EUSIMARE
The Age of Dragons has come to a recent end, and with it comes the liberation of ungulates everywhere- Including ponykind. Roughly five centuries have passed since the last dragon of the Age of Dragons, Pertho, has died, marking the end of a legacy of tyranny.
LILIPONIES
Yónara Cenázli
Physical Description
Liliponies are diminutive equines, reaching the size of an ordinary pony foal in adulthood, with a stocky build that generates less heat, and large, floppy ears tipped in darker shades. Their small stature allows them to hide better in foliage. They are androgynous in form, fluidly adapting their presentation to appeal to observers.
Habitat and Society
Originating in Cenázli ʘéz, "The First Forest"—a primordial jungle teeming with hostile flora and fauna—liliponies form broad, tight-knit communities for mutual protection and prosperity. Society revolves around hierarchies of wealth and status, where individuals strive to amass and display material riches as a measure of worth.
Culture
Liliponies hold that accumulating material wealth is life's paramount pursuit, viewing poverty as a profound shame. To label another "naked" is a grave insult, implying destitution and social irrelevance. They adorn themselves constantly in elaborate attire—shoes, hats, cloaks, shawls, dresses, and jewelry—crafted from expensive or rare materials to flaunt affluence. Dress codes transcend gender; liliponies adopt whatever styles and roles their audience finds most alluring, prioritizing allure and advantage over tradition.
Warriors known as "skintakers" embody cultural valor, hunting monstrous threats with stealth and precision. They fashion trophies—skins, scales, horns, teeth—into prestigious garments, where the peril of the quarry directly correlates to the wearer's esteem. Plant-based fabrics like flax or cotton form everyday wear, but skintaker regalia signifies elite status.
Language
Tízattun Lilá, "Our Voice," or simply Lilá as many ignorant outsiders may call it, is the name ascribed to the lilipony language, and specifically refers to native speakers. Yéssattun Lilá, or "Your Voice," is the correct way to refer to the lilipony language as a foreign speaker. Liliponies generally refrain from using their language openly, preserving a sense of mystery that entices other creatures to pay for the privilege. Whatever name a lilipony goes by in public is not their given name, but a moniker they have adopted to better fit into society.
In some parts of the world, specifically those wherein liliponies have become deeply entrenched in local economics, local creatures may have a passable understanding of liliponies numbers and economic jargon. "Lán lan ~", roughly translating to "good fortune!" Is a traditional lilipony customer greeting and farewell, and can be genuine or sarcastic depending on social context.
Mating Practices
Pairings are pragmatic alliances, forged to elevate wealth and status rather than romance. Potential mates are scrutinized meticulously—career, social ties, and assets assessed like investments. Unions occur during Lanninattír, the 'wet season,' heralded by the group leader's cry: "Lanní ros ssír" (Lit: "Fortune and profit!") Revelries span days or weeks, a marathon of intimacy fueled by libido- and fertility-enhancing berries and fruits gathered in advance. Offspring are viewed as long-term investments: costly initially but promising greater family prosperity.
Magic and Abilities
Liliponies wield "Colouring," or zolál, an innate magic allowing shifts in physical hues—eyes from red to blue, manes from yellow to green, or full-body blends for chameleon-like camouflage against predators. This extends metaphorically to "social Colouring": masterful manipulation of others for personal gain. Failure in such cunning is seen as a core inadequacy, eroding one's standing.
They refer broadly to the magic of others as ttísala.
It is common for young liliponies to change their colors frequently, and typically settle on a personal color later in life once they have discovered their identity.
CETÚ
Cetú
Physical Description
Cetú are diminutive equine beings, slightly smaller than liliponies—comparable to goblins in stature—with svelte, compact builds adapted for stealth and agility in dense forests. Some are born with feathered wings resembling their Queen's, enabling flight, while others develop vestigial wings incapable of true aerial movement. The ratio of winged to non-winged Cetú is uneven and determined by chance during their creation ritual. All possess the capacity for green electric shocks, manifesting as crackling discharges from their bodies.
Habitat and Society
Cetú inhabit X, a vast, dense forested region littered with green crystals—fragments of a powerful dragon's shattered spirit from a failed experiment. These crystals sustain the ecosystem and their Queen. Society is rigidly hierarchical yet egalitarian among the cetú themselves, with all members united in absolute servitude to Ccássanli, their monstrous winged half-kirin half-snake creator and god, known as the "Cetú Queen," or "The Cursed" in the lilipony tongue. Communities form around her lair, focused on collection and raids, with no internal castes; even winged cetú hold no superior status.
Culture
Created by their Queen, cetú worship Ccássanli as their divine progenitor, viewing her as the source of all life and purpose. They eschew clothing as tradtiionally worn by their cousins but don culturally vital masks carved from the skulls of hunted creatures; the ritual of cleaning and carving a skull marks the transition to adulthood, symbolizing prowess and devotion. Cetú regularly venture out to gather green crystals, returning them to the Queen for her sustenance and empowerment. Language is limited to the Common tongue taught by their Queen, with little knowledge of lilipony dialects, emphasizing terse commands and ritual chants
Reproduction
Cetú cannot procreate naturally and depend entirely on their Queen for propagation. New members are formed through a gruesome, secretive ritual converting kidnapped liliponies into cetú. Scouts undertake perilous raids into lilipony territories and beyond, risking great harm to capture victims, driven by unyielding loyalty. The conversion process, unknown to outsiders, may or may not grant wings, leaving it to fate.
Magic and Abilities
Lacking the liliponies' "Colouring" for camouflage or social manipulation, cetú instead possess a sort of 'breath weapon' in the form of green electrical energy for shocking and subduing prey. This ability aids in hunts and abductions, crackling with draconic energy drawn from X's crystals. The Queen's power, amplified by collected crystals, fuels both her vitality and the creation rituals.
NOTHINGS
Nothings
Physical Description
Nothings are large, marine mammals covered in a thick, scaled hide, with flowing fins, forelegs sporting angular fins, and a forked tail. They possess a thick spiral horn, and have a range of fins that represent ears and a mane. Their eyes glow with a gentle inner light, typically matching the hue of their body. Nothings range between red and blue, getting darker with age until they become nearly black. Their scales and hide thicken over the decades, making them notoriously hardy creatures.
Habitat
Nothings are stygophiles, meaning they prefer to inhabit flooded caves, but can also be found in rivers and streams, as well as ponds and lakes. They will not live anywhere that is desolate or otherwise devoid of life, as they passively sustain themselves off of the magic of living things in their environment.
Mating Practices
Nothings age very slowly and live largely sedintary lifestyles
Magic and Abilities
Nothings possess the innate ability to siphon external magic from their environment, ranging from several dozen meters to nearly a kilometer. Creatures within the affected zone may experience fatigue, and sorcerous creatures will find themselves unable to use magic.
THE MIND, THE BODY, THE "SOUL"
While the term "soul" does not exist in the Eusimare vocabulary, the living spirit of all sentient beings is analagous to a soul, or a theistic trichotomy. It encompasses the concious thoughts, emotions, and will of an entity, and is the vehicle through which sorcery may be practiced- Assuming the aspiring practitioner is capable of overcoming physical limitations. The concept of the living spirit may also be interpreted as a dichotomy as the spirit and the body may exist seperately, and indefinetely, albeit in a disoriented state.
While the living spirit is the conciousness of an entity, it exists independently in a perpetual state of derealization, perceiving the physical world as unreal, distorted, and dreamlike. A physical body devoid of a living spirit, conversely, devolves into an animal acting on base instincts alone, with no greater will guiding its actions. The body acts as a filter for the spirit, providing a base of reference for reality through physical sensation such as sight, hearing, smell, taste, and touch- none of which a living spirit is able to experience independent of a body.
Magic
"Magic" is the term used to describe the phenomenon wherein a creature exerts their will on the world to create tangible changes in their environment, or others. Three to four factors are involved in the act of utilizing magic, and these are:
Thought
The entity has some concept of the effect they wish to achieve, and how specifically to achieve it.
Feeling
The entity is experiencing a strong emotion, which amplifies the strength of the magic.
Will
This is the entity's intention, independent of their rationale or emotional state. This determines what happens, but is shaped by thoughts and feelings.
A focus
In theory, any creature may influence another through magic- through exerting their will diretcly upon another, communicating concepts or commands via thought and feeling alone -however this requires a level of introspection atypical for most ordinary creatures, and instances where magic is used in this way are commonly dismissed as "strange feelings" or "reading each other's mind." A more overt utilization of magic is usually through an aspect of the physical body that, for some reason or another, has developed the ability to channel the spirit's energies directly. Much like the physical body itself, the magic is filtered and expressed in a limited way, sometimes overt, and sometimes subtle.
A creature's physical appearance is subconsciously influenced– if not determined –by their spirit, and largely reflects who they are on an individual level. It is for this reason that physical changes may follow psychological changes, such as hopelessness leading to a diminished color palette. A creature may undergo dramatic physical changes when under the direct influence of another spirit, such as in cases of possession, wherein they take on physical traits determined by the invasive spirit. An example would be growing feathers if possessed by a bird. Finally, a creature with sufficient understanding of the self may utilize internal magic to consciously alter their appearance, or the appearance of others, however this is exceptionally rare, especially for creatures without a focus.
Very few creatures are capable of grand displays of magic, instead being limited to racial traits. Exceptions to the rule include unicorns and dragons, which possess strange and extraordinary powers. A creature may also display extraordinary powers if they are under the influence of another spirit, whose thoughts and feelings amplify their own, and which are expressed outside the filter of the physical body.
Crystals
Crystals are naturally occuring deposits of magic energy anchored to terrestrial elements, and present non-sorcerous creatures with the opportunity to wield overt magical powers. The practice is uncommon, however, as the 'spirits' contained within crystals are notoriously capricious and prone to inflict irreparable harm to aspiring wielders. The stronger the crystal, the greater the risk– and reward.
There are two prevelant theories for how crystals form:
1.) Crystals consist of external magic that has bonded with terrestrial elements, and gradually accumulate over time. In this context, they are a gestalt, and represent 'white noise.' (As it happens, a Norian Scholar named White Noise conceived this theory)
2.) Crystals form during the passing of an individual to Nidir, as fragments of their spirit are seieved by terrestrial elements, and remain as a sort of spiritual debris. In this context, crystals are remnants of bygone creatures, lingering on the earth as echoes.
As an aside, crystals are viable vessels for a fully-formed spirit when attempting to achieve undeath, but lower-quality crystals risk cracking or shattering entirely if overwhelmed. Stronger crystals, however, also typically possess stronger spirit(s), risking ego death when making this attempt. It is for these reasons that attempts at undeath do not commonly rely on crystals.
When a creature passes on, they may leave traces of their spirit behind. Faint impressions, lingering thoughts and feelings that naturally fade with time. These are not ghosts, as the living spirit of the creature has fully departed, but may still influence its surroundings and those within it. For instance, a creature who dies with regrets may leave behind a feeling of sadness or anger. In more extreme cases, and when a greater amount of spiritual energy is left behind, these disembodied thoughts and feelings may manifest in more physical ways, such as causing those in close proximity to take on physical traits of the departed.
The Heart of Churel is an extraordinary case of a dragon's trace affecting creatures on a nationwide scale.
The Heart of Churel is an extraordinary case of a dragon's trace affecting creatures on a nationwide scale.
NIDIR
Nidir is not a separate plane of existence, but a physical point in space wherein all living spirits, without exception, feel a pull. Untethered spirits will naturally gravitate towards this space unless prevented from doing so, such as being forcefully bound to a living material, or being distracted by a high saturation of local magic.
Very little is known about Nidir, but creatures who have died and returned to life will report a "pull" in a specific direction, which they then become consciously aware of.
HISTORY
The Great Continent was once ruled over by mighty dragons, but in recent centuries they have experienced a near-total extinction. Dragon culture remains prevelant even amongst their liberated slave races, and the dragon tongue is the default language of many creatures, making it analagous to "Common."
Social Islands
The dragon's Empire spanned nearly the entirety of the Great Continent, but following their fall, these powers fractured and weakened. Modern pony settlements- and the settlements of other emerging species -are typically islands unto themselves, taking the form of centralized city-states with small territories that highly favor specialists over generalized workers. Lacking fast communication or transportation, these small nations are isolated, and travel between settlements, yet alone nations, is dangerous.
THE WORLD
There are seven major continents in Eusimare, although some creatures may argue there are only six or five.
THE GREAT CONTINENT
OPHIDIA
Lorded over by voracious guilds and their serpent king is the merchant city, Ophidia.
The Crimson King
The imposing, shrewd, and ravenous Crimson King -a serpent without equal- presides over all of Ophidia. Its guilds, trades, businesses, and taxation are all swept up snugly in his firm, merciless coils. He's as much monster as pony, but his massive stature, overwhelming muscular tone, and brutish figure betray a collected, sadistic, calculating interior. He is an accountant, an overlord, a master combatant, and singlehoofedly brought Ophidia to prosperity. All which passes through his kingdom only does so by his graces. His love for power and wealth is matched only by his hatred of all things magic.
Rinkhal
Sister and servant to The Crimson King is Rinkhal, a serpentine creature with a personality as venemous as her bite. Rinkhal leads her Fangs in assassination and subterfuge, a job too dirty for her brother to handle.
The Fangs are former Silver Scorpions fleeing The Jewel in pursuit of their own interests. Unlike the magnanimous Scorpions, the Fangs use their knowledge of medicine to end life, usually at the behest of Rinkhal herself. Nopony quite knows how they came under her employ, but one thing is for certain: they make for a deadly combination of malicious cunning and lethal efficiency.
The Crimson King and Rinkhal have had many children since establishing their home in Ophidia. They usually lean towards their father's philosophy or their mother's, or a mixture of both. Regardless of their stance on magic, they have all been raised to dominate.
Rhabdophis is a member of the Syndicate in [the Kingdom]. She and her Scorpion-turned-Toadies traffic illegal drugs and take on the occasional assassination contract.
The Blue Prince, Krait, has settled down in [X] and is an anchor for the Blue Serpents that follow his creed. He is a scholar of natural magics.
Rhabdophis is a member of the Syndicate in [the Kingdom]. She and her Scorpion-turned-Toadies traffic illegal drugs and take on the occasional assassination contract.
The Blue Prince, Krait, has settled down in [X] and is an anchor for the Blue Serpents that follow his creed. He is a scholar of natural magics.
The Ophidian Expeditionary Society
The Expeditionary Society (or ES) tasks its members with exploring the hazardous ruins of the Sunken City in pursuit of wealth and fame. Creatures from all over are drawn by promises of treasure and adventure, although the cost of exploration is often fairly high...
The Sunken City is an ancient Kharanite city buried beneath the sands to the Northeast of Ophidia. Only half of the city has been mapped and documented, as many portions of the city are structurally unstable, occupied hy hazardous fauna, or afflicted with malicious magick. Other portions of the city are inaccessible due to barriers both magical and mundane.
The Currant Trade:
Run by the aggressively capitalistic liliponies is the Currant Trade (or CT) stationed around the banks of the River Currant. The Currant Trade is responsible for those candied currant snacks you so enjoy, as well as an array of jellies and jams to go with your bread. The Currant Trade also produces wheat products and other foodstuffs, but currant is their staple.
Silver Scorpion Sect
The Blades of Bellicose
Disgraced descendants of the legendary "Saint" Bellicose of old, who tried and failed to lead a campaign against the Dragon Kingdoms. They have an encampment outside of Ophidia proper, and sell their services as mercenaries. They have a militant culture, and a general disinterest towards outsiders. It is well-known that their dream collectively of besting their hated draconic foes, but a new unifying leader has yet to present themselves, leaving the Blades to divide into multiple different "Arsenals."
The most prominent Blade leader to arise in recent history has been Casus Belli, a young but charismatic hen who possesses great skill in both battle and diplomacy. She is currently working to unite the different Blade arsenals, and arm them with imported magical weapons and armor.
MINOR LOCATIONS:
River Currant: This river is a lifeline for the creatures of Ophidia, and provides not only clean water, but also steady trade. The Currant Trade owns a great deal of property next to it, and uses the fertile soil to grow currant.
THE DESERT
The Desert is the single largest dry desert on The Great Continent and, in fact, all of Eusimare. Several centuries ago, a Great Rebellion shattered dragon total rule and divided The Desert into The Jewel of The Desert and The Dragon Kingdoms.
The Jewel of The Desert
Biome: Hot Desert
Climate:
Soil Type:
Imports:
Exports: Magic artifice, gemstones
Fauna: Giant scorpions,
Climate:
Soil Type:
Imports:
Exports: Magic artifice, gemstones
Fauna: Giant scorpions,
The Jewel
A symbol of freedom and the power that keeps the vengeful dragons at bay, the titular Jewel is beleived to be a hexagonal ruby held within the heart of Sunstone. The Jewel was stolen from the dragons during The Great Rebellion, and protected the revolutionaries during their Exodus across the desert.
The Six Saints
Saviors. Heroes. Deities. The founders of The Jewel, and the core figures of the Ecclesiarchal faith. Some say they were instruments of a higher power, igniting the fires of The Great Rebellion, and freeing countless souls from the tyrannical grasp of the dragons. Of the six, only four survived to forge The Jewel's society and tenets, shaping it in service of the greater good. The remaining two perished in their fight against oppression.
Saint Lore -The Emerald- hailed from the Fehu Dominance. He successfully negotiated Fehu's neutrality in The Great Rebellion. Utilizing his great knowledge of politics, and a compassionate ear, he won the heart of Fehu and turned the dragon himself to the light. A rare and beautiful victory, which has made Fehu the black sheep of his dragon brothers ever since.
Saint Dawn -The Thespian- made a spectacular performance of his treason. He sought the ultimate symbol of his theatrical spirit: the Star of Destiny itself. Armed with his prize, filched from the gilded palace halls of the Poet King, he presented the luminous sapphire to the ponies of the Dagaz Dominance. He became a shining beacon to those in need, brimming with the confidence and beauty to overcome any adversity. His considerable social grace allowed him to manage civil welfare in the Jewel, and he swiftly became the posterboy of The Saints.
Saint Cipher -The Arcane- ultimately failed to rouse a rebellion within the Tiwaz Dominance, and so instead turned her sights to Dawn, granting him the knowledge to operate the Star of Destiny, and realize its true potential. She has been called Dawn's opposite, as she finds little pleasure in socializing, performance, or vanity. This does little to diminish Dawn's affections and gratitude toward her, and her magical knowledge was instrumental in bringing The Jewel to prosperity. Often forgotten, but of no less importance than Dawn himself.
Saint Ember -The Iron- mastered the Forges of Kaunan, and utilized her position and magical might to rally her peers and lay siege to the tyrant's palace– with the dragon still in it. She is popularly perceived to be the mother of modern pyromancy, and she was the architect of The Jewel. She is the patron saint of architects and miners.
Saint Tempest -The Martyr- rallied her winged peers to make a cyclone of Lake Laguz and fell their cruel master. She later sacrificed herself to ensure her fellow revolutionaries may reach safety. She is often depicted weeping, and is associated with loss and particularly mourning.
Saint Asperity -The Last Stand-
Saint Bellicose -The Bold- spent his early days rallying support amongst the outcast griffons of Ophidia, and mustered an army the likes of which The Desert has not seen since The Great Rebellion. Funded by The Jewel, the griffon general commissioned a legendary weapon, Rancor, hilted in the enchanted silver of Intaglio, and bladed in wrathful ruby of Cabochon. With this weapon and a rallied army, he set out to confront the drgaons in their comfortable thrones. He based his army in the Ruins of Algiz, and staged his attack against Dagaz. The resulting battle was a near-total loss, and The Jewel was sent the decapitated head of Bellicose in a box.
The Ecclesiarchy
The Ecclesiarchy is the reigning faith of The Jewel, and established the canon of the Saints. Run by a living saint, the Ecclesiarchy is tasked with the spiritual well-being of the denizens of The Jewel, as well as policing the numerous settlements. Lower clerics make up the majority of the Ecclesiarchy, while higher clerics handle executive matters.
In order to become a cleric of any caliber, you must attend a seminary. A seminary can be found in Sunstone, Intaglio, and Cabochon, and they are lead by a minister.
The Book of Hope
The Book of Hope was conceived by Saint Dawn and Sundial the Sage as a means of inspiring the recently-freed populace of the early Jewel. It contains stories detailing the lives of each Saint, and continues to inspire the Jewelers of today. The original is preserved in Sunstone, but many ponies possess personal copies.
Crystal ponies
During the latter years of The Jewel's founding ponies made contact with the camel caravans of The West. While the founders, now aged, advised against associating with slavers, their successors were quick to purchase the impoverished crystal ponies in a well-meaning effort to liberate them. Crystal ponies have since returned to their shackles, even if they serve new masters.
The crystal ponies of The Jewel actually originate from Frostland, a barren waste that, according to They Who Remember, was once a lush tundra. The Frost descended upon the crystal ponies, killing most of them while the few remainders fled west, where they eventually encountered the camel slavers and submitted themselves to slavery. Most crystal ponies have since forgotten their history.
The crystal ponies have their own artful language called Silasu, and they are known to interact with magic- specifically crystal magic- in unique ways.
On occasion, crystal ponies will come down with the Frost Fever, a supernatural malady that manifests as ice cysts that grow on and in the victim, eventually cracking them open and killing them.
The crystal ponies have their own artful language called Silasu, and they are known to interact with magic- specifically crystal magic- in unique ways.
On occasion, crystal ponies will come down with the Frost Fever, a supernatural malady that manifests as ice cysts that grow on and in the victim, eventually cracking them open and killing them.
Crystal mages
Weilding tremendous power both magical and political are the crystal mages. Crystal mages are proficient in the use of crystal magic, and fit many niche roles within Jewel society.
The first moonstone mage, Sundial, the Sage, set a precedence for every moonstone mage after her. Moonstone can only be weilded through the power of love... Or sheer force of will... And grants the user power over creation itself. Only the greatest among crystal mages may weild moonstone without succumbing to madness and despair.
Afflictions:
Saint's Sorrow
Saint's Sorrow is an affliction found within the crystal mines of Emery and Garnet, amd transmitted by a subspecies of scorpion. Afflicted ponies will develop parasitic crystal cysts which quickly spread across the body, and will eventually envelop the pony in their entirety if not treated with urgency. These crystal cysts feed on magic, and must be scraped off and dug out when they begin to burrow into the body.
PROMINENT LOCATIONS
Sunstone
Sunstone is the shining capital of The Jewel, and reserved exclusively for the wealthy and pious. It is a holy city, preserving religious artifacts, and the current throne of the living saint. It was named after Saint Dawn, the "rising sun" of The Jewel.
Cabochon
Founded by Saint Cipher, Cabochon is the gathering place of the brightest minds The Jewel has to offer. It is here that the next generation of Crystal Mages are trained and disciplined, and where no few legendary artifacts have been spawned.
The Madrasa
It was Saint Cipher who originally unlocked the secrets of crystal magic, and it is here that her very own teachings continue to school the next generation. The Madrasa is the school every nascent crystal mage aspires to get into, and where the greatest sorcerers The Jewel has ever seen came from.
Standing before the school- a gift from Saint Dawn, whom Cipher famously rejected at every turn- stands a spectacular silver statue of the great mage herself, welcoming young minds to her school with horn raised high.
The Arcane.
The Museum of Lore
Mirroring Fehu's grand Athenaeum is the Museum of Lore, a collection of stories and relics that tell the past of the Saints, and explore their trials and tribulations. It is a popular tourist attraction, and a place students of Cabochon visit with frequency.
Over a century ago the Museum caught flame. The scroll wing was lost entirely, forcing scholars to recreate what knowledge was lost as best they could. Nobody could ever discover the cause of the fire.
Intaglio
Intaglio, the City of Silver, was formerly a mining colony under the administration of Saint Ember. Once Saint Dawn realized the creative potential of silver, he exerted his influence over the settlement and encouraged artisans to work with the material. Ever since Dawn's intervention, Intaglio has become a nexus of artistry, fusing form and function to create incredible feats of artifice.
The Silver Scorpions
The Silver Scorpions are a religious order of healers hailing from Intaglio and spearhead the research and development of medicine in The Jewel. It is said that the founder of this prestigious organization was visited by a silver scorpion while trekking the desert sands, and blessed them with knowledge, leading to their creation of the Silver Scorpions.
The Silver Scorpions produce a drug called Venom. Venom, when administered in the correct dosages, acts as an aenesthetic, however illegal forms of Venom can be found throughout The Jewel. Venom causes insensitivity and hallucinations.
The House of Promises
One of the most ambitious projects by Saint Ember. In her old age, when the mines were all established, she turned her eyes to civil engineering and ordered a structure made in pure charity. It was to house the disenfranchised and downtrodden crystal pony population free of charge. Unfortunately, the construction was never finished, and the project was dropped after her passing.
Bijou
Bijou is a wealthy settlement centered around a minor oasis. It is a midway point from which a pony may reach Cabochon, Garnet, or Emery, and is a popular stop for the rich, and the retiring elderly. There is an unsuaully high population of crystal ponies here, whom serve in the rich menagerie of companies that call Bijou home.
MINOR LOCATIONS
Emery: A mining colony, specifically where the Ruby Mines are located. Emery is the source of Red Dust, an illegal psychoactive drug. Miners are currently going on strike due to unsafe working conditions. I.e. "The mines are haunted!" and "There are monsters down there!" Sunstone has yet to address these concerns.
Garnet: A mining colony that harvests garnet primarily.
Agate: Agate serves as a rest-stop between the capital and Intaglio. There are some amenities there to improve the quality of life for the miners there, too.
Feldspar: The prehistoric crash site of a meteoroid containing moonstone, a precious stone that Sunstone seized immediately upon its discovery. Little is known about Feldspar or what goes on there, but crystal ponies appear to be attracted to the area.
Lapis: A mining colony dedicated to Saint Tempest. The settlement is known for having a somber atmosphere, and many ponies come here to mourn their dead and pray to the martyred saint.
Bezel: Bezel is the historical starting point of The Jewel, before the holy city of Sunstone was constructed. By and large, Bezel is a trading hub, known for its large markets and, of course, the Glyphic Gates which welcome visitors to The Jewel. The Star of Destiny is inlaid within the gate, serving to inspire foreigners to embrace this new culture.
The Dragon Kingdoms
The Purge
Unicorns had always threatened the power of the dragons, The Great Rebellion simply exemplified their destructive potential. Recognizing their error, all seven dominances committed to a unicorn purge, ensuring magic never again poses a challenge to their rule.
Kirin lords
Spawned through a sacred ritual that marries the essence of a dragon with that of a pony, kirins are the born servants of dragonkind, and serve their progenitor with absolute faith and loyalty. Kirins are executive by design, with superior magical might and greater intelligence than their equine cousins to serve in their role as lords.
Kirins are the highest authority in the Dragon Kingdoms, second only to their almighty creators, and can take on specialized tasks, such as that of Loremaster or Master of The Forge. These kirins may be bred to fulfil a specific role, or they may simply receive special education. It depends on the dragon.
The Volant Guard
The Volant Guard, or simply the Volant, are the defacto police force of the Dragon Kingdoms. The Volant are hippogriffs, a balanced blend between pegasus temperament and the griffon's lethality, bred and trained to guard the dragon's children and their dominances against threats without and within.
The Volant aren't just a military force, they're the military force maintaining peace and order throughout the Dragon Kingdoms.
In the wake of The Great Rebellion, the dragons convened to resolve the issue of dependable peacekeepers. The griffons were either dead or gone, and they had proven too unruly to depend upon as a consistent military force. Fehu recommended their hybrid offspring, the hippogriffs, as a potential candidate, arguing that they represented the ideal mix of traits between pegasus and griffon. With the support of Ansuz and Laguz, the motion was carried out. Every dominance contributes to the training of the Volant in some form or fashion, resulting in an elite hybrid combatant capable of decisive action and creative problem-solving.
Good breeding:
Bred within The Rookeries, each batch of hippogriffs is carefully studied for defects, then pruned accordingly. This ensures only the best quality Volant make it to orientation.
The armor:
Specially commissioned by Kaunan in a collaborative effort with Tiwaz, the Volant's barding protects the wearer against attacks both physical and metaphysical. The armor also enhances the wearer's physical attributes, allowing them to move faster and strike harder.
Armaments:
The typical loadout for a Volant is a spear capable of ignoring magical barriers.
Discipline:
Receiving some of their training in the Central Dominance ensures the Volant are a competent and effective fighting force in the field, capable of operating efficiently in groups -however, are also able to operate indepently if the task demand it.
Education:
Part of the Volant's training involves exercising the mind. Fehu shares his knowledge of tactics with the Volant, as well as schooling them in other relevant areas such as physiology, psychology, and mathematics. Volant receive more schooling than the average worker, and it shows.
Philosophy:
No education is complete without philosophy. The Poet King, within his gilded halls, inspires minds young and old to think creatively and expand their minds. While not all of his brothers agree with the prospect of "free-thinking" soldiers, the Volant have been shown to come up with unexpected solutions to problems in the past.
Marines:
Within De Laguz, Volant are trained to maneuver in the water. While aquatic warfare is unlikely, it never hurts to acquire a new skill.
In the wake of The Great Rebellion, the dragons convened to resolve the issue of dependable peacekeepers. The griffons were either dead or gone, and they had proven too unruly to depend upon as a consistent military force. Fehu recommended their hybrid offspring, the hippogriffs, as a potential candidate, arguing that they represented the ideal mix of traits between pegasus and griffon. With the support of Ansuz and Laguz, the motion was carried out. Every dominance contributes to the training of the Volant in some form or fashion, resulting in an elite hybrid combatant capable of decisive action and creative problem-solving.
Good breeding:
Bred within The Rookeries, each batch of hippogriffs is carefully studied for defects, then pruned accordingly. This ensures only the best quality Volant make it to orientation.
The armor:
Specially commissioned by Kaunan in a collaborative effort with Tiwaz, the Volant's barding protects the wearer against attacks both physical and metaphysical. The armor also enhances the wearer's physical attributes, allowing them to move faster and strike harder.
Armaments:
The typical loadout for a Volant is a spear capable of ignoring magical barriers.
Discipline:
Receiving some of their training in the Central Dominance ensures the Volant are a competent and effective fighting force in the field, capable of operating efficiently in groups -however, are also able to operate indepently if the task demand it.
Education:
Part of the Volant's training involves exercising the mind. Fehu shares his knowledge of tactics with the Volant, as well as schooling them in other relevant areas such as physiology, psychology, and mathematics. Volant receive more schooling than the average worker, and it shows.
Philosophy:
No education is complete without philosophy. The Poet King, within his gilded halls, inspires minds young and old to think creatively and expand their minds. While not all of his brothers agree with the prospect of "free-thinking" soldiers, the Volant have been shown to come up with unexpected solutions to problems in the past.
Marines:
Within De Laguz, Volant are trained to maneuver in the water. While aquatic warfare is unlikely, it never hurts to acquire a new skill.
The Dragon Kingdoms economy
The Dragon Kingdoms consists of seven city-states that actively engage in domestic trade, however they also engage in trade with Ophidia, The Jewel of The Desert, and the Caravan. The Jewel relies on The Dragon Kingdoms for building materials and amenities, and in exchange they withhold the destructive power of The Jewel itself. At least, that's what ponies beleive.
The Dragon Kingdoms, being so varied, differ in the availability of certain services and resources. For instance, Laguz controls of the flow of water both inside and outside The Dragon Kingdoms, making him very influential. Kaunan, conversely, is the only kingdom capable of refining metal into useful tools.
The common pony lives with few- if any- worldly comforts. In the absense of grasses, ponies must make do with dusty stone. Depending on the availability of pelts, ponies may not even be afforded a blanket to stay warm under the chilly void of night.
Water is a precious resource, and most ponies would not contaminate what little they are afforded for something as superfluous as a bath.
Slaves are worked to the bone, often without pay. They will never know the comforts of a bath or blanket. They will die hungry, cold, and alone. This is the life of many ponies in The Dragon Kingdoms, but that's not to say worldly comforts are out of reach for every pony.
Ponies of status and wealth- those who inherit it, steal it, or aquire it through service to a kirin lord- may realize a new life. Green is the color of wealth, the color of healthy plants. Wealthy ponies and kirins will erect grandiose gardens in order to flaunt their wealth, or engage in the ceremonial burning of precious materials such as pelts (or plants) to showcase their non-reliance on such things.
However, for those below the wealthy elites, ponies may still display modest wealth through the possession of animal products.
Ponies must be wary not to reach beyond their station. Slaves in possession of valuables- such as jewelry -become targets for harassment and persecution. Ansuz forbid a common pony is found with such a thing, for if a superior were to discover it, they would surely confiscate it. If that pony is fortunate, that is all they will do.
Water is a precious resource, and most ponies would not contaminate what little they are afforded for something as superfluous as a bath.
Slaves are worked to the bone, often without pay. They will never know the comforts of a bath or blanket. They will die hungry, cold, and alone. This is the life of many ponies in The Dragon Kingdoms, but that's not to say worldly comforts are out of reach for every pony.
Ponies of status and wealth- those who inherit it, steal it, or aquire it through service to a kirin lord- may realize a new life. Green is the color of wealth, the color of healthy plants. Wealthy ponies and kirins will erect grandiose gardens in order to flaunt their wealth, or engage in the ceremonial burning of precious materials such as pelts (or plants) to showcase their non-reliance on such things.
However, for those below the wealthy elites, ponies may still display modest wealth through the possession of animal products.
Ponies must be wary not to reach beyond their station. Slaves in possession of valuables- such as jewelry -become targets for harassment and persecution. Ansuz forbid a common pony is found with such a thing, for if a superior were to discover it, they would surely confiscate it. If that pony is fortunate, that is all they will do.
Within the Dragon Kingdoms there is demand for animal products. While not every dragon demands their meals prepared, those that do afford their underlings access to valuable goods. Gries pelts make for excellent blankets, and X bones can be fashioned into tools. Bladders can contain fluids, and sinew is excellent for binding difficult materials.
Fehu regularly supplies the animal products economy with fresh materials, taking only what he needs to sustain himself, and dedicating what he doesn't need to research.
Dagaz prepares for himself and his underlings elaborate feasts, often discarding whatever is not necessary for his culinary artwork. Parchment is produced from the discarded hides.
Fehu regularly supplies the animal products economy with fresh materials, taking only what he needs to sustain himself, and dedicating what he doesn't need to research.
Dagaz prepares for himself and his underlings elaborate feasts, often discarding whatever is not necessary for his culinary artwork. Parchment is produced from the discarded hides.
Education
The common pony is uneducated and illiterate, relying on common vernacular and pictographs to communicate. Complex concepts are often lost on them, but ponies that show potential may attract the eye of their Lord, or other more influential ponies.
PROMINENT LOCATIONS
Kaunan
The Kaunan Dominance prides itself for its Forges, providing weapons, armor, and tools to the other dominances. The tyrant king himself is fiercesely competitive, and encourages his children to grow through trials and conflict.
The Forges
Once managed by legions of unicorns before the Rebellion, Kaunan's famous Forges are now overseen by kirin pyromancers called Lords of The Forge. The Forge is an incredible feat of engineering, capable of mass producing quality equipment with high efficiency.
Lords of The Forge
Lords of The Forge are Kaunan kirin lords responsible for running The Forges. They are skilled pyromancers, and many trained in The Academy.
Ehwaz
The Ehwaz dominance is responsible for the breeding and slaughtering of desert fauna, a grim job merrily taken to by the dragon's kirin "butchers." Dragons are massive carnivores, and require a steady diet to stay healthy. Ehwaz also happens to be the source of "population surplus," something neighboring dominances are always in need of given the high mortality rate of slave laborers.
Breeding
Dragons and kirin lords may commission Ehwaz to breed ponies (or even kirins) for specific purposes. These can be utilitarian, such as breeding more hardy laborers, or aesthetic, such as Dagaz commissioning the svelte Curator.
Cult of Libido
Libido, Aspect of Lust is an aspect of Tíwaz discarded as a distraction, and gifted to Ehwaz to be his responsibility. As an aspect of Tíwaz, Libido is significantly more powerful than an ordinary kirin, and possesses unique powers that have cemented her place as a venerated figure amongst the populace of the Ehwaz Dominance.
Containing a fragment of the wisdom of Tíwaz, Libido is also more than capable of mentoring sorcerer aspirants... So long as they submit to her and her contribute to her Design.
Fehu
The Athenaeum
Fehu's fortress, and the single largest repository of information in The Desert, If not all of Eusimare. Each floor can be reached through the use of a magical Nexus, where kirin Loremasters diligently pursue studies in their chosen lore.
Loremasters
Also occasionally called "Lorekeepers," these are Fehu kirin lords who have dedicated their entire lives to the pursuit of knowledge, and typically specialize in one or more fields of study. This can be anything from agriculture, to water, to architecture, to magic itself. They are certified experts in their chosen study, but often humbled by their upbringing.
The Well of Thought
The Well of Thought is a local attraction within Fehu. Its waters induce a trase which allows others to see within their mind.
Patron of hippogriffs
Griffons have always been a belligerent and unruly species, and their actions during the Great Rebellion were taken as a sign.
Griffons needed to go.
There was fierce debate over whether their hybrid spawn, the hippogriffs, deserved the same treatment, but Fehu stepped up and vouched for them. Hippogriffs possess most of the traits that made griffons strong, while lacking their disagreeable temperament. With education and discipline, hippogriffs have quickly risen up the ladder as the elites of the Dragon Kingdoms. Swift. Efficient. Intelligent.
The Central Dominance
Laguz
De Laguz is the single largest body of water in The Desert, and the dragon hoarding this water makes sure that his brothers know that. While She Laguz is indeed rich in resources vital to continued life in The Desert, Laguz leverages this to gain power and influence over the other dominances, raking in exorbitant taxes from his neighbors. De Laguz is also responsible for the transport of food and water between dominances, and punishes the failure to do so- ironically- with drowning.
Most punishments in De Laguz involve drowning. Laguz is infamous for drowning his own children when they become inconvenient.
Pegasi
Laguz was defeated during The Great Rebellion when Saint Tempest rallied her fellow pegasi, and generated a hurricane from the great oasis. The dragon respects power, and there are few displays of power greater than the creation of a natural disaster. For this reason, Laguz favors pegasi within his domain, commanding the highest population of pegasi within The Dragon Kingdoms, and favoring them with greater opportunities and luxuries.
The Steam Baths of Mirage Springs
Tīwaz
Fear and anxiety permeate the atmosphere of Tīwaz. Ponies go missing in the night, and strange things lurk within the shadows. Tīwaz is a place of mystery, a perfect reflection of its arcane master.
The Academy
As the patron of magic within the Dragon Kingdoms, it only stands to reason that Tīwaz would instruct his children- and his brother's children- in the ways of sorcery.
Mystics
Mystics are the Tiwaz kirin lords, and much like Fehu Loremasters, they have dedicated their entire lives to one school of magic, which they have mastered. These are amongst the most potent spellcasters in The Desert, if not the world, although the competitive nature of Tiwaz kirins locks them in constant bids for power and approval.
Demi
"Demi" is a kirin lord pursuing the form of his father- that of a true dragon -in order to reign in his brothers, and align them under Tiwaz's vision. If successful, he will take on the form of a 'drake', a lanky, wingless dragonoid, but still possessing considerably greater power than a kirin.
Demi fails to realize that ridding himself of his pony half still means will only be half a dragon.
Periapt
Mystic of Abjuration. She is known to commission Kaunan smiths to create amulets which she will enchant with protective magic. She is also involved in the enchantments on the armor of the Volant Guard.
She is infamous for being stoic and cold, with a singleminded focus on her studies that even Mystics find off-putting.
Mirage
Mystic of Transformation. As the Mystic of transformation, Mirage is capable of taking on many different forms, and she even assists in Tíwaz's transformative experiments on occasion. She's known to cause mischief, either transforming her peers, or using her powers to surprise her fellow kirins at the least opportune times. Most odd of all, she defaults to the form of an almiraj, commenting on the perfect blend between seemingly harmless prey, and cunning predator.
She operates the Den of Monsters within her demesne, where she sculpts flesh and tests the boundaries of the mortal body– equine or otherwise. She places frequent orders for fresh test subjects from the Ehwaz Dominance.
"Demi" is a kirin lord pursuing the form of his father- that of a true dragon -in order to reign in his brothers, and align them under Tiwaz's vision. If successful, he will take on the form of a 'drake', a lanky, wingless dragonoid, but still possessing considerably greater power than a kirin.
Demi fails to realize that ridding himself of his pony half still means will only be half a dragon.
Periapt
Mystic of Abjuration. She is known to commission Kaunan smiths to create amulets which she will enchant with protective magic. She is also involved in the enchantments on the armor of the Volant Guard.
She is infamous for being stoic and cold, with a singleminded focus on her studies that even Mystics find off-putting.
Mirage
Mystic of Transformation. As the Mystic of transformation, Mirage is capable of taking on many different forms, and she even assists in Tíwaz's transformative experiments on occasion. She's known to cause mischief, either transforming her peers, or using her powers to surprise her fellow kirins at the least opportune times. Most odd of all, she defaults to the form of an almiraj, commenting on the perfect blend between seemingly harmless prey, and cunning predator.
She operates the Den of Monsters within her demesne, where she sculpts flesh and tests the boundaries of the mortal body– equine or otherwise. She places frequent orders for fresh test subjects from the Ehwaz Dominance.
Dagaz
Dagaz beholds the Bleeding Sun from its many speculative towers, grasping for inspiration. For true understanding. For meaning in this cruel and indifferent world.
The Poet King
Dagaz encourages artistic expression, delighting in the creativity of lesser creatures. So great is his appreciation of art that he crowned himself the king of poets, and acts as a muse from which his subjects may glean some ethemereal inspiration.
Sunreach
Sunreach is a marvel of architecture, scraping the very limits of the sky in a futile effort to touch the sun itself.
The great palace of the Poet King is not known only its impressive tower, but also as a mueseum, housing some of The Dragon Kingdom's most impressive works of art, as well as important historical artifacts. One of these is Rancor, the fabled blade of Saint Bellicose.
The museum is overseen by The Curator, a kirin lord bred for elegance and intelligence. The Curator is tall and slim, and has equipped herself with a number of powerful artifacts for the purposes of preserving Dagaz's collection. She is known to have a soothing voice, and a hypnotic gaze.
The Antiquarian is tasked with retrieving relics from distant lands and bringing them back to be enterred into the collection. While not the strongest kirin lord, she is dedicated to her task, and capable in a fight.
The museum is overseen by The Curator, a kirin lord bred for elegance and intelligence. The Curator is tall and slim, and has equipped herself with a number of powerful artifacts for the purposes of preserving Dagaz's collection. She is known to have a soothing voice, and a hypnotic gaze.
The Antiquarian is tasked with retrieving relics from distant lands and bringing them back to be enterred into the collection. While not the strongest kirin lord, she is dedicated to her task, and capable in a fight.
The Black Crown
The Black Crown is a play based on historical events, detailing the tragic rise and fall of an ambitious griffon who challenged Dagaz to create a priceless treasure: the titular Black Crown. The griffon pays for his hubris as, after receiving his prize, the Crown robs him of his sanity, reducing him in stature and mind. It is said he roams The Desert to this day, undying, and gibbering madness.
A Palatial Palate
The Gourmand is not a kirin lord, but
The Ruins
All that remains of Algiz's once mighty city is ash and rubble. During the exodus of the revolutionaries, Saint Tempest split off from the group, taunting the dragons so as to give her peers a better chance at escape. Algiz pursued her... And he never returned.
To consider that he might have been defeated by a mere pony and her ragtag band of peasants would be unthinkable. No, he abandoned their cause, and thus reaped what he had sown.
Nothing lives in Algiz. Not anymore, and never again.
The West
The West is a vast ocean of golden dunes travelled only by the mysterious Caravans, camels immersed in a Great Journey.
THE THREE KINGDOMS
Churel
Before you expands a nightmarish wasteland; the crystal-scabbed earth is grey and cracked, rivers of sludge carve through the soil like a weeping wound, and the sky is thick with oily black clouds that churn with nauseous colors. This is Churel, a sanctuary for the dark and depraved, so long as you possess an affinity for magic.
A Nightmare Made Manifest
Churel was once a mundane forest, inhabited by the descendants of the Dunne. After the massacre that was the conflict between Boscage and the native unicorns of Caprice, the fearful surviving unicorns fled North, and encountered these earth pony tribals. They did not enslave them as their forebearers had, but slaughtered them wholesome. Their blood and living spirits were used to conduct a ritual. A ritual to revive their fallen lord. For you see, in their escape, some amongst them carved out the heart of the Lightning King, and now with blood watering the earth, the seed could be planted.
And so it was that the Heart of Churel began to beat.
The ritual, however, had not gone as planned. Their lord had not been revived- not fully. But the power issuing forth from the draconic heart enriched the land, and empowered the unicorns who now inhabited it. Although they failed to revive their master, they had succeeded in creating a sanctuary.
Over time, as magic flourished, and the unicorns continued to grow in power, a sickness took hold of the land. Plants grew bitter and malformed, and wildlife twisted into gortesque abominations. Soon enough, this sickness took hold of the unicorns, too- but where the magic of the Heart twisted the flesh of beasts, for ponies it twisted their mind.
The Heart of Churel
Few sans for the ancient lich-like founders of Churel themselves know what the Heart is, if they are even aware of its existence. But make no mistake, it is no mere heart, but the heart of a dragon, infused with the vanquished spirits of the Dunne, and deified by the Cardiac Cult that safeguards it. This is the source of Churel's power, and the source of its corruption.
Unicorn Supremacy
Taking their old Caprice unicorn mindset to its natural extreme, the unicorns of Churel beleive themselves to be the incontestable master race, and largely aim a hostile disposition towards non-unicorns, and especially non-sorcerous creatures. They are known to have a particular disdain for earth ponies, and send raiding parties out into the world to capture earth pony slaves with the intent of humiliation and magical experimentation.
Matriarchy
Much as how Caprice of old was ruled by their shaman queens, Churel is predominantly ruled by females. The common belief is that, while stallions possess greater physical strength, mares overall possess greater magical might, and are thus more fit to lead. Males can acquire positions of power, but it is rare.
The Lightning Lord
Churel leadership is currently divided into two camps: the Traditionalists (Or Conservatives), and the Progressives. The Traditionalists wish to maintain the status quo, and focus on self-preservation. Meanwhile, the Progressives advocate for the recapture of their homeland, Boscage. They are considered radicals, willing to make major sacrifices for the sake of 'progress,' including the controvertial creation of a "Lightning Lord." The Lightning Lord is meant to be the reincrnated avatar of their lord, harnessing the magic of Churel. However, every previous attempt has resulted in total failure, resulting in either a grotesque death, or a disturbing transfiguration into a senseless beast.
The Progressives are confident that they will succeed with time and resources, but the Traditionalists are doubtful, and atempting to stall their attempts for fear of more serious consequences.
Mutations
Given the nature of Churel's corruption (That being the beating heart of a deceased dragon), many creatures within Churel will develop, over time, or even in the womb, peculiar traits. These include yellow or yellow-flecked eyes, the development of small draconic horns, the emergence of scales in odd places, growing sharp teeth or fangs, the tail becoming long and serpent-like, the development of malformed vestigial wings (Or, in some cases, developed and functional wings), increased strength and/or endurance, unusual aggression, an appetite for meat (Even if they cannot digest it. Some can), growing discolored patches of hair, developing a sooty coat coloration, multiple personalities, off-color magic, and the warping of their horn if a unicorn.
PROMINENT LOCATIONS
Sepulcher
Sepulcher is the ulcerous capital of Churel, and a concentration of magical and political power amongst its twisted inhabitants.
x
MINOR LOCATIONS
The Red River: The Red River is a river of blood that passes by an old abandoned village. Hostile "Red Eidolons" spawn frequently in and around it. It's said that the river turned to blood after a mad mage killed everypony in the village in a failed ritual.
The Kingdom of Boscage
Founded by the legendary Boscage, and recently scorched by the fury of a dragon, is the Kingdom of Boscage. Rolling plains and blackened ruins dot this open landscape.
Biome: Mixed forest / grasslands
Climate: Temperate
Climate: Temperate
The Legend
The Kingdom of Boscage is rooted in blood and oppression, and this story begins with the pony himself: Boscage. He arrived as the commander of Scholarking Evergreen's escort, and after the establishment of Alstonia, he was tasked with bringing enlightenment to the savages up north. As it turns out, the unicorns of Caprice were not interested in diplomacy, and slew the emmisary sent to them. This kicked off a bloody conflict that ended in the near-total eradication of the Caprice native unicorn population, the death of their draconic ruler, and the colonization of the land. The fledgeling kingdom was named Boscage in honor of their heroic commander, and the stallion himself would go down in history as one of the most powerful and beloved ponies in Boscage history.
Rebellion
Decades pass. Generations of unicorns are born into slavery, and die without dignity. For many, their horns are removed, seen as an icon of their percieved "evil." Even unicorns who have had their horns removed are regarded with suspicion. The days of Caprice are long gone, and it seems there is little hope for the unicorns to ever recover their pride. But then it happens. A spark. An outcry, from just one of a million wronged unicorns. Nopony can say why it happened, or how, or even when. All that is known is that that day spelled the end of Boscage supremacy; unicorns with and without horns rose up against their masters, coordinating through contacts made in their daily labors. Many Southerners were killed, and even some Dunne defending their lieges, but most fled for the woods, seeking sanctuary in the darkness.
It was a coordinated effort, and it was a success; most unicorns were able to find their way to safety before Boscage mustered its forces. Once enough unicorns had arrived, they quickly began erecting defenses. Charms, hexes, traps both mundane and magical. The Witchwoods became a death sentence for any earth pony stepping hoof beyond its borders, and that was enough. Of course, Boscage tried to burn them out. Smoke them out. But every attempt was rebuffed, and reciprocated twofold. Eventually, after a devestating Witch Hunts, the earth ponies of Boscage settled for this unorthodox situation, and left the unicorns to their devices. Although they would always keep an eye on the dreaded dark Witchwoods...
The Scorching of Boscage
It came without warning, without mercy: the dragon. Nauthiz, the Enduring. The skies choked with ash and ozone, and fire consumed land and pony alike. Fortresses were toppled like building blocks, and terror gripped the hearts of what few ponies had not succumbed to madness or despair. King Birch Leaf, the acting ruler at the time, attempted to rally a defense, but he was oblitered along with the capital city, and thousands of doomed souls. Only a miracle could save the Kingdom of Boscage from total destruction, and that miracle came in the form of Alstonian aid, combined with the magic of the unicorns of the Witchwoods. Unified in desperation, a legion of voices cried out in collective rage, and the magic of these ponies was enough to not only wound the titan, but repel her.
The dragon left ruin in its wake; rivers were poisoned with ash, and the lush forestry of Boscage was gone, leaving many ponies to succumb to starvation- if the toxic air didn't do them in first. It was a trial by fire, and most did not survive. But what remained of the ponies of Boscage banded together, to rebuild, to till the earth and well it and will it to bear fruit. To harvest what they could for shelter, and hold their loved ones close. It was a time of friendship with their unicorn neighbors, and a renewed resolve to forge a better, stronger future.
Decades pass, and Boscage is rebuilt. Unicorn slavery is fully abolished, although many ponies still harbor fears about them and their magic. But they all, together, remain watchful, and wary, of the dragon's return...
The dragon did not act alone. She was discovered hibernating beneath the Kingdom of Boscage, awaiting the news that her son had risen above his lessers and begun to forge his own kingdom. When she learned that a mere pony, of all things, had slain him, she was livid. Her child was dead at the hands of these ponies... And they would pay with their lives. But first, they needed to be weakened. So she employed the services of the lucky souls who discovered her, crowning them her acolytes, and sending them forth to sow chaos with the promise of a great reward. Even after the cataclysmic Scorching of Boscage, the Cult remains, ever vigilant, eagerly awaiting the return of their mistress. They work in the shadows, undermining the crown, and seeding their corruption into the very herat of Boscage, in the hope that one day... One day their mistress will return, and she will see that they remained faithful. And then they will recieve their reward.
The Churel Threat, & Alstonia Releif
Following the complete collapse of Boscage infrustructure, the unicorns of Churel launched a campaign to retake their homeland, beginning with the fall of the fort Glume. The only thing that stopped them from rapidly dispersing and colonizing the land was the lack of local resources, and hazardous conditions. This allowed Alstonia the time it needed to extend relief efforts towards the failing kingdom, including volunteers, medicine, food– and powerful armed forces to stall the Churel threat. Eventually, Boscage was able to recover enough ponies and resources to contribute to the relief efforts, and an attempt was made to repel the Churel invaders.(WIP)
The Caste System
Boscage operates under a rigid hierarchy, entirely based on race. This system was established after the liberation of the Dunne, and the founding of the Kingdom of Boscage, as the Ponies of Dun pledged themselves to their Southern saviors.
The Dunne: The Dunne- or the Ponies of Dun -are distinguished by their sooty appearance, and operate as a labor force for the Kingdom of Boscage. A large population of them are farmers, while the rest work as servants within Southerner households. Some can be found selling produce, or other products, and others produce said products. They are all earth ponies.
Southerners: Those descended from Alstonians are called Southerners, and are distinguished by a lucky mark that manifests somewhere on their body. Also comprising entirely of earth ponies- albeit commonly less hardy -, Southerners occupy leadership roles within the Kingdom of Boscage, and are raised from youth to take on their responsibilities.
Unicorns: Unicorns occupy the bottom of the social hierarchy, and until very recently, they occupied the role of domestic slaves. Pre-Scorching, they had their horns removed as a foal, and many unicorns today are still forced to have their horns removed if they want to be accepted into society. Many unicorns all still occupy the role of a domestic servant, as their parents were, and their parents before them.
Current Ruling Diarchy
Currently, the ruling sovereigns of the Kingdom of Boscage are Queen Pistia and King Humus (Pending name: Lord Loam. Lord of Loam?). Their daughter is Princess Omen, and a unicorn. Not only that, but a unicorn with a blue coat and purple eyes, blue and purple being associated with Nauthiz, and thus, doom.
The King and Queen have brought in experts on illusion magic to teach her how to conceal her less socially acceptable aspects, which has coincidentally allowed the young noblemare to explore the city independently. It is no secret that she understands the common pony's needs, and is advocating for change. Queen Pistia and King Humus, however, do not want to change their rule.
While the stallion Boscage was a pony of great renown, he did not take the throne after conquering the unicorn realm of Caprice. Instead, his wife, trained in the art of diplomacy and delegation, took over the management of the fledgeling Kingdom of Boscage. She was the first of a hoofful of ponies to take on the mantle of leadership throughout Boscage history.
Floret
Floret, Lady Floret, or Queen Regnant Floret, was a mare of integrity, and determined to see Boscage's vision come to fruition. She was well-known for being dedicated to her ponies, and she laid down the foundations upon which future rulers would stand. She was a cunning mare, and possessed an appreciation for nature matched by few creatures, leading to her founding of the Water Garden. Unfortunately this garden was lost in the Scorching.
King Birch Leaf
Floret
Floret, Lady Floret, or Queen Regnant Floret, was a mare of integrity, and determined to see Boscage's vision come to fruition. She was well-known for being dedicated to her ponies, and she laid down the foundations upon which future rulers would stand. She was a cunning mare, and possessed an appreciation for nature matched by few creatures, leading to her founding of the Water Garden. Unfortunately this garden was lost in the Scorching.
King Birch Leaf
Since the founding of the Kingdom of Boscage, leadership has been of supreme importance; it was important during the war with the savage natives of Caprice. It was important to establish control over the land and its resources. It was important to keep the unicorns and line, and it was especially important during the rebellion. It was important during The Scorching, and it was important after The Schorching. It remains important today, to keep order, to keep chaos at bay. For this reason, many ponies in positions of power- ennobled families -have achieved their rank through merit, to the benefit of all of Boscage.
House Maize: House Maize is a major producer of corn, and lead by Baron Cerise Cereal. His domain is the Red Slope, named as much for its fields of red corn. They had family in Kirn before it was destroyed. The third daughter of Cerise, Cornbread, has left to Alstonia to attend the Blackwood Academy, intent on getting revenge for her lost family.
House Maize: House Maize is a major producer of corn, and lead by Baron Cerise Cereal. His domain is the Red Slope, named as much for its fields of red corn. They had family in Kirn before it was destroyed. The third daughter of Cerise, Cornbread, has left to Alstonia to attend the Blackwood Academy, intent on getting revenge for her lost family.
The Court Magician
Sometime after the Scorching, the court magician was found to be experimenting on the homeless, attempting to recreate the terrible power of the dragon. After her discovery, she fled then castle, and has since remained elusive within the Boscage countryside. In the following decades, reported sightings included strange lizard-like monsters terrorizing the populace, leading many to the conclusion that the madenned Court Magician continues her research, now unrestricted.
The current court magician is a green mare called Mage Brume. She is particulrly good at manipulating water and water vapor, and is currently assisting in the creation of an artificial river.
PROMINENT LOCATIONS
Pistil
Originally governed by Lady Floret, who aided Boscage, this is the capital city of the Kingdom of Boscage, and was built over the capital of Caprice, also called the Kingswoods. It was totally destroyed during the Scorching, and took 39 years to rebuild. Ruins can still be found in and around the city, and parts of it remain in ruins as a reminder of what complacency cost them.
The Witchwoods
The Witchwoods is a sanctuary for the horned and oppressed, and a place of danger and mystery for all else. Little is known about the forest or its inhabitants, other than that the woods are thoroughly enchanted with all manner of hex and curse. Rarely a unicorn will be sighted near the forest edge, looking out into Boscage, or en route to someplace unknown. In recent times, it has become slightly more common to see unicorns leaving and entering the woods, but outsiders remain barred from entry.
As hard as Boscage tried to stamp out Caprice culture, some practices have survived to today. Whilst not all of them are actively practiced, the knowledge remains.
Horned' fruit
Horned' fruit, as in Fruit of the Horned One, is a tan breadfruit that was traditionally cooked and eaten as a fiber-rich, vitamin-rich staple in Caprice society. Yellow, tan, and brown dye could be extracted from the fruit, making is a sacred food in relation to their yellow King. New Horned' fruit trees were traditionally grown in the ashes or remains of a King's devout, honoring the dead and lending the tree and the fruit greater spiritual significance.
Dyes
Caprice unicorns traditionally created paints from soot, water, and fruit juices such as Horned' fruit extract, and used these for ceremonial purposes. The most infamous example is war paint, which took the form of thick yellow lines drawn over the body, legs, and forehead, with the horn painted over fully, to immitate the armored plates of their draconic King. Historical artefacts from the older days of Caprice imply similar practices were carried out using red paint.
Horned' fruit
Horned' fruit, as in Fruit of the Horned One, is a tan breadfruit that was traditionally cooked and eaten as a fiber-rich, vitamin-rich staple in Caprice society. Yellow, tan, and brown dye could be extracted from the fruit, making is a sacred food in relation to their yellow King. New Horned' fruit trees were traditionally grown in the ashes or remains of a King's devout, honoring the dead and lending the tree and the fruit greater spiritual significance.
Dyes
Caprice unicorns traditionally created paints from soot, water, and fruit juices such as Horned' fruit extract, and used these for ceremonial purposes. The most infamous example is war paint, which took the form of thick yellow lines drawn over the body, legs, and forehead, with the horn painted over fully, to immitate the armored plates of their draconic King. Historical artefacts from the older days of Caprice imply similar practices were carried out using red paint.
Dervenn Mountains
Named after the indiginous elk that call the mountain and Eastern slopes their home, the Dervenn Mountains serve as a natural barrier, and a net to capture windward rain water.
Derv
The Derv are a small collective of particularly hardy elk who inhabit the Dervenn Mountains. They are generally welcoming of outsiders, but cautious around magic.
Their leader is Sklaer Pennek (The Stubborn).
The Sklaer
The Sklaer is a prefix attached to the current wielder of the Brightflame. Before Boscage conquered Caprice, the native unicorns harassed the indigenous elk, and the Lightning King treated the elk population as livestock. In an act of self-preservation, a few brave elk journeyed from their home in search of aid. Most did not return, however one brave elk happened upon the forest home of the deer to the South. Many turned them away, but one tribe was sympathetic to their plight- Loor, the Bright Dragon. He gifted this elk a Bright flame which would grant its wielder supernatural insight, and to this day, the Brightflame is passed down from chief to chief in a ceremonial ritual.
Skoedenn & Surrounding Territories
Named after the great gate, Skoed, Skoedenn is a fortified sanctuary built into the mountainside. The Derv say the gate was built in secret, utilizing silver and molybdenum, and enhanced with meloncholic sapphires. It is a wonder to behold, as is the space beyond it, carved from stone using advanced techniques.
Skoed was only made possible through the diligent work of the elk mining the mountain, exhuming gold, silver, copper, lead, zinc, traces of tin, gypsum, garnet, sapphires, and molybdenum. The Lightning King demanded a tithe of gold to match his scales, but was never made away of silver's magical properties, allowing the Derv to construct their gate deep into an inconspicuous "abandoned" mine. Now the Derv smith silver-molybdenum alloys, typically featuring sapphire elements, which are renowned for their magic-resistant properties. The techniques used to craft these alloys are a closely-guarded secret, known only to the Sklaer and their closest allies. Following a treaty of friendship between Boscage and the Derv, the Derv were supplied with bog iron, which they similarly convert into powerful tools and weapons. "Dervenn steel" is used by the Orphans of Kirn, as well as elite soldiers within the Kingdom of Boscage.
The Red Bear
The red rear is a beast of primeval power, prowling the Eastern slopes with a subdued wrath. Sightings are rare, and encounters are fatal. It is unknown how many live in the wild, but the Dervenn beleive only one is born in a generation. The Orphans of Kirn have attempted to hunt the beast, but with little success.
MINOR LOCATIONS
Awn: The bristle from which the seeds of Norian culture may spread.
Calyx: A historical site, and the staging ground for Boscage's invasion of Caprice. Given its location near the borders of the kingdom, it was largely spared the destruction of the Scorching, and still retains many of its old frotifications. Ponies will visit the settlement to learn more about their history, and the settlement now trades with Eco from Alstonia, through the Rachis Road. Historically, Eco provided Calyx with food, but after gaining indepence, Calyx created its own minor agricultural village, called X. Eco and Calyx share a strong friendship.
Glume: The Northernmost territory of the Kingdom of Boscage, and the seat of Lord X. It is a heavily fortified settlement, created before the Scorching to defend the border against Churel incursion. It was targeted during the calamity, but only partially destroyed, given its magical defenses. It was briefly occupied by Churel soldiers following the Scorching, but was later recaptured with Alstonia assistance.
Kirn: A minor agricultural settlement that used to produce mainly corn. It was destroyed during a monster attack over a decade ago. The Orphans of Kirn are a band of mercenaries that were trained and raised by a senior mercenary, and act primarily as monster hunters. They are expensive, but scarily effective.
Asystole: Asystole, or The Asystole, is a warped village near the Eastern slopes. Formerly the town of Persimmon, during the unicorn rebellion, some unicorn fanatics attempted to ressurect the red dragon. This attempt failed, and killed the unicorns and everypony in the village. The village has remained abandoned since recolonization efforts failed. A strange magic blights this town, now, inducing rage and despair.
Altonia
Alstonia is a modest forest kingdom situated below Boscage, and neighboring Sprig and The Backwoods. The current ruler is a paranoid dictator who drives fear and hatred into the populace, causing great unrest amongst the ponies who live here.
Biome: Deciduous Forest
Climate: Temperate
Soil Type: Limestone (Alkaline. Good irrigation. Good for wells. Ammended with marl for improved soil)
Imports: Corn, persimmons
Exports: Green dye, blue dye, purple dye, pottery (Primarily House Glaise)
Diet: The ponies of Alstonia have a high-sugar diet, with legumes (Groundnut), leeks (ramps), and acorns (Ground into flour) as staple foods. They also consume mayapple jams and jellies, butternuts (Walnuts), maple syrup, honey, serviceberries and "white" baneberries (Which are often baked into breads), elderberries (Mostly used as medicine, but also turned into jams), spiceberries (Used more for decoration. Alstonians don't do spice), violets (In salads), mapleleaf berries (Also used as decoration, and gardening), elderflowers (Combined with honey to make cordial for special occasions), ginger (Used for mouthwash), morel (Common near farmland edges. Nutty. Used in soups.), chanterelle (Summer mushroom. Grows under maple. Sweet. Used in sauces.), [Marsali] (Oyster mushroom. Fall harvest, grows on decyaing maple. Used in soups.)
Alstonia also imports persimmons (And jams), and corn, from Boscage.
Fauna: mice, snakes, weasels, squirrels, hares (Including the Alstonian Almiraj) foxes (Enfields?), vultures, hawks, robins (native to Azure), martins, skunks.
Climate: Temperate
Soil Type: Limestone (Alkaline. Good irrigation. Good for wells. Ammended with marl for improved soil)
Imports: Corn, persimmons
Exports: Green dye, blue dye, purple dye, pottery (Primarily House Glaise)
Diet: The ponies of Alstonia have a high-sugar diet, with legumes (Groundnut), leeks (ramps), and acorns (Ground into flour) as staple foods. They also consume mayapple jams and jellies, butternuts (Walnuts), maple syrup, honey, serviceberries and "white" baneberries (Which are often baked into breads), elderberries (Mostly used as medicine, but also turned into jams), spiceberries (Used more for decoration. Alstonians don't do spice), violets (In salads), mapleleaf berries (Also used as decoration, and gardening), elderflowers (Combined with honey to make cordial for special occasions), ginger (Used for mouthwash), morel (Common near farmland edges. Nutty. Used in soups.), chanterelle (Summer mushroom. Grows under maple. Sweet. Used in sauces.), [Marsali] (Oyster mushroom. Fall harvest, grows on decyaing maple. Used in soups.)
Alstonia also imports persimmons (And jams), and corn, from Boscage.
Fauna: mice, snakes, weasels, squirrels, hares (Including the Alstonian Almiraj) foxes (Enfields?), vultures, hawks, robins (native to Azure), martins, skunks.
The First King, Evergreen
The First King, Evergreen, was a Scholarking from Noria who, long ago, arrived in the land that would later become Alstonia. Here he met with the native inhabitants of this region, the cervine Sprigaan, whom offered Evergreen and his enteroge a plot of land. Early Alstonia and the Sprigaan shared a prospering relationship, as the deer taught the foreign ponies about nature and Sprigaan tradition, and the Alstonian ponies shared their knowledge of medicine and tools. Years pass, and Evergreen takes a Sprigaan commoner as his mate, somehting which both factions take as controversial. Eventually, tragedy strikes, as the Scholarking is struck with a deathly illness, and the Sprigaan doe is found dead. Both creatures die before answers can be found, and both blame the other in outrage. Following this event, the forest to the West is said to become possessed by the vengeful spirit of the slain doe, and becomes an active hazard for the ponies of Alstonia. To the East, the Sprigaan close their borders to Alstonia, and threaten anypony who crosses into their territory.
Scholars
The concept of a Scholar was brought overseas from Noria, and is the label given to a pony who has become competent in a field of study of their choosing. This can be anything from medicine to astrology to woodworking to philosophy and politics. Becoming a Scholar is called Taking the Green, and is widely considered to be proof of maturity. You must be recognized by the Circle to become a Scholar in your field, and once you have passed their inspection, you are awarded a green cloak with a sewn patch signifying your field(s) of study.
Enlightenment:
Healthcare system:
Education:
Healthcare system:
Education:
Lunacy
"Lunacy" is the label given to the Sprigaan Lunar Faith, and is banned in Alstonia. "Lunatics" found with idols of the Dark Moon or Bright Moon are publically shamed, and branded as traitors to their kin.
Naming Conventions
In honor of Evergreen, the ponies of Alstonia name their young after plants. They may take inspiration from exotic foreign plants, and those names are equally considered to be special. They may also take more "traditional" Norian names, which align with profound concepts.
Fern is a common name.
Regional lingo
Ponies will often use the word "Lush" to as an expression of strong agreement and surprise, in place of something like "Awesome" or "Brilliant!"
The Spring Festival
The Spring Festival is actually held in late Spring, as elderberries become dark blue. In celebration, ponies will bake a special amaranth and walnut bread, glazed with honey.
Clay and Wood
Maple wood is used to ferment cordial, and transport fluids and jams for trade. But clay is the mainstay of Alstonia storage; kaolinite, a fine white clay, is typically found closer to mining colonies like New Sestina, but Illite clay is abundant just about anywhere cleared for farmland. The former makes for smooth, pretty pottery, while the latter is more of a utility, combined with beeswax to seal perishables like jams and jellies and cordial. You can find illite pottery at every settlement, in every home. Kaolinite is more artistic, but it's also used for food- It's just the trade good version.
Ponies in Azure will paint Spring Azures and fantastic creatures onto kaolinite pottery, using local resources to create the appropriate dyes. They can be very creative.
House Glaise is a wealthy family stationed in [Marl]. They are renowned for creating pottery masterpieces, many of which become family hierlooms, or priceless keepsakes. They are popular exports.
No Concept of Recreational Vices
Norian culture promotes the pursuit of knowledge and wisdom as the highest of virtues, therefore performing actions that would inhibit the mind are regarded as taboo. This includes the use of recreational drinking, and the usage of mind-altering drugs.
Spiders of Spindle
The Spiders of Spindle are an elite group of tissuers talented in knitting and sewing. They are lead by the Weaver, a powerful creature with a legendary legacy. They are identified by a spider and a spindle on their Scholar cloaks.
PROMINENT LOCATIONS
Phloem
Phloem is the capital city of Alstonia, and the center of philosophical disputes amongst the scholarly populace.
The Backwoods
The Backwoods is the singular greatest threat to the Alstonian way of life, and constantly spawns all manner of abominable flora and fauna to terrorize the ponies of Alstonia. Ponies who enter the forest never return- not as they were. Not as a pony.
Alstonia has made dozens of efforts to rid itself of it's malign arboreal neighbor, but it appears to be impervious to mundane fire and weaponry, and is only affected by the Black Flame, which Black Scholars wield.
x
Schrat: Schrat are a common threat within the Backwoods, and take on the form of twisted equine trees, mixed with thorny vines and blood-like sap. Some ponies beleive they are what remains of ponies who enter the forest, and others beleive the bones of the deceased are encased in the wood, trapped in an unliving form. Fire has no effect on them.
Völva: It is difficult to discern if this is an individual corrupted by the forest, or a manifestation of the Backwoods itself. Legends tell of a mare, called Amanita, or simply the Mushroom Mare, who in her naivety attempted to bargain with the Backwoods. She trod to the border of the forest, and begged for mercy. Not for herself, but her village. It is said that the Backwoods demanded a sacrifice: she would offer herself to the forest as tribute, and in return, it would spare her village. She accepted, and entered its arboreal embrace. But much like the treacherous Sprigaan many beleive to haunt the forest, it went back on its word, and unleashed a transformed Amanita upon the village, now twisted into the mage of the fungi she so adored. It is said she can encase herself in the flesh of those unfortunate enough to encounter her, taking on the form of loved ones, or simply a baeutiful mare, enchant her victim, and lure them to their death.
Bramble: Bramble usually manifests as large, thorny vines, usually acting as an obstacle.
Schrat: Schrat are a common threat within the Backwoods, and take on the form of twisted equine trees, mixed with thorny vines and blood-like sap. Some ponies beleive they are what remains of ponies who enter the forest, and others beleive the bones of the deceased are encased in the wood, trapped in an unliving form. Fire has no effect on them.
Völva: It is difficult to discern if this is an individual corrupted by the forest, or a manifestation of the Backwoods itself. Legends tell of a mare, called Amanita, or simply the Mushroom Mare, who in her naivety attempted to bargain with the Backwoods. She trod to the border of the forest, and begged for mercy. Not for herself, but her village. It is said that the Backwoods demanded a sacrifice: she would offer herself to the forest as tribute, and in return, it would spare her village. She accepted, and entered its arboreal embrace. But much like the treacherous Sprigaan many beleive to haunt the forest, it went back on its word, and unleashed a transformed Amanita upon the village, now twisted into the mage of the fungi she so adored. It is said she can encase herself in the flesh of those unfortunate enough to encounter her, taking on the form of loved ones, or simply a baeutiful mare, enchant her victim, and lure them to their death.
Bramble: Bramble usually manifests as large, thorny vines, usually acting as an obstacle.
X
Blackwood
Blackwood is a small village built over the ruins of the previous settlement, whose name has been lost to history. A witch hunter from Boscage arrived in this settlement following the aftermath of The Schorching, and began instructing ponies on the secrets to anti-magic. During an experiment gone wrong, the entire settlement was burned to the ground in black fire. It is said there were no survivors.
Blackwood Academy
Blackwood Academy is an infamous school which tutors young and vile minds in the way of black magic, for the purposes of combatting the Backwoods, and the monststrocities that it spawns. It is widely known to take in ponies who have suffered loss, or harbor greivances, and exaggerates these features in their students. Only a pony with true sorrow and hatred in their hearts may graduate from this school.
The Blackwood Academy is not a state-owned institution, but a state-sponsored institution owned and operated by a collection of old and influencial noble houses. These include:
House Hemlock: Named after the Eastern Hemlock, and not the Poison Hemlock (Although ponies would argue it can be either), the Hemlocks operate an important timber company, if not THE most important timber company in Alstonia. It is their ponies who brave the woods to bring precious logs back to the ponies, and their ponies who die for it. The head of the house has a vested interest in training future generations of Black Scholars in order to reduce causulties. Starflower attends the Academy as a representative, motivated to gain the power to defend her house.
House Maize: House Maize isn't actually native to Alstonia, but Boscage. They are a powerful noble house that deals in agriculture and [pending], and are specifically known for growing high quality corn. Particularly orange corn. Following the destruction of Kirn, the family was motivated to divert resources towards the Blackwood Academy so that choice members may receive special training to fend off future threats. Blackwood is not the only institution they support, meaning the Academy receives less money from House Maize than other houses. Cornbread attends the Academy, and Intends on joining the Orphans of Kirn after graduation.
House Butternut: House Butternut is a subsidiary of House Hemlock, and is resonsible for the collection of "butternuts", or walnuts. These make for convenient sweets to the populace of Alstonia, and the oils are sold as a cooking ingredient. Given their position, they also collect syrup from maple trees, and honey, which are sold as luxury goods in markets. Ash was forced to attend the Academy, but he only takes non-combative electives, and is waiting to leave so that he can begin contributing to the family economically.
House Cohosh: Founded by the legendary Blue Cohosh in early Alstonia, this is one of the oldest noble houses in the region, with roots in foalbirth and wetnursing. Over time,the Scholars constituting this intellectual community branched out into other medicinal herbs, such as aconitum (For fever and pain relief), cimicifuga (As an antioxidant), and mayapple roots as a laxative and purgative (They also sell mayapple jams, jellies, and juices.) They also sell ginger. Trillium is attending the school as a tutor. She teaches botany.
House Limerick: House Limerick is more traditional than modern Alstonia houses, as is shown through the Norian name, Limerick. You would be wrong to assume this noble house deals in poetry, however. Limerick the Lame discovered a limestone deposit after losing his footing, and discovered it could be used in construction. He wrote many a poem louding his Fateful Fall, and his family has been harvesting limestone ever since. Smaller sections of the family also collect iron and copper, and trace amounts of zinc. They support the Academy out of neccesity, so that Black Scholars defend their mining outposts. Although after one Black Scholar turned into a demon and infested one of their mines, they have threatened to retract their support. Sensation was a second-year attending as a representative, and became pretty popular, but they were pulled out and sent to Boscage for their safety.
Black Scholars
Black Scholars are a perversion of the Scholar, and wield the Black Flame, the only known magic that can harm the Backwoods. Black Scholars wield immense psuedopolitical power, and function more like mercenaries than guardians.
Becoming a Black Scholar is called, in another mockery of their namesake, "Taking the Black," and is considered career suicide by those outside of their ranks. Nopony will hire a graduate of the Blackwoods Academy, as they are volatile and unprincipled beings.
The Blackwood Academy harbors a secret, and that is The Order of The Black Flame, which watches over The Black Flame. The Black Flame is beleived to be what remains of the witch-hunter's living spirit, now twisted into an abominable state. A Black Scholar unknowingly trains their body and mind to accept the Black Flame into their body, and their acceptance or rejection of the Black Flame determines if they graduate or fail.
Once an aspiring Black Scholar has reached their final year, they are brought beneath the school, and into a secret chamber wherein the Black Flame is housed. They are sworn to secrecy, and instructed to allow the Black Flame into their body. The experience is different for every pony, but common themes involve nightmares and visions, as the Black Flame judges its potential host. If the aspirant is accepted, they receive a portion of the Black Flame which will then reside within them for the rets of their lives, granting them access to its power, but tainting their mind with hatred- especially for unicorns and magic. If the Black Flame rejects you, however, you will be consumed, and transfigured into a demon, a blakc fiend of fire and hatred that will destroy everything around it. Keepers stationed in this chamber are constantly on-guard, and ready to vanquish this threat.
If, however, YOU reject the Black Flame, it may not exert any influence over you. This event is uncommon, and those with the will to defy the Black Flame are often invited into the ranks of the Keepers.
Those harboring the Black Flame always run the risk of becoming a demon if they allow their emotions to overhwlem them, typicallt all-consuming rage, or total despair. For this reason, Black Scholars are carefully monitored by the Academy at all times, albeit from a distance.
v
Once an aspiring Black Scholar has reached their final year, they are brought beneath the school, and into a secret chamber wherein the Black Flame is housed. They are sworn to secrecy, and instructed to allow the Black Flame into their body. The experience is different for every pony, but common themes involve nightmares and visions, as the Black Flame judges its potential host. If the aspirant is accepted, they receive a portion of the Black Flame which will then reside within them for the rets of their lives, granting them access to its power, but tainting their mind with hatred- especially for unicorns and magic. If the Black Flame rejects you, however, you will be consumed, and transfigured into a demon, a blakc fiend of fire and hatred that will destroy everything around it. Keepers stationed in this chamber are constantly on-guard, and ready to vanquish this threat.
If, however, YOU reject the Black Flame, it may not exert any influence over you. This event is uncommon, and those with the will to defy the Black Flame are often invited into the ranks of the Keepers.
Those harboring the Black Flame always run the risk of becoming a demon if they allow their emotions to overhwlem them, typicallt all-consuming rage, or total despair. For this reason, Black Scholars are carefully monitored by the Academy at all times, albeit from a distance.
Following the burning of the village, an investigation was conducted
v
X
Bushhaven
Bushhaven is a fortified settlement on the border of the Backwoods, and serves as a secure entry point into the malign forest. Service in Bushhaven is widely perceived to be a punishment, and the settlement's residents suffer a high "turnover" rate. Still, the settlement stands as a testament to Alstonian resilience, and continues to serve as a bastion of fortitude.
Captain Thorn
Captain Thorn has had a long and difficult life, and serves as the captain of the Bushhaven defenses. He has a known disdain for Black Scholars, but tolerates them because of their neccesity.
Sprig
Sprig is the name of the deer tribe Evergreen made contact with in the early days of Alstonia, but they do not represente the whole of their people. They are just one tribe of many.
The Lunar Faith
Sprigaan faith- and indeed, the faith of all deer who call the forest their home -hails the moon as a dualistic deity. This deity is divided into a male aspect, the Dark Moon, and a female aspect, the Bright Moon, both of which carry great significance for Sprigaan culture.
The Lunar Faith was shared with Alstonia during the time of Alstonia, but following their fallout, Alstonia banned the practice of the Lunar Faith. Many ponies still possess hidden idols of the Bright Moon or Dark Moon, however.
The Bright Moon
The Bright Moon's influence is strongest during a full moon, and she presides over truth. Hers is the light that strips falsehoods, and guides the lost home. The guilty may find ablution if they confess in the court of the Bright Moon.
The Dark Moon
The Dark Moon's influence is strongest during a new moon, and he presides over secrets, and the unknown. He finds what is lost, and offers comfort to the downtrodden.
Leucism and Melanism
The Sprigaan beleive that the White Hind and Black Hind are heralds of the Bright Moon or Dark Moon respectively. A Black Hind is a deer born with melanism, or an unusual black pigmentation, whilst a deer born with leucism or albinism will become the White Hind. These creatures are raised from birth by the religious leader(s) of their community, and exhibit unusual powers. A White Hind and/or Blakc Hind will reign as the supreme religious authority of their tribe.
The Sprigaan beleive that the White Hind and Black Hind are heralds of the Bright Moon or Dark Moon respectively. A Black Hind is a deer born with melanism, or an unusual black pigmentation, whilst a deer born with leucism or albinism will become the White Hind. These creatures are raised from birth by the religious leader(s) of their community, and exhibit unusual powers. A White Hind and/or Blakc Hind will reign as the supreme religious authority of their tribe.
Although Alstonia regards the Sprig deer as a homogenous group, that is not the case, and there are many independent deer tribes that live within and without the forest Alstonia knows as Sprig. Each individual tribe may differ in beleif and customs, and in fact are currently engaged in an ideological conflict.
Loor
Loor is an albino lesser dragon who currently presides over a herd of peryton, transformed by their "Bright Flame." Little is known about the origin of the dragon, but the deer of this tribe beleive it was chosen by the Bright Moon to lead them, and has been raised as a White Hind. This has sparked great controversy amongst the other deer tribes, many of which regard the tribe's actions as heresy. Perytons, too, are widely seen as abominations, and are hunted by other tribes. Not all tribes are hostile, however. Some tribes defend Loor and their brood, regarding the dragon as a lunar messiah, the Bright Moon's strongest avatar.
The home of Loor is called Chi Loski, or the "Burning Forest," by other tribes. The tribe self-identifies as Bendigas, or "The Blessed."
Loor
Loor is an albino lesser dragon who currently presides over a herd of peryton, transformed by their "Bright Flame." Little is known about the origin of the dragon, but the deer of this tribe beleive it was chosen by the Bright Moon to lead them, and has been raised as a White Hind. This has sparked great controversy amongst the other deer tribes, many of which regard the tribe's actions as heresy. Perytons, too, are widely seen as abominations, and are hunted by other tribes. Not all tribes are hostile, however. Some tribes defend Loor and their brood, regarding the dragon as a lunar messiah, the Bright Moon's strongest avatar.
The home of Loor is called Chi Loski, or the "Burning Forest," by other tribes. The tribe self-identifies as Bendigas, or "The Blessed."
Next
Azure
New Sestina
New Sestina is a major hub of industry, encompassing the harvesting of valuable metals, and the processing of those metals into tools and weapons. A majority of the population conists of workers- metalworkers, potiers, woodcrafters -, and the settlement is responsible for releasing kaolin, copper, nettle, and spiceberries into circulation. House Limerick has invested a great deal into New Sestina's economy, with its subsidiary, Sestina & Co, producing wagons, casks, and other such valuable wood/metal constructs.
Potiers from New Sestina are renowned for their skill, however they can also be found in Marl, one of New Sestina's sattelite settlements.
Foreign Representation
Given Alstonia's closeness with the Kingdom of Boscage, the possibility of a foreign exchange has been realised; not only will ponies from Boscage arrive searching opportunities in industry, but even Derv elk have been witnessed within the city of New Sestina.
THE HINTERLANDS
The Hinterlands are the lands surrounding the capital city of Phloem. It is a mixture of minor settlements and independent farms, with settlements producing essential crops, and independent farms producing cash crops.
MINOR LOCATIONS
Longgrass: A small village with very long grass. They primarily bundle up grass as hay, and ship it off to neighboring settlements.
Friendship: Named in the early years of Alstonia, before the divide, this town was erected as a monument of unity between Alstonia and Sprig. It has since been fortified, and converted into an outpost.
"Eco": Ecotune is a play on the word "ecotone", a transition between two ecosystems. It is a major trade hub to the North, where Alstonia trades with Boscage via the Rachis Road. Given its wealth and fortified position, it's also safe enough to host the University of Ecotune. The settlement was originally called Sprout.
Azure: Founded by the late Mapleleaf, Azure is a place of both study and beauty, hosting the Azure Gardens, where the Spring Azures bloom with the flowers. The settlement was named for the Spring Azures that call this place home, and an Azure Festival is held to celebrate Spring here. Given its relevance to the botany community, this place is also home to the Ripe Berry School of Botany, a reputable institution that produces competent botanists. Ponies will migrate here to attend the school, enjoy the scenery, and also enjoy good food, including the famous Azure jelly, and Azure cordial. This also happens to be where the Blue Bee Honey Farm is.
Sestina: An old mining colony that was ravaged by a demon. The place now lies abandoned, and the mine is haunted by a beast of black flame. The last Black Scholar sent in never returned.
Spindle: A satllite for New Sestina. They prioritize the growth of nettle, and create linen from the fibers. Some of this linin is used to create Scholar cloaks, but they are dyed elsewhere. Spindle also produces spicebushes and nettle tea for export, and tissuers from Spindle are renowned for their skill with a needle. During Summer, they have a Red Festival, where they use spiceberries to make red clothes and wear spiceberries in their hair in celebration of Spring. They also produce stunning red pottery.
Marl: A satellite for New Sestina, which produces a surplus of food for it and Spindle. They use marl (lime clay mixture) to enrich the soil, and are rewarded with an abundance of groundnut. They also cultivate stinging nettle for export to Spindle.
x: X is a trade hub, connecting the Southeast to the rest of Alstonia. Beeswax started a bee farm here to make honey more accessible to the common pony. He also developed an efficient technique to create beeswax, providing candles for the ponies of Alstonia.
The below is non-canon, or only dubiously canon/undecided
LAN NUR LÍRA
Translating to "Five Fortune Islands," this archipelago is hosted by "Red Kings," a cabal of powerful liliponies descended from the founder of the islands. It is a paradiscical locus of wealth and trade, populated by the eternal machines, and watched over by the distant Iron King on his black iron island.
"Red Fruit"
Lan Nur Líra's primary export is the precious volcanic soil abundant on the islands, especially the "Red Island," where the Red Kings have made their home. It is shipped all over the world, attracting business and exploration.
Machines
Creatures of black iron, molded by the claws of the Iron King. They were once ordinary creatures, but were sacrificed to themselves in the draconic pursuit of immortality. Despite the macabre nature of their 'rebirth,' they are accepted members of society, and many contribute in their own unique ways. They are not immune to discrimination, however, and are unabble to feel pain.
The Iron King
Child of Kaunan, and ruler over the Perverted Foil. He is a shaper of metal and spirit alike, and hosts a ceremonial lottery wherein members of Lan Nur Líra are summoned to his island to take part in his grand experiment. To become his next work of art, and a machine. Unlike the dragons of The Great Continent, the Iron King does not rule over the creatures of the archipelago, but operates more as a secretive hermit, engaging in trade and diplomacy for mututal gain.
PROMINENT LOCATIONS:
The Perverted Foil
This domain is drowned in layers of slag, some of it still molten, and stinking of sulfur. Machines scavenge iron debris for the Iron King's works, secreting it away and towards the mouth of a gaping volcano. No plants nor animals live here, as no creature sans the mighty dragon and his machines may tolerate the harsh conditions.
MINOR LOCATIONS:
ʘÉZ CENÁZ
ʘéz Cenáz. "First Forest," named so because its incredible scope and primordial flora.
SSÍR NON
"Profit Island," also known as the Island of Pleasures, is a small island run by Mayor Moni, a former lilipony accountant who capitalized on the lilipony summer celebration of Lanninattír. They gained a reputation for being particularly promiscuous, even for a lilipony, and spawning foals frequently. Their progeny has brought tremendous wealth to the family, embracing the underlying principles of Lanninattír. "Fortune and profit!" Indeed.
Blue Island
Contrary to what the name may lead you to believe, there is nothing blue on Blue Island. The space is instead famous for Blacktower, the fortress residence of a unicorn mage from afar. The Tower is guarded by the imposing Black Watch, stygian pegasi granted superequine strength and mastery of storms.
The Black Tower
The first thing you will notice when approaching Blue Island is the monumental Black Tower, a construction of alien design not seen in [The Kingdom], built like the great petrified husk of a tree. Its "branches" fork up into the sky, and are said to draw in storms. Creatures of Blue Island often describe the Tower as drinking the light of a storm, absorbing lightning as quickly as it is struck.
The Mage lives within this tower, making the occasional public appearance to commemorate special occasions, or to make important announcements. It is unknown what he does within the Tower, but rumors abound. Only the Black Watch knows what occurs behind those onyx walls, but they are sworn to secrecy.
The Black Watch
Also referred to simply as "The Watch", consists of an order of black pegasi, their coats dark as pitch, giving them their trademark appearance. It is widely known that this is a side-effect of the ritual required to transform a regular pegasus into a Watchmare (Or Watchstallion). The Mage selects applicants infrequently, and the conditions upon which he makes his selection are unknown, but it is a popular opinion that you must be fit, and at least moderately learned to be accepted.
The Black Watch's stated goal is the defense of Blue island against external threats, such as pirates, and internal threats that threaten stability. In times of war, Blue Island has been known to loan members of the Black Watch to [The Kingdom] for national defense, with these ebony pegasi proving to be devestating units on the battlefield.
The Mage
The current ruler of Blue Island, dubbed "The Mage," is a mysterious unicorn from a far off land. Off-gray, with stubble and thick brows that seem to be permanently fixed in an expression of displeasure. Creatures often cite a glow in his golden eyes, and his horn is thick and spear-like, with noticeable wear. A long black mane belies old age. This is how the Mage is most often described, but despite his appearance, he is not unkind; in fact, it is widely known that he is a generous stallion, investing in the infrastructure of his domain, and seldom raising his voice in public. It is by his hoof that Blue Island and its creatures prosper, and it is by his command that the vaunted Black Watch keep its citizens safe from harm.
A Land of Opportunity
The Blue Island is generally considered to be fairly wealthy, with a strong infrastructure and robust trade bringing in diverse resources from within and without [The Kingdom.] Specifically, the Blue Island is famous for its food industry and metallurgy industry. Competition is encouraged to breed creativity, and a general air of anticipation charges the market square. Despite the foreboding landmark, the Blue Island is a place of optimism and opportunity, inviting the downtrodden and inspired to realize their goals in a safe environment.
Flower & Feed
A popular bakery located near the docks. They are famous for their blackbread, a food rich in flavor and nutrients, and a local favorite spot for Black Watch members. It's run by a matronly pegasus mare and her lamini husband, a former Achre Knight. They arrived on the island seeking fortune in an untapped market, and they struck gold; with easy access to exotic ingredients through sailing merchants, they're able to create baked goods that are truly out of this world.
HALEA
Halea is the heart of the [forest], and throne of Galatea, Scion of Lunar Flame, and bastion against the evils of the black dragon.
Galatea
Galatea is a White Hind, and also a peryton, sporting resplendent wings. The name Galatea, meaning She Who is Milk White, was given to her by the natives, who revere her as a god-like protector. Her real name is Kanni, meaning Bright White. She originates from Chi Loski, or the Burning Forest, home of Loor, the Bright Dragon.
Wazen, the Wise
Wazen was a black dragon who once occupied Halea as its ruler. He was a creature of calculated cruelty, and his cunning felled all but Galatea herself. It was actually a calculated manuever from the Loor-born peryton herself that eventually defeated the black dragon, as she convinced him of her virtue, and he was ensnared by her lunar beauty. He wanted to possess her, and possess her he would, for five long years. Five years of observing, helplessly, as her subjects endure torment. Five long years of scorn. Five years of being a faithful wife, until at last Wazen was convinced of her faith, and brought her to his cave to form a nuptial pact. It is here that Galatea revealed her true intentions as, during the ceremony, she suddenly produced a blood-red blade, and plunged it into his skull. It was thought that this act would spell the end for Wazen, and indeed for a time it appeared he had died. But in actuality, he had inherited the spirit(s) of the bloody blade, and been ressurected as a revenant, his mind fractured, but his menace no less potent. He now spends his days self-isolated within his cave, endlessly debating with himself, and hungering for knowledge and experiences. Galatea remains to keep vigil, every wary of his vengeful return.
Legends have spread of a black dragon who speaks with one-thousand voices, who can answer any question, in spite of Galatea's efforts to squash these "rumors." It is for this reason that many foreign creatures from around the world arrive in Halea and its surrounding territories, seeking an audience with the black dragon. Many are turned away, but those few who find their way to Wazen rarely return. It is said he will demand from you a story, a riddle, or a scrap of knowledge he does not possess, in exchange for what you wish to know. If you are unable to fulfil this bargain, your voice is added to his legion.
TOLLAND
The siren scourge
The refugees
Affectionately dubbed the "Peal" by Tolland natives, these pony refugees have been granted land in tribute to the Tolland capital, and are expected to abide by Tolland law and traditions. Although relatively new additions to the capra lands, the Peal have embraced Tolland culture and integrated quite well. Unfortunately, the Peal suffer from a lack of resources due to their tithe, and are forced to live in impoverished conditions. Few capra express sympathy for the Peal's conditions, if they're aware of them at all.
Translated as "Little Bell", Anula (Or Campanula) is the home of the Peal ponies. The settlement is located within guarded grassy plains, and is primarily an agricultural community. Ponies will occasionally be drafted into capra armies as cannon fodder, or depart in search of adventure, but most ponies are too fearful of the wider world to leave.
In recent times, Anula has experienced an increase in general wealth, donated by Ophidia.
In recent times, Anula has experienced an increase in general wealth, donated by Ophidia.
Bells
Bells play a central role in capra religion, acting as a means with which to communicate with their gods, the Lamb, and the Ram. Bells will be constructed out of different materials depending on which deity you are attempting to communicate with, with the shape determining your 'reach.' For instance, copper and tin are incredibly common metals found in Tolland, and so is used as a baseline. However, gold is a soft metal with little martial applicability, meaning that the Ram - the more violent of the two gods - is less likely to receive your call than the more peaceful Lamb.
Bells in capra society can be used for a number of mundane and religious tasks, being an omnipresent feature in capra architecture and personal accessories.
Birth bell
A birth bell is a small bell usually fit onto your left ear, and is commonly made of tin by sheep and the lower class. The birth bell is commissioned by the local bellsmith, or hoof crafted by the mother and/or father before the lamb or kid is born, and is given to them as a means of connecting them to the Lamb and the Ram. It is a form of blessing. Alternatively, the birth bell will be made out of copper if the parent(s) wish for their child to have a martial upbringing and career, as copper is more closely associated with the Ram.
Nuptial bell
The nuptial bell is crafted by each respective member of a flock, and is used as a form of proposal. The nuptial bell is usually created from a similar material to the intended recipient's birth bell, however exceptions are not uncommon. The nuptial bell is carved with lucky symbols, and rung 4 times and then 5 times in order to receive the blessings of the Lamb and the Ram respectively.
War bells
The war bell is a machine of war typically constructed from bronze that is designed to weaponize sonic waves. Capra armies will march into battle with at least one war bell, and the army wears hearing protection to avoid permanent hearing loss. War bells are exclusively associated with the Ram, and are believed to amplify his violent will.
Birth bell
A birth bell is a small bell usually fit onto your left ear, and is commonly made of tin by sheep and the lower class. The birth bell is commissioned by the local bellsmith, or hoof crafted by the mother and/or father before the lamb or kid is born, and is given to them as a means of connecting them to the Lamb and the Ram. It is a form of blessing. Alternatively, the birth bell will be made out of copper if the parent(s) wish for their child to have a martial upbringing and career, as copper is more closely associated with the Ram.
Nuptial bell
The nuptial bell is crafted by each respective member of a flock, and is used as a form of proposal. The nuptial bell is usually created from a similar material to the intended recipient's birth bell, however exceptions are not uncommon. The nuptial bell is carved with lucky symbols, and rung 4 times and then 5 times in order to receive the blessings of the Lamb and the Ram respectively.
War bells
The war bell is a machine of war typically constructed from bronze that is designed to weaponize sonic waves. Capra armies will march into battle with at least one war bell, and the army wears hearing protection to avoid permanent hearing loss. War bells are exclusively associated with the Ram, and are believed to amplify his violent will.
The Lamb & The Ram
The Lamb and the Ram are the patron deities of Tolland, and are believed to manifest as internal voices. Your conscience, for instance. The Lamb is the voice of reason, compassion, calm, and mercy. The Ram is the voice of fear, doubts, violence, and caution. Despite the differences between them, both are seen as necessary, however one can be favored over the other. Sheep commonly favor the Lamb, whilst goats more often listen to the Ram.
The Lamb has existed with sheep since before the unification. He could be perceived as a voice on the wind, or through the cadence of wind chimes. The Lamb is gentle, nurturing, and playful. His elements are wood, wind, and beautiful metals such as gold or silver.
The Ram manifested as a byproduct of unification, and voices concerns, doubts, and fears. His goal is to keep you alive, even at the expense of those around you. He can be selfish, but he only wants the bets for you. His elements are fire, and protective metals such as copper and bronze.
Racial hierarchy
Capra are divided into two distinct categories: sheep, and goats. Sheep rams commonly take on the role of laborer, whilst goat billies adopt political and military leadership positions. Ewes are responsible for food production, and nannies are responsible for domestic affairs. Rams will often make up the bulk of a capra army, with billy generals. Female capra are too valuable to risk in battle- or to allow to be claimed by a siren.
Cossets
Cosset originally referred to a sheep apprenticing under a goat, but in recent times it has expanded to become a somewhat derogatory term describing a Peal pony serving a sheep or goat. "Cosset" can be translated as "Pet sheep," and on occasion a sheep or goat will purchase a foal from Anula, placing them into the role of a household pet.
Cosset originally referred to a sheep apprenticing under a goat, but in recent times it has expanded to become a somewhat derogatory term describing a Peal pony serving a sheep or goat. "Cosset" can be translated as "Pet sheep," and on occasion a sheep or goat will purchase a foal from Anula, placing them into the role of a household pet.
CITY
.
The "Prince"
PROMINENT LOCATIONS:
The Underground
The Underground is a cesspool of crime and sewage where the downtrodden rot and the indignant rage. Drugs flow like water, and schemes take the place of politics. It is well-known that the [major crime families] operate somewhere within the Underground, but the environemnt is so hostile to topsiders that soldiers sent down rarely return- dead or alive.
The Syndicate
The Syndicate conists of [x] criminal organizations that collectively exert near-total control over the Underground. They primarily traffic drugs and sex, but each family has their specialty.
[The Serpents] operate under Rhabdophis, a lamia hailing from Ophidia. Rumor is she slithered straight into the Underground and killed one of the members of the Syndicate to take his seat, and has been expanding her influence ever since. The Serpents traffic in drugs primarily, and are best known for producing Toad, a particularly potent- and dangerous -hallucinagenic.
Toad
Also called "Toad Toxin," this is a toxic substance secreted by toads found and cultivated in the Undergroud. The substance can be collected as an extract, but it is more commonly smoked. Toadies and a select few wealthy enough to acquire live specimens will lick the toad themselves to experience the strongest trip. Toad is extremely addictive, and users report experiencing feelings of "Rebirth," an expanding awareness, and the feeling of being close to a higher power. It takes approximately 30 seconds for the effects to take hold, and the effects last around 30 minutes, during which the user is incapacitated.
The substance is similar to "Venom," another hallucinagenic extracted from the scorpions of the Desert.
Toadies
Rhabdophis arrived in the Underground accompanied by members of the cult of the Silver Scorpion, renowned healers in their desert home of Ophidia. Shortly after being exposed to the toads of the Underground, the unorthodox Scorpions experienced an "epiphany," and have since expanded their beleifs to include a "Toxic Toad." The popular perception of "Toadies" is that of barely-coherent junkies under the employ of Rhabdophis, but this does not in any way diminish their medical skills. They are still more qualified than most medicine ponies in the Undergrounnd, and even topside.
Fangs
Silver Scorpions are not the only ponies Rhabdophis brought with her; shortly before departing, she was approached by her mother and gifted a "Fang," an elite assassin and spy (Who might have also been sent to spy on Rhabdophis.) Utilizing her talents, Rhabdophis has since had personal spies and assassins trained, and dispersed into the Underground and topside. Nopony knows the true identity of these Fangs, but creatures who displease the serpentess often find themselves dead under mysterious circumstances.
Toad
Also called "Toad Toxin," this is a toxic substance secreted by toads found and cultivated in the Undergroud. The substance can be collected as an extract, but it is more commonly smoked. Toadies and a select few wealthy enough to acquire live specimens will lick the toad themselves to experience the strongest trip. Toad is extremely addictive, and users report experiencing feelings of "Rebirth," an expanding awareness, and the feeling of being close to a higher power. It takes approximately 30 seconds for the effects to take hold, and the effects last around 30 minutes, during which the user is incapacitated.
The substance is similar to "Venom," another hallucinagenic extracted from the scorpions of the Desert.
Toadies
Rhabdophis arrived in the Underground accompanied by members of the cult of the Silver Scorpion, renowned healers in their desert home of Ophidia. Shortly after being exposed to the toads of the Underground, the unorthodox Scorpions experienced an "epiphany," and have since expanded their beleifs to include a "Toxic Toad." The popular perception of "Toadies" is that of barely-coherent junkies under the employ of Rhabdophis, but this does not in any way diminish their medical skills. They are still more qualified than most medicine ponies in the Undergrounnd, and even topside.
Fangs
Silver Scorpions are not the only ponies Rhabdophis brought with her; shortly before departing, she was approached by her mother and gifted a "Fang," an elite assassin and spy (Who might have also been sent to spy on Rhabdophis.) Utilizing her talents, Rhabdophis has since had personal spies and assassins trained, and dispersed into the Underground and topside. Nopony knows the true identity of these Fangs, but creatures who displease the serpentess often find themselves dead under mysterious circumstances.
x
LAST LIGHT
Dead sands whisper a forgotten hymn, and covetous light grasps for your attention.
The Dead Legion
Shambling ghouls that once were griffon Blades from Ophidia. They sought out a power that may dethrone dragons, but all they found was damnation. Now they stumble blindly through the sands, gleaming with a sickening light, eager to bring more into the embrace of their luminous master.
SHADOWLANDS
This place is covered in a supernatural Shadow that extends across the vast expanse of the Shadowed Desert, suppressing magic where light fails to reach. Despite this, the camel denizens of the Shadowlands enjoy a life of spiritual enrichment under the direction of the Gremory, their Shadow Lords.
This place is roughly North of The Desert.
The Shadow
Despite the name, the Shadow does not block out the sun or prevent the creatures of the Shadowlands from enjoying warmth or enduring the deserts oppressive heat. Plants thrive, granted they are not reliant on magic to sustain themselves, and the sun will still blind you if you deign to face it. The Shadow manifests, in the words of foreigners to this place, as a dimming, a diminishing of hue and saturation that becomes difficult to perceive once you have lived long enough under its darkened veil. The Shadow is sustained by the Gremory, camels of noble blood who, through unknown means, are able to wield shadow magic.
The Shadow is a significant part of camel religion in the Desert, and is believed to be divine in nature. The Great Journey ends once the Shadow falls over you, cleansing you of impurities.
Shadow Magic
Although innate for the Gremory, it is known that other camels, and even non-camels, can learn shadow magic, although it is different in nature than what the Gremory use.
Gremory
Gremory are not exclusively the ruling body of the Shadowlands, but make up a minority population of camel subspecies and the present noble bloodlines. It is believed that all gremory are descended from an apostle of the first gremory, their blood imbued with the hallowed shadow. Shadow magic is an inherent talent for gremory, and their noble status is made apparent through their striking red eyes and typically ashen appearance. The gremory bloodlines are essential for sustaining the Shadow and are key members of the new faith, however not all gremory stay within the Shadowlands.
Gremory famously possess a mind for science, and have a particular affinity for astronomy that they tie into the new faith, claiming the red moon as one of their religious symbols.
The War
The Shadowlands are a nation still recovering from a terrible religious war. The Gremory were seen as apostates, renouncing the Old Faith in favor of the new and mysterious Shade Lords. Through these shadowed patrons, the Gremory gained supernatural powers- Powers that those of the Old Faith regarded as dangerous and heretical.
Ninth Brother
This towering collosus of metal was borne of the fire of Kaunan and his industrious mind. It is animated by the burning coal of a dragon's spirit.
Thanes of X
Undead kirin lords that maintain their master's necropolis. They sacrificed themselves to their duty, so dedicated were they, and ensure others follow their example. They are essentially Dragon Priests and their masks contain their soul.
The Observer
An enigmatic figure who sometimes appears in places where dragons are concerned. They seem to take a great interest in dragons and their history, but their intent is unknown.
The Blight
Similar to CHurel. Blightland biome vs eldritch waste. What is Blight?
"Crowned Waste"? Crowned serpents spreading rot.
"The Blight of Cherim"
Cherubs
Small plump vestigial-winged islander lilipony variant. Loves island pumpkins. Lives in pumpkins. Pumpkin shield. pumpkin raft.
Blue Prince
Runes. Magic knowledge bookish snake. "Krait?".
King of the Forest
/Dead King. Tragic old figure with command over wildlife. Armored figure. Deer(?).
Rainbow wall
Wall of multichromatic particles forming a transparent barrier. Crude but effective to resist magic.
The Blue Serpents
A travelling band of budding and veteran magicians founded by the Blue Serpent, Krait. Their mission is to recognize nascent magical talent and support their growth. When joining, you are asked to "wear blue" in some form, whether this means dying a clothing item blue, adding blue to their mane or tail, or otherwise. This is taken as commitment to the order.
They usually set up blue tents when they stop to rest, with a symbol of a snake on a blue background as their personal symbol.
The Blue Serpents are widely recognized and considered by established institutions to be hedge witches and wizards. Fledgling sorcerers may first join the Blue Serpents before going on to join merited institutions. Membership in the Blue Serpents usually implies a degree of informal training that magic institutions will recognize.
Garnet Abbey / Monastery
Garnet Abbey / Monastery. The current Abbot has acquired an intelligent crystal pony assistant/consultant called Spinel. Possible historical roots of the Ecclesiarchy.
This towering collosus of metal was borne of the fire of Kaunan and his industrious mind. It is animated by the burning coal of a dragon's spirit.
Thanes of X
Undead kirin lords that maintain their master's necropolis. They sacrificed themselves to their duty, so dedicated were they, and ensure others follow their example. They are essentially Dragon Priests and their masks contain their soul.
The Observer
An enigmatic figure who sometimes appears in places where dragons are concerned. They seem to take a great interest in dragons and their history, but their intent is unknown.
The Blight
Similar to CHurel. Blightland biome vs eldritch waste. What is Blight?
"Crowned Waste"? Crowned serpents spreading rot.
"The Blight of Cherim"
Cherubs
Small plump vestigial-winged islander lilipony variant. Loves island pumpkins. Lives in pumpkins. Pumpkin shield. pumpkin raft.
Blue Prince
Runes. Magic knowledge bookish snake. "Krait?".
King of the Forest
/Dead King. Tragic old figure with command over wildlife. Armored figure. Deer(?).
Rainbow wall
Wall of multichromatic particles forming a transparent barrier. Crude but effective to resist magic.
The Blue Serpents
A travelling band of budding and veteran magicians founded by the Blue Serpent, Krait. Their mission is to recognize nascent magical talent and support their growth. When joining, you are asked to "wear blue" in some form, whether this means dying a clothing item blue, adding blue to their mane or tail, or otherwise. This is taken as commitment to the order.
They usually set up blue tents when they stop to rest, with a symbol of a snake on a blue background as their personal symbol.
The Blue Serpents are widely recognized and considered by established institutions to be hedge witches and wizards. Fledgling sorcerers may first join the Blue Serpents before going on to join merited institutions. Membership in the Blue Serpents usually implies a degree of informal training that magic institutions will recognize.
Garnet Abbey / Monastery
Garnet Abbey / Monastery. The current Abbot has acquired an intelligent crystal pony assistant/consultant called Spinel. Possible historical roots of the Ecclesiarchy.