Friday, 30 January 2015

Organic Modelling - Zbrush - "Idriga"

The terms villain and antagonist get bandied around allot. When they're used interchangeably, everyone means something different. Whilst they are synonyms, similar things, they do not mean quite the same thing.

Antagonist's are not the same as villains.



If we take Harry Potter's Voldemort villian - he does the bad purposely. Voldemort is a character intended to be completely evil and malicious, he has no good in him at all. If we compare him to Harry, you can clearly distinguish the two, not just be appearance, but motive and personality.

Voldemort is a villian.



But if we look at for an Antagonist, Captian Hook, he is one. Why isn't he a villain? I'll explain. Antagonists usually hold a strong conviction in their righteousness of their actions. Captian Hook is not a malicious, deceiving, character - at least - not completely. He has a reason for doing bad things. Captian Hook lies in the grey area. After all, it was Peter Pan's fault that he lost his hand to the crocodile - Peter cut it off! Peter Pan also starts most of the trouble with Hook too...

Put simply, Antagonists can change. Antagonists can even become good guys. Villains don't change.

What is the relevance of this?

Firstly i felt it necessary to distinguish this at the start due to a topic being broke up in class. I felt it necessary to distinguish this - not to confuse or assume certain factors or assumptions with 'villain' for Idriga.

But...

I'll show you.

My character, Idriga' is an Antagonist.




The name 'Idriga' is a combination of the word Lepidoptera and Indigo. Lepidoptera  is a order of insects which a lot of common moths and butterflies are classed into, namely those characterised by scaled wings and a proboscis. The name was developed alongside Idriga's design, as part of the process.





Idriga herself is a character who stems from my personal comic project, 'Arbvar's Secret'. Within it, several different 'races' populate the world of Esterm. These races of varying sizes, contour and social dispostions, all effect the story and setting in several ways. Amongst many of these races are the likes of the Moff, which Idriga herself is one of. Of all the races within Esterm, the Moff are the most socially inept from normal norms, as one of the new coming races to a level of self-awareness. The Moff rely heavily on primal instinct and behaviours, such as clicking and pheromones. They have recently adapted to language too. As poisonous, bipedal creatures, the Moff seem to sport gender differences - or at least, gender assumed, such as carapace and fluff. Other qualities the Moff sport include their wings - which when flapped excessively, generate a cloud of toxins.


The Moff race live within a place called the Nebulla bed. A continent once believed to have been below the sea level, and as part of its bed. There is evidence to suggest this from folklore and coral reef remnants around the environment.  Within the Nebulla bed is their hive home, Cocoon, a large Moff-mad structure which tunnels below its ground base. A large 'city' of sorts is hidden beneath the surrounding water basin, which, if you dived deep enough, would be able to see through the transparent bottom. And over ruling both the Moff and Cocoon is the Moff Queen - Idriga.


The soceity of the Moff is inspired and influence by the behaviors observed from ants and termites. A Moff queen is always born into a generation. All Queens have the ability to control all Moff within her vicinity. Whilst a Moff Queen is able to produce worker Moffs - she only does so in the case of emegency, as the only real important birth is that of the next Queen. Regal and Queen like traits have gone into her concept and appearance.

A Natural formed crown goes into the design of her head.

A regal kingly reference comes from the likes of artist portraits and interpretations of past monarchy's
. Her wings become an elegant cloak of sorts and the furs are  apart of her body.

Her tall, imposing structure is inspired by the likes of gothic figures and the work of Edward Gorey and Tim Burton. Characters such as Jafar; Jack Skellington and others are sources of inspiration too.


I turned to the Lunar moth for her wing shape and inspiration. The moth sounds nocturnal - and the Moff are like this also.

The art period of Art Nouveau also acted as inspiration for the contour of Idriga and the patterns both on her wings and body.

Her colourscheme was drawn from the colour palette of the environment she lives in and from the likes of other poisonous creatures, such as poison dart frogs. Colours like this are displayed to warn potential predators they are poisonous.

Her skirt and colour of it is drawn from the likes of the Monarch Butterfly. Moff are superior to 'Butterflies' - so Idriga literally adorns the stripped wings of a butterfly as her skirt. Nice...

Also as part of the high society vibe, Idriga smokes a traditional, elongated pipe. This is also part of her character as well; habits; stuck ina  certain way. Perhaps even rude to puff out a fog of smoke?

Idriga herself is a rather rude and 'high and mighty' character. She believes herself superiority and righteous in some aspects - and is defensive of her kin, the Moff. Her motives for her apparent wrong-doings seem to stem from an ancestral vendetta against some of the races across Esterm, which seemingly abandoned the Moff in their hour of need. Despite generations on, Idriga holds this grudge, just as the previous Moff queen did.

 A never ending cycle of spite and scorn.

It's for these kinds of reasons, that Idriga is an 'Antagonist' than a 'Villian' as the actions she performs are influenced by various motives. Depending on context and a characters judgement, one can see that what Idriga may do is both 'Right' and 'Wrong' - such is the nature of justice, and its subjective contour. Idriga is a character subject to change - if one is so persuasive enough. She may hinder the protagonists - but she doesn't always do for evil intent. One should not judge people from their covers.

The ZBrush Process -


Firstly i used Z spheres to map out the main anatomy of Idriga. I establish all the core skeleteon early on, whihc will enable me to build up on it.
I then begin to establish the early fur and skirt.

Slowly build up the skirt
.I mesh out rough antenae, more fur and and the wings. I also develop the skirt the more.
More fur is added by using brushes to 'draw' fur.


More detail, the thorax and abdomen.

The final render by using lights in combination with my render set up and material change. Slight purple hue is established from the lights. Aim here was for a metallic look - Idriga can be cold and heartless - akin to the devoid of emotion on her face.














Friday, 16 January 2015

Protagonist Development - Maxwell Farris

So i have my world, its rules and the general populace, such as the races and its shape – but i need characters. I need characters who will drive my story, characters who will take us on their journey. Even before i shaped the world – i had an idea for my main character. Having a soft spot for young childish characters, i found my protagonist taking on that appearance and accompanying traits. I didn't want a perfect character, a character who could accomplish anything so flawless as that would be boring. In fact, as this protagonist developed, i found myself making his flaws more predominant and those flaws  have helped shape his character.
I decided that my protagonist would be called Maxwell and that he would be quite the midget character. He would be an Aestrian, a small Aestrian, as well as being childish and young – so he is twelve years old.  I also knew that he would have a bestfriend too, who would go by the nickname of Charm. A fair chunk of the influence in this decision came from my own experiences and past. As i have already outlined in a previous post, Aestrians are small bipedal and arboreal beings who are swift and acute to natures instincts. Already these traits compliment his budding personality, his hyperactive childish mentality. Going with this, things started to take shape such as his appearance – in giving him large ears and baby traits similar to young children and animals…
Maxwell has gone through a lot of designs, all of which revolve around arboreal mammals, and in particular, mice, monkeys and squirrels. He also brings in traits of cats, pigs and dogs too.
Maxwell farris
I knew that Max’s eye would be his Magos mark, as i wanted it obvious just like his personality. But how would i display that? The attire too and the length of his tail, ears and structure of his feet all went through transitions.
maxwell pose
The feet changed as did everything aobut him. I thought maybe he might utilise a staff as a sort of weapon or means of assisting through climbing such as pole vaulting. The arm here is a plot element, but i was testing how i could visually show it.
Maxwel farris fin
More experiments with his appearence and size. More vibrancy in digital colouring and a test of everything.
Maxwell (shitty harry pic start) Maxwell Farris 004
—-
Maxwell Farris -

Age – 12    Date of Birth – 13th August 1068 AD   Race – Aestrian
Magos Mark Location – His right eye.  Magos Mark Type –  Husk/Amplex.

Maxwell is an upbeat and energetic Aestrian whom originates from the vast depths of Grande Grove. He is a high spirited young boy who is always beaming an apparent endless supply of smiles. This positivity leads him to be highly optimistic and cheerfully bright, even in some of the darkest of times. It is unlikely that you will find Max far from the company of Charm, as the two are nearly inseparable, having grown up together throughout childhood. Somewhat of a loose cannon, Charm is often there to keep him in check as his thought patterns seem to deviate into reckless actions, due to his childish naivety and lack of respect for any apparent authority. These traits have led to him being characterized for having a ‘magnetism for trouble’, as it seems to follow him wherever he goes.
Although more often than not accidental, his intentions have never been criminal. His luck is unfixed and rampant as is his tendency to deviate from the norms he is supposed to be bound too. His older brother, Zakai, has had a part to play in influencing the personality of his brother, such as his brash bravery and capacity to help those in need by putting aside his own goals. His little brother aspires to be like him by being a -somewhat of a hero- whom explores the world outside the walls of trees he is so accustomed to.

Maxwell readily requires guidance from peers to keep him out of trouble because unchecked he will run head first into any danger, oblivious to immediate dangers until its too late because of his naivety and oblivious nature. Often Max’s projection of a childish demeanor gives him the edge in battle due to opponent’s underestimating his potential – as he is not as simple minded as he may first appear.

Trivia -

- Max’s design was intended to complement his spirited youth. As such he draws aspects from all sorts of sources such as mice, monkeys and other small mammals to compliment his energetic and mischievous endeavours. Yet to match his oddities, he has several flaws. His dwarfness, odd hair and magos eye were intended to amplify that. His later conduction of the magos arm is a reflection of the fate of Zakai’s tail.

- When Max was younger he had difficulty pronouncing the phonetic ‘R’s’ of words and so when saying ‘brother’ it would become ‘bother’ and so ‘bro’ to ‘bo’. ‘Bo’ has stuck with him as he still continues to nickname Zakai occasionally as ‘BoBo’.

- Max’s natural hair colour is a light brown. An incident involving sticky staining berries ended up with his hair clotting the red juices. His hair ended up becoming a permanent shade of crimson.
- Ironically red is Max’s favorite colour. He considers it the colour of heros.

- Max’s lack of respect for authority didn’t bode well for his education. He has been kicked out of school more times than he can count up to. As a result he has poor handwriting and reading skills, and can only read ‘staple’ words fluently, words which are commonly seen and said.

- In earlier years, Max almost drowned within the fast flowing rivers of Grande Grove. He’s been terrified of deep water ever since, freezing up like a cat whenever it challenges him.

- Max’s favourite food is honey. He also quite likes to eat duck.

- Max hate’s winter just as the Aestrians have an aversion to it. Perhaps why he has a slight aversion to Zero.

Enviroments & Places - Grande Grove

Esterm, said to be one of the first worlds to develop upon the Arbvar, has seen better days in its time. Although seemingly recovered, it still remains scarred from the Shadow Sweep ages, notably in areas most devoid. Apart from its apparently -almost- purged Hyjinxes, Esterm is a vibrant and exotic world full of unique creatures and beings.
—-
Grande Grove -
A blight of rainbow in the day and a softly glowing blanket of flora at night, Grande Grove represents what beauty sprouts when a land is left in the tender care of Mother Nature. The rainforest grows upon a wide spread of mountain and roots deep into chasms, grottos and pastures. Almost all Herbs and medicines find their origin to this signature landscape and are harvested only by its native inhabitants, the Aestrians. Although breathtaking and wild, the  appearance of the rainforest masks its invisible danger, an ever present fog of toxic spores. Adapted and accustomed to the poisons, the Aestrians remain immune due to their specially adapted eye membranes and their specialised immune systems and so are undoubtedly the best choice for harvesting the bounty upon the trees… as well as evading the crafty arboreal predators that stalk the canopies.
Rich in species of exotic plants and animals, the rainforest of Grande Grove is consistently coated in a warm and moist climate. It is one of the most prized biomes of Esterm,  and is unparalleled in its biodiversity. The broad leafed forests of Grande Grove consistently spend around 80% of its time in frequent and often daily rains. The canopies of Grande Grove act much like a blanket, trapping heat and leaving the forest in an almost permanent summer state.  As such, the rainforest rarely experience the cold, as the inhabitants are sheltered from its elements inside the foliage. When Grande Grove does experience a winter -it undergoes a stark and radical transformation. In the wet season of winter months, the constant heavy rains freezes over in the clashing exposure of trapped humidity and bitter cold. The cascading rain literally becomes still - encasing the forest in a shell of ice and snow making it appear as if all had turned to sparkling Magos. When the rain continues uninterrupted, the valleys and forests are continually  layered with ice. Animals of the forest find themselves trapped within the walls of ice layered trees, some of which are forced to hibernate in tree hollows. This event is referred to as the ‘Cold Snap’ by the Aestrian Inhabitants, who grow a winter coat at the trigger of temperature shift. However, even with this coat, Aestrians can still succumb to the cold and so instinctively conserve their energy by sleeping more through ‘Torpor’, a state of temporary hibernation. As such when a Cold Snap does occur in Grande Grove, it becomes shut off from the world - and the world shut off from it, until it thaws in the spring.

Civilisations -
Chaparen[Cha-paren] -
Titles/Alias’s – “Aestrians Abode” – “Canopy crossroads”
Chaparen, one of the core pinnacles of Aestrian communities, is a town situated upon several islands of soil surrounded by one of the Grove’s thriving lagoons. It has three layers to it, with a part of its town submerged beneath the soil, even breaching into the waters of the lagoon, another third situated on the soil, and the last third within the towering trees above. Chaperen is the connector to the Aestrian communities, known as the ‘Canopy Crossroads’ it houses a complex series of bridges which lead to other islands and communities within Grande Grove. Water is Chapreon’s natural barrier against the predators of Grande Grove and the notorious Hyjinxes. Chaperon is a vibrant home abuzz with Aestrian activity.
—–
Important Areas Of Grande Grove -
Honey Hollow -
A sweetly smelling spot of Grande Grove, Honey Hollow boasts sticky and shiny foliage centred around a bowl of sinking earth. Hanging above this earthly funnel hangs the humming hive of the Apoids. Honey Hollow was formed through the efforts of Apoids and Radix’s co existing together.
Apoids, branched from the same family as bees, operate daily in a buzz of pollinating activities. With an abundance of flowers and their precious pollen, their production of honey happened at such a large rate, that it had caused erosion, similar to water breaking a river’s banks, and effectively flooded a segment of the rainforest in a river of honey through flooding from the hive. Drawn to the scent, Radix’s, Grande Grove’s root moles, became attracted to this source of sugar and tunnelled a funnel to lead into a series of caverns and complex’s. These tunnels had a radical transformation effect and formed the now present Honey Hollow through draining the leakage into their nests. Both species sustain each other in a controlling sense of equilibrium.
Radix Labyrinth -
This labyrinth was forged by the Radix’s, the root moles of Grande Grove, as both their home and a drainage system for the leaking river of honey from an Apoid’s hive. Beneath the soil lies their many tunnels which branch out all across Grande Grove. Housing a large populace, the Radix’s home is complicated and on par with the similar behavior of ants. Although confusing at a glance, there is a pattern of placement to the rooms of the Radix’s such as the locations of their nurseries or larder chambers. The funnel entrances to their labyrinth are strategically placed such as the holes beneath the hives which are intended to collect the deposit of trickling honey and channel it to locations ideal for consumption. The convenience of these tunnels and the sharing of a mutual relationship to the Aestrians has led to them being used to export goods outside of Grande Grove, a route much safer than topsoil methods.
Titan’s Tarry -
Titan’s Tarry, a string of coves besides one of the main fast flowing rivers of Grande Grove, Angues, is a guaranteed spot in finding pods of Titan Pillars. These gigantic, omnivorous, honey-yellow caterpillars are indeed one of the most consuming creatures native to the rainforest as they are easily capable of stripping trees clean in a matter of hours. A main nesting site of the Titan Pillars, pods of the creatures cluster here to breed and raise their young and so the location is hard to miss with the colossal caterpillars dotted around. Generally lax around outsiders, the caterpillars are quite passive about other species, presumably due to their sheer size and bulk, that they need not fear most residents of the foliage. However, although apparently large, slow and bloated, if provoked, Titan Pillar’s can suddenly become alert and rampart on the unfortunate stressor, moving startlingly quick. As if being chased by an organic freight train wasn't enough, they are known to hound their prey down until they are crushed, extinguished or the Titan Pillar dies first. In other words, don’t tick them off.
Flight deck -
Nicknamed the “Flight Deck” by the Aestrians of the Grove, these plateaus of green radiate with the seeds of the large flora here. This area of land is all that borders between the boundaries of Aestas field and the receding forest of the Grove. The seeds of the large flora, are reminiscent to those of the Dandelion kind with their umbrella heads and light quality and are often used as a short cut out of the forest. A common past time is for an Aestrian to pluck a seed and then take flight from the ‘deck’, to descend softly into the pillow of pollen that is Aestas field, carried only by the wind.

Esterm's Races - Sky Breakers

Sky Breakers,  a name given to those whom have conquered the Scion and live within the realm of clouds, effectively, having broken through the sky. A lot of about the Sky Breakers is shrouded in mystery as only fragments of fact are shared by the few who ever reach their fabled home and the fewest who ever return from the comfortable paradise. What we can say is that they greatly resemble humans in a way, sharing almost all characteristics apart from their winged appendages and feathers. The Sky Breakers all share winged ears, feathery, bird like wings. They often have feathers growing on their arms which are more than likely left over from evolution. Sky Breakers can fly temporarily with these wings, although it is exhausting, so they prefer to use them to slow descents or leap higher and longer distances, a sort of glide. Sky Breakers also have far paler skin, bordering on white and a bigger lung and heart capacity than normal, to deal with the thinner oxygen of the way-up-highs and its pressure.
The Sky Breakers acknowledge the presence of the land beneath the Scion, as well as the living races across it, though rarely visit. They are not ignorant and, infact, welcome outsiders to their gilded realm, if they can conquer the Hyjinx infested forest of Keskewn Jarden and the pillar of the Scion and its Sky Plateaus…by walking. Outsiders that do this and reach their beloved kingdom, are welcomed with open arms, for having accomplished a formidable feat…and rarely do we ever see any of these people return. From those that do return, we know of their culture and some of their lives. They treasure art and creativity, with murals across many of their buildings and in particular their transport, the Sky Sails. The kingdom of theirs runs under a monarchy of the Venessas. The Venessas, are all born with unique butterfly winged appendages as opposed to feathers wings and all females born of this bloodline have a special and inherit gift. The Sky Breakers adore their queen…more than their own lives.

Esterm's Races - Serenade

The Serenades are aquatic water dwellers that are although can live both in salty and fresh water, prefer the latter, because apparently it tastes better. Serenades are mermaid like and are rarely seen from the water although are undoubtedly heard. Serenades treasure the power of the voice and take pride in fine marble architecture. Even with these simple beliefs, the Serenades are known for their sense of fun and enjoyment. Their city of Nariah’s, is one of the best hotspots in Esterm for holidays with seamless sandy shorelines, aquatic sports, an impressive water theatre and carefully crafted buildings. Although the city appears above water, the majority of it is actually submerged beneath the waters that canal the surfaced streets. It is here that the Serenades congregate and thrive, in a utopia deep down beneath the foundations of two cities built upon each other.
Female and Male Serenades have drastic and distinctive anatomy changes to each other, making it easy to tell them apart. Although they primarily share similar light-blue sea skin, their limbs differ greatly. A female Serenade has a streamlined body that ends in a fish-like tail. At the tip of their tail are tendril like appendages that can create propulsions like jellyfish. It is from this extension, that female Serenades spawn their clutch of eggs in the mating season.
Other differences from males is that a female Serenade presents a pair of additional arms from their head as well three pairs of eyes at the respective sides of their heads, giving them a large field of view. Aquatic membranes are found commonly tethered to the wrists of Serenades and their backs, creating kite-like ‘water wings’.
Male Serenades, unlike females are capable of emerging onto land. They have incredibly long arms with fins and webbed fingers and  a pair of legs which enable them to tread the earth. Their tail is less bulky compared to a female and traditionally ends with a fin. As well as this, males have shell like additions to their skin. Commonly pattern like the shell of a turtle, this shell helps protect their heads and backs as well as preventing them from drying as quickly as they would on land.

Esterm's Races - Sapyr

Planet fawns, the Sapeyr's are sunlight reliant. Time has eft them no longer capable of reproduction, now they rely on their Projection to populate them from Haven's Heart home.
Planet fawns, the Sapyr’s are sunlight reliant. Time has left them no longer capable of reproduction, now they rely on their Projection to populate them from Haven’s Heart home.
Unlike any other race upon Esterm, the Sapyr’s are sunlight reliant and unable to reproduce by themselves. Now infertile, the Sapyr’s survival depends solely on their guardian home tree in their home of Haven. This tree, is a Magos Heart and has its own kindred Projection by the name of Pan, whom protects the tree and nurtures the Sapyr’s that grow from its branches. The folk of Esterm like to believe that Pan’s tree is a reflection of the health of the Arbvar itself, and in a way, it is similar, due to its impact as a heart.  Despite these impending restrictions, the Sapyr’s are free from the likes of famine and hunger due to only requiring sunlight and water to sustain them for photosynthesis.
The Sapyr’s beloved home of Haven, is found within Aestas field where they coincide with the Fairies. They often mingle together throughout their lives, benefiting each other with their positive impacts on the environment around them. Both share strong relationships to nature, as both are born from a plant origin. For Sapyr’s, the stalk upon their head or body  is the remainder of the branch and pod they were once attached to and stays with them throughout their lives.
The birth rate of Sapyr’s is slow as it takes at least three years for full maturity of a single Sapyr. Because of this, each Sapyr is special in Haven, and the birth of one is celebrated with a festival of flowers just as it begins to detach from the tree. Thankfully, Sapyr numbers have boosted greatly from the small units they once were, although still remain diminished from the Shadow Sweep ages.

Esterm's Races - Moff

Male Moff. Less fluff more carapace.
Male Moff. Less fluff more carapace.
The Moff are a recent occurrence to the family of sentient beings within Esterm. As such, they are rugged and still attach themselves to instinct. The Moff are insectoid beings and follow a collectivist culture. It is rare to see a Moff astray from their swarm in the Nebulla bed where they base themselves in their city of Cocoon. The Moff are mostly nocturnal as they are at their busiest in the night, where they soar the skies they are so native too.
At the heart of Moff society, is their queen, whom births all the Moff who start off as eggs. From then on, Moff eggs are distributed to adults who care for them until they hatch into the first stage of development, larvae. Working together, adult Moffs, both female and male, care for the young larvae until they mature through a series of moults into fine Moffs. Then the cycle repeats again, as they work together as a unified entity, raising young, producing food and surviving as a swarm.
Although now Bipedal, the Moff retain all of their defining features. Their wings are typically broad and start from just over their shoulders. When not in use, a Moff’s wings drape like a cloak against their back, effectively like powdered fabric. The Moff have two pairs of wings, with the secondary being smaller and attached to the larger. Often, tufts of indigo or distinctive fluff cover the shoulders, neck and head off Moff’s, but this is more common in females. In comparison, the males have a greater emphasis on their carapace, with their head adorned with a nail-shaped extension. The males sport less fluff and instead have tougher shell skin and a thinner, lighter body. All the wings of Moff’s have a fine layer of powder that takes effect when the Moff beat their wings extensively. This fine layer of toxic powder is a defensive mechanism used against predators, and is capable of inducing nausea and delusions to their attacker. When in danger, most Moff’s release pheromones that switch on their swarm instincts. Most predators can not stand against such a fierce wave of Moff as they envelop them in a fog of toxic powder and bodies.

Esterm's Races - Human

You should know all about these guys, because, well you ARE one.
Within Esterm, Humans are ambiguous, curious and stubborn. They are widespread and many of the technologies were first sown from their inventive hands before they were intervened and used by others. Humans primarily use tools and tech to get around and trade with others. Many of their ships enter the bays of Nariah’s City, and then sail around transporting goods, a profitable and engaging circle of trade. Their main city is Hophra, found within the Serian Steppes, close to Zetaru favourably for them, as they exchange the tools and the Gemini and Fire Keepers give the products.
One of the humans greatest inventions, is that of the Magos Masks. These masks, although expensive to craft, are incredible useful. For Husk users, they allow them to have some sort of leverage and ability that would otherwise be inaccessible to them. The masks are programmed to transform its wearer and bestow upon them a power. More often than not, Human wearers take on the appearance and abilities of animals such as birds or canines. These masks are primarily used by authority figures within their police guard.

Esterm's Races - Harpies

The Harpies of Esterm are graceful and majestic beasts of cloud white. Nature made the Harpies the pioneers of the instrument,  the Harp, as they are born with one arching from their spine. This harp follows the length of their ferret-like body much like a fin to a fishes back. The music they produce from their harp is addictive and alluring and is incomparable to the mimicry wooden harps that are used by others. Maybe this is why the Harpies are so few in number, because their harps and their music are sought after from the transfixed.

Esterm's Races - Gemini

The most physically adept - the Gemini are a force to be reckoned with.
The most physically adept – the Gemini are a force to be reckoned with.
Gemini -
Often referred to as having hides of steel, the Gemini are the toughest of the tough in Esterm. A Gemini’s rock-toned skin is incredibly thick and durable and is always encased with a shell of crystal stalagmites. This almost impenetrable defense, is one of the Gemini’s most incredible assets and is what makes them almost impervious to the heat within Zetaru and the conflicts they brawl themselves into. Their strength is rarely outmatched in the physical department, and it is measured by the bulk of their build and how many crystals they sport. There has always been a connection to their strength, through how many crystals they display. This is often said to be because they are a naturally produced form of magos, and so, are the source of a Gemini’s strength.
Although fiercely built and rather formidable warriors, the Gemini have never been out for war or conquest. They share a code of honour which they stick to – which is that they only ever want to fight fair fights where both sides thirst for a clash. Such a view is subjective however, depending on an individual Gemini’s strength and situation, but regardless they often only fight under the roof of their arena within Zetaru, where they face challengers, each other or Hyjinxes. Their combat style usually involves dangerous punches and imposing uses of their jaws, lined with stalagmite-like teeth. Most familiarly, the Gemini like to use their body like a makeshift cannon ball, as they are able to propel themselves into a dangerous wrecking ball of terror, similarly to an Armadillo.
The arena of the Gemini, often referred to simply as ‘The Pit’, is their most favoured form of sport and entertainment. This arena is also the method of how they elect their leader, through the Gemini who comes on top, that is, assuming it is a Gemini that wins. Currently their leader is a Gemini by the name of Veru, a hearty guy who likes to mingle with anyone with the courage to talk to him. Infact he is so out-going that he often forgets his status and his duties which also makes a lot of people question how such a person won the tournament in the first place.

Esterm's Races - Fire Keeper

A Fire Keeper clad in its shell, the real being rides inside. The leaking flames are apart of its body.
A Fire Keeper clad in its shell, the real being rides inside. The leaking flames are apart of its body.
Named rightly so for their unique and fiery anatomy, the FireKeepers house living flame throughout their ventilated bodies. They are so incredibly fire resistant, they do not realise the heat they emit most of the time. This heat courses through the inside of them and exits through numerous ‘vents’ along their back. Such vents often make it appear like the FireKeepers have a flaming head of hair, although such fibres would be unable to exist on such searing skin.
One of the iconic features of a FireKeeper is their chest which is reminiscent of an oven. Their rib cage is capable of opening and releasing vast fans of flames. With this oven-like chest, Firekeepers never have to worry about needing a flame as they can forge within themselves.
Most FireKeepers stand bipedal on a pair of jutting hooves. Minotaur-like in stature, they have broad necks upon high shoulders which carry their forever shaven faces. They are incapable of hair or fur and instead are made up of hard scale-like skin which is hot  to the touch. The vents across a FireKeeper’s body are primarily along the ridges of their back but can be found just about anywhere, leading to a diversity of effects. For example, some FireKeepers spout coils of fire that wind around their arms and legs and due to the placement of these vents, some can even spout flaming wing-like appendages, although the vast majority still remain incapable of flight.
But even so, these minotaur like bodies are not a Firekeepers true form and in fact are just shells to house the living flame within them. This is a common fact that most people forget when conversing with a FireKeeper. These ‘shells’ act to stop the true Fire keeper form from leaking as the FireKeepers are a bizarre manifestation of combusting gases and energy orbiting around a magos core – their mark – to be able to move, think and radiate flaming energy. These bodies, made from burning rock and ores are created entirely by the hands of the FireKeeper that then houses it, much like a hermit crab to a shell. Although sometimes a Gemini may lend a hand in the forging of new bodies.These bodies then act as a layer of defense from the radiating heat, not just to the environment in preventing accidental burnings and fires but to the Fire Keeper too, against rain and water, both lethal to a fiery soul.
A FireKeeper will go through many of these bodies within its lifetime. Constructs usually start off small to infant Embers and steadily change to match the contorting flame. Most FireKeepers prefer to create bodies from scratch than extend and change existing shells. These bodies often reflect a FireKeepers personality, with the flashier ones having more vents to spout flame, or the strong, presenting more dynamic and bulkier forms. Sometimes through cycling through these bodies, it can be hard to adjust to the new faces for non-FireKeepers – because well, their entire outer physical form just changed! Who are you and what have you done with my friend?
These used bodies can be broken down and used as base material for a new body or recycled by another FireKeeper – which again can lead to quite the identity confusion. Thankfully they do not cycle through these bodysuits too often though.
As to be expected, larger constructs are harder to move than smaller ones.  Animating these bodies involves manipulating the gas and energy of a Fire Keeper through these bodies like you would move an armoured construct from within. Firekeepers can freely exit and reenter these bodies, although prefer the comfort and safety provided from them, especially on rainy days.

Esterm's Races - Faveros

Obedience is what the Faveros have plenty of. With it, they perform a multitude of tasks for their masters, small or big. They are common place in Zetaru, the pit of the Gemini and Fire Keepers, where they float around the mines and the tunnels carrying loads and supplies.
Despite their rather small size, the Faveros are surprisingly strong. Most of this strength is as a result of their orb that they keep with them always. This orb is a Faveros’s most important item. It is what regulates the cool chill to their shell-like bodies, allowing them to tolerate the harsh heat of Zetaru in its deepest pits. This orb is also the origin of their ability to float. A Faveros without their orb is a desperate and sad creature. Detachment from their orb makes them go wild and eb away from sanity. The Faveros, do not technically have a magos mark and are not technically speaking, Hyjinxes. The Faveros have been a topic of much debate. It is theorised that their orb core is their mark – but even if it is destroyed, a Faveros does not die, although, does go mad and savage. To steal a Faveros’s orb is to rip out its heart and soul.

Esterm's Races - Fairies

The Fairies of Esterm are often forgotten to exist by many folk maybe due to their tiny size or their rather ordinary lives. This suits them just fine as the tranquillity and peace ensures they are less likely to be stepped on, accidental or not. The Fairies of Esterm are one of the few races with predetermined Magos Marks. Fairies are always of a tether category because they are birthed from flowers. From seed to withering, the flower they are born from will be with them until they die.
Fairies nurture their flower with love, affection and sincerity and take on characteristics of their flower in the way they act, dress and appear. Their clothing in fact, are parts of their flower that are carefully extracted. Petals and leaves are usually sewn together into garments for them to wear. Due to the nature of Fairies, they are most common in meadows and in particular, Aestas field. In fact, the Fairies are one of the many reasons that Aestas field thrives and glows as vibrantly as it does due to them tending to the land around them.
To a Fairy, a meadow is a vast city filled with neighbouring fairies and homes. It is security in a  close knit community with the sky and the wind to comfort them. Fairies in Aestas field happily neighbour Haven, the Sapyr’s humble city where they live hand in hand.

Esterm's Races - Etemoi

The snow goers - the Etemoi are the shyest of the Races, rarely seen astray from the snow.
The snow goers – the Etemoi are the shyest of the Races, rarely seen astray from the snow.
Etemoi -If anything, the Etemoi are the most shy of all of Esterm’s residents, which to be honest, is of no utter surprise when they are found almost exclusively in the most remote and coldest of places. It seems deliberate, that their colonies migrate and follow wherever the cold takes them in an effort to avoid meetings..or could it just purely be instinct that they follow? Regardless, wherever snow falls, at least one Etemoi is to be found, hiding as you seek it.
In appearance, Etemoi are rather small but rounded. They sport a large coat of fur that drapes their body like clothes. A natural hood encases their face, making them look much like an Eskimo at a glance. They often sport a pair of antlers from their head, that arch from partings in their hood and a pair of often, longish ears, slip out from inside their hoods  to wind around them like a scarf or rest upon their shoulders. These ears are capable of being moved like arms and are often used for embracing fellow Etemoi in warm greetings.

Esterm's Races - Aestrians

Aestrians have in no doubt, surprising swiftness, nimbility and flexible thinking. All of these characteristics are complimented by their luscious and wild habitat of the Grande Grove. These arboreal dwellers come equip with a long prehensile tail, broad and acute ears, nictitating membranes in their eyes and paws on their hands and hand-like feet counterparts. All of these evolutionary tools help them survive in their untamed rainforest where predators come in the form of stealthy stalkers of the jungle canopy.
Their tail aids with manoeuvrability in climbing, running and other tasks. Their ears help to hear the slightest sound. The membranes in their eyes help to safeguard them from toxic spores of their habitat which would otherwise infect their eyes and lead to things worse than blindness. And the paw pads, found on their feet and hand respectively, help them to stick to surfaces by secreting a sticky, transparent fluid.
Aestrians were made for flight than fight. The small frame they grow into is the price to pay for such agile agility. Their evasiveness is what keeps them alive in the avoidance of an unnecessary confrontation. Although that is not to say an Aestrian is incapable of fighting. They already have a sharp set of fangs and little nail-like claws. Although with rational thinking they normally do not have to resort to such primitive means and are easily capable of wielding daggers and bows for short term conflict and long-range attack. But even so, some Aestrians have an even greater ancestral ability. With the aid of ‘Catalysts’, Aestrians are able to change their body shape at will.
With these ‘Catalysts’, they are able to tap into another being’s power and form and take on the shell of their physical shape..along with some minor psychological influence. These transformations can have a serious toll on the body if prolonged and come with their own complex set of rules.. One such risk is that extended periods of time in an alternate form can lead to a setting permanence, so a careless Aestrian may just find themselves stuck in an entirely different physical shape forever. This has actually led to differing sub-species of Aestrian.
This sub species is similar to a flying squirrel and is capable of gliding swiftly.
This sub species is similar to a flying squirrel and is capable of gliding swiftly.

World Context - The Races of Esterm

The world fruit of ‘Esterm’ is populated by many living creatures. As time progressed and the world changed – so did those organisms. Some went extinct where as others evolved. Esterm is populated by several distinct ‘Races’, which are defined and set a part from animals due to their sense of sentience and rationale that they lack. Oh and they have easy to identify Marks too. All of these Races find their roots from a classed ancestor. But first to ask the question, why? Why do i choose to have ‘Races’ and not just have the world populated by Humans alone? Because i want variety and dynamic diversity. In a world so mysterious and magic as this – and due to the nature of this ‘Magos’ matieral, it feels natural for there to be this huge branching network of different organisms…
And here they are! Below are the concepts. Each will be elaborated on in their own post!
Aestrian -They are arboreal beings that closely resemble a blend of lemurs, monkeys and mice. They are startlingly swift and flexible, able to out out manoeuvre almost any foe. Commonly cream, auburn or brown in colour and not uncommon to sport stripes and ring patterns. Have a long prehensile tail and sticky paws to aid in climbing.
Etemoi – Shy creatures, the Etemoi are adapted to wintry climates. They resemble bunnies closely, with long ears. However these ears can be controlled like stretchy arms, which the Etemoi use commonly to greet one another, climb or sometimes even walk. They sport  a large outer coating of fur which resembles clothes, and makes them appear bigger than they are. Often have ice-like antlers too.
Fairy – Tiny, winged pixies, Fairies are as close to our conventional visualisation as you think. They are found flocking in flower fields where they are bound to flower marks. They share a close relationship with Sapyrs. They always have physical similarities to the flower they are born from. Sometimes have antennae that end in blinking buds.
Faveros – Small creatures that are covered in a tough shell. They always keep a small orb close to them, which is their mark. This orb enables them to withstand high heats and to defy gravity to an extent, allowing them to float. Have dull ‘pearl’ eyes, that are almost blind looking. Can barely think on their own without guidance.
Fire Keeper – Beings of living flame and gases, Fire Keepers hide inside personalised suits of stone. They melt, chip and break away at rocks to form a body suit which literally becomes a body to move. They control it through their fiery tendrils. Commonly, bodies built look like Minotaurs.
Gemini -The most physically adept, Gemini’s are large mountainous beasts with a hide of near impenetrable stone. Can be closely related in appearance to a bipedal armadillo, Gemini often carry a bed of crystals upon their back. Sometimes have fin appendages. They are capable of rolling into a wrecking ball.
Harpy – Angelic-like colour schemes, the Harpy’s are an elusive race of feathered like ferrets. They are born with a harp arching form their spine, making them the pioneers to the instrument. The music played is alluring and addictive, making them a prime target for poachers. Often boast several pairs of wings, but always a pair from the head.
Human – We know these because we are these. Bipedal humanoids with an apparent innate curiosity. I don’t think i need to say much else here.
Moff – A recently developed race that still sticks to some primal instincts. Moff are bipedal insects resembling, Moths. Have a pair of wings that when fluttered aggressively, generated a cloud of toxic powder. They communication through clicks and pheromones but have recently adapted language too.
Sapeyr – A race of bipedal, plant-like fawns. They are birthed from a special tree, Pan’s tree, in Haven. They always have a stalk on their body – usually the head – which is the part left from being attached to their birth tree. Rely on sunlight and water for most sustenance but do enjoy sugars.
Serenade – Could be described as ‘mermaids’, the Serenades are aquatic dwellers. Female and males have startlingly differences in their anatomy. Females have no legs but a fish tail, ending in jelly-fish like tendrils and always sport a pair of hands form their head. Males have legs that allow them to go on land, but lack any hand son the head, and instead have shell additions to their back to prevent drying out on land so fast.
Sky Breaker – They closely resemble humans apart from some specific differences. Always sport a pair of wings from their head, have a paler complexion and usually rough bird like skin on their body or excess feathers. Are capable of a form of flight.

World Context - Physics, Physiology, Cycles

So we know some History and some faith and what the Arbvar is, about Magos…etc
So what about the worlds themselves? Although the history dipped into Esterm’s development as well, lets have a few facts or little tid bits about the worlds. I mean will they be different? Or share the same atmosphere and physics?
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Physics -
Atmosphere – Arbvar’s worlds share similar appearances and traits to our planet Earth.  The world has an ozone layer which helps to insulate the world and reflect harmful UV rays. The worlds have greenhouse gases and common elements. However, some worlds can vary. For example,  Esterm has the ideal ‘settings’ for its atmosphere where as other worlds upon Arbvar may grow with a totally different ozone layer ratio.
Orbit – The Arbvar’s worlds do not orbit on their own as they are attached to the Arbvar itself. However, there is a day and night cycle, because the Arbvar itself rotates, thus the worlds ‘rotate’ with it. The Arbvar rotates around a sun. However, the Arbvar is on a larger scale than the Earth – a literal birther of worlds. Therefore it takes longer to orbit around the sun, effecting the day and night cycle.
Cycles -
Day and Night- The bigger size of the Arbvar has led to it having a different day and night cycle form ours. There are 26 hours in an average day upon Esterm, for the Arbvar to complete a full spin of a day. The shell of an Arbvar’s world also plays a part in the day and night cycle, responding to the light. There is 12 hours in the day and 14 in the night under normal circumstances. This will be different for other worlds. For example, a world side by side to another may have a longer night or a world growing under the Arbvar’s ‘canopy’ may get no sunlight at all!
Seasons – The Arbvar’s worlds has seasons just like us. The Arbvar tilts on an axis just as our Earth does, so the worlds tilt along with it. It works in essentially the same manner with the standard Spring, Summer, Autumn and Winter. The worlds emit a magnetic field form their core as our Earth does also.
Days/Months/Year –  Due to there being 26 hours in a day approximately [without seasonal effects and such], the amount of days in a year differ upon Esterm or any world upon the Arbvar.  Details are below:
Days in a year: 400
Months – 13
January – 31 Febuary – 30 March – 32 Pluven – 31 April – 30 May –  31 June –  30 July –  30 August –  35 September –  30 October –  30 November –  30 December –  30
Moons – The Arbvar has ‘Moons’ in a way. In  fact the other planets on the branches are the moons in a fashion. If you were to stand in Esterm and look up at a clear night sky, you could see the silhouettes of other worlds as radiating pearls in the sky. The Arbvar has a true ‘Moon’ however, which works in the same fashion as ours.
And there we have it! Most things remain similar  – to have the world relatable and understood. Also because, well, our planet is the only – as far as we know – hospitable planet with life. So it must have the right conditions! This makes it a bit of common sense to base the worlds of Arbvar upon these foundations. On to the next post!
[This one may get updated/change at various points since it is not quite up to scratch.]