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Posted: Tue Mar 03, 2020 7:27 pm
At the beginning, Kells was a world where both man and wolf lived. Whether it was harmonious or not through all species, the two knew their boundaries and peace remained. However, as man evolved, so did their outlook on life. While wolves remained roaming nature, humans began to decimate the natural world, building structures of stone that marred the beauty of Kells. Resources began to dwindle, woods burned, rivers dried and newly created metal weaponry brought fear to all creatures of the world.
Not only did man bring destruction, but diseases ran rampant; plagues swept through the land of Kells, one of which they had never seen the likes of before.
A primitive version of Blight formed, and ran rampant amongst the lands. Slowly the disease began to eat away at mankind, causing their numbers to wane. It did not take long with that, as well as the already built tension between man and wolf, to lead to complete extinction of man, and eventual rise of the wolf. • Climate: Warm during the spring and summer, colorful during fall, and icy come winter • Kells current climate is: Spring. Current Holds of Kells Kells Forest
• Lush and teeming with life, Kells Forest is the largest and deepest in all of Kells. Nearly every wolf calls these woods home. The Thicket
A vast forest where life and birth radiate and fill the land. All wolves have a beginning and everyone of them starts here. From deep woods to small patches of shrubbery, the tree span is vast and largely enclosed by mountains, offering protection and peace to all the youth as they grow. The Blueberry Grove (Location created by OneLittleJay)
Deep in the Forest, hidden well within the Thicket, rests a wall of trees. They are lined so closely that all that remains are gaps just large enough for a Dire Wolf to squeeze through. Past these trees is a large clearing, rich with bushes which are ripe with juicy blueberries. These bushes are clearly growing here wildly, undisturbed for the most part.
Blueberry Hoarder lives among these bushes, her domain, her home. She lives here all year round and protects this clearing with her life. She cares for the bushes when they are not in bloom, trimming and doting on them, which renders her very selective about who can take from her precious grove.
A fact that not everyone may know, though it is rumored, Blueberry Hoarder does not eat her own berries.
The plants bloom in the spring, during this season passerby's are cautioned to be wary as Blueberry is at her most defensive. She actively shoos away birds (both crow and vulture alike) and any other familiars that might try to consume the very insects that might spread the flowers pollen. Summertime is arguably the most exciting time for her, as the fruit of her labors comes full circle. Once ripened it is time to eat!
While she lives on her own, the rumors are not true about her despising others. In fact she is quite friendly, and encourages friendships, on the sole rule that they do not harm her precious bushes, and their fruit. She hasn't had to fight for her grove yet, but that does not mean she won't. Outsiders be warned The HollowWhile it’s not uncommon to find fallen trees in the forest, none are quite as large as the Hollow. Over time, the inside of the giant tree eroded away, creating a space large enough for inhabiting. Parts of the remaining outer shell of bark are becoming increasingly fragile, though, and might collapse if one isn’t careful. Monarchs Sanctuary - “Land Sea of Orange”
Around Kells there are a number of magical looking places, things that by coincidence look mythical. Areas where the monarch chooses to rest are not excluded from these magical, mythical looking places.
Walking through the woods you are drinking in a palette of greens, teals, browns, and bright color of various flowers. The flowers provide part of the only source other color to the places you've seen.
You step down a beaten path unassumingly, not necessarily walking with a purpose, when suddenly the world around you changes. The hues of green disappear as your eyes drink in a new palette. Absorbing the now oranges, browns and a periodic white spot or two. The color taking your attention most is just that pure sea of orange.
This is the Monarch Sanctuary, one of many.
With a rush the scene changes. You've taken one to many steps towards the flock. What was once a low hum now becomes deafening, no one would consider a monarch to be loud, but the vast number of them combined has proven to amplify it. The monarchs begin to rise and it is like the world has risen with them. Watching them your gaze turns upwards to see a perfect opening in the canopy above. That is where they escape too, likely to seek out the neighboring sanctuary.
Tracking these monarchs is a simple task, and throughout the years skilled wolves have determined where they go for the most part. In some cases they can be used to sense incoming danger or world events. On a good day their behaviors never change, if it does, there is usually a reason. The Herbalist Ruins
The Herbalist Ruins, is a place of peace and serenity, where those seeking knowledge of herbalism go to learn. From the outside, the ruins appear to be just another crumbling piece of society - or part of what was left from it. The only thing that makes these ruins stick out is some of the more unusual plant life. Flowers of various colors grow sporadically, dappling an otherwise lush, and green palette. These flowers have been grown by generations of Herbalists, and cared for by them, and individuals aspiring for a role within herbalism.
Within the ruins paints a more studious picture. The plant life continues, a lush atmosphere as well, but the placement (in some cases) seems more calculated and controlled. The centerpiece of the ruins in a pond. The pond is actively fed from a nearby river and therefore remains filtered for the most part. On the surface is lily pads, lilies, and below is various mosses. Aside from the plants the pond also plays host to small frogs, insects and other wildlife. This pond has no name, but provides the residents with a healthy source of water.
Deeper into the ruins is a bit of housing (in the form of multiple dens), a storage area (which is naturally dry through most seasons), and an area for record keeping. The record keeping is managed by the Record Keeper, a wolf who is a near constant companion of the current Herbalist while they are home. These two are the most constant presences here and can be prodded for assistance as needed. The unique feature of this sanctuary (and most consistent) is the roles - The Herbalist, and The Record Keeper - these are passed onto generations. So no one will have trouble when they request to speak to either, they just may engage with a new face.
Kells Run• The cool, crystalline waters of Kells Run start their life in a northern lake and wind their way through Kells Forest where they mark the path to Redwood. For the most part, both river and lake are shallow enough for even pups to frolic in without too much trouble. However, these waters also hold great depths and their share of danger. Despite this, the wolves never seem to have any problem crossing them. The Swamplands
The Eerie and foreboding, the Kells Swamplands can be hostile terrain to the unfamiliar. Set between the Run and the Forest, it is the quickest path between the two and considered worth the risk of the travel. Land masses are scattered few and far between slow-moving, murky waters. The freshwater swamp is host to a variety of life, and even large predators such as wolves can thrive here The Desert
A far cry from the cool waters of the river run, the desert to the far south is cruel and unforgiving. If one isn’t prepared for the extreme temperatures, lack of resources, and few places of shelter, death is almost guaranteed. Those strong enough to adapt, however, may find some hidden benefits to living here. The Badlands
Are located south of the Riverun and are the stretch just before you hit the desert. They are dune-like, with mesa's of all sizes scattered throughout, and house a large population of wild ponies. The Wolves of Kells have dubbed this place the “Badlands” due to its harsher living conditions, the frequent wild fire that surges out of nowhere, catching cactus and tumbleweed alike, before calming quickly, and, more pointedly, the large skeleton graveyard it houses to the east. The graveyard in particular is a place of suspicion and intrigue, where bones of every type can be found. Watering holes are few and far between but more prevalent here than in the heart of the desert. Redwood
• Once said to be the most beautiful place in all of Kells, Redwood has withered to near-death. The leaves have fallen and decayed in a never-ending winter. The trees are barren and menacing. It is a cold place. There is very little left alive within its boundaries. However, the legendary Stonehenge was said to lie in this forest, perhaps lending to its former mystique, and it was about the time that the forest began to decay that Stonehenge vanished, forgotten. The Crystal Caverns
The further you go into the Redwood, the more death takes over, sending a chill down the spines of most creatures. Corpses of various animals can be seen occasionally, the victims of illness caused by staying in the area too long. Among the decay, though, there is a cavern that leads deep into the ground, the entrance partially obstructed with rotting flora. At night, a faint glow can be seen, the result of small pieces of crystal and quartz that have made their way to the entrance over time. There have been rumors that there are large pieces deep in the cavern... a trophy to bring home to your pack. That is, if you're brave enough to even enter. Bluestone
• A tall and proud guardian, the Bluestone mountain range encircles Kells, protecting it from the outside world. Closest to the lowlands, daring wolves may venture into its caves or seek out its secrets. However, as rock gives way to boulder and the slopes grow steeper, most either give up or are simply unable to continue. Nonetheless, it has been said that some wolves make Bluestone their home and have claimed it as their territory. The TundraFew animals can travel far enough north to hit the tundra and even fewer try to settle there. Those seeking the solitude the area provides must learn to survive with little food and even less comfort. Due to the soil being permafrost, vegetation struggles to grow, which leaves few areas for cover. Most creatures settle in caverns among the rocks and mountains, hoarding pelts and what little flora they can find for warmth. Rumor has it that at night, one can hear the pained howls of those who didn’t have what it takes to survive, though others say it’s just the wind.
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Posted: Tue Mar 03, 2020 7:28 pm
The Waylands
• Just beyond the Moongate, past a heavy mist, lies the land once touched by man. Here, towering cobblestone structures are being overrun by the forest herself. Creeping vines, like fingers from the depths, harvest all that was once stolen from it. The few that remain whisper an enigmatic tale to the beasts of this wild, who unbeknownst to them take shelter in the same way the makers had. Once upon a time. But those are far from the only remnants that remain... for glimmering relics of man await those lucky enough to find them.
The Old Castle
Surrounded by water, the tall building of stone still casts a shadow over the Waylands. The windows higher up are still adorned with raggedy cloth, faded and eaten by the sun they were once placed to protect against. Down the ancient halls filled with dust and grime, one may still hear the footsteps of man, echoing against the walls. This ruin is home to the Berserker King. Broken Brige
South of the castle, a bridge lays in crumbles. Once standing proud now marred with gaps of missing stone, eroding with the petite waves the wind pushed. An occasional splash can be heard as another piece of the bridge deteriorates, sinking into the murky depths below. Forest Ruins
Nestled deep within the Waylands, the ruins of an old civilization awaits to be found. Not quite as vast as the castle, the forest ruins still are a great hiding spot for creatures not wanting to be found. Little sun slips through the dense canopies above, leaving the unknown to lurk deep within the shadows The Eye
Within the forest ruins there stands another 'bridge', completely intact and well maintained. Crafted primarily out of stone, the bridge arcs 30 feet off the ground in a perfect semi-circle spanning across a wildly reflective pool of water. But a true and sturdy bridge The Eye does not make, for the path across is far too thin for any beast of the Waylands to traverse and wooden stakes guard either end from entry. By way of that incredibly still and reflective pool, a perfect circle is created and can be made out at almost any time of day; clear as if the water were not even there. This has fed into the many intricate theories behind The Eye and it's original purpose... but most of all, it has given life to new lore.
Some say that all who have risked swimming to the bridge, regardless of their intentions, have drowned. That their remains lie just below the surface waiting to drag their next victim in.
Others believe this to be a cursed gateway, separating their reality from one running parallel to it. Believers of this also whisper that a set of twins for every creature in the Waylands lives out their alternate lives just beyond the waters edge. Should the bridge ever be destroyed, their two worlds would collide and the end of days would follow. There are rumors that individuals, independent of one another in a lot of cases, have taken up guardianship of the site.
Regardless, be it a bunch of old wives tales or undiscovered truths, The Eye is infamous. Even nonbelievers find themselves straying clear of it's territory. Waylands End
Also known as the Bridge to the End helps to produce one of the most unique aspects of the Waylands - its mist. This bridge rests atop the Bluestone mountains and while it is simple in its construction it is also unique for it has no walls to protect curious souls from falling over. Like all the other bridges of the Waylands nature has taken back, and won, against the man-made path therefore it is covered with grasses, vines, and other plant life which helps it to blend into the surrounding landscape. In a way this has made the structure stronger, and so it has withstood the test of time. What gives this bridge it’s name isn’t the bridge itself, but rather the river that flows beneath it. Looking to one side of the bridge you see a vast lake, a mountain range, and plenty of lush greenery. Looking to the other, you are staring into a white abyss which if you are not careful, can lure those who stare too long to the edge. Directly beneath the bridge (creating the white abyss), loudly hurling copious amounts of water over an abrupt edge is a waterfall. Arguably one of the largest in Kells, and the most life threatening, it has taken countless lives whether the living were willing to fall or not. Ends Lake
At the base of the falls, below the Bridge to the End, is a lake that carries on a vast distance. This lake acts as a ‘catch-all’ for those that attempt to cross the bridge and fail. Their bodies land, often battered by rocks jutting out from the wall behind the falls, in the water among fellow fallen. It’s waters are cold, typically murky, and host a small variety of living things - fish and plants alike. On the surface the lake is clear of debris, save for a rock or two that rises to break it, and so it appears as glass on calm days (of course, in the further corners from the falls). Nearest the falls the water toils and thrashes, it dares those that live after the fall to test it. It’s often encouragement enough to escape it, if at all possible. Beneath the surface is perilous - the ground is a rocky/sand mixture with a scattered number of plants and fish.
Cavern of the Unknown: A subsection to Ends Lake. Beneath the surface of the water, behind the falls there lies a cavern. The cavern is damp, hosts a number of unique plant species, some salamanders, and other small rodents/insects. The cavern has its own little ecosystem. Deep within the cavern is a hidden bundle of goods. A rumor surrounding the bundle is that they are other worldly goods - a package from the veil - adventure types may be driven to try and get these goods, but will have a difficult time considering the conditions. The only way to enter the cavern is down a narrow, winding path, along the wall - next to the falls.
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Posted: Tue Mar 03, 2020 7:29 pm
Irithyll The Magical Land
Magic suffuses every part of Irithyll, through its inhabitants, its history, and most of all the land itself. All aspects of life there hang in a balance, with still so much left to be discovered and explored. Those who call this vast continent home strive to find harmony among the diverse creatures and habitats, finding importance in nature and grace, aspiring to reflect the ethereal beauty of the land. Grand, open spaces ensure that one is never fully divorced from what organically existed there before.
This majestic place sits in a constant twilight with the phasing moon hanging heavy over the land at all times. Purples and reds cover the night sky while stars fade in and out of view. From the Crossroads to the Black Sea, fields and forestry with flora of all colors are drizzled throughout. It is not uncommon for Ethereal to sit and admire the beauty of their home. Bioluminescent flora help keep the world bright as you move deeper into Irithyll. These flora can include beautiful shimmering mushrooms, shockingly vibrant fruits, and various forms of unique flowers which emit glowing pollen that float gently in the air. Plucking these flora do not remove their bioluminescence.
Locations The Broken Mountain & The Crystal Forest
Common Creatures: Wisp, Peryton, Jackalope All Ethereal have a beginning, and all Ethereal can trace theirs back to the mountain. They say magic was birthed from this place and gave life to the powers that the Ethereals now wield.
Nestled deep within Irithyll rests a mountain of glimmering crystal with a wide, shattered peak barely visible above the treetops surrounding it. Scattered around the enormous base are large, jagged hunks of crystal presumably once a part of the mountain itself. They litter hills and slopes for miles around the mountain and everywhere they lay, the land is imbued with the purest form of magic. This magic-rich soil gives life to flora that is more crystal than natural substance, all aglow and pulsing softly to an unknown rhythm, like the heartbeat of the world. Tall, enormous trees thousands of years old stretch nearly to the top of the broken mountain, made entirely of crystal that gleams beneath the moon above and reflects sunset back at the sky.
For every mile beyond the last crystal, the magic diminishes. It fades until it becomes a magnificent, vast forest where the very breath of life, and all that is birthed from it, radiates outward to fill the land. Gem trees and sparkling stems become silver wood dotted by rich ferns and inhabitants of the veil make their home among the canopy or beneath the boughs. Massive trees stand sentry all the way to the border of the forest, encircling the mountain at its heart, to offer peace and protection to the youth who grow up within its charge. When there is cause for alarm the inhabitants of the Veil gather here, returning to their roots, and stand within the circle of sacred crystals where they are guarded by the very magic that gave them life. The Thorn Circle
Common Creatures: Wisp, Elder Peryton At a place on the edge between the crystal forest and the silver wood is a clearing that lacks the towering trees that the forest is so known for. In place of those stalwart guardians grow dark, wild brambles, far and vast, that are tipped with thorns and so dense that not even a field mouse could crawl between the prickly vines. This bramble patch is an impassable hedge that forces travelers to give it a wide berth for most of the year; the only two inhabitants of this area are two elder Peryton that are always waiting, watching, and guarding it against outsiders. They may put up with a little passive curiosity, but even if the brambles weren’t all but impassable they won’t allow anyone to even try.
The outsider’s journey into Irithyll begins here when, twice a year, the full moon travels into the perfect position across the twilight sky and casts a large, brilliant sphere of light down upon the inky brambles that they quickly spread away from. Not only does the thorny field exist on the cusp between crystal forest and silver wood but, too, it exists on the cusp of the veil and the mortal realm. As mortals enter from the Stonehenge they arrive here, at the heart of the circle of thorns. These otherwise ordinary brambles almost seem to move at the corner of the eye, crawling across one another like worms when seen out of the peripherals, but appear perfectly ordinary up close. At the head of the circle, leading out into the silver wood, is a thin pathway giving safe exit (or entry) through the thorns. During this time of the year mortals may enter and inhabitants of the veil may leave; while the gate of reality stands open the Peryton are at peace, letting travelers come and go as they wish. The Crossroads
Common Creatures: Wisp, Jackalope Where the crystal forest gives way to flat lands one finds the crossroads. Brilliant twilight skies illuminate glowing flowers that turn colors as the Ethereal pass by and well-worn roads criss-cross the flat open fields with no rhyme or reason. This land acts not only as the barrier between the forest and the lands beyond but leads to innumerable, unimaginable destinations at every corner of the veil. Though these pathways seem to be well-worn, not one soul knows all the secrets they may hold and they are said to be riddled with remnants of the past that confuse and bewilder the unwary traveler. They are difficult to navigate alone. The Black Sea
Common creatures: Wisp, Peryton As the silver wood expands to the north east, water begins to seep along the forest floor, making runnels through the undergrowth. Trees continue to grow, eventually giving way to a swamp-like terrain where the water is as clear as the sky and Ethereal prance in the shallows. As one travels further out, the trees grow sparse and the water rises up to the shoulders of the tallest Ethereal. A few steps past the last of the trees and the bottom drops suddenly and sharply into what feels like a vast nothingness.
The Black Sea is named for the darkness staring up from its unfathomable depths, shadows that the pale light of the moon above cannot touch even through the crystalline waters. It stretches as far as the eyes can see and is dead still. Tides do not disturb it, there are no waves - only stillness. Occasionally an inhabitant of the veil will swear they’ve seen ripples along the surface in the distance or perhaps even a fin rising quickly before submerging once more. Nothing has ever come out of the sea and none are willing to go into it without knowing what exists beyond it (or below it). The Onyx Ridge
Common creatures: Wisp, Peryton, Jackalope, Phoenix The Crossroads and the Black Sea exist as polar opposites to one another, generally considered to be the two halves of Irithyll beyond the crystal mountain (though directions can be a funny thing beyond the veil). Presumably, there must be a place where the sea and fields collide and one such area is known as the Onyx ridge.
On one side of the broken mountain, along the border between land and sea, are towering formations of crystal boulders and dark, glass-like stones woven together so seamlessly that touch alone can not detect the line between them. The crystal pulses gently within the grasp of the pitch black stone, lending it the strange mystic sense that pervades everything in the land beyond the veil. These structures dot the land in haphazard shapes, some strung together like cliffs for a mile or more while others are mere crags and scattered stone. The crystal trees and silver wood continue to grow among and atop the formations, sinking their roots as deeply into the magic here as they do elsewhere so that only the sheer, open faces are bared for the world to see.
It is among these formations that Ethereal make their home, claiming dens nestled among the trees within the sheltering face of the onyx cliffs. The Cove
Common creatures: Wisp, Peryton, Phoenix There is a point among the Onyx ridge where the shoreline juts inward in a perfect half-crescent even as the sea shelf continues, undeterred. This leaves the stone open, free of trees, with a mix of smooth rock and sand at its base that eventually gives way to a large, shallow bay. Here, the water travels beneath a weathered stone bridge created in the rocky cliff and pours into a basin at the bottom of a small hill. This lake is cool and reflective and the silver woods crowd its shore, sinking their roots in and drinking deeply of the pure waters. The silver woods that drink this water grow large, ever-ripe fruits that pulse with the light of the crystal forest; they are edible and sweet but may induce strange visions and odd sensations. This is one of the most unique ecosystems within the veil and rare aquatic creatures can be found in the shallow waters.
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