If you are the owner of a public species (CS, semi-open species, etc.), then you can contact Auspice about creating a hybrid species. We may need to discuss how their traits/characteristics can merge with each other and potentially create lore and design guidelines.
Notes:
Unless otherwise specified, hybrids are able to be used in species activities of both species involved.
Creation will generally require MYO slots from both species as well as permission from Auspice and the owner of the other species. Permission from Auspice is more likely to be given if you are active in the species and/or own non-hybrid characters of the species.
The following species created by Auspice are open to hybridization with each other or other species:
Closed Species:
Oscurimasks (Oscuraph x Talismask) and Lumimasks (Lumion x Talismask) are Talismasks created by Everest Pty from the primal energies of Light and Darkness. After the company discovered the energies of the Ecliptic universe, they tried to enter, but most attempts at entry were repelled and Talismasks that were able to enter did not return. However, they were able to observe and make contact with some Entities, and were able to harvest a limited amount of the primal energies of Light and Darkness, and used that to create a few Talismasks that wielded the abilities of the Ecliptic. The crossbreed Talismasks that resulted were more difficult to regulate, but a few of the more proper ones were able to be released publicly.
Oscurimasks and Lumimasks generally share the same abilities; whether they become an Oscurimask or Lumimask depends on factors in the creation process as well as the Talismask hybrid's nature. If they are more aligned with the abstract aspects of Light (healing, truth, justice, mercilessness), they are more likely to be an Oscurimask, and if they are more aligned with the abstract aspects of Darkness (obscurity, safety, introspection, deception) are more likely to be a Lumimask.
Oscurimasks and Lumimasks are capable of one of the two Talismask Divine Arts as well as the following Entity abilities:
Elemental magic: Like natural Entities, they manifest affinity to one natural element when they are created. Everest can control this development somewhat. (Additional elemental magic can be added through the Shard Store.)
Primal magic: They can manipulate primal energies of Light and Darkness. Since they only have the energy from their own body and do not have any ambient primal essence to manipulate, their abilities tend to be weaker than true Entities.
Minor soul magic: They can "read" souls and, to some extent, alter the affinity of souls for each other. While this cannot create or sever soulbonds, it can improve harmony or cause discordance in relationships. They can also remove a soul from an individual who is weakened or dying; they cannot do this with other Talismasks.
They can consume souls, but unless the soul is from the Ecliptic universe, they will not gain any significant power from doing so. They can enjoy the act, however.
Minor shapeshifting: They can hide larger traits such as wings and shapeshift clothes on their body, but they cannot alter any of their core anatomy.
Intangibility/Invisibility: They are capable of hiding themselves from the sight of non-magical beings and making themselves intangible to non-magical materials.
Traversal: They can teleport vast distances and, with great effort, cross dimensions. They will be afflicted with fatigue for a while after a dimensional crossing.
Additionally, if they enter the Ecliptic universe, they are able to retain their full magic and original appearance; they do not suffer from the aethereal decay that most other extradimensional beings tend to experience.
Oscurimasks and Lumimasks can be used for both Talismask species activities (drawing for coins, monthly missions, etc.) and Ecliptic species activities (completing prompts for Shards, etc.). They can be submitted for a Development Prompt if they follow the lore described here, though they do not need to be present in the Ecliptic universe.
You will need to approve the design through both the Ecliptic MYO process in the Auspicium server and the Talismask MYO process in the Talismask server. Once approved, the design will be registered in both the Ecliptic and Talismask masterlist.
[uh-SKYUR-ih-mask]
A crossbreed/hybrid with Oscuraphim, created by Auspice, and the Talismask species, created by ramyune.
Oscuraph x Talismask Crossbreeds must have both the Talismask mandatory traits and the Oscuraph mandatory traits. This entails:
Restricted palette:
Base color: Black/dark gray (can have slight hue tint)
Magic color: a color that contrasts with the base color (if base color has a hue, preferred to match hue of base)
Proper human anatomy/shape with wings of pure black feathers, claws, horns, and a tail
Dark gray/black monochromatic skin and black hair
Dark gray/black paper mask (can be a different shade from skin), with an eye symbol of the magic color
A bell
Armored (plated, scaled, segmented, and/or carapace-like) parts, typically on neck and limbs
At least one broken/shattered halo
Any markings on the body should be relatively minor and must be the magic color. Generally, it is present in the gaps between armor segments. Alternate color palettes can be added through the Phase Shift upgrade of the Shard Store, but only one magic color can manifest at a time.
Any clothes they shapeshift or wear in the long term will also have the appearance of their restricted color palette. Normal clothes can become "stained" with their magic over several days, but if they change clothes every day, then their clothes can have any color/appearance.
[LOO-mih-mask]
A crossbreed/hybrid with Lumions, created by Auspice, and the Talismask species, created by ramyune.
Lumion x Talismask Crossbreeds must have both the Talismask mandatory traits and the Lumion mandatory traits. This entails:
Restricted palette:
Base color: Very dark or black (can have slight hue tint)
Magic color: a color that contrasts with the base color (if base color has a hue, preferred to match hue of base)
Proper human anatomy/shape with feathered wings of magic color, claws, horns, and a tail
Dark gray/black monochromatic skin and hair of magic color
Dark gray/black paper mask (can be a different shade from skin), with an eye symbol of the magic color
A bell
all or most of the body from the neck down is armored (plated, scaled, segmented, and/or carapace-like)
At least one halo (must be whole, not shattered)
Any markings on the body should be relatively minor and must be the magic color. Generally, it is present in the gaps between armor segments. Alternate color palettes can be added through the Phase Shift upgrade of the Shard Store, but only one magic color can manifest at a time.
Any clothes they shapeshift or wear in the long term will also have the appearance of their restricted color palette. Normal clothes can become "stained" with their magic over several days, but if they change clothes every day, then their clothes can have any color/appearance.
Concepts of what "mostly armored body" entails for Lumimasks.
[suh-LAY-en-ti-teez]
Celeientities are hybrids of Entities of the Ecliptic universe and Celeians, both species created by Auspice. They include Celescuraphim (Oscuraph x Celeian), Celumions (Lumion x Celeian), Celaingels (Angel x Celeian), and Celeidemons (Demon x Celeian).
Celeientities can form if a significant amount of primal essence of Light and/or Darkness is absorbed in the process of forming a Proto-Celeian. There are a few possibilities of how this can occur:
An Entity passively spends upwards of 50 years amidst a Celeian nebula.
There is a significant clash between Entities near or within a Celeian nebula, typically with one or more Entities dissipating in the battle.
One or more Entities find a partially-formed core and deliberately infuse their essence into it. This may or may not succeed; an Entity that provides enough energy to induce the hybridization will often dissipate from lack of energy.
Note: dissipation does not "kill" Entities; they simply re-form in the aether planes of the Ecliptic universe.
If the process is successful, then when the core finishes collapsing, a Proto-Celeientity will form instead of a Proto-Celeian. Their life cycle largely matches that of Celeians, but they will be particularly drawn to the Ecliptic universe rather than just sentient beings in general. At the end of their life, their nebula will also contain primal essence. While this is not sufficient to create Celeientities on its own, it may draw Entities to the location.
Unless otherwise specified in the guidelines below, you should follow the relevant Entity design guidelines and Celeian design guidelines.
Unique characteristics: these are characteristics that are not normally allowed for the non-hybrid species.
Celaingels can have light-on-light colors, and Celeidemons can have dark-on-dark colors.
For Angelic Celeientities, two colors for lightmatter (one being starlight/magic color) is common and maximum.
For Demonic Celeientities, black lightmatter is common and required.
Multiple hues are allowed.
Demonic Celeientities can have different hues for starlight and nebula, but they must be close (e.g. red and red-orange, blue and teal, etc.)
Angelic Celeientities can have multiple hues for lightmatter, but one must be desaturated (Celescuraph) / white (Celaingel) and one must be the starlight/magic color. Halos can be starlight color and/or lightmatter color. If they have these hues, this will be indicated by the unique ⦾ Dual Phase trait.
Restrictions: these are elements that are restricted but normally less so for the non-hybrid species.
Phasic, Eccentric, and Anomalous Celeian traits, except for ⬖ Devoid, are not accessible. Aberrant traits are still accessible.
Multiple starlight/magic colors at the same time is not permitted, but the Ecliptic Phase Shift trait can be acquired for an alternate palette.
colors:
nebula: black
lightmatter: mid-to-dark, desaturated (2 colors using starlight/magic color is common)
starlight/magic: mid-to-light color
nebula must form feather-like wings
lightmatter must form horns and have an appearance reminiscent of armor/carapace/etc.
at least one broken/shattered halo
colors:
nebula: must be darker than starlight color and similar in hue
lightmatter: black
starlight/magic: mid-to-light color
nebula must form feather-like wings
lightmatter must form horns and have an appearance reminiscent of armor/carapace/etc.
at least one whole halo
colors:
nebula: mid-to-light color, darker than starlight color and similar in hue
lightmatter: white (2 colors using starlight/magic color is common)
starlight/magic: mid-to-light color
nebula must form feather-like wings
at least one whole halo
colors:
nebula: mid-to-dark color, darker than starlight color and similar in hue
lightmatter: black
starlight/magic: mid-to-dark color
lightmatter must form horns and have an appearance reminiscent of armor/carapace/etc.
Celeientities have both the abilities of the relevant Entity type and the abilities of Celeians.
To create a new Celeientity, you will need:
permission from Auspice
to be in the Auspicium server
to own at least one non-hybrid Entity and one non-hybrid Celeian.
For a MYO, you will need a Proto-Celeian (MYO). If it is an Ecliptic, you will need an Ecliptic MYO slot; for Angels and Demons, you do not need a slot.
You will need to approve the design through the Auspicium server. You can submit through the Ecliptic MYO process or the Celeian MYO process with the following information in the profile:
[Pending Approval]
Name:
Gender: (optional)
Pronouns:
Species: Celescuraph, Celumion, Celaingel, or Celeidemon
Ecliptic ML: pending (can replace with "#XX" once you receive approval)
Celeian ML: pending
Starlight/Magic Color:
Nebula Color:
Lightmatter Color:
Element:
Alignment:
Traits:
Items Used: (Other than the MYO)
You can also commission Auspice for a notion design (60 USD) or custom (70-110 USD). Please include the information in the form above.
In general, Celeientities can be submitted for both Ecliptic and Celeian species activities. However, the same piece of art/writing can only be used for a prompt once; double-submitting the same work is not allowed. They can be submitted for a Development Prompt (Ecliptic or Celeian) if they follow the lore described here, but you can only submit their profile for one of the two to earn rewards.
Luminwilds tend to be quite rare, as it is highly unlikely for a Lunarwild to be able to injure an umin with a bite or scratch. Generally, an umin becomes a Luminwild by choice.
The most straightforward way is for an umin to consume a notable amount of Lunarwild saliva, whether a lot at once (which will induce a rapid infection) or accumulated over time (which leads to a slower process). The magic in the saliva is absorbed by the umin's kor, and if their magic accepts the foreign magic, then the blighting will proceed.
Note: While umin tend not to have a problem with this due to them not having a natural sense of disgust, the Lunarwild(s) asked might find it a bit strange.
Another possibility is for a newborn umin to consume a kor coated with Lunarwild saliva. It must be quite fresh, so this only tends to happen with Luminwilds during their cycle — during which they produce excessive amounts of saliva and feel an urge to coat nearby kor with it. Newborns can reject the blight-covered kor, though; they can sense the presence of foreign magic and choose not to accept it.
In their base form, Luminwilds have only one distinct characteristic: moon-like eyes. The color can be anywhere between white and their belly color(s) and still be considered standard rarity.
More notably, Luminwilds have a beast form like other Lunarwilds. General characteristics:
Their body and belly become fur.
They gain a (typically black) sclera and lip.
Their teeth are more prominent and cannot be retracted.
They gain claws, which can be any of their existing colors.
They become larger and their limbs become longer and more defined.
Optional elements:
Antennae can be made furred (whether at tip, at base, or along whole length) and still be considered standard.
Darker and lighter shades of body color(s) can be added as gradients and still be considered standard.
An umin with a standard mouth shape can be given subtle mouth shapes in beast form, such as a slightly pointed mouth.
This beast form is not their alt form; they can still have a separate alt form. They can also partially shift into their beast form.
Luminwilds have all the typical abilities of umin and Lunarwilds. They tend to be more social than typical umin but more solitary than typical Lunarwilds. A fair number wander without a pack. Others might join a pack but only stay for brief periods, and some will join and travel with a pack.
In general, umin are not as strongly affected by the compulsive elements of the Lunarwild blight, as their base instincts for aggression and the like are minimal. They tend not to be aggressive to others in base form, and they can be fairly mild in temperament in beast form—though if provoked, they may still bite or claw in response.
Luminwilds do go through cycles, but to call them "mating cycles" would not quite be accurate. If there is insufficient kor nearby, they will simply produce a large amount of saliva and have an urge to nest and/or cuddle with others. They act more on instinct than thought and may not be able to communicate very well. If only these basic cycles are occurring, they may happen every year or less, and last for a week or so.
If there is sufficient kor nearby when a cycle starts, the process of producing eggs will be kickstarted if it is not already underway. Within two weeks, the Luminwild will be ready to lay eggs. During this period, they build their kor nest. Once the nest is ready, the Luminwild lays their eggs, and the cycle hits in full force, shifting them to an instinctive state. They produce excessive amounts of saliva, which they use to cover some—but not all—of the kor in the nest. Only when all of the newborns have hatched and consumed a kor will their cycle haze clear.
To create a new Luminwild, you will need:
permission from Auspice
to own at least one non-hybrid umin and one non-hybrid Lunarwild.
You can either use the Molten item from the Kor Shop to design your own MYO or update an existing umin, or you can commission Auspice to create a new Luminwild or design an update for your existing umin. For the creation of a new umin, this adds to the price of the umin Invitation.
A notion-type beast form design of an umin is typically priced at:
30 USD in Inka style
40 USD in Flint style
Additional fees may be added for complex designs (multiple limbs, wings, complex patterns, etc.).
Please use this form:
Umin: (TH link)
Inspiration: (optional; song or vibe following notion Edeia base spec rules)
Body Type: (optional; can give an adjective or animal inspiration, e.g. slender, muscular, heavy, wolf-like, deer-like, etc.)
Alterumin tend to be quite rare, as they are made from a corpse of an umin within a very narrow window—one day or less (see umin life cycle lore). Since umin bodies stiffen quickly, if too much time has passed, the mouth cannot be pried open. There are generally two possibilities, depending on whether or not the original umin's kor is available.
If the original kor is available, it must be within or placed back within the umin corpse's body through the mouth, along with an Altervein feeding a large amount of blood to the body. In the case of natural death, the kor remains within the body. Sometimes, an umin may consent to death by having their kor removed and then having it placed back inside, though this requires an immense degree of trust on both parts and restraint for the umin to not instinctively bite down on anything that reaches into their mouth. With this method, the umin's original personality and memories are fully intact.
If the original kor is not available, new kor must be provided along with Altervein blood. In this case, the umin's original personality may experience major to minor shifts, and not all their memories will be intact. In the best case, they are mostly the same with a few memories missing; in the worst case, they have an entirely different personality with no memories to start with.
An Alterumin can use their blood to chip off a piece of their own kor and donate it. This method creates a strong bond between sire and progeny; they can share thoughts and emotions at any distance, and the progeny can "remember" some of their sire's memories. Note that normal umin do not generally have the means to break off a piece of their own kor and instinct will generally not let anyone else do it.
Natural kor, if available, can also be provided.
If the process is successful, over the course of minutes, the gel-like substance in their body liquifies, becoming "blood." Though it is more viscous and non-Newtonian compared to typical liquids, it is much more fluid than normal umin "gel."
After turning, some may choose to remain with their sire, join their sire's coven or a different one, or continue on their own way.
Alterumin have the following characteristics:
large pupils (typically belly color; vibe is a dead fish eye)
shaped mouth, with distinct fang shape at minimum
longer and more prominent fangs of their retractable teeth
belly colors tend to be more desaturated/faded; if belly is saturated, body should be desaturated (closer to black/white/gray)
Alterumin have most of the typical physiology of umin, except that they have blood—a non-Newtonian fluid, typically the color of their belly but often brighter and with a stronger glow—instead of the glowing white gel-like insides of other umin. They still have the cartilaginous structures.
Instead of their internal kor being integrated into their internal tissues, it is held in place by their blood (without any conscious thought). As Alterumin are still sustained by their kor, they do not need to drink blood unless they lose a significant amount of their own. They do experience bloodthirst and a sense of euphoria when they drink, but they can acclimate to the feeling and control the urge. Since they can't drink from most other umin, they tend to drink from other creatures with blood, though it is usually not enough to kill.
They may lose blood by turning others, feeding other Alterumin, or the rare case of being injured badly. If they lose too much of their own blood, their connection to their internal kor becomes loose. They will gradually become weaker, and the stronger their bloodthirst will become, and they may eventually enter a coma that they can only be awakened from by being fed blood. If the kor is removed entirely, which is not likely since their jaws are typically firmly shut during sleep, they will begin the process of sublimation again. This can be halted if the kor is returned promptly.
Alterumin have all the typical abilities of umin and Alterveins. This includes the minor shapeshifting abilities and blood magic, which do not take up an umin's magic "slot." To use blood magic, Alterumin can phase their blood out of their belly without causing injury to themselves.
Notably, their retractable fangs can pierce the belly material of other umin (but not the body material). Trying to drink the gel-like insides of normal umin is not very effective, though they can drink from other Alterumin.
To create a new Alterumin, you will need:
permission from Auspice
to own at least one non-hybrid umin and one non-hybrid Altervein.
You can either use the Molten item from the Kor Shop to design your own MYO or update an existing umin, or you can commission Auspice to create a new Alterumin or design an update for your existing umin. This adds 10 USD to the price of the umin Invitation.
plural: Gulumin
Kor-Skin Guluriums, commonly referred to as Gulumin, are Guluriums whose eggs formed in Namu, the home planet of umin, and thus take on several characteristics of umin.
Guluriums are a closed species created by Void_Gremlin.
Gulumin are Guluriums whose eggs formed in Namu, the home planet of umin. This can only occur after the Ascension, with some Gulurium spores having fallen upon the planet in the years after. They absorb the ambient energy of kor and take on the characteristics of kor for their mineral skin. When they hatch, they first appear mostly like a normal Gulurium baby—small and round. Resident umin will often find them and care for them, the energy of the new Gulumin feeling much like that of a newborn umin.
Usually, in their first year, as the Gulumin continues to spend time in Namu's magical ecosystem and socializes with other umin, they take on an umin form and come to think of themself as an umin. Their cognitive development is greatly accelerated, and at that point can be considered similar to a mature umin. Only years later, at the timing of approximately twice as fast as typical Gulurium growth stages, can they take on their Gulurium form. They are able to feel the potential and shapeshift by instinct, and their sense of identity may adjust to include a Gulurium identity or not.
Like Guluriums, they do not die of age. If they choose to pass on, they go through deliquescence, though a cluster of kor will form from their essence. Since their kor generates a great deal of magical energy, Gulumin do not need to eat to recover their magic, either.
Gulumin are typically connected to the collective semi-sentience of the kor along with other Gulumin, rather than a typical Gulurium hivemind. They can experience vague surreal dreams of past umin or those who share their memories with the kor. Even so, other Guluriums still see Gulumin as Guluriums, as they carry the "signature" of a Gulurium's presence.
Gulumin have two forms—their umin form and Gulurium form.
Umin Form:
A body composed entirely of kor. The surface of their body is smooth, but they have a crystalline, faceted texture beneath the smooth surface. There may be small speckles of light that slightly vary in color due to the refraction of light. They do not have a distinct line separating their belly and body.
Their face is a Gulurium Expression, though they must have round eyes. The mouth can be any shape so long as it does not go beyond the eyes.
The color of the eyes, mouth, and markings are the same and must glow—this is the Gulurium glow color. They are typically light colors, but can range from pale to saturated.
Gulurium Form:
Follows typical Gulurium anatomy rules and typing, but must have antennae. Even if certain traits are not present on the umin form, such as horns, feathers, multiple tails, etc., they can be present on the Gulurium form.
The skin must be composed entirely of kor and no other mineral.
Their Expression does not need to have round eyes, but the default mouth should be similar to what is on the umin form.
They must have their glowing belly markings on their chest. Though it does not have to be identical, it should be similar.
Some elements of traits are restricted or vary:
Claws, wings, and a long tail are available as optional characteristics without an unusual trait.
Gradients and patterns of their kor body are traited according to belly colors.
Mouth shapes are not traited.
Glow color (eye, mouth, and markings) does not follow umin traits. It must be one color unless they have the Shifting Glow Blessed Affliction.
Composition change is not permitted, as they must have kor skin.
Gulumin have general abilities of both umin and Guluriums, though some combine in unusual ways. They do not have an alternate form, however, as that "slot" is taken by their shift between umin and Gulurium forms.
Resilience: as their body is made of kor, they are extremely sturdy against most physical and magical harms, though umin teeth are able to break their skin. Very few things can harm them physically, and they even seem to nullify and absorb offensive magic used on them to some extent (but can be normally affected by non-offensive magic). If they are injured, they can regenerate over a few hours to days.
Magical sustainment: They are sustained by the kor of their body thus do not need to eat, sleep, breathe, etc. They can survive in space without issue. They are capable of consuming anything, which would be processed into magical energy and leave no matter behind. Since their kor generates a great deal of magical energy, Gulumin do not need to eat to recover their magic.
Ageless immortality: Like Guluriums, they do not die of age. If they choose to pass on, they go through deliquescence, though a cluster of kor will form from their essence.
Interstellar travel: Gulumin can travel as comet-like objects across the galaxy, traveling at faster-than-light speeds, though this is not typically done repeatedly without rest.
Dimensional travel: Can naturally travel between timelines and dimensions.
Levitation: Can naturally levitate.
Universal language ability: A natural affinity for learning any language that exists. Simple languages take a few minutes to learn, while complex languages beyond verbal speech can take longer.
Telepathy: They naturally communicate via telepathy of emotions, intentions, and images.
Kor connection: Gulumin are typically connected to the collective semi-sentience of the kor along with other Gulumin, rather than a typical Gulurium hivemind. They can experience vague surreal dreams of past umin or those who share their memories with the kor. They can sense kor over long distances and across dimensions to some extent, and can thus know the way back to Namu, their home planet, as it is the largest aggregate of kor across universes. This also allows them to sense the unique signatures of other umin and Gulumin.
Umin magic: Umin magic can be anything one can imagine, but typically one "aspect," such as fire magic, light magic, gravitational magic, shapeshifting, etc.
Gulurium magic: As a Gulurium, they can master up to three different types of magic based on their affinities and interests. These are separate from their umin magic.
To create a new Gulumin, you will need:
permission from Auspice and Void_Gremlin
to be in the Auspicium server and Gulurium TH world (TBD; for now, you can simply ask Void_Gremlin for permission).
to own at least one non-hybrid umin and one non-hybrid Gulurium.
For a MYO, you will also need:
umin MYO
Gulurium MYO
Molten item from the Kor Shop
The design must then be approved through both species approval processes. They will be added to both the Gulurium masterlist and the umin masterlist.
You can also commission Auspice or Void_Gremlin to create a new Gulumin. You must still have permission and final approval from both of them, regardless of who does the design.
Auspice and Void_Gremlin can ask the other at any time to create new Gulumin characters and adopts.
In 19 AE, equivalent to around 90 Earth years after the Ascension, a shard broke off a Gulurium comet during a collision. This shard fell on Namu, landing amidst the crystalline landscapes. Over several years, an egg developed, appearing as a perfectly round piece of black kor. Other umin on Namu discovered the egg, finding it strange but sensing the life within. As the egg developed, some umin would roost on it or nuzzle it, until eventually, it hatched into a rotund baby Gulurium.
The local umin did not recognize the shape of the creature, but it gave a similar energy to that of a baby umin, so a group of them decided to raise the Gulurium as their own. Its development was incredibly slow compared to natural umin, but over the course of a year, its shape gradually changed into that of an umin—until, by the end of that year, it had taken on a perfectly umin form, behaving just like other umin. Rh'kaha, as they would come to call themself, lived as an umin on Namu, exploring and mapping the planet and listening to and sharing stories with the kor. Then, a Cycle later, in 21 AE, they felt something shift in them, something pulling at them. They followed the pull and shifted into their Gulurium form for the first time, towering above other umin despite only having the physical form of an adolescent Gulurium.
It was like the alternate forms that other umin sometimes had, yet Rh'kaha knew it was something different. They felt like there was something they were missing, something they didn't understand. It was only when Fei'in came to visit Namu and expressed surprise, intrigue, and recognition at their form that Rh'kaha found answers. Fei'in explained that they had encountered Guluriums across different times and places across different universes, explaining what they knew. Rh'kaha wanted to know more, so they decided to set out from Namu to meet other Guluriums for themself.
In that journey, Rh'kaha journeyed to the Voidverse and made contact with Twin during the year 93 PA. From Twin, they learned more about Guluriums and subsequently continued to explore. Eventually, in 23 AE, Rh'kaha returned to Namu, now armed with a better understanding of themself and their identity. To the umin who raised them, they offered an explanation and a new name for what they were: a Gulumin.
Rh'kaka decided to stay on Namu. Now recognizing what they were, they now explored the planet with intent, searching for other Gulurium eggs that might have formed. They were incredibly few in number, but so long as they had developed enough to safely move, Rh'kaha would being them back to their own nest in Namu's crystal caverns, where they would watch over them and ask other umin if they would be willing to care for any of the little ones once they hatched.
For the Gulumin that came after, Rh'kaha would offer their guidance and knowledge once they were old enough to understand. They would send who sought to connect more with their Gulurium side to Newheart, sometimes with "letters" carved on stone or crystal fragments to introduce the Gulumin to Twin.
Twin, in turn, sometimes traveled to Namu to visit Rh'kaha and see the development of the eggs—along with petting some umin who accepted his touch while there. After around 600 PA in Newheart and 80 AE on Namu, with a number of Gulumin deciding to stay in Newheart, Rh'kaha offered to help cultivate a kor cluster on Shardfall. While Gulumin wouldn't be born there, it would help them feel more at home and—if they wished to—nest. Twin agreed, and Rh'kaha spent a few years to start the cultivation process before other umin and Gulumin took over. Gulumin thus had two places they could feel at home—Namu and the Shardfall kor cluster, which grows slowly year by year.
Rh'kaha, the first Gulumin.