World Calveria. The World, The Species, and More.

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World Calveria. The World, The Species, and More.

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8
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18
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USA
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He/Him/his
  1. Faction Personality: Futurists- The Futurists are a highly advanced society that has invented things like televisions and computers during the setting of the “Medieval” era that most fantasy stories and my fantasy story take Place. The Futurists are a society of people with highly advanced technology given to them by an Extra-Dimensional Government that checks on them every couple of decades to teach them more about medicines as well as technology. They are surrounded by a great wall that separates them from the outside world, with robotic sniper nests around the edge of the top of the wall. The people on the inside are happy and well-mannered, but drugged with their food and water by the Futurist Scientists, not out of evil or any kind of malevolent reason, just to keep them suggestible and to alter their perception of reality to make them think that they live in what we would recognize as an early-modern-american(?) reality.
  2. Faction Personality: The Futurist Soldiers- 60 Volunteers, 30 People who enlisted and volunteered, and 30 who were born into being soldiers for their entire lives (until they were adults, and both were halved in gender). When they were properly trained for the battles that they would encounter against the other more ruthless factions or people out in the world, More than just their brains were put into a Robot soldier. Most of their organs were carefully placed in the machines.
  3. Faction Personality: The Rangers (SPOILER ALERT!!!)- After the “success” of the futurist soldiers and the deaths of Hundgorf and Captain C, the Futurists released “The Rangers”. Entirely human scouts and gunmen who have gone through a much less rigorous test and training to be excellent trackers. The rangers work alongside some members of the Frater and Soror Fidelis on ships to the new continents.
  4. Species Personality: The Cave Elves- Once a long race of ancient and strong beings, the Elves were much different compared to what people think of elves. They had no hair, their skin was much more fleshy and delicate, their ears were in the shape of a bowl instead of a point, and their eyes were much darker and smaller. Their biology was made to make them incredibly adaptable for extreme environments. They were even peaceful with the mystical dragons, some of the most powerful among them able to climb the Frost Fang Ascension to commune with the Dragons. However, there was a great parasitic plague that swept through the dragon population and, unfortunately, some of the Holy Elves that were in the Ascension. The news got to the rest of the Elves when a Parasite exploded through the body of one of the informants. During the Chaos, most of the Elves escaped into the World Intestines as the Dragons came to burn and destroy the parasites. Since then, they have lived in the World Intestines and hunted and adapted to live deep in the interconnected cave system. The Elves have been deep in the caves for so long that they have actively begun to evolve for the darker and deeper environments. Eventually, they developed weaker eyes and thinner grey skin, but longer arms and better sight in dark environments. Perhaps the most dramatic change was the fact that they adapted to eating the cave-dwelling creatures and could even eat them raw, with no harmful effect on their bodies. Larger teeth and sharper canines, stronger jaws, and the ability to unhinge them. They became so calorie and nutrient deficient to the point where the elves needed to eat the blood and meat of the other sight-impared creatures and beasts that had inhabited the world intestines. Giant centipedes, weak-skinned lizards, some fish, and birds. They can't eat anything from the outside, in case of infection from the parasites or have any buildings or other kinds of civilization they used to have, and they all live in a scared state of mind that at any moment the parasites could come back and destroy them all.
  5. Species Personality: The Wicked Elves (Vampires)- Cave Elves that left their hollow grounds. The Wicked Elves are what we would call Vampires. They have a more incredible bloodlust and are much more physically capable than most other Cave Elves. The Wicked Elves left their solitary life in the Elves, finding powerful people before the Empire and eating them, taking their place and their homes. It was not easy; only the ones most feared were accepted in their new positions as powerful people.
  6. Faction Personality: The Conglomerātus Empire- Not made up of a traditional King or Queen, but instead a council of the most important leaders of other kingdoms and rising powerful factions that they took into their empire. This Council had a strict regime based on the most profit and benefit for the Empire’s citizens and cities, while also benefiting the higher ruling class. The kingdom was, before, headed by a Traditional King, Queen, and their Son, but after several of their religious scribes plotted to overthrow their stubborn, greedy ways by murder. The council had inflicted the Son with a great curse, unknowingly to the boy’s parents…when they had come to the Council members for aid, they ambushed them and killed them all. A new council of eight was made to take the reins. Now being the new rulers of the Empire, they renamed it the Conglomeratus, an old elvish word for “Connection”. They considered taking all other, lesser kingdoms and merging them into the Empire for more gain and overall resources. There are several Cities and Magical Schools that all follow a strict code of both moral and societal standards that they have a firm belief in. In the current time of the Story, the original Council has been dead for a very long time, but their influence is still remembered and passed down through legendary stories and laws and rules made by the Council. A new council of the “Kings” and “Queens” who have lived and fought for the Empire has been entrusted with the responsibility of ruling over their respective cities and working together to keep the laws and thoughts of equality and equity for all (except crocodiles).
The Fallen Delegation: All eight of the original council that usurped and made the Conglomeratus Empire. Their Skeletons are arranged in a circle overlooking a stone stage. Their skeletons are resting in grand thrones made in their image with decorations and designs representing their lives and accomplishments. These skeletons are still mentally alive and their souls still inhabit the resting bones, being able to psychically commune and see the life/memories of anyone that steps into the chambers, not just on the stage. Speaking with the Fallen Delegation has the side effects of either increasing the person’s health and life, or decreasing their life and mental faculties, depending on how the council judges your ways.
The Risen Delegation: The council of Kings and Queens that are now in charge of bringing order and laws to the Conglomeratus Cities as well as the Bastion. Directly empowered by the Fallen Council, these leaders live longer lives and grow to be much larger than any other person on New Dreytonia. They are not required to risk their lives fighting in battles, However, A King or Queen that does not take the risk to save their lessers are viewed as cowardly.
TITLES OF THE FRATER FIDELIS
Pawn: The Lowest and most common level in the Frater Fidelis, the Pawns are entry-level Men, sworn in by the Risen Council. Their duties typically include being Guards for an assigned City, “middlemen” for things like Imports/Exports, janitorial duties, helping with harvesting, and planting.
Bishop: The Second level of the Frater Fidelis, the Bishops are Pawns that have earned the title and rank of Bishop through hard work and time (around a few months). The Bishops are in charge of the Pawns, and are also usually sent to cities to be responsible for judicial tasks for the Empire’s cities.
Rook: The Rooks are Brothers of the Frater Fidelis who have given at least a few years to the Empire and have also fought with them in battles. The Rooks are the guards on top of the towers surrounding the Bastion and Stronghold, and are usually the second highest authority in the Cities under the Kings and Queens. Rooks typically stand alongside Knights and Spades in larger altercations, usually taking vantage points and flanks before the Knights are sent. All rooks are given the “Wings of Venerable” Helmet with an attachable visor (for humans, doesn’t fit snouts). This helmet is made by experts with wings flanked on both sides in honor of not just Augustus Adelhaid, but all of the Knights that fought and died in the “Great War for Conglomeratus” (the civil war). They are also trained with Conglomeratus Magic and learn how to use a Crossbow (the newest weaponry they’ll accept from the Futurists/Casarr)
Knight: The Knights of the Frater Fidelis are very experienced with combat, and their time spent in the Frater Fidelis. The soldiers of the Empire need to have given years of their service and have fought several battles as well as sworn an oath to the Risen Delegation. Knights are also usually sworn in with a large group of others, all men to become Knights in a Bastion-wide Celebration.
King: The highest and most respected title in the Frater Fidelis. Kings are given to Knights who have given the Conglomeratus Empire at least 30 years of service in the Frater Fidelis, have fought against an enemy and either won or have sacrificed something of themselves (resulting in a victory, loss, or pyrrhic), and have sworn an oath under the Fallen Council. Only a very few number of Kings are elected each generation(?), taking up the mantle of the previous King in their position, overlooking the cities and duties that were established by the Council. The Kings of the Frater Fidelis are allowed to have two Pawns that do whatever they are told, Special Bishops that grow and cook special foods for the King, Rooks that help make the Armor and Enchantments for their custom-made equipment, and choose high-ranking Knights that the King protects. These knights are known as “Gambit Knights” that are typically chosen for kingship.
TITLES OF THE SOROR FIDELIS
Heart: Women who work in the Cities. Sometimes, as City Guards or even merchants who sell rare items and expensive temporary magical spells/potions. This title is usually chosen by the Soror
Club: These are Sisters who are Spies or work in other kinds of secretive jobs. They can also help with Hearts or Spades for fighting, especially with magic.
Spade: Sisters who are most similar to the Knights of the Frater Fidelis are very experienced in fighting and are used for altercations that Hearts cannot handle. The Spades get their own personal Shield, made by experts from Newwick.
Diamond: The Diamonds are a very intelligent group that works either under the Queen or other higher-ranking individuals for the Empire’s Government. Very experienced fighters, well-versed in magic, and are masters of thinking on their feet. They need to have spent time (around years) and have fought in any other rank other than Heart to earn the title of Diamond.
Queen: The Highest and most Revered title for the Soror Fidelis, A Queen must be chosen by a group of Diamonds for Bravery, Time, and Loyalty in the Empire. Queens are chosen and then begin the process of speaking to the Fallen Delegation. They are sent to the Delegation in their armor and with their weapons, dressed in holy cloth, and are painted with powders that are traditional for Queens. They are then sent to the Fallen Delegation to become Queen and are given the same privileges as the Kings. They have two special groups; Flush Diamonds and Bona Fide Spades. The Flush Diamonds are most similar to the Gambit Knights in that they are usually the Queen candidates. Bona Fide Spades are the best of the Spades and command both the Frater and Soror groups in times of combat. The Bona Fide Spades were most likely women that served in every other title (including heart).

Conglot coins (all in american money)-
Twig (Steepforest inspired): about 10 cents, small round pieces of bronze-looking metal with a feather on one side and a tree on the other.
Fang (Nadmale Inspired, and serpents): a quarter, silver in the shape of a square with a snake on one side and a rune of wealth on the other side.
Crest (Cambéliard inspired, and Adelhaids): Half a dollar, a thin, golden brown oval shape with a Wing on one side and Sea Serpent fang on the other.
Crown (The Stronghold): A dollar, large, circular coin with smaller circles coming out from the large middle circle. Skull on one side, and the Conglomerātus symbol on the other.
Conglot Bills (all the same size of real-world paper money)-
Adelhaid Sheet (usually just called sheets): 10 dollars-ish, with Venerable Helmet on one side and Cambeliard town square on the other side.



  1. Species Personality: The Dragons- Once an ancient species of heavenly order and intelligence, the Dragons are descendants of similar ancient beings that made the Elves. This the reality they all believe, when in reality, they were massive multi-winged filter-feeding delicate beasts from a close gas giant planet similar to Jupiter. The judges would discover these beasts and morph and play with them, making incredible different variations before leaving them to let them explore other planets. One of these dragons would get incredibly wounded and its head would land on an ancient New Dreytonia and would become the north pole. After several millennia of decomposing, dragons would flock to the skull in belief that it was a holy place and would evolve for New Dreytonia’s planet and atmosphere where they would encounter and work with the elves. They can be immortal.
  2. Species Personality: The Demi-Dragons- The two-legged dragon people. The dragons view them as lesser forms even though they all (referring to dragonkind) have about the same intelligence.
  3. Species Personality: The Leonin- The Lion people. Extinct. Would gather together and hunt for a few days before laying and lazing and resting. Would teach the Hyaenari people about their hunting which would cause their downfall as the Hyaenari would be much less lazy and tenacious than their teachers. This caused massive shifts to the movement of food, and combined with the dry, barren, and unplantable sahara made the Leonin left in the dust. They had little food and were too far away from any sources of water to move which forced them to eat themselves. After years of Cannibalization, they would get sick from a disease carried by certain asymptomatic individuals that would only hasten their extinction. The disease would normally go away on its own or with small treatment, but the Leonin eating their meat would contract a much more viral and aggressive type of the disease.
  4. Species Personality: The Cuni-Culi- The Rabbit people of Monulum. Not as devout as the Ghaido, but are still fascinated by the Empire. Similar to real-world rabbits, they can have big families and it’s one of their beliefs to have lots of children. Not really that important, but still cool. Some immigrants came to New Dreytonia and have had families there. Some men and women can be found in Cambeliard selling their bodies as a “rare experience.”
  5. Species Personality: The Ghaido- The Goat people of Monulum. Inspired with the Ideals of the Empire’s old Knights, They believe the Fallen Council to be an Angelic council that ascended to the land from the heavens within the earth. They view Augustus Adelhaid as a “Christ-like” figure of blessing. Have their own council of tall, magical, elder Natives who elect only the bravest and strongest of boys and girls to become knights. Plagued by an evil monster made of flesh and teeth hidden in the depths of the largest mountain, The Monocarnis, is viewed as the ultimate evil and the creator of the Feolas. They use their ancient traditions and rites to fight and kill all feolas. Several went with the People of the Empire, believing that they were going to the holiest of places on the planet. The Ghaido who were shipped to the Empire enlisted in the Frater or Soror Fidelis lived happy lives while praying to the Council in their own homes (but were disappointed to find that New Dreytonia didn’t live up to their expectations. They still believe that the heavenly empire council is resting in the earth, and that all worthy will go to the council but all unworthy will rot in the Monocarnis).
Counselled: Ghaido men and women give themselves to the council before the winter season to have a child. The man or woman will be blessed by the Council to have one of two variations of their child. Venerated, or Counselled. The Counselled Ghaido child will be stronger in mind and soul, even before birth. They will fear less than any other ordinary Ghaido and be trained to have any of that fear culled from their being. In the Wars against the Feolas, the mind is a battlefield they seldom lose. Any measure needs to be taken in order to ensure survival. While not physically stronger than the average Ghaido, They can fight for longer and have much less harmful effects inflicted unto them by the Psychonatural feolas.
Venerated: However, no matter how mentally prepared a Ghaido can be, it won’t matter if a Feola catches them off guard and rips them to bloody shreds. The Venerated Ghaido is meant to circumvent such encounters, face the hordes of Feolas and return victorious. Instead of becoming Counselled, the Ghaido’s parents will have the baby become Venerated; Stronger, Bigger, and much more durable. Bigger than the average Ghaido man but smaller than the Venerable, these Ghaido can wield massive hammers and bows and use ordinary weapons like they were sticks. The tradeoff is, of course, They are no better prepared mentally for the Psychonatural abilities of the Feolas than the other normal Monulum people.

  1. Species Personality: The Chacari- The Jackal people of Sertum. Seen as wise and noble. A ruling family controls a large hollow hill that contains an underground Aquifer
  2. Species Personality: The Velorin- The Cheetah people of Sertum. Worked alongside the Hyaenari to hunt and run with prey. Just like real-world cheetahs, they are the fastest living sentient creature on the planet
  3. Species Personality: The Hyaenari- A large immigrant community, these are the anthro Hyena-esque people that have been assimilated into the continent of New Dreytonia. Just like real-world Hyenas, they have a ravenous appetite and can eat bones and other viscera with a lower chance of getting sick. Led by a female Delegate that is usually the daughter or in rare cases other members of the family. The Delegate for the Hyaenari people wears a mantle ripped right off the back of an Elder Blizzardbeast, given to the first Hyaenari delegate from Augustus Adelhaid in honor of how the Woman blinded and scarred the vicious beast before the Venerable saved her. Most Hyaenari are relentless hunters who gather food and prey for the groups or families they are in. Since all the Hyaenari are now on the CrocodilIan Archipelago, the hunters have to take long trips to the mainlands.
Purebred: The more traditional spotted Hyena colors and patterns
Imperial: A lighter color palette and smaller spot patterns.
Dreytonian: A dark brown and dark green-ish fur with patterns that resemble New Dreytonian foliage.

  1. Species Personality: The Kwotenari- The wolf people. Populus and basically everywhere in New Dreytonia.
  2. Species Personality: The Faelin- The feline people. Reread Kwotenari.
  3. Species Personality: The Vos-Pukatari- Fox People. Reread Kwotenari.
  4. Species Personality: The Frosch: Little Frog people. Get crazy drunk and high and shaboingle every day. ONLY race to be semi-immune to the effects of the Kar’oke flower (it gives them a major high).
  5. Species Personality: The Wavefolk- a similar race to cave elves, long before the parasite, living on the coasts of the world and taking frequent dives into the ocean to hunt for fish. Given the Elves' tendency to rapidly evolve and adapt to their environment, they had slowly developed enhanced sight, Better breath control, and even became much more agile swimmers. However, thousands of years of these upgrades soon became the norm, and given their diet of now raw fish, they had started to become what they ate.
  6. Species Personality: The Crocodiles- The race of crocodilian people that used to be enslaved by the Monarchy. They were trusted by the new Conglomeratus empire, but after several spies and attempts of backstabbing from several groups of Crocodilians allied with the Raiders, This led to the major stereotypes and hatred to the people. Despite being used as Slaves for the monarchy, the Crocodillians were promised freedom and equality from the Raiders if they fought against the Empire.
  7. Species Personality: The Dwarves- NGL, basically just what everyone thinks of standard fantasy Dwarves (Sometimes less is more).
  8. Species Personality: The Avians- Mostly consisting of wingless Crows and Ravens, (but other kinds of anthropomorphized birds are uncommon but still possible.) The Avians are scattered throughout the lands. Those who are not born into Avian camps or settlements could be found and brought in by the Empire. Most of the Avians idolize the Old Elvish ways, telling stories and singing songs from the ancient Elven texts. They sculpt and carve busts of elves, respecting the Elves' traditions of the natural world and pacifism. They sometimes make weapons, including bows, arrows, wooden spears, and wooden knives, but these are strictly for worship and never to be used for harm. What could be considered good skills for fighting and combat make them skilled at artistry and even worship. Even though they live shorter lives and are very fragile, they have exceptional eyesight, greater agility, endurance, and intelligence, and are great with small tasks that seem repetitive or too detailed for most people. Some unaligned Avians find themselves with a wonder and fascination for the Ocean and have inhabited small islands and archipelagos farther than the main continent.
  9. Species Personality: The Serpents- An incredibly rare species of anthropomorphic (no legs but arms and such) snakes and cobras, incredibly varied, and are highly coveted for being such a uniquely scarce species. When mother Serpents are impregnated, they can only give birth to ONE egg, almost their entire life. Most of the time, Serpents do not have the same feelings of maternity or protection like most intelligent species do, so they end up not caring about the child when they are hatched or just outright abandon the egg entirely. This has not been helped by the Empire, as they have been actively accepting eggs from irresponsible serpents to raise when they hatch. The Serpents are almost naturally gifted with the magical ability to be exceedingly proficient with the magical bases and arts.
  10. Faction Personality: The Abolishers- The “Pirates” living in the Crocidillian Archipelago. They have ideals of the Old Raiders but not the sadistic brutality of the New Raiders.
  11. Faction Personality: The Old Raiders- Split off from the newly made Conglomeratus Empire soon after the death of the Monarchy, The Old Raiders was a large society of people fighting against the Empire by any means necessary to honor the Monarchy. The knights were tactical, strong, and intimidating. They fought with ideals of being free from the oppression
  12. Faction Personality: The Raiders- Led by Hundgorf with promises similar to that of the Old Raiders, the multiple raider gangs are one of the biggest issues for not just the Empire, but for the average unaligned people living on their own. Made up of the most evil, sadistic, ruthless, and crazy individuals who have destructive desires that are fulfilled by the all-inclusive Raider gangs.
  13. Faction Personality: The Scrap-Scrapes (SPOILER ALERT!!!)- Groups of down-on-their-luck people and families shortly after the Bandit War who were inspired by the ways of Captain Seeta by getting rich quick off of the turning in of bounties and valuables all around New Dreytonia. They were very popular after the Lesser War for Conglomeratus
The Orcs: Violent masses of enhanced flesh taken to the extreme. Their skin has become as thick as the hide of a rhino and tainted with putrid colors. All of their blood has become blackened to reflect their infectious magical disease. All orcs are any creature either alive or dead with Orc magic corrupting their flesh and soul. They are usually animalistic but still fully cognizant and aware of anything and everything they do, but trapped in the madness that has overtaken them. The only way to cure an Orc, is destruction of enough of its body to make it dead. Most times, In Monulum, the Orcs are called “Feolas” which means monster in their native language and In Ophara they are called Kobolds and do not want to attack.
 
The Obsidian Sands- A blackened land of constantly erupting cracks of molten lava and volcanoes bellowing dark clouds of soot and acidic rain. Far west in Sertum, The locals view this place as a giant warning, a place not meant for any living being to enter. The amount of magma constantly cooling and cracking under new mini earthquakes has caused Obsidian to have shattered into trillions of small pieces, giving the land its name. The Sands are so inhospitable that any life of any kind is killed just in mere moments of entering without proper protection.
Frost Fang Ascension-
Made of a gargantuan dragon‘s Skull, the Frost Fang Ascension was the Home for the Dragons (for reference, the shortest canine in the skull is 58058 ft above mean sea level). Many, numerous, and varied kinds of dragons made the bones a part of their nests, particularly the Skull. The Skull would be the largest, but ultimately the last place for all kinds of Dragon and Demi-Dragon species. They have spent time carving and mining throughout the teeth, creating different rooms and other types of Sanctums needed for them; Forges, Magical Libraries, Armories, and Many others, all in the titanic teeth of the long-dead skull of the ancient dragon. The only place not entirely inhabited by the dragons is the tongue area, which is surrounded by the much more populated jaws. The entire Skull of Frost Fang Ascension is revered by reptilian-like species everywhere, being seen as the most holy and blessed place on the planet, despite all other reptilian species being coldblooded, and would be incredibly fatal.
Conglomerātus Stronghold- The oldest and most influential building for the Empire, the Stronghold used to be the Castle for the Royal Family before their execution. The Council took the city surrounding the Castle and made it into the Bastion, and the Castle into the Stronghold, making it into a mostly judicial and religious center for the entirety of the Empire. They created laws and rules for the way that the entire Empire strictly follows and believes in, also bringing in a stable economy with paper and coin currency. The Stronghold is also the final resting place for the Original council, ordering their bodies to be used in a grand council room with thrones inspired by their lives and events.
Conglomerātus Cities- Conglo Bastion: This unique city is the Capital for Conglomeratus and lies in the dead center, South of the Stronghold. It serves as a sort of fork for the rest of the cities inside Conglomeratus' borders. Instead of housing regular citizens, the Bastion serves as a town for members that do some sort of work for the Council, whether as soldiers, farmers, resource gatherers, or even politicians, all call the Bastion Home. The Bastion is a Thriving Agricultural center, with lots of trees and grown foods; however is NOT the Capital for food in the Conglomeratus cities. The Bastion is responsible for managing and overseeing the other cities, deploying Frater Fidelis troops, regulating rations from the Cities, making laws, and setting standards for the Conglomeratus-ruled areas. There are several hotels and stores that sell high-value equipment and products that are more useful than the luxury products from Cambeliard. (how the poop gets out: a combination of all the other cities, even using a pipe system with plumbers. How the water gets in: also a combination of the other cities, including water magic to help increase the amount and purity of the water.)
Steepforest City: (Whispering Message: Nature and Religion go hand in hand.) Steepforest City is a very cultural and religious City that has a large Avian population. Responsible for the lumber and other natural resources other than food, stone, or other materials, Steepforest also contributes to the spirituality of the people of the Empire. While religious freedom is allowed, the faith of the ancient Elven ways has spread to the people of Steepforest, allowing them to have access to old Elven nature magic that has greatly improved the speed and process of their harvests. Most of Steepforest has a great distrust for any kind of technology. (how the poop gets out: old methods of going outside and finishing the business…with…leaves. How the water gets in: Wells collecting rainwater, and natural or magical methods of purifying freshwater.)
Naroll City: (Whispering Message: Food is so much more than a meal.) This city is another larger city, near five of the largest lakes on the mainland. Because of this, it is the capital of Food and Cooking. This is the most populous city of the Conglomeratus Cities, with several different species contributing to new flavors and methods of cooking. Due to the Empire’s naval problems, however, many non-New Dreytonian people have needed to settle for the ingredients on New Dreytonia. (how the poop gets out: Used as fertilizer for the grown plants and agriculture, other than that they also use a plumbing system like Cambéliard. How the water gets in: A system built by Casarr that uses early-century plumbing pipes. Much more efficient than Cambéliard because of the higher population and a common belief that helping them would give better or more food).
Casarr City: (Whispering Message: You should strive for a Bolder life.) This city is close to Newwick and is the capital for making weapons and (to us/Futurists) old forms of machinery. Inspired by the Futurists and their technology, Casarr was given rudimentary designs of their tech, including Crossbows, Clocks, and Farming Devices. They are constantly trying to make plans with the Futurists to let them have a stable alliance with their highly advanced technology and medicines. Soldier 42 is a very highly discussed person of interest, along with the other Soldiers who have been able to travel through the City. One of the soldiers, 19, actually seized up close to the area of Casarr, and was found on one of their expeditions by Rooks and Spades, but has yet to be decoded, and its technology has not been discovered (how the poop gets out: late 19th century plumbing system. How the water gets in: similar system with filtering for debris).
Newwick: (Whispering Message: You should enjoy the people and relationships around you.) A very successful and large city, Newwick is the Capital for building, metalworking, and (weaponry) building materials. Responsible for sending people to harvest and replant trees, mine for ores and metals in the World Intestines, and (along with all of the other cities, is the headquarters for helping with) crafting and producing everything that the Empire needs, from Building Materials and especially Armor. This city has been undergoing a change for industrialization, with the largest multi-purpose factory finishing construction and railroads from Newwick being made to the other cities, although they are largely unfinished. (how the poop gets out: when people are not outside, they also use chamberpots and other early methods of removing waste indoors. How the water gets in: A water shipment is sent along with their food from Naroll.)
Cambéliard: (Whispering Message: You should indulge in the moment.) A smaller city on the southern side, Cambéliard is a French-inspired city that handles all of the Conglomeratus' money and finances, including being the Capital for printing and minting bills and coins. While some people can see themselves as “higher,” the majority of people simply enjoy indulging in the rare things that are costly in the city. One of the first cities after the council had taken command, and the first city to have a king chosen by the Council (adelhaid lmao). (how the poop gets out: Similar system to Casarr but not as advanced. Frequently needs plumbers from Casarr. How the water gets in: Also similar, but many people opt for large gallons instead of the inefficient plumbing).
Nadmale: (Whispering Message: You should strive to be more Educated.) The most medium-sized of the cities, Nadmale, is the Capital for learning and studying magic and everything associated with the Bases and Arts. Nadmale has the most magically proficient schools and universities for learning everything about the magical runes and languages that are needed to perform spells and make potions. The entire city of Nadmale is built around Large schools with lots of different species and wealthy families. The students living there are on strict schedules with several hours meant for teaching and other student-teacher counselling. (how the poop gets out: Chamberpots and other kinds of early waste disposal are used. Some magicians say that the waste can be used for some spells, albeit not a proper use of magic, and meant to be a last resort or an insulting way to fight against bandits. How the water gets in: Through water magic and fountains that are specially powered by spells).
The Futurist City—Conceptual Apogee: The Conceptual Apogee is the holy tower in which the first followers were met by the Government. A grand tower was constructed with the materials given to them and was called a holy place for all of their gifts and resources. Every few years, the Government comes back to check on them, give them extra things, and teach them more about what they need. The Apogee is also the holy temple of the last surviving member of the original group that founded the Futurists and the City, over a thousand years old.
Unity: Unity is the small (and only) town in the Futurist Walls. Unity contains only a few thousand citizens who live a refined 1950s (1950’s is the style, like the backdrop, but there are many different kinds of advanced tech) style. The citizens have been consuming drugged food and water that keeps them suggestible and well-mannered. The drugs have also been altering their sense of perception, making them believe that their homes are quaint, happy little houses. However, in reality, all of the buildings made for them are concrete on the outside, white stone, and are only made for functionality. Unity is a quiet town where the people wave and smile, and follow the rules made by those in charge. Unity is made up of several different kinds of races, but they were all born within the city, and no outsiders are ever to come inside beyond the Stockade.
The Blessed Stockade: The Name of the Wall surrounding their City and the Gate. Guarded with robotic snipers and announcers with A 24/7 Live feed surrounding the wall.
The World Intestines- A large and incredibly expansive cave system that interconnects from all cardinal directions. The World Intestines is a home for a wide variety of blind or bioluminescent creatures, and now serves as the hiding place of the direct descendants of the Elves that hid from the Parasite that had slain the Dragons.
The Everbloom Growth- The Everbloom Growth is NOT a natural biome in the landscape. Given its name, Plants do not die and are rapidly producing seeds and fruit at an exponential rate. The Growth causes an intense humid mist and heat, thick vine entanglements, roots erupting out of the ground, and plants being choked under the soil. These growths have been a topic of discussion for several years, with some wanting to destroy the growths, but some have also pointed out certain aspects that could make them useful. The Growths can help speed up the growth of Mycelium Clouds, taking the process from decades to just a few years (however, proper fertilization and other conditions need to be used, or else they could suffocate and die), and the flowers as well as the rest of the growth make Rot Flies disgusted and repels them all.
The Crocodilian Archipelago- A small collection of islands that have become the new headquarters of the Crocodilian Race, The Hyaenari, as well as the Abolishers. Some have said that Rare races of Avian have been spotted in the Archipelago; Instead of Ravens or Crows, they are much more Colorful varieties that have an affinity for mischief and the sea.

The Islands:

Vos- Founded by Vos-Pukatari settlers, this is the second largest island in the Archipelago.

Ka Se’rose- The largest island, home of the Abolishers and the Hyaenari. Crocodilian people have let the Hyaenari take refuge in the largest building they have there, also letting them build new renovated parts of the building (for living and such).

Ka Wo’lae- The second smallest island, Not many people live here, but there could be rare Avians.

La’lae Susin- The Smallest island, only animals live here. Some small buildings, but they have been abandoned. Susin berries and Croc seeds are found here most.


THE NEW CONTINENTS

Ophara: These new lands will offer a new world view and ideals that test even the most minor character from New Dreytonia. These new lands are similar enough to New Dreytonia, woods and forest areas but is much warmer and humid with less cold winters. The people are almost entirely indoctrinated to a massive religious movement (made?) from a two-headed Serpent named; Ibrex-Ithri, The(ir) right head and preacher, and Ak'Theth-luth, The(ir) left head and miracle worker. They are known as the Twins of Oph, a religion based on cycles and spirals, similar to snakes and serpents. Their beliefs are a polytheistic religion based on Lovecraftian-esque snake and reptile beasts that control the lives and minds of the believers. A rising minority of people in Ophara believe that the Twins are misguided and that the true leaders are the priests and leaders under them. They do not interact or even acknowledge any outsider besides Serpents.

Monulum: The mountainous and hilly region of the Ghaido and Cuni-Culi. There are also humans who work alongside the other people to have a large agricultural system. The lands are very fertile and are able to grow large fields of food, as eating any kind of meat (except fish) is seen as a last resort. Discovered a year after the Great War for Conglomeratus, a ship collective led by Augustus Adelhaid to find and inspire new species and people. When they landed they were met with confused but humble Ghaido tribes, who did not understand the people of the Empire. After months of living with and teaching the people (mostly Ghaido and Human, Cuni-Culi like to keep to themselves) about the Empire and the Council and giving them farming tools and plows to help them harvest their food much faster and easier. These times were not easy or calm, as diseases and infections the Monulum people had long been immune to were accidentally afflicting the people of the Empire. Because of this, many had to stay and be buried to avoid the risk of bringing these diseases to New Dreytonia. There were also attacks from new types of Kuons, bears, and the Feolas, where the Knights would bravely fight them off and inspire the Ghaido people with the ideas of the Empire’s Knights. During the winter, All of the people of Monulum gather in (the largest city) while their mysterious and haunting Forest Council protect the City with a magical dome barrier. After this, The Ghaido people wanted to learn everything about the soldiers of the Empire, Augustus Adelhaid, and the Fallen Delegation.

The Valley of Tries: A massive collection of bones and bodies of fallen Knights and people of Monulum kept above-ground. These corpses are often seated or kneeling and surrounded by their belongings or loved ones. This Valley was made by the Feolas as a mockery and as an example. The People of Monulum stay far away from the Valley, since it is believed to be a hotspot for Feolas, and disturbing the dead is seen as the greatest disrespect.

Sertum: The (African/Australian inspired) desert continent, home of the Chacari, Velorin, and the old home for the Hyaenari and Leonin
 
FLORA

Mycelium Clouds- (My favorite part of the flora) These large growths of fungal mycelium roots, magically lifted into the air through nature. Typically, some kind of white or grey, becoming brown when turning old, the “clouds” begin their lives when they are born from spores spread by dead clouds or from dragon fecal matter (which is obviously no longer a reliable source for reproduction). They grow roots, spreading and interconnecting with other clouds and fungi only. After an incredibly long time, the roots then begin to grow outward and sprout with small ferns or caps, and this is where their levitating properties begin to develop; however, they cannot be transferred yet to creatures that consume them. This is also the age when they are harvested for their flavor and dishes, the fungi being able to enhance the flavors of the dish while also contributing a rich (umami) flavor. The fungus grows lots of ferns and caps, but when they are harvested, they die and cannot be used for anything other than consumption. After a long time growing, they begin to uproot and float as a connected group of fibers and small vegetation up into the air. This is when their magic is most potent, being a Challenging harvest but incredibly worth the reward, being used in every magical base. Some mages and wizards often find themselves living in isolation, just for a Chance to capture even one of these small bunches of roots, the use of their magical properties being able to create levitating properties for spells and potions, but also being a sort of magical catalyst to make their spells and powers much faster.

Shavewheat- The stand-in for real-world wheat, Shavewheat is A tall and brittle grain that can be dangerous if not handled properly. They are covered in small and thin splinters and are difficult to farm in the wild, however, domestication has helped to give some reprieve to the difficulties of the grain. Domestic Shavewheat is much less brittle and sharp, has larger and rounder seeds, and are much more nutritious and tasty than the organic shavewheat.
Oakgrass- Another cereal grain that is tough and hard. Oftentimes, chewy and difficult to digest when eaten and even when dried, ground, and made into flour. However, grows plentiful and numerous and does have slightly sweet and oaky flavor (which is why it gets its name).
Imperial Goldflake- A rice stand-in that rarely grows naturally in New Dreytonia. Brought over from Ophara, this long cereal plant has several hundred individual grains of rice (called flakes) after being dried and threshed.
Klack- yet ANOTHER grain, this time not really used for food as it is for brewing. Ferments and infuses with the alcohol.
Yux- Grain added to alcohols for preservation, but also adds a nasty bitter flavor, so needs to be used sparingly.

Ker’oke Flower- Highly potent and dangerous flower that secrets a toxin that causes vivid hallucinations and magically makes the victim act like who they truly are. In enough exposure, causes immediate death. Native to Monulum, but given a Crocodillian name and invading the Archipelago from Vos settlers. Feolas and Orcs as a whole (including Rot Flies!) are naturally repelled by the flowers.

Susin Berries: Round plump sour berries with a maroon tint. Used for wines and drinks, but only in moderation. The berries have a natural alcohol content in them that can easily get anyone drunk, so the drinks made with them have to be used for special occasions.



Trees:
Oak?
Walnut?
Vos(?)- Red trees. Native to New Dreytonia
Ghai(?)- Conifer. Native to Monulum. A large but plentiful tree that grows so close to one another, saplings are able to sprout high in the tangled branches. Large spherical clearings are surrounded by a ring of Ker’oke flowers all around the area. Feolas cannot follow
Culi(?)- Deciduous. Leaves look like bunny ears. Native to Monulum. The leaves are often plucked, dried, ground, and steeped for a calming and “Fear-Sapping” like affects.
Leo(?)- Barren trees. Native to Sertum. The branches have a toxic sap that causes a bad rash on the skin, but are natural dowsers.


FAUNA

Blizzardbeast- (real-world) Lion-sized, six-legged, wolf-like creature that lives near the Frost Fang Ascension. Hibernates often, but they used to hunt the young dragons and eggs that would wander too far from the teeth and older dragons. They were very fast and agile, It’s niche being that it would hide in snow covered caves until it felt large dragon prey or until it got too hungry. They can rotate their heads 270 degrees

Elder Blizzardbeast- Much larger and violent than the ordinary Blizzardbeasts, The Elders are Beasts that have been able to survive more than 6 years.

Greater Fieldleaper- Lobster-sized grasshoppers.

Lesser Fieldleaper- little bigger than ordinary Grasshoppers.

Rot Flies- Wasp-sized flies birthed from the wicked ovipositors of Ka-T’ulu. The flies grow by the hundreds, actively making the beast uncomfortable with their rapid spawning, It needs to expel them or be eaten from the inside out by its own mouths. The Flies are worse than any other insect on the planet, swarming and ripping flesh from the bones with their razor-sharp mandibles and violently stabbing and tearing at their prey with vile stingers. Each fly works to hunt and eat, with photographic memory, being able to hold their breath for several weeks, and have several different variations for degrees of taking down any kind of predator. The flies can hive on the innards of a living creature, if they decide not to eat.


Rot Fly Types:

Auto-Theocrat(?)- The largest fly that swarms a predator and blows itself up when close or on the target. It leaves behind a mixture of incredibly acidic, broiling hot, acrid slime that can corrode most materials. It latches on by either biting into the flesh of the predator or by exploiting open orifices or other weak areas that it can see and smell (for reference, these are about 6-7 inches from their head to the end of their thorax).


Stinger- The smallest Fly (for reference, these are 1.25 inches from their head to the base of their stinger) that swarms, violently and repetitively stings the target with a specialized mixture of venoms and chemicals that cool the body temperature, stops blood clotting, increases blood flow, and induces vomiting. This mixture of caustic chemicals makes the target habitable or at least edible for the rest of the flies.

Seeker- A medium-sized fly (4-4 ½ in from the head to the end of their thorax), These are usually solitary drones that fly around large swarms to help guide them towards the prey. They also produce a pheromone that makes the other flies angrier and spray it right onto the prey to mark it. They have mandibles, but are usually the second lowest rung on the ladder, only above the auto-theocrat.

Biter- The second largest sized (5-5 ½ in) of the Flies, they have stingers, but just like their name implies, are the most ravenous, swarming, violent, and vicious of all the other rot flies. These are numerous in swarms and are the most basic of soldier for the Wasp Monster.

Monogore: A near-extinct animal that had the size of a hippo and the aggression of a crocodile. Had large tusks, horns, and sharp gnashing teeth. Known for being incredibly powerful and hunting any animal. Few exist left in Sertum, but there is a chance they could just barely avoid extinction.

(blue) ((singular: Feoil)) Feola: A wendigo-style monster of Monulum, The Feola are people of Monulum who have turned into Orc-like creatures of cannibalistic aggression. Anyone can become a Feola by encountering it, or by embodying the evil the Feola represents. They keep their bodies natural appearance but their skin turns to a light blue with glowing blue eyes and frozen blood. The only way to kill their bodies is to destroy their frozen heart. The Feola chase down any living creature to strip and eat its flesh alive, but never being able to satisfy their greed. In desperate times, however, the Feola are able to suppress their instinctual aggression for moments of clarifying intelligence. They’ll try to talk or sing to lure people away to eat, and other Feola will often join in with them.

Red Feola: A much larger and aggressive version, These are usually people who have held hate and anger in their hearts. Killers and flesh eaters, tainted in spirit and mind, rapid growth and decay while their skin turns a deep red. The bile and acid inside their stomachs work overtime to become broiling hot, mixing with the flammable blood to become a viscous long-burning Napalm-like substance.

Green Feola: A bright, almost white in some parts, glowing corpse that has strange psychonatural abilities. Enhances the abilities and vitality of other Feolas the second they come in a close proximity of the Green. This is usually why other Feolas glow so bright, is because of the exposure to the Greens enhancement powers. They can also cause extreme headaches, nausea, blindness, parlyzation, and even hallucinations of fears to non-feola attackers. They are usually bound to a place, but also have the peculiar ability to hover and gently float over the lands of Monulum.

Carnis Heart: A combination of several Feolas with a Green at the center that gives an almost unkillable amount of power to the other Feolas. This can be detrimental, however, and can cause a massive overflow of power to a Feola and make them explode. It’s still very dangerous since they give power to the other Feolas, and the Greens Psychonatural powers are heightened. These are usually underground or in deep caves, but their power is felt far above-ground.

Purple Feola: The only Feola that doesn’t fly into a hunger-induced rampage, These Feolas are able to stay in their normal, sane, now impossible to craze mind. They can “Turn Off” their purple colors in their eyes and around their skin to blend in more with sane people. Despite being unknowingly “normal” these Feolas still have a great desire to eat and to even turn people into other Feolas. They are incredibly rare, only being made when attacked by another Purple or when someone gazes at the Monocarnis for too long. They aren’t as strong as the Reds, Not as magical as the Greens, but they do have abilities to help them manipulate the Normal people of Monulum. When buffed by a Green they can induce heavy ocular migraines, bring people and feolas back from the dead, and temporarily take control of Blues around them.

White Feola: The only Feola that CANNOT eat anything. They sustain themselves by consuming emotions and drawing energy from living beings. Glowing a brilliant white in their eyes and blood, They are made by Carnis Hearts by empowering a Green or a Purple in times of either close defeat, or near victory. They are the rarest and most powerful Feolas imaginable, being able to see into the minds of mortal beings and blanket themselves in a psychic cloud that lets them take the form of what they fear most (like pennywise but less elaborate. For example; They can become a monster, but can't make the bed the monster hides under). They usually protect the Carnis Hearts but sometimes, if they are above ground, they protect large-grown Greens.

Kobold: A reptilian-esque Orc created by accident by the Serpent Priests of Oph. The Twins have no idea of their evil existence, or that the Preists continue to make people into Kobolds. They are not like the ordinary orcs of insanity and rage, they are all still fully cognizant and aware of the processes taking over their bodies and mind. The non-reptilian people are forced to become Kobolds by magically growing scales, tails, eyes, and other limbs from the Preists using Orc magic against them. Despite retaining their knowledge, they can no longer speak and are easily frightened, the Orc magic forcing them to see vivid hallucinations of snakes and other terrifying creatures.

Monocarnis: Monulum’s Menacing Mountain Monster.

The End: Frost Fang’s Feared Frightening Flesh.


The Dragon Species:
A society of Space-Capable and almost immortal pilgrims colonizing worlds for the greater Dragon Species. These societies are meant to reflect the extreme hedonistic lifestyles of the “upper classes” that exist in the world. The higher you are in the Dragon society, the more you are not just allowed but expected to indulge in your pleasurable vices, no matter how taboo or dangerous for others, so long as you know your place. Communities have two leading Families, similar to a Monarchy, consisting of One Demi-Dragon family and one Pureblood (ordinary, like what you would think of when you hear the word dragon lmao) Dragon family. These Families then gather the entire population of Dragons which is then divided into classes from Most Important to the families to the Least Important. Not much is known about how exactly the Demi-Dragons became two-legged and smaller (anthropromorphic but still much bigger than any human or other anthropromorphic animal species) but the Purebloods view them as an inessential de-evolution that still needs to follow their societal rules (similar to how people used to view black people as a minority group). Demi-Dragons follow under a family headed by a “Shah” their eldest or most influential leader in the Family. Pureblood families are the same, but their leader is what is known as a “Khagan” and this is usually a male who chooses his family members.

Sunborne: Fire Dragons. Most common. Immune to all kinds of fire or burning. Immune to Ice, Not immune to the pain caused by it.
Moonkin: Ice/Invisibility. Immune to all kinds of freezing and even frostburn. Immune to fire, not immune to the pain caused by it.
Oceanblood: Water, idiot. Can’t live outside of water and can produce several hundred gallons of clean, purified water per day. They are seen as a Lower class, especially on planets or in places with an abundance of water.
Grindtails: Dragons with large, special, quickly rotating Drilling bones at the end of their tails.
Cloud Wretch: Dragon that can belch acidic clouds of flammable gas and vomit boiling hot acid.
Hyperwings: Massive Dragonfly/Insect dragons, with their own special hierarchy and evolutionary abilities.
Hyperwing Evolution-
Speck: The name for a singular egg. Round and can be a variety of colors.
Growth: The name for a large amount of eggs, around 50-90.
Polyp: The next stage of an Egg. Fleshy slime hardens and is covered in thousands of tiny hairs that detect movement and air flow.
Plit: The Final stage of an egg. Turns into a heart-like structure with small spikes for defense and acidic ooze help to break down nutrients around for the baby.
Speckling: The recently born Hyperwing. Much more animalistic than the other dragon children. Cannibalism of other Specklings is common.
Netherwing: Child Hyperwings that have yet to metamorphisize and grow its wings. Will begin to learn and have some common sense/survival instincts before its metamorphosis.
Illume: Bioluminescent hanging cocoon for the last stage of childhood. Grows its wings and dries afterward.
Hyperling: The adolescent stage where their intelligence begins to adapt and start to actually become knowledgeable.
Adult Hyperwing: After several seasons of shedding, the Hyperwing becomes an adult.

THEORETICAL EVOLUTIONS (NEVER SEEN BY ANY DRAGON ALIVE)-
Elder Hyperwing: Several more seasons of shedding causes dramatic changes to the Hyperwing’s physiology. This includes the bodily adaptation to folding in their appendages when flying and having the ability to carry specks on their body.
Ultrawing: Hyperwings that are starting to lose their wings, but become much larger, can float without moving their wings, and can have eggs up to Polyps on their body
Growth Mother: Actually doesn’t matter if male or female Hyperwings get to this stage, as both will develop the ability to create more eggs and levitate. These Hyperwings need to have their entire body dedicated to make and house offspring, so they have to be able to fly without wings, since the constant motion would disturb or hurt the eggs, and the area wings take up also has to go. In exchange, they can float and maneuver much better and produce gaseous pheromones that has a temporary mind-control esque state for other dragons.
Hive Comet: A large collection of growths inside a tough, chitinous shell designed to break open when smashed into a planet. Sometimes several have a single egg from a different dragon species right in the middle. The egg incubates slowly inside, until the comet is smashed and the dragon is born. If this is the case, lots of comets are sent alongside it, to help further the dragon species. Hive Comets always and only come from Hive Gods.
Hive Moon: Now becoming a massive spherical shape, the Ultrawing is far deformed from the insectoid appearance it used to have. Becoming a new writhing orb of flesh too big to live comfortably on a planet. The Moon now has the ability to breathe completely on its own volition within itself without any form of external oxygen. Given its new size, it now has the capability to have not just young Hyperwings, but also other kinds of dragons to live inside of the boles in its flesh.
Hive Planet: When a Hive Moon becomes submerged or buried in the ground, It can continue to grow and fester despite being underground. These Hives now use their pheromones to control dragons to dig massive tunnels througout the entire area around the Hive for several reasons; One, to allow some oxygen to get to it (without the open space it loses the ability or, rather, does not yet have the evolutionary skill to do so). Two,allowing the Hive to have dedicated spaces around it to spawn massive egg growths. And finally, of course, to act as a system of transportation to and from the Hive. The Hive will continue to grow and expand within the planet, Much larger boles for more and more dragons, eventually becoming a breeding nest for not just Hyperwings but also other Dragons.
Hive God: The final stage of Hyperwing evolution. Whether floating In space, letting other Dragons use it (imagine a weird space apartment complex/ love hotel for dragons) or pulsating in the depths of a planet, it becomes GARGANTUAN but still retains the mind of a creature that protects and makes more Dragons. Its pheromones are the most potent at this stage, practically temporarily taking over other Dragons for the hive.




Opharic: Winged Snakes with detachable Legs. CANNOT be Demi-Dragon
Argentum: Metallic/Psychic
Gnashers: Large dragons with exposed bones.
Aethers: Space dragons. Asian/Chinese inspired. Their winglessness would be seen as unhonorable but their flight is unrivaled and they are instead seen as reverent. CANNOT be Demi-Dragon
Teralisks: Mineral growing/creating dragons.
Conuos: Strange(mostly) wingless plant-like dragons. Absorb frigid fog, Cloud Wretch gas, and any other kinds of dangerous gasses to produce large amounts of breathable oxygen. Can have weird flowering heads or other abnormal limbs. They are viewed as lesser, even though they are still very important for comfortable life in Frost Fang Ascension.
Basal Mothers: Wingless female dragons for reproduction. Brood mothers. Viewed as lower than most mother dragons, but are still heartily fed and usually laze around. Most male dragons are expected to use one Basal Mother at least once (if this sounds bad, it should. Most of the dragon society is NOT a good or kind society).
Nethers: Enslaved dragons who have had their wings ripped off and are used for various purposes. The lowest of all kinds of Dragon species.


Log Legs Spider: A giant spider that resides in Sertum. As the name suggests it buries its body under the sand but leaves its large tree appearing legs out in the open. This is for two reasons: one, to not clog its legs full of sand and two, because its legs are covered in spikes that paralyze any creature that walks over them.

Lesser Kuntur: A large bird with natural velocity runes on its feathers (similar to the Ghaidos). Can swoop down and rip large gnashes into its victims with its talons and has a violently sharp-edged beak with a devastating hook. They taste awesome though.

Greater Kuntur: A larger but flightless version of its lesser, Their talons are much larger and are hooked like their beaks. Instead of having the runes on their wings, they have them on their legs and on their beaks. They have also developed long, barbed, hidden quills on their backs and in between their feathers. Their meat is delicious, however.

Velvet Pig: A type of large pig that has soft small red fur. Raised for food or to sniff for Mycelium sprouts and other hard-to-scavenge fungi.

Unicorn: Are plentiful and also mysterious. Several different kinds, all similar to real-world horses. Hunted and never used for anything else, since they cannot be tamed. Delicious.

FOOD

Unicorn-on-a-Horn: Unicorn meat cut up and impaled on its own horn. Very popular street snack in Cambeliard, and a rare delicacy in other cities. However, in cheaper substitutions, recycled horns and meat from various woodland critters are used.

Unicorn Sausage: Meat ground from the excess unicorn. Stuffed into velvet pig stomach casing. Similar in popularity to the Horn, but more plentiful and sold in glittery links. For substitutions; people use a mix of fish, fox, various insects (for flavor and texture), and grass. Sometimes metal shavings for the glitter.

Seeker Bites: Seeker Rot flies are the best (and only) edible Rot Flies. They have a salty flavor and taste similar to fish. Best for stews, roasted with butter, or even made into “Bites”; Fried within oil and seasoned and served in a small box. Popular in Cambeliard, but also incredibly rare given the fact that trying to get close to any fly will alert nearby swarms. However, Seekers die the most, and their remains are usually collected by other flies in piles.

Nin (Scrap Stew): A common Hyaenari stew of hunted animal meat roasted in a pot with seasonings until a thick crust is formed in the pots. Preferably ale or some kind of other broth is added to the pot and slow-cooked until the broth thickens and the meat becomes tender and soft. Sometimes vegetables and fruit are added, but this dish is usually made with the bare minimum amount of food to fill Hyaenari stomachs while the rest of the meat is cured with salt and seasonings. It usually needs the entire animal bones, hooves, horns and all, being both a visceral blood-tasting soup but also bland and full of unsavory parts. Just because the Hyaenari can eat something, doesn’t mean they want to, all of the bones and other things being large bricks of unflavored crunch to them.

Cari (Smoked Meat): A method of smoking and curing meat using either the sun and the air or small smoldering fires used by the Hyaenari. These meats are kept close in the hunting packs or venturing packs of people in the Hyaenari. Unlike the Nin, these meats are typically made for one person to stave off hunger for a long time.

Breads:
Shavewheat Bread- Common as whole loaves, rolls, or even sliced. This is the same for most of the breads. Similar in taste to a mix of real-world Whole Weat and White bread, with several small shavewheat splinters in the bread. This is natural and are much duller than what would normally be on the grains themselves. The flour is gritty and full of little splinters, but mixed with salt and water makes a hearty dough that can be cooked right on the pan over a campfire.
Oakgrass Bread- A heartier, chewier, and darker than other breads The oakgrass variant is much more similar to Whole wheat or whole grain bread. The flour has the consistency of barely wet sand (but flour) and is preferred by campers. When made with water and salt, the batter is best cooked and served with butter. Some travelling people say that oakgrass bread can fill the stomach of two full-grown men.

Woodstrength Bread: A mix of both the Oakgrass and Shavewheat flour to make a dense, hearty, and properly filling bread for any
Flake Bread: A bread made with the flour from the Goldflakes. It’s chewier and not as good to the majority of people in New Dreytonia, but in Cambeliard, diners enjoy it as an “Opharan Delicacy”.

Cheeses:
Blackrind Cheese- A version of real-world blue cheese, with edible black mold. Salty and oaky, sealed with black wax that helps keep in the flavor while also keeping dangerous mold away. The wax is edible, and is often snacks for Miners.
Kuon’s Cheese- Made from large wild cows (who were always hunted by Kuon) ((wolves)). A common cheese known for its versatility as being whole or a spread. It usually has a slightly salty and pungent smell-taste. It is both a tasty topping for breads for the Miners In Newwick, but also refined and made sweet in upper-class Cambeliard diners.
 
The Afterlife of my story is very fascinating. When someone dies, their soul is transported to a long, organized queue with multiple other souls, quiet and unmoving, except for a few having silent conversations or children sitting and playing small games. The entire line is surrounded by many other long lines with even more souls waiting for their eventual turn in front of the line. The area around the lines is reminiscent of being deep underwater, with the sounds of muffled movements of water syncopating with the heartbeat in your ears, while above you, you can see the ripples of the water, although faintly. You can’t swim, but you can walk against the darkness beneath your feet that now feels more solid and level than any other thing you might have experienced in your life. What appears to be stars and the rest of the night sky can be seen in the distance, farther than what you can perceive, look like bright lines of dots. Waiting for your turn in line would take a very long time, and would turn you into one of the rest of the souls that wait in the Queue, but, If you decide to go ahead and cut the line you will find a strange creature made of tentacles and other vague shapes of sharp or curved lines, one that has no eyes yet watches you with a burning intensity. Its mouth opens and shuts, no more a mouth than just a hole with teeth on something trying to resemble a human? It would then speak to you, tell you that it was called a “Teller” and that you should have waited. No matter now, you did not want to wait, so judgment will not wait either. It will tell you your life in great detail, beginning with your birth and describing your death, then saying that someone higher than it (known as “The Jury” and or “The Judge”) will begin your processing. Then, as you wait, it will ask you if you have any regrets, pains, weights, or lies you need to confess before they are found and brought to light. This entire process is similar to Purgatory, and is the main realm of the afterlife that helps the souls view their lives and see what they did wrong. When they realize what they did after a long time of examination and discussion, they are given the afterlife they want and need. When the soul becomes tired and bored of the afterlife, they are taken immediately out of it and become a teller.

This process is reserved for those who have a chance of being purified. For those who have inflicted hate or pain on others, a very different process is given to punish them.

Instead of the Queue, they are instantly transported to a representative environment based on their past and the places they have been, thick Grey fog covering where they can't see. It is here where they will see creations and haunting ghosts of anything and everything they wronged in their life. They will be criticized and mocked, hurt and torn apart for years and years to come. The soul needs to undergo a much more thorough cleansing process, making sure that they understand the pain that they inflicted is directed right back at them.

This is and will always be the punishment for the deserving. They will receive no transport to the Queue, until all of the traumas and pains they caused in life, directed right back unto them makes them realize what they have done and repent for what they have done.

If a soul within the Queue is found guilty of lying, rejects their fate or even just wanders too far from the lines of stony, patient, statue like souls they will be taken to “The Kenos”. These are places of random and strange environment, not confined to the time period of New Dreytonia. Arcades, Fields, Malls, Villages, et cetera. The Kenos are random places that Dot and Dash have either been to or have thought of but do not care for.


Death is not just a singular grim reaper, but instead a separate entity chosen or made by The Jury to take the soul from their body to the Queue. They are given the title of “Vestige”. Ordinary deaths would bring Vestige Dream, Tragic deaths would bring Grief, Heroic or Sacrificial deaths would bring Mercy, and Killings bring Murder, as well as many others for other kinds of deaths (I don’t know yet these are just the most common).


MURDER: Once, A wicked soul born in the mortal world, Murder is now a tall, dark, large beast of evil and violence that joyfully embodies the will of Murder (it's hundgorf). When someone commits violence with the intent of killing someone, Murder possesses their spirit unknowingly and takes them over to make them kill. Whether the killer regrets or welcomes the violence does not matter to Murder, taking the soul to the Queue or the Forest, is all that he lives for. He comes in black smoke and thick fog, Crows hearken his arrival while his quiet laugh seals the fate of anyone who listens. He is faster than any form of thought, any mortal consciousness, and can be in several places at once.

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GRIEF: The second oldest of the Vestiges, Grief has allowed his soul to become withered and decayed, now only being a skeleton of his once grandiose body. He is responsible for taking the souls of the deaths that would be tragic; Lonely deaths, Sad Deaths, and unfair deaths. Long ago, He would try to comfort the souls, trying to give them some hope and reason…but the weight of knowing it all has led him to become empty and hollow.

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TRAGEDY:

MERCY:
The death of good things, but bringing hope to those who are alive, Mercy has the responsibility of taking the souls of those who sacrifice themselves or need/want to end their lives for their own reasons. In the time leading up to their final moments, Mercy will speak to them while they are unconscious to discuss their life, and all of the good parts of their existence.

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DREAM: A large and jolly lion, Dream not only takes the people who die in their sleep, but also is the weaver of dreams and creator of rest. Dream happily takes time to listen to the bereaved through dreams, casting himself as their conscience. He is the second Vestige that can be in several places at once, whereas the others can only teleport and move through objects. The title of Dream has been the longest and oldest Vestige in reality.

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TITLES OF THE AFTERLIFE:

The Tellers:
Dank, Gangrenous, and slender people shaped objects of strange alien flesh. Many are green and tentacled on their heads, with mouths of no lips but instead long, ugly teeth. Eyes–either too little or too many, never just the standard pair. No two Tellers are completely alike, however, as there are movements of customization with their form to stand out. These creatures are responsible for cataloging, discussing, and jurying the events of a souls entire life. They need complete truth and honesty from the soul, otherwise they could be sent to the Kenos until they come to terms with their truth. The Teller sits behind a desk of pure smooth stone, slowly twitching and shaking as they try to be still. They will stare deep into you, being able to see and feel every memory and thought you have ever had in your life. They will then ask you to say and admit any wrongs you have committed, while psychically communicating with an Associate to carve and sculpt a rune on the Judges flesh to send the soul to their afterlife.



The Associates: Even more mysterious than their inferiors, the Associates hold much more power and personalization. Each associate can bioshift and have the power to take whatever form they want. The Associates are also able to go to any planet or world out of the afterlife as “Vacation Time”. Their jobs are to help craft afterlives for the Judges and guide lost souls to their rest. They carve runes onto the flesh of the judges, an ultra-magical ancient Language that binds the soul to the mind of the Judges.
Notable Associates!
Cotten Squidley- Candymaker lolololol
Arya-Skela’ath- An Associate worshipped as a God in Ophara. Inspires the people with stamina and speed, but curses them with nightmares and not being able to sleep.
John- He’s John.
Xelotesh- The Opharan “God” of pain and death. Said to bring droughts, famines, disease, and takes souls away for “The Judgement of the Holy Spiral”
The End- A temporary associate, having so much Psychonatural power from the creatures it absorbed, to temporarily see into the Afterlife and make the minds of the dragons suffer even more.
Du’’uncrish- The Monulum spirit of evil. The most powerful Feola to have risen to power after being blessed by the Monocarnis. Imagined to have a snake-like body
Carcosa- The most mysterious of the Asscociates, Carcosa works to influence all of the magic on Calveria. The council have visions of its silhouette staring down at them.
Qeos- The Monulum harbinger of the winter season, imagined to be an invisible giant responsible for blowing the cold winds.
Waloskresh-
Oorika- The dragonic “producer” of duality. More specifically, the lavish pleasure for one and suffering for the other.


The Judges: Massive collections of Flesh and Limbs that hold the spirits of the dead within their minds. They need to have their flesh carved into strange runes and symbols for every dead soul to enter the afterlife.
 
The history of guns and firearms within New Dreytonia comes directly from The Futurists which, was caused by the Hierarchy. Late after giving the Future Meridian (early futurists) Settlers their basic “Start-up” packages of technology and equipment, The Hierarchy would introduce them to Flintlock Firearms. They had seen that they had the necessary materials for basic combustion and would teach the settlers more when they deemed them ready for more knowledge. The Hierarchy would come back again and again, keeping a close eye on the Settlers, and giving them more and more technology they could understand and use while they developed their land. The Hierarchy would have many of their own people stay temporarily to accelerate their expansion even more and to teach the settlers about Medicine and, ironically, more about firearms. Flintlock gave way to Black Powder which gave way to Early Cartridges then Actual Cartridges and Finally the (helldivers 2 inspired) “Modern” firearms of the current time of the story. The surplus of guns the Futurists had would start to cause problems, however. Newer firearms made older ones obsolete and the Hierarchy only took some of them, leaving the Futurists few options: One, Destruction. Salvaging all of the weapons for materials and just destroying anything not important enough. Or…Two, Donation. Giving these older weapons to the other people outside of their walls who do not yet know anything about firearms. Slowly, The Futurists would begin a relationship with the Conglomeratus Empire, Giving them all of the Old Outdated tech that they did not need. This would become a Lifesaver but also a Detriment as they now had new ways to defend themselves, but also new ways to kill each other. The Futurists would also give them special Medical advancements, Dramatically increasing their lifespan as well as increasing their relationship to the point of creating Casarr. WHICH ALL FINALLY LOOPS BACK AROUND TO THE MODERN DAY GUNS.

The Empire’s Fidelis Corps do not use firearms and instead chooses to have Crossbows, beleiving that they are a good variation of their traditional bows and arrows. The rest of New Dreytonia, the Empire’s cities specifically, do not have those qualms and have been making these new guns inspired by the Futurists. Their guns are more WW1 (1914-1918) inspired (after decades of flintlock and muskets), With varnished wood furniture and dull shined metal. Many rifles are bolt-action and barreled shotguns are starting to become the pinnacle of medium to short range defense. The most common guns are many different kinds of mass-produced pistols and revolvers.
 
The Magic System requires an at least intermediate experience of Runic teaching and spell Confabulating (speaking the magic runes or languages) ((i still need help with the languages)). Magic can be learned and trained by anyone for any matter and has the ability to be channeled, harnessed, amplified and stored in certain objects or living things given magical properties (usually by the initial magical person, called a Cursor). The use of thought and sight are the most important aspect for the magic to work, for example; A spell cannot be done by accident to a random area, the cursor needs to have a clear mind and a focused sight on a target (or area). Runes are one of the biggest uses of Magic; They can be written on anything with anything and using other appropriate runes will help to activate or enhance the magic (for comparison, think of coding. A single rune might work, but the use of others will give it a better flow and other assistance). There’s Ordinary

Titles given by Nadmale Thaumatergist Council:

Neophyte-
Internus-
Basically just a High School Graduate of Magic.
Count- More Knowledge
Baron-
Vysart (Wizard)-
Sorcerer-
Magus (Mage)-
Thaumatergist-
 
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