【 Fetrachki 】

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Fetrachki



Fetrachki is one of the islands in the Chekomi vein of planet Tathar. It's ruled by the megalsi known as Felvidir. Fetrachki is dominated by intelligent bipedal furred creatures, who live in settlements that vary between futuristic cities, rural towns and villages, and tribes. Space travel is still very rudimentary; there has not been a successful landing on another planet.

The island is currently at relative peace and overall society is focusing on research, education, and advancing technology, though there are plenty of scars from the wars that ortherions have waged against each other. Felvidir stays on the island, readily accessible to their subjects, who can visit them at their temple in the city of Ilsherel. By visiting Felvidir and praising them through imitation, such as dressing up to resemble them, one can potentially receive blessings, favors, or gifts.

Other than ortherions, Fetrachki is populated by a variety of native hexapedal animals, as well as species introduced from Tuskath.


Lorebooks

Some events in the island's history, as they are most popularly known.

The Ekthrael Invasion was an event fairly early in Fetrachki's history, caused by Moraa of Etalmoraa when they sent their subjects to Fetrachki's shores. Their only goal was to slaughter as many ortherions as possible; senseless violence committed only to cause fear and suffering. A little over a thousand ortherions would die during this invasion.

As a result of this, there is a deeply ingrained fear of the ocean in many ortherion cultures, and various mythos surrounding it as well, due to this occurring when ortherions had very limited knowledge of the world outside Fetrachki. Many interpreted the invading ekthraels as products of the sea itself and created a wide array of beliefs surrounding them, from angry spirits of the drowned, to the ocean punishing them for insufficient praise.

Nowadays Moraa and ekthraels are better understood, but there are still many beliefs and superstitions that find their roots here. Future invasions have been attempted, but thanks to Fetrachki's technological advancement they are much more effectively repelled, with few if any ortherion deaths occurring.

The "hunger wars" refer to the period when fighting was widespread across Fetrachki. Prompted by knowledge of how magic worked becoming more widely known, many groups began pillaging resources- namely foodstuff- from others, to be able to fuel the magic of their members and weaken their enemies. This ranged from raiding and destroying settlements, to taxing settlements heavily in exchange for not being raided.

This warring went on for around 5 years. It came to an end when potential targets established alliances and trade routes, making it difficult for raiders to pillage without repercussions from multiple other settlements at once, and at the same time trading being more prosperous than pillaging, leading to increased strength in their magic users.



Trivia

Fun facts and extra info about the island.

  • Felvidir's design was based on a tarot reading. Their name was based on a different tarot reading.
  • Ortherion comes from orthos + therion (upright + animal)
    • Hervus comes from hengest + cervus (stallion + deer)
    • Arkhund comes from arktos + hund (bear + dog)
    • Zemura comes from zibethum + lemurēs (civet + lemur), with an 'A'
    • Lagomys comes from lago + mice (rabbit + mouse)
    • Ektursa comes from equus + arktos + ursa (horse + bear)
    • Lenhart comes from lemurēs + hengest + hart (lemur + stallion + deer)
    • Capratton comes from capra + ratton (goat + rat)
    • Aropex comes from arocoun + alopex (raccoon + fox)
    • Felscur comes from feles + sciurus (feline + squirrel)
    • Stelahund comes from mustela + hund (weasel + dog)
  • Siatildan comes from siatine + byldan (Tathar-specific word for magic + build)
    • Siatiftan comes from siatine + sciftan (Tathar-specific word for magic + move/alter)
  • Corridus comes from collum + horridus (neck + rough)
    • Aculync comes from aculeatus + stync (spike + stink)
    • Kholrum comes from kholos + aprum (anger + boar)
    • Scellero comes from scell + phérō (shell + carry)
    • Laccen comes from lacerto + ciccen (lizard + chicken)
    • Lopha comes from lophos (crest)
    • Nukko comes from ónukhos (claw)
    • Nonta comes from tenont (sinew/tendon)

Magic

When they were first created, ortherions could manipulate all things, albeit weakly. Eventually, it was discovered that specializing in certain abilities made them stronger, and this increased strength would pass on to their children- being further enhanced in the process, so tribes and customs formed around this. By specializing in stronger abilities though, they inadvertently also reduced their capability to manipulate all things, and ultimately would lose everything other than what they inherited.

Some ortherions have no magical ability. While discriminated against heavily in the past, they are more widely accepted in modern times.

Magic can skip generations, even multiple at a time, resulting in long-dormant abilities suddenly cropping up in a child out of nowhere. While at least one of an ortherion's abilities are usually evident from a young age, it can take many years for their full potential to be known. It's particularly common for abilities to appear as the ortherion goes through adolescence due to the changes in the body, but abilities can be discovered at any age.

Rather than happening at any critical moment or under certain pressures, most discoveries happen entirely randomly, such as during mundane tasks. Although research has been done to try to figure out how to prompt or predict the discovery of abilities, there's yet to be a success.

The primary cost of using magic is that it drains the body's nutritional reserves. Momentary overuse can lead to symptoms of minor starvation and low blood sugar, such as shaking, headaches, trouble focusing, dizziness, and weakness. Continued or chronic overuse can lead to more extensive symptoms of malnutrition, such as weight loss, fatigue, muscle weakness or loss, weakened immune systems, and even mental disabilities. Those who plan to make extensive use of their powers, for example, those whose abilities are a part of their job, will often pack a lot of food and gorge themself before starting. Historically it's been well-known that those with more food have more power since those who are already starving won't be able to safely use their powers, and this has factored into many conflicts in the past, especially during the hunger wars.

The potency of magic can depend on several factors, from just the innate strength of the magic itself (which can influence the drain on the body, with more devastating magics having greater costs,) to the mental state of the user, to even the physical state of the user. Like a physical skill, one's magic can be trained and honed to be faster, more accurate, more efficient, and more effective. Being able to dual-wield abilities is seen as highly unusual and is usually something that must be trained and maintained or else the ability will be lost, similar to ambidexterity.

Due to the reliance on genetics, immigrants to Fetrachki will not develop magic. They may visit Felvidir to have their genes infused with magic if they flatter them well enough, but the abilities they receive will be random.



Categories

Fetrachkian magic is expressed through two categories.  The majority of ortherions will have a single category of magic, but similar to the ability to dual-wield, there are a handful of ortherions that have abilities from both categories. In the case of dual-category ortherions, they will still often end up with one category being dominant and stronger than the other one.

  • Siatildan Magic
    Magic that lets the user create new structures from their body or otherwise manipulate their own body, with the material of these structures dependent on the magic's type. This is more taxing on the body's reserves than siatiftan magic, as these reserves are spent in assembling the new structures. For example, flesh siatildan magic could let one heal open wounds by regenerating lost flesh, or create keratinous/bony "natural" armor. Siatildan magics only allow the addition or production of materials from the body; once they have "finished" making a structure, they can't modify it or remove it, only add to it. Notably, some floral siatildan magic can create viable sprouts that can be removed from the body and planted to continue growing naturally.

  • Siatiftan Magic
    Magic that lets the user manipulate existing structures, but not add/remove mass or create something new. While still using some of the body's reserves, siatiftan magic is noted to fatigue the body's muscles as well, primarily those that would be involved in accomplishing by hand whatever they're doing with magic. For example, making a flower levitate is unnoticeably tiring to the fingers that would be holding it, but doing the same to a boulder will quickly wear out the legs and arms. Changing the shape of something will usually tire out the fingers and hands. What the user can manipulate is dependent on the type of siatiftan magic; for example, rock siatiftan magic could allow one to move rocks, dirt, and/or sand, while flesh siatiftan magic would let one manipulate and reshape flesh.


Types

Types are the specific kinds of materials that an ortherion can affect. Usually, ortherions will end up with two to three types by adulthood, though it isn't rare to discover an additional one post-adolescence. There isn't a cohesive list of every type, as Fetrachkian magic can express in a wide variety of ways, but there are broad categories that types are sorted under. These are organic, temperature, and inorganic.

Organic includes floral and faunal elements, like plants and flesh.
Inorganic includes mineral and liquid elements, like stone and water.
Temperature includes extreme degrees of heat or cold, like fire and ice.

Fetrachkian magic will fall under one of these categories, though the specifics from here can vary greatly. For example, one type of organic magic is control over plant matter. This could be as broad as controlling any plant matter, just specific parts of plants (flowers, stems, leaves), just specific types of plants (carnivorous, woody, aquatic), even down to only influencing one species of plant.


Properties of Death

When one dies in Fetrachki, their spirit enters a sort of stasis in Felvidir's domain until the next Fetrachkian creature is born, which the spirit will then inhabit. Most of the time there is no carry-over of previous memories or knowledge, although many credit 'natural talents' to one's spirit. Rarely, one may discover memories from the spirit's previous life, an experience likened to déjà vu.

Felvidir prefers that ortherions not know exactly what happens when they die, as this tends to have a negative effect on their psyche or lead to zealotry and an obsession with where a spirit will reincarnate. As such, very few ortherions know the truth, namely only those closest to Felvidir themself.


Dominant Species: Ortherion

Description

Ortherions are bipedal, furred, intelligent creatures that dominate Fetrachki, though they can be found in many other parts of Tathar thanks to their adaptability, ingenuity, and technology. They are divided into multiple subspecies, which can all interbreed to produce hybrids. All ortherions are omnivorous, though some lean more towards herbivory or carnivory.

Hervus are identified by their hooved feet and potentially antlers. They're known to be greatly adapted to extreme terrain, moving over it much easier than other ortherions, as well as overall being somewhat reclusive from other ortherions, preferring to be amongst themselves. Many hervus have antlers, which they will shed and regrow once a year, depending on when in the year they were born.

Arkhunds are the most populous thanks to their generally sociable and cooperative behavior, as well as their ease of adapting to a variety of environments and lifestyles. They are recognized by their relatively blunt dentition, non-retractile claws, and feet with bare soles that allow them to walk plantigrade or digitigrade comfortably.

Zemuras are the most distinct, immediately recognizable by their strange proportions and long, furred tails with tufts, as well as their completely hairless hands and feet, the latter of which have fully developed thumbs. Most of their population resides in the jungles, being more at home in the trees than on the ground.

Lagomys are the smallest. Their numbers are much lesser due to a lack of territory and dominance compared to other ortherions, and these numbers are spread out across many small settlements without any particularly large central population. Other than their size, they are easily identified by their snout's convex bridge, primarily plantigrade feet, and often partially hairless hands, feet, and tail.


Reproduction and Development

The commitment of a relationship between ortherions can vary depending on the subspecies and culture. Although heavily simplified, it's generally consistent that arkhunds are monogamous and may or may not choose a new mate after the loss of the previous one; hervus and lagomys take on many mates and are fairly lax about commitment; zemuras often have 1-3 long-term mates at one time, which they are unlikely to replace.

After conception, gestation lasts roughly 7-8 months across all subspecies. During this time the mother's breasts become pronounced, as they're normally completely flat and discrete. The number of breasts varies by subspecies; hervus and zemuras have 2, arkhunds and lagomys have 4. Ortherions are an altricial species, and after gestation, young are born with closed eyes and ears, an inability to move independently, and a very short coat of fur that might vaguely resemble their adult coloration, but often does not.

Hervus and zemuras tend to have 1 young at a time, rarely twins; arkhunds and lagomys tend to have 1-2, rarely triplets.

From birth to around 3-5 months old, young will usually be carried by their parents. Between 4-7 months of age, they will be comfortable crawling and pulling themselves up to stand. Notably, zemuras at this age will be fairly comfortable holding onto vines and doing simple climbing. By 1-1.5 years old, all young are typically able to walk competently, and zemuras can climb competently as well.

Around this age is usually the latest that young will receive their surname. It's common practice across Fetrachki to give young the surname of the parent whom they inherit their first ability from, and it can take some time for this first ability to reveal itself. If the parents both share an ability and the young inherit it, or if they don't display any abilities by 10 years old, they may have both surnames or the parents'll otherwise discuss it.

Ortherions are technically sexually mature at around 11 years old, but will tend to not recognize each other as potential partners until closer to 15 years. Around 11 is also when antlered hervus develop their pedicles, and at around 15 they'll develop their first set of antlers.
It's generally accepted that arkhunds should take partners at no younger than 20 years old, hervus and lagomys 18, and zemuras 25.

Prime fertility for ortherions of both sexes and all subspecies is around 20-30 years of age. By 40 onward, fertility begins to decline, and by 60 many ortherions are effectively infertile.


Society

Common social structures vary by subspecies and culture, though often rely heavily on the sexes of the individuals, and overall ortherions lean towards matriarchal tendencies. Below is a brief, very simplified summary of each:

Hervus are primarily led by does, with bucks serving to enforce the decisions of does. A social hierarchy is maintained mostly by deference rather than force, and climbing it often involves subtlety and secrecy. Hierarchal position is also heavily influenced by personality, with more dominant and confident individuals staying in the top and more passive or submissive individuals accepting lower positions.

In more traditional settlements that adhere closely to the "natural order," bucks can be treated as brutes or lacking the ability to form their own opinions, leading to assorted instances of dismissal and disrespect, while does can end up with having too much responsibility put on them, leading to stress and anxiety, which they're then further demanded to be able to handle. Genders are prominent as a concept among hervus, with members of both sexes commonly feeling as though their assigned roles don't suit them. Trans and non-binary hervus also face discrimination, often with the accusation of wanting to shirk whatever their 'original duties' were. Hervus have two commonly accepted sets of pronouns, based on sex (he/him and she/her,) though some are pushing for the acceptance of they/them.

Many hervus have antlers, both males and females, though the antlers of males tend to be larger and/or more elaborate than those of females. Communities of antlered hervus tend to view those with larger racks as intimidating, aggressive, and powerful, while those with smaller racks are seen as more leaderly, confident, and dignified. As both males and females can be antlerless, views towards those without tend to be neutral, though it's not unusual for antlered groups to turn away the antlerless due to confusion about how to treat them, especially the more extreme groups that really incorporate antlers into their hierarchies or lifestyles.

It's extremely common for hervus to decorate or modify their antlers to express themselves or to indicate their role, and damaging them is treated casually due to them shedding anyway.

Arkhunds regard boars and sows equally, and in family groups, heavy expectations are placed on the guardians' monogamy, teamwork, and capability to raise and guide their pups. It's believed that guardians should strive to better each other to give their children the best life possible and prepare them sufficiently to be independent. Incompetence and cruelty aren't tolerated. Separation of guardians is extremely frowned upon if they are actively raising pups, and single parents are stigmatized.

Sexes and sexualities of guardians generally aren't scrutinized. Two boars are welcome to raise pups so long as they do it well. Gender has little to no prominence as a concept among arkhunds; individuals are treated as such, without influence from their sex or role in relationships. Therefore, arkhunds generally only utilize one set of pronouns (they/them) and find sex or gender-based pronouns odd.

Zemuras are very matriarchal, and kings are often seen as too rowdy, unpredictable, or brutish to contribute anything meaningful to most interactions. Kings may still be permitted into the circles of queens though, and a queen vouching for a king is taken seriously. Zemura families are relatively loosely defined, as usually entire communities will help with raising kits; "family" can often mean anything from one's direct blood relatives to an entire village. Despite this widespread familiarity, personal space, belongings, and territory are very important, and only closely bonded individuals tend to be very close to each other physically; arguments or even fights can easily break out over disrespect in any of these regards.

Most zemura settlements are fairly traditional, meaning these beliefs surrounding the sexes are very pervasive. Dismissing, mocking, or infantilizing kings who don't have a queen's support is heavily normalized. This has led to gender roles being a prominent feature in zemura society, and trans zemuras are discriminated against. If discovered, trans queens are not taken seriously- often being mocked even more than cis kings. Trans kings are seen as strange, usually pitied for being confused, and more respected than cis kings. Non-binary zemuras are hardly acknowledged as a concept, and will usually still receive treatment based on their sex. Zemuras have two commonly accepted sets of pronouns, based on sex (he/him and she/her.) Some are pushing for the acceptance of they/them, though not usually within their homeland.

The pervasive, widespread nature of these gender roles and treatment among zemura settlements are often the main reason zemuras leave their homeland to live elsewhere in Fetrachki, seeking more accepting settlements. They tend to end up in mixed settlements or ones heavily populated by arkhunds.

Lagomys live in a very rigid hierarchy. In any given group, there will be a single kiyu at the top, who is confident and well-liked by the group as a whole and who serves to break up and resolve conflicts; lias are just under them, who act dominant over everyone except the kiyu; lerhas are beneath them, who are normal individuals that don't go out of their way to dominate anyone; and leus, who are actively submissive and often only interact with each other or lerhas, going out of their way to avoid the kiyu and lias.

These ranks shift as necessary- often violently, as the lias will scramble to determine the new kiyu. Outright challenging or killing the kiyu to take their rank is taboo, and doing so would result in the entire group ostracizing the offender. Strangers aren't commonly welcome in established groups, as this can also cause a violent reshuffling of the hierarchy.

A somewhat similar system of dominance and submission applies to relations between groups, where more dominant groups take or fight over preferential resources from other, more submissive groups that try to simply stay away from contested areas.

Sexes and sexualities generally aren't scrutinized. Gender has little to no prominence as a concept among lagomys; individuals are treated as such, without influence from their sex or role in relationships. Therefore, lagomys generally only utilize one set of pronouns (they/them) and find sex or gender-based pronouns odd.


Creation Guide

Ortherions are quick, easy, and free to create, because they're literally just normal furries. There isn't anything super unique about them. The only requirements to qualify as an ortherion is that the anthro roughly fit into one of the subspecies, and certain design elements are present:

  • Hervus always have hooves, either even or odd-toed.
    • Ektursas/lenharts/caprattons can optionally have more-toed hooves.
  • Arkhunds always have hairless soles.
    • Ektursas/aropexes/stelahunds can optionally have this.
  • Zemuras always have hairless fingers and toes, at most the whole hand/foot.
    • Lenharts/aropexes/felscurs can optionally have this.
  • Lagomys always have convex nose bridges.
    • Caprattons/stelahunds/felscurs can optionally have this.
  • All ortherions always have hairless palms.
  • All ortherions always have circular pupils.

For any hybrids, in addition to the listed "results" you can also just combine any of the valid base species. For example for an aropex you could base them on a fox, or you could make them a mix of a wolf and a ring-tailed lemur.

Hybrids of hybrids don't have unique names, instead they'll go by both of their parent species. So if you put a hervus with an arkhund, you get an ektursa; then if put that ektursa with a capratton, you get an ektursa-capratton. The mother's species comes first.

Double hybrids (e.g. the child between an ektursa-capratton and lenhart-felscur) will take the first hybrid of both of their parents, with their mother's coming first. (So for this example, the child would be designated an ektursa-lenhart.)

Ortherions can have any colors or makings, though they shouldn't have ones that obviously invoke animals outside of their allowed species (e.g. having a striped arkhund is fine, as long as those stripes aren't tigerlike and black on an orange base.)

Desktop users: Hover over links for lists of common names.

Hervus include most non-cetaceous ungulates.
Can be based on or any combination of: Equidae, tapiridae, rhinocerotoidea, suina, antilocapridae, giraffidae, and cervidae.
[ Height: 167-190 cm / 5'6"-6'3" ]
[ Weight: 58-98 kg / 128-216 lbs ]

Hervus x Arkhund = Ektursa
Can additionally be based on: Eohippus and mesohippus.
[ Height: 160-183 cm / 5'3"-6'0" ]
[ Weight: 50-89 kg / 112-196 lbs ]

Hervus x Zemura = Lenhart
Can additionally be based on: Diacodexis and blastomeryx.
[ Height: 170-183 cm / 5'7"-6'0" ]
[ Weight: 66-89 kg / 133-196 lbs ]

Hervus x Lagomys = Capratton
Can additionally be based on: Protylopus, bovidae, moschidae, and camelidae.
[ Height: 152-183 cm / 5'0"-6'0" ]
[ Weight: 43-89 kg / 95-196 lbs ]

Arkhunds include many non-pinniped caniforms.
Can be based on or any combination of: Amphicyonidae, canina, and ursidae.
[ Height: 152-167 cm / 5'0"-5'6" ]
[ Weight: 43-70 kg / 95-156 lbs ]

Arkhund x Zemura = Aropex
Can additionally be based on: Ailuridae, procyonidae, cerdocyonina, vulpini, urocyon, and herpestoidea.
[ Height: 160-183 cm / 5'3"-6'0" ]
[ Weight: 50-89 kg / 112-196 lbs ]

Arkhund x Lagomys = Stelahund
Can additionally be based on: Castoridae, caviidae, and mustelidae.
[ Height: 130-160 cm / 4'3"-5'3" ]
[ Weight: 30-61 kg / 65-136 lbs ]

Zemuras are a blend of non-felidae feliforms and lemurs.
Can be based on or any combination of: Prionodontidae, viverridae, and lemuridae.
[ Height: 160-190 cm / 5'3"-6'3" ]
[ Weight: 50-98 kg / 112-216 lbs ]

Zemura x Lagomys = Felscur
Can additionally be based on: Felidae, sciuridae, octodontidae, scandentia, and plesiadapiformes
[ Height: 130-170 cm / 4'3"-5'7" ]
[ Weight: 30-74 kg / 65-163 lbs ]

Lagomys include most lagomorphs and most mice/rats.
Can be based on or any combination of: Lagomorpha and muroidea.
[ Height: 122-157 cm / 4'0"-5'2" ]
[ Weight: 27-59 kg / 60-130 lbs ]

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Physical Information

Species
Ortherion

Subspecies
Hervus, Arkhund,
Zemura, Lagomys

Height
122-190 cm
4'0"-6'3"

Weight
27-98 kg
60-216 lbs

Aging

Newborn
0-30 days

Child
1 month-12 years

Adolescent
13-20 years

Adult
21-60 years

Elder
60+ years

Oldest Recorded
137 years

Terminology

Female
General: Doe
Hervus: Doe, cow, sow
Arkhund: Bicc, sow
Zemura (mature): Queen
Zemura (young): Princess
Lagomys: Jill, doe, sow

Male
General: Bull
Hervus: Buck, bull, boar
Arkhund: Docca, boar
Zemura (mature): King
Zemura (young): Prince
Lagomys: Jack, buck, boar

Young
General: Cub
Hervus: Fawn, calf, farrow
Arkhund: Pup, cub
Zemura: Kit, prince, princess
Lagomys: Leveret, kit, pup

Group
General: Coalition
Hervus: Herd, flock
Arkhund: Route, sleuth
Zemura: Troop, clan
Lagomys: Clan, colony


Fauna
Corridus

Common general-purpose mounts. One of the earliest domesticated species, corridus are somewhat large, scaly, hexapedal herbivores, with enlarged canines and multiple sets of mostly-straight horns. Their scales are extremely rough and can easily rub unprotected skin raw and bloody, which means they require sufficient protection and durable saddles to ride, though there are variants bred to have less or softer scales. Their necks are protected with particularly large and rough scales, making it nearly impossible for most predators to get a killing bite there.

They are well-known for the intricate courtship dances of the males, which involve rhythmic inflating and deflating of their throat and snout pouches. Their thick, colorful tails serve as fat stores, and can be dropped to distract or appease predators, but will not grow back. Many corridus are bred to have extremely colorful tails with intricate designs, usually called fancy corrids.


Aculync

Common domesticated animal, primarily used as sniffers and trackers as they're too small to be ridden, though they are still popular as companion animals. Aculyncs are omnivorous, flighty, hexapedal scavengers, which have somewhat dexterous middle limbs that are often kept off the ground. They favor roots and vegetables, but will happily eat nearly anything.

They have an incredible sense of smell, aided by the sensory organs on their nose and chin, and can remember things for years just based on scent. The males are well-known for their "stink battles" when competing for females, wherein they'll flex their spikes to open and close various pores to produce the most pungent scent possible until one is overwhelmed and yields.


Kholrum

Territorial, somewhat dangerous medium-sized hexapedal omnivores that prefer roots, vegetables, and small to medium prey. Known for having a bad temper and being difficult to domesticate, they are primarily kept for both their distinct-tasting meat, which is considered a delicacy by most ortherions, and their hide that can be turned into a very strong leather, which is considered the best for corridus saddles.

The difficulty in keeping them is largely due to the kholrum hierarchy that's based on domination and fighting with their horns, teeth, and claws. While this rarely causes serious injury to other kholrums thanks to their tough hide, they can easily maim the keepers that they perceive as part of the hierarchy. Keepers can behave submissively to accept a lower position in the hierarchy without combat, this then leads to stubbornness and difficulty with training and handling. For this reason, naturally submissive individuals are more often selected to be kept, though they are less prolific breeders.


Scellero

Calm, patient, and very trainable hexapedal herbivores. The largest domesticated species, scelleros have served as pack mules and load pullers throughout Fetrachki's history. They also serve as fine, albeit relatively slow mounts. Due to their thick shells, large horns, and tough hide, adult scelleros are generally left alone by predators, allowing them to make traveling significantly safer just through their presence alone. Scellero herds are peaceful, sorting their hierarchy through deference rather than violence. They have very long, tough, prehensile tongues that they use to strip leaves and fruit from branches. They are the slowest breeding of the domesticated animals, though, due to their very dedicated parenting and somewhat slow growth.


Laccen

Extremely common livestock, laccens are fairly small omnivorous hexapods known for their delicious meat that can be prepared in dozens of ways. Domestic laccens are usually bred to be stockier, reducing their agility and making them easier to keep contained as well as increasing the yield of meat. Their wild variant is also common prey for most wildlife in Fetrachki. They rely upon having many offspring and surviving predation through sheer numbers, as well as evasion, being very flexible and able to squeeze through small gaps. Laccens primarily feed by scavenging anything that is at least somewhat edible, having no preference for freshness or state of decay. This makes them extremely easy livestock to keep, though many question the quality of meat from laccens raised on trash.

Laccens can be kept as pets, but this is somewhat uncommon. As pets, they're known to be social but flighty and hard to train, and are better for calm company than playing, tricks, or other activities. Between being easily stressed when alone, and not being aggressive with the same sex, it's considered standard practice to get at least two of the same sex to keep each other company.


Lopha

Domesticated descendants of thocantus taken from Tuskath. Lophas are another common livestock, kept as cattle for their meat and leather, the latter of which is notably softer than that of kholrums and preferable for clothing, furniture, or accessories. Lophas are often bred to be stockier and have more excess skin for these reasons, though some prefer to keep lophas that more closely resemble their natural state. Collecting the crests or skulls of lophas is also popular, especially larger or unique ones, so much so that some breed for less impressive crests to dissuade rustlers or poachers. Lophas are naturally skittish, but can fairly easily be desensitized to their handlers.


Nonta

Domesticated descendants of hyllcurs taken from Tuskath. Nontas are common pets, bred to be smaller and more trainable than their wild counterparts. They primarily serve as companions or smaller working animals, though some areas of Fetrachki treat them as livestock, namely those populated by lagomys, who are too small to effectively keep or manage larger animals like lophas.


Nukko

Domesticated descendants of tilouns taken from Tuskath. Nukkos are extremely common pets and have been bred into a wide variety of builds to suit various tasks, from the more aesthetically pleasing and smaller companion breeds, to the faster and more compact pest hunters, to the larger and more energetic herders, and so on. Intelligent, trainable, and social, nukkos are found everywhere in Fetrachki and most ortherions are fond of them. Still, like nontas, they are kept as livestock in some areas, mainly for their meat and feathers.


Flora
Flora

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Locations
Ilsherel

Ilsherel is the largest and most advanced city in Fetrachki, notable not only for its technology but also for being the home of Felvidir, who resides in a temple at the city's center. Ilsherel emerged from the hunger wars relatively unscathed, and were more often the aggressors rather than victims, using the presence of Felvidir to threaten divine retribution against anyone who attacked or resisted.

After the hunger wars, Ilsherel has continued to push for advances in science and technology, as well as placing importance on the reverence of Felvidir. Statues, accessories, and other decorations that invoke Felvidir are extremely common throughout Ilsherel, especially as one gets closer to the temple.

Ilsherel has always been a thorough blend of all subspecies of ortherions, originally united through their praise of Felvidir. The city grew outward from the temple as ortherions traveled to see the siatos and then settled nearby, and experienced significant growth during the hunger wars due to the safety that the presence of the temple provided.


Haydatch

A town near Ilsherel. Originally populated mostly by arkhunds, the influx of ortherions that Ilsherel had during the hunger wars also affected Haydatch, namely attracting those who weren't as fond of the dense, urban landscape of Ilsherel. Initially, this led to tension with the original residents, who disliked the sudden change but were unwilling to risk leaving the safety granted by being near Felvidir's home.


Name

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Name

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Name

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Name

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Pronunciation
Names
👤 Felvidir

Fauna
🐾 Ortherion
🐾 Hervus
🐾 Arkhund
🐾 Zemura
🐾 Lagomys
🐾 Ektursa
🐾 Lenhart
🐾 Capratton
🐾 Aropex
🐾 Stelahund
🐾 Felscur
🐾 Corrid
🐾 Aculync
🐾 Kholrum
🐾 Scellero
🐾 Laccen
🐾 Lopha
🐾 Nonta
🐾 Nukko

Flora
🌿 WORD

Locations
🗺️ Fetrachki
🗺️ Ilsherel
🗺️ Haydatch
🗺️ Ajaksi Mountains
🗺️ Eller Mountains
🗺️ Ragedu Mountains
🗺️ Yikayee Mountains
🗺️ Nitroya Peaks
🗺️ Nizila Peaks
🗺️ Ilshir Ridge
🗺️ Luyenir Ridge
🗺️ Raeliyae Ridge

Miscellaneous
 Siatiftan
 Siatildan