Region | Meldra Desert

Posted 2 years, 10 months ago (Edited 2 years, 10 months ago) by ◬ Meldr'uno aaimasqtch

Meldra Desert

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Endless Dunes

In the center of Ptitheros is a desert, dunes blowing smooth forever and clear skies with a warm sun. The Meldra Desert is desolate in many places and is home to some of the most prosperous and rich civilizations in the world. Hardy animals such as karkadanns and sandshufflers are a threat in the beating heat and dusty trails, but reaching the cities is worth every step. Many secrets have been lost beneath the shifting sands.

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Endless Mesa

A range traveling from the peaks towards the Abscond, high rise plateaus and mesa canyons exist across the desert landscape. Crisp sandstone showing off hues of orange and red with stratified lines catching the eye. These areas of the mesa are littered with small caverns, hidden oasis, and is the most popular place for villages and cities to build upon, as the steppe grants coverage from sandstorms and presents well-needed shade for the creatures of the desert.

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Sol Savannah

The Sol Savannah is just south of the Meldra Desert and is a vast landscape of tall, dry grass that could hide a prowling lefika easily. Tall, sparse, massive trees grow across the fields and most are home to small settlements. The air is crisp, animals are abundant, and it carries a sense of quiet with it, making the Sol Savannah an ideal place to live.

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Scorchland

The Scorchland is named after its searing qualities. The temperatures and weather there is similar to living in a burning stove. Heatwaves crash across the area of the desert in a constant motion and not even average desert dwelling creatures like Lefikas can survive there without some form of cooling sorcery. Even then, the heat can pressure through the coldest of skins if given enough time. The land is unexplored, unknown, and perfect for rumors and stories to be grown from its mysterious nature. It is said a kingdom almost as old as Chaveri once stood in the simmering mists of sand but now lies in ruin there, stalked by monsters crafted by magma and fuming hostility. The Scorchland is to be avoided, the research is not worth the risk in a land that cooks anything alive. On the outskirts of the area are massive skeletons of ancient dragons, which does attract people to the further edges of the area- never enough to intice them to go further however.

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Twincub Peaks

Towering mountains separate the Meldra Desert and the East Jungle. Flying over them is dangerous due to their height and the icy environment near the peaks. Tiny settlements can be found amongst the glacial caves. It got its name from the two tallest peaks standing side by side, like twin cubs sitting next to one another.

Tucruitora Capital City Stilted City Solluhawh Acaciia Arid Castaways Olamai Nomad Camps Casm Encampment The Hourly Dome
Built into the cliffs themselves, is a large semi-circle structure everyone calls The Dome. An open-air gate that functions by pulling down into the ground is the entrance, and the only way to reach the platform it is on high up on the cliff is by flight. Landing on it and getting past the guards, one enters the massive dome structure. Within it is the most decorated building beside the Pharaoh's Throne Room, with many teal stained rocks and a long runner rug of turquoise spilling forward to direct the visitor to the shallow and clear watered pool in the center of the room. The pool glitters and a beam of pure light shines down into the center of it, and yet the pool remains decently cool. All around in the walls are statues of the gods, each upon their hind legs and observing the creature who enters the pool. The Dome has no paintings, no banners, but it does have baskets full of offerings at the feet of the god statues that have been left by worshippers who wish not to ever enter the pool. It is a punishment to enter the pool, often those who are criminals or heretics (Lefikas only) are pushed into the pool and slowly pulled upwards by the beam of light into a world known as The Hourglass. The Grand Chasm
The Grand Chasm is located west of the Tucruitora capital. It is sometimes called the desert's trench, the Melder's resting ground, or "the big sandy hole". Entrance to the chasm is easy but time-consuming for those who don't enjoy flying downwards rapidly. Trails carved into the walls of the chasm have been made to allow roads deep into the sandstone abyss, and at the bottom a small city has been developed over many centuries. Originally, the Casm settlement was part of the Stilted City, just, the half that was in the shadows of the valley. It was a place where creatures with less heat tolerance could live without fear of the desert Sun above. Everything is lit up with lanterns and torches across the settlement, but it's lively enough to never be too dark like a cavern. The settlement has had many uses in the past, from war steads to abandoned grounds, but nowadays it is the home to the Casm members; a large group of people who wish to not tolerate the current royal rule any longer in the Tucruitora territories. Teetering Ruins
Rumored to have been destroyed by the residents themselves, or, a massive sandshuffler that lurks below the sands of the desert. Nobody knows for sure, but everyone is sure that the place is abandoned and haunted by very rude spirits. Not dangerous spirits, just spirits who prefer to tick someone off using any means possible; they like to throw sand and whisper insults in visitors’ ears. The once-settlement rests on the sheer platform of a desert cliff further into the mesa where beige sand was blown into a flat area by an ancient sandstorm. The ruins are crumbling away, buildings built with such intricate carvings and many barrels and wooden crates are scattered throughout that may have preserved food within them. Mesa Oasis
Deep within the mesa is the nearest major water source. Smaller ones are scattered everywhere, but the nearest main oasis aside from the one the kingdom has claimed is the Mesa Oasis. A bowl of crisp, turquoise water that sloped underground through a slick, swirling maelstrom at the bottom of the poor. Its source is a beautiful waterfall, showering down from cracks in the mesa cliffside far, far above. A wonderful place to relax, set up camp for a short amount of time, or as a one-stop shop to fill up as many canteens as a dragon could need. However, where there is water there is life. Dangerous creatures of the desert also seek the same precious resources as dragons do. Miadus Caverns
Though there are many rumors of its exact location, the ancient caves are burrowed beneath the Mesa oasis’ maelstrom. Anything unlucky enough to be caught into its torrent is swept underneath the sands and into a black, inky darkness. Ancient lefikas who are said to have carried treasure had stopped here and carved messages into the rock faces, before the oasis filled. The messages contain a multitude of archaeological wonders, and are even said to carry mysterious powers. Few of them, however, contain the actual clues needed to find the treasure. The Palace
The Palace of Tucruitora is one of the largest royal buildings in Ptitheros, as it stretches high enough to encase the so-called gods that are worshipped in the Lefika culture. The main halls, the feast hall, the stairways, and the throne room are all massive enough to hold dragons that stagger the heights of redwood trees, but to the Lefikas, it merely assists in showing off their architectural feats and their illustrious use of their many resources. The building is made out of sandstone, carved delicately by architects of the past and with help from their gods. Other materials used were granite, gneiss, and marble, along with quartz littered throughout the throne room walls and in the columns that support the towering ceilings for the sake of making it appear shiny when the hot desert Sun cast through the tall windows. Water Pyramid
A place is peace. The Water Pyramid was created to protect a water table that was once one of the kingdom's main sources to drink. As time went on and the capital harness the river to fuel its entire population, the table within the pyramid became unneeded. It wouldn't be disregarded, nor the monolith torn down, so the pyramid and water table was turned into a place where people can come to relax. A large, blessed, public pool* type location. Not quite a sacred place like the other pyramids, the water pyramid allows for little markets and buisinesses, resulting in an enclosed enviorment full of Ptithians seeking a fun, cooled down time, where they can talk with friends, get out of the desert heat, and get a smoothie from a drink stand. Physc Pyramid
Originally the Physc Pyramid was made in assistance with friendly Lindosts, as their strong connection over mind and health was very idolized by early Tucruits. The monument still channels a slight aura straight from Lindoss itself, making it able to cleanse the state of mind of those who rest within its walls for long enough. It is the most empty of the monuments in terms of visitors and workers, as nobody is able to stay inside for too long or they risk over-exposure to the strong Lindoss energy and can suffer health consequences. The pyramid looks the same as the Water and Oynx Pyramid, carved of smooth sandstone and has a pillared inside that is devoid of much more than benches and a few small gardens. Oynx Pyramid
Following the river down southwest, boat passengers or flyers will arrive at a wooden dock coated in a glittery red sandstone that was brought all the way from the mesa cliffs. One of the pyramids stand aside the river, a megalithic structure just like the Wall and the Coliseum. Made of sandstone and coated in pristine white sandstone, a more square building digs halfway into the pyramid base and juts forward towards the docks. Columns prop the flat ceiling, and large wooden doors block the entrance. Inside is a beautiful space. The floors are lined with onyx, a pure black and reflective floor. The room's purpose has changed over the centuries; from a spa that fed on the water table beneath the pyramid, to a cult gathering spot, and now a Tucruit initiative spot where those who wish to join under the Virtues (no matter the species) may go with permission. The room, besides its elegant floor, is filled with symbolic relics and paintings, chairs made from the same oynx, and pedestals where the leaders of the gathering may speak. Gatherings for those visiting to assimilate always happen after sunrise, never at night. Tucruits have made it difficult to get permission initially, but the initiations are rather short. A small clarification speech from a leader, an oath, and then they are given a special mixture to drink that will reveal their virtue tattoo as a faded pattern under both their eyes. The faded pattern will not go away until those who drank it get at least one of their eyes properly tattooed like all other true Tucruits. Gatherings at night are never part of the Tucruit initiative, and are often either cult oriented or parties by those daring enough to stay after dark on a rural and mystical location. To say one has partied in the Oynx Pyramid certainly gains some popularity points. Festival Mound
The Festival Mound is a monument built northward of the kingdom where the small mountains begin and cradle the mound of steps and sandstone to protect it the same way the mesa cliffs protect the capital city. Unlike the other triangular pyramids, the Mound is a staircase-shaped piece of architecture with a flat top and a deep hole curled inwards from the flat side of the pyramid and downwards into the hearth. It goes dark, it is dangerous to hop down into it, thus it is fenced off when large events are prepared. Festivals, of course, are common at the Fesitival Mound and have been for centuries, and it is unknown if parties were the intended purpose of the pyramid or its historical beginnings were lost to time.

Settlements

CAPITAL CITY | Tucruitora Capital City
Click here for capital information

CITY | Stilted City
Within the biome that slopes the mesa into the carved dunes of sand is a unique rock formation area that dragons have taken advantage of. Boulders of red sandstone and granite are balanced on thick, uneven poles of the same stone. It is believed there was once a raging river or an acidic lake beneath the mesa cliffs there, which ate away at the lower levels and left the top halves to hover on thin legs. The Stilted City, exactly as its name implies, is built into the stilted mesa boulders. Hollowed out with rooms and tunnels and windows, a thriving city lies within the rock to avoid the desert heat and vicious weather events. There is less crime, more residents, more families, and more generous personalities to be found within the city. Everyone who lives there has hardly any concept of personal space but are friendly to outsiders who wish to explore or even move into their lovely nature-made home.

TOWN | Solluhawh
A warm weather town located south of Tucruitora, where the savanna and vast rolling hills of the Twincub range make up a place of quiet and happiness. Solluhawh is full of homes built into the hills and rocks, a very “hobbit” like town, where families reside in safety, within a community known for its mellow rules and rich markets. Its proximity to the capital makes it a place where materials and helpful exports are readily available at many shops, so citizens can benefit from an easy modern lifestyle but without the noise and danger of the bigger cities.

TOWN | Acaciia
A town surrounded by savanna and emerging trees. The Kandle Forest sits in the distance and the warm air from the desert blows swiftly through in the evening, casting the town in a bite of dust each day. Acacia got its name from the tree that is entitled to being the key landmark of the town. An extra large savanna tree, called the Acii Tree by locals, its trunk and branches are hollow but strong, holding together much of the townstead within its body. Homes and markets and little farms. The town has grown over time and the tree could not hold them forever, resulting in the settlement spreading outwards from the tree into new sections and farmland that surround Acii and protect it.

TOWN | Arid Castaways
The mid-sized settlement that exists deep within the desert. It sits between two sandstone cliffs and eludes the strong winds of storms by using the natural landform effectively. Unfortunately, sand spills in from the edges above and must be shoveled out often by the residents so as not to get homes or supplies grainy and uncomfortable. Beige and maroon tarps and skins from massive animals make up the walls and ceilings of many of the huts and buildings, all held together by palm wood and carved stone or molded clay dug out from the hearth. The town is often referred to as “Arid”, but has a reputation for being home to a lot of castaways and criminals. Thieves and bandits lurk around every blowing tapestry and the small economy that exists within the loop of minimal trade stalls and hunter markets is unstable due to theft and treachery. The residents of Arid, the non-criminals, have trust issues and prefer to live alone or only have small families to prevent the chances of casualties due to their dangerous environment to raise children in.

OTHER | Olamai Nomad Camps
A location unable to be found on a map; the Nomad Camps could be anywhere since the creatures who live there are wanderers. They never stay in the same place for too long and set up temporary encampments made of silky tents and comfortable rugs around the center ring that their tents and caravans create to shield from the grainy wind. They have exotic wares and exotic individuals, some are friendly some are not, they are a perfect example of a coin toss decision when it comes to entering their camp in search of supplies or information.