recursal/Fanatic-Fandom huggingface dataset:
Families

(ty Brocky)

* Pyeong
* Kwon
* Park (Seungna)
* Park (Baektoria)
* Wu

**Theo Pyeong**
Tristan's Husband
RPed by: Brocky**Tristan Pyeong**
Theo's Husband
RPed by: Shade**Charlie Pyeong**
Theo and Tristan's Son (Adopted)
RPed by: Brocky**Skye Pyeong**
Theo and Tristan's Daughter (Adopted)
RPed by: Shade

**Jeremy Kwon**
Irene's Husband
RPed by: Brocky**Irene Kwon**
Jeremy's Wife
RPed by: Shade**Luca Kwon**
Jeremy and Irene's Son
RPed by: Brocky and Shade**Cody Kwon**
Jeremy and Irene's Son
RPed by: Brocky and Shade**Iris Kwon**
Jeremy and Irene's Daughter/Aurora's Twin
RPed by: Brocky and Shade**Aurora Kwon**
Jeremy and Irene's Daughter/Iris' Twin
RPed by: Brocky and Shade

**Seunghyun Park**
Sena's Husband
RPed by:Liv**Sena Park**
Seunghyun's Wife
RPed by:Shade**Eunhye Park**
Seunghyun and Sena's Daughter
RPed by: Liv**Nara Park**
Seunghuyn and Sena's Daughter
RPed by: Liv and Shade**Yennie Park**
Seunghyun and Sena's Daughter
RPed by: Liv and Shade**Hyesung Park**
Seunghyun and Sena's Son
RPed by: Shade**Luna Zhang-Kyo**
Sena's Daughter
RPed by: Shade

**Baekhyun Park**
Victoria's Husband
RPed by:Liv**Victoria Park**
Baekhyun's Wife
RPed by:Shade**Wendy Park**
Baekhyun and Victora's Daughter
RPed by: Liv and Shade**Hunter Park**
Baekhyun and Victora's Son
RPed by: Liv and Shade

**Blake Wu**
Alice's Husband
RPed by: Shade**Alice Wu**
Blake's Wife
RPed by: Liv**Levi Wu**
Blake and Alice's Son
RPed by: Liv and Shade**Ruby Wu**
Blake and Alice's Daughter
RPed by: Liv and Shade
Common Tundra Lupine

**Appearance:**

Common Tundra Lupines look a lot like wolves. All mutations are accepted and mutations are very common in this breed.

**Breed specific characteristics:**

* Large paws

* Comparatively small round ears
* comparatively small eyes
* Broad canine snout
* Cheek fluff is a dominant trait but some individuals can be found without it.
* approximately hock-length brush-like tail
* may or may not have a pair of vestigial wings.  These are not useful for flying.

**Breed Standard:** TBD

**Style of Magic:**

The Common Tundra Lupine has very little command of magic, and most can only muster the magic that all animals with the Spark have to be able to make a spark to light fire.

**Fun Fact:**

The common tundra lupine is the most common breed in the game.
Music

Music is a very popular part of Gryph culture. Music is frequently a part of the various religious festivals celebrated. It is also used for more individual celebrations or just for fun. Particularly proficient musicians will perform publicly to display their skill and creativity, sometimes alone, sometimes in groups. It is not unheard of for those with musical capabilities to put them to use during courtship.

## Song

Each species has its own forms of song:

The Lupines tend towards group singing with an acapella howl layering many different voices, howling at different pitches with different rythms, to create a comple melody. Sometimes one of the group will sing a lyrical section over the top, following or complementing the melody.

The Vulpines also have a traditional howl form of song but since their scale differs widely from that of other Gryph species it is often considered less than pleasing to the ears. They tend to save this form for special occasions and Vulpine majority events. However Vulpines also have a great proficiency with more modern forms of lyrical song in a more broadly accesible scale with an emphasis on clever wordplay.

## Instruments

### Stokang

Constructed out of hollow logs these simple, drum-like instruments can be pounded with the front paws to produce a rythm. Using logs of differing diameters will produce different tones. These drums can only be made from trees that have fallen naturally, certain woods produce better sounds and if a tree is known to have fallen many crafts-gryphs will converge on the area to be able to obtain a log.

### Whierver

Constructed out of hollow reeds cut to different lengths and tied together these woodwind instruments can be panted across to create a soft, sighing tune.

### Onyer

Made by weaving plant fibres into strings of different thickness and stringing them across a curved piece of wood and then plucking them. Can also be made with animal gut if available. Usually decorated with ornate carving they come in an array of shapes and sizes.
Relatablepicturesofperidotsfeet

Age
 Status
 Weight

RPOperidotsfeet is in charge of the mecha transformation of peridot 2.0 and doesn't like RPOperidotshands or any kinds of hands in general malachite sucks they have no feets

## Activity

S H IT P OSTS R US

aka, quality shitposts such as:

* strong
* PEritDOS 2.0
* lil butler confirm be YELLOE DOMOND

## Relationships

* RPOperidotshands- Dislikes strongly.
* Prejudiced against pretty much all rpohands blog
* RPOperidotsarm- ????????
* RPOperidotsbutt- mEhh.
* other RPOperidots(insert body part here)- B) B)
* RPOlapisfeet u fEEL me
* pearlsfaceonperidot- they aren't a rpo blog but hey, buddy-buddy here
Dragons

There is a lot of lore about the dragons that funnel into this world through the place known as Escorander Estates. A lot of it is conflicting--they are large...they are small. They are simply reptilian gryphs, they are birds, they are the next step...it's hard to say.

It is known that they tend to follow the elements, and that they have magical properties.
Gryphs Breeds

## **Gryphs Breeds and Species:**

Gryphs are the main sentient species found on the world Solterra. They form a loose civilization that protects the world from exploitation. See Culture. Gryphs evolved from a single winged carnigryph ancestor. In the present day, they come in a number of species, many have counterparts in our world due to parallel evolution.

**Tundra Lupine Species:**

Common Tundra Lupine

Heathland Kogrr

Snow Lupe

Moonsinger

**Forest Vulpines:**

Common Forest Vulpines

Faery Fen

Armored Tree-Dweller

Spirit Kin

**Steppe Cats**

Common Steppe Cat

Lowland Prowler

Shortgrass Wind-Walker

Saiga Shadow

**Mountain Bjorns**

Common Mountain Bjorn

Ice Walker

Frostborne

Aurora Born

**Gnollborn**

Gnollborn
Common Wildlife

Much of the wildlife in the world is well known. Deer, chickens, eagles, cows, and the like. There are non spark types of creatures similar to many of the species of Gryphs. Frequently those with The Spark are uncomfortable killing like creatures without The Spark. Other than Gryphs and normal wild life there are other things of note.

Dragons

Apes

Gnolls

Woltures

Fae

Salamanders

Return to Gryphs World
Spirit Kin

**Appearance:**

Spirit Kin are similar to foxes with a skull face and bat-like wings

**Breed specific characteristics:**

* Smaller paws

* Comparatively medium to large ears
* Open skull
* Fluffy neck
* Long brush-like tail
* Bat-like dual colored wings
* Darker colors than you would expect, though dilution is very common in the breed as well. There seems to be no middle ground.
* can have up to three tails.

**Breed Standard:** TBD

**Style of Magic:**

A creature between worlds, the Spirit Kin with significant time or effort can speak to the spirits of all things in the world around them. They themselves can do little to actively influence the world, but through this they can ask the world around them for aid when they need it.

**Fun Fact:**

The Spirit Kin is twice as rare as a Moonsinger
Fae

## Overview

Fae are a
sparkless species that inhabits the temperate forests of Solterra.
They are anthropoidal and possess one sets of segmented legs and two
sets of similarly segmented arms with three long fingers and an
opposable thumb. They have two sets of delicate, gauzy wings and are
fast, agile fliers. Female fae are larger and duller colored than
their male counterparts and can reach heights of 6-7 inches tall and
weigh up to 5 ounces. Male fae are smaller, brightly colored, and
average 5 inches and 4 ounces. Fae have large, widely-set compound
eyes, a small nose with broad nostrils, and a large mouth.

## Life Cycle

Fae mate in the early
spring and form bonded breeding pairs. After mating, the female fae
lays an egg sack near her nest consisting of up to 25 eggs. Male fae
tend the egg sacks by shading them from the sun and protecting them
from predators while the females hunt for food.

Fae larvae hatch approximately four weeks after being laid. Larvae are well camouflaged against the bark of their home trees but are otherwise defenseless. Males guard the young communally. Parents regurgitate partially digested food to feed the larvae. They form white, pupal sacks after about two months when they reach an appropriate weight. Metamorphosis takes four weeks.

Fae have a lifespan of approximately 10 years, though many die much younger to predation. Large birds of prey are their primary predators.

## Behavior

Fae live in
communal social groups of 50-200 individuals, though even larger
groups have been reported. They construct small paper nests in trees using chewed plant matter and saliva and usually
occupy these nests singly or in pairs. It is common to see large
trees covered in these simple structures. Some more opportunistic
fae have been known to move into the nests of their fallen comrades.

Fae are a
predatory species. Females do the majority of the females and take
down much larger prey using crude weapons such as sharpened sticks.
Fae hunt in swarms, with groups of females working together. A
hunting swarm can take down prey they size of an adult moose. Fae
have been known to prey on Gryphs.

Fae do not possess the spark and are wary of fire. Their delicate wings and chitinous bodies are highly flammable.
RelatablePicturesofStevenQuartz

Age
 Status
 Weight

"vote quartz for organized shit posts and regularly scheduled relatable pictures"

Steven quartz is one of the coolest relatables, he has way too much influence on the events of the rest of the relatables and it scares him.

"vote quartz for organized shit posts and regularly scheduled relatable pictures"

Steven quartz is one of the coolest relatables, he has way too much influence on the events of the rest of the relatables and it scares him.

## History

When picking out his relatable blog , he saw relatablepicturesofsteven was taken, however, steven quartz didn't give a single fuck, and made a blog anyway.

Steven continued to post funny relatablepictures, and gained popularity to the point where he was tagged with every appearance of steven.

All was right after that, more relatables were made, steven gained a few hundred followers, untill he decided to make a text post involving his and centipeetles followers, to which pearl replied with their followers, this event sparked the Quartz-Pearl War (see Quartz-Pearl War)

When the war was over, steven and the relatables were closer than ever, and they all talk in a horrible skype group that doesnt have a name because every keeps changing the fucking title.

## Relationships

#### Relatablepicturesofgarnet

Steven Quartz trusts garnets decisions and authority for the pure fact that she is Garnet.

Relatablepicturesofhopper

Steven Quartz and hopper make disgusting memes together and are the ones who can stay awake the longest out of the relatables.

Relatablepicturesofcentipeetle

Centipeetle and Steven Quartz are related, they made their blogs around the same time.

## Notes

* It is said that Steven Quartz sounds like an older Steven
* Steven Quartz acts like he hates memes, but he actually loves them
* Steven quartz runs the relatablepicturesofrposkype blog with Garnet
* He is the coolest (besides garnet)
* He actually cares about his followers and tries not to spam them with shit posts
* It was his post that started the Quartz-Pearl war
* He was also the one to end it
Gryphs Genetics

Gryphs' genes work pretty much just as they do in the real world.

The card that the figures come with only scratches the surface of what's going on. Some genes are hidden and require breeding or cross breeding to discover. There are recessive traits and bizarre interactions but all are predictable based on the same principles that apply to real-life breeding.

You can ask more on the forum if some of it is confusing, that's OK!

Learn more about:

Color (to be written)

Special Genes

Species Genes

Dragon Hybrids

Special/Demon/Other
Moonsinger

The Moonsinger is the rare breed of the Tundra Lupine
species. They are noted for their noble character and mysterious nature.

**Appearance:**

Much larger and fluffier than the Common\_Tundra\_Lupine.

**Breed specific characteristics:**

* A broad but elegant frame
* small, rounded ears
* Large feathered wings with spread tips

* Well furred cheeks, back, tail and body.
* Broad canine snout
* Cheek fluff is most common but some individuals can be found without it
* approximately hock-length brush-like tail
* Forehead may possess a gem which is said to offer magical properties.

**Breed Standard:** TBD

**Style of Magic:**

Moonsingers have a strong command over the magic of the earth herself. They can manipulate, and even call up earth with their magic ranging from shaping earth and raising stone to complex projects like bridge building, and redirecting rivers as a group.

**Fun Fact:**

The Moonsinger is often known as the Dire Lupe.
Heathland Kogrr

The Heathland Kogrr is an uncommon breed of the Tundra Lupine species. They are noted for their bravery and strength, as well as good humor.

**Appearance:**

The Heathland Kogrr reminds many people of the corgi.

**Breed specific characteristics:**

* short legs and long back caused by a form of dwarfism
* Long, rounded ears
* Smooth back plating which may or may not be spiked. Small segments like found on the armored tree-dweller are a fault.

* black eyes. Any other colored eyes are a significant fault, unless grey from dilution, etc.
* comparatively large eyes
* Broad canine snout
* rounded cheek fluff is most common but some individuals can be found without it
* Benine white is more common than in other breeds, and often appears on the face and paws.
* approximately hock-length brush-like tail
* Tail may be stubbed, present or completely absent (rumped)

**Breed Standard:** TBD

**Style of Magic:**

The Heathland Kogrr's command of magic is almost entirely internally focused. Through significant effort they can boost their strength, stamina, or speed for a few moments. Outside of themselves they can do little beyond create a spark.

**Fun Fact:**

The tailless form is the most common, but about 1/5 carry the allele for tailed.
Vulpes Mori

## General Description

Strangely lush and warm for its proximity to the Leina Tundra the Vulpes Mori is a thick woodland. The variety of trees is said to be magical, and no one doubts it. Most who aren't Vupes or Moonsingers don't go in simply due to the thickness of the woods, and the air of magic that permeates the air. Small villages, and individual Vulpes live scattered through the woodlands. It is said that there is a spring in the heart of the woods that grants health to the sick, though it is of course, just a rumor say the Faery Fen.

## Notable Locations

### The Steam Caves

Near the edge of Vulpes Mori, one of the few places that even non magical Lupes will visit if they have the opportunity are a real wonder. The Steam Caves at the edges have caves that are hot and filled with steam, and steaming hot pools that are said to ease pains, and soothe the spirit. If nothing else they are comfortable, relaxing, and cleansing. Rarely do any venture deeper into the caves than the first outer caves due to the sheer temperature, and the dangers of tight passages. Some have disappeared forever into the deep caves speaking of floating lights that they followed to never be seen again.

## Notable Gryphs

### Aoi

An old Spirit Kin that lives alone in the Vulpes Mori other than her crow she calls Nani. Dark blue with more silver than color on her, she is undoubtedly venerable. How old she is, no one really seems to be able to say. She rarely seems to do much other than wander and watch. She is notable for wearing a mask all the time, it is a crow mask made with the feathers of a crow, doubtless Nani's feathers. The few times she does come down from her dwelling, people look to her expecting wisdom, but for the most part, she just watches.

She was involved in getting Kit Sunbeam of Eastdale Village to uncap a nearby life well that had been capped.

Return to Gryphs World
Snow Lupe

The Snow Lupe is an uncommon breed of the Tundra Lupine species. They are a cheery sort, bred for cold weather. Their small, tight wings are ideal for their northern habitat.

**Appearance:**

The Snow Lupe reminds many people of the husky.

**Breed specific characteristics:**

* medium-sized perky pointed ears
* Small, tight feathered wings.

* eyes must be blue, green or purple. Blue is most common. Yellow, red and orange are major faults
* Broad canine snout
* rounded cheek fluff is most common but some individuals can be found without it
* Has a special gene thats common called Downunder (U). Most individuals are Uu resulting in color on their topsides from the forehead to the tail. UU results in a white-coated gryph with a pink nose. uu is normal coloring.
* Tail is fluffy and in a tight curl over the back

**Breed Standard:** TBD

**Style of Magic:**

Snow Lupes can sing to the wind, and call it to them to lift them for longer flights or start gales. Some can even whisper to the wind and the weather to ask it to change. Whether it listens or not, that's something else entirely.

**Fun Fact:**

Some Snow Lupe's carry the dwarfism trait that can be found in the Healthland\_Kogrr
Shortgrass Wind-Walker

The Shortgrass Wind Walker (otherwise known as Prairie Dancer) is an uncommon breed of the Steppe Cat species. They are wise, clever and perhaps a little aristocratic.

**Appearance:**

The Shortgrass Wind Walker reminds many people of a uni-peg

angora cat.

**Breed specific characteristics:**

* short triangular ears
* luxurious tail

* Feline snout
* Cheek fluff is most common but some individuals can be found without it
* large eyes with vertical pupils
* unicorn horn
* feathered wings (similar to Snow Lupe)
* Whiskers
* The most "beautiful" of the feline breeds.
* Long-hair most desirable

**Breed Standard:** TBD

**Style of Magic:**

SGWWs specialize in court-like settings. They are good negotiators and possess a lot of charm.

**Fun Fact:**

Some lines of SGWWs have flatter faces than most. It's been suggested that this may be due to inbreeding.
Lowland Prowler

The Lowland Prowler is an uncommon breed of the Steppe Cat species. They are suspicious, dependable and a tad gruff.

**Appearance:**

The Lowland Prowler reminds many people of an armored bobcat.

**Breed specific characteristics:**

* large to medium-sized perky pointed ears
* short bob tail

* Thick feline snout, fang teeth desirable
* Cheek fluff is most common but some individuals can be found without it
* large eyes with vertical pupils
* Triangular spines down the back
* Whiskers
* gem on forehead

**Breed Standard:** TBD

**Style of Magic:**

Lowland Prowlers specialize in defense. They are calm, collected observers. They also can hit hard when needed.

**Fun Fact:**

Most seem to be found in a stalking/striding pose.
Woltures

Some have called Woltures the dark mirror of Lupes, but that isn't a particularly accurate depiction of them. They are superficially similar to winged Lupes with a bald head, and a fluffy ruff. They however lack the prime requisite to be anything like a Lupe, they lack The Spark entirely. They are certainly clever and dangerous for that reason alone, but without the Spark they are not a dark mirror civilization or anything of the like. They are mostly a threat to livestock, the young, and the old. Usually they prefer to face things that can't fight back, or don't have the chance to. They almost exclusively live in packs.

Notes:

Woltures are often illness vectors for Lupe populations due to being so similar. They seem to never get sick, but carry awful diseases sometimes, best avoided.

The call of the Wolture is similar, but distinctly different from Lupes. As opposed to the clear, and musical sounds of a Lupe's howl, Woltures start off with a coughing bark type sound followed by a clear and musical howl that can be mistaken for a Lupe's howl. They too howl to bring a hunting pack together, so listen for the first hacking sounds.
Common Forest Vulpines

The Common Forest Vulpine is a common breed of the Forest Vulpine species. They are quick, clever and friendly.

**Appearance:**

The common forest vulpine reminds many people of a red fox.

**Breed specific characteristics:**

* large to medium-sized perky pointed ears
* long brush tail.

* Thinner canine snout
* Cheek fluff is most common but some individuals can be found without it
* Has two special genes that's required. One controls the black legs and ear tips, the other controls the white underside and tail-tip. Both genes are recessive and required in the standard.
* May or may not have vestigial wings

**Breed Standard:** TBD

**Style of Magic:**

Common Forest Vulpines can harness the magic of the world around them to a limited degree based on their environment. Mostly they can call small breezes, or take some heat from the air around them to light a fire and little more.

**Fun Fact:**

The white in the common forest vulpine is not the same as benign white. Benign white and other similar genes can occur and will even cover areas where black should be.
Special Genes

Special genes refer to the patterns, colors and otherwise odd genes that are not a result of being a particular species. There are genes that are specific to some species that may be special for others--such as bobtail!

The genetics work in simple ways. Many genes work via simple dominant/recessive relationships. This includes:

Sable

Speckle

Glow

Dilute

Panda

Others are "dosage dependent" IE they are incompletely dominant

Benign White

Dominant Black

Inkspot

Brindle

Some require multiple genes.

Merle

Some are an unstable allele. In the case of albinism, the gene can randomly mutate (about 1/100 breedings).

Some have other, unintended consequences, such as starburst.
Gryphs Standard Stat Lines

* Careful: +3
* Forceful: +2
* Quick: +1
* Sneaky:

Heathland Kogrr

* Careful:
* Clever: +2
* Flashy: +1
* Forceful: +3
* Quick:
* Sneaky

Armored: Heathland Kogrrs have natural heavy armor that lends them resilience in conflicts. They remove one shift on all physical damage against them, and one extra stress box.

Snow Lupe

* Flashy: +2
* Forceful: +3
* Quick:
* Sneaky: +1

Flying: With broad wings, Snow Lupes can fly long distances. This allows them to be Flying at any time at any time the environment permits.

Moonsinger

* Careful:
* Clever: +1
* Flashy: +3
* Forceful: +2
Flying: The Moonsinger has some of the largest wings known to Lupes. They can't turn fast, but they can fly for great distances. This allows them to be Flying at any time at any time the environment permits.

Magical Gem: The Moonsinger is possessed of great magical power, and when shaping their environment around them with magic they get a +2 to the roll.

**Forest Vulpines:**

Common Forest Vulpines

* Careful: +3
* Clever: +1
* Quick: +2
* Sneaky:

Faery Fen

* Careful:
* Clever: +2
* Flashy: +3
* Forceful:
* Quick: +1
* Sneaky:

Flying: These small Vulpes have wings with which they can fly. This allows them to be Flying at any time when the environment permits it.

Armored Tree-Dweller

* Careful:
* Clever: +1
* Quick: +3
* Sneaky: +2

Armored Spine: Some armor is meant to protect in battle, this is meant to protect while getting away. Get a +2 to defense rolls versus physical harm.

Spirit Kin

* Careful: +2
* Clever: +3
* Quick: +1
* Sneaky:

Flying: With their broad bat wings, Spirit Kin fly easily, though with loud wing beats. This allows them to be Flying at any time when the environment permits it.

Spirit Fox: Tied closely with the flow of magic and spirits, Spirit Kin can spend a Fate point to speak with the spirits of the world for the scene. They in certain circumstances may be able to not have to spend a Fate point with significant effort.

**Steppe Cats**

Saiga Shadow

* Careful: +1
* Quick: +2
* Sneaky: +3

Flying: With light, pointed wings Saiga Shadows maneuver fast and quietly, but tire easily. This allows them to be Flying at any time when the environment permits it.

Magical Gem: This gem allows the Saiga Shadow to use its wind focused powers with facility. It may use Sneaky to use magic in a Forceful way. This allows substitution of Sneaky for Forceful when using air magic.
Faery Fen

The Faery Fen is an uncommon breed of the Forest Vulpine species. They are shy, small and gentle.

**Appearance:**

The Faery Fen reminds many people of the Fennec

**Breed specific characteristics:**

* giant-sized perky ears with rounded tips
* Small, smooth, curled fairy-like wings in two colors.

* eyes must be large and black, or diluted. Any other color are major faults
* Small snout and large face
* rounded cheek fluff is most common but some individuals can be found without it
* Tail is brush-like and long
* paws are tiny on fluffy legs.

**Breed Standard:** TBD

**Style of Magic:**

The magic of the Faery Fen is to use the magic of the world around them for illusion and redirection. How much facility they have at this will like most Vulpes depend on the strength of the life around them. Often this magic is used for fun and trickery, but can be used for redirection in extreme circumstances, for instance an apparently never ending circle in the woods.

**Fun Fact:**
Code of Conduct

This is where we will put the explicit code of conduct we expect from the players of this game.

PG-13 at max for rating.

Treat the other players and the GMs with respect.

There will be no explicitly sexual role play on this chat board. Romance is acceptable, but sexual activity will not take place "on screen."
The Cult of the Prong and Hoof

## Overview

Followers of the Cult of the Prong and
Hoof believe that the souls of righteous gryphs inhabit the bodies of
deer after their deaths while wicked are doomed to wander bodiless
and powerless for eternity. Believers abhor the eating of deer meat,
which they view as a form of cannibalism, and are often seen
encouraging others to do the same. This frequently brings them into
conflict with non-believers who use the animals as a source of food
and other resources. The Prong and Hoof claims only a very small
percentage of gryphs as its members.

Unlike most gryphs who view
spirituality as a very private thing, members of the Cult of the
Prong and Hoof worship as a community. Traditionally, member meet
once per month during the night of the new moon to give thanks to the
souls of their ancestors and to sing chants to drive away wicked
spirits. In Eastdale Village, these monthly services are held inside
a medium-sized den, known as the Prong Hall, which is maintained by
its members. Though services are only held once a month, this space
is often used as a gathering area for Prong and Hoofers to socialize
and trade with one another.

Most members of the Cult of the Prong
and Hoof also believe the common creation myths of the larger society
and generally celebrate all important gryphs holidays in addition to
a few specific to the Cult.

## Sacred Artifacts

Most important to members of the
Eastdale members of the Cult of the Prong and Hoof is the large, 16
point skull of a deer or deer-like creature. The item was found near
the village and is thought to be very old. It is referred to as a
Hart Father by the congregation and is venerated as a great ancestor.
 It is kept on a raised dais in Prong Hall.

Followers believe that the shed antlers
of deer are also sacred, and finding one in the woods is considered a
blessing and a sign of good fortune. They refer to these items as
Deer Blessings. Deer Blessings are often given as gifts between
members of the Prong and Hoof on important days such as weddings or
to celebrate the birth of a cub. Receiving a Deer Blessing as a gift
is considered a considerable honr. Members also decorate their
Blessings with flowers, feathers, and other items and display them on
special occasions and holidays.

## Treatment of Deer Carcasses

Members of the Cult of the Prong and
Hoof believe that deer corpses encountered in the wild are not to be
disturbed, as the transition for spirits from the body of one animal
to another is a delicate time. Touching or moving a carcass can cause
departed spirits to become lost in the world for a time. These souls
are said to bring bad luck to the one who caused the disturbance
until they can find their way again.
Gnolls

Gnolls are one of the most dangerous creatures that live in the area near Eastdale Village, and are ubiquitous in the Hills and Forests of the world. They are similar to Spotted Hyenas on casual inspection, but are tool users that can move on all fours, or upright using their clever fore-paws to use or create tools. Gnolls are dangerous, even when solitary due to their strong limbs, rending teeth, and stubbornness. They may have The Spark, but they have no respect for it, and have never shown inclination to communicate in anything beyond animal noises.

Often Gnolls are more prone to threats and loud shows of strength instead of an actual fight, but they will engage in ferocious combat for food, water, or other things that are important to the individual, or their group.

Important to note about Gnolls, they are a matriarchal culture. If you harm a Gnoll male it is often the end of the problem. If you hurt a female, and it alerts what ever their social group is, you will shortly have dozens, or hundreds of angry Gnolls on the way. For this reason, it is often better to avoid Gnolls all together when possible to avoid these kinds of escalating confrontations.
Aktuelle Ereignisse

## Aktuelle Ereignisse im Stamm

### Dunkle Zeiten (Aktueller Hauptplot)

Inwah wurde entführt und von Fremden gefoltert. Was wollten diese Männer von Inwah und... haben sie es bekommen? Zwischen wenigen Mitgliedern macht das Gerücht die Runde, die Feinde seien direkt unter uns. Einer von uns hat das Blut seines Gleichgesinnten vergossen. Doch warum? Und in diesem dunklen Zeiten senkt sich die Sonne und Aezymas Schutz verlässt den Stamm...

### Das Dilemma der Bardin

Niemals hätte Rin geglaubt, dass sie in diese Situation geraten würde. Zwei Nunh werden bald in den Ehrenkampf treten um zu entscheiden, wer von ihnen Rin als Frau fordern darf.
Vielleicht dein Charakter

Dies hier könnte dein Platz sein, dein Charakter! Es gibt so viele Möglichkeiten, dich dem Stamm anzuschließen. Mit einem vollkommen freiem Konzept, aber auch mit einem bereits vorhandenem, aber leider noch unbespieltem Charakter.

## Freie Konzepte

Freie Konzepte bedeutet, dass du dir den Charakter frei nach deinen Wünschen gestalten kannst (natürlich musst du dabei die vorgegebene Lore berücksichtigen) Hilfen findest du hier unter Charaktererstellung.

Freie Konzepte sind möglich als:

* Weibchen
* Tia
* Tempelwache / Priester
* Kind

## Vorhandene Konzepte suchen einen Spieler

Die andere Möglichkeit ist ein bereits vorhandenes Konzept eines Charakters, der bisher nur als NPC unbespielt existiert, aufzugreifen und ihn auszuspielen.

Folgende Charaktere stünden beispielsweise auf unserer Suchliste:

* E'dhen Nunh
Leina Tundra

## General Description

A wide expanse of tundra stretching North from Eastdale Village, as far as the eye can see East and West. The terrain is rolling, and is a beautiful and colorful grass land during the summer months. The rest of the year the frost covers the landscape giving it a whole different kind of beauty. The landscape is dotted with hills, and stands of evergreen forests. Most of the residents are Lupes that den in packs and some small villages, barely big enough to have a name.

## Specific Locations

### The Ring Lake, and The Cold Island

Prominent in the Leina Tundra, and the only thing the North Road diverts for is known as the Ring Lake. From above where flying Gryphs can look at it, the ring lake is a spectacular location with an odd nearly perfectly circular double ridge line enclosing the lake between the outer ridge, and an inner island. The Cold Island, and the air space over it are avoided not just by the wise, but by everyone. In theory one could just fly there, but the temperatures once you cross the edge of the ring lake over the cliffs to the island drops so quickly that it is rapidly dangerous to the health of any gryph that crosses. There have been a few that have tried due to curiosity about what's beyond the ice sheet that almost seems to be a second ring lake, and either turned back quickly, or never been seen again. As long as one doesn't climb or fly over the cliff edge though, the huge water way of the Ring Lake is prosperous and is regularly fished by those that can reach it over the ridge line.

### Axe Blade Pass

Marking the far northern edge of the Leina Tundra is the Axe Blade Pass. Few have attempted the pass, as it is well known that beyond it is simply ice, ice, and more ice to the North. It simply isn't worth taking the risks to try to go through the pass through the high winds, and biting cold. The Great North Road continues further North through the pass, and is assumed to be the cause of the cut through the mountain, but no Gryph in living memory or storied history has made it through.

## Notable Gryphs

There is a family of Snow Lupes by the name of the Asuilaak family that practice stone carving using wind over decades and generations of directing the wind. Currently there are three generations of this small family working on their current carving near The Ring Lake.

Return to Gryphs World
Magic

## Gryphs, the Spark, and Magic

Gryphs are magical creatures, as they must be with the Spark. Each breed has slightly different command over magic, and most rely on the magic they can pull from the world around them. Magic is strengthened by life, and the more alive an area the stronger the magic. The less harmony in the area, the more strange and unpredictable the magic. In deep deserts the magic may not exist in any form Gryphs can access, which can be very dangerous. Overall due to this Gryphs tend to avoid disturbing the life of the areas they live in, and avoid dead areas as much as possible.

### Magic of The Spark

One of the reasons of the name chosen for the distinguishing feature of species that have the ability to speak and reason is The Spark is simple. Those creatures that have it are distinguished by the magical ability to create a spark. Now, over time it has come to focus on reason, speech, and creativity. Still though, the ability to create a spark is considered a base thing that everyone can do. Those few Gryphs that can't are looked at with a bit of pity, though those that are polite would never mention that disability.

## Manipulation and Creation

One of the most major differences in magical styles is creation versus manipulation. Those Gryphs that can manipulate the world around them are much more common. Very few Gryphs can apparently create from nothing by using magic around them, and in those cases it's usually limited. The best known of those that can create is the Moonsinger.
Carving

Carving is an uncommon art practiced by a respected few. Most Gryphs have the capacity and innate tools to carve, and carved trinkets are common, but carving artists are sought after for Den decoration. A great carver can make art in the living wood and roots of a tree without killing or harming it, and that carving will not just go away, but evolve over time and be pleasing for generations of Gryphs.

An even more uncommon practice is stone carving. This time consuming art is often practiced with a combination of magic and expensive imported tools. The most common places to see stone carved in some of the outcroppings around the Leina Tundra where a family of Snow Lupes has created a family tradition of carving stone with wind over decades and generations.
Common Steppe Cat

The Common Steppe Cat is a common breed of the Steppe Cat species. They are mischievous, playful and a touch mysterious..

**Appearance:**

The common steppe cat reminds many people of a housecat.

**Breed specific characteristics:**

* small perky pointed ears
* long thin tail. Rarely longhaired.
* Short snout and rounded face
* Majority have whiskers
* Body is more flexible than other breeds
* 4 toes on each foot. Rarely more. Never less.
* May or may not have vestigial wings
* Vertical pupil slits

**Breed Standard:** TBD

**Style of Magic:**

Common Steppe Cats practice illusion-based magic. They also specialize in detection.

**Fun Fact:**

The Steppe Cat is commonly found in poses where it rolls around.
Gryphs Wiki

## Welcome to the Gryphs Wiki

This is the Wiki for community based information on Stormslegacy's Gryphs. It will include genetics, breed information, and role playing world information.

For information about the breeds go to the Gryphs Breeds page.

For information about the genetics go to the Gryphs Genetics page.

For information about the world go to the Gryphs World page.

For information about Gryphs Role-playing go to the Role-playing page.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.

File:Placeholder
Farming

Farming isn't a common occupation among Gryphs, but it is very important for villages. Most Gryphs that don't live in villages just hunt, gather, and scavenge. Around villages, though, farming is a vital part of life taken on by a small few. Most farming in Solterra is a small scale sort of thing that mostly has to do with keeping livestock safe, calm, happy, and readily available. Some omnivorous Gryphs have taken to growing fruit orchards, apiaries, and other nutritious greens to reduce the load on the area from keeping a sufficient feed animal population. Without these dedicated farmers, villages would quickly die due to lack of wildlife in the area because of the concentration of hunting animals.

See the Culture section

Back to Gryphs World
Gnollborn

**Appearance:**

Gnollborn are little hyena like creatures whose genetics are highly mutable.

**Breed specific characteristics:**

* Large round ears
* Broad snout
* Brush-like tail
* Secondary traits vary greatly, everything from spines and horns to wings and plated armor.

**Breed Standard:** TBD

**Style of Magic:**

As varied as their traits.

**Fun Fact:**

The gnollborn is incredibly rare.
Albinism

Albino is an unstable dominant mutation that is homozygous fatal.

Any showing albino is Xx.

xx is wild-type

in an albino to albino breeding, approximately 33% of offspring are albino. Why the weird number? Any living baby is either Xx, Xx or xx, but the mutation has a tendency to mutate back to the normal condition in 50% of cases. This leaves a 1:3 chance of getting an albino.

In a breeding of albino to non albino, approximately 25% of babies are affected
The Great North Road

The Great North Road as far as anyone knows wasn't constructed by Gryphs or any other creature alive. It is surmised that it might have been built by some of the ancient cultures that left the landscape dotted with ruins. It is a smooth road of stones, fitted so tightly that where it hasn't been damaged there isn't even grass between the components of the road. It is notable from even the best of the roads of the Gryphs in that it doesn't go around the landscape, it goes through having cut through stone, over rivers, and through all terrain.

Return to Eastdale Village

Return to Gryphs World
Dyecraft

Through farming and herbcraft other forms of crafting and art have been developed in gryph society. Dyecraft evolved from the observations made by gryphs that some plants when crushed, ground in powder, or otherwise altered could produce different colors and pigments that could be utilized in various art forms. Dyecraft requires extensive knowledge of the appropriate flora to use, space to store plants before processing, a good water source, and areas where containers can be heated for the dyeing process. It is a much more tedious craft than many gryphs have the time or patience for, so many gryphs rely upon dyecrafters to receive the dye they need for projects.

## Colors

Different plants and organic material can create different colors to utilize in dyecraft. Below are some examples of what plants or materials are used to create certain colors.

### Reds

Lichens are the most commonly used material to make red dyes. In order to utilize the dye, lichen must be boiled. As red is a popular color to use in various arts, most often dyecrafters will make large vats of red dye to be traded at once.

Red can also be made by cutting open the roots of certain flowers and making use of the reddish liquid inside or by crushing red flower petals. However, it is much more sustainable to use lichen which can create large vats of dye from a small amount of material.

### Oranges

Flowers from the sunflower family can be used to make orange dye by grinding them into a paste. Another method of creating orange dye is by using the bark of juniper.

### Yellows

Yellow is one of the easiest colors of dye to produce. Most petals that are yellow can be used to create yellow dye, as well as roots from various plants.

### Greens

To produce green dye is much more difficult than producing other colors. Green dyes often require two different colors of dye to create green, and two steps in the dyeing process. Because of this green dye is incredibly valuable and often made in extremely limited quantities.

### Blues

Depending on the climate blue dyes can be made from different types of plants. In colder more temperate climates Woad is used by crushing the leaves to make blue dye. More tropical climates utilize flowering plants from the indigo family. Indigo dye is considered far superior to woad dye, but it is difficult to obtain due to the high demand.

### Purples

Another rare color of dye to see produced. Purples also require a two dye/ two step process similar to green dye. Blue dye is used first, and then a secondary red dye is used to create purple.

### Browns/Blacks/Grays

The hulls of black walnut shells are used to create deep brown to almost black colored dyes. While the dyes are very rich in color and desirable, they also create the most mess and often stain the dyecrafters paws and fur during the manufacturing process.

Black is another dye that requires much more work than other dyes to create. Ocher from minerals is mixed with pitch from trees to create black. Because of this process, black is another dye that is considered much more rare and valuable.

Gray dye is created by using ash tree.
Mask Making

An important part art in the area of Eastdale Village, and anywhere Spirit Kin live. Given the need of the Spirit Kin to wear masks on the Festival of the Passed, mask making has become a common art for them to practice. Many others who enjoy masks have started working with them. There are a few styles of mask that are common to Eastdale Village.

### Wooden Masks

The most common masks are wooden masks. The standard method for them is to carve or burn out a partially hollowed log or tree, carve out features, burn it for hardness, and then paint the surface. Most Spirit Kin masks are very colorful, but some of the masks created for artistry have started being more simple and understated. Some even don't have any painting on them just having stark and geometric features carved on them.

One of the things that's interesting about the contrast of traditional masks for the Festival of the Passed and the more modern style is that not only are the traditional masks colorful, they evoke living faces. The more modern masks interestingly often evoke spirits, and mythological creatures. Some think that this transition is unwise, and out of deference to that the more modern masks aren't worn by most on the Festival of the Passed.

### Ceramic Masks

A much more complex process requiring great patience, but less work than wooden masks, ceramic masks are a relatively new thing. They take paint well though, and last for a long time if treated with care. A small group has taken to using Ceramic Masks of the faces of deceased family members as small shrines to their memories. Otherwise design wise Ceramic Masks often echo the design choices of the older wooden masks without the long hard work of wood. The smoothness is also a sought after result which a number of Gryphs prefer to the rougher results of wood.

### Leather Masks

Leather Masks are more flexible than either Wooden or Ceramic masks, and can be of very high quality. Only one Spirit Kin by the name of Hoshi that lives in Vulpes Mori creates it at this time that anyone knows of. The masks he make have very life like expressions. He himself has taken to wearing them day to day instead of just one day a year. He will wear a different mask every day from what anyone can tell.

Go back to Arts
Character Advancement

Through play you will have the opportunity to advance your character. There are three types of Milestones that will be given out on a schedule to be determined at this time.

### Minor Milestones

These are likely to happen regularly.

After a minor milestone, you can choose to do one (and only one) of the following:

* Switch the ratings of any two approaches.
* Rename one aspect that isn’t your high concept.
* Exchange one stunt for a different stunt.
* Choose a new stunt (and adjust your refresh, if you already have three stunts).

Also, if you have a moderate consequence, check to see if it’s been around for enough time. If so, you can clear it.

### Significant Milestones

These are likely to happen occasionally.

In addition to the benefit of a minor milestone, you also gain both of the following:

* If you have a severe consequence that’s been around for at least two sessions, you can clear it.
* Raise the bonus of one approach by one.

### RAISING APPROACH BONUSES

When you raise the bonus of an approach, there’s only one rule you need to remember: you can’t raise an approach bonus above Superb (+5).

### Major Milestones

These are likely to happen rarely.

Achieving a major milestone confers the benefits of a significant milestone and a minor milestone. In addition, you may doall of the following:

* Take an additional point of refresh, which you may immediately use to purchase a stunt if you wish.
* Rename your character’s high concept (optional).

## Thoughts

I am thinking to consider each week to be a session, and handle advancement by number of active weeks in RP on the forums with increasing time between each milestone based on how experienced your character has become.

We are considering for those who really want to start with a bit more experience to allow a for real money one time major milestone.

Go back to Role Playing