Woariian Region



Territories

Clan of Woarii

The southeast peninsula is home to the Woarii clan. When the Aurix clan fell apart, many members migrated south to escape and start anew. The peninsula had lush forests and rocky mountains, and any settlements it once had were merely ruins. Over the years the clan grew in size from more migrators from all over Ptitheros coming in. They stabilized their governing systems and built a nice city within the colorful canyons and caves.

HISTORY

Part I
What happened to the prosperous land of the honeycomb forest? The Aurix Caesin it was once called, not even the registry name for the area due to the massive kingdom that called it home. Chaverí was a kingdom of fortune, the very first of the Cardinal's kin kingdoms that rose above the wild pack life and became a civilized society.

The first to rise appears to be the first to fall though. History is a bit hazy for the most part on what exactly happened to the Sage's home, many speculate the war with Tucruitora drove Edenlline to become violent and in turn made the magic of the city unstable. Some believe the Sage had simply gone insane like the myth of the West Council, Cymeŕ, did. Some even think it was the Meldr’uno’s plan all along to kill a kingdom, the next only yet to come without warning afoot.

Whatever may have exactly happened is debated, but the consequences are still thriving deep below the amber trees and heart of the Aurix Caesin. When Chaverí fell into the hull of the ground and bore away at the minds of its citizens, the territories of the honeycomb forest and the neighboring zones were left to look abandoned. Empty of dragons, gryphons, and civil creatures for a very long time. Only until about (time insert) after the catastrophe did creatures start moving into the area, they were seeking a better life, a more wild life with others like minded to them and not trapped under the religions and government of the other kingdoms.

A wilderness awaited them in the Aurix, so the migration there had begun and only grew. Over time the population in the territory got bigger and more stable. What started as single creatures or small families moving there to live at peace with themselves and nature eventually turned into a pack that ruled over the Aurix as a whole. The one thing they sought to avoid was taking over the area with an iron grip that their alpha possessed through each generation. They still respected the land to give them what they needed, no kingdom situation was going to arise anytime soon, but the rogues of the forest felt uneasy knowing they could be ambushed at any moment just because they weren't following the rules of the Aurix Alpha. For those in the pack, life was good. Simple and easy with their jobs and routines that kept the pack alive and well.

Although most of the alphas over the centuries were large and scary, they mostly meant well and kept order when required. Centuries passed on and advancements came, the Aurix Territories were once again recognized as a suitable place to call as part of Ptitheros. Now listed as a territory of its own, it held the same power in the trade market and political standards as the Wyndgale clan just north of it did. This was a big step for the Aurix clan, whether they were truly interested in Ptitheros affairs or not, but the option of partaking as a territory of their own was important and honourable. Nothing good is ever permanent.

Part II
A major thing about Chaveri was its prowess in magic. The one who rules the city was none other than the once head Council member and Cardinal herself, The Sage. Commonly referred to as The Wise One by the past citizens, she had cast a spell upon her kingdom to create an aura-protected society. Dragons, gryphons, and other creatures who lived there and worshipped the Sage were given the ability to not fear disease and heal wounds at a surprising fast pace so long as they were invested in keeping peace within Chaverí. When a citizen left they were released from this spell, it was not harmful to break however, as the Sage had a tight control over magic.

When Chaverí fell, it fell for a reason that was deeply tied to the spell that encased the kingdom. The Sage stored her magic in relics, one at a time, during its last years the magic was in an artifact called The Soul Chalices. The Soul Chalices were shattered, this is where history becomes very fuzzy. Whatever happened sparked an immediate and atrocious reaction within the Sage and the kingdom itself. It sunk into the hearth, the Aurix has a limestone basin for its soil so the buildings broke through and went down. Down into the endless caverns that cover the underground of the territory, Chaverí became trapped and covered from the falling debris and honeycomb canopy, hidden away, whoever was left in the kingdom was dragged down with it and left to suffocate on the dirt and grime. Healthy magic turned sour when its source of power was trapped below the hearth and its containment relic had been broken. The spell retained within those who fell down with their city, its powerful and regenerative properties somewhat functioning but not enough.

What else from half-powered life magic becomes the opposite; monsters of death and rabid behaviour. The fallen, dead, decaying citizens of Chaverí were raised from their slumped position. Life, glowing life coming to their eyes and their bodies hung onto what bits of flesh and skin was still left on them after so many years before the magic resurfaced itself. Monsters they were, and most did not retain the civil mind they once held. Beasts with a thirst for revenge. These are known as the windiages. The monsters remained in their underground kingdom, their presence not recognized as a serious problem just yet, as most did not wander far at the time. That is until the coming years of the Aurix being claimed by a pack. There was life in the territory that once belonged to the Sage and the Chaverí citizens, and they felt nothing more than hatred towards the Pack of Aurix, they wanted them out, wanted their land back.

The Pack made a mistake and clearing more of their home caverns out, their diggers exploring new tunnels and clawing out new paths through the fragile amber limestone. They came upon a crevasse, an endless drop with pathways spiraling down, but before anyone could get the alpha's permission to go explore, a new visitor had stolen all the attention; a wyvern, pale white scales covered most of his body but bits of his leg and his tail were hanging by threads of muscle, nerve, and chipped bones. He warned not to traverse the new caverns, his voice was raspy and he always looked tense. He was new to the pack, they did not trust the new dragon, so instead looked towards the Alpha. The Alpha sought to explore, make the caverns and dens bigger and this casm that was found looked perfect. Before any searchers could be sent down the land began to change. The trunks of trees slowly calloused into whiter bark, the river stream had streaks of red, and the grassy honey hued grass of the forest was losing to the decay of brown in its sprouts.

The ground shook, and a casm broke open beneath them within the caverns. They all fell... down into the abyss until they all slammed to the stone streets of the fallen kingdom of Chaverí. Many members of the pack were killed off by the underground monsters, many died from getting trapped under falling rocks or stalactites, some were wounded beyond movement, but some managed to escape. They found an exit and dug their way out. The Alpha was one of them, and she was followed up until the few remaining survivors and she landed upon the canopy of the Aurix Caesin. The Alpha was disgraced by half of the leftover pack, they blamed her for the situation and the loss of their loved one. They all fled from the Aurix, abandoning the territory once again just like it was so long ago. The Alpha and her followers went west, the disowners flew south.

Part III
Bodies who were once under Alpha's rule and called themselves a part of the Aurix Pack left both aliases behind. They flew south, as far as they could go, they passed over the kingdom of Tucruitora, passed by the Melder's Volcanic Domain, and finally came to rest after they got out of the Eastern unclaimed coastal jungles.

This new land to them is what came to be known as Rekindle Isle; a peninsula loosely connected to the south end of the Ptitheros continent. After exploring and setting up temporary camps, the creatures believed this place would be perfect, so they set out to travel further and scope as much of the area as they could, making sure there were no tribes or small kingdoms already there. They found no tribes, no kingdoms, no big settlements. But they did find the ruins of what were obviously creatures here before them. Artifacts and torn down buildings, dens already dug into the crevasse that would eventually become their main settlement and many magical objects that all narrow down to the one they honour the most; the Arclen. No one knows who built the Arclen, the Relic, the Memory Glass, everything aside from the Arclen was intact, but the creatures felt drawn towards it. They fixed it up as their settlement and pack began to grow again.

They settled primarily in the Kitte Crevasse, and when the entirety of the Nairuuthli Caverns were explored, they started to build and reside in the largest room in the underground. Pack ranks, trade, and rules were sorted out overtime. Although they had disowned their alpha from Aurix they still wanted to assign one to be a central overseer. Someone who wasn't in charge due to strength, someone who wasn't born into the rank, someone selected by the original members themselves who had survived the migration. They chose to isolate themselves in the beginning as their homes and families grew, but once a permanent dwelling and functional system was ensured, they opened up to letting wanderers and creatures from other lands to join the pack. A new alpha was chosen. Time went on and the pack progressed. The present is calm and the Woarii Pack is happy. They weren't the only ones who migrated south so long ago though.

Leaders

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INFO

  • CARDINAL Edenlline
  • ERA Early C.A. to Present
  • LANGUAGE Common/Draconic
  • CLIMATE Temperate and Wet
  • RELIGION Sagekin
  • Demonym Woariian

Demographics

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

Power Structure
Alpha (pliso) > Beta > Alpha Heirs > Gamma > Elders (tiabil) > Priests > Guards (shivi) > Medics (irisvari) > Soldiers (arytiss) > Hunters (harroc) > Scouts (houpos) > Merchants (tramous) > Farmers (edarokos) > Fishers (kais) > Builders (xurwkar) > Apprentices (kamati) > Outsiders (ajikis)

Woarii labels rank as they would be referred to in the old language of Draconic, which is long dead in present-day Ptitheros. They have a strong tradition to keep Draconic language alive where they can.

Foundation

The region has seen its share of outcasted groups. Ruins of long-forgotten settlements and artifacts are scattered across the peninsula, some dating back to before the rise of the first dragon kin. Beyond this forgotten era, the Woarii clan settled the region again and has since kept it alive as a recognized territory.

Economy

Woarii only involves itself with the other territories when necessary. They export agriculture, seafood, game meat, lumber, and magic artifacts often found around the region. Their economy is a lot more barter-based than others, but Caq is still present. Most residents are self-sufficient when it comes to basic necessities.

Religion

Woarii does not have a strong religious aspect to their region. Because the original migrators came from the Aurix, a strongly North affiliated group, that association has trickled down and keeps much of Woarii Sagekin simply due to heritage. Territory-wise, all cultures and religions can be found and are welcome.

Government

  • TYPE Wolf Pack
  • FOCUS Sustainability and Protection

Leadership

Royals and Leaders List

The Aurixian/Woariian alpha lineage is not a biological one. Alphas were always chosen by the previous alpha and council. After the Aurix Clan disbanded, ex-alpha Kareva lost her status and the new dwellers of Woarii appointed Mylli as the next alpha without Kareva’s input.

Military

Woarii has guards and soldiers but they only place resources on busy locations to prioritize the safety of the masses. Anywhere else, it's dependent on civilian interference to fix issues. Woarii is willing to gather their warriors in case of attack, but they are aware that they hardly stand a chance if another kingdom wants to start a war.

Relations

Sequ’Manko - Neutral
Nox - Neutral
Braeyc - Neutral
Pab’Zuaan - Neutral
Psollo - Ally
Wyndgale - Ally, Cooperative
Tucruitora - Neutral


Culture

Woariian

Architecture

Click here to see photo examples

Vast, Subterranean, Core, Clean
The culture of the Southeast Peninsula has had little time to develop compared to other regions, so most themes are taken from Chaverian architecture. Strong frameworks and stone cathedrals, corridors, and tall rectangular windows. The difference is, Woarrians work with these elements underground. The above-ground zones mimic Galian architecture more, with circular cavern entrance homes and many banners and colorful curtains to block out the weather. A large melting pot too, due to outsiders bringing their own ideas when they create their new homes in Woarii, merging their aesthetics with others’.

Apparel

Woariians don't have a staple apparel theme, they're just a big mixture. But, one common accessory is teal or blue ribbons or little flags, often attached to satchels or collars. It signifies their alignment with the clan.

Relationships

While Woariians have no partnership customs, they do believe in raising children as a "village", rather than all of the responsibility being put on the parents. However, they don't take kindly to neglectful parents who take advantage of the tradition and they will often be removed from the clan.

Religion

Woarii was formed from the Aurix Clan, which was a Sagekin-dominated group. Woariians who come from the original clan members are usually Sagekin, but because of how open the clan is to new members, Affiliations have become very mixed. Similar to Mankians, Architectism is a bit more popular than usual here, since no one religion has a dominating force on the culture.


Locations

Eastern Jungle

The Eastern Jungle is an unclaimed territory zone filled with lush greenery and massive trees. In the undergrowth, it is dark, a place of danger, but there are many copses of trees surrounding areas of grass and large flocks of foes that go about their meaningless lives. The canopy is no stranger to tree-houses of those who like to live off the land, and caverns weaving between the mounds of dirt piled between old trees are common.

Volcanic Inlet

The eastern ashland is a volcanic set of islands sprouting from the eastern shoreline. The winds are hot, sharp, and bite at the black sands of the islands, forever pushing them outwards into the sea or up the docile mountains. The main volcano on the central island on the chain is known as the Melder's Volcano, due to the many stories of it once being His preferred home.

Kandle Forest

Most of the island is covered in lush, turquoise and deep green, temperate forest. A place of wondrous hunting and secretive discussions. The forest is full of life and full of dangers, never are children allowed out into the trees without a parent or family friend to guard them, as monsters screech and echo throughout the leaves at night. The forest covers the northeast corner of the Southeast Peninsula and into all the creases between the Falls and the Crevasse.

Guawsyvern Cliffs

An exact translation from Draconic proves these flattened upper landings of the island are special to the creatures that inhabit these territories. Cliffs of Dreams, the Dream Cliffs, these wannabe mountains make up the area in between the Crevasse and the Hovering Memories, the southwest zone of the main peninsula. These cliffs are where Woariians take their young to teach them to fly.

Spiral Marsh

A natural phenomenon, the marsh is a beautiful site of water coursing and trailing through the loose white sands that creates swirling streams that intertwine all back together to go back into the sea. A place of Zen, the salty water is inviting and warmed from the sun constantly hitting the shores. Found on the east side of the island, the marsh is easily accessed from the paths that leave the southern end of the Crevasse, or flying proves an easy way to spot the area as well when above the large temperate trees.

Nairuuthli Caverns

The first entrance to the caverns is a smooth transition of gravel that has an entrance point in the chasm just in between the West side of the Crevasse and Hovering Memories. A slide or surf down the loose sediment opens up into the Nairuuthli caverns with the Stepping Stones being the nearest camp. The second entrance is a hole in the ground big enough to fit through that is found by the river of the Endearing Falls. This entrance drops straight down into the foliage of the Ulhar Corner and is the least used entrance into the caverns. The third entrance, although treacherous for Ptithians the first time, is a rift at the bottom of the shallow sea zone just northeast of the Tailstrike Shores. The entrance is underwater, but it can easily dive into and it shoves those who go in back into the air of the cavern the second they spill down the waterfall of saltwater, where they can find the Plaza room just one tunnel down.

Kitte Crevasse

Kandle Forest

One of the two most bustling places on the peninsula. The Kitte Crevasse is the hustle of above-ground activity and caters towards all, such as homes higher up, nestled into the cliffs, others closer to the bottom of the chasm for those who are restricted to the hearth. The Crevasse extends from the northwest edge of the island to the southeast, smoothly it curves upwards and transitions into more flat land where the forest takes over more just before the marshland does. The rocks that line the inner chasm are naturally very jagged, with minerals showing and weak covering from the talons that had begun to scrape and carve at them in due time. As stone was stripped away near the top and trees were cleared or pushed back away from the cliff rims, the Ptithians that inhabited the island had started their endeavor to create their first settlement there- and so they did just that. From a small campsite to hollowed out caves for them to take cover in during rainstorms, the settlement has evolved into something much more with history rooted down to its very beginning tent stakes in the ground. The entire northern half of the Crevasse is populated, the buildings; platforms made of wood that lean on the rocks and use stilts to keep them up against the edges. Turquoise tarps and wraps string the roofs together and baubles such as foe lanterns and other pretty jewels drape from corners and chime in the breeze that blows past. Ladders, ropes, even stairways have been carved into the stones themselves to allow easy access to the upper levels. Off the ground, the platforms and better viewpoint can make any creature feel safer. Where the platforms of wood and roofs of tarp stop, digging begins. The cliffs are dug out but retain their very top layer of stone and dirt, columns of rock are left alone so none of the dwellers' work becomes undone or the world literally crashes down on a Ptithian's head. Pockets, little dens for individuals or larger ones for families are strewn all throughout the inner cliffs just inside the tarp buildings, with crystals that pulse a magnificent blue or torches are hung all around to cast a glow to illuminate the artificial mini-caves. Ptithians fly through and across the crevasse constantly, hopping from market shop to market shop, home to home, everything and anything can be found in the crates or barrels that are left on the platforms by the shopkeepers after they head back home to their respective den.

Pack Plaza

Nairuuthli Caverns

A busy spot, the widest room of the caverns, it has been carved and dug into over time by the Woariians and has been crafted into one of the two most dwelled in areas on the island. A roughly circular room with an entrance to the west and another entrance that feeds in from the ocean a bit to the northeast based on the center point of the cavern room. Like the Kitte Crevasse, dens and family caves with platforms and tarps to function as walls or blinds are all over the walls of the room, with almost as many residents that can be found above ground. Light spills in as a blue hue from the ocean entrance just past the nearest room where the Ptithians can gather water to boil the salt. The plaza zone is deemed the safest place on the island and within the caves, so it is the haven for many clan members.

Olmashen Volcano

Volcanic Inlet

When the Ola'mel controlled the desert and Meldr'uno was active in their eastern dragons' lives, there was the Ash Council. A group of powerful solar pyromancers who served their god loyally. The council and their Cardinal dwelled in the volcano, one with a massive golden temple. Nowadays, the heat of the volcano makes the temple almost inaccesible for study or to recover relics. Regular heat and fire resistance is not enough.

The Archlen

Kandle Forest

A towering stone structure made by creatures of the past, its original base of crumbled ruins and mossy orb was already there when the pack's ancestors came to the peninsula; whoever had put it there was long gone, but they were still very curious as to who was the creator. Perhaps the Melder himself, that would certainly be something to overanalyze if need be. The intuitive Woariians rebuilt the Archlen over time, a decade or two of carving and crafting new ideas as to how to infuse aura back into the blue orb that had been pressed into the hearth. However, inventive spells were unnecessary, all it took was one dragon with a childish idea to simply fly the heavy orb up into the circular hole that the archway held once it was put back up again- it tugged at the dragon's arm and flung itself into its proper position, where it began to pulse and float, bobbing lightly until it stabilized and a relaxing aura flooded the researchers nearby who were building or working to fix it. A thank you from whoever created it long ago, maybe their spirit is free to watch over its land again, the clan members may never know.

Endearing Falls

Kandle Forest

A busy spot on the northern end of the peninsula, the Falls are indeed a cool rush of gallons upon gallons of water tumbling off the side of a cliff from a river and into another river far below. The rushing water has caused the cliff it courses over to become more indented, curved within like a bowl with ledges where moss and slippery stones have stacked. Dwellers like to perch on these ledges and let the crisp and refreshing water stream over their skin just before they fly off back home or stay awhile in the pooling river curvature below with some friends to relax. Although the start of the river comes from the Southern Sea and begins with salt water, the underground filters backlash it by entering underneath from the other side, this results in a mixed briskish solution by the time the water hits the waterfalls. So those with scales sensitive to seawater don't have to worry too much and can still enjoy themselves in the pools like everyone else. The waterfalls got their name from the first settlers, who saw them as the original crossing point into a new "endearing" life away from their former homeland within the Aurix Caesin. The name struck and is still the title the waterworks retain, despite most residents just referring to them as The Falls.

Hovering Memories

Kandle Forest

The name derived from the location's undesired effects, the Hovering Memories is a patch of mid-height floating islands on the southwest end of the island that harbor the densest forest area of the land and the thickest vines holding it to the ground below. The Woariians built chains to keep the islands together and close, not wanting to lose such an interesting part of their territory. Pieces are detached, the ground is shaky and uneven, cracks could appear anywhere, so it's not a safe place for Ptithians to go if they lack the ability to fly. On the largest floating piece is a jutting crystal, deep turquoise, from the ground that splinters into sharp edges and spills into small ones all around it. Like a dangerous throne, the crystals show almost perfect reflections of anyone that steps near it, they show the observer memories of their past, usually ones they don't want to remember, and through their eyes the crystals shows those memories on its surface similar to a phone screen, so anyone can see the deeds of their brethren. It's a useful yet dastardly thing.

Bramble Verge Campsite

Nairuuthli Caverns

A dense rock wall away from the plaza, the Bramble Verge is the second small campsite and den area of the caverns past the Stepping Stones. With two streams of water spilling in and into shallow pools on either sides of it, it's a quiet and serene place for anyone to live if they want to be just a bit out of the other's way. Many of the gatherers of farmers live here since it supplies spare dens for storage and easy access to the forest in the Ulhar Corner, just a tunnel northwards. The area was named after the dense vines that web across the ceiling of the cavern room.

Stepping Stones

Nairuuthli Caverns

A broken segment on the western side of the caverns, the stepping stones are pieces floating above an endless drop into the darkness below. Few have ventured into the abyss of the caves, and even less have returned but they refuse to talk about what they found or observed. Enough light spills in from the Slope entrance to hit the stones and spare torches or firepits create the rest needed to navigate, so those without wings can easily hop across without trouble, for the most part. On the highest shelf sits small burrowed caves and pitched tents affront them to block the whistle of wings that blow through the caverns up from the abyss. A few dragons live there, mainly those who like solace and don't want to sleep around the others of the pack within the Plaza or the Crevasse.

Caves of Time

Stepping Stones

Far, far below the void of the Stepping Stones is a cavern with anomolous properties. Gravity goes away once one goes deep enough and a mist grows thick and looks like the cave is full of nebulas and stars. Ancient architecture is scattered throughout, in a style similar to the Hovering Memories. It is not a known architecture style and has carvings written in an unknown language. It is speculated this is another lost city of the Collosals, but the buildings are too small for this to be true.

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