.:~Goon Lore~:.

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.:~Goon Lore~:.

Postby Nyakuni » Sat Mar 02, 2019 9:44 am

.:~Index~:.

Biology
»Breeds
»Life Stages
»Breeding/Mingling
Background
»Behaviors
»Magic
»World
»History/Origins
Interactive
»Rieger
»Rieger's Roost
»Timeline

If this collection hasn't sated your curiosity, or you have been left with a particular question, feel free to reach out and ask for more. Any related information will be sent to you and added to an appropriate section of the lore. Help us grow!
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Re: .:~Goon Lore~:.

Postby Nyakuni » Sat Mar 02, 2019 1:46 pm

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Goons began as the only form of their species, but over time they have adapted into various breeds in order to overcome new and growing threats. Currently, there are two breeds of goon: true and dra.

“True” goons, that being goons of the original form and taking the unaltered name, are digitigrade mammals with large foreclaws and opposable thumbs. As adults, they are generally covered in long fur, with fluffy tails, long ears, large eyes and three toes on each paw and hand, but these are only common traits and not always true. Historical evidence suggests that goons once kept their childhood horns and tufted tails through adulthood, but that the species has since adapted to seem less threatening to cohabitating creatures, making these features far less common in grown goons. Goons do not grow out of their ability to move on two or four legs, but typically prefer one over the other depending on the needs of their environment. This is especially pronounced when cohabitating with other species, as they will tend toward the same type of motion as their fellows unless doing so is dangerous or prohibitive.

DraGoons are a more recent adaptation of the species that is distinct enough to be qualified as a new breed. This breed is the result of cohabitors abusing their connection with goons, usually for the sake of using goon magic for their own purposes. This being the case, dragoon adaptations allow them to be more independent from other species while maintaining their scavenger tendencies at the cost of the magical potency which made them targets for abuse. These goons are reptilian rather than mammals, and tend to be heartier and tougher, losing fur in favor of armored hides or scales. These unfortunately cost the dragoon some of its flexibility and limit their range of motion, leaving them bipedal and thus without the need for thumbs. They instead learn to withdraw their claws and teeth in order to trick predators, and keep their horns which are often disguised as smaller ears for the same reasons. With food scarcity being an issue for independent creatures, appearing defenseless to attract predators is a survival mechanism for the dragoons, though some will use their adaptations to risk continuing to live in communities which grow and raise their own food. A certain level of resistance to illness that may be caused by eating spoiled and contaminated foods or diseased meat also makes scavenging in either environment easier.

An adult Goon of either gender usually reaches only about 2.5 feet when standing upright, whereas a DraGoon might only manage 2 feet in height since they are quadrupeds, despite being the larger of the two in general thanks to being broader and longer from nose to tail-tip when comparing both species on all fours. Female DraGoons vary more greatly in size than the males, having as much as a 1.5 foot difference from smallest to largest, while the males are generally a little smaller than the average female.

Any goon's lifespan can be artificially extended up to quadruple its natural length especially when combining proper diet, environment, lifestyle, and innate magical talent, but typically a Goon will only live between 30-40 years. DraGoons are more resistant to magical effects and thus less able to reap their benefits, usually reaching about 100 years tops. However, on average without magical interference they can live between 50-60 years.
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Re: .:~Goon Lore~:.

Postby Nyakuni » Sat Mar 02, 2019 1:46 pm

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As children, both goons and dragoons are created with the horns and tufted tails of their predecessors, regardless of the presence of these traits in their parents, and can keep or grow out of these traits as they mature. A goon or dragoon can be made by either breed of parent, although it is notable that each breed is more likely to spawn more of its own kind.

Genetically speaking, the only traits that pass directly from goon to child before adolescence begins are their colors, and there is no evidence that recessive genes for color exist in the goon species. It is yet unknown why this is the case when all other factors seem to be uncertain, and even more mysterious is the manner of their passing. Colors present in either parent or both are equally likely to be present in a child, but these colors are not limited to the location they are presented in their parents. As such, a child may have red eyes from a parent with red claws or blue fur from a parent with blue horns, etc. This biological flexibility is believed to be due to not only the magic of the process known as “mingling,” but the pervasive nature of magic through goons of any age or breed, though it may be comparatively lowest in adult dragoons.

During adolescence, which can anywhere from two weeks to four months after creation, goons of each type undergo a period of biological instability during which their use of magic gradually becomes specialized. This leaves their magic more limited in capability but more potent in effect, limitations usually being determined by the habitual purpose of magic used by a goon during the process. During this formative time, a goon’s magic is drawn from and strongly influenced by their impressions of the world, and leaves behind a residual mark which alters the goon in turn. In practice, this often means that a goon will begin to resemble the qualities of their surroundings which leave the strongest impressions (positive or negative) on them. This is why goons usually show similarities to their parents as they age, despite initially being without them. It is also why goons that use more magic during adolescence or who are particularly close to their parents will have more of a resemblance to their guardians. Alternatively, children who didn't know their parents well, got into magic late, or who were especially independent will have more unique traits that stand apart from their parents. Which traits are copied can also tell an observer a lot about how a goon feels about their guardian.

Likewise, a goon will tend to absorb other subjects and cultural phenomena they are immersed in into their personalities. This means languages, practices, beliefs, and even behaviors can be altered depending on their upbringing. Documented cases of goons being brought up by non-goons have shown remarkably altered biology and increased investment in their adoptive species’ communities. These cases have dropped dramatically in frequency since the appearance of the dragoons, when such cases were being used in order to increase political influence on behalf of certain species.

Goon children do not have masks, clothing, accessories, mutations, or the like when first appearing, but they can carry on simple markers from their parents, such as fur patterns, lengths, and styles. They do not always, and even when they do the pattern can be partially altered, or in different colors, etc. Some of the first impressions left by magic however, if they are going to be present in an adult goon, are mutations such as wings, altered muzzles, limbs, or tails, additional limbs, spikes, etc. which are more than simply cosmetic. This is because as a goon comes closer to adulthood and the end of this malleable puberty state, magic has a decreasing potency and residual impression the user as the goon’s magic specializes and they learn to draw it in more directly. This state lasts a shorter period for Dragoons, who become magic-resistant more quickly as they mature, but gain the benefit of an elongated lifespan compared to their “true” counterparts.
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Re: .:~Goon Lore~:.

Postby Nyakuni » Sat Mar 02, 2019 1:47 pm

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Re: .:~Goon Lore~:.

Postby Nyakuni » Sat Mar 02, 2019 1:47 pm

.:~JIC~:.
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Re: .:~Goon Lore~:.

Postby Nyakuni » Sat Mar 02, 2019 1:48 pm

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Goons often tend to be scavengers, which inclines them toward living in human settlements which do not require them to create their own, but really any shelter which does not require modification for adequate living will do. Given the choice they will act as companions or even pets of a sort rather than working to procure their own right to these homes, and since human lodgings (and those of other species as well) are large enough for many more goons than humans to comfortably inhabit, having a larger number of goons inhabiting one home and simply working less to afford the cost of housing together is also common, though admittedly this is far more regular in the Goons than in DraGoons, due to how much more flexible and vertically mobile the bipeds are, as well as the more independent nature of DraGoons. This habit of seeking necessary resources with minimal required effort is not due to laziness, but a practical desire to expand on their creative impulses and various skills, using time that would otherwise be - in their eyes - wasted on mundane activities. This behavior is common between both breeds of goon, though true goons have adapted to be more welcomed in sapient homes versus the dragoon practice of sharing shelters with willing creatures which are merely sentient and less selfish.

Goons of either species prefer more natural surroundings, so anything as obvious as keeping plants or gardens to the more obscure nesting within blankets rather than use of beds makes sense for them, though the preferences differ a little based on biology between true and dra breeds. Both species are omnivorous, with a tendency toward meat when able, though as scavengers they will accept whatever they find to be edible.

Goons are all pretty good at getting into strange and difficult to reach places, which is handy since they like to explore, and explains why they are so populous in more hospitable environments. Despite this and the many unhygienic places they can end up, true goons are actually very clean creatures and practice thorough and environmentally friendly sanitation. They enjoy 'work' which requires them to do what they normally would have anyway, so jobs involving delivery, discovery, the application of curiosity, creativity, or tinkering, or where they can be expected to use their other interests or talents - including magic - are considered ideal.

Goons are not above using magic to aid the needs or desires of others, so long as the effects are necessary to preventing mass destruction and would not harm the natural balance or their own ecosystem, but typically use their magic only for personal and superficial purposes.

In many ways, goon romance is not as messy as it is for creatures that reproduce “normally,” but parentage can be difficult to determine. Reproduction occurs for very different reasons and under different circumstances. Dating is not normally exclusive, and marriage - where it exists - is rarely monogamous and almost never religiously based, though they are often more reliable and magically enforced bindings. Likewise, families do not take the usual form in goon society. Often raised by one parent or a group and as often as not unrelated to their guardians, goons have no familial hierarchy among family members and will leave family pods early in adulthood to seek their own homes or compatible groups without obligation to visit or even return. Guardianship is a responsibility that goons are communally obligated to fulfill, though being raised apart from a goon community or having their own guardianship neglected or abused can alter one's sense of necessity in fulfilling such an obligation. This responsibility does not confer authority, as it would in a family hierarchy. A child is free to accept or ignore the lessons of a guardian, and ignoring a guardian often suggests that the child is in need of a different guardian in any case.
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Re: .:~Goon Lore~:.

Postby Nyakuni » Sat Mar 02, 2019 1:48 pm

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Re: .:~Goon Lore~:.

Postby Nyakuni » Sat Mar 02, 2019 1:49 pm

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Re: .:~Goon Lore~:.

Postby Nyakuni » Sat Mar 02, 2019 1:49 pm

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Worlds are made, make no mistake, and no life comes without some small share of magic. However, the nature of life and of magic in a world is entirely dependent upon the beings which reign over them. All thought first begins with itself, and so it is no surprise that Ythir’s earliest creation stories focus on the world as a site of great conflict between powerful entities vying for control of one ideal place in the universe to begin their own worlds, that place being Ythir. More practical revisions in a few surviving texts suggest that many worlds are in this way fought over, given the rarity of worlds capable of being seeded with magic. In any case, Ythir was supposed to have been the grounds of a particularly lengthy battle between these titanic powers, until at last the beings agreed upon leaving behind each of them a seed of their power and allowing the strongest to choke the rest before they could come to fruition. The magic itself would decide which was best suited to conquer this land.

However, these beings were clearly far too proud for their own good to believe their seeds would fare any better than they did. The seeds fought for supremacy just the same, but unlike the controlled war of their parents, the seeds fought for control by establishing their magic in the world, inadvertently giving life a head start in its creators. While the battle waged on, with no side gaining the advantage, magic in many combinations took root as sentient life, and those life forms grew in strength and wisdom until they could cease warring long enough to understanding their own tentative position.

Together they decided to seal away the sources of power. At the cost of losing much of their magic, they would be safe from the eventual destruction or subjugation which would come at the hands of their creators. The trick was to seal each seed with the power of the others, keeping them forever in check. Plans rarely survive their implementation, however, and one of the seeds in particular had been losing their ground. Already losing, this seed risked less than the others in making a gamble. When the seals were placed, this seed timed its moment with the mortal races which were acting against them and when the seals snapped into place, the seed dropped its power into one task alone: creating a leak in its seal.

Without the additional seed to contend with, the other powers redoubled their efforts, ignorant or unconcerned with the fact that they could do nothing but keep one another sealed off from the world they had been set to conquer. Meanwhile, the last seed used its trick to the fullest. The mortal races went back to war and the seed acted slowly so as not to arouse attention, feeding a steady trickle of its power through the narrow gap in its binding. From its power, a single creature was eventually born with the ability to wield its magic and set it free. Had the seed which birthed this creature been any but chaos, our story may have ended here.

.:~*~:.


This creature of magic was the first goon. It had only one purpose, and needed no additional strength, and so there was only one. Unbound by order, duty, law, loyalty, or any other force which might have compelled it to serve the purpose it was made for, though, the goon was able instead to make its own choices. The goon saw a world like no other, under the domain of no power in particular, and capable of growth that no others could dream of. The goon... was curious.

Wise enough to know it could never learn and see and do all it wanted on its own, and that another creature of chaos like itself could be completely different and not help it at all, the goon hatched a plan of its own. One by one, he went to each seed and whispered to them about the seal and how they could escape more easily with help from the outside. One by one, he placed his own spells and cracked the seals to siphoned their powers, keeping the balance himself in place of the seed he had stolen from. In no time at all, this one goon could wield magic of every kind, and with all of that power, they decided it would be most fun to see what happened if all of that magic were returned to the world in the hands of beings far too weak to use it all.

But first, they decided to make a friend.

Somewhere along the line, many friends down the line and with the first goon long past, the race began to notice its control of the magic slipping. This was when they began to take an interest in their own roots and seek out the reason for the change. The cracks in the seals were growing, and with more power seeping into the world the seeds were wresting back control of their own magic. Forced to take action to keep the seeds from escaping, some of the goons not only stepped up, but stepped out of the shadows for the first time to claim these prisons and take responsibility for their keeping. Since that time, the goons have claimed many locations in this way, and the guardianship has generally been ceded due to their undeniable power, if nothing else. Speculation suggests many of these claims are false, but none are sure whether it is greed or a desire to obscure the true seeds' location as an added measure of security which drives them. However, the races of Ythir tend to agree - if on nothing else - that a goon's claim of ownership to a place in order to protect it can do no harm and should be indulged, if only to remain in their good graces.
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Re: .:~Goon Lore~:.

Postby Nyakuni » Sat Mar 02, 2019 1:50 pm

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For all of his flair and insistence upon publicity, little is known of this goon. What is known is as follows.

Rieger is the current proprietor of the establishment known as Rieger's Roost which is located atop a supposed seed of magic. According to his official position, Rieger is both a guardian and ambassador to and for the seed whose highest priorities are realigning the magical balance and restoring power in the goon race. He is known to be something of an attention seeker. He has a habit of creating drama, reinforcing his own mysterious image, and covering himself in gold and silver accessories.

Rieger is believed to be, despite the usual limitations of his kind, at least 80 years old. At least, that is about the time at which the position of guardianship over the seed and seal were conferred to a goon matching his name and appearance. However, that goon reportedly matched Rieger's appearance exactly, without any of the alterations one might expect to see in a goon over time with age. Due to this alone, Rieger has a following in more than just goon circles, many of which speculate over how this and many other facts regarding the draconic goon can be. Among the top contenders for this particular impossibility are the suggestions that being a seal guardian allows one to become immortal, that he may be or be related to the first goon and therefore be using greater magic to keep himself from aging, or that the original Rieger is dead and he has been replaced by illusioned, shapeshifted, or by some other means disguised goons since his passing in order to give the location and its owner an air of mystery, authority, and power.
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