WIP, images and other descriptions are still in the works
Note : ('Overworld' can be open ended, this history can be used in any setting, overworld is a general term)
I. Age of Silence -
Before the Overworld’s first sunrise, when creation still whispered in darkness, there existed a void between realms, a hollow place where light could not settle. Within this expanse, raw consciousness gathered like drifting ash, forming the Early Ancestral Enderians, large entities of thought and curiosity. These ancients sculpted fragments of the void into stable planes, crafting the first End Cities as monuments to stillness and order.
The Current Enderian Variants were their descendants. Their civilization began not with fire or tools, but with understanding, the manipulation of matter through thought and the bending of space to will.
II. Age of The Glass Towers -
The Enderians built cities that hung like constellations over the infinite void. Their towers, composed of obsidian lattice and amethyst glass, pulsed with energy drawn from Chorus and other odd flora, which they cultivated for sustenance and dimensional travel.
Enderian scholars mastered dimensional harmonics, crafting gateways that linked the End to distant realms. They considered teleportation not a trick, but a sacred art, a way to “step between the heartbeats of reality.”
Yet with this power came division. Some sought communion with the Overworld to share their knowledge, while others saw it as a place of chaotic imperfection, unworthy of Enderian contact.
III. Age of Shattering -
When the first bridges to the Overworld were opened, imbalance spread through the End. Time, once constant, began to ripple. The forests turned pale, the void shimmered with instability. In desperation, Enderian mages attempted to stabilize their world by binding fragments of themselves to the dimensional fabric, causing many to become diluted, and no longer considered or seen as true Enderian.
The collapse was swift. The floating citadels fell silent. The few surviving true Enderians fled into dimensional fractures, some becoming spectral wanderers, others hiding in the deepest reaches of the End unseen, watching as their kin roamed free.
IV. Age of Remnants and Recultivation -
In the modern age, Enderians are myths and legends to many upon the Overworld. Scholars find whispers in ruined End libraries, floating glyphs that hum when touched, fragments of a language that predates the gods.
A few rare hybrids descent from those who crossed into the Overworld before the Shattering. They inherit fragments of the ancient resonance: the ability to shift through space, a sensitivity to inter dimensional energies, and an aversion to aquatics that burns their shadow touched skin.
These Enderians live between worlds, haunted by ancestral memory. To them, the void is not emptiness, it is home forgotten, waiting to be remembered.
On the contrary, the Enderians now roaming among the overworld have began adapting to their new surroundings. Bringing and cultivating much of their previous life into their futures. Finding methods of growing and raising creatures and flora into the environments that originators of this world deem 'too hostile for life'.
Base - Native to obsidian spires and major terraformed land, these Enderians, in which they refer to themselves as 'Pures', are the original and most unaltered form of Enderian kind. Their culture is ancient, serene, and steeped in observation, silence, and purpose, a civilization shaped by infinity itself. Oddly tribal, but with an intensity of knowledge.
They dwell among Obsidian Spires and chorus covered plateaus. Their society is hierarchically minimal, led by elder archivists who preserve memory rather than rule. They live in clusters called Echoholds, quiet cities carved into stone, connected by bridges of crystal.
Every 'Pure' has a role tied to balance, Watchers who observe dimensional shifts, Keepers who tend to groves, and Voidhands who maintain the boundaries linking them to other Enderian race territories. To them, duty is not commanded, it is understood.
They honor the fallen, the chaos before their creation. They believe the End is not barren, but complete, the point where all journeys end and all things become one with the void. Existence to them is about reflection, not action. They see emotion, conflict, and chaos as ripples that disturb the perfect calm of being.
Teleportation is an honor bestowed upon them as a race, a meditative act that embodies their philosophy, movement without motion, change without disturbance. To shift is to remain whole while traversing the boundary between stillness and motion.
Pure Enderian architecture reflects their devotion to balance and form, honoring their old home, geometric perfection rendered in stone and light. Cities rise in deliberate symmetry, each structure positioned according to the flow of void energy.
Their art is subtle and eternal, patterns of light projected across walls. Music is low, reverberant, and wordless, meant not to entertain but to align the mind with the End's rhythm.
They are silent, contemplative, and instinctual. They rarely speak, communicating through gesture, gaze, or telepathic pulses of intent. They are not emotionless, but their emotions are deep and still, felt like tides beneath glass. To outsiders, they can seem indifferent, even eerie, but their quiet comes from understanding, not apathy.
They rarely intervene in the affairs of other realms, viewing the Overworld as unstable reflections of the End’s truth. Yet when they do act, their precision is absolute, every motion deliberate, every word heavy with meaning.
To them, the universe is not chaos to be conquered, nor beauty to be shaped.
It simply is, and they are its watchers standing at the edge of eternity, listening to the hum of creation itself.
Feywild - Dwelling in mythical groves where the veil between realms is thin, these are Enderians who have intertwined their essence with the raw, wild magic of the Feywild. Their culture is defined by mystery, emotion, and boundless transformation, living in harmony with the wild enchantments that twist light and life into endless wonder.
They dwell in bioluminescent forests much like the Lavender Gardens or even the Feywilds themselves, where flora hums softly and shadows shimmer with illusion. Their society is chaotically balanced, a blend of freedom and unspoken order.
Leadership among them is fluid, often decided by charisma, wit, or sheer magical presence rather than rule.
They hold highly those of them wwho are born in calico patterns, connecting those to highly respected members who share the trait. They see existence not as linear, but a melody of shifting forms, laughter, sorrow, and rebirth. To them, reality is a story constantly being rewritten, and to live is to play ones part beautifully, no matter the ending.
Teleportation is a frivolity, a whimsical blink through overlapping dimensions where thought and feeling shape direction. They treat it as both art and instinct, each step guided by emotion rather than logic. They believe the End represents stillness and the Feywild represents movement, and that they must balance both to remain whole.
Their craftsmanship is an expression of mood and magic rather than design. They weave living plants into dreamlike architecture that grows and reshapes with the seasons, or their moods. Their tools and ornaments are made of light shining crystal, glass, and woven roots silk, constantly shifting hues.
Their art is alive, paintings that bloom, songs that summon rain or laughter, and stories told through illusionary performances that dance across the air. To witness their music is to see colors move with sound, a harmony of emotion and enchantment.
They are unpredictable, curious, and unnervingly playful. To outsiders, they appear sparatic, kind one moment, cruel the next, but their actions follow a hidden logic rooted in emotion and purpose. They prize wit, artistry, and sincerity, despising deceit that lacks purpose.
Though not inherently hostile, they are dangerous to offend, for their magic can twist fate and memory alike. To befriend one is to be forever blessed with wonder or cursed with endless yearning.
To them, chaos is beauty, and life is meant not to be understood, but felt.
Astral - Drifting between stars and the silent void beyond the End, they are Enderians who have transcended the boundaries of physical existence. Their culture is founded on enlightenment, cosmic harmony, and dreamlike detachment, shaped by an eternity spent navigating the thin veil between light and nothingness.
They inhabit celestial sanctuaries, vast crystalline structures that float around large crystal formations, anchored by fragments of shattered End portals. Their society is hierarchically fluid, organized not by status or power but by resonance, those whose souls harmonize most purely with the voids flow naturally rise as Advisors, spiritual guides who interpret the rhythm of the void.
Their communities are connected through shimmering light bridges and psychic pathways. Every Aetherion is part of what they call a Choir, a telepathic communion through which thoughts are shared as light and emotion.
They worship the void itself, a concept representing the endless expansion of being, the idea that existence is not bound to form or dimension but flows eternally through all. To them, stars are souls made visible, and life itself is a ripple of consciousness across the cosmic sea.
Teleportation is called Planeshifting, an act of stepping through space. It symbolizes transcendence over matter, a brief unbinding from realitys gravity. They believe that through meditation and balance, one can dissolve the self entirely, becoming a new star, a being of pure energy that joins the inky black of space.
Their craftsmanship mirrors much of their ancestors, architecture of light, glass, and gravity, where structures float in graceful orbits around radiant crystals. Their tools and attire are woven from gentle fabrics and prism-thread, materials that are detailed but humble and modest.
Their art is abstract and formed of light, songs made from an etherial resonance, and moving murals projected across their spaces. Their music is haunting and harmonic, composed of layered tones that evoke the hum of distant stars. To hear it is to feel the void breathe.
They are serene, introspective, and ineffable. To mortals, they appear as strange as a Mindflayer, voices echoing like dreams through crystal air. They rarely intervene in the affairs of grounded realms, regarding conflict as ripples in a greater pattern.
Yet beneath their neutrality lies immense power, when threatened, they twist the mind, folding reality around their will. They see other Enderian kin as fragments of a whole, earthly, fiery, watery echoes of the same cosmic source.
To encounter one of them is to stand before infinity and glimpse the truth they hold sacred:
All things end, but nothing ever truly stops living.
Crimson Forest - Born amid the burning spores and blood red light, these are Enderians who embody the feral heartbeat of the infernal wild. Their culture is steeped in strength, hunger, and sacred fury, a civilization that views life as a hunt and existence as an act of defiance against weakness.
They dwell within massive living citadels of stark blackstone and warped bone, structures that breathe and bleed with the forest itself. Their society is tribal yet honor bound, built around warrior clans, each tracing their lineage to a 'Pure' Enderian who first survived the forest’s corruption.
Power is earned through the Hunt of Cinders, a rite in which one of this variant must slay a major beast with nothing but its claws and jaws. The strongest become nobles, warriors who lead hunts and speak for the will of the forest. Though their rule is fierce, it is never tyrannical.
They worship sources of gold resources, bright and seen as a noble alloy, its a highly sought material for them. To them, the forest is not their home but their holy grounds, its spores their blood, its roar their prayer. They see existence as a cycle of consumption and rebirth, to be devoured is to be remade stronger.
Teleportation is not used unless dire, believed to momentarily merge the user with laze. Each jump is said to burn away a strength. Rage, to the Crimson Enderians, is sacred, it is the will of life refusing to die.
Their craftsmanship is raw yet majestic. Weapons are forged from chitin, bone, and burning alloy, designed to channel heat and impact like living flame. Their armor often grows into them, organic plates that fuse with skin and muscle over time, marking age and honor alike. Deeply inclined in gold and blackstone.
Their architecture is alive, pulsing with heat and growth. Massive fungal tendrils form bridges and walls, glowing dimly with internal embers. Their art is visceral, blood stained runes, carved fungal displays, and chants of flame that echo through the forest like war drums. Every creation is both a tribute and a threat.
They are proud, defensive, and unyielding. They respect strength, despise cowardice, and hold outsiders to the same standards they impose on themselves. Though they may appear savage, they have an unshakable code, honor through struggle, peace through dominance, unity through flame, and mutual respect of belongings.
To meet one in peace is rare, but to earn their respect is to gain a lifelong ally. They see other Enderian kin as distant cousins, often mocking the calm of the Warped and the stillness of the Ice.
Warped Forest - Within the eerie teal glow and twisting fungal labyrinths of the Warped Forests dwell this variant, Enderians altered by the realm’s unstable energies and spores. Their culture is one of mutation, adaptation, and living symbiosis, shaped by a land where thought and growth intertwine into something beautifully strange.
They live within colossal fungal spires and bioluminescent caverns formed of warped fungi and endstone growths. Their society functions as a living network, both physically and mentally connected through a form of telepathy. Individual thought exists, but each one can 'drift' into the collective when desired, merging consciousness with others for counsel or aid.
Leadership is unnecessary in the human sense, instead, those who can interpret the will of the spores guide communities during periods of instability. They see themselves as both people and ecosystem, each individual a node of a larger, sentient forest.
They worship the Evergrowth, a concept of endless transformation and connection. They believe that decay and mutation are not corruption but evolution, signs of lifes persistence beyond form. To them, the End represents perfection, while the Earth represents change, they believe to be the bridge between both.
Teleportation is viewed as Sporepassing, a process of dissolving into countless spores and reforming elsewhere. It is both physical and spiritual, each jump an act of renewal, a shedding of old form. They see individuality as temporary, and selfhood as a song sung differently by each generation of spores.
Their art and architecture grow organically. Tools and structures are cultivated, not built, grown from responsive fungal material infused with ender essence. They weave living fibers of warped fungus into shimmering fabrics that shift hue with thought.
Their music is grown too, fungal stalks that resonate when struck, producing harmonic vibrations that travel through the forest. Every note, every hum, feeds the soil and strengthens the networks unity. Their aesthetic is alien yet serene, twisting, pulsating geometry balanced by tranquil luminescence.
They are gentle, enigmatic, and disorienting to outsiders. They often speak in plural form (“we” instead of “I”) and pause mid thought. Though peaceful by nature, they are fiercely protective of their fungal domain and wares, those who harm the forest are swiftly overgrown, absorbed into its soil.
To outsiders, they seem half conscious and half dreaming, creatures who breathe spores instead of air and see the world in patterns of connection rather than form. To them, existence is not a solitary act, it is a shared pulse, a rhythm that spreads forever through the roots of creation.
Desert - Wandering the endless dunes and sun bleached ruins of forgotten civilizations, these are Enderians who have bound themselves to sand, heat, and mirage. Their culture thrives on adaptation, illusion, and remembrance, shaped by the shifting, unforgiving expanse of the desert they call sacred.
They live as nomadic clans, moving between oases, buried temples, and ancient glass plains where the sun melts the horizon. Their society is fluid and memory based, no fixed cities, no written histories, only stories passed through generations as spoken echoes beneath the stars. Each group is led by a Duneseer, a wise wanderer who can read the language of shifting sands and hear the hum of buried End relics beneath the dunes.
They worship the Sun, a divine illusion said to hover at the horizon where the End meets the mortal sky. They believe reality itself is a mirage, ever changing, shimmering, and ultimately fleeting. To them, permanence is a great weakness, only motion and memory endure.
Teleportation is seen much like a sandstorm, a drifting between heat hazes, moving as mirages do. They believe each step between shadows leaves behind a faint echo, an afterimage of one’s soul that eventually joins the deserts memory. Silence under the sun is sacred, for it is the moment when the world breathes heat and illusion together.
They craft with pressure formed glass that refracts desert light into spectral hues. Their clothing is reminiscent of Earths Ancient Egypt, as they viewed the society highly and with great interest.
Their art takes ephemeral form, patterns traced in sand, songs sung to wind. They shape instruments from hollow bone, producing music that sounds like wind passing through ruins, haunting, distant, and beautiful in its sound.
They are mysterious, elusive, and contemplative. To outsiders, they appear as snakes wandering the dunes, fading in and out of sight with the shimmer of heat. They are neither hostile nor welcoming, preferring observation over contact.
They view outsiders as 'fired clay', trapped in the illusion of permanence. Those who prove adaptable, who can navigate a deserts trials without fear, earn the title Sandsworn, and may travel with a group under its protection. To them, life is a dune ever reshaped by wind and time, and only those who learn to shift with it truly live.
Fire - Forged in the furnaces of hot and harsh magma, these are Enderians of ash, ember, and unending heat. Their culture is one of passion, renewal, and controlled destruction, believing that through burning, all things are purified and reborn.
They dwell within magma forges and basalt citadels. Their cities glow with veins of molten crystal and shifting heat currents that act as both illumination and defense. Society among them is hierarchical yet merit based, ruled by the nobles, whose strength of will and mastery over flame dictate leadership rather than bloodline.
Each member serves the cycle of the forge, creators, destroyers, and rekindlers, three castes that embody the phases of fire. To create is sacred, to destroy is necessary, to rekindle is divine.
They worship the act of forging. To them, fire is not chaos, it is a truth, stripping away illusion and weakness until only essence remains. Every spark, they say, is a fragment of the past worlds memory.
Teleportation is viewed as fleeting, the act of burning through space itself to emerge anew elsewhere. They believe the self must be reforged constantly, purity through trial, strength through loss. They see decay as cowardice, but destruction as transformation.
Their craftsmanship is alive with motion and heat. They forge weapons and armor from strong metals and even obsidian. Their architecture curves upward in spires and channels, allowing lava to flow like water through their cities.
Their art is fleeting, fire dances, molten and glass sculptures, and ash murals that crumble the moment they are complete. Music is percussive and rhythmic, created with heated drums and crystal anvils, echoing the heartbeats of the forges themselves.
They are fierce, expressive, and unrelenting. Their tempers burn quickly, but their loyalty burns longer. They respect strength of conviction above all else, whether in battle, craft, or belief. To outsiders, they can seem violent or destructive, but their chaos is never aimless, it is a ritual of rebirth.
They hold a complicated relationship with other Enderian kin, seeing the cold and still as stagnation, the quiet and patient as decay. Yet they do not seek chaos, only to ignite the world into growth. Those accepted into their trust are branded with the an ember mark, a sigil of protection and eternal flame.
Earth - Rooted deep within forests, these are Enderian kin attuned to bark, soil, and the slow, patient heartbeat of the earth. Their culture revolves around endurance, loyalty, and reverence for the living ground, seeing the world around them not as matter, but as a story.
They dwell in dense and flora rich forests. Their society is structured and communal, guided by the elders chosen for their attunement to the tree each group claims as the center of their home.
Every member has a craft or purpose, stone shapers, remedy creators, and pathwardens. Their sense of time is differing to normal perception, as they studdy the rings on fallen trees to dictate years.
They worship the nature around them, breathing life into both stone and wood. They believe existence is a layering of memories, each piece of earth a story of creation.
Teleportation is a sacred act symbolizing the merging of self with a trees pulse. Carefulness is seen as strength, and embrace as transformation, nothing truly breaks, it only returns to the soil.
Their architecture is monumental yet natural, massive woven caverns in the trees, supported by carved pillars covered in vines.
Their art manifests in relief carvings that shift subtly with perspective, echoing Ender geometry. They use chanting in deep, droning tones that vibrate through the trees to strengthen flora or awaken the memory within the nature. Every sculpture hums faintly, alive with lost spirits.
They are stoic, deliberate, and grounded. They value endurance over ambition, silence over boasting, and actions over words. Outsiders often mistake their slow speech and motion for apathy, but to them, haste is an insult to the patience of earthly life.
Ice - Dwelling in the farthest reaches of frozen lands and ancient glacial caverns, this variant are Enderian descendants bound to frost, silence, and the slow patience of time. Their culture embodies endurance, reflection, and stillness, a civilization frozen not in death, but in deliberate, crystalline preservation.
They inhabit glacial sanctums within frozen wates, carved within colossal icebergs and beneath frostbitten mountains. Their society is orderly and guided by the elders who interpret the shifting cracks and tones of the ice. Communities are small and tightly bound, living in quiet harmony with the frozen world, where every sound carries far and every mistake lasts forever.
They are of ritual precision, moving and speaking with purpose, for they believe every motion shapes the frost that surrounds them.
Philosophy and Beliefs:
They worship the still calms. They believe that within every frozen surface lies a reflection of the End, unchanging, eternal, and perfectly silent. To them, motion and heat represent decay, while stillness is purity.
Teleportation is considered an act of freezing time. They practice meditation within large chambers of packed ice, where the whispers of frozen wind are believed to carry the thoughts of the dead. To shatter ice carelessly is to break a voice, a grave taboo.
Their craftsmanship is both minimal and magnificent, structures of sharp obsidian and glacial ice that refract dim, pale light into haunting beauty. They carve their symbols into the ice, allowing their culture to literally melt and reform with the ages.
Their art takes the form of light sculptures, reflections woven into frozen surfaces that tell stories when viewed through certain angles. Music, when performed, is made from large pieces of ice, producing haunting, bell like tones that echo for minutes after each note.
They are solemn, deliberate, and detached. To outsiders, they seem distant, speaking rarely and moving with an uncanny calm. They rarely engage in conflict, preferring to trap threats.
They see warmth as corruption and light as intrusion. Those who earn their trust are offered a shard of their ice spiked body, a token said to preserve one’s reflection forever in the ice. To them, existence is not a fire to be lit brightly, it is a crystal to be kept unbroken.
Underground - Beneath the soil and roots of the world dwell this subrace, a reclusive subspecies of Enderian who long ago retreated from the surface. Their culture is one of silence, reflection, and subterranean adaptation, shaped by darkness and the slow patience of stone.
They live in vast cavern networks illuminated by faint bioluminescent minerals and fungi. Settlements form around crystal nodes, which they believe hum with echoes of the End. Their society is loosely communal, built on mutual solitude rather than hierarchy. Each individual tends their own hollow but contributes to the upkeep of shared caverns through mining, shaping, and warding rituals.
They see teleportation as a spiritual act, a momentary step between shadows, symbolizing freedom from physical constraint. To them, light is both a threat and a temptation, used only for crafting, healing, or guiding young.
Their architecture is carved directly from the rock, tall chambers supported by obsidian pillars and latticed with gemstone veins. They craft tools and ornaments from chorus dust and glass, materials that shimmer faintly even in darkness.
Music, when it exists, comes from low, resonant tones produced by vibrating stones or hums through hollow tunnels, never sung, always felt.
To outsiders, they appear mole like and strange, appearing and vanishing between shadows, watching silently from the edges of light. They are not hostile by nature, but deeply territorial. Intruders are tested with illusions, misdirection, and teleportation traps before violence is ever considered.
Aquatic - Deep beneath the ocean’s crushing depths dwell this variant, an aquatic offshoot of the Enderians who adapted to the cold, pressure filled silence of the abyss. Their culture is defined by fluid motion, resonance, and the endless twilight of the deep sea.
They form drifting colonies around deep sea vents and coral spires. Their settlements resemble floating cathedrals of deep obsidian colored coral, slowly shifting with currents. Society is fluid, each Abyndar moves independently, yet all are connected through shared telepathic pulses known as the Wave Mind. Leadership arises only in moments of crisis, determined by strength of will rather than lineage.
They worship the Endless Depth, few worshiping the god Titan. To them, the ocean is a living memory. Ancient, vast, and knowing. They see stillness as death and motion as life, constant movement maintains harmony with the depths rhythm.
Teleportation is considered a sacred dive between realities, a plunge through layers of existence. Light is treated with awe and restraint used in rituals to honor the deep, but never to disturb its darkness.
Their creations blend living and mineral elements, such as armor of scales of glass, clothing made of woven silks and sea grass, and tools made from hardened quartz. They shape their dwellings with flora and water rather than direct carving, resulting in flowing, organic designs that shimmer in dim light.
Music and communication are expressed through low frequency hums and bioluminescent displays, echoing across the dark waters like songs through the void.
They are elusive and watchful, rarely approaching surface dwellers. They prefer to observe from the darkness, eyes glowing like lanterns before vanishing into the depths. Encounters with them are often mistaken for spectral sightings. They defend their territory with currents of distortion.
Shadowfell - Existing between realms of death and dream, this variant are Enderian beings who have become intertwined with the Shadowfell, a plane of echoes, sorrow, and dim reflection. Their culture is steeped in memory, loss, and spectral transcendence, shaped by their constant proximity to the veil between life and oblivion.
They dwell in shifting citadels of obsidian and dark glass, suspended in the gloom like mirages. Their society is loosely assembled from covens, each centered around an a figure who has mastered communion with the shadows. They are not bound by time or permanence, they gather, dissolve, and reform as dreams do, their settlements fading in and out of existence.
They believe existence itself is an illusion. Life in the waking world is considered only a shadow of one’s real self. To this subrace, death is not an end but a merging, a return to home.
Teleportation is seen as slipping between reflections, momentarily aligning oneself with the truer image beneath reality. They practice rituals of remembrance, preserving the emotional essence of those lost to oblivion through spectral sigils and wordless song.
Their craftsmanship is haunting and impermanent, many items formed from condensed shadow, vanishing mist, and black crystal. Colors of their home areas are muted, dusky violets, dim silvers, and deep, consuming blacks.
Music and art are somber yet beautiful, slow, resonant tones and illusions woven from shadow. They often sculpt ephemeral effigies of the departed, designed to fade once their memory has been honored.
They are solemn, introspective, and eerily tranquil. They do not seek conflict but are unflinching when it comes. To them, fear and pain are fleeting reflections, illusions of a half real world. Outsiders often describe feeling their presence as a chill that stills the heart and dims all color around them.
Though some call them death’s heralds, they see themselves instead as guides between echoes, helping lost souls cross from false light into eternal twilight.
Sculk - Born from the fusion of End essence and the deep infection of the Sculk, this variant is a creature of resonance and absorption. Their culture thrives in silence, memory, and communion with the living darkness of the deep. They are not merely inhabitants of the darkest murk, they are its curators, priests, and extensions.
They live within sprawling hives, cathedral like caverns pulsating with Sculk veins and faint ender energy. Their social order follows a networked hierarchy, where individuality is maintained but thought and intent are partially shared through pulse.
At the center of each hive is a Resonant Core, a pulsating mass of Sculk crystal said to contain ancestral memories. They protect these with religious fervor, for destroying one is considered an act of erasure from existence itself.
They believe in the Cycle of Echo, the idea that all life and thought are vibrations returning endlessly through the Sculk. Sound is sacred, every noise carries weight, every echo a memory. They hold that the End birthed consciousness, but the Sculk preserves it eternally in its neural web.
Silence is their form of prayer; disturbance is sacrilege. Teleportation is interpreted as a resonant leap, aligning one’s frequency with the Deep’s hum. To them, death is not an ending but an absorption—a merging with the Pulse.
Their architecture grows rather than is built, Sculk tendrils form bridges and walls that seem to breathe. Structures are alive, whispering faint vibrations that tell stories of those who have merged with the hive. They craft tools from echo stone and bone, which resonate when swung or struck, carrying information through soundwaves.
Art and communication are expressed through resonant glyphs, patterns carved into stone that emit low frequency hums readable by touch and instinct. Music, if it can be called that, is the deliberate shaping of vibrations, often used to heal, command, or remember.
They are cautious, deliberate, and eerily observant. They move in silence, sensing the world through vibration rather than sight. Outsiders who make excessive noise are seen as intruders and often silenced, peacefully if possible, violently if necessary.
They hold reverence for the echos in their home, the first to hear the Deep’s song. To other races, they seem emotionless, but within their network flows an endless symphony of memory, thought, and soul, a living archive of all that has ever resonated in the dark murk.
Undead - Depends on their previous society. Ruined and torn.
Automaton - Dependent on their makers society. Often times not wearing any particular garments.
Below are the basic concepts of each variant cultures clothing styles! Basic sketch of the design with color palettes for each.
Some varients do not have a culture inspo outfit, if you have an idea for one let me know! There are a few who will not have any though.
(I used just the base as like a mannequin of sorts cause I am not redrawing the outlines of every last one of those rn)