Meldra Region


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Territories

Kingdom of Tucruitora

Tucruitora is an eastern territory with a high lefiká population and matriarchal culture. They specialize in land-trade control, architectural needs, large quantity game exporting, and independent artisans. They are governed by a royal family and only female heirs have the chance to become the next Pharaoh.

It was created by Meldr'uno, the East Cardinal, to house His Ola'mels (eastern dragon kin) because he desired to firmly separate His people from the other Cardinals. That initial plan failed as eastern dragons oriented themselves with other ptithians, so Meldr'uno disgraced them and gave His kingdom his new kin, the Tucruits. The city is highly advanced, culturally and science-wise. Female leaders are prominent in all Tucruitora territories. The territory has a strong economy, military, religious enforcement, and is quite a threat if not an ally.

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 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 Virtues. The kingdom was guided by Meldr'uno, same as the other Cardinals did, and he created everything for his original kin: the eastern dragons. These long-bodied creatures resemble Meldr'uno - 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 for.

Meldr'uno is revered as the greediest yet most cunning of Cardinals. He realized not long into the construction 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 beasts, to the north - winged 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 typical lefika was created and given the kingdom. They were 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 stopMeldr'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.

As time went on, species and cultures began to move away from their original places as the Cardinals grew lenient. Kin made their own lives and started the lifestyles that now exist in present day Ptitheros. Sequns, Sagekin, Swavvels… so many new faces intermingled between kingdoms and settled in new places, creating pockets where cultures and religions mixed. It was a grand era, one of the first times intercultural families formed and hybrids and morshins came about, but like most of the Cardinals, Meldr'uno did not want this freedom to destroy the perfection He had created.

This led to the creation of many settlements beyond the capital. Places like Solluhawh and Stilted were all founded by those who wished to live in Tucruitora, but were denied due to their different opinions; whether it was a lefika who chose a dragon as a partner 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 Meldr’uno, 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.

When Edenlline was disrupted by her own defiant rubasyns. She thought She was a failure of an Architect and the East Cardinal, Meldr’uno, took advantage of Her stressed state to launch an attack for Her “undeserved” land.

The East Cardinal convinced his Torians that they needed to acquire land northward for expansion and food, and that with the weakened state of Chaveri it was obvious that the North Cardinal wasn't doing a good job with her kin. She needed the enlightenment and culture of the East to get involved.

The Sand and Stone War ensued. Sometimes called the Sunken War, in 3210 C.E.

The East Cardinal, unable to traverse the ruined lands of Chaveri, decided He did not want such unstable land anyway. He expands Tucruitora territory to the very north edge of the Meldra Desert and stops there.

1501 CA. Meldr'uno is long gone but had created an unfair matriarchy in His kingdom since the start. Female lefikas had an unreasonable amount of power over males and non-lefikas. A movement began to change this.

Tucruitora law underwent great changes. The Male Tucruit Suffrage reached a climax, where even females in the government recommended granting civil rights to the male lefikas of the kingdom, for many were leaving for other territories and population was declining. Pharaoh Nexetep and the government granted these rights; males could now be in the government, join the military, and could no longer be forced into a partnership.

Morshin and hybrids were granted the civil safety of all other citizens, meaning they could no longer be killed at birth/on sight by extremist religious groups and were to be treated fairly in any business establishment. Interspecies (mainly Tucruit lefika with anything else) were written as lawful and respected. These changes gradually made other kingdoms view Tucruitora in a positive light.

2081 CA. A short war known as the Sequn Genocide or The Raining Fire occurred and Tucruitora was blamed. It brought the town of Sequendalar to ruins and scorched the eastern edge of the capital. It was organized by the Radical Tucruits who were aided by the Lace-Ups. Because of the Radical Tucruits degree of involvement, much of the hate was placed on their homeland for a period of time.

Tucruitora has recovered from its disdain and is one of the most powerful, respected territories of Ptitheros. Their influence is heavy and Torians can be found all over the world.

Flag

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INFO

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

Demographics

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

Power Structure
Pharoah > Pharh > Prince > General > Dome Priest > Noble > High Priests > Lieutenants > Royal Guards > Priests > Soldiers > Civilians

Foundation

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

Economy

Tucruitora is a 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 streets. Businesses are treated as the backbone to the kingdom so getting permission to begin a business is made 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. The middle-class is large. The kingdom mainly exports ores, minerals, art, and clothing.

Religion

The Tucruitora kingdom is predominantly Tucruit, an East Affiliation that acknowledges the Melder and his ultimate form: the Virtue. For lefikas living in the capital city, it is recommended to be Tucruit. Farther away from the capital one goes the less these recommendations are enforced, making it easier to find more mixed religious communities in places like Acaciia or the Stilted City

Government

  • TYPE Constitutional Monarchyy
  • FOCUS Economy and Pride

Royalty

Royals and Leaders List

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.

The Inubus bloodline has been ruling Tucruitora ever since Meldr’uno assigned them to it. The first-born female heir becomes the next Pharaoh and male heirs are usually handed over to powerful noble females.

Military

[Onyx Battalion]
Tucruitora has a base army led by a general. The general has some right hands. beneath that are guards, soldiers, and patrollers. Most of the high ranks are female lefikas/lefika morshin, but ever since the laws changed, soldiers in the army come from any species background and can be any gender.

Royal Guard

Royal guards are specialized soldiers who keep watch of the palace and attend the royals to events or foreign locations.. 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.

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

Relations

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


Culture

Tucruitorian

Architecture

Click here to see photo examples

Sun-baked, Central, Ancient, Modular
The regional and cultural architecture of Tucruitora and surrounding areas has many variations, but is greatly recognized for the modular, strong adobe architecture found in the capital. From the adobe, rich buildings in the capital, the mesa-carved ancient homes in Stilted, the underground grassy abodes in Solluhawh, and the sun-baked, wind-controlling units in Acaciia, the region is fond of taking advantage of what they have in their harsh environments. Tucruitorian design always involves a modular floorplan with small windows and a central room that air easily circulates through. Ladders on the sides of buildings are common and stacked residential homes make great use of space and allow for the popular use of miniature gardens within busy cities.

Apparel

Tucruitorian apparel is minimal. Aside from linen wraps for feet and gold jewelry, not much can be tied to the culture.

Relationships

The Tucruiorian culture has come a long way from what it once was: secluded and speciest in the past. Nowadays those old rules are only followed by the Radicals. The majority of the population is open to inter-species and inter-affiliation relationships.

Religion

The central Affiliation of the region is Tucruit. The East was once the homeland of the Ola'mels, so pockets of such are common. All other Affiliations can also be found; Sagekin is the second most common.

Taboo

Pointing out geoshift wounds or cracks.

Olamai

Architecture

Click here to see photo examples

curtained, modest, sprawling, warm
Olamai settlements are nomadic and can be packed up and moved at a moment's notice. Their tents can be massive and curtained off to separate various rooms. Decoration is modest and warm, but not sweltering when among the desert heat. A nice place in the shade, tents can sprawl across a large area to make a little village protected from the sun or cold nights.

Apparel

Olamai apparel is similar to Tucruitorian because of the environments both culture groups predominantly reside in; thus linen wraps and jewelry are common, but Olamai tend to wear linen around their neck and head more often than their fellow arid dweller counterparts.

Relationships

The Olamai have a single rule, that children raised in their groups have to be Ola'mel and taught all the traditions and proper history. This allows Olamai members to find partnership with anyone, even those of other affiliations, so long as any children they have are raised Ola'mel. Many Olamai prefer to have slightly bigger families than the average as a way to help save their culture.

Religion

The Olamai are almost entirely Ola'mel, a small Affiliation only concentrated in these nomadic groups. Ola'mels can be found anywhere, but the Olamai make up the most well known pockets. While other Affiliations are permitted by members, it is extremely uncommon and the outsiders usually join because they intend to become Ola'mel.

Misc

  • Any species can be Olamai, eastern dragons and lefikas are the most common.
  • The friendly and welcoming members of the camps are happy to trade things with travelers passing through.
  • They migrate with the seasons, going into the northern mesa for the summer and into the desert/savannah in the winter. Some groups are in the lowlands of Wyndgale, trapped there now because in the past the Aurix was actually safe to travel through.

Locations

Endless Dunes

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

Endless Mesa

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

Sol Savannah

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

Scorchland

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

Twincub Peaks

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

Tucruitora Capital

Endless Mesa

The mesa capital, one of the busiest cities in the world and richest. Tucruitora was founded by the ancient eastern dragons led by Meldr'uno, until they were cast away, then lefikas were brought in to finish the city. It buildings are adobe in style, made from finely sculpted clay, mud, rocks, and wood from the savannah southwards. Higher class buildings are covered in beautiful carvings and painted shades of bright sky blue and orange. Tucruitora is a colorful city from the middle district and up, with the palace at the top of the mesa spiral a shining white glaze of beige and gold. In the poorer districts, where caked mud forms trails between huts, it is dull but lively. The city is home to the Tucruitorian monarchy, where the Pharoah and her children and staff live in the palace and care for ancient sites like the Dome. A structured military and large sandstone wall protects the city from the mesa's lower valley, however the walls have many openings and travel is abundant among the city and its trade market. Some residential sections are built into the mesa cliffs, sustained by aquaducts that flow all throughout the city.

Stilted City

Endless Mesa

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.

Solluhawh

Sol Savannah

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.

Acaciia

Sol Savannah

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.

Arid Castaways

Endless Dunes

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.

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.

Teetering Ruins

Endless Dunes

Rumored to have been destroyed by the residents themselves, or, a massive sandshuffler that lurks below the sands of the desert. Nobody knows for sure, but everyone is sure that the place is abandoned and haunted by very rude spirits. Not dangerous spirits, just spirits who prefer to tick someone off using any means possible; they like to throw sand and whisper insults in visitors’ ears. The once-settlement rests on the sheer platform of a desert cliff further into the mesa where beige sand was blown into a flat area by an ancient sandstorm. The ruins are crumbling away, buildings built with such intricate carvings and many barrels and wooden crates are scattered throughout that may have preserved food within them.

Mesa Oasis

Endless Mesa

Deep within the mesa is the nearest major water source. Smaller ones are scattered everywhere, but the nearest main oasis aside from the one the kingdom has claimed is the Mesa Oasis. A bowl of crisp, turquoise water that sloped underground through a slick, swirling maelstrom at the bottom of the poor. Its source is a beautiful waterfall, showering down from cracks in the mesa cliffside far, far above. A wonderful place to relax, set up camp for a short amount of time, or as a one-stop shop to fill up as many canteens as a dragon could need. However, where there is water there is life. Dangerous creatures of the desert also seek the same precious resources as dragons do.

Miadus Caverns

Endless Mesa

Though there are many rumors of its exact location, the ancient caves are burrowed beneath the Mesa oasis’ maelstrom. Anything unlucky enough to be caught into its torrent is swept underneath the sands and into a black, inky darkness. Ancient lefikas who are said to have carried treasure had stopped here and carved messages into the rock faces, before the oasis filled. The messages contain a multitude of archaeological wonders, and are even said to carry mysterious powers. Few of them, however, contain the actual clues needed to find the treasure.

Grand Chasm

Endless Mesa

The Grand Chasm is located west of the Tucruitora capital. It is sometimes called the desert's trench, the Melder's resting ground, or "the big sandy hole". Entrance to the chasm is easy but time-consuming for those who don't enjoy flying downwards rapidly. Trails carved into the walls of the chasm have been made to allow roads deep into the sandstone abyss, and at the bottom a small city has been developed over many centuries.

Chasm Camp

Endless Mesa

Originally, the Casm settlement was part of the Stilted City, just, the half that was in the shadows of the valley. It was a place where creatures with less heat tolerance could live without fear of the desert Sun above. Everything is lit up with lanterns and torches across the settlement, but it's lively enough to never be too dark like a cavern. The settlement has had many uses in the past, from war steads to abandoned grounds, but nowadays it is the home to the Casm members; a large group of people who wish to not tolerate the current royal rule any longer in the Tucruitora territories.

Scorched City

Scorchland

An ancient Colossal city had survived below the hearth deep within the scorchland. Scalaces had found it long, long ago, and formed their civilization around it. Where the endless sun does not shine, life can exist in the shadows of caverns and rely on minimal amounts of groundwater. Scalaces adapted the ruins of a city to their needs. White ruins became homes, streets, landmarks, and more. With an aesthetic similar to fantasy dwarven mountains, scalace kept their lives away from the landscape above and groups only came out when rarer resources were needed.

The Desert Temples

HOUR DOME
Built into the cliffs themselves, is a large semi-circle structure everyone calls The Dome. An open-air gate that functions by pulling down into the ground is the entrance, and the only way to reach the platform it is on high up on the cliff is by flight. Landing on it and getting past the guards, one enters the massive dome structure. Within it is the most decorated building beside the Pharaoh's Throne Room, with many teal stained rocks and a long runner rug of turquoise spilling forward to direct the visitor to the shallow and clear watered pool in the center of the room. The pool glitters and a beam of pure light shines down into the center of it, and yet the pool remains decently cool. All around in the walls are statues of the gods, each upon their hind legs and observing the creature who enters the pool. The Dome has no paintings, no banners, but it does have baskets full of offerings at the feet of the god statues that have been left by worshippers who wish not to ever enter the pool. It is a punishment to enter the pool, often those who are criminals or heretics are pushed into the pool and slowly pulled upwards by the beam of light into a world known as The Hourglass.

The Hourglass is a small world disconnected from Ptitheros. It is managed by the hands of the Virtues themselves and is named after its appearance; just being a massive hourglass that floats amongst an endless expanse of clear shallow water far, far below it, whereas the sky above is an eerie pale gray. Those sent to the Hourglass fall through the center coil and into the bottom half, sand is spilling onto them and it is said that there they will be given a test by the gods. If they please they will be sent back, if not, they will be buried and suffocated by the sands of time. Only a few have returned from the Hourglass to say much about it. Those who make it out end up falling from the sky into the endless expanse of the Meldra Desert somewhere, often landing face first into the hot sand. They keep the memories, as the Virtues enjoy watching them go mad with knowing such things the common folk cannot comprehend- thus they watch the "released" victims go mad and just end up in the barracks again.

WATER PYRAMID
Peaceful. The Water Pyramid was created to protect a water table that was once one of the kingdom's main sources to drink. As time went on and the capital harnessed the river to fuel its entire population, the table within the pyramid became unneeded. It wouldn't be disregarded, nor the monolith torn down, so the pyramid and water table was turned into a place where people can come to relax. A large, blessed, public pool* type location. Not quite a sacred place like the other pyramids, the water pyramid allows for little markets and businesses, resulting in an enclosed environment full of Ptithians seeking a fun, cooled down time, where they can talk with friends, get out of the desert heat, and get a smoothie from a drink stand.

PSYCH PYRAMID
Originally the Psych Pyramid was made in assistance with friendly Lindosts, as their strong connection over mind and health was idolized by early Tucruits. The monument still channels a slight aura straight from Lindoss itself, making it able to cleanse the state of mind of those who rest within its walls for long enough. It is the most empty of the monuments in terms of visitors and workers, as nobody is able to stay inside for too long or they risk over-exposure to the strong Lindoss energy and can suffer health consequences. The pyramid looks the same as the Water and Onyx Pyramid, carved of smooth sandstone and has a pillared inside that is devoid of much more than benches and a few small gardens.

ONYX PYRAMID
Following the river down southwest, boat passengers or flyers will arrive at a wooden dock coated in a glittery red sandstone that was brought all the way from the mesa cliffs. One of the pyramids stand aside the river, a megalithic structure just like the Wall and the Coliseum. Made of sandstone and coated in pristine white sandstone, a more square building digs halfway into the pyramid base and juts forward towards the docks. Columns prop the flat ceiling, and large wooden doors block the entrance. Inside is a beautiful space. The floors are lined with onyx, a pure black and reflective floor. The room's purpose has changed over the centuries; from a spa that fed on the water table beneath the pyramid, to a cult gathering spot, and now a Tucruit initiative spot where those who wish to join under the Virtues (no matter the species) may go with permission. The room, besides its elegant floor, is filled with symbolic relics and paintings, chairs made from the same onyx, and pedestals were the leaders of the gathering may speak. Gatherings for those visiting to assimilate always happen after sunrise, never at night. Tucruits have made it difficult to get permission initially, but the initiations are rather short. A small clarification speech from a leader, an oath, and then they are given a special mixture to drink that will reveal their virtue tattoo as a faded pattern under both their eyes. The faded pattern will not go away until those who drank it get at least one of their eyes properly tattooed like all other true Tucruits. Gatherings at night are never part of the Tucruit initiative, and are often either cult oriented or parties by those daring enough to stay after dark on a rural and mystical location. To say one has partied in the Onyx Pyramid certainly gains some popularity.

FESTIVAL MOUND
The Festival Mound is a monument built northward of the kingdom where the small mountains begin and cradle the mound of steps and sandstone to protect it the same way the mesa cliffs protect the capital city. Unlike the other triangular pyramids, the Mound is a staircase-shaped piece of architecture with a flat top and a deep hole curled inwards from the flat side of the pyramid and downwards into the hearth. It goes dark, it is dangerous to hop down into it, thus it is fenced off when large events are prepared. Festivals, of course, are common at the Festival Mound and have been for centuries, and it is unknown if parties were the intended purpose of the pyramid or its historical beginnings were lost to time.

Code by AviCode