Maw Region



Territories

Clan of Wyndgale

Wyndgale is a mountainous, chilly region founded by gryphons fleeing Chaveri. It is renowned for being a safe and peaceful place. It is overseen by a democratic monarchy, headed by an alpha. Although founded by gryphons, Wyndgale is extremely mixed species-wise and culturally. The capital is built around the fossilized corpse of a Colossal.

HISTORY

Wyndgale was officially established as a territory in 1200 C.E. It followed the North Cardinal and was already renowned as a place of peace and prosperity for all species and cultures. Great standings between Wyndgale and Sequ’Manko governments would soon form. Wyndgale began as a beloved, peaceful kingdom and has retained its good reputation.

In the old texts, Wyndgale was first an encampment of gryphons who had fled from Chaveri during the Chaveri Civil War. Chaveri was the dragon capital, and the dragon citizens did not want any source of impurity within their home. To escape the danger, a handful of strong fliers went into the highlands where it was said that only nomads roamed free. The gryphons wanted a carefree environment, they dreamed of it, and as generations passed and more gryphons and dragons desiring a new life as well came into the alpine, the more the settlement grew.

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INFO

  • CARDINAL Edenlline
  • ERA Late C.E. to Present
  • LANGUAGE Common/Draconic
  • CLIMATE Cold and Dry
  • RELIGION Sagekin
  • Demonym Galian

Demographics

Species [ Dragon: avg, Gryphon: high, Lefika: avg, Rubasyn: avg, Taroot: low ] Native Cultures [ Mankian: avg, Noxian: avg, Zuaanian: low, Sollian: avg, Torian: avg, Galian: high, Woariian: low ] Religions [ Sagekin: high, Tucruit: avg, Olamel: low, Swavvel: low, Vedlun: low, Sequn: avg, Architectism: high, Unaffiliate: avg ]

Power Structure
Alpha > Advisor > Heirs > Beta > Flock Lead > Noble > High Priests > Lieutenants > Royal Guards > Priests > Soldiers > Civilians

Foundation

Wyndgale was founded by a flock of gryphons. Most of their names were lost to the loose hands of history, but the two most known names of the original founders were Ichnae and Eury, who were brother and sister who helped lead the first flock into the dangerous heights of the Highlands.

Economy

The region is an organized and sophisticated place with jobs ranging from healers, farmers, guards, explorers, engineers, diplomats, etc. There is a massive economy with markets everywhere. They value fairness when it comes to pay, trade, and services. They trust one another to not lie or jip another Galian. Wyndgale specializes in seafood, perma-ice export, shipbuilding, and intricate textiles.

Religion

Sharing history with Chaveri and a strong presence of Edenlline, Wyndgale is predominately Sagekin. It carries on much of Chaveri’s culture and religious practices to keep the Sage’s wisdom and messages alive. Wyndgale allows all other religions and cultures within its territory, but those groups cannot aggressively advertise themselves.

Government

  • TYPE Democratic Monarchy
  • FOCUS Self-sustainment and Peace

Royalty

Royals and Leaders List

Wyndgale is prideful in calling its top leader an alpha. Since the beginning of the kingdom there have been alphas, sometimes one, sometimes multiple. Alphas are raised Galian and are in-tune with the community and culture of their people. Besides nativity, alphas are only required to be part gryphon, so there have many unique alphas. So far, the oldest heir of the previous alpha has taken over, it helps gain favor of other monarchies. The first alphas were the two sibling flock leaders and the current alpha line only connects back to Ichnae.

Military

[The Flock]
Wyndgale has a powerful, aerial military. Full of warriors, guards, patrollers, animal trainers, and a skilled leader. Royal guards protect the alpha and his family. Within the highlands, aerial corps can defend from any enemy that comes their way. Currently the military is active near the south border, fighting off windiage and building towers. A Flock soldier is trained to fight windiage more than other ptithians this day and age

Relations

Sequ’Manko - Ally/Cooperative (Wyndgale is strongly allied with Sequ'Manko and has adopted much of the ruined kingdom's good traits over time.)
Tucruitora - Neutral
Nox - Ally
Pab’Zuaan - Neutral
Psollo - Ally/Cooperative
Braeyc - Neutral
Woarii - Ally/Cooperative


Ex-Kingdom of Chaveri

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HISTORY

The beginning of Sequendalar, Chaveri Capital, and the Tucruitora Capital was formed and crafted by the diligent hands of obedient dragons and the Architects themselves. These grew to be cities of wonder. Curiosities upon the landscape that told the world there was greatness within these walls, whether said walls were made of jungle roots, sandstone, or chiseled volcanic rock. In 0089 E.D, these three kingdoms would be founded, their names established and their followers proud.

The gryphon kin lived within Chaveri with the northern dragons, praised by the God for a few years, but when the enraged reaction that Edenlline wished for from the other Cardinals did not happen, she stopped. Gryphons lost the divine praise and were mottled into the same standing as all of Edenlline’s dragons, rendering them as nothing special, but tensions between the different kin species was brewing below the North Cardinal’s shadow.

2800 E.D. was a dark year for the creatures of the North, in Chaveri. Gryphons felt disrespected by the dragons of the kingdom and felt they were treated as unequal by them and Edenlline ever since Edenlline depleted their divine praise. A civil war broke out between the species out of hate, but it did not last long once the North Cardinal interfered. Many gryphons left to go farther northward to get out of the kingdom and dragons were sour towards Edenlline for the following years. This prompted many dragons to seek home and kindness elsewhere, causing a mass change in Affiliation from Sagekin to Swavvel or Sequn for the next couple decades. The depletion of Sagekin and immigration made Edenlline angry. Neither her gryphons nor dragons appreciated her and what She had done for them over the centuries, so she offered reimbursement for staying with Her kingdom. The introduction of Soul Chalices were brought before some of the mortal Sagekin that praised Edenlline the most, but these magical artifacts would remain a rarity until years later.

A weak creature originally called the rubus, a scavenger animal of the northern plains and mountains that cleaned up after others but could never hunt for itself; Edenlline saw the helpless rubus as a perfect new addition. They were changed up by 2900 E.D. - capable of speech, personality, given all the things She gave her dragons and gryphons, and cared for in Chaveri. Rubasyns posed no threat to anyone, they were just a toy that Edenlline used to feel like she had complete power over something, but she ensured from the rubasyn kin's eyes She looked like a saint that they couldn't live without.

Back in 2800’s E.D., when Chaveri was plagued by civil war between civilians, many Chaverians left in search of a home elsewhere. A large flock of gryphons wishing to escape the carnage flew north, far north, into the cold mountainous plains of the North Maw Peninsula. Back then, the region was only home to a few nomadic Unaffiliate groups. The gryphons wanted that carefree environment, they dreamed of it, and as generations passed and more gryphons and dragons (and a few lefikas) desiring a new life as well came into the alpine, the more the settlement grew. Most of the original names of the founding flock were lost to the loose hands of history, but the two most known names of the group were Ichnae and Eury, who were brother and sister who helped lead the first flock into the dangerous heights of the Highlands.

Roughly 2100 C.E., the discourse between dragons and gryphons was over, rubasyns abundant, and the city was enjoying the time within a peaceful century, but the rubasyns started to think. A group formed in the darkness, lead by a rubasyn who had been wronged by Edenlline after working closely beside Her for many years. The texts had been read, some of the Cardinal's personal notes, and the rubasyn needed to share the information it had uncovered. Things about where they once were and why their history is so short in Chaveri compared to the dragons and gryphons, and, especially, why rubasyns weren't allowed to live anywhere outside of Chaveri. Information spread, rumors were passed and an abundance of rubasyns who had the same sensation of feeling trapped but never being able to put it into words joined the growing group that were now hellbent on getting out of Chaveri and learning why they were so enclosed in the first place.

Edenlline was truly disrupted by the founding of Nox by her own defiant rubasyns. She thought She was a failure of an Architect at the time and the East Cardinal, Meldr’uno (or the Virtue), took advantage of Her stressed state to launch an attack for Her “undeserved” land. The East Cardinal convinced his Tucruits that they needed to acquire land northward for expansion and food, and that with the weakened state of Chaveri is was obvious that the North Cardinal wasn't doing a good job with her kin. She needed the enlightenment and culture of the East to get involved. The Sand and Stone War ensued. Sometimes called the Sunken War, in 3210 C.E.

Chaverians fought Tucruitorians, many creatures died within the city over the course of a few months, until Edenlline had enough of her kin dying to stupid warriors from farther south. She left her palace, Her most gifted aura casters in tow, and awaited Meldr'uno to show his face to her in slight of a proper battle over the Northern lands. The Central Virtue’s form appeared, bright as ever, it was the first properly recorded event in history where the full Virtue form of the East Cardinal was seen. The two Cardinals battled, resulting in aura and magic releasing in heavy bursts that killed off creatures too close and wildlife around them. The world could not handle so much aura being pulled from its ground that it began to break. Crevasses and canyons cracked across Chaveri and nearby, pulling the city down with the ground that fell away. In response to not being able to kill Meldr'uno, Edenlline pulled what spare aura she had stored away in her soul chalices and used it to push the East Cardinal away from her protected lands. It worked, He was sent away in a bright pool of light and rocketed back to where He once came from; the deserts. Unfortunately, with the chalices no longer strong, other problems soon occurred. The landscape around Chaveri would soon begin to deteriorate. What was once lush midlatitude forests would become the dangerous, decaying Aurix Caesin.

The decaying landscape, unable to recover quick enough from the great battle, eventually gave up on Chaveri. Around 3550 C.E., the land caved beneath the city and sent most of the kingdom into the depths of the hearth. It was already losing economical power, this final problem slowly sent the kingdom to its end. The East Cardinal, unable to traverse the ruined lands of Chaveri, decides He did not want such unstable land anyway. He expands Tucruitora territory to the very north edge of the Meldra Desert and stops there.

Chaveri, now underground, managed to function for a few more centuries. Edenlline distanced Herself from Her kin in a new palace She crafted underground. Chaverians were left to fend for themselves and remained connected through the generations to the Soul Chalices Edenlline instituted long, long ago. The kingdom was lively for some time, Chaverians remained proud of who they were, no matter the circumstances.

However, nearing the end of 4400 C.E. Chaveri meets its end. The last of the kingdom residents leave for lives on the surface or die out. The kingdom is empty, quiet, festering with encased souls full of unstable aura. With part of their souls trapped in the Soul Chalices, the aura in the corpses were stuck, the lindosts unable to retrieve them. Mutilated beasts with only a piece of a living soul would soon rise.

The lands of Chaveri were overtaken by nature after all kingdom activity ceased. The aura-cursed lands grew forests of brown-gold trees, bulbous leaves, sticky sap and mazes or dangerous roots. Shattered prairies of golden grass protected the ceiling of the once-kingdom, leaving only traces of civilization above ground. The vast northern land was untouched, enticing to those seeking life far from any kingdom or pre-established settlement with customs and laws. The anarchists and wild-loving Ptithians of the world slowly formed a new settlement in the depths of the Honeycomb Forest. They became the Aurix Clan (0200 C.A.).

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INFO

  • CARDINAL Edenlline
  • ERA Late E.D. to Late C.E.
  • LANGUAGE Common/Draconic
  • CLIMATE Cold and Wet
  • RELIGION Sagekin
  • Demonym Verian

Demographics

Species [ Dragon: high, Gryphon: avg, Lefika: low, Rubasyn: avg ] Native Cultures [ Mankian: low, Noxian: avg, Zuaanian: avg, Torian: avg, Galian: avg ] Religions [ Sagekin: high, Tucruit: avg, Olamel: low, Swavvel: low, Vedlun: low, Sequn: low, Architectism: low, Unaffiliate: low ]

Power Structure
Edenlline > Sage Council > Sage Priest > Noble > General > High Priest > Lieutenant > Priest > Soldiers > Civilians

Foundation

Chaveri was created by Edenlline to house Her kin. It was one of the original three kingdoms, serving as the house of the North and it controlled most of the Maw, Plateau, Eastern Jungle, and more. Edenlline and her followers created massive structures, castles, towers and an underground network through lush caves. All great kingdoms must fall, Chaveri remained in power until the late C.E. era, where it eventually crumbled away at the might of the very god who created it.

MISC

About 10-15% of the population was killed during the initial collapse, mostly those inside buildings that crumbled on top of them.

Dragon and gryphon mixes were a regular sight, rubasyn mixes were uncommon. The civil war was in the past and turmoil faded after many gryphons left to found Wyndgale instead.

The Broken did not remain asleep. At most it takes a few years for a windiage to wake up after death, that's why Chaveri, while it was still functioning after the collapse, were dealing with The Broken already. And for windiages who died after the final raid, they too would only take a few years at most to wake up.


Culture

Galian

Architecture

Click here to see photo examples

Sociable, Sophisticated, Lofty, Spherical
Highly inspired by Mankian culture, Galian architecture found in Wyndgale and surrounding areas is also very lofty, circular-esce, and focuses on a natural shape to each creation. Without the large trees, the pod-constructions form bubbling conglomerates around an original building, with platforms and ropes interconnecting everything. Because of the wide-open landscape, the Mankian style takes on a sophisticated appearance upon the landscape, and the deep interconnectivity of the architecture trickles down into the behavior of its residents too.

Apparel

Galian apparel is traditionally lightweight. Despite the cool temperatures, most citizens have a dense coat of fur/feathers or are used to the weather. Silken shawls, silver jewelry, and animal-fur cloaks and coats are common. For those a bit less content with the cold, wool sweaters are popular.

Relationships

Wyndgale has very simple relationship values; love who you want to love. The barriers between species and Affiliation relationships are nearly non-existent in the kingdom, making it the kingdom with the highest ratio of morshins.

Religion

The central Affiliation of the region is Sagekin because the kingdom was founded by gryphons fleeing from Chaveri. All other Affiliations can also be found in the region, with Tucruit and Sequn tying for second place.


Chaverian

Architecture

Click here to see photo examples

baronial, cavernous, labyrinthine, open-plan
Strong frameworks and stone cathedrals, corridors, tall rectangular windows, and a lot of nature inspired decor. Chaverian architecture is one of the most ancient styles in Ptitheros and still inspires the architects of the present day with its baronial appearance. Even before the collapse, the buildings of Chaveri were large and cavernous, with giant doorways and columned halls. It was easy to get lost in the largest temples and complexes, but even though it was a maze of rooms, the layouts were very airy and induced a sense of freedom and encouraged one to spread their wings to traverse.

Apparel

Twisty, dense fabrics with nature-inspired designs were the norm, but Chaverians typically did not wear a lot because of the temperate weather of the region. They frequented anything that mimicked the appearance of wearing ivy or flowers.

Relationships

Chaverians were not sticklers for relationships, although they were wary of partnering with those who did not follow the North Cardinal, fearful She would condemn them for mixing cultures between families. This fear died out slowly and was soon gone by the time of the Coil Leaiv.

Religion

Chaveri was the heart of the Sagekin Affiliation, for it was the home of the North Cardinal. Chaverian Sagekin were given arcanic protection in exchange for following Edenlline. Edenlline took her share of a soul when a Ptithian pledged an oath in exchange for protection; most did so once an adolescent. Sagekin, following Edenlline, held loyalty long before the collapse, during the collapse, and continued to do so long after it.

Taboo

Making eye-contact with the Sage and priests.


Locations

Gold-eye Prairie

Expansive plains cover the northern edge of the continent. No cities or towns exist there but many small settlements and dwellings dot the landscape. Dull brown-gray grass that reaches the knee sways in the wind for kilometers ahead of where the eye can see. The fields invoke a sense of peace: like all is well in the world, and if not among the cities, then here it will always be calm. Many believe the plains are blessed, proven likely from the main Cardinal temple being situated on the plateau's far east. Dotted across the flat landscape are small "altar"-like constructions; stones shaped squarely sprouting up along pathways of dirt that have faint rune inscriptions covering their base. No texts explain the purpose of these rocks, but with their proximity to the temple, one can only guess they were important.

Monolith Heights

Bordering the North Shrine Plateau and Wyndgale territories is a towering mountain range. Believed by all to be the birthing grounds of all landscapes to grow from, Monolith Heights has snow-capped peaks, trails, and roads abandoned and broken, craggy cliffs, and emits the sense of peace from its descending wind and echoes. In the heart of the range is the original Cardinal Temple, where the ancient gods used to meet, discuss, and create.

Cardinal Temple

Monolith Heights

One of the oldest buildings in the world. Built from intricately white carved stone from the mountain range it sits within the center of, the temple remains ageless as it stands the test of time and the Monolith Heights' strong winds. Some spires have crumbled and the reliefs of dragons, lefikás, and other ancient individuals of the past have been worn down slightly and dirtied by heavy snowfall, but the inscriptions upon the walls, pillars, and ceilings written in Old Draconic still can be felt and read. A glimpse into the true beginning. The temple only has one massive central room, one with a cylindrical table rising high from the center. Claw marks from the Gods run deep through its stone and ancestral runic symbols scatter the surface. In the old texts it says the table was once a spellspace; glowing with runes and magic that illuminated the entire cathedral without a hint of darkness reaching in. Covering the walls from top to bottom are historic tales of first-hand stories of the Cardinals and their original followers. Small messages from their Collosals and Origin Kin. In small sections even stories about Lindoss are present, making the temple some of the only places in the world where text written in Void can be found and translated. The murals would depict the Cardinals and their early followers, kingdoms, and their early accomplishments. Like Cymer negotiating with Brunos and Edenlline and Swa cooperating on making Chaveri.

The Highlands

The high-altitude and mountainous realm of the north. The main settlement resides on the edge of where the highlands drop straight into the lowlands as sheer cliffs of crumbling rock. Wyndgale is often viewed as two layers, despite no cliffs of the highlands attached to the lowlands, they often do it in separate and unearthly ways. Arches, towers sprouting from the ground, some flat for miles and miles and others capped in snowy spikes of rubble. It is a strange landscape higher up in the sky, but most Wyndgale folk love to call it home.

The Lowlands

The lower altitude prairies of rich green taiga cover the expansive wilderness of the north. They are a beautiful sight, they stretch forever into the silhouettes of the highlands and slope around the feet of the towers to create an ever-wavering landscape that glistens in the sunlight.

Sage's Frozen Steps

It is said that in bouts of anger the Sage, Edenlline, would walk out into the North Ocean and shout flames at the sky until her claws became cold from all her heat being used up for the endless fire. She left behind footprints of ice across the waters until she returned to land. Sheets of ice split into stepping stones cover the waters north of Wyndgale. The sheets are large enough to settle fishing camps on, but no settlements have claimed the unstable ice. The sheets recede slightly during mid-year.

World's Maw

Said to be the mouth of the world due to its shape and location on the Ptitheros continent, the World's Maw is a geological marvel carved from erosion over millions of years from the harsh waves and wind of the northern ocean. The cliffs of the Maw rise high above the sea-level, overlook the vast distance, and often have a layer of clouds grazing the soft green grass of the landscape. Storms with strong wings and salty air are frequent, but it does nothing to push people away. Flight fishers, divers, and more dot the cliff sides each day, making the location popular with tourists, bringing money and population to the towns of Plumei Santos and Maw's Clutch.

Honeycomb Forest

A dangerous forest that fills the northeast of Ptitheros just before the altitude of the landscape rises, the honeycomb forest is full of dense trees. These trees have porous trunks, their roots can grab animals, and their canopy resembles hardened honey rather than leaves. The honeycomb forest becomes denser in some areas; these zones closer to the World's Maw are called the Aurix Caesin.

Broken Plateau

A landscape that covers the southwestern zone of the honeycomb forest, the plateau was once home to many of the trees but over time became sporadic in its growth. Trees decayed and never grew, the grass became thin and fossilized right after death, then the ground began to break apart. A curse upon the land, the area was once a prized hunting ground for the kingdom of Chaveri, but when the kingdom fell, much of the landscape it called home also fell into disrepair. The plateau has trenches and cracks everywhere, making the lands a dangerous place that must be explored carefully, for falling into a crack would bring a victim into the many caverns that loop throughout the Aurix region.

Ichy Colo

Highlands

The capital city of Wyndgale. Ichy Colo is named after one of the original clan founders known as Ichnae. It sits near the center of the Highlands and is built upon the fossilized remains of a Colossal, its homes are round and ecological within the environment. The city has a large inner market and directly north at the skull of the skeleton is access to Alpha Sentru; home of the Alpha. Its fossilized ribs sprout high into the air and encase the city like an massive open-sky cage, and its tail creates a natural bridge that slopes down the nearest cliff and towards the lowest of the cave den complex entrances. The city itself is even more wondrous than the skeleton, for the buildings are a patchy but pleasing array of woods, soils, clays, and colorful glass. Doors are intricate slabs of wood with a curved handle that always resembles the talon of a gryphon. The residential homes are on the outskirts (still within the rib cage) and climb upwards onto the jutting bones. Small homes and decks perched precariously on the fossilized yet strong towers of bone. Along the spine is the singular line of markets, vendors in tents or busy stalls, sometimes even set up on rugs. Following the spine upwards the bones turn into the neck, where more homes are set up that are bigger and more boisterous.

Foes District

Highlands

Down the trail, the tail of the skeleton passes by each entrance to the den complex that makes up the inner highland mountain that is near the main settlement. Some entrances are nestled into steep drops, some on gentle slopes. All connect once inside, into a massive web of tunnels that can diverge at any moment. In the dens that line the walls of the residential sections. Fairy lights are strung on the ceiling all throughout and potted burners are in each intersection room. Most intersection rooms are called Brays, they often have small shops set up for food sale and other wares so those near the Bray don't have to travel into the market just to obtain simple necessities.

Plumei Santos

Highlands

Plumei is a quaint town in the northeast area of the Highlands of Wyndgale. The second smallest town of the kingdom, the place is home to Ptithians who prefer a life not focused on markets and hierarchy; their town has a contained ecosystem of craftspeople, artisans, farmers, and more that often don't export their goods, making the entire town a perfect example of the times before massive trade routes were established and kingdoms fought for materials. However, due to this cut-off lifestyle, the town is a hotspot for activity that prefers to go unmonitored, such as cultist activities and unwarranted spell usage.

Maws Clutch

Worlds Maw

The Clutch is a town settlement found on the south edge of the World’s Maw. It lies a couple miles away from the sheer edge, making it a very sea-breeze ridden place that has a culture deeply influenced by the Maw itself. Life revolves around the edge, as glide fishing and farming wind-resistant crops is essential to the people there. Although the weather is tough, the people have the same calm and resistant attitude that is common in Galians of all kinds.

Aethe Edge

Lowlands

Aethe Edge is a small town in the Lowlands of Wyndgale. Its architecture is a mix of Galian and Chaverian due to its proximity to the ancient kingdom; it is evident it was once a settlement that belonged to Chaveri before Wyndgale gained control over the territory. The people of Aethe Edge are diverse and live a life mostly detached from the bustle of the cities, only serving as a stop for travelers and traders heading to and from Ichy Colo. Aethe Edge is very close to Skystream Lake, which is its water and prominent food source.

Stormwall

Lowlands

The stormwall is an extremely tall cliff that separates the Lowlands from the Highlands. The cliff stands so tall that only one road has been built to travel up it for Snapp Carriages, all other travel to get over it or to the Foe District city built into it requires flight.

Skylight Valley

Highlands

In the highlands, a crack dips deep into the hearth while the mountains still overlap and draw inwards. This creates a cavern with a split ceiling that shows the sky above. This valley cavern used to be a safety house for the people of Ichy Colo, as remnants of pottery and skeletons of caught prey can be found in the dark corners where the sky light does not reach.

Pinceten Peak

Highlands

One of the highest points in all of the Highlands, this mountain peak is rounded off from wind erosion and overlooks the highlands from so far above that it rests above the clouds. A sea of clouds can often be viewed; many fliers choose to stop at the peak for a quick drink from their canteen before continuing farther north to Deity Isle.

Whirlwind Rock

Highlands

n the highlands there stands a butte with a massive emerald carved at the top. How the gem got there and why it sits there is unknown but it is speculated a Cardinal's Colossal brought it there to keep it safe. Strong winds pool around the rock in swirling, visible gusts, making it impossible to reach the rock via flight.

Deity Island

Deity island falls under Wyndgale's territory and is a unique and wonderfully dangerous place to live and explore in. High in the sky, the clouds float at the same level as the island and create a sea of fluff just past the grassy plains. The ability to fly is a must here, as the ground constantly cracks and drifts away near the edges and even chunks from the middle of the island sometimes break apart. A spiraling hill grows near the center of the island, home to an ancient ruin at the top and a town at its inner base. Bizarre bismuth-rock cliffs cover the southeast of the island, then drop swiftly into a cascading pit with waterfalls that drop into the ocean.

Stone Circles

Gold-eye Prairie

While truly remants build by ancient Architectism followers, Edenlline convinced her Sagekin that their ancestors created them instead. Sagekin use these scattered circles of glowing rock pillars as places to leave offerings, believing they will be picked up by Skywatchers and brought to their ascended family members.

Sage Altar

Gold-eye Prairie

The Sage Altar is a large statue carved from stone and petrified wood made to look like the North Cardinal which stands in a clearing just north of the plateau's main river. Although it used to hold a tablet with ancient Draconic texts carved into it, the tablet was stolen long ago and her blank eyes now look down upon empty hands. The tablet's exact current location is unknown but it is said to be hidden away deep in a cave, locked in a collapsed tunnel. Reasons for a Ptithian to hide it away are speculative but one theory states that it might be in relation to anti-Sage propaganda in order to demote the affiliation.

Sky-stream Lake

Lowlands

Towards the middle of the Wyndgale territory is a long river that falls over the grand steepness of the Stormwall. This glacial water tumbles down and rushes into the lowlands, flowing into a massive lake known as Sky-stream lake. This lake is said to be an ancient opening to the North Cardinal’s original underground palace; a place built even before Chaveri came to be. Folklore holds up, there are caverns beneath the lake that bring the water out into the ocean and into groundwater tables, however the presence of a lost god palace is undiscovered.

Clan Seaside

Lowlands

A clan living next to the ocean in a quiet fishing-based community. They have good connections to markets within Wyndgale so they tend to be the most talked about/rumored and dissed due to their unwarranted publicity. They deal with hunters and cultists more than any other clan and have become very strong in their defenses, as they are willing to use their power to protect anyone in their clan. Seaside also welcomes non-werebeasts, however the individual must have a reason to live there, such as being prosecuted for something else or are stuck as a societal outcast.

Sage's Ice Ruins

Frozen Steps

Among the dark waters near the Sage’s Frozen Step lies a large glacial cavern with an even larger underground lake of water. Perma-frozen glaciers float within the lake, carved intricately with columns and corridors. A piece broken away from what was once a giant temple built into the ice. Relics and bones rest frozen in the walls and floor.

Ichnae's Retreat

Worlds Maw

An ancient prayer ground. It hides in the foliage in the northeast near Plumei, a cold swamp having overtaken it. Statues of gryphons, one that looks like Ichnae, cover the area, some barely holding their head above water. The crumbled temple was a cooperative effort between Sagekin and Sequn, evident by some Sequn symbols and architecture found mixed in. Strangest of all, the mire grows beautiful quartz crystals like a regular pond would grow cattails. These crystals are harvested for religious worship and rituals.

Heart of the Hive

Honeycomb Forest

Somewhere in the deep, deep dark depths of the Honeycomb Forest lies a large honeycomb tree. Its roots span for over a kilometer and dig deep into the forest floor. Rusty orange water pools between the roots and feeds the ancient tree. Weather does not affect this small, strange area of the forest, but a faint pulsing sound can be heard coming from the tree’s trunk. It feels like something more alive than a mere plant is there, but nobody dares cut into the tree. Very few have laid eyes on it, let alone escaped the forest after venturing so far into the Bramble Maze just to see it.

Bramble Maze

Honeycomb Forest

They say that those who stray too far into the honeycomb forest without any company may encounter a wall of thorns. Traveling along this wall will eventually lead to an entrance to a maze made of thorny, fleshy walls. There is no confirmed location to this maze, so research and encounters to pull information from is limited. Some rumors state it connects to another dimension.

Aurix Clan Ruins

Honeycomb Forest

When the caverns the Aurix Clan called home collapsed deeper underground, the dwellings and daily life came to an abrupt stop. Venturing into the sinkhole chasm that so many Aurixians once called home, one is met with the crumbled remains of smashed furniture, cabinets still full of preserved food, scratched doors as the Ptithians tried to claw their way to freedom, and the crushed skeletons with bones either cracked or scattered beyond recognition.

Chaveri Caverns & Ruins

Broken Plateau

The Aurix region covers a vast maze of caverns that have openings on the surface and can travel all the way down to the subterranean magma zone (close to the first mantle layer). Underground rivers, underground lakes, underground growth, the caverns have many mysteries to uncover and explore. Somewhere within the vast complex are what remains of the Chaveri capital, its ruins standing the test of time in the stagnant environment of the cavern systems. Its residents, too, roam the caverns to this very day. Most Ptithians know these ancient residents as windiages.

Code by AviCode

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