Astral Core

The creation of first Dungeon Core is - according to certain myth - attributed to the love triangle between Demiurge, Inspiration and Hammer, three gods of Imperial Religion connected to crafting and art. Two rivals - Demiurge and Hammer - were supposed to create some outstanding craft together, with Inspiration choosing the winner on the basis of their involvement in the project.   That's how the first Astral Core was created. Hammer gave it the power to create and change its environment and a wide variety of objects. Demiurge gave it the power to grow, get better and become a more individualistic entity, being able to near perpetual improvements to itself, to become better suited to its surroundings.   Unfortunately - or fortunately, since it depends on whom you ask - the whole competition was an idea, and intrigue, of Shadow. She planned it mostly for typical for him/her spreading chaos and disasters with maximum possible ammounts of black humor. When Hammer and Demiurge finished their work, Shadow gave it free will, mind and soul. Hammer, of course, was outraged. What he created became a thinking, sentient being - and even one with soul! - which is one thing that god of crafts avoid doing, considering it abominable.   When he marched to the Evernight searching for revenge, Demiurge - who consider the whole affair a rather funny event - added few finishing touches (like ability to procreate - and let it loose upon the Light. The whole competition ended with a tie (as always) and creation of first Astral Core (known also as Dungeon Core).

Basic Information

Anatomy

Astral Core's are heavily magical hypercubes, existing (to a level) outside of three dimensional space as mortals see it. Over time, as its power grows, it begins to 'bend' its surroundings in fourth dimension, which is... quite a sight.   It is capable of drawing magic power from several sources:
  1. Drawing power straight from the Dark. Which is a slow, but perpetual method that in most cases is enough to satisfy its power requirements (sometimes also letting it expand a bit).
  1. Fame. The more known for power and dangers it is, the more power it gains, which is due to its nature, very similar to daemons. It works best for these lucky (or unlucky, depending on how you view this) to grow near the civilization while being atypical to the point of gaining some renown.
  1. Deaths of intruders and generally speaking assimilating a wide variety of beings within their 'body'. Sometimes thy also discover that the more pain preceeds it, the more power they gain. Terrifying stories circulate in Imperium about such beings...

Genetics and Reproduction

Astral Core's are capable of a sort of indirect reproduction. When they grow up, their personality grows too. Becoming more complicated and personalized. Sooner or later it starts to manifest as a semi-independent being, known commonly as Dungeon Master or Dungeon Lord (the latter mostly in case of really big dungeons).   They can be compared to daemons. Humanoid ones, and heavily based on what their dungeon ate (which makes them in most cases a beings similar to local dominant specie). Master's are linked with the Core and cannot die for as long as it exists. On the other hand it can't leave the Core's Domain.   They are also the mean of reproduction, achieved by mating with sentient beings. Their children are a more spiritual than material beings, 'glued' to the other parent mind, not exactly existing according to existence definition in the Light. Its 'parent' can even be a male - this won't prevent it from giving birth, only in completely different way than standard.   Such partners are then tasked with finding good place for a lair, when they 'disconnect' and leave the child, in most cases either returning to the Master/Lord or going on their own way, letting the completely new Core develop and grow in peace.

Ecology and Habitats

Additional Information

Geographic Origin and Distribution

Depends heavily on their Grade. Low Grade tend to exist near civilization (many of them are actually an objects of transaction between their 'parents' and various cities and towns requiring a new source of aether and alchemical ingredients), but also many 'wild' ones can be encountered in a wild.   High Grade are a rarity, in most cases actually ending up close to civilization indirectly, as small cities grow near them after they are found. Simply because they can be insanely profitable.

Perception and Sensory Capabilities

Can 'feel' everything - both magical and mundane - within its Domain. Beyond it it is limited to what its servants tell him.

Civilization and Culture

Naming Traditions

Vary. Early they are incapable of distinguishing themselves from their Domain, making them relate to themselves by the name the mortals coin for their Dungeon. Later on they consider themselves Dungeon Master's/Lord's, eventually growing to the point of separating themselves from their role, taking on names in most cases typical for local culture.

Relationship Ideals

Due to their all-seeing and all-knowing nature within their Domain, their personalities tend to live up to their names (Masters/Lords) and tend to be very dominant in terms of their 'relationships', making their preffered partners ones with submissive personality.
Created by: Hammer, Demiurge and Shadow.
IC: Occurence: Very Rare
IC: Danger: Not Threatened
Lifespan
Infinite
Average Height
???
Average Weight
???
Average Length
???

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