WHITENOISE

Below you will find information about WHITENOISE. It’s general themes and concepts, information about the planets and systems you can visit, and more.

Kobbul

Information

Religion – Shesham
  • Mohavakum, the First Haven, from the Womb of the Mountain to the Valley of Plenty. According to the Sheisham belief, the Flood wiped away the Old World and surviving humanity found refuge in Mahavakum. There, they were led by Shevana, the Mother Maker, who brought life back to the world, and provided for her people.
  • Shevana, the Mother Maker. She is said to have had powerful biopsionic abilities, and that she personally guided the evolution of many of the animal species on the planet to create a balanced ecosystem. She is believed to be matronly, nurturing, and benevolent, a force for harmony and peace.
  • Gorhakul, the Fallen Son. He was one of Shevana’s sons and disciples, who used his psionic abilities for personal gain and selfish ends. He was exiled for his cruelty, and resentful as he was, he used his power to turn nature against the Mother Maker and attacked the First Haven with an army of fell beasts. He managed to kill Shevana, but with the last of her power, she took him with her to the grave. With the Mother Maker gone, and the First Haven destroyed, humanity had to venture out into the merciless wilderness. The Mother’s disciples and shamans formed the first havens as they are known today, and tried to keep her teachings.
  • Rebirth of Mohavakum. The Shesham believe that one day the Mother Maker will return and lead them back to the Valley of Plenty and the Mountain Womb. But before that could happen, they must demonstrate that they are capable of benevolence, harmony, and peace. Strict followers of the faith often do so by practicing pacifism and committing acts of altruism and nurture.
  • War of the Wilds. Cultists of Gorhakul believe that the Mother Maker and Gorhakul himself are forever lost, and so is any hope of the rebirth of the First Haven. The world is a cruel one, and only the strong survive. 
  • Law of the Jungle. The tension between the two world views creates the dynamic that is now prevailing. Shamans are expected to follow Sheshamic edicts and practice pacifism, while the others contend with the reality of the New World. Rogue Shamans who break this edict and use their power to kill are considered Warlocks of Gorhakul and any who use their services or provide them aid are dubbed Cultists of Gorhakul, and are banned from entering Havens.
Wildlife

Notable Wildlife

  • Fralla. A common white petaled flower with grasping vines. Possesses minor Telepathic abilities, causing it to close when it detects hostile intent, and open when it is safe. This quality results in a symbiotic relationship between it and non-predatory animals, especially the birds and insects that feed on its pollen and nectar. Humans use it as an indicator as well, though they must be careful not to trigger it themselves.
  • Ashtek. A small racoon-like pack animal with the face of a monkey. They can mimic myriad sounds and voices and are fairly intelligent. They often use their mimicry to attract prey into another predator’s ambush and, as they are carrion feeders, feed on the remains. When they are in danger, they are able to Teleport short distances to escape.
  • Bryl. A docile herbivore with the temperament of a deer and the grace of a cat. It is often tamed and used as a beast of burden, its ability to climb trees making it the optimal method of transportation in the jungle. In the wild, it lives in herds.
  • Krah. A flying raptor, with bat-like jaws and wings. The male of the species are small and roam around hunting prey to feed the larger female. Usually, a pack is made of one matron who eats whatever female offspring she has until she becomes too old and decides to raise one of them. This all depends on the prominence of food in the region. They are known to be aggressive and territorial.
  • Vulpeng. A solitary large animal with a serpentine body and lizard-like legs. It has the ability to camouflage, and change its skin texture and color to blend with the environment. It waits for prey to get close, then snaps at it.
  • Modon. A large beast, with carapace on its back, and long whip-like tail. It has innate biopsionic powers, causing the tree and plants it trample as it moves through the forest to heal behind them. The local human population learned to give them offerings in return for healing, and revere them as Keepers of the Jungle.

Atmospheric Wildlife

  • Bappa. Big eggplant shaped fruit, in a color gradient ranging from pink at the narrow end to yellow at the wide end. When plucked from the tree, the stem releases a spatter of condensed liquid that burns like pepper spray. It is advisable to pluck it while using protective goggles or from above.
  • Osh. A narrow tree with a long, strong stump from which grow cone-shaped leaves that can collect rain water. Animals and insects often drink from it.
  • Sulkam. A bush of which grows small purple flowers. When plucked, the nectar can be drunk from the stem. It is sweet and mildly hallucinogenic.
  • Dhelug. A giant, slow beetle, about one meter tall. Can climb trees, then spread its wings to glide down. Feeds on fruits and leaves.
  • Brak-Osh. An insect with a large cone-shaped mouth that mimics the Osh’s leaves. It uses its appearance to trick birds and other small insects to drink from its mouth, then closes it around them, drowning them, then digesting them.
  • Kikapi. A small hummingbird-like bird, known for feeding on the Fralla’s nectar. Its songs and calls are recognizable to the locals.