Solunarium Codex

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S o l u n a r i u m
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Founders: Aværys I Imperator, Divine Sovereign of the Dual Realm of Solunarium and Varvara I Imperatrix, “Mother Midnight”.
Ruling Houses: Sol’Aværys (Luxium), Sol'Zalkyrion (Umbrium)
Demonym: Solunarian
Population: Roughly 5 million
Territory: The Kingdom of Solunarium claims the entirety of The Atraxian Desert in Northeastern Ecith.
Government Type: Theocratic Dynastic Electorate
Official Religion: Messianic Varærynism
Racial Distribution: 15% Re’hyæan Elven, 65% human, 20% other
Official Language: Vastian
Additional languages: Vallenor, Common

For nearly five millennia, the Dual Realm Kingdom of Solunarium has been a beacon of civilization in an otherwise hostile desert- a resplendent jewel set against an arid wasteland. Though the insular Solunarian civilization claims broad borders encompassing the entirety of the vast Atraxian desert, only small pockets of this immense region are actually populated. This remnant of a bygone era has survived largely due to its remote environs and contains only two major population centers and sundry small settlements along the River Vasta and around oases that speckle the desert. The eponymous capital city, also known as “The City of Light and Shadow”, is nestled at the base of the volcanic Mount Sorokyn. The remoteness of the kingdom proper has served as a strong line of defense against foreign powers attempting to invade from the coasts, and the Atraxian border with the Ecithian Commonwealth has prevented incursions from the land. Only three invasian attempts have been waged in its five thousand years history. Solunarium is a theocratic hereditary electorate, ruled for millennia by the ancient, “unbroken line” of Aværys- named for the founding father of the kingdom, a member of the ethnoreligious Re’hyaen elven minority, who came to be esteemed as a messianic figure and, ultimately, one of two chief deities in the Varæryn pantheon, alongside his twin sister/wife Varvara. More recently, the long-silent Draconic Dynasty of Sol'Zalkyrion has asserted their claim to rule half the realm. As of 1 Glade 123, they rule from their seat in the Umbrian Undercity of the capital.

Table of Contents
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NPC Library

History
Climate and Geography
Government
Law & Order
Culture
Religion
Fauna
Flora
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Pharaoh
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Solunarium Proper
The Capital of Solunarium

The Luxium
Current Ruler: Her Divine Radiance Thalya IV Imperatrix, Solar Sovereign of the Luxium.
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The Luxium is the part of the city that stands above ground in the shadow of Mount Sorokyn. With the active volcano as a centerpiece, the city sprawls out from its base with the Palatium Furiarum (The Blazing Palace) built against its Western slope. The Luxium is dominated by its human and Hytori-presenting elven population, though it is far from uncommon to see Siltori-presenting elves as well. Although Solunarium is not the most heterogeneous of Ranseran cultures, a great deal of cultural and racial diversity can be found in the Port Vasta District and, to some extent, the Antiquine.

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Palatine District - The Palatine (or Palatial,) District is home to only the most hallowed members of the city’s elven elite. Most of the landowners in this, Solunarium’s smallest district, are direct descendants of Aværys who are relatively high in the dynasty’s line of succession. Dominated by the massive and opulent Palatium Furiarum, which houses The Solar Court, this neighborhood is set against the Western slope of Mount Sorokyn and thus enjoys a constant geothermal warmth from the adjacent volcano. Natural hot springs on site have allowed for luxurious bathhouses to be constructed for the comfort of the Solunarian elite.
  • Palatium Furiarum
Aurecine District - The Aurecine (or Golden,) District serves as home to many of the elves who descended from the original Re’hyaen pilgrims, but are not directly descended from Aværys or are too far removed to hold royal rank. The Aurecine District is a clean, beautiful neighborhood replete with extravagant manor houses and more modestly utilitarian townhouses.

Sorokyne District - The Sorokine (or Sorokyn) District houses the bulk of the human nobility and the wealthy merchants who amassed enough wealth to buy their way into the swank surroundings. This area is a small step down in grandeur from the Aurecine District, though it is more sprawling and densely populated. Thusly, it lacks the serenity and architectural uniformity of the elven-dominated districts.

Antiquine District - The Antiquine District (or The Old City) is set against the Southern slope of Mount Sorokyn and houses the site of the original Vastian settlement founded before the coming of the Re’hyaen pilgrims. It is a large, crowded neighborhood dominated by humans of the lower and middle classes, many of whom work in other districts or in the Sorokyn mines. Despite being called The Old City, the architecture is a mishmosh of styles ranging from renovated ruins of ancient structures to newly constructed huts and houses built within the past decade, which are oftentimes right next to one another.

Port Vasta District - Bisected by the Vasta River, the Port Vasta District is a cultural melting pot and a constant hotbed of activity. This quarter is the most culturally diverse region in Solunarium outside of the port city of Tertium, with members of many races from sundry backgrounds. As the main commercial district in the Luxium, it is also most prone to crime- particularly the poorer parts which are set on the Southern banks of the Vasta, rather than the more carefully policed parts on the Southern side which houses the main docks as well as the Solunariuan Forum, the biggest marketplace in the kingdom.

The Umbrium
Current Ruler: His Exalted Majesty Zalkyriax Zalkyrialis Rex Draconum, Vigil Vulcani et Pater Atraxiæ, Draconic Dominus of the Umbrium
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The Umbrium is the subterranean portion of the city, expanded out from the mines in which Re’hyaen slaves of yore were forced to toil under the whips of their Vastian overseers. Before the rise of Aværys, the mining revealed the site of a ruined, underground city which they dubbed Oblitium “The Forgotten City”, the foundations of which were incorporated into what is now The Umbrium. Warmed by the magma that churns just behind the walls, the Umbrium houses the Palatium Umbrarum (The Shadow Palace) which was constructed directly beneath its sunlit counterpart, the Blazing Palace.

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Sub-Palatine District - The Sub-Palatine District is dominated by the Palatium Umbrarum, which is managed by the royal cadet branch of Phædryn-Aværys, when the Lunar Court is not in session. Though each of the major branches of the dynasty maintains a regular presence in this district, it tends to be a comparatively tranquil place except during the rare occasions when a Solar Sovereign is succeeded by a Moon Monarch and the Palatium Umbrarum becomes the center of Solunarian government.
  • Palatium Umbrarum
Argentine District - The Argentine (or Silver,) District is the Umbrium’s answer to the Aurecine District, housing many of the descendants of original Re’hyaen families with no direct link to the royal line of succession. Unlike its terrestrial counterpart, this neighborhood is dominated by the Siltori-presenting elves of the city rather than their Hytori-presenting cousins. Apart from the stately homes, the Argentine District is also home to The Silver Sanctum- the headquarters of an elite agency of espionage and policing, known as The Silver Sentintels, which is overseen by the House of Phærdryn-Aværys.

Sanctine District - The Sanctine (or Sacred) District is centered around a relic of The Forgotten City- an ancient temple that was excavated thousands of years earlier and once housed The Ark of Aværys, in which its namesake found the talismans that enabled him and his sister to commune with the Divine in the aftermath of the Re’hyaen purge of firstborns. Though the temple predates any known civilization to occupy this realm, it is presently a temple to Varvara, Midnight’s Queen and co-founder of the kingdom. As a daughter of shadow, Varvara did not seek the renown of her more widely-revered brother-husband, Aværys. Those who worship her tend to do so quietly and, appropriately, in shadow. Apart from the temple, the Sanctine District boasts a number of beautiful homes, mostly belonging to wealthy human nobles. These remain largely unoccupied during the reign of the Solar Court, but some families will take religious sabbaticals to the Umbrium to get away from the hustle and bustle of the Luxium.

Pulvine District - The Pulvine District (or District of Dust) is home to many who still toil in the Sorokyn Mines. The inhabitants of this district are among the poorest in the realm, eking out a living in the mines and returning to ramshackle huts in sprawling shantytowns. This is the second most diverse neighborhood in Solunarium, after the Luxium’s Port Vasta district.

The Mining District - Mount Sorokyn still boasts active mines, which have been a great source of wealth for Solunarium for centuries. To this day veins of gold ore and even dragonshards are carved out of the bowels of the volcano. The Mining District has no permanent inhabitants, but camps are set up for laborers to refresh and resupply between shifts. It is thankless, treacherous work and many have perished due to collapsing tunnels or breached pockets of magma spilling into worksites due to an unlucky strike of the pickaxe.

Thalamum Draconum - The Dragon Chamber is housed in a cavern near the core of the Volcano where it is too hot for most life forms to endure at length, but dragons are able to thrive. The massive chamber was once occupied by a veritable army of dragons, but is now home to only five surviving wyrms, descended from the Gold Dragon Zalkyrion and the Black Dragon Shaqqarava. There are two points of entry, the first of which is a gated portal in the Sanctine District and the other is an opening that feeds directly into the Maw of Mount Sorokyn. It is not rare to witness dragons soaring forth from out the volcano to hunt the desert or its adjoining mountain range for quarry.


Greater Solunarium
The realms beyond the Capital

Tertium
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Hundreds of miles Northeast of Solunarium proper at the Vasta River Delta sits the only other major settlement in the kingdom: The port city of Tertium- so named because it is the third settlement to occupy this location. Originally founded as Vastium Orientem (East Vastium), the city has been razed to the ground twice, after being conquered by foreign powers and rebuilt to serve as a port of trade and a tether to the world without.
The Atraxian Expanse
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Apart from the two major metropolitan centers in the kingdom, the greater desert is home to tens of thousands of Solunarians. Some of the Vastii still hearken back to their days as nomads, roaming the open desert and braving its many trials, but most have formed settlements along the River Vasta or around nearby oases. Most of these settlements in the present day are completely self-governing, but there are a few in the vicinity of valuable resources, which are overseen by representatives of the greater kingdom. Unlike the two fortified cities of Solunarium and Tertium, many of these smaller settlements live under the constant threat of desert squalls, droughts and attacks from desert-dwelling predators, like Tusk Titans and wild wyverns.
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H i s t o r y
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A Desert Power
Before it was known as Solunarium, the region housed a modest human settlement, founded by a tribe known as the Vastii. At some point in the Age of Wonders this simple agrarian tribe found a pastoral plot of land in Northern Ecith and built up a settlement, the name of which is lost to the annals of history. What is known is that after many years of peace and prosperity they were besieged by the forces of the Orkhan who were, at the time, still under the direct sway of Malgar, God of Suffering. Many of the Vastii were slain or enslaved, but some escaped and trekked East in search of refuge. Collecting other wayward humans on the journey, they never remained in one place for long, fearing the Orkhan would overwhelm them again. Eventually their path led them into the hostile environs of the Atraxian Desert, but in the midst of that wasteland they found the first place in Ecith where their Orkhan pursuers would not tread. By this point, the tribe had grown accustomed to roaming and it was quite some time before they would attempt to establish another permanent settlement.

Though they had led this nomadic life for many years, the hardships of the Atraxian desert eventually grew too great for the Vastian refugees to endure and they wound up forming a permanent settlement to the North of the desert out of their hitherto transient caravanserai, which came to be known as Vastium. Set in the shadow of the craggy Zalkyr Mountain range, Vastium became a thriving, albeit insular, metropolitan center nourished by the River Vasta, which provided fresh water for drinking and irrigation, as well as a bounty of fish and mineral-rich aquatic vegetation. The first and only dynasty of princes to rule in Vastium were the Caelian kings of the First Vastian Epoch.

The Perilous Pilgrimage
While Vastium was developing into a desert metropolis, far to their North in Sol’Valen a struggle was brewing between the majority and a splinter group of Hytori who sought reconciliation and reunification with their widely-shunned Siltori cousins. They belonged to a religious minority called The Re’hyaen Faith, which was widely deemed a cult and centered around the worship of the Dragon Goddess of Sunlight, Ysadrin and her lunar male counterpart, Nerix to the neglect of most other deities in the pantheon. They believed the Hytori and Siltori were two sides of the same cosmic coin, and that their reunification would herald a renaissance for the Elven peoples. Notably, their largesse was not afforded to the Dratori whom they believed to be an impurity that beset their race long before Ilixdor drew them out of the First Elves’ blood. If the Hytori were the sun and the Siltori were the moons, then the Dratori were the ominous clouds that occasioned to obscure the glory of the heavens’ radiance. Naturally, their belief system led to regular interbreeding between Hytori and Siltori Re’hyaens, who did not deem the offspring of these unions to be mixed blood, but rather a truer form of Elf. As such, Re’hyaen came to be considered an ethnicity as well as a faith.

Their controversial beliefs led to persecution, and their resultant umbrage led to insurrection. Eventually, the bulk of the Re’hyaen devout were cast out of Sol’Valen by the royal house of Sol’Miaren. The erstwhile Re’hyaen leader and high priestess, Ilythia, led them on a southerly pilgrimage to the shores of Ecith. These wayward wanderers traveled these new realms for nearly half a century, through cities and jungles- farmsteads and tundral plains- Finding themselves unwelcome whithersoever they roamed. Finally, the Re’hyaens found a land where the sun and moons shone brighter than they had ever seen and hung perpetually in a clear, cloudless sky. This, Ilythia explained, was their promised land.

The Atraxian Desert proved more a trial of faith than a land of milk and honey. As they trudged toward the realm of the rising sun, they found scant supplies of water and their dwindling provisions needed to be diligently rationed. Many died on the trek, due to starvation, dehydration, heatstroke and predation by some of the ferocious fauna that endured in the desert. Like the Vastii who roved these lands before them, they found succor when they came upon the River Vasta. Their numbers had dwindled, but those hardy survivors drank deeply of the Vasta’s waters and surfeited upon the nourishing fish and kelp that bobbed at her banks. Revitalized, the elven pilgrims followed the bends of the river until it led them to a thriving metropolis at the foot of a towering pike: Vastium.

Of Elven Bondage
The Re’hyaens were welcomed warmly by the Vastii, though the language barrier between their two peoples seemed to create obstacles early on. In point of fact, their inability to communicate clearly probably delayed the eventual conflict that would sunder their initial bond. In those early days, however, they were able to unite as two disparate tribes of refugees of subjugation who had found safety in this desert oasis.

This period of peace was not to be long-lived, as the Re’hyaen faith’s flagrant message of Elven supremacy grated upon the city’s human majority. More and more skirmishes broke out between the Re’hyaen minority and the greater human population until Laertes II of House Caelius, King of Vastium, enraged at the apparent arrogance of their elven guests, sought to disabuse them of the notion of elven superiority. He ordered his armies to enslave the elves and set them to work in the mines of Mount Sorokyn. Upon hearing this decree, the Re’hyaens immediately rebelled and attempted to fight off their human oppressors, but to no avail- Their numbers were too few. And so, for two hundred years, the Re’hyaen elves were held in bondage by the Kingdom of Vastium.

During the latter years of Re’hyaen enslavement, a pair of twins were born. Like most Re’hyaens, they were of mixed Hytori and Siltori descent. The boy was named Aværys and the girl was named Varvara. Aværys was born with the sunlit features of a full-blooded Hytori, and Varvara bore the moon-pale characteristics of a Siltori. Though they were set to work the mines from a very young age, they were devout believers in the Re’hyaen faith and could recite the entire Re’hyaen Book of Blood from memory by age seven. At thirteen, Aværys translated the scripture of his people into both the Vastian and Common tongues. Beyond this, he led a devout but unremarkable life for his first twenty years, apart from one incident when he was fifteen working the Sorokyn mines and stumbled upon an ancient ruin. This unfathomably old subterranean city housed a temple emblazoned with runes from a long dead tongue. Within this temple, Aværys discovered an artifact- An ark containing two dragonshard talismans bearing ancient runes of divine origin. He tucked them away, later giving one to his sister Varvara and keeping the other for himself. At twenty, Aværys married another elven slave named Thalya in a modest ceremony held in the courtyard of their labor encampment. Within a year, their marriage produced a son named Solus. Although Aværys was a dutiful, even-tempered slave, the growing Re’hyaen population in general was growing increasingly restless during this period. Re’hyaen rebels regularly terrorized their human oppressors with magical and practical acts of terrorism, which turned Vastian opinion even further against them. There was growing fear that the elven rate of reproduction was too high, and there were calls for a culling. Eventually, then-king Vastius IV of Vastium heeded the demands of his subjects and sent his centurions forth into the labor camps to gather the first-born sons of the elven slaves. Uncomprehending, parents wept and fought with their childrens’ captors, but most of the first born sons were successfully apprehended and brought to the summit of Mount Sorokyn, where they were hurled into the churning, fiery mouth of the volcano- their screams echoing throughout the valley as their parents wailed below.

Upon realizing what had transpired, Thalya shattered a bowl and slit her own throat with one of its shards. The once peaceful Aværys, overcome with a fury like none he’d ever felt, fled to the peak of Mount Sorokyn. He dropped to his knees at the edge of the volcano’s maw, and pleaded to the gods:

“Return our children to their parents' keeping! I will sacrifice myself for Solus and all the rest!” And with that, he hurled himself into the fiery abyss. Although she did not reach him in time, Varvara had pursued her brother up the mountain and heard his call to the gods. Knowing that Aværys’ sacrifice was insufficient, Varvara made an alternative plea to darker forces.

“For the lives of our children, let my brother return in power to deliver seas of royal blood to surfeit the most ravenous god in whatever pantheon heeds my plea! Conduct Aværys back to me, and I will see this dread deed executed!” The ancient talisman against her chest began to emit a shadowy aura that called out to its counterpart in the roiling lava below. Varvara’s eyes went black and the shadow engulfed her as Mount Sorokyn began to tremble beneath her feet. Her pleas had been heard by not one, but two divine beings.

A Divine Detente
As Varvara felt the creeping shadow of a potent force engulf her soul in a dark apotheosis, a beam of light burst forth from the volcano and turned the night sky over Vastium brighter than midday. Humans were woken from their slumber and elves gazed skyward with eyes salty from grieving the loss of a generation of offspring, as the image of a radiant gold dragon emerged from the volcano’s mouth with a thunderous roar. It was the ancient great golden dragon Zalkyrion, who had entered dormancy millennia earlier within the volcano. Astride that dragon sat Aværys reborn, now imbued with a divine potency- He was aglow with an otherworldly aura and above his head hovered the incorporeal image of a dual crown- lower and wider was brilliant golden diadem and above it was a narrower ring of resplendent silver.

The dragon alighted before the Vastian Royal Palace and let out a bellow that shook its walls. When the king emerged under guard, Aværys spoke in a booming voice heard throughout the whole of the city.

“King Vastius, you have made a grave error in spilling so much blood for naught. Such a lofty sacrifice as the children of an ancient race might have sated the hungers of many a god, but they were only executed in tribute to your mortal arrogance. We, the aggrieved, have treated with the Divine and offered them nourishment in exchange for the power to exact revenge against our oppressors.”

At this point, King Vastius dropped to his knees- overcome by terror at the preternatural presence looming before him on the back of a wrathful wyrm. He pleaded for the mercy he denied the enslaved elves, and Aværys spoke on.

“People of Vastium: Your king has transgressed against us and murdered our children. For their lives, we claim his line. We will cleanse Vastium and erase the Royal House of Caelius from the face of Ransera. Any man, woman or child with Caelian blood going back ten generations to the founding of this kingdom will be fed to Mount Sorokyn. King Vastius is my offering, but any human of guiltless blood who brings forth a Caelian to be sacrificed on the Mount will be created a lord amongst men in the Kingdom to Come. Rise, Vastii, and raze this palace to crumbling clay and sand, that we may rebuild it anew under the light of a Greater Power!”

And with that, Zalkyrion bounded forth and collected the shrieking king in his mighty talon, launching into the air and soaring skyward. It is said, the laughter of Varvara could be heard echoing out of Mount Sorokyn’s mouth as her deific brother flew his wyrm over the gaping peak and Zalkyrion released the belatedly repentant royal and watched with relish as he tumbled into the same magma that had consumed him ere his rebirth.

Vastium, too, was reborn that night. The awed Vastii turned on their former kings, and the whole of the Caelian line was rounded up for slaughter. Varvara, like her brother, had been touched and molded by Divinity, though she had become an avatar to a darker, quieter being than the bright, blustering Mistlord that inhabited Aværys. With her hallowed, onyx eyes she could see into the hearts of men, so she knew the true-blooded Caelians from those wrongly accused by men of great ambition and few scruples. Those who brought forth false Caelians were, themselves, hurled into Mount Sorokyn’s maw. By sunrise, the blood of hundreds of innocent elves was answered with over a thousand humans and those who had been slaves found themselves masters over a new realm, which Aværys named Solunarium- A word in the Vastian tongue that bore a Re’hyaen sentiment: The realm of sun and moons.

The Epoch of the Crusader
In the ensuing years, the twins touched by divinity, came to be regarded as messianic figures in the Re’hyaen faith which conflated Aværys with the proud, uncompromising sun and Varvara with the serene, watchful moon. Before long their legend sprung a new religion adopted by elves and humans alike: The Varværyn Faith. True to his word, Aværys created lords and ladies of those humans who delivered Caelian blood up for sacrifice. However, their nobility was mitigated by the new hierarchy created under the caste system devised by the newly crowned Aværys I Imperator, Divine Sovereign of Solunarium. In retribution for their murdered children and years of servitude, the Divine Sovereign declared that all of the former elven slaves would be henceforth held in higher esteem than their whilom human masters. Moreover, he bound the Vastii through a divine covenant to serve and revere the line of Aværys unto their thousandth generation- Effectively forcing the entire kingdom into the service of himself and his progeny unto remote posterity beyond reckoning.

In hopes of establishing a dynasty of divinity, Aværys married his divine twin sister and created her Varvara I Imperatrix, co-ruler of his newly forged kingdom. They would reign for over five hundred years and she would bear him eleven children: Astræon (m), Thalya (f), Naxos (m), Sorokyn (m), Ilythia (f), Marwynn (f) Danann (m), Vlahos (m) Taissa (f), Thalindril (f) and Phaedryn (m). Of these children, only Danann and Phaedryn took after their mother in Siltori appearance, whilst the others resembled their golden father. In hopes of expanding their divine power over generations, the siblings were paired off and married to each other. Only the youngest, Phaedryn, who had no female counterpart, was allowed to marry outside his nuclear family.

During the early years of the twins’ reign, as they were codifying the policies of their new kingdom, many refugees traveled from afar to discover the source of the divine light that burst forth from the desert on that fateful night when the elven firstborns were executed. It had been visible from a thousand miles away, and pilgrims from all over Ecith were curious. Many took it for a sign, and sought it out only to find the perils of the Atraxian Desert too great to endure. Those who survived the trek were unlikely to survive a return trip and so they set down roots in the city. The most important resource brought by these refugees were the stories of their homelands- Many of which were in turmoil. The ravenous deific twins, whetted by the taste of Caelian blood, thirsted for more. They resolved to expand their empire by avenging the refugees who’d arrived at their capital with tales of hardship and oppression in foreign climes.

A Gathering of Wyrms
The Divine Detente between the Mistlords that awoke in Aværys and Varvara yielded a frightening amount of power, and the pair fed off of one another’s predilections. Avaerys demanded submission and thrived upon sacrifice, whilst Varvara quietly stirred his hunger and that of their subjects to expand their realms and gather greater power. To slake these sanguine thirsts, they sought to conquer distant realms abroad of the Atraxian desert in the names of the aggrieved refugees who’d sought solace in their great city. To this end, they summoned a host of dragons and wyverns to help their vanguard traverse the vast wasteland between Solunarium and other civilized nations. The mighty Zalkyrion’s offspring were bound to Aværys and Varvara’s children who served as legates in their vengeful crusade and other, lesser wyrms were drawn forth by the eldritch will of Zalkyrion and his demi-deific charges. Notably, the only one of Avaerys’ children who failed to bond with a dragon was Phaedryn, which was deemed portentous and earned him the moniker “Phaedryn the ill-starred”.

For centuries, Solunarium was engaged in wars of conquest- Turning their remote desert city into the heart of a formidable empire, heavily relying upon archmages and dragons to maintain their hold on their distant colonies and client kingdoms. This continued unabated, until the royal house began to enforce mandatory observance of the Varværyn religion, which aggrandized them as god emperors and served vengeance in lieu of justice. It was this latter point that led to the downfall of the founders of Solunarium, when a Draegir with opposing aims came to stand athwart their steady advance abroad of Ecith.

The War of the Justiciar
It was only when the forces of Solunarium had encroached deep into the realms of Ailizane that they were faced with formidable opposition. When Solunarian Wyrmriders led by Vlahos, second youngest son of Aværys and Varvara, sacked a settlement in the Southeast of the northerly continent, they were met with divine retribution in the form of Arcas. Vlahos was slain and his wounded mount, the dragon Rhekainoxys, returned to Mount Sorokyn to tell the tale.

Not since the murder of his first son Solus had Aværys been so wrathful. Even Varvara, who was not as quick to anger as her brother-husband, was beset with deific ire and the two god-rulers of Solunarium summoned the bulk of their wyrmriders to exact their righteous revenge upon those who’d slain their son. Believing it was their destiny to conquer Sol’Valen on behalf of the Re’hyaen refugees who’d been cast out centuries earlier, their draconic armada made for Silfanore in force.

A conflict of ideologies would play out in what amounted to a war over the preeminence of Justice versus that of Vengeance. Arcas was joined by Raxen in opposition to the Aværyan advance, leading a Hytori host. They intercepted the invaders some fifty miles South of Silfanore, where a maelstrom of flames washed over the land and much blood was shed, but in the end Aværys and Varvara, being foreign invaders with the bulk of their resources on another continent, were overwhelmed by the might of Arcas and Raxen. It is said that the Solunarian founders were routed and corralled into a cave at the foot of Mount Kaladon. Rather than permitting their opponents the satisfaction of exacting revenge upon them, Varvara and Aværys embraced and slew one another- Their blood was as lava, and as it spewed forth it filled the cavern and Mount Kaladon erupted as a newborn volcano where none had been before. To this day, Mount Kaladon in Ailizane is a sacred site for Solunarian pilgrims.

Back in Ecith, their empire was broken, the bulk of the surviving dragons and wyverns dispersed across Ecith- free of their bonds, and the Solunarian hold on their distant colonies was severed. The loss of their divine rulers and their colonies abroad has come to be known as The Rending, which marks the beginning of Solunarium’s “modern era”.

The Unbroken Line
Of the many eventualities for which Aværys was prepared, his demise never came into the planning. The unanticipated divine intervention left Solunarium in chaos with a power vacuum and no clear line of succession. By this time, most of the sons and daughters of Aværys had died, whether in battle or of old age. They had not inherited immortality from their divine parents, and only Phaedryn remained alive. A conclave of the cadet branches of the Royal line gathered to devise a system of succession. It was decided that whichever scion of the line bore the most magical potential was the closest to divinity and therefore the true heir to Aværys. Phaedryn recognized that his progeny, who were not the product of Aværyan incest, were deemed impure in the eyes of his older siblings. It was Phaedryn himself who devised the current system of succession. The line of Phaedryn was recused from consideration in perpetuity and would serve, instead, as the Masters of Semblance who would recommend the new sovereign from the ranks of the other branches of the family by assessing their aetheric prowess. Phaedryn the Ill-Starred, like his divine mother, was a quiet, clever creature who secured his power through subtler means. In exchange for his willing sacrifice, he and his line were afforded many boons- Ultimately including stewardship over the Umbrium and control of the Silver Sentinels.

The First Conclave found Ilyxia, daughter of Naxos and Ilythia, had the most aetheric potential and a crown of dragonshard was forged with which to coronate the golden granddaughter of Aværys as Solar Sovereign to sit the Radiant Throne. She married her first cousin and established many of the systems that remain in place today. The ancient ruins of Oblitium discovered in the Sorokyn mines were excavated and renovated into what we now know as The Umbrium.

After the Age of Aværys, Solunarium receded into isolationism. Even those few Solunarian sovereigns who were ambitious enough to dream of expanding or reclaiming their former colonies lacked the means. The desert was too vast and unforgiving and, without an airforce of dragons to complement their infantry, any attempt at invading a foreign nation would be costly and fruitless.

There have been several attempts to conquer Solunarium from without, but the same obstacles that hinder the kingdom’s expansionist ambitions also protect them from those of others. While the city of Solunarium has never been conquered by mortal foes, their port city was conquered twice. In each instance, the Solunarian sovereign chose to raze the city to the ground rather than permit it to remain occupied. It is for this reason that the city, formerly known as East Vastium, is now named Tertium- Because it is the third iteration of the city.

Civil Blood
Far bloodier than the foreign invasion attempts have been Solunarium’s several internal conflicts. In the early years following The Rending, there were those who dissented from the notion of succession granted to the most powerful mage. A faction of the royal family adopted the belief that Solunarium should abide by the laws of lineal primogeniture. Declaring the reign of Ilystria I Imperatrix illegitimate, they supported the rule of Astralon, great grandson of Aværys and Varvara through their eldest children, Astræon and Thalya. The cadet House of Astræon-Aværys garnered support from elves outside the royal family and pressed their demand with force, resulting in The Cousins’ War. After three years of bitter bloodshed, Astralon surrendered. Queen Ilyxia showed mercy and, more than that, lauded Astralon’s fervor in his beliefs and his commitment to seeing them realized. She named him the first Keeper of Laws and he pledged to be as zealous in upholding her reign as he’d been in challenging it. Those who died in the Cousins’ War came to be regarded as a blood sacrifice that resulted in a stronger royal house.

More recently, about a century before the present day, another civil war shook the foundations of Solunarium. Upon the death of Solar Sovereign Solus II Imperator, a conclave was called and the members of the Unbroken Line gathered before the Master Sembler to be assessed. Master Sembler Rehayos of House Phaedryn-Aværys shocked the assembled royals by declaring that the most promising mage in the royal family was none other than his own son, Alcinaeus. Not only was the Phaedryn branch of Aværys’ line recused from succession by Phaedryn himself millennia earlier, they were also deemed to be impure for marrying outside of the family. The matter might have been easily quashed, if not for Alcinaeus’ appearance. He was one of the exceedingly rare scions of Aværys who was born a “Platinum Elf” with a blend of Hytori and Siltori features- considered an unmitigated blessing in the eyes of Varværyn congregants. The houses of Naxos and Vlahos sided with the Master Sembler and supported the coronation of Alcinaeus, whilst the the branches of Astræon, Sorokyn and Danann believed that only full-blooded scions of “The Unbroken Line” could sit the Radiant Throne. They demanded that the crown be granted to the most powerful mage of the pureblooded branches and that House Phaedryn continue to stand aloof of the line of succession. The ensuing conflict has come to be known as the Bellum Successionis, and ended with the rise of Solar Sovereign Thalya IV Imperatrix and the summary execution of Alcinaeus- an act which rocked Solunarium to its very core. Even to the present day, there are those who believe Alcinaeus was meant to be the progenitor of The Coming Race who would have resurrected The Living Aværys and brought about The Platinum Age of Solunarium. In an act which some deemed merciful and others deemed foolhardy, Alcinaeus’ daughter Cithaera was permitted to live, eventually assuming the title of Master Sembler.

The current ruler, Solar Sovereign Thalya IV Imperatrix, is approaching the hundredth year of her reign. Though she displays no signs of slowing down, the subject of succession is a matter of frequent discussion at The Radiant Palace with many curious as to whether their next ruler will reign from the Solar Court aboveground or the Lunar Court in the Palatium Umbrarum.
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C l i m a t e
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Apart from a few scant and scattered oases, the only habitable area for most sentient races of Ransera lies along the banks of the River Vasta which flows Northeast into the Crystal Sea. The vast majority of the land that lies within the borders claimed by Solunarium is an arid wasteland, roamed only by the hardiest of creatures- many of which are extremely deadly. For reasons unknown, the Primals that tread the rest of continental Ecith do not breach the borders of the Atraxian Desert. Some believe this is due to some lingering magic practiced in the forgotten realm of Oblitium that infuses the sands of Atraxia into the present day.

During daylight hours, the region is balmy during the warmer months topping out at about 125 degrees F, and rarely dips below 60 degrees F, even at the height of Frost. Regardless of the season, the nights can be significantly colder. Notably, the Umbrium region maintains a more consistent temperature, though it can vary depending on proximity to the core of Mount Sorokyn with the hottest quarter being the Thalamum Draconum which feeds directly into the mouth of the volcano.

Despite these hostile environs, the Solunarians have been able to make the most of their limited resources- digging canals and constructing aqueducts to hydrate their people and irrigate their farmland. Solunarians raise livestock for meat and milk and cultivate a wide variety of crops, ranging from grains to fruits. The Atraxian Expanse rarely sees rain, so the culture is wholly reliant upon the waters of the river to nourish their crops and cattle.

Mount Sorokyn, an active volcano looms over the Solunarian capital city. Sorokyn stands at over twenty-thousand feet and its rocky depths provide most of the mineral resources utilized by Solunarium. Sorokyn is actively mined, and has produced a hearty supply of metal ore as well as dragonshards over the years.

Several millennia ago, the remnants of an earlier civilization were unearthed in the caverns below Mount Sorokyn. Though little is known of this culture, its ruins were excavated and incorporated into what is now known as the Umbrium- the undercity which bustles below the terrestrial capital.

On the Northeastern border, where the River Vasta meets the Crystal Sea, sits the port city of Tertium, which lays across the land surrounding the delta and occupies a fortified island just offshore, which houses the headquarters of the Solunarian Riverguard. The delta is carefully supervised, as the fastest and safest means of travel to the heart of the kingdom outside of flight, is upriver. Tertium serves as a strategic choke point for any threats attempting to enter or leave the kingdom proper.
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G o v e r n m e n t
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The House of Sol’Aværys
One family claiming divine descent sits at the top of the Solunarian hierarchical pyramid. House Sol’Aværys’ “Unbroken Line” are regarded as the divinely appointed rulers of the realm, and wield tremendous power over the daily lives of their subjects. Though ruled, at any given time, by a single sovereign with absolute authority, the ancient cadet branches of the House (named for the sons of the founders) manage different departments within the government based on their disciplines of focus.

Cadet Branches of the Sol’Aværys Dynasty
Astraeon-Aværys: The House of the Crusader
Title of House Head: Princeps Legatus (Keeper of Swords)
Oversees the Solunarian Golden Legion.

Naxos-Aværys: The House of the Avenger
Title of House Head: Princeps Praetor (Keeper of Laws)
Oversees the Collegium Magistratuum and the Ministerium Legum, which presides over the Solunarian Senate as well as the praefecti who govern sectors and settlements.

Sorokyn-Aværys: The House of the Cultivator
Title of House Head: Princeps Camerarius (Keeper of Fundamentals)
Oversees the Ministerium Culturae, which manages agriculture, arts and sciences.

Danann-Aværys: The House of the Enricher
Title of House Head: Princeps Consul (Keeper of Coin)
Oversees the Ministerium Fisci, which manages the treasury, as well as foreign and domestic trade.

Vlahos-Aværys: The House of the Lorekeeper
Title of House Head: Princeps Pontifex (Keeper of the Faith)
Oversees the Ministerium Divinitatis, which manages education and spiritual affairs pertaining to the officially recognized faith.

Phædryn-Aværys: The House of the Stargazer
Title of House Head: Princeps Sibylla (Master Sembler)
Oversees the Ministerium Diplomatis, which manages the Silver Sentinels and the diplomatic wing of the government. They also preside over the Conclaves of Succession and assess potential heirs for magical prowess before the council of electors.

Concilia
The Regium Concilium is a council composed of the heads of each cadet branch of The Unbroken Line, as well as the consuls of both the elven and human senates. They serve as advisors to the Sovereign, whose authority is absolute. Though the Sovereign stands aloof atop the pyramid with the Regium Concilium directly below, there are lesser leaders called Praefecti who serve as governors of particular regions within the capital and the greater kingdom. Both the elven Ex-Re’ha and human Patrician Castes also have their own senates, which handle legislative affairs beneath the interest of the Sovereign.

The Concilium Draconum was a council that existed during Aværys’ lifetime, which was composed of Zalkyrion and the other dragons of his line. They advised the Crown and participated actively in Solunarian politics until the Rending claimed nearly half their number. In the pursuant period, the dragons withdrew from the affairs of mortals to grieve in relative solitude for centuries. The surviving Zalkyrian Dynasty stands aloof of contemporary politics.

Succession
Of the many eventualities for which Aværys was prepared, his demise never came into the planning. The unanticipated divine intervention left Solunarium in chaos with a power vacuum and no clear line of succession. A conclave of the cadet branches of the Royal line gathered to devise a system of inheritance. It was decided that whichever scion of the line bore the most magical potential was the closest to divinity and therefore the true heir to Aværys. A system was set in place whereby the line of Phædryn would be recused from the line of succession in perpetuity and would serve, instead, as the practitioners of Semblance who assessed aetheric prowess in the ranks of the other branches of the family. Based on this assessment, the conclave casts votes and a new ruler accedes the throne.

The Zalkyrian Dynasty
In addition to the Elven royal house, Solunarium reveres the draconic dynasty of Zalkyrion, a mighty golden wyrm who Aværys rode into battle in his crusader days. Though Zalkyrion, his mate Shaqqarava and two of their offspring were slain in Sol’Valen during the War of the Justiciar, the remaining five offspring of Zalkyrion survive to this day, nesting within the bowels of Mount Sorokyn in what is known as the Thalamum Draconum or “Dragon Chamber”.

Zalkyrion (deceased) - The Crownwyrm, chosen of Aværys.
Shaqqarava (deceased) - Mater Draconum, chosen of Varvara.
Zalkyriax
Vandrakainyn
Rhekainoxys (deceased)
Xergondrynax
Kairyndralok
Rhaestynghast
Astyanax (deceased)

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The Senatus Solunarius
Most citizens of Solunarium are apolitical creatures, which is a situation that is actively encouraged by the Crown and much of the ruling class. The harsh borders drawn in the Solunarian caste system prefer that the unwashed masses know there place, which is far away from the decisions of State that concern their betters. There are, of course, abundant exceptions and sundry examples of lower caste Solunarians who take a keen interest in politics and, moreover, the rabble are frequently political pawns for manipulative members of the gentry.

Although Solunarium is an Absolute Monarchy, the elite of the realm are afforded some agency over their governance beyond mere advisory roles. This comes in the form of the Senatus Solunarius. In general the Solunarian Senate presides over matters that are beneath the concern of The Crown or outside the interest of the reigning Sovereign. While, on paper, the Senate seems to represent all of Solunarium’s citizenry, its membership is solely composed of members of the elite classes. No one below the level of patrician has ever served in a Solunarian Senate seat.

There are two houses of the Senatus Solunarius. The higher house (or Senatus Major) is for elves of the Populus Ex Re’ha and the lower house (or Senatus Minor) is for humans and persons of mixed descent of the Populus Patricius. In both houses, seats are reserved for particularly notable families- most of whom have had senate seats for centuries. The Paterfamilias of a given senatorial family is a de facto senator, but may abstain from their duties or assign a representative to serve as senator on behalf of the family- Usually a member of the family, but always a member of their own caste.

There are no officially recognised political parties in Solunarium, but the lines of division are no less stark for their lack of codified labels. It is no secret amongst the elite that there are two prevailing ideologies that guide the decisions of Solunarium’s leaders- Both of which have foundations in interpretation of Holy Scripture.

The Sanguinists: These might be considered the conservatives of Solunarium. They uphold the longstanding belief that the Crown must be held by direct descendents of the founding deities, Aværys & Varvara, whose blood has not been polluted by any alien lineage. The so-called “Unbroken Line” of brother-sister, cousin-cousin marriage that has produced a branchless family tree over the centuries is believed, by Sanguinists, to stand sacrosanct. The Sanguinists enjoy the unmitigated preference of The Crown.

The Immaculists: The more progressive of the two factions, the Immaculists believe that the blood of the Founders is incorruptible and that the Sanguinists insult their gods by presuming their blood to be so weak as to require so many limitations. All Immaculists believe House Phædryn-Aværys should be allowed into the line of succession, and some more radical members of the faction believe that even half-elves and ostensible humans claiming distant elven descent from the Founders should technically fall into the line of succession. Immaculism is a more dangerous path than Sanguinism, and members of this faction risk incurring the wrath of the almighty Crown if they grow too vocal with their criticism of the Status Quo.

Both faction will use the lower classes as pawns in their machinations, sometimes stirring protests or demonstrations by stoking political sentiment in the apolitical classes.

Though there have been many internal conflicts throughout the millennia in this isolated kingdom, the Immaculist ideology only sprung up in the past century- During the reign of the current Solar Sovereign, in fact. It is widely seen as a direct result of the Bellum Successionis, and many regard this precarious rivalry to be a sort of ongoing Cold Civil War that has endured since the coronation of the reigning queen.
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L a w & O r d e r
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The rule of law within Solunarian borders is maintained by two major forces: The Centurions of the Golden Legion and the furtive agents of the Silver Sentinels. The Centurions serve as the public face of the Solunarian constabulary, and the Silver Sentinels work behind-the-scenes to thwart potential revolutionary plots before they fully develop. Whereas the Centurions rely on brute force and overwhelming numbers, the Sentinels rely upon surveillance and incorporate arcane practices into their peacekeeping endeavors. It is not unusual for an unruly crowd to be pacified by practitioners of Mesmer or Masquerade, and the Crown grants great autonomy to the Sentinels in their sundry exploits. In addition to suppressing revolts, they also propagandize the general public by influencing the education system and by fostering faith in the Crown through magical means.

Desert Justice
The Solunarian Criminal Justice System is maintained by The Collegium Magistratuum, which is overseen by The House of Naxos-Aværys. The Princeps Praetor is the highest judge in the land and supervises the lower courts, which may consist of Human or Re’hyaen magisters who preside over criminal and civil proceedings. Though most trials are open to the public, the notion of a jury is anathema in Solunarium. A magister is considered Lord of the Court and their decisions are final, unless overturned by a higher ranking magister or the Crown.

Like many elements of Solunarian society, the justice system is tied into the official state religion. In The Mandatum Magnum, Aværys explained:

“The common concept of justice is a cold, lifeless thing whilst the hot, beating heart of revenge is a galvanizing force of nature.”

As such, the state itself does not carry out the sentencing for capital crimes. When someone is convicted of a capital offense, the victim, or their next-of-kin in instances where the victim is dead or incapacitated, is granted the Lex Agni or “Law of the Lamb”. The Lex Agni puts the convicted at the complete mercy of the aggrieved to be used as they see fit, whether that means enslavement, death or a simple slap on the wrist. Most often the aggrieved will elect to render their charge into blood sacrifice to the deity of their choosing (Invariably Aværys or Varvara). Often this results in their being hurled into the maw of Mount Sorokyn or being torn apart by the wyrms in the Thalamum Draconum. It is understood that, if the magma or the dragons consume the accused, then he or she is truly guilty. Since Aværys emerged unscathed, and in fact improved, from the fiery pit, it is believed that Sorokyn and the wyrms will reject the blood of the innocent. Unfortunately for Solunarian convicts, neither the volcano nor the dragons have since rejected an offering in recorded history.

In addition to the criminal justice system, there are ways to seek recompense for lesser slights which are not technically criminal in nature (for example failing to use the proper form of address in a formal setting or outright insults). When umbrage demands answer, and individual may challenge the offending party to a formalized duel. Duels can either be to first blood or to the death, and are always overseen by an impartial observer from the Collegium Magistratuum.

Solunarian Armed Forces
Despite its remoteness and the paucity of external threats, Solunarium maintains a large and well-funded military with several branches. The culture makes no real distinction between military and constabulary forces and, since the latter is more practically useful, most active Solunarian soldiers are quartered in the capital.

The Aværyan Guard
Headquartered in the two royal palaces, the Aværyan Guard is composed entirely of soldiers claiming descent from the founding twins. They may be fully or half-elven, but all bear Varværyn blood. This elite force serves as the private guard to the royal family. Though membership to this order is a great honor it comes not without sacrifice, as all members of the guard agree to be sterilized to ratify their fealty to the ruling dynasty and to formally acknowledge their abstention from the line of succession. They are under the direct command of the sovereign, but an Eques Militis (or ‘Knight Commander’) is selected from amongst their ranks. All other soldiers of the Aværyan Guard hold the equal rank of Eques Reverens (or ‘Knight Reverent’).

The Golden Legion
The main branch of the Solunarian military is the Golden Legion, which is headquartered in the Aurecine District of the Luxium, but has bases of operation spread across the kingdom. The Golden Legion is the face of Solunarian might, and the most likely to be seen on patrol policing the streets of the cities or marching in ceremonial triumphs. They are known for donning steel armor that has been painted gold to evoke the cherished sun. The Golden Legion boasts three sub-branches:

The Imperialis Vigilia - This branch of the Solunarian military serves as the internal constabulary as well as the kingdom’s primary infantry. It is the largest and most widespread branch in part due to a compulsory conscription lottery, which bolsters the Vigilia with thousands of new troops every few years. In addition to its human and elven members, this branch of the military employs monsters which have been domesticated through use of the Mesmer Rune to strike terror into the hearts of all who stand athwart the Crown. The Legatus Aureus is the head of the Imperialis Vigilia, answering directly to the Princeps Legatus.

Ranks within the Imperialis Vigilia:
Legatus Aureus: Field Marshal of the Imperialis Vigilia.
Praefectus: General
Eques Tribunus: Brigadier General
Primus Pilus: Colonel
Pilus Prior: Major
Centurion: Captain
Principalus: Lieutenant
Miles Gregarius: Private
Miles Conscripti: Footsoldiers drafted through mandatory conscription

The Vastian Guard - Which serves as de facto navy and controls the ports of trade and travel. The Vastian Guard is the smallest of the branches, relying upon a fleet of small, but sleek ships which fare better on the river than at sea. They are under the direct command of a Legatus Vastianus, who answers directly to the Princeps Legatus.

Ranks within the Vastian Guard:
Legatus Vastianus: Fleet Admiral of the Vastian Guard
Praefectus Fluminis: Vice Admiral
Navarch: Commodore
Trierarch: Ship Captain
Primus Pilus: Commander
Centurion: Lieutenant Commander
Principalus: Lieutenant
Miles Naviti: Ensign

The Praeventores - Members of this branch serve as expeditionary forces in the rare event of a foreign war. Before The Rending, this branch was bolstered by the service of many wyrms, but they disappeared into the mountains after the fall of Aværys, leaving their lesser cousin, the Serpentes Caelo (more commonly known as the ‘Wyvern’), as the primary source of flight for Solunarian soldiers. Because of the remoteness of Solunarium, the Praeventores rely upon these wild Wyverns, which are tamed to be mounts by Master Mesmer practitioners, to conduct their scouts abroad of the Atraxian Desert. Wyvern-riders survey foreign climes and function as the kingdom’s de facto air force.

Ranks within the Praeventores:
Legatus Praeventorus: Marshal of the Praeventores
Praefectus Caeli: Air Marshal
Tribunus Caeli: Air Commodore
Aerarch: Group Captain
Lacertarch: Wing Commander
Centurion Caeli: Squadron Leader
Principalus Caeli: Flight Lieutenant
Equitem Gregarius: Flying Officer

The Silver Sentinels
Headquartered in the Argentine District of the Umbrium, The Silver Sentinels focus upon more shadowy forms of control than their golden counterparts. They are gatherers of intelligence and subduers of unrest. It is the Silver Sentinels who infiltrate dissenting organizations and tear them apart from within. They are, perhaps, the most feared agency in the Solunarian government and wield a great deal of autonomy at the pleasure of the Sovereign in carrying out their goals. The Silver Sentinels actively recruit powerful mages and are liberal in their use of the arcane arts to further their interests. Though they are supervised by the House of Phaedryn-Aværys, there are prominent members from even the lowest castes in Solunarium. It is one of the few arenas in which the lowest born of Solunarians might ply great power in the kingdom.

In addition to their work on the Homefront, the Silver Sentinels are deeply involved with the diplomatic wing of the government with agents in Solunarian embassies across Ransera- often counting the ambassadors themselves among their ranks.
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C u l t u r e
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Although much of the culture of Solunarian society derived from the elven origins of the Re’hyaen Faith, a great deal of Vastian influence has been adopted. The royal house assimilated the patrilineal naming conventions of the Vastii, though they did not go as far as to grant favor to males in their line of succession as did their Vastian forebears. The Vastian tongue is also particularly prominent, with even the name “Solunarium'' being a Vastian translation of an old Vallenori term found in the Re’hyaen Book of Blood. Early on, Aværys took to using the Vastian language in official court documents and his public addresses, only speaking Vallenor when in the company of other elves. This tradition continues today, though Common is also widely spoken and is taught in public learning institutions, which are available to children of all castes.

Both the early Re’hyaen refugees who first came to Vastium and their human hosts put similar weight on celestial divinity. Though they used different terminology, both cultures worshiped the Sun and moons and had remarkably similar myths, with a few marked differences (such as the Elven Supremacist themes in the Re’hyaen Faith and the concept of a messiah that existed in Vastian scripture but not Re’hyaen). Aværys would eventually exploit the messianic prophecies of the Vastii to entrench his own claim on sovereignty and they were later absorbed into the Varværyn church that grew to supplant Re’hyaenism.

Education is taken very seriously in Solunarium and is provided gratis to members of any caste, though all public schools’ curricula are heavily slanted toward a Varværyn perspective. Each subject from mathematics to literature to history to arcane arts and practical sciences is infused with pro-Varværyn propaganda that reinforces fealty to The Unbroken Line. All Solunarian schools teach written and spoken Common as well as Vastian, with the Elven schools also placing emphasis on knowledge of Vallenor.

For reasons unknown, the descendents of the original Re’hyaen elves almost invariably present as full-blooded representatives of the Hytori or Siltori races. Four in five are born Dryadalis Aureum with all the characteristics and racial abilities of a purebred Hytori, and one in five are born Dryadalis Argentum resembling pure Siltori. On exceedingly rare occasions, a child is born Dryadalis Platinum with blended features and is considered to be blessed- a prelude to The Coming Race: The Deiori. Of the five times in recorded history that a Platinum Elf was born into the royal family, the conclave has named the proto-Deiori Sovereign on four of those occasions The fifth such occasion led to a civil war known as the Bellum Successionis. Solar Sovereign Amalya I Imperatrix went as far as to abdicate to free the throne up for her hallowed nephew, who would adopt the regnal name Aværys VI.

Another quirk of the dynasty is that, in spite of their consistent, institutionalized incest, there has never been a birth defect amongst the progeny of the Aværyan line.

Half-elves are not a rarity in Solunarium, but it is rare for them to be the product of marriage unions. For an Elf to marry outside their race is to give up their status and descend to the caste of their non-Elven spouse, whether that be Patrician, Peregrine or anything between.

Re’hyaen Elves
Thousands of years ago, Re’hyaen Elves started out in Sol’Valen as a religious cult which began shortly after the creation of the Siltori and Dratori. Re’hyaens believed that the reunification of Hytori and Siltori would create a new and idealized form of Elf, referred to in scripture as “The Coming Race”. Although they have yet to manifest this evolution, the descendants of the Re’hyaen elves consider themselves to be an entirely separate (and sacred) breed contrasting from their purebred Hytori and Siltori counterparts. The ethnoreligious Re’hyaen race that survives unto today has a few distinctions from the more widespread subspecies of Elves. Firstly, as mentioned previously, they very rarely carry features of both parent races. The other distinction is that they are capable of communing with their immediate offspring or parents across great distances through visual and auditory projection. This ability works between the generation immediately prior and the generation immediately subsequent. Grandparents cannot commune with grandchildren, nor aunts to nephews or anything of the like.

Re’hyaen Sub-races
Dryadalis Aureum - The Golden Elf or "Sunborn" is typically blond of hair and bronze of skin with eyes ranging between red, orange and yellow hues.
Dryadalis Argentum - The Silver Elf or "Moonborn" is primarily ashen-skinned with hair that falls along a white-to-black gradient.
Dryadalis Platinum - The Platinum Elf or "Starborn" is considered a sacred precursor to “The Coming Race” of superior elves. They tend to be fair-skinned, with a brilliant sheen to the hair and a resplendent glow to the eyes that verges on luminescence.
Dryadalis Medium - The Half Elf or "Earthborn" come in a variety of shapes and sizes depending on what manner of mix composes their makeup. The vast majority of Half-Elves in Solunarium are half-Human.

The Modern Vastii
The vast majority of the human population in Solunarium descends from the original settlers of the Vastii tribe. After many millennia in the remoteness of the Atraxian Desert, the Vastii have distinguished themselves as a unique ethnicity amongst the humans of Ransera. With complexions ranging between olive and onyx and dark hair ranging between wavy and curly, the Vastii have adapted well to their arid surroundings. In addition to their ability to withstand high levels of heat for longer than most humans, they are also able to survive without water for a full week before giving in to dehydration. However, not all of their attributes are beneficial, as all scions of the tribe are bound by an ancient divine curse that renders them obedient to the royal House of Sol’Aværys. Though they are incapable of directly defying any member of the Sol’Avaerys Dynasty, there have been many creative instances of defiance through verbal technicalities.

The Solunarian Caste System
Varværyn Regalis - Pure-blooded direct descendants of Aværys & Varvara, members of The Unbroken Line. All legitimate scions of the cadet branches of House Sol’Aværys (with the exception of House Phædryn-Sol'Aværys) are members of this ruling caste, which includes the sovereign and five of the six members of the Regium Concilium.

Aværyan - Direct descendants of the line whose lineage has mixed with ancestors outside the Varværyn dynasty. Aværyans may be half-elves and still retain the same respect as their full-elven counterparts, but at least one parent must be a direct Varværyn descendent to be included in this caste. They are considered touched by the divine, and often hold positions of high esteem in Solunarian society. Perhaps most notable is The House of Phædryn-Sol'Aværys, which is considered a branch of the royal family in spite of 'impure' blood and The Aværyan Guard- the sovereign’s personal bodyguards, all of whom are members of this hallowed caste. Most Aværyans outside of House Phædryn-Sol'Aværys are baseborn, but as we will explore below in the section on Solunarian marriage customs, bastardy does not carry the same connotations in Varværo-Vastian culture as it does elsewhere in Ransera.

Populus Ex Re’ha - Elven descendants of the original Re’hyaen refugees who have one quarter or less relation to the Unbroken Line. The Populus Ex Re’ha are regarded as higher-tier nobles who stand above the human aristocracy in the Solunarian hierarchy. The head of each Ex Re’ha family is afforded a seat in the Greater House of the Solunarian Senate, which advises the Crown on matters legislative.

Populus Patricius - Human nobles descended from Vastii who participated in the Caelian culling a the behest of Aværys. They are highly esteemed in Solunarian society and are heavily involved in the governance of the kingdom. The head of each patrician family is honored with a seat in the Lesser House of the Solunarian Senate, which advises the Crown on matters legislative.

Populus Equestris - Prominent landowning families of the merchant class who are often wealthier than their Patrician neighbors, but lack their inherited prestige. The Solunarian economy relies heavily upon the Equestrians, many of whom are involved in international trade via the port at Tertium.

Populus Plebeia - The human peasant class, mostly descended from the original Vastii. Farmers, miners and other laborers are members of this overwhelmingly human caste.

Populus Peregrini - The non-human, non-elven population. The Peregrini represent relatively recent transplants to Solunarium, most of whom arrived well after the Epoch of Aværys. Although some of these families have inhabited the kingdom for generations, they are still regarded as outsiders in society (albeit to varying degrees). Solunarium is largely tolerant, at times even welcoming, to other races with the notable exception of Dratori and Orkhan. With the ingrained prejudice the Re’hyaens brought regarding Dratori and the history of Orkhan subjugation faced by early Vastii, it is not uncommon for these races to experience overt prejudice on the streets of Solunarium.

Populus Servi - Slavery is legal and quite common within Solunarian borders. The typical slave is either a criminal or the relative of a criminal who was bound to servitude by a decision of the Collegium Magistratuum. People born into any caste or any race may end up as slaves, and the severity of Solunarian justice means that sometimes their families will be dragged down with them- Even for generations after the death of the convicted offender.

Decorum in Solunarium
In a culture as ancient and steeped in tradition as Solunarium, decorum is sacrosanct- especially in the presence of royalty. There are standard practices codified in the time of Aværys that are still observed to this day. There are specific honorific forms of address that are observed for each royal and noble rank. In all instances it is considered preferable not to refer to titled Solunarians by simple pronouns without applying their title. For instance “That belongs to him” would be considered indelicate, while “That belongs to His Lordship” would be deemed appropriate.

The Sovereign. An audience with the sovereign is as formal an affair as one is likely to brook in Solunarium. One is expected to enter the royal presence with one’s eyes downcast and wait to be addressed directly by the sovereign before daring to speak. There are different practices depending on whether the reigning Sovereign is Sunborn, Moonborn or Starborn, but in each instance the full honorific title is to be uttered upon initial address, after which a simplified form is acceptable.

Solar Sovereign -
First address: Your/His/Her/Their Divine Radiance
Thereafter: Your/His/Her/Their Radiance

Silver Sovereign -
First address: Your/His/Her/Their Argent Luminescence
Thereafter: Your/His/Her/Their Luminescence

Starlit Sovereign -
First address: Your/His/Her/Their Blazing Brilliance
Thereafter: Your/His/Her/Their Brilliance

Note: After the initial formal address, any iteration of sovereign may also be addressed as Divine Dominus (m) Divine Domina (f) or Divine Domine (nb)

The Princeps. The next step down from the Sovereign, is the Princeps class. This class is composed of the heads of the Varværyn branch houses and their immediate families- spouses, siblings and children- to the exclusion of cousins, nieces, nephews, etc.

First address: Your Serene Highness
Thereafter: Your Highness or Dominus/Domina/Domine

The Duces. Below the Princeps on the hierarchical pyramid is the Dux class, which is comprised of all members of the House of Sol’Aværys who are not immediate relations of the Sovereign or any Princeps. From
this point down, there is no real distinction between first and subsequent addresses.

All addresses: Your Resplendence or Dominus/Domina/Domine

The Ex Re'ha. After the Duces come the Populi Ex Re’ha, which is consists of all elves of Re’hyaen lineage who are not of direct Varværyn descent.

All addresses: Your Grace or Dominus/Domina/Domine

The Patricians. Next in line fall the Vastian nobles. These are members of the human senatorial class, who either descend from ancestors who sacrificed Caelian blood to Aværys or were otherwise promoted to noble status by the Crown. Although they are lesser in status than their elven overseers, the Vastian nobility are second only to the Sovereign in being sticklers over their titles. Since their formalized respect is limited only to the non-elven population, they are that much more rigid about being afforded the regard their position warrants.

First address: Your Lordship/Ladyship or Lord/Lady (Family name)
Thereafter: Sir or Madam

The Draconic. Separate from this hierarchy and arguably equal to the Sovereign, there exist forms of address for the Draconic Dynasty of Zalkyrion. Though they rarely involve themselves in the affairs of mortals, the scions of Zalkyrion are considered princes in their own right and their favor is greatly coveted by all facets of Solunarian society.

The current head of the Zalkyrian dynasty, or Pater Draconum, is the eldest son, Zalkyriax.

All addresses: Your Exalted Majesty or Dominus Draconum

All other Zalkyrians hold equal rank and may be addressed as follows:

All addresses: Your Hallowed Highness or Dominus/Domina Draconum

Solunarian Marriage Customs
The institution of marriage is of pivotal importance in the ancient culture of Solunarium, but many of the related customs differ significantly from those found elsewhere in the world due to the rigidity of its hierarchical structure. As Church and State are not distinct entities in Solunarium, the institution of marriage falls under the purview of both, but it is the Ministerium Divinitatis that officially registers wedded couples. The Crown strongly encourages marriage and the begetting of new generations of Solunarians, and so marriage comes with many privileges including reduced tithes and housing subsidies that increase with the size of the family. Marriage between Runebearers is particularly strongly encouraged and may, in some cases, afford exemption from tithes and even a seasonal stipend from the coffers of the Crown.

Hierarchical Dynamics: In the most basic sense, marriage in Solunarium is about procreation toward a stronger race. To marry within one's own caste signals a commitment to strengthen the realm by having offspring with a socially appropriate partner. For the royals of the Unbroken Line wedding a ‘socially appropriate partner’, of course, means marrying a close blood relative, such as a sibling or cousin. Naturally, these are rarely the romantic matches they might prefer, but they are the fulfillment of an ancient tradition and, in their minds, a pivotal duty. Many marriages in the upper echelons of Solunarian society are arranged, and few take matters of insignificance like love into consideration. Unsurprisingly, to marry below one’s station is a huge taboo and, in such couplings, the higher-caste partner must renounce their position and assume that of their lower-caste spouse. Though it has never happened in recorded history, this could be as dramatic as a member of the royal family marrying a foreigner (Peregrinus) or a slave (Servus) and taking on that position in society.

Rites and Rituals: For a marriage in any caste to be recognised by the Crown, the wedding must be performed under the auspices of the Varværyn Faith. Although elements of the nuptial rites are common across all castes, the details differ greatly. Obviously, a royal wedding is a far grander affair with more ostentation, pomp and circumstance than a merchant wedding, but the commitment to the betterment of the realm is the same across all classes.

Sex in Marriage: Although Solunarium only recognises one-to-one marriages between partners of the opposite sex, the commitment does not presuppose monogamy. For as strict and plentiful its laws are, Solunarium does not recognise adultery as a criminal offence. Sex is seen as a simple, natural impulse, and consenting partners may choose their own arrangements for how best to relate it to their marriages. Some will choose to be monogamous, while some married couples will have completely separate harems of concubines dwelling under the same roof, or others still will share a pool of lovers. Consenting adults are able to express their sexuality as they see fit and, in the eyes of Crown and Country, this has very little to do with marriage, as long as the offspring that arise from extramarital affairs with members of lower castes observe their appropriate lot in the hierarchy.

Issue: Solunarian children take the name (or nomen) of the highest ranking parent, irrespective of gender. For instance, Phocion Phaedryn-Sol’Aværys (Vastian nomenclature: Corvus Phædryn-Sol’Aværys Phocion) is the son of Sylvain Val’Evelard and Cithæra Phædryn-Sol’Aværys. As his mother is the Materfamiliar of Gens Phædryn-Sol’Aværys, he takes the nomen of his mother.

Bastardy: A Solunarian marriage does not preclude either spouse from having children with other partners who may not be deemed appropriate to their caste for marriage. Bastardy does not have the same negative connotations in Solunarium as it does elsewhere in the realm. Extramarital children are extremely common, and bear no tacit stain of disrepute for the situation of their birth. In Solunarium the greater scandal by far would be the rare higher caste individual who forsakes their status to marry someone beneath their station. The offspring of a such a union, although born within wedlock, would carry more of a social burden than the common bastard. Baseborn children will, in most cases, be accepted into the caste of their lesser tier parent. The exception lies in cases where the higher tier parent is a direct descendent of Deus Aværys, in which case the offspring are de facto members of the Aværyan Caste. Bastards born of the same caste or higher than a given parent may be adopted into legitimacy, as long as both spouses agree to the arrangement. In the event of one spouse’s death before legitimate heirs are begotten, their marriage is considered dissolved and bastards of equal or higher caste to the deceased will be considered posthumously adopted and assume the rank of their fallen parent. This is a means of sustaining the existence of families that might otherwise have died out over the years.

Succession & Inheritance: In Solunarian society, the highest ranking member of a given family (The Pater or Materfamilias) may will their fortunes to anyone they choose- Legitimate children, bastards, neighbors, charities, etc. When it comes to positions of rank that pertain to a particular caste, such as becoming head of a family or assuming a senate seat, they are restricted to members of their own Gens (family) and caste. This means that the Paterfamilias of Gens Vlahos-Sol’Aværys may will his position as Head of House to any immediate blood relative of his own caste or higher. He may choose to be succeeded by any of his legitimate children irrespective of birth order, or any of his siblings of the same caste and gens, or even his own bastard if the child was born of a mother of his caste or higher. In the latter instance, the child would have typically been adopted into legitimacy prior to the death of the parent, but it is not unheard of that a child was adopted and given a notable rank posthumous to the parent they succeeded. If a ranking Solunarian dies without writing a will or stating their intentions for succession and inheritance prior to their demise, the entire estate will be handed to the oldest legitimate child or surviving sibling. Lacking those, a bastard of equal rank may be de facto adopted and legitimised to assume the roles of their deceased parent.

Mixed Marriages: For reasons stated above pertaining to the racial elements inherent to Varværyn dogma, mixed marriages in the upper echelons are unusual. For a Re’hyaean Elf to marry a human is to renounce their privilege as a member of the chosen people, and to set back their people in the goal of bringing about the coming Platinum Race of Deiori. Mixed marriages are more common in the lower tiers of society, where the distinction between castes is subtler. Although Plebeians are technically of a higher caste than Peregrini, their day to day lives can be very similar, and so it is not unusual for them to intermix and for a Plebeian to renounce their status to become a Peregrinus. More often than not, however, they will simply live in partnered relationships that look very much like marriages but without the complications that come along with official government recognition.

Foreign Marriages: While the Solunarian Crown does not officially acknowledge the validity of weddings performed outside the Varværyn Faith, spouses of foreign delegates will be treated as married partners in a social setting. If a couple wedded under another faith wishes to attain Solunarian citizenship they will need to remarry in the Faith to enjoy the privileges accorded married couples in the culture.

Arts & Leisure
Solunarium has a rich and diverse entertainment culture that features everything from grand opera to gritty gladiatorial bouts. This remote desert culture is fascinated by what it considers exotic, and is passing fond of novelty, so even during their most isolationist periods, foreign artists were often granted special dispensation to perform in Solunarium. Public spectacles are held every season throughout the realm to entertain and awe the masses across all castes, though some diversions are, of course, limited to certain strata in the society.

Sports - Solunarium boasts an active, athletic culture with activities that include wrestling, rowing, team sports and equestrian events, but nothing entertains a Solunarian crowd so much as a blood sport. In some of the poorer districts, entrepreneurial individuals will organise prize fights in back alleys or open lots, but the scale grows much grander in the ritzier parts of the realm. Gladiatorial arenas may be found throughout nearly every district, and members of all classes and castes can be found even at the loftiest of bouts- Albeit not all spectating from the same vantage. At the The Fortis Lacerta Arena, the biggest gladiatorial stadium in Solunarium, royals are accorded a special, centrally situated box from which to view the fights, whilst Solunarium’s poorest free citizens are relegated to the nosebleeds far above. Many gladiators are slaves- some subjects of the Lex Agni, others career fighters- but some free citizens choose to battle for gold and glory. Gladiators may vie against each other- sometimes with bare hands, sometimes with practical weapons and sometimes with runic magic- or they may vie against monsters collected from all over the world. The only collection of exotic creatures in Solunarium that is more diverse is the Sovereign’s own royal menagerie at the Palatium Furiarum. Bloodsports are a huge industry in the realm and, while they are popular, the less violent sports rarely draw crowds beyond people who personally know the participants. They are merely considered to be too low-stakes for Solunarian tastes.

Fine Arts - Visual art, music, theatre and dance are all well represented in Solunarium. The more cultivated castes enjoy Crown-sponsored theatrical spectacles that incorporate magical and practical effects to tell stories from their history or distant realms, and the lower classes enjoy more intimate presentations performed by wandering troups or standing repertory houses. There are various museums throughout the capital and Tertium, which are overseen by the Ministerium Culturae. The largest and most ostentatious state-sponsored collection is found at the Conquestum Museum, which houses thousands of artifacts that were taken as spoils during Deus Aværys’ wars of conquest prior to the Rending. Other historically-oriented museums, include the Museum Draconum, the Museum Sacrum and the Museum Templus Ignotus, which is found in the Umbrium. Additionally, the Princeps Camerarius presides over many art museums and tends to the upkeep of outdoor installations across the kingdom- Seeing to the construction and maintenance of the many sculptures and statues of the realm, some of which have been standing for millennia, as new ones crop up with relative regularity.

Underground Arts - It has been said that “High camp is low culture”, and this notion is thoroughly explored in the cabaret scene of the Umbrium- The Solunarian capital’s undercity. It is widely known in the capital, that one looks to the Luxium for stunning visual spectacles, but one must delve beneath the sands to the Umbrium for the best music. The cavernous depths offer naturally favourable acoustics, and the architecture was constructed in such a way as to create enough baffling to keep the resonance somewhat contained, as not to create a chaotic, cacophonous bleed of sundry sounds. In great, chasmal chambers or intimate lounges, Solunarium’s finest musicians haunt the halls of the Umbrium and ply their talents for coin and praise.

Personal Pleasures - Recreational drugs and prostitution are both legal in Solunarium. Liberty of choice in recreation, at least for free citizens, is nearly sacrosanct in the kingdom, and so the Crown and Senate stand aloof from regulating such matters. This comes, of course, with caveats. Though drugs are legal, their influence does not mitigate one's liability in committing actual crimes. If someone does accidental injury to another citizen or their property while under the influence, they are subject to the same, severe repercussions as one who committed such acts willfully and in fullness of mind. Despite a few independent entrepreneurs, most prostitution in Solunarium is performed by members of the slave caste. The magnates of the industry try to buy up the most beautiful and pliable of the slaves, and provide them with housing, square meals and space to ply the trade. Many of the finer Solunarian brothels are clean, spacious, beautiful villas, and those employed there are among the most comfortable members of their caste. Many of the servi who labour in the mines or serve at the beck and call of minor lords, covet the comforts of the brothel slaves.

Holidays and Festivals - (Coming Soon)
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R e l i g i o n
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The Varværyn Faith
In the present day, the prevailing and only officially recognized faith in the kingdom is Varværynism- an offshoot of the Re’hyaen religion, which regards Aværys and Varvara as messianic figures who sanctified the realm of Solunarium to aggrandize the oppressed and grant them the right of retribution. The Divine Twins supplant the roles Ysadrin and Nerix held in Re’hyaenism, and any who bear their blood are regarded as sacrosanct. It is believed that they will, one day, return to Solunarium to usher in the dawn of a new era and herald the arrival of The Coming Race.

In classical antiquity, the Varværyn Faith required less interpretation than it does in the present day. The reason for this being, that its deities were present, personal forces actively ruling and setting policy as they went. With both Deus Aværys and Domina Varvara more focused upon expanding their borders than codifying their expectations for posterity, the devout of Solunarium needed to scramble after The Rending to collect their quotations into scripture. The resultant document, dubbed the Radiant Chronicle, has since been regarded as the Living Word of the Founders, although much of it was acquired through hearsay and left large gaps that have frequently been filled by whatever served the reigning regime of the day. It is worth noting that, although the Radiant Chronicle is much more referential of Aværys, most of its curators were sworn disciples of Varvara.

The present interpretation of The Radiant Chronicle favours the notion of ‘Sanguine Supremacy’. The reigning branches of House Sol’Aværys descend directly from the founding deities and brook no pollution of His bloodline through incestuous intermarriage between pure-blooded descendents of the sibling sovereigns. The tenet of Sanguine Supremacy encourages the faithful to treat the mortal heirs of Aværys and Varvara as if they were the gods themselves. These notions are reinforced throughout Solunarian society in myriad ways, such as magical manipulation of the royals’ appearances to emphasise divinity and Mesmer conditioning from an early age via the Solunarian education system.

Over the past century, an opposing interpretation has been on the rise, which suggests that the tenet of Sanguine Supremacy is, in fact, an insult to the Founders in suggesting that their blood is corruptible. Proponents of this interpretation believe that the blood of Aværys and Varvara is too potent to possibly brook impurity and that miscegenation between pureblooded scions of the Founders and unrelated individuals is a moot point- For the immaculate blood of the Founding twins would dominate any lesser lineage and purify the blood of the offspring.

The conflict between these two interpretations has become prevalent enough that each faction has claimed a mantle. Believers of the doctrine of Sanguine Supremacy are known as Sanguinists, while their opponents are called Immaculists.

Varværynism in Practice

While Varværynism is a rigid, fundamentalist religion, it is not without some leniency when it comes to how it is practised. There are three main branches, as well as several smaller cults of worship. There are several basic, universal tenets that are shared amongst all Varværyn Faithful:

The Coming Race - It is foretold that when Aværys returns He will reunify the Hytori and Siltori into a new, superior race of elf. Made whole but bereft of the blight of Dratori blood. This new race will be known as the Deiori or “Divine Elves”, children of the sun and moons.

Church & State - The Faith is an intrinsic part of Solunarian government and the Royal House relies on the reverence and fear it imbues in those who might otherwise dream of opposing the scions of two vengeful demi-deities who are aligned with man-eating wyrms.

Magic - Magical prowess is highly esteemed and is not widely regulated in Solunarium. The ability to manipulate aether is considered a divine gift, and those who wield such abilities are often sought after for roles in the the Ministerium Diplomatis or the Ministerium Divinitatis. Not only is magic widely accepted, it is also regularly employed by agents of the Crown to enforce fealty to the Sovereign’s authority.

The Cursus Platinus

The Platinum Path is by far the largest denomination of the Faith. Its devotees are scattered across all classes, races and castes in Solunarium, and it accounts for as much as 95 percent of the population’s style of worship.

Although religion is infused into nearly every aspect of Solunarian society, the vast majority of its citizens are not students of scripture. The ruling class does not expect nor even desire for the unwashed masses to have intimate knowledge of the intricacies of the religion that dominates them. By and large, the public relies upon priests to interpret the Holy Word for them and they pray to both Founders each day- The Waking Prayer is rendered to Deus Aværys and The Waning Prayer is rendered to Domina Varvara.

Those who are ambitious enough to explore Holy Scripture on their own, are afforded the Platinum editions of the Re’hyaen Book of Blood and The Radiant Chronicle, which are written in common Vastian and heavily edited to reflect the aspects of Varværynism that best suit the Crown- Unquestioning obedience to the sacred scions of the Founders and the primacy of their hallowed blood.

Most followers of the Cursus Platinus have a very curated understanding of their gods, associating them more with tides, celestial motion, justice and honour than with the darker elements of their domains. They see ‘Majesty’ and ‘Supremacy’ as virtuous, chivalrous aims and their shepherds foster this belief diligently.

The Platinum Path is the most casual of the denominations which, along with the influence of the Crown, surely accounts for its appeal and popularity.

The Cursus Aureus

The Golden Path is the second largest Varværyn denomination. Followers of this school of thought, devote themselves to Deus Aværys. They acknowledge and appreciate Varvara, but their souls are pledged to Aværys alone.

Those who pursue this path and are accepted into the ranks of its congregants, must truly comprehend and revere their chosen deity. The Golden Devout shirk the meagre, slanted excerpts of scripture offered in the Platinum Editions. Instead, they are entrusted with Scripturam Integram. This is the complete, unedited Word in the original Vallenor- an academic language in Solunarium, known only amongst the elite of the higher castes.

To follow the Cursus Aureus is to believe in Aværys’ interpretation of Majesty, and to share His Immortal Hunger for greatness. Many disciples of The Golden Path are in positions of power, and most of the pureblooded members of the royal family count themselves amongst the Golden Devout.

The Cursus Argentus

The Silver Path is the smallest of the major Varværyn denominations. Below it in number are only splinter cults, oft of dubious repute. Like the Cursus Aureus, this path is monotheistic placing emphasis on Domina Varvara, Mistress of Chains. Aværys is acknowledged and appreciated, as the partner and ally of their goddess, but their souls are enthralled to Her alone.

Like their Golden counterparts, these votaries of Silver are entrusted with the Scripturam Integram, and must fully comprehend and embody the Way of the Tethered, to be accepted into the ranks of the clergy. The congregants of this denomination believe that chaos must be reined in, and that the only acceptable form of Order is Varvara’s unforgiving brand of discipline.

To follow the Cursus Argentus is to believe in Varvara’s interpretation of Supremacy and to be willing to make lofty sacrifices to appease Her grim whims.
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F a u n a
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The fauna of Solunarium are diverse and frequently dangerous. Having developed in a land of scarcity, Atraxian wildlife has evolved sundry means of apprehending prey and protecting themselves from the many predators that lurk the desert and its adjoining mountain range.


Cyclops
(Plural: Cyclopes)
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Habitat: The Atraxian Expanse. Wild Cyclopes roam the open desert and throughout the Zalkyrian mountain range, while domesticated Cyclopes can be found in Solunarian cities working as laborers or in specialised military units.
Rarity: Uncommon
Threat: Very high

Description: Standing between fifteen and thirty feet in height with large, mandibular tusks, grey, pachydermal exteriors and a single eye in the middle of their ashen countenances, the cyclopes cut an imposing figure against the barren, desert environs they tend to inhabit.

Biome Role: The cyclopes of the Atraxian Desert are social creatures of moderate intelligence. Though they are smart enough to have picked up the rudiments of verbal language, there have been no documented cases of written language beyond the simplest, pictographic cave scrawlings. Roaming the desert in clans of between 5 and 25 individuals, they are opportunistic omnivores whose only natural predators are wyverns and dragons- the former of which are prey to the cyclopes just as often as predators.

Diet: A cyclops’ diet consists primarily of desert vegetation, though they tend to prefer the taste of flesh and will go to great lengths to hunt and capture live prey. While they will wantonly hunt and corral entire herds of animals they deem harmless, such as gazelles and addaxes,. more cautious around quarry they consider to be threatening, such as wyverns or humans. most clans are not organised enough to domesticate livestock, with a few rather harrowing documented exceptions

Aging & Reproduction: An Atraxian cyclops reaches maturity at around five years of age and can live as many as 150 years, though rarely do those in the wild survive beyond 60. A cyclops pregnancy lasts two years, but their newborns are capable of walking within their first week. Cyclopes of both sexes are fertile until death with no discernable difference between specimens of any age, until they approach their final months leading into a natural death.

Size: Cyclopes stand between 15 and 30 feet in height, and often exceed 5000 pounds.

Abilities and Features: Though obviously limited in terms of peripheral vision, Cyclopes have excellent sight within their line of vision. With their formidable strength, they can hurl boulders and other large projectiles with deft precision and this is a regular hunting technique of theirs. Though their loping gait does not place them among the fastest of fauna, they can outpace most humans on the Atraxian dunes due to stride-length and steadiness on sandy terrain. They can also overstep many obstacles in rocky terrain that might impede smaller species. With their long arms, they are also able to engage in melee combat at a greater distance than medium-sized creatures. They do also frequently carry crude weapons that extend that reach even farther. In addition to their excellent, albeit limited, sight, their other senses are passing keen. They can hear at thrice the range of a normal human, smell things as far as five miles away, and their tastebuds are keen enough to have more refined palates than the typical human epicure.

Cultural Significance: Cyclopes were a bane to early Vastian nomads, frequently harrying caravans and campsites to hunt the human inhabitants for food. After the establishment of Vastium, when the formerly transient Vastii began to establish formal militias, the threat of cyclops invasion dwindled into a provincial problem. Cyclops attacks on even the smaller Solunarian settlements are a rare thing in the present day, due to well-earned fear on the part of the cyclopes after vying against the formidable and famously vengeful Solunarian civilisation. They will, however, occasionally hazard an attack on wayward folk who leave the beaten path and risk travel over the wild dunes without. From early in the Epoch of Aværys to the present day, domesticated cyclopes are not an uncommon sight within the cities and settlements of Solunarium. Their formidable strength and grasping hands are exceedingly useful for work in construction or loading/offloading cargo from river barges. Additionally, there are units of trained, armoured Cyclopes in the Solunarian military, which have frequently been used for intimidation and, failing that, sieges.

Reasons to interact: Domestic cyclopes are a part of everyday life in Solunarium. Though they are not an exceedingly common sight, they are regularly seen in the Port Vasta district labouring alongside longshoremen, or doing brute work on construction sites. Wild cyclopes remain a threat to those who dare to wander off the Atraxian desert roads that are patrolled by Solunarian forces. It is rare, but not unheard of for a cyclops whose hunger has grown to exceed its sense of reason, to risk their wellbeing and attack travellers on the road or even settlements.

Recommended Stats: Cyclopes never developed a language of their own, but they have picked up and assimilated the languages of other sentient creatures into their clans. Most speak the basics of Vastian, but some clans speak Common. A violent encounter may be avoided through persuasion, intimidation or deceptions by a character who speaks their tongue. In combat, dexterity would be more useful than strength- as it is very unlikely for a medium-sized creature to approach their brute might. The classic, tried and true technique for felling a cyclops is, of course, to blind them. This will typically shock the cyclops into submission instantly. However, woe betide the person who happens upon a cyclops who has already been blinded. Their other senses rise to account for their lack of sight, and they tend to be far more aggressive than their sighted counterparts and don’t have their most apparent vulnerability.


Atraxian Wyvern
(Vastian: Serpentes Caeli)
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Habitat: Most Atraxian Wyverns roost in the Zalkyrian Mountain range, with hunting ranges that extend throughout the entire Atraxian Expanse and along the coast. Domesticated wyverns are regular mounts for Solunarian cavalry and nobility.
Rarity: Uncommon
Threat: Very High

Description: The Atraxian Wyvern is a lesser two-legged draconid with skin armoured by ganoid scales, reptilian features and bat-like wings protruding from the equivalent of their arms. Domestic wyverns have been bred to come in a broad range of colors, but most wild specimens evolved toward camouflage in desert surroundings and bear scales in matted, sandy tones that blend into the dunes upon which they hunt.

Biome Role: The Atraxian Wyvern is a venomous predator with few natural rivals, apart from greater draconids and cyclopes. Requiring little rest, they are able to patrol massive swaths of terrain for their prey, before returning to their roosts in the mountains. Wyverns are naturally curious, but just as aggressive, and are among the chief reasons airship travel is a rarity in Solunarium. An unwarded airship is likely to attract a massive swarm of wild wyverns, which typically ends in a feeding frenzy followed by a crash.

Diet: Atraxian Wyverns are strict carnivores with a natural immunity to most poisons and venoms. They are completely incapable of deriving nutrition from plant-based comestibles.

Aging & Reproduction: An Atraxian Wyvern is considered mature at two years of age, and may live as many as 100 years. A mother wyvern lays between five and twenty eggs in a clutch, 20% of which typically survive to maturity. They are fertile from two years of age until their deaths, and may lay clutches of eggs up to once per year. Their mating season lasts all throughout Glade and into the first month of Searing, and their eggs take roughly 6 months to gestate. It is another six months before the hatchlings are capable of flight, at which point they are independent of their mothers within another three months.

Size: Adult Wyverns range between 15 and 35 feet in length from tip of snout to tip of tail, with wingspans of up to 50 feet. They weigh upwards of a tonne.

Abilities and Features: Atraxian Wyverns are venomous creatures, with bites that begin to digest prey before it is even ingested. They are capable of spewing their acidic venom at least as far as their own body length, and often rain it down on unsuspecting prey from great heights. Another typical hunting technique is to grasp prey in their powerful talons and lift them into the air to drop them from deadly heights. In close combat, they may use their whiplike tails to lash at their opponent, in addition to delivering acidic bites. One subspecies of Atraxian Wyvern, the Serpentes Scorpius which was interbred in captivity with other species by Solunarian eugenicists, also has a paralysing stinger at the tip of its tail. Though most of this population is domesticated, a few have escaped over the years and assimilated into the greater wild wyvern population. Wyvern scales, while not as durable as those of greater draconids, serve as a formidable armour for the creatures and deflect most simple projectiles and commplace blades with ease.

Cultural Significance: Wyverns are the most common aerial mount in Solunarium. They are, in fact, the most common form of aerial transit. They are hallowed and much loved creatures in the eyes of the populace, which grew up on tales of their great draconic allies who once delivered their evangelists abroad to share the Living Word of Aværys to the farthest reaches of Ransera. Whereas greater dragons were once commonplace in the kingdom, these wyverns are one of the only remaining reminders of those draconic days and the only such reminder regularly seen in Solunarium’s cities to this day. The inherent aggression of the Atraxian Wyvern is carefully managed through arcane manipulation, which is carefully regulated by agents of the Crown to ensure safety and obedience.

Reasons to interact: Wyverns make for excellent mounts, though they tend to bond with only one rider at a time. It is a difficult and intensive process involving powerful magic and a great deal of time to acclimate a wyvern to a new rider, once it has grown accustomed to its first. Without this process, however, the wyvern will be hostile to any attempts at mounting it by unfamiliar riders. Wyvern scales may be utilized in the crafting of armour and their venom has many practical uses as a potent acid. All draconids hold a sacred place in Solunarian culture, so it is illegal to kill a wyvern save in self-defence situations, but as they shed their skin yearly and their venom may be milked, these items may be acquired without slaying the specimens. Since their venom is infused into their blood, they are completely inedible to most races and would probably not make an appealing entree even for those that could stomach their noxious flesh.

Feral wyverns are very dangerous creatures, which should be avoided if at all possible- often raining down acid on their prey before they’re even aware of what lurks above them. Wyvern attacks on travelers are not particularly common, however, as most adult specimens only hunt 5-10 times per year and will often pursue larger game than humans, elves or other medium-sized creatures. Still, it is good to travel with some means of repelling or concealing oneself from potential wyvern attacks.

Recommended Stats: Domesticated wyverns that have been acclimated to a rider will be amenable to those with a talent for riding or animal handling. Even hostile wyverns are susceptible to Mesmer and Masquerade magic, whether they are feral or domesticated. In the presence of a wild wyvern, animal handling may be paired with persuasion or intimidation to deflect the attack, provided the beast can see and hear the person making the attempt.
Basilisk
(Vastian: Basilisci)
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Habitat: The desert basilisk prowls the sands to the North of the Atraxian Expanse, often nesting at the foot of the Zalkyrian mountains.
Rarity: Uncommon
Threat: Very High

Description: The basilisk is a hardy, thick-scaled, horned land draconid closely related to the Atraxian Wyvern. With muscular physiques and luminescent eyes that seem to glow with inner fire, there have been many myths and legends over the years about the species. Domesticated basilisks have been bred to come a wide variety of colors for aesthetic reasons, but their wild counterparts tend toward sandy brown hues that blend in with the desert dunes they roam.

Biome Role: The basilisk is an opportunistic predator and complete carnivore. Legend has it the basilisk can turn a man to stone with its piercing gaze. In actuality, it emits a powerful, paralytic venom, which can freeze prey animals in their tracks, though they don’t, of course, actually turn to stone. Unlike their aerial cousins, the wyverns, which use their venom to kill prey prior to consumption, the basilisk prefers to feast upon game while it still draws breath. An adult basilisk can spit venom upwards of 50 feet.

Diet: Though they are capable of consuming plant matter as a means of hydrating in the desert, they take no further nourishment from flora. With a strong resistance to venoms and toxins, there are few animals basilisks will not feast upon- Sentient or otherwise.

Aging & Reproduction: A basilisk is considered mature at one and a half of age, and may live as many as 80 years. A mother basilisk lays between 10 and 30 eggs in a clutch, 40% of which typically survive to maturity. They are fertile from maturity until deaths, and may lay clutches of eggs up to once every five years. Their mating season lasts all throughout Searing, and their eggs take roughly 4 months to gestate.

Size: Adult basilisks typically fall between 12 and 25 feet in length from tip of snout to tip of tail and most way 500 pounds or more.

Abilities and Features: In addition to the aforementioned paralytic venom, which can be delivered through a bite or by spitting, the basilisk has razor sharp teeth and claws built for mauling prey, and a whip-like tail. Another notable feature of the basilisk is its speed. A full gallop, a basilisk may run between 45 and 60 miles per hour. With a spitting distance exceeding 50 feet, seeing a basilisk often means it is too late to react in time to save oneself from predation.

Cultural Significance: Like its winged cousin the wyvern, the basilisk has been domesticated by the Solunarian populace and is used as a mount for soldiers and private citizens alike. Also similar to the wyvern, the basilisk tends to bond with one rider at a time and must be carefully conditioned through practical and arcane techniques to acclimate to a new rider. By and large, Solunarians hold them in similar esteem to wyverns- Revering them as echoes of their golden era, when great draconids joined them in battle against the world without.

Reasons to interact: Domesticated basilisks make excellent, land-based mounts for soldiers who can exploit their speed, as well as their venom and mauling attacks to supplement their assaults. Basilisks are susceptible to Mesmer and even the wild ones may be manipulated by particularly adept mages.

Basilisk meat is infused with venom that renders it inedible, and the species is protected by Solunarian law. Despite the legends of magical uses for basilisk eyes and hearts, to slay a basilisk outside of self-defence scenarios is punishable by death. They are able to be milked for venom and they shed their skin and spikes once every five years, yielding up durable scales and horns which can be used to construct armour and weapons. It is worth noting, their scales are harder to pierce than those of wyverns and are, in general, better-armoured creatures.

Recommended Stats: Domesticated basilisks that have been acclimated to a rider will be amenable to those with a talent for riding or animal handling. Even hostile basilisks are susceptible to Mesmer and Masquerade magic, whether they are feral or domesticated. In the presence of a wild basilisk, animal handling may be paired with persuasion or intimidation to deflect the attack, provided the beast can see and hear the person making the attempt. Given their speed, such attempts often come too late to do any good.

Dire Antlion
“Sandlion”

(Vastian: Myrmeleon Inevitabilis)
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Habitat: The Atraxian Expanse. Sandlions are found in the deep desert, requiring at least thirty feet of soft soil and dunes. The larval grubs will tunnel for miles from their eggs after hatching; once they find a suitably large tract of sand with an available aquifer, they develop rapidly into the form they will wear for years to come, and do not move until after their metamorphosis is complete. At that point, they become wandering menaces until they are prepared to reproduce.
Rarity: Very rare
Threat: Low (Larva); Very High (Pupa); Low (Imago)

Description: The imago, or adult, Myrmeleon takes the form of an enormous insect, often exceeding twenty feet long, resembling a pearlescent dragonfly. However, because adult Sandlions are both short-lived and harmless, they are rarely seen. At the end of a few months of lonely flights over the Atraxian wastes, the lucky Myrmeleons will mate, find an oasis and build a mud hive for their eggs, then die peacefully in the sands.

When these hives are located, travelers are required by law to destroy every egg.

Larval Myremelon appear, at a glance, like huge, shelless beetles. After they find a hunting spot, they dig a large pit and burrow beneath the sand at the bottom, largely concealed. Sandlion larva have evolved to resist attempts to pull them from the earth, and so the average encounter will show off little more than their enormous pincer-like mandibles.

Pupal Myrmeleon, however, spend decades hunting beneath the sand. Unseen, much larger than even their adult forms, and covered in foot-thick carapaces, they use senses finely attuned to vibration to hunt various mammals, including dromedaries and human prey. Many are the tales of caravans which have vanished entirely in a great cloud of sand, overtaken by a hunting Sandlion.

Biome Role: Dire Antlions, or “Sandlions” as they are conventionally known, begin their lives as eggs, burrow great distances to grow as mid-sized ambush predators, develop slowly into huge, beetle-like hunters, and then break apart into harmless-but beautiful- adult insects. The insects are relatively harmless in every stage but the middle, when they are unbelievably dangerous.

The eggs serve as food for various desert scavengers, but this role in the desert biome is not thought to be significant enough to preclude their immediate destruction whenever discovered. After hatching and finding an ambush spot, the juvenile sandlions remain mostly buried in the sand, leaving only their pincers visible. The larval sandlions will not move except to snap at prey, and are perfectly harmless if you stay more than five meters from their visible protrusions.

Larval sandlions will remain mostly immobile for years, saving energy and combining occasional caught prey with water from their aquifers. Though most will die as larvae, a few successful sandlions will eventually grow large enough to trigger another hormonal change, and will gain an enormous armored carapace. Pupal sandlions dig back into the sand and begin aggressively hunting large prey animals, growing larger and larger until some exceed thirty feet from mandible to end. These sandlions are feared by travelers throughout the desert, as they treat every sentient race as viable prey and are strong, deadly, and extremely difficult to detect prior to their attacks.

At some point, a sufficiently successful larval sandlion will simply split apart, “hatching” into an enormous winged insect, reminiscent of a pearlescent dragonfly. Imago stage sandlions are incapable of eating, and will die within months. They are concerned only with mating and laying eggs.

Diet: Sandlions of all stages of life (except for the imago) are primarily carnivorous, and will eat any creature large enough to either trigger the larval stage’s trap or attract the pupa’s attention. They are known to especially favor dromedaries, desert wolves, and other large mammals.

Aging & Reproduction: Sandlions are thought to be functionally ageless until they reach their imago stage and reproduce, at which point they have only weeks to live. Once a sandlion has reached the larval stage, they have been known to remain immobile for 30 years or more. Little is known for sure about the length of time they spend in the pupal stage, since they are both dangerous and difficult to track.

Size: Larval sandlions generally range between five and ten feet in length, though it is rare that more than eight inches are visible. Pupal sandlions may exceed thirty feet, though the observed average is somewhat smaller. Imago sandlions are roughly twenty feet long, but quite thin and light for their size.

Abilities and Features: Larval sandlions create a small pit, often near a spring or oasis, and wait for prey to step inside the pit. A larval sandlion can grab and bite prey with astonishing force, comparable to an alligator’s jaws, and it is exceedingly difficult to free a trapped extremity. Though they are not poisonous, larval sandlion saliva is a much more powerful acid than might be expected, and they can dissolve a leather boot within minutes.

Pupal sandlions are deadly hunters, burrowing beneath the desert almost as quickly as a horse can run upon it. They burrow deeply enough that displacements from above are almost imperceptible, and can sense vibrations for a hundred meters. Once emerged, a pupal sandlion has mandibles which are larger than a man’s arms, and hard and strong enough to crush armor and sever spears. Worse, the pupal sandlion’s body is covered in six-inch chitin; only blows of incredible force or great precision will wound the creature badly enough to make it seek retreat.

Imago sandlions are capable of flight for hundreds of miles, but are also perfectly harmless. They can be killed by a strong blow to their large eyes.

Cultural Significance: Sandlions are only ever really discussed in two contexts; larval and pupal sandlions. Although larval sandlions can become pupal sandlions, it is exceedingly rare. Given the difficulty associated with killing the huge, hidden creatures and their relative harmlessness, they are regarded as nuisances throughout the Expanse; simply something you have to go around. “Killing the pit lion” (a colloquial term for the larval creature) is a somewhat outdated aphorism which means “going to a lot of trouble for nothing”, or perhaps “taking on a lot of risk for no reason”. If a community suspects a larval lion is old enough that it might move within the next decade, they may send for poisonous reagents, which are given in doses to rabbits and administered to the monsters over the course of weeks. Because these poisons are difficult to create and generally require the services of a Solunarian alchemist, communities are seldom eager to undertake the effort.

Pupal sandlions are a classic feature of tales involving desert heroes and dashing adventures, and very popular with the Solunarian arena culture. They are also regarded as a true threat by merchants and caravaneers throughout the desert- although they are rare enough that one can go months or years without seeing one, they are common and deadly enough that few large caravans can justify a journey without one or more expensive countermeasures to the beasts. These include specialized alchemical pots which can drive the beasts away, the services of a mage, or mounted guards with lances designed to penetrate the sandlion’s shell at the front and break off.

Reasons to interact: Outside of very rare industries, the only reason to interact with any juvenile sandlion is because it has gotten too close to you. Mages, however, prize the shining pearl shells and wings of the imago, which are said to have been created by compressing the aether of every creature the sandlion killed in its long childhood. They are favorites for necromantic or Runeforging reagents, for making scrying mirrors, or to create ceremonial jewelry symbolizing evolution and transformation. The carcass of an imago sandlion can fetch extraordinary prices at auction.

Recommended Stats: Characters of any skill level may reasonably avoid larval sandlions. Killing a larval sandlion is usually a waste of time, but can be accomplished through poison or sustained magical assault. While even an apprentice can kill the imago, finding one requires great luck or a lifetime’s worth of skill hunting the elusive rainbow ghosts of the high desert (and still takes some luck).

Avoiding a pupal sandlion is difficult. Pupal sandlions cannot sense flying characters and have very poor eyesight and limited ability to bend upwards, so aerial evasion is almost always effective. Once engaged with a pupal sandlion, it is very hard to outrun it unless it becomes distracted (perhaps by other people or horses in the scene). Characters should avoid trying to fight pupal sandlions without either specialized training or high-level combat magic, and should expect to sustain damage if the sandlion hits them with a direct bite even through armor.

Atraxian Dwarf Tegu
(Vastian: Teius teguixim)

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Habitat: The Atraxian Dwarf Tegu is found primarily around Solunarium and Tertium in the Atraxian Desert. Having been selectively bred for their colouring and miniature size, they are mostly seen in captivity as pets in the cities. There are a few that have escaped and can be found in the same locales. They can thrive in all areas of Atraxia, assuming a larger predator does not get them first.

Description: The Dwarf Tegu resembles its ancestor, the wild Dune Tegu, in that it has a short, but thick head and neck, powerful snouts and muscular jaws. They have clawed feet and strong, pointed tails that usually make up about two-thirds of their body length. Their skin is pebbly and predominantly black, with some variations; but their colouring is never less than half black. The more colourful they are, the more prized the pet.

It comes in three colour patterns, or ‘morphs’ as defined by breeders. These are Diamond (white and black), Sapphire (blue and black), and Ruby (red and black). The colours are enhanced with each passing shed until they are adults, in which case their skin does start resembling the facets and fractals of their named morph. As hatchlings, all Atraxian Dwarf Tegus are white and black, and after their second shed, start to show what morph they will resemble. Pictured above is a Diamond morph.

Biome Role: They are (mostly) domesticated pets and devourers of even smaller prey animals and insects. Sometimes referred to affectionately by fanciers as garbage disposals, the Dwarf Tegu has a voracious appetite and will tackle a meal at any hour of the day or night.

Diet: As omnivorous reptiles, the Dwarf Tegu will eat just about everything offered to it. Fruits and vegetables make up about a third of its diet, while protein sources like rodents, snails, insects, eggs, small birds, or other sources of meat from their owners (plain cooked or raw) complete it.

Aging and Reproduction: An Atraxian Dwarf Tefu goes through three lifestyle stages. The first stage is the neonate, which occurs between hatching and three months of age. They are able to be classified by their morphs as neonates. They are considered juveniles from four months to sixteen months. After that, they are adults. They are sexually mature at two years old. Females can lay between 8 and 16 eggs, called a clutch, once a year during the annual breeding season. A younger female may trend towards the lower end of the range for her first clutch or two. Unlike mammals, they do not experience menopause, so can continue to reproduce until they pass of old age. The typical lifespan of the Atraxian Dwarf Tegu is 20-25 years if kept well.

Size: As neonate hatchlings, Dwarf Tegus are approximately 5” long from nose to tail tip. When they enter their juvenile stage, they will have doubled their size by the end of three months. Once they are adults, their body length from the tip of their snout to the base of their tail is approximately 5-6”, and once the tail is accounted for, approximately 15-18” total length.

Abilities and Features: The Dwarf Tegu is a rather intelligent little lizard, and when handled regularly as neonates and juveniles, they are very relaxed and easily trained. They can be trained to use a litter box and walk on harnesses. They do have a relatively strong bite for their size and sharp claws, but when raised to be used to handling, almost never use them. Their skin is also mildly toxic - a method of discouraging predators, but those who dabble in darker arts of poisons have made use of their shed skins for the same purpose. Depending on the amount ingested, symptoms can vary from an upset stomach to nausea to stomach ulcers.

Cultural Significance: In a culture that reveres dragons and reptiles, the Atraxian Dwarf Tegu is a much-beloved pet. They are hardy, easy to care for, and therefore quite popular. Docile and friendly, they are not expensive to purchase and are considered easy to keep. This makes them available for just about all castes.

Reasons to Interact: The Dwarf Tegu is a popular pet in Solunarium and Tertium. Their shed skins can be used as a reagent in various chemical applications.

Recommended Stats: Suitable for beginners, an Animal Handling skill of 0 is really all that is needed if one acquires a Dwarf Tegu that has been properly handled and socialized by its breeder. If one wishes to breed a pair of Dwarf Tegus, then an Animal Husbandry skill of 15 is recommended.

Purussaurus
(Vastian: Crocodylus Vastianus)
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Habitat: The purussaurus is found in the River Vasta between Solunarium Proper and Tertium. It occasionally, but extremely rarely, comes on land. When it does, it is easy to see where they have been, as their sheer sizes makes giant slides on the sandy banks of the Vasta. Rarely seen, it is thought that they lurk in the darkened depths of the river.

Description: The purussaurus is a gargantuan crocodilian. They have thickened skulls, monstrous jaws that can extend wide enough to swallow a human whole, and tough, leathery armour-like skin that lightens as they age from almost black as a hatchling to a mottled green-brown. Their powerful tails make up almost half of their body length, and they have relatively short legs for their size. Clawed, webbed feet help with swimming in their aquatic home. Their thick, strong teeth range in size as an adult from between 6”-12”.

Biome Role: While Solunarium is filled with many deadly predators, the purussaurus rules the waters of the Vasta between Tertium and the capital. Its very presence and ravenous appetite means other predators and beasts are kept in check. It has no problem feasting on corpses, helping reduce the spread of disease, vermin, and pollution in the waters.

Diet: A consummate carnivore, the purussarus will eat whatever prey it can get its jaws on as an adult. It is not above cannibalism- smaller Solunarian crocodilians, even younger purussaurs, are on its menu. Whales, dolphins, sharks, fish, camels, water buffalo, people, antelope, young Cyclopes… whatever it can catch, it will eat. Juveniles tend to be more limited to smaller prey, such as fish, birds, camels, and antelope.

Aging and Reproduction: Purussaurs mate in the water in early Searing and after approximately a month, the female will dig out a shallow, pit-like nest a short distance from the edge of the water on the beach. There, she will deposit between 30 and 45 eggs, each of them nearly 12” long. The nest is sealed back up, and the female returns to the water. The mother will lurk nearby, and after a time, once the eggs hatch, she can use her tail to crack the nest open to help her hatchlings out. They considered hatchlings for the first year, after which until they are deemed juveniles until they are three years old. From ages 3-6 years, they are considered young adults, but once they hit 7, they are considered mature. It is rare for purussaurs to breed before age ten, simply due to the size of the larger adults in the water, and males tend to have to fight to lay claim to territory and the breeding rights to the females within it.

Size: As an adult, the purussaurus averages out at about 12.5 metres long and weighs approximately 8.4 tonnes. Males tend to be slightly bigger at about 13 metres and 8.6 tonnes, while the females are closer to the average - 12.4 metres and 8.3 tonnes.

As newborns, purussaurs are around 30” long, and tend to grow quite rapidly over the next few years until they reach maturity. They are about half of their adult size by the time they are 4 years old.

Abilities and Features: The purussaurus has the strongest bite of any non-mythical beast in Solunarium, and it can be argued that its jaws are more powerful than many of the mythic-ranked creatures of the kingdom. Along with a tail that can destroy unwarded barges, the purussaurus is a master of destruction. A powerful swimmer, this reptile can stay submerged for nearly 24 hours without coming up for air. It will use its tail for steering, along with extra propulsion and speed. Its olfactory senses are the strongest, but it has excellent hearing. Its vision is said to be better underwater than on at the surface, but few have ever lived to tell the tale as to whether or not that is true.

Cultural Significance: One of the native giant reptiles of Solunarium, the purussaurus is highly respected and admired to by the local populace. It is forbidden to harm one, except in self-defense, and they are not seen very often. It is considered an omen if one does - if the jaws are open, good luck is expected. If the jaws are closed, ill tidings are foretold.

Reasons to Interact: There are precious few reasons to interact with a purussaurus. It is forbidden to harm them, but sailing on the Vasta in smaller crafts runs the risk of attracting their attention and whetting their appetite. Their hides are extremely durable, but difficult to work with due to the thickness and toughness.

Recommended Stats: The sheer size of this beast demands caution and well-honed skills. Animal Handling - Master is required to survive the encounter if caught in water by one. Offensive ranged magic requires journeyman level, and offensive ranged weapons at expert, to kill if needed.

Sandcat
(Vastian: Felis Margarita)
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Habitat: Desert regions, particularly arid and rocky areas, Solunarium

Rarity: Uncommon

Threat: Low

Description: The Sandcat is a small feline creature, roughly the size of a domestic cat, with a short, sandy-colored coat that helps it blend in with its desert surroundings. Its ears are large and pointed, like those of a fennec fox, and it has a long, bushy tail that helps it maintain balance while navigating the rocky terrain. Its eyes are always bright golds or blues, perfectly adapted to the bright sunlight of the desert.

Biome Role: Sandcats play an important role in the desert ecosystem as they are skilled hunters of small desert creatures, such as insects and lizards. They are also known to dig burrows in the sand, which can provide shelter for other animals during the scorching daytime heat.

Diet: The Sandcat is a carnivore and primarily feeds on small prey such as insects, lizards, and rodents.

Aging & Reproduction: Sandcats typically live up to 10-12 years in the wild. They reach sexual maturity around 1-2 years old and can produce litters of 2-4 kittens.

Size: Sandcats are roughly the same size as a domestic cat, weighing between 4-8 pounds and measuring around 15-20 inches in length.

Abilities and Features: One interesting ability that sets the Sandcat apart from its feline and fox ancestors is its remarkable sense of smell. Sandcats are able to detect underground water sources and small prey items through their sense of smell, which can be incredibly useful to travelers and desert-dwellers. Additionally, Sandcats have retractable claws and can run at incredible speeds, making them skilled hunters and escape artists.

Cultural Significance (If applicable): In Ransera, the Sandcat is revered as a symbol of resilience and adaptability, as it is able to survive and thrive in one of the harshest environments on the continent. Some desert-dwelling cultures even keep Sandcats as pets, valuing their hunting skills and keen sense of smell.

Reasons to interact: Sandcats can be valuable companions for those traveling through the desert, as they are skilled hunters and can use their sense of smell to locate water sources and other resources. Additionally, they can make loyal and affectionate pets for those who are able to care for them properly.

Recommended Stats: To interact safely with Sandcats, it is recommended to have basic knowledge of desert survival skills, as well as experience with caring for and training domestic cats. Sandcats may also require special diets and veterinary care due to their unique physiology and dietary needs.
Solar Bee
(Vastian: Sol Apis)
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Habitat: The Solar Bee can be found in both the Solunarium and the southern regions of Ecith, typically dwelling in underground tunnels near magma chambers or deposits of Pyrolyth.

Rarity: Common

Threat: While Solar Bees are not typically aggressive, they have a dangerous fiery sting that can cause serious harm to those who disturb their nests or otherwise provoke them. An irritated swarm of Solar Bees can unleash a firestorm capable of incinerating anything in its path.

Description: Solar Bees are large, burrowing insects with a fiery red and orange carapace that glows with the heat of a fire at their core. They possess a dangerous fiery sting that they use to defend their nests from predators and other threats. When threatened, Solar Bees can summon a swarm that unleashes a fiery inferno capable of incinerating anything in its path. Despite their fearsome reputation, Solar Bees are generally docile and only attack when provoked.

Biome Role: Solar Bees play a vital role in their ecosystems, pollinating flowers and other plants in their underground habitats. They also help to regulate the temperature in their tunnels, which can be near-molten near magma chambers.

Diet: Solar Bees primarily feed on nectar from flowers, though they will also consume small insects and other arthropods.

Aging & Reproduction: Solar Bees have a relatively short lifespan of around one year. They reproduce by laying eggs in small, underground chambers near their nests.

Size: Solar Bees are large, with a wingspan of around 10 centimeters and a body length of around 5 centimeters.

Abilities and Features: Solar Bees are able to burrow through solid stone with ease, allowing them to create intricate tunnel networks in their underground habitats. They are also capable of summoning firestorms when threatened, making them a fearsome opponent. They do so with their venom which begins to superheat the moment it leaves the solar bees body either igniting into a small fireball in the air or burning the flesh of the stung victim.

Cultural Significance: Solar Bees are revered by some cultures for their association with the element of fire and their ability to summon firestorms.

Reasons to interact: Solar Bees are valuable for their ability to pollinate flowers and other plants, making them an important part of many ecosystems. They are also sought after for their Pyrolyth deposits, which have a wide range of uses in magic and technology.

Recommended Stats for safe interaction and domestication if possible: It is not recommended to interact with Solar Bees unless absolutely necessary, as they can be quite dangerous. However, if approached with caution, they can be domesticated and used for their pollination abilities and Pyrolyth deposits. Those who seek to interact with Solar Bees should be sure to wear protective clothing and take care not to disturb their nests or provoke them in any way.
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Solunarian Sandstrider
(Vastian: Harena Lacerta Cursor)
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Habitat: Desert regions

Rarity: Uncommon

Threat: Low to moderate, mostly to small animals or unprepared travelers

Description: The Sandstrider is a large reptilian creature with a horse-like body structure and a flat back suitable for carrying a rider. Its body is covered in large, overlapping scales that provide protection from the harsh desert environment. It has a pair of long neck frills that it can raise as a display of aggression or to attract mates.

Biome Role: As a top predator, the Sandstrider helps to regulate the population of smaller animals in the desert ecosystem.

Aging & Reproduction: Sandstriders reach sexual maturity at around 10 years of age and have a lifespan of up to 50 years. Females lay eggs in shallow burrows in the sand, which hatch after several months.

Size: Sandstriders can reach a height of 12 feet at the shoulder and weigh up to 2,500 pounds.

Abilities and Features: Sandstriders are incredibly fast and can sustain speeds of up to 40 miles per hour for hours at a time, making them ideal for desert travel. Their large size and tough scales also make them difficult to kill. They have acute senses and can detect prey from great distances. However, their metabolism is very high, requiring them to eat frequently.

Cultural Significance (If applicable): Sandstriders are highly prized as mounts for desert travel, but they are difficult to tame due to their predatory nature and high food requirements. They are also a symbol of strength and endurance in some cultures. Originally inhabitants of Ecith over hunting and intense predatory competition forced the sandstriders into the desert where there population has steadily increased and adapted.

Reasons to interact: Sandstriders can b r tamed as mounts for desert travel. They may also pose a threat to unprepared travelers. In Ecith they were hunted for their meat and scales a practice outlawed in the Solunarium.

Recommended Stats for harvesting or cultivation: Hunting a Sandstrider requires a skilled hunter and powerful weapons, as their tough scales make them difficult to kill. The scales can be used for armor or other protective gear, while the meat is highly nutritious but must be cooked thoroughly to prevent illness. Taming a Sandstrider requires patience, skill, and a willingness to provide for their high food requirements.


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Hedera Ardenta
(Vastian: Hedera Ardenta)
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Description: A dark spiny succulent common to the Atraxian desert. The entire plant save the fruit is covered in minuscule but razor sharp spines that are coated in a dark red sap. The interior of the plant is often red to orange in color becoming redder with the potency of the sap the plant is producing. As the Hedera becomes increasingly dehydrated the sap continues to thicken and grow in potency. The fruit is gold to orange and covered in a thick fleshy hide with a bright red interior. In flavor it resembles a union of citrus fruits and spicy peppers. Sour and hot simultaneously, it is a well-liked delicacy that when cooked down becomes somewhat sweet. It is a popular ingredient in many candies and desserts for those rich enough to afford them.

Size: Large, 15-35 Ft tall

Notable Abilities: The sap of the Hedera Ardenta is incredibly inflammatory to the skin, and is said to sting worse than the worst sunburns if it manages to get under ones skin, usually via the spines of the plant. In its raw harvested state it is sought out by many a would be torturer, while common in the atraxian region the sap is considered rare in most other places.

The sap when frozen separates into two distinct substances, a thick oily substance that is light orange in color. Known as Ardenta Oil. Ardenta Oil retains the warming properties of the sap but to a significantly lessened degree, it is still very important to strain this substance through the finest of straining devices to remove stray spines and needles from the Oil.

The other byproduct left behind when frozen is a red and very hard resin. Like the sap it is rendered from the Atraxian Amber is incredibly sticky and all the more potent in terms of the inflammation and pain it causes to any flesh it comes into contact with. A single cut from a blade coated with Atraxian amber is enough to cause even a bear to writhe in pain for an hour.

The fruit of the Hedera Ardenta is unremarkable in terms of ability it is a somewhat nutritious but very flavorful pepper with citrus fruit like skin and an interior not unlike the pomegranate with many flavorful seeds inside packed with tangy juices.

Threat Level: Low assuming you don't rub on it.

Preferred Habitat: Desert climates.

Reproduction/Lifecycle Taking five years to grow to maturity, the Hedera Ardenta grows between one and three fruits every year, the seeds within the fruits can lie dormant in the desert sands for many years before some event surrounds them in hot wet sand and causes them to germinate.

Reasons to interact: Expensive fruit, exotic sap that can be rendered into both an expensive massage oil or an incredibly debilitating toxin.

Recommended Stats for Encounters: Journeyman Botany or similar skills. Journeyman resistance required to not be significantly debilitated by the raw sap and spines if stung.

Ardenta Oil: The oil-like substance that can be rendered from the sap of the Hedera. When made properly the Oil is not unlike olive oil in consistency though with an orange hue. The Oil Causes pleasant warming sensations to the flesh and promotes circulation where it is applied. For these properties, it is considered by many to be an aphrodisiac though it has no psychoactive effects to it. The Oil is also capable of providing a limited resistance to the cold, heating as it evaporates from the skin rather than cooling.

Atraxian Amber: The hard amber-like substance left behind when the oils leave the sap, this toxin must be significantly heated to melt and hardens almost as soon as heat is taken away from it. It is common practice to leave ones weapon in the coals of a fire before running ones blade across a block of Atraxian amber to apply a coating of it to one's weapons. Contact with raw or wounded flesh causes near immediate pain that is not unlike being branded.

Una's Lash
(Vastian: Ferocactus Flagellum)
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Habitat: Una's Lash is found in arid regions and desert environments, growing in sandy soil and rocky areas.

Rarity: Una's Lash is a rare plant that is difficult to find and even harder to harvest.

Threat: The plant is a moderate threat, as its venomous sting can immobilize individuals for several hours and potentially cause harm if left untreated.

Description: Una's Lash is a cactus-like plant that grows in clusters of long, thin stems covered in tiny, nearly invisible reflex hairs. At the tips of these stems are small, delicate flowers that bloom in shades of pink and purple. The plant's fruit is small and round, with a tough outer shell that is difficult to crack.

Biome Role: Una's Lash plays a small but important role in the desert ecosystem, providing a source of food and medicine for both humans and animals.

Aging & Reproduction: Una's Lash reproduces asexually through the growth of new stems from its roots.

Size: The stems of Una's Lash can grow up to six feet in length, with the flowers and fruit growing on the tips of the stems.

Abilities and Features: The reflex hairs on Una's Lash are incredibly sensitive and can cause the plant to twitch and lash out when triggered, releasing a potent venomous sap that causes a powerful autoerotic effect in anyone stung by it. The venom is so pleasurable that it immobilizes its victims for several hours, during which time they severely debilitated due to the intensity of the experience. The fruit of Una's Lash is said to have potent healing properties, particularly for mages who have used too much aether and need to recover quickly. It can restore their personal aether reserves and help them recover from the ill effects of casting magic.

The Fruit of Una's Lash is a rare and valuable resource, as it possesses potent magical properties that make it highly sought after by mages and healers. When consumed, the fruit has a refreshing and tangy taste, with notes of citrus and tropical fruit. The flavor profile is unique and difficult to describe, and some people find it an acquired taste.

However, the real value of the Fruit lies in its ability to help mages recover from the ill effects of overcasting. The fruit contains compounds that can quickly restore a mage's depleted aether reserves, allowing them to cast spells more easily and efficiently. Additionally, the fruit has powerful healing properties that can help to treat a wide range of ailments, from physical injuries to mental and emotional trauma associated with the overuse of aether.
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Cultural Significance (If applicable): Una's Lash is highly prized by mages and other magical practitioners, who seek out the plant's fruit for its potent healing properties. The plant is also associated with pleasure and sensuality, and is often used in love potions and other romantic elixirs.

Reasons to interact: Una's Lash can be interacted with for a variety of reasons, including harvesting the fruit for its healing properties or using the plant's venomous sap in love potions or other elixirs.

Recommended Stats for harvesting or cultivation: Harvesting Una's Lash is a difficult and dangerous task due to the sensitivity of its reflex hairs and the potency of its venomous sap. Those who attempt to harvest the fruit must take great care to avoid being stung, as the venom can be extremely debilitating in high doses. A high level of skill in herbology and a steady hand are essential for safely harvesting Una's Lash. Cultivating the plant is even more difficult, as it requires a specific type of soil and a delicate balance of nutrients to thrive. Only the most skilled horticulturists are able to successfully grow Una's Lash.

Atraxian Oasis Oak
(Vastian: Quercus Deserti)
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Habitat: Atraxian Desert, specifically near deep underground aquifers where the tree can access underground water sources.

Rarity: Extremely rare, with only a few specimens known to exist.

Threat: Low, as the tree is not typically hunted or preyed upon by animals. However, the harsh conditions of the desert make survival a constant struggle and few survive long enough to root deep enough to root an aquifer and guarantee their survival.

Description: The Atraxian Oasis Oak is a tree with a thick trunk and wide, sprawling branches that provide shade and shelter to those seeking respite from the scorching desert sun. Its bark is rough and brown, and its leaves are a vibrant green that turn to fiery oranges and reds in the autumn. The tree produces acorns that are a vital food source for many desert creatures.

Biome Role: The Atraxian Oasis Oak plays a crucial role in the desert ecosystem by providing shade and shelter, as well as food and nesting sites for animals. Its deep roots tap into underground water sources and help to create oases that support a variety of plant and animal life.

Aging & Reproduction: The Atraxian Oasis Oak grows slowly but can live for several hundred years. It reproduces by dropping acorns that sprout into new trees.

Size: The Atraxian Oasis Oak can grow to be up to 60 feet tall and have a trunk diameter of up to 6 feet.

Abilities and Features: The Atraxian Oasis Oak is able to tap into underground water sources and help create oases in the desert. Its leaves provide shade and its acorns are an important food source for many desert creatures.

Cultural Significance (If applicable): The Atraxian Oasis Oak is revered by the Solunarians for its ability to provide life-giving water in the harsh desert environment.

Reasons to interact: The Atraxian Oasis Oak is a vital resource for anyone traveling through the Atraxian Desert. Its shade and shelter provide a welcome respite from the hot sun, and its acorns can be eaten in a pinch. Additionally, the tree's ability to tap into underground water sources makes it an important ally for anyone looking to survive in the harsh desert environment.

Sunheart Gourd
(Vastian: Sol Cor Cucurbita)
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Habitat: Atraxian Desert, Solunarium

Rarity: Common

Threat: None

Description: The Sunheart Gourd is a desert pumpkin with cactus-like flesh and an intensely spicy flavor profile. Its outer skin is tough and ridged, providing protection from the harsh desert environment. The flesh inside is juicy and succulent, with a fiery heat that can be tempered by cooking. The seeds are commonly ground up and used as a seasoning for hot dishes, while the flesh is used in both spicy and sweet meals.

Biome Role: The Sunheart Gourd plays an important role in the Solunarian diet, providing a source of nutrition in the arid desert environment. Its ability to thrive in harsh conditions makes it an important crop for the Solunarians, who rely on it for sustenance.

Aging & Reproduction: The Sunheart Gourd grows quickly, maturing in just a few months. It produces large quantities of seeds that can be used for planting new crops.

Size: The Sunheart Gourd can grow to be quite large, with some specimens reaching over two feet in diameter.

Abilities and Features: The Sunheart Gourd's tough outer skin provides protection from the harsh desert environment, allowing it to thrive in areas where other crops cannot survive. Its fiery heat makes it a popular seasoning for hot dishes, and its juicy flesh provides a source of hydration in the dry desert climate.

Cultural Significance: The Sunheart Gourd is an important crop in Solunarian culture, and is often used in traditional dishes. Its spicy flavor is associated with the boldness and resilience of the Solunarian people, who have managed to thrive in a hostile environment.

Reasons to Interact:
The Sunheart Gourd is a valuable crop, and is often traded between Solunarian communities. Travelers passing through the Atraxian Desert may also encounter Sunheart Gourd farmers, who may be willing to trade or sell their crops to outsiders. Additionally, the fiery flavor of the Sunheart Gourd may be of interest to adventurous foodies seeking out new culinary experiences.

Conditions to grow: The Sunheart Gourd requires a hot and dry climate to grow, making it well-suited for the arid conditions of the Atraxian Desert. It thrives in sandy soils with good drainage, and requires plenty of sunlight to develop its intense flavor.

Common recipes associated with the Sunheart Gourd:

Spicy Sunheart Gourd Soup: This hearty soup features diced Sunheart Gourd cooked in a flavorful broth with onions, garlic, and spices. It's a warming and satisfying meal that's perfect for chilly desert nights.

Sunheart Gourd Curry: This classic curry dish is made with chunks of Sunheart Gourd, tomatoes, coconut milk, and a blend of aromatic spices. It's a rich and flavorful meal that's great for dinner parties or special occasions.

Sunheart Gourd Salsa: This fresh and spicy salsa is made with diced Sunheart Gourd, tomatoes, onions, cilantro, and lime juice. It's a great accompaniment to grilled meats or as a dip for tortilla chips.

King's Crown Flaming Fungus
(Vastian: Clavicorona Pyxidatus)
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Habitat: The King's Crown Flaming Fungus thrives in the hot and humid environment of the Umbrium in Solunarium, particularly in areas close to volcanic activity.

Rarity: While not incredibly rare, the King's Crown Flaming Fungus is not common either, as it requires specific environmental conditions to grow.

Threat: The King's Crown Flaming Fungus is not considered a threat to humans or other creatures in Solunarium.

Description: The King's Crown Flaming Fungus is a mushroom with a fiery appearance. Its caps grow in the shape of tongues of flame, forming a crown-like shape at the top. Its vibrant red-orange coloration makes it easily distinguishable from other mushrooms. The King's Crown Flaming Fungus produces a strong smell and taste of methyl salicylate, a compound often associated with wintergreen.
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Biome Role: The King's Crown Flaming Fungus plays a small but important role in the ecosystem of the Umbrium. It breaks down decaying organic matter and releases nutrients back into the soil.

Aging & Reproduction: The King's Crown Flaming Fungus reproduces asexually through spores that are released from the underside of its cap. As the fungus ages, its caps may begin to droop and become less vibrant in color.

Size: The King's Crown Flaming Fungus can grow up to 6 inches in diameter, with a stem that can be up to 4 inches tall.

Abilities and Features: The King's Crown Flaming Fungus produces a strong coagulant that can be useful in treating wounds. Additionally, its methyl salicylate content can provide a cooling sensation to the skin and help alleviate minor pain.

Cultural Significance (If applicable): The King's Crown Flaming Fungus is not particularly significant in Solunarian culture, though some herbalists and healers may use it for its medicinal properties.

Reasons to interact: The King's Crown Flaming Fungus may be harvested for its coagulant properties, particularly by healers and apothecaries.

Recommended Stats for Harvesting and Growing: Harvesting the King's Crown Flaming Fungus requires moderate skill and care, as it is delicate and must be harvested without damaging the stem or cap. The fungus thrives in warm, humid environments with access to decaying organic matter, making it difficult to cultivate outside of its natural habitat.

Geothrix
(Vastian: Gramen Umbrianus)
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Habitat: The Umbrium, specifically in areas with geothermal activity.

Rarity: Common.

Threat: Low.

Description: Geothrix is a hardy species of wheat that has adapted to thrive in the subterranean environment of the Umbrium. Its stalks are short and sturdy, and its leaves are a deep green color. The wheat grows in clumps, often on rocky surfaces, and produces small, but nutritious grains that are easy to harvest.
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Biome Role: Geothrix plays a vital role in the Umbrium as a source of sustenance for the poor and those who work in the mines. Its ability to grow in areas without sunlight and in rocky terrain makes it an ideal crop for the subterranean environment of the Umbrium.

Aging & Reproduction: Geothrix has a relatively short lifespan, with a growth cycle of only a few months. It reproduces through seed propagation, with the grains produced by each plant capable of germinating new plants.

Size: Geothrix grows to a height of around 30-40 centimeters, with a spread of approximately 20-30 centimeters.

Abilities and Features: Geothrix has several features that make it particularly beneficial for survival in the Umbrium. It can absorb nutrients from the surrounding geothermal activity, allowing it to thrive in areas with little other nutrient sources. Additionally, it is resistant to temperature fluctuations and can withstand the high temperatures found in some areas of the Umbrium. Finally, its small size and sturdy stalks make it easy to harvest and transport. It is believed the geothrix plant has a very dense amount of iron in it, and makes for a great food to eat if one has lost blood.

Cultural Significance: Geothrix is not a species with any significant cultural significance, although it is highly valued by those who rely on it for sustenance.

Reasons to Interact: Geothrix can be interacted with by those who wish to harvest it for food or for use as a trade commodity. It is relatively easy to grow and harvest, making it a valuable resource for those living in the Umbrium.

Recommended Stats for Safe Harvesting and Growing (if possible): Temperature range: 25-50°C, soil pH: 6.5-7.5, requires high levels of minerals such as iron, sulfur, and magnesium. Additionally, it is recommended that the wheat be grown in a hydroponic system with nutrient-rich heated water to ensure optimal growth and yield if grown anywhere outside of the Umbrium.

Magma Bloom
(Vastian: Vastian: Vulcanus Florere)
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Habitat: The Umbrium, particularly in areas with veins of magma flowing through.

Rarity: Low.

Threat: Low.

Description: The Magma Bloom is a unique species of flower that feeds off the veins of magma flowing through the Umbrium. The petals of the bloom glow a fiery red and yellow, resembling the magma it feeds on. The Magma Bloom grows in clusters, with each flower reaching up to a foot in diameter. The stem of the bloom is tough and heat-resistant, allowing it to withstand the intense heat of the Umbrium.

The flower of this plant has a mildly sweet and tangy taste, reminiscent of tropical fruits such as pineapple and passionfruit. Its texture is slightly crunchy due to the small, delicate crystals that cover the petals, giving it a unique mouthfeel. However, consuming too much of the flower at once can cause a burning sensation in the throat and mouth, similar to the spiciness of chili peppers, due to the plant's adaptation to thrive in the hot and fiery environment of the Umbrium. Overall, it is a flavorful and exotic delicacy, but one that requires moderation and caution when consumed.

Biome Role: The Magma Bloom is a vital source of nutrition for the poor and miners of the Umbrium. It also plays a role in the ecosystem by absorbing and filtering the minerals and gases released from the magma.

Aging & Reproduction:
The Magma Bloom reproduces asexually through underground rhizomes, allowing it to spread and form new clusters over time. It can live for several years, with each individual bloom lasting for a few weeks before withering.

Size: Each individual Magma Bloom can reach up to a foot in diameter, with clusters of blooms forming a patch several feet wide.

Abilities and Features: The Magma Bloom has several abilities that allow it to survive in the harsh conditions of the Umbrium. Its heat-resistant stem and ability to absorb minerals and gases from the magma make it a hardy plant. Additionally, the Magma Bloom's petals contain a dense nutritional sap that can provide a boost of energy and increase endurance, making it particularly beneficial to those who work in the mines.

Cultural Significance: The Magma Bloom is a symbol of resilience and endurance for the poor and miners of the Umbrium. It is often used in traditional medicine to treat fatigue and boost energy levels.

Reasons to Interact: The Magma Bloom is a valuable source of nutrition and energy for those living in the Umbrium. It can also be harvested for its medicinal properties, making it a valuable resource for healers and apothecaries.

Recommended Stats for Safe Harvesting and Growing (if possible): Heat resistance, These plants grow near magma and require immense amounts of thermal energy and heat to grow properly. Assuming you can provide the above, they are hardy relatively quick growing plants.

Sandroot Fungus
(Vastian: Montagnea Arenaria)
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Habitat: Atraxian Desert, found beneath the sand.

Rarity: Rare.

Threat: High.

Description: The Sandroot Fungus is a massive fungal network that spans leagues beneath the sands of the Atraxian Desert. It can grow up to several feet in diameter and its sporing nodules can be found protruding above the surface of the sand. The Sandroot Fungus has a dim consciousness that believes itself to be the will of the natural cycle, and it feeds on creatures put to sleep by its powerful sedative properties. Once rooted within a creature, the fungus slowly consumes it.

Biome Role: The Sandroot Fungus plays a crucial role in the ecosystem of the Atraxian Desert. It helps to regulate the population of animals and provides a source of nutrients for the desert flora.

Aging & Reproduction: The Sandroot Fungus reproduces asexually by spreading its network of spores beneath the sand. It can live for hundreds of years, slowly growing and expanding its fungal network.

Size: The Sandroot Fungus can grow to be several feet in diameter, with its sporing nodules protruding several inches above the surface of the sand.

Abilities and Features: The Sandroot Fungus has two notable abilities. Firstly, its meat is a powerful sedative that can put creatures to sleep for days. Secondly, its spores are a powerful psychedelic aphrodisiac that encourages copulation, ensuring a constant supply of food for the fungus.
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Cultural Significance: The Sandroot Fungus has no known cultural significance.

Reasons to Interact:
The Sandroot Fungus is a dangerous species to interact with due to its powerful sedative properties and tendency to consume creatures that it roots itself within. However, it may be harvested for its sedative meat or its sporing nodules, which are a valuable ingredient in certain potions and poisons.

Recommended Stats for Harvesting and (if possible) Growing: Harvesting the Sandroot Fungus is extremely difficult due to its massive size and location beneath the sand. Growing it would require extensive knowledge of its reproductive cycle and access to a large amount of sand to cultivate it in. Harvesting the sporing nodules should be done with caution due to their powerful psychedelic properties.

Oasis Heartwood
(Vastian: Cordis Lignum)
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Habitat: Arid deserts, where water is scarce.

Rarity: Very rare. Only a few trees are known to exist in the world.

Threat: Moderate. While the trees themselves are not harmful, their rarity and the valuable resources they provide make them a target for theft and exploitation.

Description: The Oasis Heartwood is a small tree with a dense, spreading canopy and dark, gnarled bark. Its root system is incredibly complex, with roots that can stretch for hundreds of meters in search of water. The tree's leaves are a deep shade of turquoise and are coated in a waxy layer that helps to retain moisture. The fruit of the tree is a small, pear-shaped pod that is dark green in color and is covered in tiny, sharp toxic spines.

Biome Role: Oasis Heartwood plays a vital role in the arid desert ecosystem, providing a source of water and shelter for various desert creatures. Its root system helps to stabilize the surrounding soil, preventing erosion.

Aging & Reproduction: Oasis Heartwood trees grow very slowly and can take hundreds of years to reach maturity. They reproduce by producing small, spiky pods that contain seeds.

Size: Oasis Heartwood trees typically grow to be around 10 meters tall and have a canopy that spreads out to a diameter of around 5 meters.

Abilities and Features: The Oasis Heartwood's root system has the ability to store and purify water. The water stored in the roots is always cold and has minor magical properties, including the ability to heal minor wounds and ailments. The fruit of the tree has a powerful magical ability, but accessing it is difficult. The spines on the pod are incredibly sharp and can cause injury and sickness if mishandled. The pod must be opened in a specific way, using a special splitting tool, in order to access the fruit. The fruit itself has the ability to grant the user massive reserves of aether. The dual side effects are thus. Those that consume the fruit but do not expel or use the aether bestowed can burn up from within due to the sheer amount of magic the fruit releases when digested. Even those who can fully utilize the aether will find their bodies wracked with pain when the effects fade, this can be counteracted by eating more of the fruit. However those who do this will find that the pain they experience from withdrawal gets worse with the longer they use the effects.

The poison in the spines of the Fruit causes necrosis of exposed flesh within ten minutes if not purified.

Cultural Significance (If applicable): The Oasis Heartwood is highly prized by desert tribes and is often the subject of myths and legends. It is said that those who possess the fruit of the tree are blessed with great power and wisdom, but also cursed with a shortened lifespan.

Reasons to Interact: The Oasis Heartwood is an incredibly valuable resource, both for its water-storing properties and the magical properties of its fruit. Its rarity makes it a prime target for theft and exploitation, and those who seek to possess it must be prepared to face the dangers of the desert.

Recommended Stats For Growing and Harvesting: Due to the complexity of the Oasis Heartwood's root system, growing and harvesting the tree is a difficult and dangerous task. It requires a high level of skill and knowledge of desert ecosystems, as well as specialized tools and equipment. Those who attempt to grow or harvest the Oasis Heartwood without the proper training and resources are likely to fail or suffer serious injury.
Saltberry Cactus
(Vastian: Cactus baccifera)
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Habitat: Coastal Solunarium

Rarity: Uncommon

Threat: Low

Description:

The Saltberry Cactus is a unique plant found exclusively in the coastal regions of Solunarium. It has a distinctive appearance, with a fat barrel trunk covered in a thick layer of crystalline salt. The cactus reaches heights of up to six feet and is typically bluish-green in color. Its fruits grow in clusters around the trunk and are about the size of a human fist. The fruits themselves are a vibrant pink, making a striking contrast against the salt-encrusted exterior.

Flavor Profile:

The Saltberry Cactus produces sweet and succulent fruits. The berries have a high water content, making them incredibly refreshing, especially in the scorching heat of the Atraxian Desert. The salt that encrusts the cactus doesn't affect the sweetness of the berries but adds a unique mild salty undertone to the sweet tartness of the berries, creating a delightful combination of flavors when the salt is washed off.

The salt specifically harvested from the berries is pink and mildly sweet, the olfactory experience offered by the salt is said to be strong that one can taste it before it touches ones tongue.

Biome Role:
This cactus is well-adapted to the arid coastal regions of Solunarium. It plays a vital role in the local ecosystem by providing a source of hydration and nourishment for various wildlife, particularly during the dry seasons when water is scarce.

Aging & Reproduction:
Saltberry Cacti have a relatively slow growth rate and can live for several decades. They reproduce through the production of small seeds contained within their fruits. These seeds are dispersed by local animals and wind, allowing new cacti to grow in different areas.

Size:
Saltberry Cacti typically grow to heights of 4 to 6 feet, with a trunk width of 10 to 18 inches. The fruits are around 4 inches in diameter.

Abilities and Features:
The magical property that makes the Saltberry Cactus highly sought after by alchemists is its unique ability to passively purify and enhance the properties of other substances. When the salt from the cactus is harvested and processed, it can be used as a catalyst in alchemical processes. The soil around the roots of the cactus is robust and free of the salt usually found in the coastal region allowing other plants to flourish in a larfge radius around them.

Alchemists have discovered that when combined with other ingredients, the salt from the Saltberry Cactus can purify the effects of potions, elixirs, and magical concoctions removing ambient magic from a mixture and enuring it against absorbing further random magics. It can also neutralize impurities in certain substances, making it a valuable tool for creating high-quality potions and remedies. This property has made Saltberry Cactus salt a coveted ingredient in the world of alchemy, and it is often traded at high prices. It does not help it's cost that it is also sought out for its flavor alone, a mild fruity sweetness and scent that comes with the pink salt.

Cultural Significance (If applicable):
In Solunarian culture, the Saltberry Cactus holds a special place as a symbol of resilience and resourcefulness. It is often featured in traditional ceremonies and is considered a sacred plant by some desert-dwelling communities.

Reasons to Interact:


Harvesting the salt from Saltberry Cacti for use in alchemical processes.
Collecting the sweet and refreshing fruits for consumption or trade.
Studying the unique adaptation of the cactus to thrive in salt-rich environments.
Exploring the coastal regions of Solunarium for rare and valuable resources.
Participating in local cultural events and rituals that involve the Saltberry Cactus.

Recommended Stats for Harvest and Cultivation:

Harvest Difficulty: Moderate
Growth Time: Slow (several years from seed to maturity)
Yield: Moderate (each cactus produces a handful of fruits and a small amount of salt)
Special Equipment: None required for growth, but harvesting the salt requires specialized tools and care to avoid damaging the plant.

Saltaqua:
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