flat chest and less full eyelashes (or in my drawing style no eyelashes).
[tumblr edit: later on, i would call males "toms" and females "sheplanes". also, yes, i know, typical "girl vs boy" anthropomorphisation. come complain to me..]
COLORS AND LIVERY     contrary to our aircraft, elkients do not have any obvious letters, numbers or symbols as part of their liveries. they only have colors, patterns and markings (seen on last image). at most they'll have markings that very, very vaguely look like said symbols. the closest thing to having those as part of their livery is if it's tatooed on, otherwise it is worn as some form of clothing or accessory.     while most of their livery is based on their real-world counterpart, they practically can have any kind of colors and liveries.
GENETICS & HYBRIDS
    all elkinets are part of the genus aeros, and because of how closely related different kinds are, there is indeed a possibility to get a hybrid. between different aircraft, hybrids can vary from uncommon to very rare. in all cases, hybrid elkinets are usually a mix-and-match thing, having certain physical attributes greatly resembling one parent than the other, the most common of which is being one parent' species and the other's colors/livery. sometimes, though, other body parts can be taken into account like head, body, tail, engines, etc etc...however, there is more at play than just having the parents be two separate species.     see, what comes out depends on the size difference between the parents. usually, the rule of thumb is that the smaller the mother is compared to the father, the more likely it is the baby will be the mother's species. here, i have a set of examples (disclaimer, I'm horrible at percentages):
if the mother's smaller than the father, it's the following statistics: -60%-90% chance of baby being mother's species -30%-5% chance to be father's species -10%-5% chance of baby being hybrid
if father's smaller than the mother, the statistics are swapped: -60%-90% chance of baby being father's species -30%-5% chance of baby being mother's species -10%-5% chance of baby being a hybrid
if both parents are close to or of exact same size, then it's different: -35%-40% chance of baby being father's species -35%-40% chance of baby being mother's species -30%-20% chance of baby being hybrid 
    of course, this is if the baby is conceived naturally. though, in the more modern age, parents can instead go to specialist to have their baby artificially conceived. the most common way of doing this is having a fertilized egg sit in an artificial "womb" until it developed into a more proper elkinet egg. these artificially conception creates the same chances of what comes out as if the parents were of same size. this method, however, is pretty costly and does require the two parents to go through paperwork and make sure that they're capable of taking care of the child.
ENGINES AND FLIGHT     just like real-world aircraft, elkinets are fully capable of flight. however, their flight is pretty different than our aircraft.
ENGINES: the elkinets fly primarily with their engines. the engines are near-identical to our non-living aircraft, having the near same mechanisms and what not, particularly the insides of it (fanblade, compressors, turbines, ect). however, the materials are actually partially-biological, having keratin make up at least 30% of those part. this makes elkinets (alongside all other aeronoids) one of the very few times a biomechanical organism has evolved naturally.     another thing that sets the elkinet's engines apart from normal aircraft is how resistant they are. things that would normal damage or strait up ruin an normal engine (water, debris, ect) have little to no effect on the elkinet's. their engines (if on the wings) are also firmly attached to the arms via cartilage, so it would take significant force or trauma for them to come off. however, the insides of the engines are also pretty sensitives, and they definitely would feel debris if it was caught up in there. thankfully the debris usually will comes out by itself with a few start-ups.
FLIGHT IN GENERAL: elkinets take off by having their engines at near-full power and either launching themselves into the air or getting a brief running start. once they've got air, engines go into full power and they fly off.      regardless of what aircraft they are or the type of engines they got, all elkinets fly at the subsonic speeds of 200-210 mph (dependent on respective aircraft/engine types). since elkinets have no flaps or speed brakes, they usual stop/slow down by positioning themselves so that they reduce their speed (Much like what birds do when they come to land). elkinets will even deploy reverse thrust if they need to further slow down.     like that famous saying from Issacs newton goes "what goes up must come down", and that stays true for the elkinets. for one, flying itself can burn alot of calories, especially if the engines are constantly running. another thing that limits the amount of time in the air is the fact that they have to hold their arms / wings strait out. while they have evolved to hold their arms out for long periods, they cant hold them out forever.     in addition to normal flight, all elkinets are capable of gliding as well. and, depending on engine placement, they can also hover in the air even if they aren't vtol aircraft themselves. this, like with birds and the above stated, takes up lots of energy.
DEVELOPENT & LIFE CYCLE     like practical any organism, elkinets have a life cycle and different life stages. typically, elkinet on average live for roughly 110-120 years, and have weird developmental stages too. although they reach a certain point where growth is suddenly slowed, elkinets never really stop growing. some of the largest elkinets are also some of the oldest. there are considered five different life stages
EGG (0-3 months): five months after conception's, the mother will give birth to an egg. the egg, while varying in color and sizes depended on species, will always be of the same shape. elkinet eggs are soft and leathery like a lizards, and create their own heat. however the egg must be protected and kept an eye on at all times, should the egg ever hatch or get damaged. the parents can either place the egg in a special nursery, or take the egg wherever they go. the gender of the child can be told two to three weeks prior to hatching via ultrasound.
INFANT (hatchling/hatchlet), 3 months-4 years: when first hatched, the infants eye are closed for the first five days. infants lack the tomnium when first born, an only gain them once two years of age. in the meantime, they are fed bland, pureed food (Not unlike our baby food), or if one to go the all-natural route, pre-chewed food.     infant elkinets begin "walking" at age 5-8 months. or, more accurately, hopping. they start by bunny-hopping, that is lopping on all fours not unlike that of a rabbit. eventually, they'll begin to clumsily hop on two legs like a drunk kangaroo, and later at age 3, begin to walk normally. infants, before they're able to start talking, will make various chirps and hisses (which is said to be very much like that of a cheetah cub, caracal or baby racoon). they are also, obviously, incapable of flight since they lack the parts nessisarly to fly.
CHILD (aeroling), 4-14 years: at this age, not only are they talking and eating solid foods, but they've also developed the engine parts that allow them to fly. however, the engine are still very weak; at most they can glide short distances, so they need to exercise them in order to be able to properly developed flight. it's also at this age that they're put into the education system.
TEEN (Middling), 14-27: the midway point from child to adult. at exactly 16-17 they're considered sexually mature, however it is considered that the age of 22 is the appropriate age of consent. at this point, they're fully capable of flight, and at 19 they're considered old enough to work, go to collage or join the military.
ADULT (30-90): at this point, the growth is heavily slowed, but not stopped. apart from that, this is your typical adult stages you'd expect.
ELDERLY (100-130+): the final stages, elkinets begin to loose their flying abilities as their engines begin to weaken. any form of bright colors they had become darker and duller, and their health complications begin to rise. most elkinets will end up with mobility issues and will inevitable be unable to walk. usually these complications strikes larger aircraft earlier than the smaller ones
now, in some freak circumstances an elkinet's growth does not slow down much, if at all. it's very rare, and this most commonly happen in the pygmy elkinets. while this does sound cool, it only leads to a shorter lifespan.
MISC TRIVIA  here, i have some various info and facts about the elkinets that don't entirely fit into the different points.
-elkinets, and practically all other aeronoids can survives slightly more hotter /colder temperatures than we do. they've only go into hypothermia (cold) when their body temperature hits 89.6 F, and hyperthermia (hot) when it hits 105.8 F. both those temperatures would kill us humans without immediate help. however they obviously try to avoid those dangers and will stay cool / warm when they can.
-elkinets will also wear clothing and accessories, not just for the above reasons but also for other reasons like vanity or rules and regulations.
-elkinets do indeed have vehicles. not surprisingly, most of them are aerial-base, but there are a plethora of land and water ones too. most of these vehicles, however, don't go as fast as you think. with the flying vehicles, they only go slightly faster than the fastest elkinets, if not the same speed as them. they're primarily used for long-distance travel and heavy transport.
-adult elkinets still do make animalistic noise, though unlike when they're young these noises are more akin to large carnivorans, such as growls, roars, screeches, and yowls. however, the noises aren't part of their actual language, they're more of sounds that display certain emotions. 
-while capable of eating thing us humans can eat, there are also some foods they only they're capable of eating. holly berries are a good example, as they've been domesticating them for years for things like pastry filling, candy and rum (which, funny enough, made them less poisonous to humans).
-elkinets prefer to sleep on the bellies as it's more comfortable as apposed to sleeping on their backs
-elkinets usually do not naturally have any armaments to them whatsoever (missiles, guns, ect). those are usually part of armored suites worn by the military.
anyways, that's this post for now.
4 notes · View notes
Text
ARGONUS INFO: a map of the planet:
(NOTE: description copy-pasted from DA where i normally post my works. any context that is missing here on tumblr can be found on my DA [linked here and on pinned post] )
[image best view when opened in a new tab. for any context about "copy-planets", they follow the weird "earth-like planet" trope where everything identical to earth, except for some noticeable differences dont worry, you'll se why that is later on...]
[re-uploaded due to original being posted from main]
Tumblr media
NOTE: THIS MAP DOES NOT TAKE INTO ACOUNT SOME OF THE SMALLER ISLAND THAT ARE TOO SMALL TO DRAW IN. 
_____________
don't you just hate it when you think you're doing a tiny side project that starts turning into a whole ass world building universe?
..anyways, i decided to expand upon argonus a bit more; more specifically, make the biomes more clear and add some geography. i already made a map of argonus once, but now it's time for the (more full) details.
are you ready for my nonsense rambling? ALRIGHT HERE WE GO!!!!
first of let me just say this: i am crap at making maps. I literally just googled "literal translation of countries' names" and went from there. i also just grab a photo-to-linear converter on google and then made nessisarly changes to make it workable (because converting a photo of a colored drawing to linear creates messy results), plus a few misspelling here and there. but I'm happy with the results, cause now i really got a frame of references for when i start making more exclusive fauna and potentially stories.
anyways, as a copy planet of earth, it's not just the flora, fauna and biomes that are near-identical to us, but also the continents as well, even there's an "old world" and "new world". however, when it comes to countries, that's where it ends, because they have different names than ours (and different-looking countries).
but, before I go listing off countries, i should probably talk about language first:
so, because I lack some creativity, the elkinets do speak "common human" (aka human languages). common human, contrary to what one may believe, is not specific to humans; it's called "common human" because it's the most commonly spoken languages among humans, and has been developed independently by other sophonts across the omniverse.
some of the most common and predominate of the common human throughout the planet include: -English -spanish -Korean -Russian -Chinese -Hindi -Japanese -French -Italian -German -Arabic -Greek
however, their original language is known as "true elkinish", which has nouns, pronouns and adjectives in Latin and the rest in greek. here's how it works and sounds (example text taken from Butte collage):
[tumblr edit: italics represent latin]
english (what's latin and what's greek) The young girl brought me a very long letter from the teacher, and then she quickly disappeared. Oh my!
true elkinish (greek & latin): O puer pue efere ego poly longo littera apomagister, kai meta puella grigora. O thee! if this is too complicated, that's ok. most humans (and other earthfolk that come here) usually learn the Latin parts. most countries speak common human (which correlates to where they live, ie Chinese in center kingdom), however true elkinish is still taught and spoken throughout the planet. most developing countries/indigenous tribes still use this original language as their primary language.
finally here are what the continents called, and the countries that make up them:
OLD WORLD
EROON(europe), 10 countries: 1-Geranc 2-Ben Ital 3-Maronus 4-Isle of Smainx 5-lagusain 6-Talta Island 7-Dirus 8-Brith 9-Rishin 10-Scalvania (Note: brith, rishin and scalvania all are part of what's known as the "brithian kingdom")
SONIAS (asia), 7 countries: 1-Northernland 2-Lruss 3-Center Kingdom 4-Sunrise Lands 5-Kingdom of Laos (KO laos) 6-Indus 7-Swauda
NYLUS (africa), 9 countries: 1-Islangia 2-Libu 3-Gwagir 4-Sothepio 5-Central Lakerealms 6-Mussa 7-N'gola 8-South N'gola 9-Lemura Grasca
OCEANANA INDUS ISLANDS (indonesia), 8 countries: 1-Isle Indus 2-Rogdeginta 3-Lesser Indus 4-Guinea Centura 5-North Minor Centrua 6-Major Centrua 7-South Minor Centrua 8-Milva
ASTRA (austrailia), 7 countries: 1-Northern Lands 2-West Astra 3-Kingland 4-Swoth 5-Victon 6-Moaland 7-Tasmuth
NEW WORLD
NORTHEST AMERIGA (north america), 11 countries: 1-Y'uckta 2-Kiakdika 3-Hihiuantius 4-Villageda 5-Nation of ameriga 6-Nucklon 7-Rhadnol 8-Pwatubu 9-Gulf Islands 10-Kalaallit 11-Naveloon
SOUTHEST AMERIGA (south america), 8 countries 1-Redender 2-Guwanill 3-L'twends 4-Silvy Eenda 5-Isla Nywo 6-Eenda Isle 7-North Archus 8-South Archus
THE POLES: -nolerth -soleouth
expect this to be subject to change, since it's long post that needs to be updated when new lore/info comes out.
0 notes
Text
WELCOME TO PLANET ARGONUS: a breif introduction
(NOTE: description copy-pasted from DA where i normally post my works. any context that is missing here on tumblr can be found on my DA [linked here and on pinned post] )
[re-upload due to original being cross-posted from main account]
Tumblr media
welcome to planet argonus, a series about strange things on a planet with airplanes :)
anyways, here's the crazy backstory:
it was the late 2020's, and somewhere in in the omniverse, there exist a strain of universes containing a copy-planet of earth known as argonus, who's planets dominant species are bird-like sentient aircraft known as "elkinets". in a good deal of argonus universes, a black hole is destined to destroy it in the Holocene, unless the pukanis get there first, that is.
in this one particular universe, the pukanis saved argonus and their inhabitants from the blackhole. by using a powerful, strong magnetic discharge, they pushed the black hole away from the planet. however, now that the elkinets know about their existence, they finally introduce themselves and their species to the airplanes.
however, there was another black hole heading for another planet: earth.
by the time the pukanis realized this, the black hole was too close to safely push it back AND save earth. if they tried pushing it back now, the magnetic discharge will also destroy earth, killing all life on it. thus, a mass planetary evacuation was put in place, and all of the lifeforms on the planet were taken up to the megaships.
the original plan was to put them on a planetgon of their own, however while many humans (reluctantly) chose to continue their life on a flat hexagonal copy of earth, many chose to stay within their home universe. since they couldn't keep the humans on the ship forever, they formed a plan with the elkinets, who agreed to allow those remaining humans on their planet.
cannon-wise, most stories take place 500 years in the future (2500's), where humans, elkinet and a wide variety of other sapiens live and coexist together in peace (Mostly).
1 note · View note
Text
i'm going to need to re-post some stuff because i had updated something back on DA.
oops.
0 notes