While escaping from an organization of alien smugglers, a yautja of the Naghe-tih clan and a human from Earth end up stranded on a planet named U'lesyo.
Rak'ne and Valka are forced to cooperate in order to survive these wild lands, one persisting to come back to her crew and the other in the hope of returning to Earth.
Among dangerous creatures and bad bloods, feelings will blossom, bringing Valka to work hard to stay by Rak'ne's side.
Even if it means sacrificing her humanity for it.
This is a cover art for my story. I wanted to announce the title of it with something nice.
The characters are (from left, starting from the bottom): E'ko, Hu'nri'a, Kajiy, GoldFang, Tha-garn, Veduri, Akre'i
So glad I finished it, I can start sort out all my tumblr draft for Ecdysis world building and organize my blog better.
woah this is a drawing that has been cooking for a year now, it started from when I still used the phone to draw and survived both phone and pc breakdown. Badlands definitely gave me the final push to add the final touches to it.
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It includes their casual clothing, armor, height comparison with the Ra-taro/human and crew's scars map.
Later on I'll link more informations regarding the crew.
Ask Box is now also open.
(version without clothes below the cut, valka is the only one that needed to be censored in a way. I also did a quick thing on how hu'nri'a or their armors look like at night)
The Darkspears have long been the black sheep of trolls. That is, until Queen Talanji allied with the Horde. Our actions in Tal'gurub have greatly influenced our forbearer's tribe, certainly so as our deeds are known through ancestors and common loa. Despite this renewed ... peace is not entirely the right word but so be it--with the Gurubashi, the Darkspears, like the Sand Trolls, and alongside other island and diasporic trolls determine that the time is appropriate to truly build an Island Troll capital to call their own.
Their island, at the foot of Durotar, uses the name "Echo Isles" in Common. However, in Zandali, the true name of the region is "E'ko Isles," referring to the life force, the spiritual power, that each creature possesses. These once-Jungle trolls, now inhabiting lands free of murlocs and sea witch nagas, call in the support of their Zandalari allies and construct a beautiful, modest yet perfectly Darkspear capital on the Isles. They call it: Zul'E'ko
Though some say Zul'Echo--and this is the accepted Common standard spelling--the proper and appropriate term is E'ko, Zul'E'ko and E'komari, that last one as an adjective to describe island trolls
E'komari Trolls (also: Ekomari, Echommari) decided their name in a troll council consisting of Islanders, Zandalari, diasporic trolls, and Horde representatives. It was decided that physical and cultural differences between Jungle and Island/diasporic trolls was significant enough and warranted a new identity forged in this time of peace:
As it had been the Horde--and notably the Horde centred at Orgrimmar--that had most ardently supported the Darkspears, the construction of the word is to use "-mar" (declined as "-mari") in recognition of those enduring bonds.
E'komari Trolls seek to stand amongst the Empires of the greats: Tall alongside the Zandalari, strong amongst the Gurubashi, honourable aside the Farraki and Drakkari, and more than capable afront the Amani. Let the E'komari era unfold as one of the great troll eras!
Part 1: Voodoo, E’ko and Juju, Mojo, and Fetishes*
Voodoo
“Once I have everything I need I will mix it all together and unleash the voodoo!” - Witch Doctor Jin'Zil
Voodoo, as a practice of magic, refers to the individualistic tradition of weaving supernatural power, alchemy, and spellcraft. However, Voodoo also encompasses a life-style and spiritual understanding that is not limited to the utilization of power. Voodoo practitioners, or Voodooists, obtain access to supernatural power through day-to-day worship, bargaining with loa, ancestors, spirits, etc., and by harvesting naturally occurring life-forces (see, E’ko and Juju). While Voodooists can use this raw power alone, they are masters at controlling, animating, and manipulating it through alchemical processes and spells which produce highly specialized, often dark, magics. Since alchemy and spellcraft require time and effort to prepare, Voodooists maintain a customized inventory of Mojo and Fetishes as premade components for their Voodoo and will often carry these items on their person. A Voodooist’s spellcraft (e.g. incantations, grimoires, etc.) is individualized and no scripture or standard of operation governs this subjective, perilous practice. The danger in Voodoo arises from the instability inherent in weaving and empowering volatile, often opposing, substances. And since these substances range from basic herbal ingredients to loa empowerment, the nature and potency of Voodoo magics vary drastically—even among spells designed for the same objective. Unfortunately, this precarious intricacy carries over to the process of neutralizing or disrupting Voodoo. For nullification to be effective, an individual must first understand the power invoked, spellcraft involved, and alchemical processes employed before beginning to unravel the magic—and affected targets rarely last the time it takes to understand the nature of the magic influencing them. In this regard, a Voodooist’s most effective opponent is another Voodooist. The extreme complexity and severity of consequence within Voodoo rightfully earns its infamy among the schools of magic.
Practitioners of Voodoo:
Witch Doctor (Example)
Voodooist (Example)
Shadow Hunter (Example)
Hexer (Example)
Fetish-Binder (Example)
E’ko and Juju
“Something bad in that juju...” – Chief Yip-Yip
E’ko refers to the innate life-force of all living creatures. This life-force carries a creature’s coveted characteristics; for example, Winterspring chimaera are naturally capable of wielding frost magic so absorbing their life-force can temporarily bestow this power. E’ko is typically captured through magic, often in the form of a charm or totem, which traps life-force within a part of the creature’s body (e.g. flesh, sweat, venom, saliva, etc.). These physical “vessels” holding the creature’s E’ko are called Juju and may be transported, sold, and/or stored. While E’ko is potent in its raw form by either releasing a Juju’s stored energy or ingesting a Juju, Voodooists have also been known to modify Juju into powerful Fetishes. In most cases, however, Juju is used as a potent ingredient in rituals and Mojo.
Notably, Juju—especially powerful blood Juju—is often misconstrued as being Voodoo itself or Mojo. This is because the life-force capturable in blood is the most potent E’ko and produces powerful Juju that rival Mojo and even advanced Voodoo rituals. The use of this E’ko is referred to as “Blood Magic” and is strictly forbidden in Zuldazar due to its sacrificial practices and infectious nature.
Mojo
"Finish mixin' up dat mojo, we got ta get it to da Broken Shore!” - Ja'kala
Mojo is the crafted, often liquefied, product of empowered alchemical processes. Though it may appear in liquid form, Mojo does not behave as a natural liquid—it can be absorbed into metals, inhaled, and vary in texture (e.g. frothy, sticky; clumpy), odor, color, consistency, and density. Similarly, Mojo potency varies greatly and dilution is often necessary to offset stronger, less desired affects. Voodooists can both sense and extract Mojo applied to the surfaces of animate or inanimate objects. What separates Mojo from typical alchemical potions is the necessary infusion of supernatural power achieved through bargaining, blessings, or Juju. Voodooists will produce Mojo in advance as ready-made alchemical components for their Voodoo during combat and rituals. Once produced, Mojo is stored in vials or flasks which make them accessible to the crafter but also vulnerable to theft, prompting Voodooists to carry their rare or particularly powerful Mojo. Since Mojo can be produced from innumerable substances and infused with various sources of power, its purposes and uses are incalculable. Given the mystery shrouding Voodoo, Mojo is commonly misinterpreted as an individual’s charm or allure, or wrongly synonymized with an individual’s magical ability or Juju. Voodooists are either reluctant to correct these errors or apathetic to the misinterpretations of their craft.
Mojo may be:
Added to existing potions (Example)
Used to enchant armor (Example)
Used to affect others (Example)
Used to empower the wielder (Example)
Diluted with elemental fluids (Example)
Modified with additional ingredients (Example)
Ingested (Example)
Inhaled (Example)
Produced from loa Juju (Example)
Lethal if too much is consumed too quickly (Example)
Used to imbue a target (Example)
Fetish
“But you say the exile spoke of enchanted fetishes? This concerns me greatly.” - Fel'zerul
A Fetish is any object, crafted or otherwise, infused with supernatural power. A Fetish may be further enhanced through the application of Mojo or assimilation of Juju. Like Mojo, Voodooists will fashion and imbue Fetishes in advance of their actual utilization due to the time and effort required of their craft.
A Fetish can be sourced from countless materials and crafted into hand-held or worn objects:
Cloth (Example)
Crystals (Example)
Wood (Example) (Example)
Stone (Example) (Example)
Bones (Example)
Limbs (Example)
Metal (Example)
Attire (Example)
Weapons (Example)
Armor (Example)
A Fetish may be crafted to represent the source of its power, but not always.
loa (Example)
Animals (Example)
Ancestors (dolls) (Example)
Fetishes are capable of:
Exerting power and control over others (Example) (Example)
Enhancing the power of its wielder (Example) (Example) (Example)
Binding an animated power (Example) (Example)
Tethering a spirit (Example) (Example)
Providing containment for a reserve of power (Example)
Granting conditional power (Example) (Example)
Providing access to unique abilities (e.g. teleportation (Example) and (Example)
Boosting a desired attribute (e.g. luck, romance, evil warding, gambling, protection [Example and Example])
Inflicting a curse on an enemy (Example), building (Example), or territory (Example)
Methods historically used to destroy or nullify a Fetish’s power:
Removing it from a targeted location (Example)
Burning it (Example)
Reversing its power (Example)
*Disclaimer: This Compendium is simply an RP Resource for Atal’mwindaji and blends canon and headcanon to streamline Voodoo as presented in game; inferences arise from quests, in-game dialogue, and Blizzard’s original source for Voodoo—Louisiana Voodoo, Haitian Vodou, and West African Vodun.
External references for headcanons:
Haitian Vodou and voodoo: Imagined religion and popular culture, by A. McGee. Studies in Religion/Sciences Religieuses. 2012; 41(2): 231-56 (link).
Hu'nri'a, aroace. Proud and loud about it. In the distance, you might hear Dhe-hak cheering for her and being a supportive dad. She will celebrate by drinking, experimenting with medicine, and playing pranks to the rehabilitating bad bloods.
Rak'ne and Valka, lesbians. Look at these two cuties (deadly cuties). They have eyes only for each other, spending the pride just the two of them with a romantic ride at sunset.
E'ko, unlabeled. On his shoulders and on his Ra-taro (Ithya), he carries the colors of the flags of his friends/crew, showing his support for them (Doesn't Ithya look lovely with all these colors? E'ko will end up painting the whole pack of Ra-taro).
D'unar-i and Kajiy, homosexuals. The warm personality of the desert yautja was enough to melt the cold one of the jungle yautja. Their son T'e'pa is just happy to be involved and being spoiled by his dads.
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Rak'ne hunting party is known in the clan as the Re-menda.
They take part in a project that started with an idea of the matriarch N'rithe: rehabilitate bad bloods...or at least those that want to.
In her long life, N'rithe managed to meet some bad bloods from her own clan that regretted their decisions and wished to come back to their original hunter status and redeem both their honor and reunite with their friends or families.
She had seen honorable hunters making mistakes due to bad company, poor decisions or mental health, so she believed if they could analyze the root of the problem, they could give back those yautja a place to call home.
Once she became the matriarch, N'rithe started to create a rehabilitation project for the bad bloods of the Naghe-tih clan and even for other clans' outcasts.
Though, some elders thought it was a foolish task and a very risky one.
Rak'ne deals daily with yautja that are extremely violent and dangerous, that don't follow the honor code at all and won't fight in clean ways.
For the bad bloods that laugh at this idea and don't stop their ways, Rak'ne and her group have the duty to kill them.
While those that shows regret and decides to give it a try, will be met with a more ""gentle"" approach, although always with a careful behavior towards them.
Those who want to rehabilitate tend to be rough in manners and always rely on violence if they feel threatened or mocked, since they lived knowing only those methods, forgetting the right ones, so dealing with them is never an easy task.
Rak'ne and her group have a strict rehabilitation plan that was organized with N'rithe and other elite trainers, like Dhe-hak.
The bad bloods get stripped of any status they ever had and have to go again through training, both physical and mental, and have their chiva again.
It's seen as a reborning moment. They will start again from the beginning, hoping they will maintain their honorable status after this second chance.
Rak'ne and Kajiy are in charge of the physical and moral training.
Hu'nri'a, being a medic, makes sure they are physically well. She works as their therapist too, trying to figure out what led them to be a bad blood in the first place.
Being the bigger of the group, she is often assigned to contain or take down with Rak'ne larger bad bloods.
E'ko uses his handler skills to use the Ra-taro to make sure the bad bloods don't try harm the party: these animals can smell a change of moods better than a yautja, and they can sense whenever to trust someone or not.
They are also fast deadly animals: if the bad bloods decide to throw away their progress and flee again, they will hardly have a chance to escape alive.
However, the Re-menda occasionally accept to take in groups of yautja that need teaching for their first hunt, only if other teachers are not available.
The rehabilitation work takes most of their time and energies, for the Re-menda taking care of young bloods can be a moment of peace and a break from the hard work.
Before she had her chiva, Valka trained with Rak'ne and Kajiy: to be considered a huntress, the human had to learn their yautja ways. Sometimes, she ended in groups with the bad bloods, training with them.
It was a harsh lesson from Kajiy so she could see how more unruly those type of yautja could be and how she needed to aim for more self control, to not end up like them, and to always be careful, to never lower her guard around bad bloods.
After many years of hard training and genetic mutation from Hu'nri'a, Valka succeded both in the Chiva and in Ra'taro riding, making her an official member of the hunting group.
Valka, while being considered a member of the hunting party, doesn't have any role or permission to meddle with the bad bloods. Such training role is assigned by the matriarch, and Valka joined the group while they were in the middle of a rehabilitation period.
When new bad bloods join the program, she always ends up being the target of their mockery or more aggressive treatment since she is perceived as a human. Yet she is hot-headed and always use those occasion to let out pent up energy and put bad bloods in their place.
It's a way for bad bloods to get humbled the moment they step in the rehabilitation program and to show respect to everyone, even to species they consider 'less worthy'.
While this is an "unofficial" way Valka can help with the program, Rak'ne still doesn't like the idea. She knows Valka can survive on her own, yet she wants the human to learn to rely more on the group, while she also doesn't want Valka to hurt the bad bloods' pride too much: they can be unpredictable.
Doctor of the Re-menda crew. After her Blood Hunt and medical training, Hu'nri'a studied to work as a therapist as well; she offers an occasion for bad bloods to vent and dig into their psyche in a comfortable space, while also monitoring their physical health.
She is the adoptive daughter of the hunter Dhe-hak.
- Since she stays inside the ship and around the camp the most, Hu'nri'a walks barefoot. Only when she is called for extra help will she wear something to protect her feet. The armored shoes will shift into fins if she needs to hunt in rivers or seas.
- Hu'nri'a remembered some elements of the sea armor from her previous clan, the Coh'urall, yet she could only describe it with general details, her memory being rather hazy. Dhe-hak took it upon himself to build something that could resemble it. The mechanical fins are not like the Coh'urall clan builds them, but Hu'nri'a treasures them and takes pride in them.
- She always has medical herbs, drinks and ointments hanging from her clothing. There are some poisons and antidotes hidden in the bags as well.
- Thanks to the encouragement she got from Rak'ne and Dhe-hak, Hu'nri'a dresses up in the closest way to her original clan clothing. She doesn't remember much, but she recalls her family having shells and shiny scales scattered around their bodies, so she mimicks at the best of her abilities that style. Of course, she stylize it in a way it has Naghe-tih clan elements in it, including the clan's colors such red and green.
- Being the tallest and broader of the crew, she handles most of the tackling and containment of the bad bloods. This allows her to also have a first look to her patients and try to make them reason for a more peaceful approach.
- She got her snake tattoo on yautja prime. She was always fascinated by snakes as she considered them the right symbol for both life and death, the right symbol for medical art. As she got some of her poisons from local alien snakes, she also managed to create medicines from these animals. In a way, with Kajiy and Ra'kne using reptile motifs in their armors, she uses that tattoo to symbolize the strong friendship she has with these two.
• Rak'ne
Captain of the Re-menda crew. When possible, she handles the training of bad bloods along with Kajiy. She is the only daughter of the clan's matriarch N'rithe. She has full control on the ship and has the knowledge on how to operate and repair it.
- She has a few lucky charms hanging from her belt. They were gifted by her mother N'rithe, Dhe-hak, and Hu'nri'a.
- The skull necklace belonged to her deceased mother, Se'eit. Rak'ne is ready to protect her necklace with her own life. She feels calmer when wearing it.
- With her armor, she wears claws protections that allow her to have a stronger grip not only on her preys but also very helpful when climbing. Her armor also has items such as ropes and grapling hooks to allow her such activity.
- She got her eyebrow's scar when she was a young unblooded, after a fight she had with another student, who bullied Hu'nri'a. The three scar marks on her chest and side were caused by a creature she was hunting during her Blood Hunt. She successfully killed it.
- Rak'ne still takes with her the knife she made as she was a kid. Compared to her size, now it looks like a small dagger, but it can still hurt someone. She is considering gifting it to Valka one day.
- She includes many crocodile inspired decorations, as well an earth crocodile skull on her gauntlet. Her daily gauntlets are made with crocodile leather.
- Rak'ne has a fondness for hair jewerly. Her hair will be rarely without them, only when she has long rest periods and she lets Valka pick them away.
- Some of the scars were caused by Valka since the human tends to bite and scratch a lot during their mating. Rak'ne is proud to show them off.
• Kajiy
Gunsmith of the Re-menda crew. Every weapon the crew uses is built, improved, and tested by him. He is also the trainer of bad bloods and, back on yautja prime, unblooded.
- He has knives and small daggers hidden everywhere. Some are covered with poison.
-He keeps a small bottle of antidote on his chest.
- His scale colors allow him to blend completely with the jungle. He activates his cloaking systems only in places where he would stick out the most, such as towns, beaches, or snow environments. His stomach scales are shaped like snakes with an open mouth.
- Some of the scars were caused by Valka for the first year she was on the ship. The both of them would end up in physical altercations due to Kajiy's hatred for humans.
- He always dresses in a camouflage way, even if he is not in a hunting situation. He just likes being ready at any moment.
- The only notes of colors that he allows himself to keep are his bronze hair's jewelry and the bronze bracelet and ring, gifts from his mate D'unar-i. He polishes them every day and gets highly distressed if something happens to them. He killed a rehabilitating bad blood because they tried to pull a prank by hiding his jewelry.
- On the opposite of Hu'nri'a, Kajiy doesn't wear feet protection when on a hunt. It allows him to run, climb, and jump between trees more silently.
- Against his father's wishes, Kajiy trained for archery and distant combat. He saw it as a victory and owning back his self identity by teaching himself something he really wanted to do. Along with a bow, he also has a smaller mechanical crossbow on his gauntlet.
- While Hu'nri'a takes care of the psychological and health side of bad bloods, Kajiy (and Rak'ne) makes sure to re-teach the honor code and hunting techniques to them.
• E'ko
Known as Lancia. Handler of the few Ra-taro that travels with them. Hierarchy speaking, he is second to Rak'ne despite the young age, but he lets Hu'nri'a take that role more often. He doesn't like being a leader, and he wants to intervene only in stuff that regards the Ra-taro.
- When he is not hunting, his main task is to patrol the area around their landing spot, as well guarding the bad bloods. He makes sure they don't try to escape or cause damage to both the ship and the crew. He manages to do so by letting the Ra-taro wander around the area and inside the ship. If something goes wrong, they will let out loud shrieks to warn E'ko of the danger.
- He has a missing finger after a Ra-taro bit it off during his early stages of training.
- E'ko has scars and constant cuts from riding bareback often. Ra-taro's scales can be rather harsh to the skin (he had to help Valka with ointments to not let the human bleed when she she rode the first times).
- He wears a chain mail as the only metal armor piece. Everything else is made of leather. He needs lighter armor since he constantly rides the Ra-taro and needs to mount and dismount quickly.
- The whole crew just calls him Lancia, yet he is adamant that strangers call him E'ko. The nickname is a privilege he gives only to his closest friends or mates. He made an exception when he first met Valka; he saw her being uncomfortable and tense surrounded by yautja and wanted to put her at ease.
• Valka
Huntress of the Re-menda crew.
She is still trying to figure out what she wants to do in a yautja society, so for now she doesn't have a specific role in the crew. She is happy assisting each yautja with whatever task they give her, it helps her learn more about them and their culture/technology.
- She altered her DNA, she proposed the idea to Hu'nri'a and she happily obliged ( Hu'nri'a was eager to make new medical discoveries with this project.)
- She still has human body hair, yet the more exposed ones (such on the shoulders and back) are slowly turning into quills. She is rather happy about it. Her hair still keeps their normal texture, but she developed four tendrils that mimick yautja hair. A side effect by Hu'nri'a words. She protects them by braiding her hair around them.
- Since they were in the middle of a rehabilitation session when she joined, the yautja didn't have exactly human sized clothing or armor. She managed to steal some clothes when they stopped by a space station. As for the armor, once she completed her own Blood Hunt, each member of the Re-menda gave her items from their trophy rooms. Kajiy didn't want to give her anything at the beginning, yet at the end, he put together some items to go with her armor, with the help of Hu'nri'a.
- Valka has to wear a translator in the ear and around her neck. This way, she can understand what others are saying and her words get translated as she talks. She is trying to learn how to talk in yautja, but she has some difficulties since the language is fit for different vocal chords.
- In one of her belts, there is a tracker. She is aware of it. Everyone in the crew has one to inform others of their locations and, if the signals disappear, to start searching for them.
- The necklace was done to represent the crew, two fangs for each yautja, and in the middle, there is a single fang dedicated to Rak'ne.
- After a nasty fall, she decided to keep wearing knee protections when going hunting with the crew.
- Being more prone to wounds and bruises since her skin is not as resistant as yautja, her armor tends to cover her almost fully, but the main protection is on shoulders, chest, stomach and neck. She prefers leaving her legs with minimum protection to move faster and to ease herself when riding a Ra-taro.
- She gained her current armor only after she managed to pass the Blood Hunt. Since she was going to stay, Rak'ne wanted her to go through the same rite as every yautja does (also to make sure other yautja would never question Valka's place on the ship once she made her first kill).
- Since the Ra-taro are rather high, she used to struggle to climb on them. Lancia helped her out by attaching a thin rope ladder to the saddle she was using.
Wip of a drawing that will introduce another bad blood being rehabilitated by the Re-menda crew.
Doodling Lancia with his Ra-taro always fills me with joy.
Bit of lore time: That is Lancia's personal Ra-taro. His name is Ithya, an adult male that shows the ability of his handler for how well trained he is (though medical checkups are still a challenge. Ithya becomes rather cranky)
He is one of the five Ra-taro that travels with the crew.
U'yre, female, owned by Hu'nri'a. U'yre is the eldest of the pack. An older female tends to be rather tall, which becomes the perfect ride for someone as tall as Hu'nri'a. U'yre matches Hu'nri'a with her patient attitude and calming nature, making the Ra-taro a perfect assistant during therapy sessions with bad bloods.
Ta-gha, she is the Ra-taro of Rak'ne. Ta-gha came from a litter of pups from the same Ra-taro owned by Rak'ne's mother. N'rithe gifted her to Rak'ne when the huntress was barely a toddler. Ta-gha and Rak'ne have a rather strong bond.
Ca'rhak, he belongs to Kajiy. The hunter picked Ca'rhak even though he was the runt of another litter. Kajiy patiently took care of him and trained with him until he became a rather healthy and strong Ra-taro (Kajiy saw a lot of himself in this animal and wanted to make sure he survived).
Ar'kte, a young male assigned to Valka during her training. He became officially hers after her successful Blood Hunt. These two both share a rather similar personality: aggressive, impulsive, but loyal and protective.
The hood Ithya is wearing is inspired by falconry hoods, used with the same principles of keeping the Ra-taro calm during examinations or traveling in a ship.