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	<title>Ananaroth Flooded Grassland - Revision history</title>
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	<updated>2026-06-04T17:32:44Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://taerel.com/Wiki/index.php?title=Ananaroth_Flooded_Grassland&amp;diff=9885&amp;oldid=prev</id>
		<title>Stevie Lambert: (via JWB)</title>
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		<updated>2026-05-20T13:22:56Z</updated>

		<summary type="html">&lt;p&gt;(via JWB)&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&lt;br /&gt;
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{{Infobox Region&lt;br /&gt;
|Name =  Ananaroth Flooded Grassland&lt;br /&gt;
|Other Names = Unknown &lt;br /&gt;
|Biome = Flooded Grassland&lt;br /&gt;
|Size = Unknown &lt;br /&gt;
|Continent = Unknown &lt;br /&gt;
|Subcontinent =  Unknown&lt;br /&gt;
}} &lt;br /&gt;
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==History==&lt;br /&gt;
===Historical Overview===&lt;br /&gt;
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Ananaroth Flooded Grassland is the provincial eastern territory of the zu&amp;#039;aan occupied diverse continental area known as [[Bruzrcuvyr Shield]]. It is classified as a marsh and has served as an anchor point for zu&amp;#039;aan civilization for a very long time, later becoming one of the crucial puzzle pieces following the kin&amp;#039;toni outbreak towards ensuring the survival of the Bruzrcuvyr Shield communities. The earliest records indicate that Ananaroth was populated in the Iron Age by a nomad tribe which historians and anthropologists have referred to as the Ydian, meaning &amp;#039;marsh dwellers&amp;#039;, as a similarly described tribal population is seen again and again on records surrounding swamps and marshes, which some believed to be the same one due to stark similarities in culture and customs. &lt;br /&gt;
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This is, however, impossible to prove, and due to the unreliable factor inherently surrounding ancient written records, many of them in form of pictograms and/or cuneiform, no further conclusions can be reached. In any case, a tribe which has been called the Ydian occupied Ananaroth, which is a very linear region when it comes to places that are accessible to zu&amp;#039;aan, at least until the late Ancient Age, for anywhere between a few centuries and over a millenium. Sadly, archeological records are extremely difficult to find in Ananaroth, as it is a very biologically active humid region, leaving very little chance for zu&amp;#039;aan remnants or even ruins of their villages to stay behind. &lt;br /&gt;
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At this point in time, the area was colonized from the mainland regions towards the south and west, including proto versions of the regions that would come to form the entirety of the Bruzrcuvyr Shield alliance, and this is how we can surmise that at the time of &amp;#039;discovery&amp;#039;, there were no traces of civilization left in Ananaroth, leaving the fate of the Ydian left to the great unknown. Following the initial proper colonization period, Ananaroth would come to quickly grow as a zu&amp;#039;aan civilization point, as its ample marshes, which were not too deep or too abrasive and fueled the soil with just the right amount of humidity and nutrients to incentivize water crop growth, made the region very amiable, and over time attractive, to zu&amp;#039;aan society. &lt;br /&gt;
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Peace agreements with the rest of the Bruzrcuvyr Shield communities made it possible for the zu&amp;#039;aan of Ananaroth to thrive in prosperity all the way until the Awakening Age, having built a modern, self-sufficient nation with many points of interest and a lively commerce. As of the Awakening Age, Ananaroth, like much of the zu&amp;#039;aan in Bruzrcuvyr Shield, endured the kin&amp;#039;toni invasions as much as they could, losing much in terms of infrastructure and technology, and of course lives, in the process, like many other nations had. In the end, ties with the surrounding zu&amp;#039;aan societies ensured their mutual cooperation and they were ultimately able to survive. Ananaroth now stands as the protective frontier of the main bases of Bruzrcuvyr Shield, a highly regarded and important chain of communities that hold forth the best of the best and a plethora of crucial resources and the newest available technology. &lt;br /&gt;
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Protected from the southern swamps, the zu&amp;#039;aan here focus on lending their assistance and producing crops.&lt;br /&gt;
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===History by Age===&lt;br /&gt;
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====Stone Age: Before 1E 0====&lt;br /&gt;
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====Copper Age: 1E 1-1E 2200==== &lt;br /&gt;
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====Bronze Age: 1E 2200-1E 4400====&lt;br /&gt;
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====Iron Age: 2E 0-2E 700====&lt;br /&gt;
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====Ancient Age: 2E 700-2E 2200====&lt;br /&gt;
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====Middle Ages: 3E 0-3E 2050====&lt;br /&gt;
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====Early Modern Age: 3E 2050-3E 2600====&lt;br /&gt;
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====Industrial Age: 3E 2600-3E 2700====&lt;br /&gt;
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====Machine Age: 3E 2700-3E 2800====&lt;br /&gt;
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====Atomic Age: 3E 2800-3E 2850====&lt;br /&gt;
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====Space Age: 3E 2850-3E 2875====&lt;br /&gt;
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====Information Age: 3E 2875-3E 2900====&lt;br /&gt;
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====Genetic Age: 3E 2950-3E 3000====&lt;br /&gt;
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====Awakening Age: 3E 3000-3E 3415====&lt;br /&gt;
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====Twilight Age: 4E 0-4E 500====&lt;br /&gt;
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==Geography ==&lt;br /&gt;
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Ananaroth is a curved expanse of wetlands to the east of the [[Ack-ormaw Hilly Plains|Ack-ormaw Hilly Plains]]. The sub region known as Bruzrcuvyr Shield is localized within its territory, to the northeast, where it borders on mountains regions. Ananaroth is considered then to be the only safe and viable means of passage through which other nations can reach the Shield. Filled with mild vegetation and a small amount of sparsely connected woodlands, which stand above the water clogged soil, Ananaroth just barely avades the definition of swamp, due to the quiet existence of these trees in comparison to the widely spread grasses and reeds. It is considered a geological continuation of the Aldgar Swamp in the west. &lt;br /&gt;
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Here, the earth is not so jagged as in the swamp, and water levels are able to remain relatively low, thus allowing the creation of a marsh, but not allowing the formation of a swamp. It has a plethora of wildlife, both plants and animals, and has many land clearings and small water bodies, making it ideal for zu&amp;#039;aan civilization. Many lands in Ananaroth have been repurposed since ancient times for the cultivation of water crops (as in, crops that grow near water), and though a lot of these have fallen back into wilderness following the kin&amp;#039;toni outbreak, the surviving zu&amp;#039;aan have managed to hold on to a number of them and keep cultivation alive. The land encompasses a grand total of 52,239 square kilometers, making it nearly double in size in comparison to its southwestern swamp relative. &lt;br /&gt;
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It extends more or less in a uniform fashion, having a slight curve in the northwest, which is occupied by the mountains that come from the north and lead into the Aesse Ancient Forest, and another one in the northeast, allowing for the Bruzrcuvyr Shield region to exist. The climate in Ananaroth is very similar to that of the Aldgar Vibrant Swamplands. While the strangely colored biodiversity in Aldgar is still present in these marshes, it is diminished, and wildlife is far tamer than that of the swamps. The climate itself follows suit, being classified as sub tropical and relatively warm, but somewhat milder and colder than in the southwest. Hot temperatures span through the summer and spring, and winter and autumn suffer from a significantly colder climate, making it border between sub tropical and temperate.&lt;br /&gt;
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 It has slightly less amounts of rainfall compared to the swamps, with rain generally only happening during the more extreme months, winter and summer, and often being accompanied by thunder storms in summer. Evaporation is lesser than in Aldgar, but so is precipitation, making for a similar balance between the water bodies and the atmosphere. It has few amounts of forest scattered around, not enough to be classified as a swamp, and a great number of wild water grass. It is estimated that about 41% of its ground is completely flooded, with water levels spanning anywhere from a few inches to 1-2 meters, and not going any further than that except on proper lake formations, where it can reach 5-6 meters, and no more. &lt;br /&gt;
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The soil is not stable enough to allow for the creation of caves, and mud is common. The fogs of Aldgar&amp;#039;s summer reach the region in a much thinner, amiable form, and are a complete non issue to residents far from the border. It is a very ameniable region to live in, by zu&amp;#039;aan standards. Ananaroth and Aldgar have often been compared, since life in Ananaroth does not follow the same colorful adaptations, thought to be cell mutations, that fauna and flora follow in Aldgar. Thus comparing the two may help to reach a conclusion. Research, however, has not provided results.&lt;br /&gt;
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== Plants ==&lt;br /&gt;
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Plant life in Ananaroth is as abundant as it varied. And although it is consistent of a tamer variety when compared to their Aldgar variants, it is nonetheless exemplar of the local climate and is possessed of a unique flair. Here are some unique specimens that can be found in the region: Neirofm, a white fungus that grows on the side of short trees and sometimes at the branches of small shrubs and bushes. It is a mold like parasitic substance that feeds on the wood of their host, draining it of nutrients. As a very damaging and hurtful species that can spread fast and strongly attack any wood bearing plants, a number of flora in Ananaroth has evolved to keep it a bay, while a number has also evolved to instead endure its presence. &lt;br /&gt;
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It prefers light brown wood that is easy to penetrate, and spreads via spores which are permeated all over the host and spread along their seeds. If the host tree or shrub is not strong enough to satisfy the fungus while keeping itself alive and nutritionally well, it will die in a matter of weeks, leaving a hollow husk absolutely filled with traces of neirofm, which will &amp;#039;die&amp;#039; alongside it, though it will spread considerably. Notably, if their tree or shrub host is in fact able to withstand the fungal infection and take care both of itself and of the parasite, they will create a sort of symbiotic relationship, where the fungus will limit the rate of their feeding, allowing the tree to live more or less normally and only taking enough to propagate and survive.&lt;br /&gt;
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This is in exchange for offering protection, as most animal species are utterly repelled by the fungus. Of course, this sort of relationship only works in some species, as many trees and shrubs rely on fauna to propagate themselves. They appear as white spots in symbiotic trees and large streaks in dead-end trees. In bushes, they wrap around the tiny branches, and are considerably more protruding in dead-end hosts. The fungus is fuzzy looking and very white in color. It is not edible, though it is also not toxic to zu&amp;#039;aan. It does have a very disgusting taste, though. Zu&amp;#039;aan generally avoid trees infected with neirofm, and before the Awakening Age there were many efforts to protect vulnerable trees from the infection, which has slowed its development. &lt;br /&gt;
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They mainly reside in the east, far from Aldgar swamps. Hew&amp;#039;gho, a type of water grass that can commonly be found in shallow ponds and still waters, in the marshes. It is very rigid and upstanding, almost forming small, straight tubes, and grows in large clusters. Notably, they appear to be very rough and unexperienced inhabitants will avoid stepping on them due to their solid look, even though they crumple easily under the littlest weight. They are somewhat unremarkable, but cannot be found on other marshes. It is theorized that they&amp;#039;re a tamer version of another type of water grass residing on Aldgar, the jovaiun, and that is why they&amp;#039;re only found in here despite their tame properties. They are not edible by zu&amp;#039;aan standards and are consumed by wild fauna only.&lt;br /&gt;
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== Animals ==&lt;br /&gt;
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Species of fauna in the Ananaroth Flooded Grasslands are common and abudant. Aside from a plethora of animals that are found all over Taerel as well as in this area, there is also a compendium of unique specimens. Several species of birds, for example, are common in these grasslands, including the brown reneh, a small bird that nests in the water shrubs and feeds on insects, the green luug&amp;#039;mar, a large winged bird that migrates to the south in the cold seasons and comes back in spring and summer, and the little phalacro, a speedy small bird known to feed on the eggs of others, via making an incision with their needle-like beak. The black fullix is also present in some of these areas; these bear-like beasts are very abundant and live in small nomad communities. &lt;br /&gt;
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They are four legged and prefer to avoid zu&amp;#039;aan, though they can be aggressive on occasion. Their diet is mainly consistent of rodents and fish. Other mammals are much less common than the birds. In addition to these are the occasional smaller species, such as the red tamian, a small snake that lives in trees and bushes, and many frogs and lizards. Most of them are in habitats which are not too different from the surrounding grassland, such as ponds and shallow waters. Only a few species have been observed in other parts of their range (in particular, the dune grass, tarih, which can grow pretty much anywhere, and is an animal despite its name). The term &amp;quot;Ananaro&amp;quot; is a portmanteau word which means &amp;quot;the place in which ferns grow.&amp;quot; &lt;br /&gt;
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In the original records, it referred to the actual location of some particular fiddle fowl, now called the joac, although some later studies have proposed that the term might be applied to marshes in general. The joac is a black bird that is known in the region for its string like singing which occurs all day. They are exceptionally smart and make use of different pitches and even tempos to communicate danger and other things to one another, and can be found all over the marshes. Old records show images of what is believed to be this bird, among water grass and ponds, which further agrees with the theory that the name &amp;quot;Ananaro&amp;quot;, which would later become the origin of the name of the region, comes directly from the abudant presence of this bird. &lt;br /&gt;
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All bird species that were mentioned; the reneh, the luug&amp;#039;mar, phalacro and joac, are edible by zu&amp;#039;aan standards. The reneh is generally not hunted due to their passive nature and tendency to build nests close to zu&amp;#039;aan communities, largely seen as a peaceful bird which does merit exploration. The luug&amp;#039;mar is also avoided due to its bony structure and ability to fight back, as a larger bird. The phalacro is very little, and the only instances on which it is hunted are instances of defense, as they can sneak into farms and eat eggs made for zu&amp;#039;aan. The joac is commonly hunted and cooked in oil, making for a popular and staple snack in the region. As birds are the leading animal species in Ananaroth, they also comprise most of the meat components in the diet of the local zu&amp;#039;aan, together with fish. There are many other bird species which are eaten and hunted by zu&amp;#039;aan.&lt;br /&gt;
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{{Template:Controllers&lt;br /&gt;
|Stone Age = Unknown &lt;br /&gt;
|Copper Age = Unknown &lt;br /&gt;
|Bronze Age = Unknown &lt;br /&gt;
|Iron Age = Unknown &lt;br /&gt;
|Ancient Age = Unknown &lt;br /&gt;
|Middle Age = Unknown &lt;br /&gt;
|Early Modern Age = Unknown &lt;br /&gt;
|Industrial Age = Unknown &lt;br /&gt;
|Machine Age = Unknown &lt;br /&gt;
|Atomic Age = Unknown &lt;br /&gt;
|Space Age = Unknown &lt;br /&gt;
|Information Age = Unknown &lt;br /&gt;
|Genetic Age = Unknown &lt;br /&gt;
|Awakening Age = Unknown  &lt;br /&gt;
|Twilight Age = [[Omburdel City Zu&amp;#039;aan]]&lt;br /&gt;
}}&lt;br /&gt;
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{{NeartoDesktop&lt;br /&gt;
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 | South     = Unknown&lt;br /&gt;
 | Southwest = Unknown&lt;br /&gt;
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{{CrossSiteAttribution&lt;br /&gt;
| User = [https://www.fiverr.com/mightyvanilla  mightyvanilla]&lt;br /&gt;
| Holder = mightyvanilla&lt;br /&gt;
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[[Category:Places]]&lt;br /&gt;
[[Category:mightyvanilla&amp;#039;s contributions]]&lt;/div&gt;</summary>
		<author><name>Stevie Lambert</name></author>
	</entry>
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