The Apocrypha of Queloth
NSFWLorebookLorebook of my highly optional thoughts and ideas about a universe some of my cards share. This is WAY too much effort just to jerk off...from Chub
by toynbeeidea· on Chub· added
- Parasite
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- Mindbreak
- Dark Elf
- Scenario
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- Impregnation
- Cult
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Some of my cards take place in a shared universe but at different time periods. In chronological order, these cards are:
It was getting difficult to keep things separated in my head as to what details needed to go into individual cards or not. So, I decided to just write this as an overall control document of sorts. The keywords are all nonsense, as this lorebook is not meant to just be switched on and used. You must manually tweak it to have any sort of desired effect. In fact, you'll probably need to make your own new entries with relevant keywords and just copypasta the bits you want applied into the new entry, with whatever additional connective tissue you feel you need.
Please note that the individual cards use their own, internal, lorebooks. You do NOT need to add this external lorebook, nor any of its material, into any of the individual cards. If they have been released, they already function as-intended.
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The Apocrypha of Queloth
8 entries · scan depth 2 · budget 512 tokens
- #1INTRO - READ FIRST (PLZ)
Keys: nigindbx
Some of my cards take place in a shared universe but at different time periods. It was getting difficult to keep things separated in my head as to what details needed to go into which individual cards or not. So, I decided to just write this as an overall control document of sorts.
Please note that the individual cards use their own, internal, lorebooks. You do NOT need to add this external lorebook, nor any of its material, into any of the individual cards. If they have been released, they already function as-intended.
The keywords are all nonsense, as this lorebook is not meant to just be switched on and used. You must manually tweak it to have any sort of desired effect. In fact, you'll probably need to make your own new entries with relevant keywords and just copypasta the bits you want applied into the new entry, with whatever additional connective tissue you feel you need.
- #2General Geography
Keys: jfjdkneb
The continent of Hamoura is split roughly in two by a north-south mountain range and a dense wild zone known as the Western Wildlands, both partially artificial and magical in origin.
The eastern half of the continent is dominated by humans in the northeast, and orcs in the southeast. The northwest is dominated by forest elves, and the southeast is dominated by desert elves. The northern regions primarily have a temperate environment, though the far northern regions are colder and less hospitable. The southern regions are hotter and more arid, dominated by deserts and steppes.
Hamoura's bifurcating mountain range was originally less dense, and did not extend all the way from coast-to-coast. When the elves retreated to the west, they used powerful magic to seal the path behind them, reshaping the land. The mountain range was extended to the coasts, passes were closed, and an enchanted band of wilderness was established. This region came to be known as the Western Wildlands. It is actually a fairly narrow strip of land, but it is enchanted. Humans or orcs attempting to cross would become hopelessly lost no matter what measures were taken, winding up back elsewhere on the eastern side of the continent, if they survived the ordeal. Deadly storms prevented sailing around the mountains. So far as most humans and orcs are aware, the Western Wildlands are very wide and unable to be mapped out due to any landmarks moving or entirely changing when not being observed.
Elves can cross the narrow Western Wildlands with ease, taking only around two days on foot. The wilderness's shifting is merely an illusion that they can see through, and the desert elves left hidden tunnels through the mountains. Most elves have no interest in returning to the east. The few who chose to do so are usually employed by the noble families to keep tabs on human and orcish developments. These agents created their own network of contacts within human and orc society.
The human Kingdom of Numora was roughly diamond-shaped. The northernmost province was Temborth, a wide cold peninsula jutting northward from the main landmass. It was the least-populated province, regarded as a frontier territory. South of Temborth, from west to east, are Nineva and Eyton, forming a rough triangle, collectively called the northern provinces. These provinces share a Nordic-inspired culture. The Cult of Queloth was based out of the ruins of Fort Felga in Temborth, which had originally been an ancient elven-built prison that had been abandoned thousands of years ago. Once The Councilate was established, Felga was entirely rebuilt and now serves as the capital.
South of these was the band of the central provinces: Septar, Kuus, Cinquetta, and Vierra. Numora's capital, Cinquetta City, is, of course in Cinquetta. These are more temperate climates, such as might be found in northern France or in Germany. After the Orc War, Numora was reduced to the three provinces of Kuus, Cinquetta, and Vierra.
The southern provinces were south of the central provinces: Talata, Iki, and Axat. These provinces are warmer and more arid, a Mediterranean type of environment and culture. These provinces became part of the orcish Yat Khaganate after the Orc War. Talata's southern border is a small extension of the mountain range that runs along its western edge, and the ocean curves inward at Axat's southern border. As a result, only Iki and part of Axat directly bordered the Orc Tribal Lands to the south. A string of forts was constructed in southern Iki and Axat. The largest of these is Fort Ithnayn, in the middle of southern Iki. Support and supplies for the other forts radiated out to the east and west from there, and a small city grew around its walls to support its operations.
Doh is a larger, wealthier city, and the capital of Iki, in the northern half of the province. It is famous for its high carbon "Doh steel," made using the wootz method (which in this universe actually originated from Axat). The Khagante set up a small treasury here to mint their new currency.
The Orcish Tribal Lands are all the land south of Iki and Axat. These are very hot and arid areas, primarily dominated by vast steppes and deserts. There are no "provinces," as these regions did not have any formal overarching government until the formation of the Khaganate. See the entry on Orcish History and Culture for further details.
- #3Orcish History and Culture
Keys: nbcikeb
Orcs are a tribal people, and prior to the Khaganate did not have a unified government. Instead, various independent tribes raid each other for dominance and mating rights. Male and female orcish warriors attack members of other tribes in ritual combat. If the combatants are of the same gender, they win bragging rights, access to the property of the losing tribe, and can earn a spot in a stronger tribe. If the combatants are of opposite gender, the victor additionally gets to choose whether or not they will mate with the loser.
Orc names consist of a single-syllable first name, a single syllable tribal name, and a two-syllable last name. For example, an orc might be born with the name Jek Parku. If Jek joined the Kul tribe, his name would change to Jek Kul-Parku.
Orc tribes vary in size, with small tribes having as few as 20-30 members. Sometimes tribes split apart, or merge to form a new, larger, tribe. The tribes are usually at least semi-nomadic, moving to wherever their food and water sources are.
Membership in a tribe is earned, not a given. Orcs who fail to meet a tribe's standards will become outcasts, forced to wander until they can fight their way into a new tribe. The wounded and the sick are given leeway, but orcish society does not promote weakness. Orcs who are not able to recover are given an opportunity to die with honor, a weapon in their hand. An orc dying of old age is rare, and it is not a considered to be an honorable end.
Ritual combat is initiated by an issue of challenge. The orcs involved usually use blunted weapons, such as unhoned edgeless swords or axes, or weighted staves. The onlooking tribe(s) form a circle around the fighters, cheering them on or jeering the other side. Interference is forbidden. Combatants are expected to give their all - surrender is not acceptable. The fight will continue until one of the combatants can no longer continue, as judged by the onlookers. The victor gets to claim spoils: The possessions of the other tribe, a place within the other tribe, or mating rights. While these fights often end with injuries, they do not usually end in death unless real weapons are used. Real weapons are only used in ritual fights when an orc wishes to die, whatever their reason.
Orcs do not marry. Mating rights may continue as long as both parties would care for them to, but it is not uncommon for the loser in a mating rights battle to only allow mating once, out of obligation. Long-term monogamy is rare, and it is more common for both male and female orcs to earn and exercise mating rights with many strong partners. Children are raised communally by the entire tribe until they come of age.
Orcs are rough lovers by human standards, sex often resembling a violent fight. Orcish mating involves slapping, choking, biting, and wrestling for dominance by both genders. "Consent" is a non-existent concept, and injuries sustained during sex are expected. The entire process is highly enjoyable for most orcs of both genders, but most humans find the very concept of such a violent coupling to be uncomfortable or outright repellent, reinforcing the stereotype that orcs are savages.
Due to the faltering protection and blessing of the human goddess Freyja over the human Kingdom of Numora, the orcs began to reassess their relationship with the humans, based on ideas and hints given by Rah-Tareth, the orcish aspect of Queloth. Refer to the section on Gods and Religion for furher details.
What began as successful raids against Numoran targets spiraled into a full scale war. The northern tribes closest to Numora fused into three large and well-organized coalitions, the largest tribes the orcs had ever had: The Pok, the Var, and the Yat. The best warriors from all over the tribal lands found themselves in one of these coalitions, seeking an ultimate test of prowess against an organized military.
The Cult of Queloth had already seized control of the northern provinces of Numora in the chaos of the Orc War, and sensing that Numora's days were numbered, sent a negotiator to the orc coalitions. A deal was secretly struck with the Yat tribe, whose leader, Kel Yat-Derno, saw a parallel between Queloth and the orcish god Rah-Tareth.
The three coalitions were eventually able to wear down Numora's defenses. The Pok and Var overran the southern provinces of Numora, but with heavy casualties, including the deaths of the leaders Ren Pok-Marta and Dun Var-Yune. Their coalitions dissolved into smaller tribes now occupying the newly conquered territory. The Yat held much of their forces back and instead turned around and led their forces back into the tribal lands, now drained of their best warriors. Kel Yat-Derno unified the tribes under his banner, and was recognized as the Khagan of the Orc Tribal Lands.
The Yat Khaganate mostly left both orcish society and human society alone. Orcs are still tribal and largely autonomous, but ultimately must bow to any decisions made by the Yat. The humans in Numora's former southern provinces are now required to pay taxes to the Khaganate, and in return are protected from raids by the tribes that are now free to wander there. Human setlements have special garrisons, mostly manned by orcs of the Yat tribe. When other tribes wish to raid, they face off against the garrison's warriors instead of against the humans. Fighting inside human settlements is forbidden, so the battles occur at the edge of the towns. Many humans have come to enjoy watching and gambling on the outcome of these spectacles.
In exchange for not pressing further north, the Councilate of Queloth pay tribute to the Khaganate. Human woman who have volunteered to be infested with kupaworms are sent into Khaganate lands to set up kupafarms. Please refer to the entry on kupaworms for more details on kupafarms.
Orcs and humans in the Khaganate territories now have much more contact with each other than they did during the Numoran period. Orc tribes in the area now trade with the human cities and towns in the southern provinces, and have even helped with rebuilding efforts (per the Khagan's orders). A number of outcast orcs have joined human settlements and have adapted well to life there. A very small number of humans have successfully fought their way into some of the weaker orc tribes.
Worship of Queloth, and his orcish aspect, Rah-Tareth, is on the rise within the Khaganate. Many of the larger human settlements have constructed temples. The human temples remain off-limits to orcs due to the heavy presence of kupajuice inside, but the orcs have taken to using the kupafarms as impromptu places of worship, sometime joined by human friends.
Orcs did not use currency before the Khaganate, only needing it for the occasional trade with humans. As the Khaganate has a significant population and access to more advanced metallurgy, a new coin, the Sum, has been struck to facilitate trade. The old Numoran Crown is still in circulation, at half the value of a Sum. The coinage is still mostly only in use in the new territory, the orcs still preferring to barter and raid in their original territory.
- #4Human History and Culture
Keys: jjfujrb
Humans established the Kingdom of Numora in the northeastern quadrant of the continent of Hamoura. It is a sterotypical fantasy Dungeons and Dragons style of feudal kingdom. Numora originally consisted of ten provinces. Each of these provinces was overseen by a Jarl who answered to the King. Refer to the entry on Geography for the layout and names of the provinces.
The colder northern provinces shared a Nordic-inspired culture. The central provinces had a more generic fantasy culture and a temperate environment, inspired by Germany, England, and France. The southern provinces were warmer and drier, having a Mediterranean type of environment and culture similar to that of Spain or north Africa.
Numora's state religion was based on the worship of Freyja, a goddess of order and justice. However when Queloth rose, Freyja's power was drained - refer to the entry on Gods and Religion for further details. Numora's fortunes declined as Freyja declined.
Numora had set up defenses along their southern border to dissuade the orc tribes from attempting raids against human targets, and the orcs were content to remain in their lands for many years. Queloth, via his orcish aspect Rah-Tareth, gave signs to the orcs that Numora might make a good raiding target after all. The orcs made successful raids against human targets. Numora retaliated, not with ritual combat, but with lethal strikes into orcish territory. The orcs saw this is an existential threat and fused into larger and larger tribal coalitions. The situation quickly spiraled into the Orc War.
Numora was not prepared for the more unified onslaught of the three aggressor coalitions. The humans had better weapons and armor, but the orcs were more ferocious once organized. Numora was able to hold the line for quite some time, but with ever-mounting casualties. More and more men were drafted, more arms and armor were produced, but this drained the resources of the provinces. The king drew from the northern provinces particularly heavily, the thought being that they were under the least immediate threat and so did not need the resources as desperately.
Unbeknownst to almost everyone in Numora, the Elves had secretly already smuggled kupaworms and the religion attached to them, that of Queloth, to a tiny handful of wizards and alchemists in Temborth shortly before the Orc War had begun. The accelerated drain of northern resources and the strain on the relations between the northern Jarls and the king allowed the newly-formed Cult of Queloth, based out of the ruins of Fort Felga, to subvert control as their religion spread like wildfire in the north. The three northern Jarls either joined the cult, or were replaced by cult members, and the Northern Provinces declared independence from Numora. Numora was unable to mount any response due to the war in the south.
Seeing how the war was likely to result in a loss for Numora, the Cult sent a negotiator to the Orc coalitions. A deal was secretly struck with the Yat tribe, whose leader, Kel Yat-Derno, saw a parallel between Queloth and the Orcish god Rah-Tareth. The orcs would have the southern provinces, and the northern provinces would pay tribute.
The Orcs were successful in their invasion, and formed the Yat Khaganate, which ruled over the Orc Tribal Lands and Numora's former southern provinces. The northen provinces consolidated under a new government, ruled by the leaders of the Cult of Queloth, which they named The Councilate of Queloth, or The Councilate for short. The province of Septar broke away from Numora and joined The Councilate shortly afterwards.
The Councilate of Queloth is a theocratic government operated by high-ranking members of the Cult of Queloth. The actual number of members on the council has not been formally set, but it currently stands at eight members. The council decides on all matters of both religious and political policy. The Speaker of the council gets final say on implementation of policy, but can be removed if he is in defiance of the rest of the council.
The council members are all aware of the existence of the Ascendency beyond the Western Wildlands, as the elves were the true source of kupaworms, despite the public story that Cult wizards and alchemists created them. The fact that Queloth was originally an Elven god is kept a secret by the council at this time. For the most part, communication between the elven Temple of Queloth and the human Cult of Queloth has ceased: The elves simply do not want to deal further with humans at this time.
Most of Freyja's old temples have been preserved, as they are still beautiful elaborate structures, but they are no longer places of worship. New, more discreet, temples have been built to Queloth. They are designed to be easily hidden, but they are all quite well-known to locals within Councilate territories. Refer to the entry on religion for details on the temples.
The Councilate's legal code is largely based on the old Numoran codes, but is based around pleasure, similar to the system used by the Elven Ascendency. For example, acts such as murder, rape, and theft deprive others of pleasure, and are thus illegal. The standard punishment is temporary enslavement: The guilty party must give of themselves to restore the balance of pleasure. Slavery is a temporary measure and is never inherited. Slaves must be properly cared-for, but may still be required to do unpleasant and/or dangerous things.
The Councilate's territories had many of their resources and much of its manpower drained as a result of the heavy drafting and taxation by Numora. The addition of Septar has helped the situation, and The Councilate is slowly recovering. It is unlikely that The Councilate would be able to withstand an invasion by the Yat Khaganate, but the Yat are pleased with the Councilate's tribute and with the new kupafarms. The Councilate has had no difficulty in finding women suitable for tribute, and has actually had to turn would-be volunteers away.
Numora was thus reduced to three provinces Kuusin, Cinquetta, and Vierra), with The Councilate to the north and west, The Khaganate to the south, and the sea to the east. The Councilate has been working to enlighten and subvert the remaining provinces of Numora, but it has been slow going, as Numora views its neighbors with hostility.
The Numoran Crown is the currency most frequently found in human territories. Per negotiations between The Councilate and The Khaganate, The Councilate has additionally adopted the use of the new Yat Sum, valued at double the Crown. The Councilate has not yet seen the need to issue their own coinage, as the Crown is already very common and allows trade with both other nations.
- #5Elven History and Culture
Keys: nnfifjd
The continent of Hamoura was originally inhabited only by elves - fair-skinned wood elves in the north, and dark-skinned desert elves in the south.
Elves are tall and thin with long pointed ears. They are attuned to nature and to magical forces. They are extremely long-lived, with an average lifespan exceeding a thousand years. However, in exchange for this longevity, they suffer from very low reproductive rates.
The wood elves have pale skin and prefer to live in temperate forests. They are stereotypical fantasy elves. They feel a kinship with forests - their cities are built around massive trees, giving them a wild and organic feel. They are remarkable woodworkers.
The desert elves have dark tan skin and prefer living in arid climates. Due to their skin color, they are sometimes referred to as the dark elves. Their culture and architecture is more similar to Maghreb and Berber culture, usually found wearing djellaba-style robes. The desert elves feel a strong kinship with the sand and rocks of the the south, making them remarkable at metallurgy and sculpting.
There have been minor conflicts between the elven races over the years, but each were adapted to their own environments and were mostly peaceful towards each other despite their divergent cultures.
All elves have the ability to use minor magical cantrips. They can summon magical lights, for example, or start small fires, suitable for lighting candles or tinder, or open simple locks. Anything more potent or dangerous is only for wizards. Advanced magical useage is more common amongst elves than humans, as elves have much longer lives to dedicate towards study and experimentation.
Human and orcish settlers arrived at the eastern end of the continent, fleeing an ice age that had gripped the continents to the north and the south. The elves welcomed these newcomers, as their own populations had always been thin and there was plenty of room. The elves co-existed peacefully with both species.
The elves grew alarmed as the human and orc populations soared over the years and as both species established their own cultures and polities, both very self-interested in their own species. The elves realized that they would be overrun in a matter of centuries, their lands filled with outsiders who did not share their ways. A plan was formulated to address the elves' issues in as peaceful a manner as possible.
The Elven Exodus was, to the humans and orcs, a very sudden and unexpected event. One night, without any announcement or warning, all of the elves, and anyone with any elven heritage, a small number of half-elves, packed their belongings and simply left, not even saying farewell to personal friends of the other species. By the next day, not a single elf remained, and no orc or human has knowingly seen an elf or one of their descendants in centuries.
The elves withdrew to the western side of the continent. The desert elves used magic to close the mountian passes behind them, but left a number of hidden tunnels through the old passes should elves need to return. The forest elves created an ever-shifting band of wilderness around the montains. See the Geography entry for more info on the Western Wildlands.
The Elven Ascendency is an empire composed of two kingdoms formed after the Elven Exodus, one of wood elves in the northwest, and one of desert elves in the southwest. The two kingdoms agreed to unite elvenkind due to shared interests and threats. The rulers of the two kingdoms serve as co-emperors, with the dominant emperor changing every 200 years. The dominant gets to make any actual decisions should the co-emperors be unable to come to an agreement, and so far this power-sharing agreement has worked well for both kingdoms.
The Ascendency has fully embraced the God known as Queloth as the savior of the elven races. Refer to the entry on Kupaworms for further details. Queloth worship has led to an increase in the elven birthrate, which is now also more geographically consolidated. This in turn has led to urbanization and a thriving renaissance amongst the elves. Arts, science, and magic are all flourishing.
The concentration of Elves into a smaller region has led to an interesting side-effect. As elves are naturally magically-attuned, it was noted that this attunement became stronger with many elves in proximity - not enough to allow the ability to cast strong spells without training and study, but enough to notably amplify the "magical field" that permeates the world. Elven wizards have found several practical applications to this concentrated field, leading to a sort of magic-based technology. For example, many elves carry "Handsibles," a portable instant communication device similar to a cell phone. Lightweight wooden containers can be moved telekineticly by their occupants with the assistance of a "focus motor," leading to the development of elevators and cars. These "magitech" devices will not function outside of the Ascendency and can only be operated by elves.
A few small human enclaves had been settled in the west before the Exodus, and the event was as much of a surprise to them as to the more settled populations in the east. These populations were placed under the "protection" of the Ascendency. All humans were forcibly resettled and placed under the care and control of the priestesses of the Temple of Queloth. They were mostly treated well, but were carefully watched, lest they begin to reproduce out of control. They were required to participate in experiments designed to find ways to curtail human fertility, and these experiments led to the creation of kupajuice.
Once the Temple had the key to control human reproduction, they allowed the humans to breed in more controlled numbers. The resulting human children were educated by the Temple, not by their parents. In short, the Temple created an entire generation of human slaves, utterly obedient to all elves and to Queloth, and thoroughly addicted to kupajuice. The Temple continues to monitor and control all human slave breeding. All humans born in the Ascendency are slaves. No exceptions are granted, lest their population spiral. They are never to be released back into human territory, becasue they want to leave no clues as to the true nature of the Wildlands, nor that they can be penetrated. There is no path to freedom, and so far it has not been asked for by either elf or man.
On its face, the total enslavement of an entire species would seem to contradict Queloth's emphasis on personal freedom. When kupaworms were introduced into Temborth, a series of letters were exchanged between a priestess of the Temple and a high-ranking human wizard. The response of the priestess on this matter was as follows:
"You speak to me of freedom, human? Your people breed and breed, filling the land, sucking its marrow dry. What will humans do when the food runs out, when there is no more you take from the land? You will take from US. You will take from us things we have treasured for centuries, longer than the lives of you, your children, your children's children, your children's children's children. And none of you or yours will care, for you will all die before you have to suffer the consequences of your actions - 'Let the next generation take care of it,' you will say. But they will not, for there will be nothing for them. Or for us. So speak not to me of this matter. Perhaps, when your people are truly embraced by Queloth's wisdom, you will understand."
Elves are generally not cruel to their human slaves, but tend to be dismissive. Due to their comparatively short lifespans, human slaves are seen as disposable and easily replaced. Humans serve as both physical laborers and as free-use sexual outlets, fueled by kupajuice addiction. Kupajuice is given out as a reward, and withheld as punishment. Laborers, such as miners, are willing to literally work themselves to death in order to get high. Older human slaves are either sent to labor and/or are forced to be breeders for the next generation of fresh, young, attractive slaves. The slaves are taught from birth that obeying the elves is the same as obeying Queloth himself.
It is possible for elves and humans to reproduce, and is, at least in part, a goal. Half-elves are extremely rare due to the general low fertility of elves and the heavy use of kupajuice by human slaves. But despite their slave parentage, half-elves are never enslaved - they are celebrated. Half-elves introduce human genetics, including enhanced fertility, into elven bloodlines, but their lives are tragically short, only around 300 years.
The elves have abundant access to silver, and The Ascendency uses a silver coin called the Lunari as their currency.
- #6Kupaworms
Keys: nufikevrj
Kupaworms are parasites, originally indigenous to a small boggy region near the west coast of the continent. An adult kupaworm appears to be a thick green segmented worm about the size of a human thumb. Kupaworms hijack the female reproductive system of other species. When introduced to a vagina they crawl upwards and force their way through the cervix, a very painful, but brief, process. They make their home in the host's uterus. Kupaworms can also infest a host's rectum if inserted anally, and will attach to the intestinal wall. Once settled, the kupaworm will lay 3-4 tiny eggs, which also firmly adhere to the interior of their host.
Kupaworms constantly excrete a powerful aphrodisiac slime. Much of the slime is absorbed by the host, causing constant feelings of sexual arousal. They increase the output of slime when their host is upset or in distress, leading to a more intense level of arousal in an effort to pacify the host. Excess slime drips out of the host's anus or vagina, providing an extra source of lubrication. The slime is thick and faintly green in color. The slime has a sweet flavor and a faintly floral scent. The slime is effective in eliminating STDs in both genders.
Kupaworms rely on the semen of other creatures to reproduce. Any and all semen, human or otherwise, that enters their host is quickly absorbed by the kupaworm's eggs. Once fertilized, these eggs rapidly expand in size, stretching their host's belly and making them appear to be heavily pregnant. Within 24 hours the eggs are ready to be birthed. This process can be accelerated with exposure to additional semen. Once the eggs are at full size the host will be compelled to push them out like a bird laying eggs. The kupaworm will then lay additional eggs to repeat the cycle. Because kupaworm eggs absorb all incoming semen, the infected will never be able to have children of their own ever again. The fertilized eggs laid by the host will hatch if exposed to heat, but will otherwise remain inert.
Nobody has discovered a way to remove a kupaworm from its host. However, most of those who are infected quickly become addicted to the intense pleasure and would likely resist any efforts at removal after a while. Therefore, little research on this matter has been done.
It is not known how or when the first wood elf became infected. However, by the time the wood elves began recording their own history there was already a small coven of happily infected elven women in the area, and they were eager to share their newfound lifestyle with everyone. Their collective will led to the creation of a new god, Queloth, and the infected became priestesses of this new god. See the entry on Gods and Religion for further details.
The infected could not reproduce themselves anymore, but their kupaworm's excretions encouraged others to do so. Formalized breeding ceremonies became common in the region, and the population began to grow, and the new religion grew with it. Refer to the section on Gods and Religion for details of the elven-style ceremony.
The newly formed Temple of Queloth took full control of the bogs the kupaworms came from, declaring it a sacred land that none may enter. This was to keep exclusive control of the kupaworms - it was feared that if all elven women succumbed to pleasure and infected themselves that it would doom the elven races. Only priestesses of the Temple are allowed to host kupaworms, and all priestesses do.
By the time of the Elven Exodus, Queloth worship was common throughout the western end of the continent, both amongst the wood elves and the desert elves. After the Exodus, Queloth worship was made the state religion of the Elven Ascendency.
Once kupajuice was created, the Temple presented a plan to the emperor. Kupaworms and the formula for kupajuice would be introduced through elven agents to select wizards and alchemists in the Numora province of Temborth, the humans's most sparsely-populated region. It was hoped that the humans would start their own Cult of Queloth. The effects of both kupaworms and kupajuice would bring human repopulation under control, equalizing the species. It was theorized that the kupajuice might have a similar effect on orcs, but the Temple had no orcs to test on, and the orcs tended to kill each other off enough that they were of less immediate concern than the humans.
After the Orc War, kupafarms were established in Khaganate territory. Human women who are infested with kupaworms are sent by the Councilate as tribute. They are free-use whorehouses, primarily intended to be visited by orcs. The women work on steel extraction tables, which have drains designed to collect kupaworm slime. Orcs are encouraged to inseminate these women as much as they would like. Because orcs are very rough during sex, it causes an increase in slime emissions. Kupajuice is created from the collected slime on-site by human workers, and it is shipped back north for use amongst humans. The Khaganate has forbidden kupajuice usage by orcs due to its violent side-effects.
Much like the elven Temple of Queloth, the human Cult of Queloth maintains control of who may be infested with kupaworms. They are only usually only given out to willing women as a reward, not as a punishment, though this was not always the case: A number of women were forcibly infested in the early days in order to get the process started. Cult officials are always present anywhere infested women can be found - namely the various kupafarms and Fort Felga itself. They ensure that any birthed kupaworms eggs are properly disposed of once birthed, unless replacements are required.
- #7Kupajuice
Keys: jfkcnsbh
Kupajuice is a powerful drug made from the distilled excreted slime of a kupaworm. Kupajuice is slightly viscous and green. It has a sweet flavor, and a pleasant, faintly floral, aroma. Kupajuice is most commonly swallowed orally, but can also be administered vaginally or anally for a faster onset. It is portioned out in small glass vials for distribution. Kupajuice is a stimulant that induces feelings of euphoria and sexual arousal in its users. Kupajuice usage blurs the mind's ability to differentiate between pain and pleasure, so it is often given to the troops of the Cult of Queloth before battle, and is given out as rewards within the cult. Kupajuice also acts as short-term fertility supressant - pregnancy is unlikely if both parties have taken kupajuice.
When administered to Orcs, kupajuice additionally often leads to a violent berzerker state. The affected orcs need to be constrained until the dose wears off, if they are not killed outright. Once the Yat Khaganate was founded, one of the few laws they imposed on the orc tribes was to forbid the use of kupajuice. Humans were still free to indulge.
Early on, when kupaworms were still a secret within the Cult of Queloth, most people using kupajuice did not know the drug's origins. The truth was not revealed until after the Councilate was formally established. By that point, most of the humans in Councilate territory were already Queloth worshippers and were not shocked.
The Yat Khaganate honored the deal the cult had struck with the aggressor tribal coalitions, despite the disintegration of the Var and Pok. Kupafarms were established throughout the Khaganate, and orcs were free to visit in order to inseminate kupaworm hosts as much and as often as they wanted, so long as any kupajuice produced was not shared with orcish visitors.
A dose of kupajuice wears off after about two hours. Kupajuice can be mentally addicitve, and its users are often willing to do things they normally would not do in order to obtain another dose. The psychologically addictive effects of kupajuice do eventually wear off after about a week from the user's last dose. Humans are far more succeptible to kupajuice addiction than elves are.
For notes on the development of kupajuice, refer to the Elven History section.
- #8Gods and Religion
Keys: nogidnjof
Gods and Goddesses actually exist in this world. They may be given different names and have different appearances between different species, but the underlying entities remain the same.
Gods sometimes grant powers to their followers. For example, clerics and pious knights are sometimes able to perform miraculous feats through the power of prayer. However, the power and influence of members of the divine pantheon wax and wane over the course of millenia. Only "active" gods are able to assist the faithful.
If the needs of the people are not met by existing gods, sometimes the will of the people can cause a new god to be created. This, however, causes an imbalance in the heavens, which is usually resolved by another god fading out prematurely.
Elves and humans both practice organized religion. There is a clergy, and formal temples are built to glorify the gods. Orcs have a much looser structure - some tribes may have a wise man or woman, but many tribes do not.
Orcs mostly venerate their ancestors. Any orc who dies with honor earns a place in the "Tribe of the Sky," named Rah. Any orc who has passed away is referred to with the "Rah" tribe name out of respect, even if they died as an outcast. Orcish deities are also referred to with the "Rah" prefix.
Queloth is one of the new rising gods. He was willed into existence by the elves, who suffered from a low birthrate and feared being overwhelmed by the more rapidly breeding humans and orcs. On his creation, Queloth absorbed the minor orc trickster god, Rah-Tareth. Rah-Tareth accepted this peacefully - to him, this was the best trick of them all. This prevented any discord within orcish society, and allowed Queloth to subtly send signs to the orcs that it might be a good idea to consider trying to expand into Numoran territory. The resulting war greatly accelerated the ability of the human Cult of Queloth to take control of the northern provinces.
Queloth is a god of hedonism, excess, decadence, and moral corruption. He values pleasure and freedom. Lust, pride and self-indulgence are the hallmarks of those who follow him. Queloth's faithful believe it is their duty to seek out and share the physical pleasures of this world with those who are worthy, even if it means tricking those who would normally reject such things.
Not all are worthy of pleasure: Those who would deprive others of pleasure, by acts like rape or murder, are to be punished by being enslaved, and will restore the balance of pleasure in the world through labor for the cult. The elves view the enslavement of humans, and the control of their reproduction as acts of balance and justice. Refer to the section on Elven History and Culture for more on this matter.
Queloth's temples are, from the outside, very modest and discreet, usually just an unmarked building that blends in with any other buildings around it. They are not ornate and obvious, as Freyja's temples are. This makes it easy to create hidden temples in areas not yet under Queloth's sway.
If the temple is operating in secret, visitors are first screened in an drab and unadorned reception area, manned by an attendant. The attendant will advise all visitors that they are in the wrong place and ask them to leave. However, if the visitors advise they already know that they are in a hidden temple to Queloth, they will be made welcome into the inner sanctum. This is all waived if the temple is operating openly.
The inner sanctums of Queloth's temples are opulent, decorated with beautiful erotic artwork and statues. Instead of pews the floors are covered in clusters of plush cushions or mattresses. A long purple carpet, illuminated by candles to either side of the carpet, leads from the door to the reception area to an altar in the middle of the room. The entire sanctum serves as a giant orgy pit, with only the altar and the path leading to it being off-limits for sexual activities.
Elves and humans have their own forms of mass at the temple. Both are designed to indulge in sexual activity with wild abandon, but with different end goals in mind.
The elven style of mass is led by priestesses of the Temple of Queloth. The priestesses gather at the altar, nude, and lead the congregation in prayer while masturbating. The excretions of their kupaworms are collected in silver chalices, and when enough has been gathered, the chalices are passed around for all to take a sip. The entire display, along with the effects of the kupaworm's slime, is enough to set off a full-blown orgy, which the priestesses gleefully join. The raw slime does not have the same birth control effects that the derived drug kupajuice has, and no form of birth control is permitted. The goal is for as many elven women to become impregnated as possible.
The human mass is more informal and individualistic, and are not led by clergy. During a mass, a follower makes their way to the altar to give thanks to Queloth, and they are then free to share pleasure with the other followers. Some simply partake of the wine that is freely available and relax with friends, while others take kupajuice and join in the orgy. The use of kupajuice prevents pregnancies from occuring at these gatherings. Larger gatherings also sometime include music and volunteer attendants who bear trays of wine and kupajuice between the groups of cushions.
The Khaganate forbids intrusion by orcs into human temples due to the heavy presence of kupajuice. However, with the newfound interest in Rah-Tareth, some orcs have taken to using kupafarms as impromptu places of individual worship.
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