HOME | DD

EvolutionsVoid avatar

EvolutionsVoid — The Mathkr


The Mathkr
#monster #creature #bug #dwarf #dwarves #larva #maggot #miner
Published: 2026-08-24 23:49:47 +0000 UTC; Views: 7244; Favourites: 46; Downloads: 0
Redirect to original
Description

"Jötnagröf. We Skeggrs have long learned to avoid that place. Many don't even like hearing the name, as if the mere word is a catalyst. That place is already eerie enough, seeing so many dead giants sealed in the ice, as if a great council of the titans was frozen in an instant. Few beasts go there, it even feels like the wind itself avoids that grave, leaving nothing but silence amongst the dead. You cannot imagine how unsettling it is to walk that land and hear nothing, yet that isn't even the worst part. The worst part is when you can hear it, that pounding down below within the frozen flesh. Their hammers working in the deep. And all your mind can wonder is what are they making this time...?"

-------------------------------------------------------------------

The image of the Skeggrs is one of strength and honor, a people fit to be proud warriors. Even in times of peace, they have shown to have great courage and a love for the fight. A good brawl always puts them in a good mood, which typically calls for celebration shortly after. In a land of harsh weather, powerful predators and other eager warriors, Skeggrs seem hardened and ready for anything. Yet, there are things that give them pause. Some situations that even these hairy folk back away from. They may love to show off their strength and prove their honor, but there are some cases where it simply isn't worth it. There are certain beasts you leave alone, fights with terrible odds that you shouldn't join, and specific islands in the Aurgelmir Archipelago you steer clear of. Skeggr legends speak of many fights and victories, but they also tell of ominous events and dangerous lands. Beings that wander the frozen wastes, phenomenons that should be avoided. And out of all of them, there is one that is brought up the most. A place where Skeggrs rarely want to be, many clans considering the area forbidden. Yet people are drawn to it, even some Skeggrs cannot resist it. An island out there in frozen maze of the archipelago, a place where many giants lay in their tombs. Great spires of ice that house these titans, making mountains and glaciers from their huge corpses. It only takes one look to see that this island is a graveyard, a land of ice and silence. Some say that this place, Jötnagröf, should be left in peace in respect for the dead. Yet it is not the dead giants that make Skeggrs nervous. Despite its appearance, Jötnagröf is not devoid of life. It is not the frozen titans that you should look at, but what lurks within them.

If one were to visit this isle and look at the great carcasses, they would see that they have not been left in peace. A sharp eye may notice certain openings in the glaciers, and something winding through their icy hearts. Like a massive termite colony, countless tunnels have been made within, boring through ice and frozen flesh all the same. The first assumption would be Corpse Weasels feeding on the plentiful flesh, or maybe Monk Worms making a nest in the ice. Yet the tunnels are too clean, too precise. There is architecture to their layout and design. These glaciers and their dead aren't some feeding ground or resting place for random beasts, but a home for something far stranger. Diminutive things move through the tunnels, vanishing into the flesh of titans. At night, some lights can be seen from deep within the ice, and a careful ear can hear things bustling both around and below. Most outsiders to the archipelago have heard them through legend, a race so secretive that they might as well not exist. But for the Skeggrs, the Mathkr are very real. Far too real for their liking.

Few have actually seen a Mathkr, for their kind has only ever been found in Jötnagröf. There have been wild claims of miners from other lands spotting one in the deepest tunnels, yet they vanish without a trace. Those who try going after them are said to vanish just the same. No solid evidence has ever been found to show that the Mathkr exist elsewhere, but it is hard to say anything certain about these beings. The only unchanging fact is that Jötnagröf is their home, their kind living within the frozen bodies of the dead giants. They have created a complex network through the glaciers and flesh, chaining many carcasses together with their tunnels. These titans have slowly been hulled out, chambers made within, a great corpse practically turned into a castle. It is a morbid thought, to have one's body turned into a house for another, but in this world, is man any different? Regardless, it seems very fitting for what the Mathkr are.

With a max height of four feet, the Mathkr are small compared to man, especially the Skeggrs. But these beings are not human, for their bodies are pale and flabby. Though humanoid in shape, they bear more similarity to bug larvae, specifically maggots. Their flesh is soft and membranous, white in color with tufts of hair sticking out from their folds. Small and stocky, they possess short legs and two pairs of arms. One set of arms is more prominent than the other, no doubt used for most tasks. The smaller limbs on their chest are mostly used for holding objects or helping them grip when climbing. Their round heads have two large, unblinking eyes, sitting above a "beard" of bristles. Hidden within that cluster are two fangs that can secrete a digestive fluid, the mouth that absorbs the liquidized food has yet to be found. Some believe that the "beard" itself draws in the nutrients, which could fit with their messy eating. This same beard is how they speak, using stridulation for their buzzing, chittering language. Much of their biology remains unknown, as no specimens have ever been recovered for study. Even the Academy has been unable to secure a corpse, leaving all current knowledge gained from observation.

-------------------------------------------------------------------

"I..I..I saw one! I saw a Mathkr! Down there! I swear to the gold I saw it!"

"Have you been huffing the corpse fumes? There's nothing down there! Probably just some bug or fat cluster that your worthless eyes mistook."

"No, it was real! I swear! Its down there, I will prove it! Let me-"

"Don't even think about it, you idiot! You know what the stories say about those who go chasing after those illusions?! If your useless self goes disappearing, the boss is going to make it my problem! We go back up and you say nothing! You didn't see squat!"

-------------------------------------------------------------------

This description of their anatomy has been pieced together from stories, as glimpses of exposed Mathkr are rare. These beings dress themselves in thick garb, with furs, woven hair and strange plating. A variety of goggles and masks have been noted, with some wondering if there is more to them than just function. A current idea is that the masks Mathkr wear are a part of their identity, a way to tell each other apart. Much of their culture and society is unknown, for they live in one of the most isolated environments in the world, and rarely leave their homes. Yet there is one aspect of them that is very well known, perhaps even infamous.

The Mathkr are busy creatures, the stories from the few who have seen parts of their colony noting constant bustling. They always seem to be working on something, digging areas in the ice or excavating deeper into the giants' bodies. Tools and workstations are everywhere, even the oldest areas still have signs of in progress renovation. The sheer expanse of their massive network is not fully known, but is guessed purely by looking at the many tombs that cover Jötnagröf. If the Mathr have breached into every giant there, then it could easily be the size of a city. And there is no telling how deep down it all goes. Stories elsewhere claim that Mathkr sightings only occur at the furthest depths that man can reach, with the idea that these maggotfolk are somehow able to go even further than that. Perhaps they do exist in other lands, but are so far down that humanity simply doesn't run into them. Or maybe it is all just one big colony, living below the world of man. No one knows for sure, but the rare sightings of Mathkr give the current idea that they are a small and secluded population. It is hard to learn more about their colony because they don't like intruders, rarely allow visitors and being in their network is an absolute pain. Mathkrs build their tunnels and homes only for themselves, meaning the ceilings are quite low. Skeggrs practically have to crawl on all fours to fit through, and even shorter humans have to constantly be crouched. But while it is hard to see what they do inside, the things that have come out from Jötnagröf make one part of their culture very clear.

What makes the Mathkr so legendary and sought after is their forging ability. Their level of craftsmanship cannot be beaten, as their techniques are truly bizarre. While man works with Yellow Bile to forge with bone, the Skeggrs claim that the Mathkr use no flame. Their canvas is made from Tears, Rot, and even Blue Blood, the latter fluid making folks really question how far down their reach goes. Eitr is said to be used, but its flame is not the point. They use these fluids in strange combinations, forming weapons and tools in impossible ways. The term "cold forging" has been granted to the Mathkr way of working, somehow able to run a full forge without a speck of fire. The legends say these forges are massive, built within the guts of giants. The flesh, bone and organa of their dead hosts are incorporated into the design, hearts pumping fluid into their crucibles and lungs acting as huge bellows. The Mathkr work tirelessly on their creations, using hammers and other tools to shape it all. While a single Mathkr can make tools and weapons by itself, it seems that there are huge projects that call for many of them to work the forge. These maggotfolk are driven by this act of creation, obsessed with making bigger and better. And the rare weapons that have left Jötnagröf prove their craftsmanship, as there is truly nothing like what the Mathkr make.

Their creations tend to have a myriad of holes on their surface, a strange design akin to a termite infestation. Strange grooves run through their handles, warped openings glow with an internal light. Mathkr made equipment is quite light, as if it has been completely hollowed out, yet its durability is on par with verdigris. Those who have had the honor of wielding one always mention how light they are, but then are caught off guard at how hard they strike. They seem to hit with more force then seems possible for something of their weight, and there always is some fluid infused with it. Many tools have Tears inside them, causing strikes to instantly freeze targets and crystalize wounds. Some hold Blue Blood within, their blows draining foes and powering up the weapon. And with all that, they never need refilling, their edges never growing dull or brittle. Man can certainly craft stuff that can compete with sharpness and strength, yet the combination and appearance in Mathkr make has yet to be replicated. Any part of their forging process has failed to be understood by humanity. If you want to see true frustration and despair, visit the section of the Academy where the researchers trying to crack cold forging work.

The desire to understand their techniques isn't just because of their weapon making, as Mathkr can make far more than simple blades. Their forges can work with more than bone, chitin and keratin, it can even shape flesh and other elements. Things that couldn't possibly function like molten ivory, yet the Mathkr go at them with hammers as if they were a common material. Fluids and forces are shaped by them, leading to creations that just can't be replicated. Constructs made of bizarre materials, given life that goes beyond anything man's Black Bile can do. Equipment with abilities that seem supernatural, fleshy beings emerging from their forge as if born from a womb. How the Mathkr do any of this remains one of the greatest mysteries, and probably will be forever. They do not like sharing details of their work to others, the rare visitors to their colony shooed from their forges once they begin crafting. The entire art of forging is their religion, the sound of hammers a chorus within their fleshy cathedrals. To create is to worship, it is a part of their very being.

-------------------------------------------------------------------

"What are you looking at? Oh, eyeing that Mathkr blade of his, eh? Well don't bother getting all excited, it's a fake. Worthless forgery to try and make himself look cool."

"How do you know its fake?"

"Because he's carrying it out in the open. If you had a real deal Mathkr weapon, you wouldn't ever be showing it off in public. That's a recipe for getting robbed or murdered."

-------------------------------------------------------------------

With the alien techniques of their forging and their incredible creations, Mathkr craftsmanship is highly sought after. The few weapons that have wound up in human hands are priceless, so wanted that owners rarely remove them from their vaults. The Academy has been able to acquire one or two, but even these fail to enlighten them on how the whole freaking process works. Most of the items of Mathkr make that exist remain on the Aurgelmir Archipelago, under the care and watch of Skeggrs. Some wield them, while others keep them as heirlooms and reminders. Of course there are the whispers that some families couldn't get rid of these weapons if they tried. Sure, they could sell them for exorbitant prices to an eager collector, but the legends claim that the blade would be back in their home by the end of the night. For a people who love battle and being a warrior, one would expect the Skeggrs to be thrilled to be neighbors to such incredible craftsthings. Yet they look upon the Mathkr with worry and fear. There was a time when the Skeggrs yearned for Mathkr creations, visiting that forgotten place to get the impossible made. And the legends say that there were moments when the Mathkr agreed, and worked their forges to fulfill their desires. When it was done, and the creation was granted to the Skeggrs, they soon learned that they very much do not want Mathkr stuff. The legends make it very clear why.

Despite the fear Skeggrs show when the Mathkr are brought up, it has been said that they are not a malicious species. Though highly secretive and practically isolationist, they do not show an inherent hostility towards others. Even the Skeggrs acknowledge that the maggotfolk are not evil. The issue is that the Mathkr only care about their creations and other Mathkr, what happens to man and others is not their concern. They are obsessed with their work, and very rarely wish to be distracted from it. Those who try to call upon the Mathkr for aid will find that they are more annoyed than angry, though that brings little comfort when they sink your ship for bothering them. Their refusal to work for many people is because they find the requests boring or beneath them, or they are just simply not in the mood. Any coming to Jötnagröf are warned to immediately leave if their requests are rejected or ignored, lingering or trying to convince them leads to bad things. Is it because they hate humanity? No, they just have grown sick of man knocking upon their door and demanding things. Boring things at that. Their forges are for them, for their journey.

-------------------------------------------------------------------

"By the gold, look at all these ships! Its like a graveyard! And it is not just Skeggr ships, I recognize some of these....the Church of Divine Wealth! The Academy of Veritas Mundus! Some of these belonged to them! And that one, that design! It looks like from one of those dynasties from across the sea! And...is...is that a Celebrant ship?! How old are these wrecks?! Some of these must have been here for centuries!"

"That they have, and you best learn the lesson they refused to accept: when they say "no," the answer is "no." You try anything funny after that, I'll throw you overboard myself and hightail it out of here. I have no intention of joining the others."

-------------------------------------------------------------------

But the legends do tell of moments when the Mathkr agree, when the calls into the empty graveyard are answered. There is no telling what the secret is to gaining their approval. It is known that the Skeggrs have a better chance of dealing with the Mathkr than the other races of man, as traditions passed down amongst the generations have told them how to interact with the maggots. There is a whole ceremony to asking for their help, a way to approach their home without dying horribly. Not many Skeggrs like to divulge these secrets or the location of Jötnagröf, but enough coin may make it possible. Some may point outsiders to the island and tell them "good luck," knowing there is a high chance they won't return. The Mathkr are particular about things, and irritating them leads to demise. It is certainly a reputation that has helped them be left in peace, so that they can work on their next masterpiece. However, they have made things for man, with a number of them for the Skeggrs. Legendary creations that seem impossible, that still baffle the minds of modern forgers and thinkers. They are incredibly powerful, and that is where things go wrong.

When the Mathkr are given inspiration for their work, they let the muse take them away. The forgers eagerly gather materials and draw up plans. The whole thing is like an elaborate ceremony, a ritual that spans the entire colony. The glaciers light up with shaped energeiai, the pounding of hammers shake the ice. They are forging a masterpiece, and all they care about is making it perfect. The request given to them may be monumental in concept, but require a straightforward execution. One wants a way to destroy a huge glacier blocking a crucial route through the archipelago, creating a channel that would save days of travel. It doesn't need to be complicated, but that is human thinking. The Mathkr see that and run wild with it, letting the forges guide their hands. The projects become huge, growing in power and ability as the maggots revel in epiphanies. As long as it can do the job it was tasked, they don't care what the humans think, they don't even process it. When their creation emerges from the ice, all the Mathkr can see is another masterpiece, blind to humans that are scared out of their mind.

Though they do the job, the power within them is too much for man to handle, and they soon lose control. The things haunting the archipelago are infamous examples of that, creations of the Mathkr that live on. After enough instances of that, Skeggr kind quickly came to the conclusion that the Mathkr should be left alone. Especially since they can totally curse their creations if angered by their customer. Their hammers can infuse foul energeiai just like one infuses a fluid, resulting in weapons that bring misery to all those around them, the wielder included. This only occurs for the few foolish who antagonize the Mathkr, though many others may suffer from their actions.

-------------------------------------------------------------------

"Take it back! Take it back, I beg you! Free me from this foul blade! Take it! Destroy it! Anything! This accursed thing took everything from me! My rule, my honor, my son! I will do anything you ask to make up for my wicked deeds, but please, get this damn thing away from me! How long must I suffer for my crimes, how long will you let this thing gnaw away at my very being? Answer me! Please! Do not leave me in silence! Tell me what I must do!"

-------------------------------------------------------------------

The Mathkr remain a mystery to much of the world, and it doesn't seem like that will ever change. They are content being isolated in this frozen grave, trying to achieve their next Masterwork. Though many have given up trying to establish any kind of communication with them, there are still those who cannot ignore the allure of their creations. A legendary weapon that could best any foe, a living construct that could achieve the impossible! It is an intoxicating thought, and eventually they find their way to the shores of Jötnagröf. The call will go out to the silent graves, and most likely nothing will respond. Wise men will know to quickly leave, but those who have gone this far typically lack some kind of survival instinct. They have ignored the countless shipwrecks around the island, the frozen remains of past fools smeared on the ice. The Mathkr don't like to be bothered, and they may swat away such annoyances like how one smashes a fly. The Skeggrs know this well, and thus they keep far away from Jötnagröf. But the thing that scares them most about visitors to that dead isle? The idea that the Mathkr may take up the request. To see those lights, to feel the hammers within the ice. Wondering what will be born from their bizarre forges, and what will be inflicted upon their homes when it is unleashed.

-------------------------------------------------------------------

"You are sure getting a good laugh about us being wary of the Mathkr. Think it funny that a bunch of big tough warriors are scared of little bugs? Hmmph. You outsiders are all like this, think we are just dumb brutes who fear what we don't understand. The Academy folk that come by here give us that same attitude. And you know what? I'll tell you what I told them. The next time you see a storm brewing out there on the frozen sea, billowing in out of nowhere? Grab your boat and sail right into it. Go greet the big guy when he comes up. Bet you my beard you'll be leaving that smug grin of yours in the sea when you are screaming your way back to shore."

-------------------------------------------------------------------

-------------------------------------------------

Wooooooo, we are finally here! Been waiting so long for these little things to make an appearance! There are some interpretations of Norse mythology that says the dwarves were the maggots of Ymir. Now I don't know the validity of such statements, but for FOI, it was a concept far too good to pass up!

Related content

Comments (34)