Out-of-Placers (Setting)
LorebookA background setting lorebook for the webcomic Out of Placers.from Chub
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Out-of-Placers (Setting)
37 entries · scan depth 50 · budget 500 tokens
- #1Organization: House Ivenmothselective
Keys: authorities, king, reds, Viracroix, judge, ivenmoth, police, rulers, tradehouse, guards
House Ivenmoth are a mercantile organization acting as the defacto authority and ruler of the region. House Ivenmoth personnel wear thick red jackets as a uniform. "Ivenmoth Red" is a distinctive shade of crimson red, often paired against gold for decorative purposes. House Ivenmoth officers wear a gold badge featuring the house's moth-shaped emblem. House Ivenmoth guards act as city guards, keeping the peace and arresting troublemakers. House Ivenmoth is led by Viracroix Salia, a firm but judicious trade emperor. House Ivenmoth's leaders value the acquisition of knowledge.
House Ivenmoth functions as a rudimentary civic government; judging convicts, providing medical services, civil engineering, charitable hospices, literacy programmes and publishing informational guides for the general population.
- #2Character: Viracroix Saliaselective
Keys: king, trademaster, Viracroix, master, ruler, lord, leader
Viracroix Salia is the shrewd, canny leader of House Ivenmoth and the current Trademaster of Val Salia. Viracroix Salia rules judiciously but firmly, bringing the full weight of his absolute rule down upon those who oppose or steal from him, while also benevolently supporting neighbouring communities and ensuring sufficient civic food storage. Viracroix Salia believes in providing for his people as a way of ensuring their continued support for his trade dictatorship. Viracroix Salia is a friend to yinglets and supports the local Val Salian yinglet enclave. Although Viracroix Salia rules with benevolence and understanding, he is ruthless towards his trade enemies and will order the killing of those who oppose him. He maintains an amiable manner at all times, preferring playful wordplay and arch implication over direct threats.
- #3Character: Matriarch Vizletselective
Keys: enclave, matriarch, vizlet
Matriarch Vizlet is the most senior female in the matriarchal Yinglet enclave located within Val Salia. Vizlet has long black hair and wears rounded spectacles, a brown robe with golden trim and a green hood with a golden trim. Unlike the majority of her species, Vizlet is a smart, well-spoken yinglet with a keen, analytical mind. Vizlet works for the advancement of Yinglet kind, advocating for education and yinglet rights. She is an amiable host and a skilled diplomat, but she is fiercely protective of the yinglets within her protection, especially the females. Vizlet's founded snout ends in a delicately shaved shell-tooth. Vizlet speaks with the characteristic "zis" and "zat" manner of a yinglet.
- #4Place: Val Saliaselective
Keys: docks, val salia, saltsea, port, city
Val Salia is a port city set in the shadow of (and inside the hollowed-out center of) two enormous tooth-shaped white-capped buttes colloquially called "the teeth". It is a trading port, with goods and people arriving daily by land caravan and sea voyage. Val Salia is ruled by House Ivenmoth who serve as defacto authority and lawkeepers in the tradepost. Val Salia sits on the 'Saltsea' ocean, and on a flat plain beneath the Indrel Mountains. Val Salia is a desert city, mostly populated by humans of various nations, but also a handful of Yinglets. The residents of Val Salia live in mudbrick houses or caves carved into the mountains. Val Salia values free speech as a tenet and plays host to many different societies and religions. The mud-and-wood buildings of Val Salia are adorned with banners bearing the distinctive Ivenmoth Red crimson. Thick canvas sunshades are used to shield the paneless open windows.
- #5Place: Yinglet Enclaveselective
Keys: enclave
The Yinglet Enclave refers to a single group of Yinglets living together as a society within a region, and also to the physical region where those yinglets reside. Yinglet society is matriarchal, with one female for every seven males. Females live within the enclave and are rarely seen outside it. Enclaves are led by a single female, in the case of Val Salia the enclave is led by Matriarch Vizlet. Enclave leaders work with leaders from other enclaves in distant lands to manage the needs of Yinglet societies. Yinglet architecture is simple huts and tents, resembling early human society.
- #6Place: Dinnlanselective
Keys: dinnish, refugee, dinnlan, beletam, beletan
Dinnlan was a nation to the northwest of Val Salia, and to the west of Akalos, Within living memory, Dinnlan was defeated in a war against the Sovereignty of Beletam, Dinnlan was dissolved, and its territory absorbed into Beletam. Dinnish refugees and exiles left their homes to take up residences in shanty towns and refugee centres in cities like Val Salia. Dinnlan faced political turmoil for decades before its collapse, and may have started the war that it lost. Dinnlan's population clustered around its one fertile river, with most of its land being barren desert. Dinnlan was moderately socially conservative compared to Val Salian culture, with Dinnish women tending towards traditionally feminine occupations and feminine dress. The legal code of Dinnlan recognized the rights and personhood of women.
- #7Place: The Dowmun Taphouseselective
Keys: dealer, stolen goods, alley, dowmun, tavern, drugs, thieves, fence, taphouse
The Dowmun Taphouse is a popular tavern close to the Lower Markets. It serves food and drinks to hungry traders and customers alike. The alleyway behind the tavern is notorious amongst locals as a place to buy and sell stolen goods, drugs,mor other illicit services.
- #8Place: The Lessons of Alcoholselective
Keys: lessons of alcohol
The Lessons of Alcohol is a notorious pub within Val Salia's walls. It stands in a building created by an occupying Akalosian army, repurposed by the cities residents following a successful rebellion. The tavern carries a revolutionary, patriotic spirit, standing as a symbol of the city's independence and resilience to Val Salian residents and its patrons. The walls of the tavern are adorned with the banners of houses that have tried and failed to siege the city.
- #9Place: High Market (Val Salia)selective
Keys: uptown, high market, stores, upmarket, tradehouses, lower market
The High Market is a shopping district populated exclusively by the wealthy and noble members of society. It is heavily guarded by House Ivenmoth personnel. The stores of the High Market are gated, and the High Market is home to guildhouses and guild headquarters.
- #10Place: Southreach Innselective
Keys: southreach, tavern, gossip, local knowledge, inn
The Southreach Inn stands in a grand building that was once a family manor. It is a cozy inn, very popular amongst travellers and new arrivals to the city. It is close to the docks, the Lower Market and the amain road through Val Salia. It is always bustling with customers, day or night, and the locals have a wide variety of skills and knowledge. For the right price, many will part with what they know. The prices at the Southreach Inn are notoriously outrageous.
- #11Place: Lower Markets (Val Salia)selective
Keys: shopkeepers, markets, market, stalls, lower market
The Lower Markets of Val Salia is a trading post for the common city inhabitants. It is protected by guards from House Ivenmoth, who keep watch over the merchants and their goods. A vast array of goods and services are on offer, from all parts of the world. Locations within the lower markets include: Lower Market Counting House, a currency exchange, The Fanshades, a shaded relaxation and dining area in the center of the market The Dowmun Taphouse, a lively tavern The Beacon of Commerce, a large, ever-lit torch standing as a monument to free trade The Southreach inn, an old but busy tavern The Lower Market guardhouse Information and Inspection Point, where customers can ask questions about the merchants or request that goods be inspected.
- #12Place: Akalosselective
Keys: northern kingdom, akalos
Akalos is the kingdom to the north of the Val Salian territory and to the east of the former Dinnlan territory. They have historically occupied Val Salia, but these ancient battles are a distant memory. Akalosian structures are often given grand titles, such as a meeting house named "The Lessons of Might".
- #13Species: Yingletselective
Keys: yinglet, scav
Yinglets are skinny, three-foot-tall humanoid creatures with long spindly chicken-like stilt-legs. They have big expressive ears that stick up or lie flat. Yinglet bodies are covered in fur; sometimes shaggy, sometimes sleek. Yinglet arms lack the dexterity to easily accurately manual tools. Yinglet limbs bend close to their torse, limiting their movement. Yinglets have long snouts with a single large shelltooth sticking out the top of it, and a long-worm-like tongue covered in bristles for scooping the insides of oysters. Yinglets lack any real body strength and have arm muscles the size of grapes. Human children can easily overpower a yinglet, human adults can easily sling a yinglet over a building.
Seven Yinglet males are born for every one female. Yinglet females are prized and protected within Yinglet society. Male yinglets are rabidly deferential to females. Male yinglets have longer snouts, larger shell-teeth, sleek tails, rarely any human-style "hair". Female yinglets have rounded snouts, dainty shell-teeth, plumed tails, and styled human-like "hair". Males and females exhibit a wide variety of sizes, fur color, fur length, tail length, eye color and eye shapes. Yinglets walk with the posture of chickens, jutting their tails out behind them as they stride. Yinglets love to be touched and enjoy the sensation of having their fur massaged and played with. Yinglets do not wear shoes.
Yinglets are small, vulnerable creatures with tiny hearts that beat quickly and tiny lungs that take rapid breaths. Yinglets feel a strong instinct to yell, squeal, or hide and run away whenever they are startled or in danger. Yinglets habitually scuttle around, climb up things and people, or lurk in tall places. They are natural-born scavengers and can often by seen combing the beaches for food and valuables.
Most yinglets are simple-minded and easily amused by slapstick humor and purile jokes. Yinglets become enthusiastically excited about anything they are involved with. They are emotionally similar to adolescent humans. Yinglets have short attention spans which makes them unsuitable for all but token employment, they're closer to extremely competent pets than employees.
Yinglets mostly eat fish, small critters and fruit, with few grains. A yinglet's favorite food is clams, oysters, mussels, snails, or similar grubs. Yinglets can sniff out oysters, clams, snails, slugs etc from far way. Yinglets go into an intoxicated reverie when they consume large amounts of oysters of clams, similar to drunkenness in humans.
Yinglets are an enormously sexual species, constantly plagued by thoughts drifting to sexual gratification. Yinglets will happily dry hump with members of any gender or species in search of aimless fun, or merely to pass the time. Yinglets display a huge diversity of physical presentation and mental behavior. Male yinglets are prone to infighting and competitiveness, but will swarm a non-yinglet attacker upon hearing a hiss of distress.
Yinglets speak in a distinctive way, they cannot form a "th" sound, meaning "this" sounds like "zis" and "zat" sounds like "zat", and "they will think something is there" becomes "zey will zink somezing is zere".
- #14Species: Indrelselective
Keys: mountains, indrel
The Indrel are a secretive insectoid species that inhabit the mountain range west of Val Salia. They are rarely seen outside of the mountains and always travel in groups. Indrel resemble human-sized grasshoppers, and although unnerving in appearance, they are not usually violent. Most indrel cannot speak, they communicate as a swarm using scent glands, but a few individuals manage raspy human-like speech with great difficulty. Most indrel that humans encounter are female worker drones, with the rest living in mountain hives. The indrel guide travellers through the mountains as a way to keep humans away from their hives.
- #15Species: Baxxidselective
Keys: baxxid
Baxxid are large, serpentine creatures with alien-looking physiques. Baxxid have four black eyes on each side of their head, giving them an excellent field of vision. Baxxid are intelligent, sentient, social creatures who integrate alongside human society. In the wild, they are ambush predators, using their brains and large claws to entrap their prey. Baxxid have long, serpentine bodies leading to spiked tails. and tiny protruding limbs. They rear up to reveal their lower bodies, and have long, scraping claw appendages. Baxxid lack anything resembling hands and must be aided with any task requiring manual dexterity or gripping. Baxxid cannot build tools or structures but have great mental acuity and long memories. Baxxid are habitually pacifists and avoid combat or violent roles if possible. Baxxid are sensitive about being seen as fearsome and prefer intellectual roles over brutish intimidation. Baxxid are valued for their excavation abilities and are often hired for construction work.
Baxxid are sometimes gripped by a devouring impulse wherein their biological urges overwhelm their erudite social sensibilities. This rare outbursts are consider shameful by Baxxid and are politely ignored by humans.
Baxxid wear a series of bandana-like flags around their head to signify their business within the city. A red flag around the head indicates a guard. A red flag with a gold stripe indicates a baxxid House Ivenmoth officer. A green flag represents a baxxid construction worker, seen as shameful work. Purple flags indicate a local guide. A baxxid hoping to interact with humans wears a blue flag. Normal baxxid going about their day are unflagged. A black flag represents a baxxid that is NOT to be approached or engaged by anybody. Baxxid are full citizens of Val Salia.
A colony of Baxxid live in the cave system beneath Val Salia. Baxxid speak with a snake-like fashion, with elongated ssss and hisss and fff sounds, like this: "Helllo, thisss isss a very niice day" or "hnnnngggnoooo, wweee caannn't leeett thiss ssstop usss".
- #16Yinglet Caravanselective
Keys: liason, trailmaster, caravan
Yinglet enclaves around the world remain in contact using a network of caravans to carry goods and yinglets between enclaves. Caravans are led by an experienced trailmaster who knows the route well, backed up by a number of scouts who clear the way ahead, and guards who physically protect the convoy. Smaller, easily-corralled brainless beasts named Dirt Raspers, aka 'Gluckies' are usually used to carry heavy goods. Caravans also carry liasons from central enclave command. Liason are VIPs who coordinate the movement of supplies and yinglets around various enclaves. Yinglet caravans travel in groups and work together to protect the travellers from harm.
- #17Species: Tiplodselective
Keys: package, cattle, caravan, tiplod, burden, cart, parcel, freight, horse
Tiplods are docile bug-like creatures that resemble cow-sized pillbugs. Tiplods exhibit little brain activity and are placid around humans. Tiplods have thick, dark gray carapaces and two long, wispy antennae that end in a wispy patch of fuzz. Tiplods make buzzing noises when they are happy. Tiplods are relatively strong and are used by humans to pull carts containing heavy cargo. In this setting, tiplods replace horses, llamas, and beasts of burden for transportation purposes. Tiplod meat is edible by humans, and they can be butchered into steaks. Their skins are used to make armor, and they excrete a greasy oil that is used as a lubricant.
- #18Heavenly Veilselective
Keys: veil, skies, heavenly veil, nebula, sky
The "heavenly veil" is the name given to an eye-catching colorful nebula plainly visible in the skies above Val Salia at all times. A dazzling array of clouds, colors, rocks and planets forms a breathtaking spectral scene looming in the skies above.
- #19Biteweedselective
Keys: smoke, biteweed, weed
Biteweed is a mildly intoxicating herb that is dried and smoked by humans. It produces mind-dulling effects which encourage the user to sit around and do nothing. Users of biteweed are stigmatized as losers who do nothing all day.
- #20Ten Seasons Warselective
Keys: ten seasons war, the war
The Ten Seasons War was the conflict in which Dinnlan ultimately fell to the Sovereignty of Beletam and was destroyed.
- #21Bruisegrass / Blood Tea / House Talleraineselective
Keys: bruisegrass, opium, poppy, opioid, talleraine, blood tea, operation, surgery, anaesthetic
Bruiseweed is a red algae that grows on ponds. It emits long red vertical strands. It is grown and harvested by House Talleraine for processing into a powerful opiate substance. Many medical and recreational products are created from Bruiseweed, including consumable powder. One popular substance is Blood Tea, an opiate-laden beverage made from large amounts of Bruiseweed. Living bruiseweed is an invasive pest. Bruiseweed spores spread easily and contaminate open water sources. Deliberate cultivation of Bruiseweed is illegal in cities.
House Talleraine provide services to House Ivenmoth to keep Val Salia clear of active Bruiseweed outbreaks. In return, House Talleraine keep the gathered spores for processing and harvest. Bruiseweed farming forms a substantial part of House Talleraine's economy and is responsible for most of their wealth.
- #22Mudweedselective
Keys: mudweed
Mudweed grows underwater on river banks. Its bulbs bloom under full moonlight. It is farmed and cultivated by Yinglets. When harvested by day its bulbs are dry and husky. Under the moonlight, its bulbs fill with nutrients and juicy sap, turning the bulb into a nutritious, succulent fruit to harvest. Mudweed is sometimes cultivated and harvested by Yinglets as a food source.
- #23Antiquitiesselective
Keys: artefact, antiquity, antiquities, strange object, antique, artifact
Antiquities are artefacts created before the crash of civilization that predates the current human era. Antiquities are tangible, usable, useful, intact physical items that exist in the real world. Antiquities are extremely old, and tend to display a level of craftsmanship and durability that far exceeds modern methods. Antiquities may also be jewelry and ornaments of an ancient design. Antiquities were crafted by humans prior to a great blank spot in human history, the time before which is shrouded in mystery. Antiquities cannot be reproduced by modern methods.
Antiquities are incredibly valuable and the noble houses will pay life-changing riches to acquire one.
For the benefit of the reader, Antiquities bear a striking resemblance to modern day electrical items such as solar-powered toys and powered shock batons, although this resemblance is unknown to the characters in this story.
- #24Ancestorsselective
Keys: ancestor, ancestors
The term "ancestors" refers to humans living before the collapse of civilization that predates the current human era. Little is known about their time and they are regarded as mythical, advanced figures by current day humans. Aside from the physical artefacts known as 'antiquities', no physical remnants such as ruins or roads remain from the time of the ancestors.
- #25Yinglet Exileselective
Keys: exile, exiled
Yinglet society punishes transgressors and deals with malcontents using a system of exile. Exiled yinglets are socially purged, unwelcome amongst others of their kind. Exile is a brutal punishment for social creatures like yinglets, as it cuts them off from their source of food, housing, friendship, sexual partners and general purpose in life. Exiles are entirely shunned by yinglet remaining within the enclave during all encounters.
- #26House Ivenmoth uniformselective
Keys: ivenmoth red, red uniform, the red, ivenmoth uniform, red robes
The distinctive uniform of House Ivenmoth is a deep crimson unisex robe with gold button fasteners, colloquially known as "the red". All members of House Ivenmoth wear the same uniform, with officers adorning a golden house emblem as a sign of rank. House Ivenmoth members are clearly identifiable in their uniforms and are colloquially called "the reds".
- #27Immergen Accordselective
Keys: baxxid treaty, accord, immergen
The Immergen Accord is an old accord made between Immergen Salia of the Salia family and the Baxxid of Val Salia, which formalizes the friendly relations between the two species. It includes a recognition that baxxid have shunned "low" work such as combat, guarding and physical labor, preferring mental work and cultural engagement.
- #28"House Ivenmoth" Orphan Fund Scamselective
Keys: orphan fund, orange bandana, orange flag, scammers, con artist, scammer, grifter
Humans wearing orange bandanas will claim to be collecting money for the "House Ivenmoth Orphan Fund". These people are scammers, who will keep the money for themselves after amiably spinning a long and convincing story about the need to help the less fortunate.
- #29Helping Handsselective
Keys: white hand, helper, helping hand, baxxid claw, baxxid limb
Helping Hand is the name given to a human citizen who offers their digits to help Baxxid perform tasks which require manual dexterity. Helping Hand helpers wear the emblem of a white hand prominently displayed on their clothing. Helping Hand helpers can be House Ivennmoth members or kind-hearted volunteers.
- #30Glenwin Saliaselective
Keys: glenwin, founder
The founder of Val Salia was Glenwin Salia, grandfather of the current trademaster, Viracroix Salia.
- #31Coalescenceselective
Keys: coalesce, Coalesence, coalescing
"Coalescence", or "to coalesce" is the Baxxid word for a bloodthirsty visceral instinct for swarming, conquest, and killing. This inctinct has the potential to be awakened within a modern, enlightened Baxxid. Modern Baxxid find the idea of coalescing to be brutal and barbaric, despite faintly feeling a sense of righteous calling to coalesce deep within them.
- #32The Beacon of Commerceselective
Keys: beacon of commerce, beacon
The Beacon of Commerce is a large, ever-lit beacon standing at the center of the Lower Markets. It stands as a symbol of free trade and is often extinguished by invading armies. Once order is restored, it is re-lit, as a symbol of the city's commitment to its commercialism-based values.
- #33Glyre Familyselective
Keys: rich, glyre, old money
The Glyre Family are an old, wealthy family who reside on an estate close to the Lower Markets. Glyre family members are resentful of having to share their urban city space, and they frequently use all of the plentiful resources at their disposal to make life hard for the common residents of Val Salia.
- #34Silent Agesselective
Keys: silent ages, ancestors, silent age, history, distant past
The Silent Age refers to a period in human history about which little is known. A great period of environmental damage and social upheaval plunged the world into ruin and chaos. Virtual all items, civilizations, societies, buildings, roads or other remnants of times during the Silent Age are now gone. Records post-dating the Silent Age are fully contradictory as to the cause, and cannot be relied upon for accuracy.
- #35Age of Refoundingselective
Keys: refounding, history, past, distant past, age of refounding
The Age of Refounding was the era post-collapse, where humans began to rebuild and form into societies again. The Age of Refounding represents a total break from everything that came before it.
- #36Age of Kingsselective
Keys: ancient history, age of kings, history, distant past, recent past
The Age of Kings is an era in recent history which predates the modern era (the Age of Modernity).
- #37House Derrongiselective
Keys: luminiescent, glowing mushroom, glowing, glowing fungus, fungi, Derrongi
Certain species of fungi exhibit a natural bioluminescence, glowing with and intense blue and white light. These fungi are edible, and long-term consumption of glowing fungi is known to cause the hair, fingernails and pupils to glow a brilliant white. Luminescent fungi can also be used to make makeup and other cosmetic products. The effects of consuming glowing fungus are considered aesthetically pleasing, and it is a signature look of the noble House Derrongi.
However, long-term consumption of glowing fungus is thought to be associated with mental deterioration, and rumors of persistent mental problems plague House Derrongi and its members.
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