Kingdoms & Territories


OUTDATED

Tucruitora

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INFO

  • CARDINAL Meldr'uno [Virtue]
  • ERA Late E.E to Present
  • LANGUAGE Common/Tucruss
  • CLIMATE Hot and Dry
  • RELIGION East [Tucruit]

OVERVIEW

Tucruitora is an Eastern kingdom with a predominant lefiká population and female-lead culture. They specialize in land-trade control, architectural needs, large quantity game (meat) exporting, and independent artisans. They are governed by a royal family and only females heirs have the chance to become the next Pharaoh.

A massive kingdom that rests on the near-east side of the Meldra Desert. It was created by Meldr'uno, the East Cardinal, originally to home His Ola'mels (eastern dragon followers) because he desired to firmly separate His people from the other Cardinals. That initial plan failed as eastern dragons oriented themselves with other dragons, so Meldr'uno disgraced them and gave the kingdom to His other creature: the lefiká. The kingdom's major population is lefiká, as the harsh climate and dust storms does not attract many others to become long-term residents. However, the city is highly advanced, culturally and science-wise for its era. Buildings crafted from sandstone and clay make up most houses and stores, meanwhile the grand palace and pyramids are polished with use of strong onyx, sapphire, and quartz. Commercial market districts attract artisans from all over Ptitheros, making Tucruitora the heart of trade in the world. It is governed by a royal family, with the oldest female heir becoming the next Pharaoh upon her mother's death or retirement. Female dominated rules are prominent in all Tucruitora territories and other species are expected to conform while they are there as a means of respect. The kingdom has a strong economy, military, religion enforcement (for Tucruits only), and is quite a threat if not an ally.

Founders

Tucruitora was created as a capital kin city by the great Cardinal of the East; Mel'druno. Although obviously inhabited and run by the lefikas, the capital originally was made for the eastern dragons, long before lefikas replaced the dragons as Melder's new favored kin. The eastern dragon placed in charge of secondary affairs within the city's beginnings was a male named Alkanma, he assisted with much of organization and construction of the capital after his Cardinal gave everyone a starting point.

Market

Tucruitora is a heavy capitalist market with reliance on imports for many necessities that their desert and savanna environment cannot produce. All cities within the territory run a strong trade market with thousands of artisans, merchants, and trade caravans going in and out of their busy market streets. Businesses are treated as the backbone to the kingdom so getting permission to begin a business is very simple, making it quick for new shops and market streets to thrive soon after release. Bartering exists in the economy but caq is much more preferred by most of the merchants and sellers, as the services and economy has been running a monetary based system for much longer than the other kingdoms. The middle-class is large yet so is the poor, making living in the kingdom quite the risk that is worth the reward. The kingdom mainly exports ores, minerals, art, and clothing.

Affiliation

The Tucruitora kingdom is predominantly Tucruit, an East Affiliation that acknowledges the Melder and his ultimate form: the Virtues. For lefikas living in the territory, mainly the capital city, it is recommended by law to be Tucruit, whereas other species are permitted their own Affiliation but it is pressured on them to be Tucruit if they aren't fully committed to their own culture. Farther away from the capital one goes the less these rules are enforced, making it easier to find more mixed communities in places like Acaciia or the Stilted City while remaining in Tucruitora territories.

Government

  • TYPE Absolute Monarchy
  • FOCUS Economy and Pride
  • ALLIES Nox, Pab'Zuaan

The kingdom has been headed by a female Pharaoh for as long as anyone can remember. Only pureblood, female lefikas are eligible for the throne according to their monarchy laws, and although it doesn't require royal blood, most Pharaohs are the oldest daughter of the last leader.

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Leadership

LEADER: Pharoah Messilaen Inubus
MATE: Khait
HEIR(S): Meerkat, Arroe, Deen, Torr, Classa

Military

Tucruitora has royal guards, then a base army led by a general. The general has some right hands. beneath that are guards, soldiers, and patrollers.

Royal Guard

Royal guards are specialized guards who keep watch of the palace and attend the royals to events or places outside of the palace. A handful are also assigned to the high-district houses owned by the royal heirs. Female heirs are always accompanied, males can choose to not be.

They're viewed neutrally by the standard citizen, since they only deal with royals, they wouldn't interact much with a citizen, leaving no room for praise or wrongdoing.

All royal guards are born female, born males aren't trusted to have enough strength. They are always originally guards or patrollers in the Tucruitora army before being promoted. This is usually just by luck and connections, the general (Tat-akat) will recommend guards/patrollers to the Pharaoh (Messilaen) when positions need to be filled.

HISTORY

One of the first kingdoms, created by Meldr'uno at the same time as the Cardinals of the North and West created their main kin's kingdoms of Chaveri and Sequ'Manko, it was grandly placed in the perfect location according to the Eastern God: above The Beginning. According to old testaments from the original Ola'mels, The Beginning was a kingdom rumored to be created far before the first kin began to write down history or possibly even use aura. Not much information remains on the possible lost kingdom, but it stood as something important to Meldr'uno when he began growth on Tucruitora, so archeologists continue to search for answers.

During the early E.A era, Tucruitora did not have lefikas, nor The Virtues in charge. The kingdom was guided by Meldr'uno personally, same as the other Cardinals did, and he created everything for his original kin: the eastern dragons. These long-bodied creatures resemble Meldr'uno and the Affiliation they followed was a cultural title known as Ola'mel. The kin built up Tucruitora, advanced as time went on, and followed all their Cardinal asked of, and yet in present day Ptitheros, eastern dragons are as dispersed as winged dragons in the kingdom, possibly even more so.

Meldr'uno is revered as the greediest yet most cunning of Cardinals. He realized not long into the construction and advancement of his kin and kingdom that he was not unique enough as he desired. To the west he saw Cymer had winged beasts, to the south- winged scaled beasts, to the north- winged scaled beasts- and something new; he knew Edenlline had a kin different from the rest, a creature called the gryphon. Here he was, with kin that looked like him, the same as everyone else, and he thought that was boring. He did not stand apart from the rest, he wanted something different like Edenlline had, and thus he got rid of his kin and sent them away from his grand kingdom, no longer desiring their basic appearance and capabilities.

The commonly revered lefiká was introduced and given the kingdom, given everything once promised to the Ola'mels, the new East Affiliation of Tucruit was created to wash away the stains of what once existed and was no longer wanted. The other Cardinals were disgusted by this action but overall did nothing to stop or encourage Meldr'uno.

Meldr'uno introduced the Virtues and strengthened the bonds of the Tucruit ideology, bringing the new kin together as a prideful and strong group. The capital grew larger, advancements in aura, literature, and construction continued. Connections to other kingdoms became easier, lefikas became known like the rest of the kin creatures, and time went on.

Later on in the millenniums that made up the great E.A era, species and cultures began to move away from their original places as the Cardinals grew more lenient on tasks that needed to be done. Kin made their own lives and began the lifestyles that now exist in present day Ptitheros: lives attached to their homeland and God, but following their own path, wherever it may take them. Sequns, Sagekin, Swavvels, so many new faces intermingled between kingdoms and settled in new places, creating pockets of settlements where cultures and personalities mixed. It was a grand age of the era, one of the first times intercultural families formed and hybrids came about, but like most of the Cardinals, Meldr'uno (The Virtues) did not want this mixing to destroy the perfection He had created.
This lead to the creation of many settlements beyond the walls of the walled capital. Places like Solluhawh and the Stilted City were all founded by those who wished to live in Tucruitora, but were denied due to their different opinions; whether it was a lefiká who chose a dragon as a mate or a citizen who followed Edenlline instead, these individuals refused to leave their homeland and instead built their own grand locations.

Trade routes developed, new settlements formed and fell, Tucruitora capital developed a firm set of rules whereas the rest of the territory was left to its own devices. The kingdom expanded outwards, claiming most of the Meldra Desert and Sol Savanna, leading to riches due to resources and land and even more people pulled in for citizenship. The Dome was constructed as a source of communication for The Virtues, letting the Cardinal take a further step back and leave His kingdom to develop. It was how He wanted it, and unless things took a turn, He remained out of sight.

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.

Nox

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INFO

  • CARDINAL None
  • ERA Mid C.E to Present
  • LANGUAGE Common
  • CLIMATE Maritime
  • RELIGION None

OVERVIEW

A steampunk-esce kingdom secluded to the large Floating Isle just south of Pselle. Mainly populated by Rubasyns and unaffiliated with any Cardinal or culture, Nox specializes in mechanical marvels and expert scientists and teachers. The kingdom is governed by a mayor with their council group called The Lace.

A secluded kingdom built upon the largest Floating Isle cluster of the North. It was built with no godly intervention, the persistent rubasyns who settled there wished to cut their species off from the Sage and Her religion because they believed She abandoned them for the dragons and gryphons of Chaveri. The species thrived in their small kingdom of Nox, advancing themselves through science instead of solely magic (however it remained present). Nox grew ahead of all other kingdoms, being the first to tinker and involve their lives with steampunk technology. This engineering with minimal magic rocketed them into a personal mini-era that the other kingdoms either envy or despise. Trade, words, engineers became renown and worthy, making Nox a desired ally to any kingdom. Eventually, as trade and artisan travel became commonplace, the rubasyns decided to be less solitary. Gates, markets, rules became open to allow others to live and work in Nox. The process was slow, but several decades later the Isle is now abundant with those who desire the particular way of life only Nox can provide.

Founders

Founded in 2300 C.E. by an unknown headfigure amongst the rubasyns who fled to live in Braeyc/Northwest Ptitheros after the Coil Leaiv. Since many, many rubasyns went to the main island after it was announced as a perfect homeland, it is hard to determine which individuals founded the original settlements that became present-day Nox.

Market

Nox Kingdom was once a closed-market region due to the rubasyns not wanting other kingdoms to get their hands on what inventions and lifestyle changes they had created. This worked for some time, but in 1820 C.A. it opened its borders fully to the rest of Ptitheros, sparking great prosperity to its citizens, merchants, and scientists since they had unmonitored freedom to sell goods, trade, and interact with the markets elsewhere. Nox is an important exporter of aura technology, textiles, and expensive architecture materials, and is a great buyer of foodstuffs and raw supplies.

Affiliation

It was built with no godly intervention, the persistent rubasyns who settled there wished to cut their species off from the Sage and Her religion because they believed She abandoned them for the dragons and gryphons of Chaveri. This history of cutting off Cardinal dependence has created a kingdom that is wholly Unaffiliated, making much of its population such as well. Affiliates are permitted inside the kingdom, however they must do their worship in private and cannot pressure other Noxians into their Affiliation.

Government

  • TYPE Republic
  • FOCUS Technology and Economy
  • ALLIES Tucruitora, Pab'Zuaan

The Nox Kingdom labels itself as a republic but has similarities to an oligarchy. The highest status inventors and scientists make up a circle of rubasyns known as The Lace, the central opinion group amongst the governing body. In this circle is a Mayor who is elected by the citizens of Nox through a vote, the votes then settled by The Lace to ensure someone worthy is in power. The Mayor is more of a figurehead compared to the members of The Lace, however the Mayor is often of high status and intellect so their opinions are valued within the circle.

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Leadership

LEADER: Mayor Mayzon

Military

Nox has no royal guard and its military is small, focused on machines and location to protect itself rather than brute force.

HISTORY

The kingdom’s history is directly entwined with the rubasyn species history, CLICK HERE to read it.

Settlements

CAPITAL CITY | Steam City
Nox is a large floating island off the northern coast, just above Braeyc territory. Much of the inner island is filled to the brim with Victorian-esce architecture and aura-powered industrialization, such as commodity factories and capsule plants. On the east edge of the city is farmland and open fields that cover the smaller floating islands- quiet cottage life is prioritized here. On the west edge of the city are larger and more spaced-out buildings, all leading towards the capital government building that sits next to the Whirlwind that rises from the ocean to the island's top. Life is non-stop in Nox, but the beauty it holds outside of its busy central city zone is worthwhile.

CITY | Fox Isle
Fox Isle is a smaller sector of the Nox Capital located slightly south of it. A moderately sized island in the North Ocean, birthed from a submarine volcano that has long since been dormant. It is the middle ground between reaching the mainland from Nox and back, handling many of the marketing and goods traveling via ships and blimps. Because of this, the isle is home to many merchant families and dock workers, along with those looking for a life that is very straightforward with an even lifestyle of natural and industrial.

TOWN | Sellesaut
A small island off the coast of the barren lands of Pselle, Sellesaut is the Iceland of Ptitheros; a strange little world contained within itself where warmth radiates from underground volcanic activity and strong aura-flow. Similar in climate and mannerisms as the Lowlanders of Wyndgale, Sellesaut is a place of natural solitude where monsters are not feared and life is calm and unburdening to those who prefer to stay away from cities.

Wyndgale

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INFO

  • CARDINAL Edenlline
  • ERA Late C.E to Present
  • LANGUAGE Common
  • CLIMATE Cold and Dry
  • RELIGION North [Sagekin]

OVERVIEW

A mountainous and chilly kingdom founded by gryphons to become and remain a civilized safe-space for many. Wyndgale specialized in seafood, perma-ice export, shipbuilding, and intricate textiles. It is governed by an Alpha that is either an approved heir or democratically elected citizen. The rocky highlands far into the northeast is owned by the kingdom of Wyndgale. True Galians refer to Wyndgale as a clan, but other kingdoms defer. It was founded by a group of gryphons fleeing Chaveri during times of cultural turmoil. And escape, a fresh start, forever Wyndgale remains a haven for all looking for safety. Most of the population is comprised of gryphons, but all species can be found there. All affiliations are welcome but the official affiliation of the kingdom is the North, as most Galians are loyal to the Sage. The heart of the kingdom is built in the highlands into the fossilized corpse of a colossal that died long, long ago, meanwhile small towns dot across the rest of the territory. Wyndgale is a tribalistic and barter-based kingdom, meaning currency is frowned upon for inner-kingdom transactions. Homes are quaint, lovely, people are happy and calm, creating the most unrecognized but organized kingdom to exist in present-day Ptitheros. Wyndgale used to be strongly allied with Sequ'Manko and had adopted much of the ruined kingdom's good traits over time. As of now, Wyndgale is even a safe place for Sequns. The cold climate prevents too much migration, but the kingdom has a short and constant flow of foreigners wishing to live there.

Founders

Wyndgale was founded by a flock of gryphons. Most original 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.

Market

Daily life for the creatures of Wyndgale is simplistic, they follow patterns depending on what role they are assigned to by the elders or the alpha, but usually, they are given the option to choose. The tribe is not unkempt, it is an organized and sophisticated place with jobs ranging from healers, farmers, guards, explorers, etc. There is a market, trails crisscrossing and connecting different parts of the main settlement, even outposts set up on the far border just before the Honeycomb Forest begins. One difference that is easy to see within Wyndgale is that they have no value for gold or silver, they barter for everything and nobody just carries coin on them unless they are headed outside of the kingdom. They value fairness and trade, trust each other in services without the need to hold something over another tribe member's head as leverage for a duty.

Affiliation

Similar to Chaveri, Wyndgale was a North-aligned kingdom, in which the people affiliated themselves with the North Cardinal: The Sage. They are the only remaining kingdom-esce area of Ptitheros left that is affiliated with The Sage, the other territories being the small cities out west known collectively as Braeyc. Braeyc is not a kingdom, thus Wyndgale is revered as the last place of worship for The Sage, for the kingdom of Nox dropped their connections long, long ago.

Government

  • TYPE Democratic Monarchy
  • FOCUS Self-sustainment and Peace
  • ALLIES Sequ'Manko (former), Woarii

One of the more rural kingdoms of Ptitheros, Wyndgale prides itself in carrying along a way of life that has been around since before the beginning of the C.A. for them. Tribal society, led by an alpha who was born and raised within the clan. While there are no rules for who may become alpha besides the nativity aspect, for the sake of organization and to gain favor within the more monarchy-based kingdoms that rule the world, Wyndgale usually lets the oldest heir of the last alpha take over once the current is unfit. If the said heir is unfit, then the oldest of the tribe choose anyone who seems best suited. Very rarely is there violence when it comes to gaining power, that tradition was wiped out long ago, but it does happen occasionally, more often for the beta position rather than alpha.

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Leadership

LEADER: Alpha Pascal Opus

MATE: None

HISTORY

In the old texts, history states that Wyndgale was first just a small encampment of gryphons who had fled from southern Chaveri during the first bloodshed between creatures. 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 nested in the highlands where it was said that only nomadic Unaffiliates roamed free and away from society. The gryphons wanted that 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.

In current C.A. 2830, Wyndgale isn’t the most sought after place, but back in the day, it was a fight for the mountains themselves. The highlands were a blessed place, once home to the palace of the Sage and her first kin who laid claim to the World’s Maw as their domain. Despite the true remains of the palace and small kingdom being undiscovered, many have tried to kick the people of Wyndgale out during the beginning of the kingdom so they may claim the territory and search for the lost ruins (as they are rumored to have treasure beyond comprehension and magic artifacts that are necessary for the museum folk to get their grubby hands on). All attempts on small raids have been unsuccessful, the Wyndgale natives are resilient, and during the late Sand and Stone War, when Chaveri was barely standing, a large group of lefikas were sent into Wyndgale in hopes of grabbing more than the territory Chaveri owned. The dense honeycomb forest and icy climate halted the soldiers dead in their tracks, no desert creature was meant to be there, and they lacked any way to survive the cold let alone droves of unmerciful hawks.

Ever since the Sand and Stone War, there have been no meaningful attempts by Tucruitora to secure areas of Wyndgale, but raids of smaller groups from anywhere on Ptitheros do occur on a blue moon, often seeking control over the territory that contains the depths of World’s Maw.

Settlements

CAPITAL CITY | Ichy Colo (Alpha Sentru)
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 Cardinal’s Colossal, its small homes round and ecological within the environment where prey wooden material is scarce. The city has a large inner market, a large population of gryphons, and directly north at the skull of the corpse is access to Alpha Sentru; home of the Alpha. The skull: a hollowed out skull, the head made into a home itself for the alpha and their family or whoever else he decides may live there. It is no fancy palace, no throne, but to own the home within the skull of a once ancient monster is by far more impressive to the people of Wyndgale than any silly highchair would be. Alpha Sentru is a contained little environment that received its own settlement name due to it originally being where the founders lived. Back then Ichy Colo was nothing but a small extension of Sentru. The tribal city itself is built inside a massive, upside down ribcage of one of those ancient beasts. Its fossilized ribs sprout high into the air and encase the city like an uneven cage, and its tail creates a natural bridge that slopes down the nearest cliff and towards the lowest of the cave den complex entrances. Dirt paths and tarps of animal skin create smaller trails into upper entrances, and eventually, the broken end of the tail rests at the bottom (lowlands) of the nested highlands. The main settlement itself is even more wondrous than the skeleton, for the buildings are a patchy but pleasing array of woods, soils, clays, and feathers. Honeycomb leaves are often used as windows due to their porous qualities since glass tends to break in the heat of a snowstorm, and 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 nests perched precariously on the fossilized yet strong towers of bone. Along the spine is the singular line of market, vendors in tents or little 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 in terms of material usage.

TOWN | Foes District
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. Most of the Wyndgale population lives here, 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 that Bray don't have to travel into the market just to obtain simple necessities.

TOWN | Plumei Santos
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.

TOWN | Maws Clutch
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.

TOWN | Aethe Edge
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.

Pab'Zuaan

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INFO

  • CARDINAL Swa Veduro
  • ERA Early C.E to Present
  • LANGUAGE Common/Swauvn
  • CLIMATE Temperate and Wet
  • RELIGION South [Swavvel]

OVERVIEW

A South Affiliated, coastline kingdom full of many different creatures and cultures. It is known for its agriculture, seafood, and salt exports. It is governed off-handedly by a Zuaan (Monarch). The kingdom is a mostly peaceful place that has a fair share of monster problems to deal with internally.

Pab'Zuaan is one of the most mixed kingdoms on Ptitheros, both culture, species, and government wise. Originally built by Swā to be their main kingdom, it slowly became a sanctuary for all seeking a peaceful way of life all while retaining their own culture and beliefs. Swā was known as the most tolerant Cardinal, his kin included, thus Pab'Zuaan's perfectly mixed present-day community is a result of that. It is governed by a democratically chosen Zuaan (Monarch) who works with their group of experienced city handlers, however in the past the monarchy was reliant on a family line, but they all died out.

Founders

The starting point settlement was founded by two wyverns who were the direct kin of Swā, whom had instructed them to set up there while Swā helped the distraught in the cold of Psollo. Adoroa and Sumu did as told, building and teaching as Swā brought the sick and needy from the far south and Dark Briar Grove. The fishing village became a town of refuge, fueled by the healing magic of the South Cardinal who had spent so much time helping the West and North. Swā had grown tired of the rest of the world and wanted to set up a kingdom of their own just like their fellow Cardinals.

Market

Pab'Zuaan has a very open and thriving market. Their market functions on a mixture of currency (Caq) and bartering for goods and services of equal value. The middle-class is large and merchants are common, even as half-time and hobbyist jobs to make some extra coin. The kingdom mainly exports agriculture due to their climate, they also had to pick up many of the exports that Sequ'Manko used to make. Most of their imports are textile, tech, and artificial in nature.

Affiliation

Pab'Zuaan is heavily South Affiliated due to the intact interaction between the South Cardinal and the beginning of the whole kingdom. Despite the disappearance of Swā long before the other Cardinals, Pab'Zuaan people continued on their Cardinal's values without second thought. Something kept people together unlike the other kingdoms, converting others to be South Affiliates is much easier than other Affiliations, yet no one understands why. Despite the high concentration of Swavvels, all Affiliations are welcome in Pab'Zuaan due to the accepting nature Swā instilled in his kin.

Government

  • TYPE Constitutional Monarchy
  • FOCUS Economy and Citizen Safety
  • ALLIES Nox, Tucruitora, Wyndgale, Sequ'Manko (formerly)

Pab'Zuaan is headed by a single individual, a monarch called the Zuaan. Although the Zuaan has final say and decision-making authority, most Zuaans have a cabinet of specialists in every field of kingdom necessities to help them make decisions. The government of Pab'Zuaan began a few years before the Storm of Millennia, as the richest family of merchants known as the - took to power and had control over the Zuaanian market. Zuaans were chosen based on seniority, the oldest child of the Zuaan would take the throne, that is until the final [redacted] died without any offspring or cousins left. The bloodline was gone completely, so Pab'Zuaan had to assign a fresh start to the Zuaan royalty. A citizen was chosen by the kingdom as a whole, and with abnormal uniformity, the kingdom chose a dragoness who worked as a fortune teller in Bivnix. The current government headed by Zuaan Journey is much more lax in comparison to the last royal.

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Leadership

LEADER: Zuaan Journey Wylld

MATE: None

HEIR(S): Ellipsis, Swallowtail

HISTORY

The kingdom of Pab'Zuaan entered history a while after the first key territories had already fallen into place, including Sequ'Manko, Chaveri, and Tucruitora. Not as late as Wyndgale, but in the late E.D era. Swa was known for being the unsettled Cardinal for a long time, as although they had kin in the South to rule over, the architect just never stuck to their own place. Often in Sequ'Manko helping their fellow Cardinal, Cymer, or being in Chaveri to speak with Edenlline for long spans of time. Their kin were self-sufficient, loyal, and Swa would always return in the face of danger or confusion to assist them in their lives.

One day the South Cardinal grew weary of forever flying across the world. They had seen the many lifestyles, kingdoms, and rules their brethren had created and had made their own opinions on the matter. They wanted a kingdom to rule and reside in; a territory of kin to watch over without having to travel elsewhere. A home, they wanted a home.

Swa Veduro erected a grand, simplistic fishing town on the most beautiful area of the southwest coastline, where the sea rippled and the isle of Psollo was within the foggy distance. Life was peaceful, the Cardinal is said to have lived in a home similar to a grand hall, an area they shared with their kin constantly for communion and discussion. As the town grew more detailed, more kin of the South that were once scattered about slowly merged into the settlement. At the time this place had no name, in texts it is called "Veduro's kingdom".

As time went on, Swa expanded Their kingdom into the crisp teal waters of the Chaarm Bay. Creating homes, plazas, and settlements underwater using large pockets of air and aura beneath the surface. The waves protected Their kin, and They continued on with the kingdom into the sea, eventually the name Pab'Zuaan appeared in the history texts to cover the location of both the coastal and underwater cities. Due to this transition and reliance on water, many of the creatures who lived in Pab'Zuaan evolved some advantages that aided them in the sea, however no kin ever became purely aquatic, Swa Veduro ensured such.

It is written in the ancient texts that the great Cardinal of the South watched their kin through the eyes of a chosen Ptithian. This Swavvel kin was known as the Oracle, able to listen to the words of Swa Veduro whenever they filtered their vision through their eyes. The first Oracle was Aodora, one of the most trusted kin of Swa, it is said that this chosen title granted her family the pathway into what would eventually become the royal lineage of Pab'Zuaan. For as the kingdom grew and Swa continued to fix all issues on Their own, the Oracle served as a gateway for those unable to speak directly to Swa to give their opinions and oppositions. Unfortunately, this is when the slow disappearance of the Cardinals would begin. The current texts tell no proven story for how and why the South Cardinal vanished. Some books say They fell into the ocean, consumed by the world for some evil deed They committed long before Their kin were created, some stories tell of a betrayal, one of the other architects had killed him and swiped the history books clean to hide their act. It is here the Vedlun variation of the South Affiliation came into play, as the Vedluns believe Swa is still out there, whereas the Swavvels see to it that the grief should be moved on from, their beloved god is gone and will be praised in Their absence.

The kin with most connection to Swa was put in charge; Aodora, the once-Oracle. Aodora was a good ruler, she followed all that Swa taught her and continued the royal family as time went on. However, those who believed that Swa was still out there found this disgusting, to see someone take over the kingdom their Cardinal worked so hard on without a second thought. These many Vedluns left Pab'Zuaan and went to the foggy land in the distance. They left to Psollo so they would not have to deal with this new Zuaanian royalty.

Pab'Zuaan grew after that, many more buildings made in both the coastal and underwater cities. The cavern town of Hailing Cover was settled and so was Ulharshore- a large town amidst the bubbly forest rather than the beach. This was a step towards power in the market, Pab'Zuaan showed they could handle food and safety when there was no rippling waves overhead to protect them.

Things were going well, that is, until one of the soothsayers foretold of a massive decimation of Chaarm Bay. A storm of the millennia was approaching, a hurricane driven wall of thunder, rain, hail, and damage. It spiraled onward from the depths of the southern sea, eventually encroaching on Pab'Zuaan and the edge of Wurunwa. Zuaans called for Swa and the royals to save them and their families, but the storm was merciless to their cries. It destroyed the land settlements, the coastal zone, Ulharshore, the Cove, and so on were all wiped down to crumbling houses and splintering piers. The wind and flooding swept the young out to sea and the seatechs finished the job. The underwater part of the kingdom was near untouched save for some wave damage, so as the land-dwellers had to regroup and rebuild, the Zuaanians below thrived on their own. In time the land and coastal cities and towns saved themselves, but things were not the same as they once were. The underwater zone had claimed the capital title of the kingdom, for they now were the biggest and strongest within Pab'Zuaan. They took that name, Pab'Zuaan Capital, and left the coastal zone alone. Bivnix, it was eventually called, recollected itself and became what it is today. Ulharshore became much more independent and mixed, and Hailing Cover was decimated beyond civilian desire. It became a ghost town overtaken by criminals and stragglers.

As of present-day, Pab'Zuaan is a powerful kingdom, but only for self-defense. Those in charge get along with the other kingdoms so that their people may lead happy, safe, and healthy lives with all the market sourcing and imported goods available. The Swavvels believe the kingdom had its ups and downs but in the end it became something Swa Veduro would be proud of.

Settlements

CAPITAL CITY | Pab'Zuaan Capital City
The Pab'Zuann capital city is located within Chaarm Bay, deep below the waters and away from view of the sky. Deeper than most think, as the majority of outsiders believe the central city is just sitting at the bottom of the lake somewhere, when in reality, most of the city is beneath the floor of the sea. A massive cavern is beneath the sea bottom, and is mostly fur of air save for some water pockets in certain areas. The kingdom is built to take up the walls and every crease possible within the cave and all entrances are lit up and easy to find once underwater, but be careful; all easily found ones are protected by the Pab'Zuann defenders, whereas the secretive ones are less guarded. The architecture of Pab'Zuann is similar to the story designs of Atlantis, with rounded castle tops and smooth ridged walls to help combat erosion. Ocean currents were a major factor in why the kingdom was created in the caverns rather than above, because it is much more calm down there. The population that comprises the kingdom is openly diverse, with dragons being the most common but any type is welcome. An even more diverse species assortment resides in the Bivnix settlements that wrap around the lake above on the beaches and peninsula.

CITY | Bivnix
Bivnix comprises the moderately populated settlement along the shoreline and across the peninsula; any villages farther into the blue forest count more as nomadic or gypsy groups, travelers instead. The town is built around the edges of the bay, with docks to pull supplies in. Architecture is oddly bulbous, based off of the forest, and the primary material used is the dark woods cut from the abundant trees and clay from the seabed. Colorful villas, the people here are very diverse. Bivnix is controlled by the Zuaan of the territory, but with the slight distance, the community has more so established their own way of life aside from trade control and central laws remaining by force. Bivnix is known for being one of the most open and fun places to live in Ptitheros, as so many cultures and holidays are hosted in one place with an easy-going monarch watching over.

VILLAGE | Hailing Cove
Towards the southwest cliffside zone of the bay are many water-carved caverns, some massive enough to house multiple karkadann herds. One of these caverns has been settled as a nice seaside town for more fishing, only to be overcome by the ancient storms of the past. The black market took over the town, protecting it from the rest of Pab'Zuaan so their people may conduct their business and live in peace. It is a dangerous place, however those who show moxxy and a desire to live in the quiet, nice town are granted permission and safety from those in charge.

VILLAGE | Ulharshore
A large town settled among the depths of the Ulhar Caesin. This settlement is quiet, independent, and is full of families who have been there through generations. Bubble trees surround the area and a calming teal fog covers the town both day and night, however during midday it is thin enough to see a decent distance. The buildings are the typical Chaarm architecture and most citizens are Swavvel and Sequn.

OTHER | The Refuge
Nestled in the dense forest between Pab’Zuaan and Sequ’Manko is a broad campsite originally founded right after The Raining Fire to house Mankians escaping the violence. Nowadays, the Refuge retains its purpose for helping those with nowhere to go. Funded by both donations in Sequ’Manko and loans from Zuaanian royalty, those who work there care for adults and children alike who need to regain their footing.

Sequ'Manko

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INFO

  • CARDINAL Cymer
  • ERA Late E.D to Early C.A
  • LANGUAGE Common/Bir'trub
  • CLIMATE Hot and Wet
  • RELIGION West [Sequn]

OVERVIEW

Sequ'Manko was a large kingdom that existed in the West Jungle of Ptitheros. A kingdom originally crafted by Cymer, it is the place of origin for many dragons and gryphons who belong to the Sequn heritage line. The kingdom was known for their tribalistic tradition way of life and reliance on the environment. It was one of the most peaceful and educated cultures in Ptitheros during its peak.

The Western Kingdom was the only purely West Affiliated to exist, Pab'Zuann coming in second but unable to count since the majority was affiliated with the South. The kingdom was known for its beautiful wooden architecture that stretched across turquoise rivers and up towering jungle trees. The abandoned pyramids, ruins, and treehomes all stand proud and scorched within the kingdom grounds ever since the outskirts town of Sequendalar was attacked and set ablaze in the raids that took place roughly eight centuries ago. What was once a prosperous and independent kingdom alive with culture now lies empty and quiet, awaiting a resurgence of its true god to bring it back to what it used to be. The civilians who escaped the horrible raids are found sparsely across Ptitheros, and all they want is to have their old way of life back. Lots of Ptithians still live in Sequ'Manko settlements, but the kingdom structure is gone. Seree'yaa, Ironbramble, Sequano, and the west-edge of the capital is still brimming with activity.

Founders

Sequ’Manko was created by the West Cardinal, Cymer, himself, as a place to be the capital of his kin.

Market

Sequ’Manko is a highly sophisticated, nature-based "kingdom". Because of their set focus being happiness over all, the markets and jobs across the kingdom reflect such. Mankians did the jobs they wanted to, and if they wished to change their daily patterns they were more than welcome to. Markets were bartering based, with trading of goods and services being much more common than paying with Caq or other precious coins, this, however, was still present. Many shops still function using Caq so that exporting and importing for goods with foreign kingdoms was made easy. In the communities living in the Sequ’Manko territories, they keep up the bartering market as much as they can.

Affiliation

Sequ'Manko was the only major kingdom to ever follow the West Cardinal religion, aside from minor groups. They obeyed the word of the West Cardinal, Cymer, and had very diverse customs and ideals that all linked back to the concept of a dreamworld. Sallanin, as they called it, was a connection to their God. It was real to the people of the jungle. Every ritual, each dreamcatcher crafted, and all the brilliant wisdom spoken by the shamans was their key to happiness and freedom. And, unlike a heaven, Sallanin was palpable to mortals. Their Cardinal was not out of reach back during the formation of Sequ'manko, he lived amongst them to help them thrive. But as years went by, the Cardinal disappeared, but what he created carried on. Through connection to Sallanin, his kin have protectors and a place to go when they leave the overworld.

Government

  • TYPE Social-crafted Theocracy
  • FOCUS Happiness and Faith
  • ALLIES Wyndgale, Pab'Zuaan

Sequ'Manko was governed by the people, with rules enacted by the community. It was a wholesome kingdom built upon the premise of trusting your neighbor, and when the community did not do their part then the Shaman of the settlement was contacted. The Shaman had the respect of their entire settlement, thus keeping tabs and things running smoothly was their side-job when things went wrong. On a kingdom-wide level, all the Shamans congregated under the Chieftain that resided in the capital city. Although being called the Chieftain/Cheiftess, they were merely another Shaman, often the oldest and wisest. A social-crafted theocracy, it was a very unique system amongst Ptitheros that only worked due to the Sequn's interdependent culture.

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Leadership

LAST LEADER: Chieftain Ocelot

HISTORY

To be uncovered.

Settlements

CAPITAL CITY | Sequelliyphs
Sequelliyphs is one of the oldest civilizations on Ptitheros. Crafted intricately by the West Cardinal, Cymer, and his kin, Sequelliyphs makes full use of the dense jungle around it, the massive trees, and the large Dorr’Ko Lake amidst the center of it. Before the Great Fire, it was a grand place full of life and activity, one of the largest cities of its time and second in line to being the most technologically inclined (the first being Nox Capital). It is/was the capital city of Sequ’Manko. It encompasses the Dorr’Ko Lake, a large body of water near the center of the West Jungle, where the Sequn River runs through, and expands many kilometers outwards from the water. Houses and buildings are made from the natural materials of the jungle, homes are stilted up and on docks closer to the lake, are built into ruins that line the southern edge, and tower upwards into the massive jungle trees farther away from the inner circle (the lake). Highways of tree branches and roots connect the endless green city, the inhabitants trusted these streets and their flight to travel around. It is hot and humid in Sequelliyphs. The jungle climate brings rain and thunderstorms, allowing wet agriculture to thrive and the river/lake to swell with fishing and hunting. Clean water comes from the natural grotto springs all around the lake, fountains line many plazas across the city and glow with enchanted fire pits at the top during the night. Sequelliyphs is a husk of what it once was. After the Great Fire that attacked the connection zone between it and Sequendalar, many citizens fled to other towns, other kingdoms, or the western edge of the city. Here, on the western edge, traditional life Sequns hang on to what once was. Many hope and elude to a resurgence, where many come to fill the city with life once more and bring back the ways of life now lost. There is too much history and land to give up on, Sequelliyphs will thrive once again someday.

RUINS | Sequendalar
Sequendalar is a small town to the east of Sequelliyphs. It was the very first settlement of Sequ’Manko and holds a lot of historical significance. Home to many traditional sites and small Sequn museums, it also has some sections where generational families live. These families are some of the longest lasting Sequn heritages, many have direct ties to assisting the West Cardinal in the distant past. The west side of Sequendalar was the target for the cults that caused the Great Fire, for their intention to to kill many traditional Sequns and the most important historical sites using fire and fighters. Sequendalar is empty, ash covers the dirt roads, blood paints wooden stakes placed across the ground.

TOWN | Sequano
Sequano is a large town in the depths of the West Jungle. It suffered greatly when the capital of Sequ’Manko went under, but recovered in the next decade or two. The architecture of Sequano is almost exclusively in the canopy and mid-layer of the massive jungle trees. Bridges and ziplines connect complexes of round wooden buildings, but flight is the easiest way to traverse. Farms are up in the trees, rainwater is collected for drinking water, and the only structure on the ground is a dock port along the river below it to allow for ships. Sequano is predominantly Sequn, but allows all kinds of Ptithians to live and thrive.

TOWN | Seree'yaa
Seree’yaa is a large town on the west coast side of the West Jungle. A port town, much of its architecture is structured to flow from the smaller jungle trees and out onto the docks that sit atop the teal ocean waters. Seree’yaa was independent before the fall of the inner city, so not much has changed in the town. Ships come in and leave day in and day out. The calming waves flow over the sand and palms trees sway. The small islands off the coast of the Artemine can be seen from the shore. Seree’yaa is a peaceful place to live and has opportunities and connections available for all sorts of occupations and cultures. Its major downside is its remote location, but some Ptithians prefer it because of that.

VILLAGE | Selin'bu
Selin’bu is a village in the southeast depths of the West Jungle. It has always been quaint and its major draw is how simple life tends to be there. Natural skillsets and a survivalist mentality is common, but the community is always there to assist. Selin’bu shows exactly what it means to be a proud Mankian. The people there are kind, helpful, but are very territorial over their traditions and will not take criticism about their culture or Cardinal.

VILLAGE | Ironbramble Hive

Woarii Clan

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INFO

  • CARDINAL Edenlline/None
  • ERA Early C.A to Present
  • LANGUAGE Common
  • CLIMATE Temperate and Wet
  • RELIGION None

OVERVIEW

The Woarii Pack (The Lost Pack) has inhabited Rekindle Isle for a while now. Originally the first creatures who moved down here that weren't of the strictly wild variety, they were creatures who migrated away from the Aurix Territories after the collapse of the Caesin and their homes with it. Once an upstanding kingdom known as Chaverí, that fell first and the Aurix dwellers took over above the underground kingdom. But that era ended when the magic of the Sage shook and embedded the land with the fallen kingdom once more. Done once and proven to happen again, the survivors of the Aurix Pack decided to abandon their alpha and her helpers to leave and start their own life in a place they deemed safe- a place far, far away from the Aurix. Thus they went south, as far as they could go until they reached the peninsula that connected to the Ptitheros continent by only a slim strip of land. The island-like place was lush and had no current permanent settlement, only ruins from lost camps or singular homes for those who likely came here in the past for similar reasons- to escape the rest of the world. Over time the pack became larger, more children born or wanderers working their way into the group to add to it. Systems became perfected and settlements were erected within the Crevasse and down in the caverns. The pack was here to stay and had only advanced since then to something better.

HEIRARCHY

Pliso - “the alpha”
Plimrr - “alpha’s mate”
Shivi - “guards”
Irisvari - “healers”
Tiabil - “elder/wisdom holders”
Arytiss - “warriors”
Altiuiri - “patrollers”
Harroc - “hunters”
Tramous - “traders”
Houpos - “scouts”
Xurwkar - “builders”
Edarokos - “farmers”
Kais - “fishers”
Kamati - “apprentices/students”
Nuwa’jimos - “children”
Ajikis - “rouges”.

Woarii chooses to call their occupations what they would be referred to in the old language of Draconic, which is long dead in present-day Ptitheros, but they have a strong tradition to keep Draconic language alive when they can.

Government

  • TYPE Wolf Pack
  • FOCUS Sustainability
  • ALLIES Wyndgale
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Leadership

LEADER: Alpha Mylli Esyrth

MATE: None

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 Chaverí 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.

Settlements

CAPITAL CITY | Kitte Creavasse
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.

CAMP | Ulhar Corner
This cavern area has drizzles of water spilling through the ceiling, enough for tree and floral seeds to be carried down with it and grow into a dense underground forest that is supplied with just enough light and soaks up the body heat of the animals tumbling through it. The Corner has two pockets to its cavern area that are filled with trees and foliage but still have enough room for a few Ptithians to sneak in.

CAMP | Bramble Verge
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 it 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.

TOWN | Pack Plaza
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 in the nearest room where the Ptithians can gather water to boil the salt out. The plaza zone is deemed the safest place on the island and within the caves, so it is the haven for many clan members.

FUN FACT! The entirety of Woarii's storyline, from the start of the Aurix Clan to the settling of Woarii, was roleplayed by a group of 15+ people.

Psollo

INFO

  • CARDINAL Swa Veduro
  • ERA Mid C.E to Present
  • LANGUAGE Common/Swvaun/Bir'trub
  • CLIMATE Cold and Wet
  • RELIGION South [Vedlun]

OVERVIEW

A mini-continent in the southern ocean. While not a kingdom, Psollo is often used to describe the "territory" name of settlements in the region. The Psollo region began with Killaan being founded as a fishing town and export location for said fish and rich timber.

Originally just a dock town for exporting and transporting the mining and fishing industries that brought in plenty of goods to the mainland, eventually the outpost developed into a small town. As years went by, Pab’Zuaan had a large migration soon after the “Swa Vanishes” event in 4700 C.E. This large migration was composed of Veluns who were tired of the Swavvels ignoring their idea that Swa was hidden or captured, so they left to form their own area where their community would be respected amongst one another. The population increased and Kilaan spread further out, farther away from the frozen coast, and into the dry mountains dense with pine trees, aspens, lichen, and shrubbery.

Government

  • TYPE Democracy
  • FOCUS Faith and Survival
  • ALLIES Woarii
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Leadership

LEADER: None

Settlements

CAPITAL CITY | Kilaan
Kilaan City is located on the mountain-side snowy prairies of the Psollo mini-continent. Originally a dock town for exporting and transporting the mining and fishing industries that brought in plenty of goods to the mainland, eventually the outpost developed into a small town. As years went by, Pab’Zuaan had a large migration soon after the “Swa Vanishes” event in 4700 C.E. This large migration was composed of Veluns who were tired of the Swavvels ignoring their idea that Swa was hidden or captured, so they left to form their own area where their community would be respected amongst one another. The population increased and Kilaan spread further out, farther away from the frozen coast, and into the dry mountains dense with pine trees, aspens, lichen, and shrubbery. A winter wonderland, the city is called, its architecture a wondrous array of log cabins in every shape and size, many large buildings looking like ski lodges of logging camps. The weather is cold and unforgiving, but the Ptithians who live there do not reflect the weather in their personality; rather, citizens of Kilaan tend to be passive and happy, going about their days one step at a time.

TOWN | Howland
The town of Howland is a market-linked section of the Kilaan territory, which inhabits the mini-continent of Psollo. In the deep south, it is cold, agriculture is limited, and only those who can withstand subzero during the harsh winters reside there, however, while this shoos away many Ptithians, others find the weather and lifestyle perfectly. Howland is built with homes being vertical patterned dens that start at the base of their mountain chasm and crawl upwards on the rocky walls and cliffs. There is a ground level in Howland, but with the frozen and slippery ground, it would be dangerous for those who cannot fly or climb easily to live in the city, for they would risk falling into the Antarctic crevasses of dark blue seawater. The mountains are sharp and eroded, the only flora that exists in sparse amounts are pine trees and moss, so most fruits and vegetables are imported into the city from other kingdoms that prosper in farming. The city has a good supply of iron and precious minerals, along with freshwater in abundance that is melted from the frigid peaks of the mountains. Those gains are exported to the city of Kilaan, first to be distributed to the main kingdom, then are sent out to the rest of Ptitheros. The people of Howland, although tough for being able to live in such a cold climate, are not a rigid bunch; most are content and happy with their lives, their daily tasks are simple and repetitive, a way of life they all grow up on and don’t have quarrels against because nothing is too rigorous. They are a community with few grudges, taking the South Cardinal and Their peaceful opinions about the world. Since Howland is a Southern city, it falls under the Deity of the South; Swa Verduro. Howland citizens are predominantly Vedlun by heritage. Howland was originally established as a small encampment for the cold-preferring Ptithians from Pab'Zuaan who sought a new home far away from the bustling Pab'Zuaan capital back during the "Swa Vanishes" event in 4700 C.E. Many other creatures followed them, but many stopped at Kilaan due to the weather. Kilaan and Howland began small, but the migration of Ptithians troubling times made the southern lands grow. Those who wanted a colder home, the ice, the frost, the winter, the fur-coated and warmth-blessed creatures who wanted the rippling winds of the Deep South, they continued on and founded a camp that was named Howll, representative of the Howling Winds that crossed the sea between Kilaan and Pab’Zuaan. As centuries turned into eras, generations continued on and on, the town of Howll was eventually claimed under the territory of Kilaan during the War of Sand and Stone to prevent the Tucruitorians from claiming more land where they weren’t supposed to. Once Howll was claimed, without protest either, Kilaan renamed it Howland and from there it was simply a steady increase of population growing and better resources being traded in and out from the cities.

VILLAGE | Hawlbrus
The farthest south civilization in Ptitheros, extremely close to the south pole, Hawlbrus is a dangerously cold outpost village where a thin population of people lives. Some are actual residents, living in ice-carved dwellings (very complex igloos), whereas others are scientists who only stay for a temporary amount of time. There is nothing but a glacier tundra for miles around.

Braeyc

INFO

  • CARDINAL None
  • ERA Mid E.D to Present
  • LANGUAGE Common
  • CLIMATE Temperate and Dry
  • RELIGION None

OVERVIEW

Often how Ptithians refer to the settlements across the Thorn Alcove. The Braeyc region is not owned by any kingdom and is one of the oldest areas settled by wanderers who left their kin territories during the mid-E.D. Era. The Braeyc region extends slightly into the North Shrine Plateau. Its main city has a noble family that handles most of Braeyc's trade-share.

Government

  • TYPE None
  • FOCUS Independence and Sustainability
  • ALLIES None
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Leadership

LEADER: Noble Aremani

Settlements

CAPITAL CITY | Braeyc City
Braeyc City is the largest settlement within the Braeyc territories. It is located on the south tip of the Thorn Alcove, bordering dangerously to the start of what is truly the Dark Briar Grove. Architecture here resembles medieval Europe, with most buildings built out of heavy wooden planks and uneven stone. Rain is common here, the atmosphere is quiet throughout most of the city, but many sporadic markets pop up and artisans are found all over. What was once a trading port between Tucruitora and Sequ’Manko, Braeyc has evolved into a place full of diversity and mixed families, along with cultural exports and creations that can’t be found anywhere else. The only thing stopping Braeyc from claiming proper kingdom ownership is its lack of natural resources and the looming threat of Nox owning its only beaches.

TOWN | Falhalt
Falhalt is a beautiful town situated near the shores of the North Ocean. Surrounded by water and the simplistic elegance of the Thorn Alcove, Falhalt is blessed with quiet seas and open fields far beyond the view from the town’s windows. It’s buildings are a mix of stone and Nox architecture, meaning old (really old) meets the newest technology often. Many rubasyns live in Falhalt but the population is a good mix of everything. Lavender fields sprawl across the landscape and mills dot the horizon as a fuzzy blur.

VILLAGE | Bolden
Bolden is a lonesome village. Old fortresses stand melancholy against the rushing waves blowing down from the tundra above. Fog covers the place, the mild warmth coming from the grove meets the cold from Pselle, giving Bolden an eerie blanket that covers the entire area. Homes made of old stone stand the test of time against the elements. If not for the thinning Manko Mountains that stretch into the north, Bolden would have been washed away a long time ago. The people who still live there have been there for generations, and their cultural identities are a mystery to historians. They don’t allow outsiders, making the study of the village and it’s past difficult to research.

VILLAGE | Thistleweed
Thistle is a small village deep within the Dark Briar Grove. It rests inside a shallow valley, the forest encases them from all angles and filters sunlight through the dark canopy. It is a beautiful place, but not a safe one. The people here are highly aware of the danger the grove poses but their search for solitude and a city-less life is not stopped by this threat. Rumors make Thistle out to be some sort of hovel for the insane and the cursed, making the public light beyond Thistle not a good one. Although some citizens could be such, they are far from the majority. Most citizens of Thistle are just there for a quiet life. (Nobody in Thistle denies there’s probably some black market happenings occurring here though.)

CAMP | 5th-Cardinal Camp
Any weary traveler who comes to view the natural beauty of the verge may stumble upon the bleak monuments rising out of the fog and water spray. A maze of tents and crude settlements sits near the base of this massive waterfall, home to the 5th Cardinal Cult. A large Altar sits at the center of the encampment, where a number of fanatics can be seen performing rituals and prayers. The entrance to the camp is marked by dark obelisks, presumably attempting to imitate the shadowy dimension of Lindoss. A bustle of activity reveals the dark adornments worn by members attempting to connect to their so-called “5th Cardinal”. The encampment is completely self sufficient; within can be found sleeping and living quarters, food stores, a kitchen and dining hall of sorts, small gardens, and places of “worship”.

Code by AviCode