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	<id>https://taerel.com/Wiki/index.php?action=history&amp;feed=atom&amp;title=Serray_Evergreen_Taiga</id>
	<title>Serray Evergreen Taiga - Revision history</title>
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	<updated>2026-06-04T15:13:52Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://taerel.com/Wiki/index.php?title=Serray_Evergreen_Taiga&amp;diff=10131&amp;oldid=prev</id>
		<title>Stevie Lambert: (via JWB)</title>
		<link rel="alternate" type="text/html" href="https://taerel.com/Wiki/index.php?title=Serray_Evergreen_Taiga&amp;diff=10131&amp;oldid=prev"/>
		<updated>2026-05-20T13:25:07Z</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;
{{Infobox Region&lt;br /&gt;
|Name = Serray Evergreen Taiga&lt;br /&gt;
|Other Names = Unknown &lt;br /&gt;
|Biome = Evergreen Taiga&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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&lt;br /&gt;
==History==&lt;br /&gt;
===Historical Overview===&lt;br /&gt;
===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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There are too many rivers in Serray to name, so the cartographers just gave up and named the whole body of water the Fords of Serray. The Path of Fords is just a selection of the shallowest of these fords which some helpful adventurer marked out a long time ago, by setting up stones on each side of the ford and carving these stones with a map of the Path of Fords. The maps on these stones are extremely detailed, marked with landmarks and directions, so you can’t just move the stones and expect to fool a watchful wanderer into drowning himself in the deepest part of the deepest river.&lt;br /&gt;
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The Fords of Serray are sourced from an immense lake to the east, that is constantly pouring water into Serray at such a rate that it would take maybe five large waterfalls to match the speed of this lake’s drainage. The water from this lake splits up into several enormous rivers which each in turn splits up into several large rivers. These large rivers are then split up and recombined in various ways by means of various natural land formations, such as cliffs and hills and ravines. Though some of this water heads out to other lands, most of it runs straight through Serray.&lt;br /&gt;
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And when past Serray, straight into the ocean. Serray has the ocean on its western border and the giant lake on its eastern border. Its northern and southern borders are a little more ill-defined, since the forest stretches further north and south for quite some distance, but the trees are sparser, the Estangaugh clan doesn’t claim dominion over those lands, and the rivers that flow through the rest of Serray are there absent. So the borders remain vague. The thousands of islands in the Fords of Serray are difficult to travel through. &lt;br /&gt;
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Fortunately, there are hundreds of bridges connecting the more important ones together. And sometimes you can find toppled trees forming makeshift bridges between the islands that are only somewhat important. The village of Poloham is built on one of the largest of the islands, and has many bridges connecting it to neighbouring islands. The villagers who dwell in Poloham are fishermen, for the most part, but there are also a good many miners and smiths, since Serray was a mining country before the floods came, and there are still plenty of mines that haven’t entirely flooded. &lt;br /&gt;
&lt;br /&gt;
The buildings of the village sometimes stretch out over the water, supported by thick wooden or stone pillars. Sometimes entire buildings are built over the water. The high-walled kin’toni fortress now named (creatively enough) the Caverns of Despair is built on a medium-sized island, but it’s no less important than the island that houses Poloham. This is where the Estangaugh dwell, of course, in a fortress half built in caves that descend fairly deep into the earth. These caves have little air in them, though, so watch out, if you happen to need air, which most people do.&lt;br /&gt;
&lt;br /&gt;
==Plants==&lt;br /&gt;
&lt;br /&gt;
The nutrients in the soil and the damp climate here in Serray are just right for evergreen trees to grow, especially for the variety of pine known as the iron tree. iron trees have marginally tougher wood than regular pines and much tougher bark. The pine cones they produce are exceptionally hard and heavy; they make decent throwing weapons if you’ve got nothing else — you could well find this to be useful knowledge if you’re not in the habit of carrying ranged weapons. (There are plenty of annoying critters that have this knowledge as well, so watch your head.) &lt;br /&gt;
&lt;br /&gt;
Otherwise, iron trees don’t differ all that much from regular pines. The one other tree that grows in Serray is the a&amp;#039;tuvarki. Again, a&amp;#039;tuvarkis don’t differ all that much from regular willows — but, instead of the usual deciduous leaves that normal willows have, a&amp;#039;tuvarkis have needles like a pine tree. These strange leaves don’t prevent the a&amp;#039;tuvarki’s limbs from swaying in the wind like they usually do; their graceful dances are just the same — except now they can dance properly in winter, too. Have you ever seen a flower growing in the middle of a swift, raging river? &lt;br /&gt;
&lt;br /&gt;
No? Try looking for one in Serray, especially on the north side. The ukoramai taps into the force of the river it grows in and uses that force to — well, no one’s sure, really. But it has strangely-shaped leaves that constantly turn into the flow of the river, trying to trap it. Maybe it’s gathering nutrients from the water, or maybe it’s using the force of the water to assist its digestion process, or its photosynthesis. No one knows, because if you try to pick one of these things out of the swift and watery environment in which it lives, the plant — stem, leaves, and roots.&lt;br /&gt;
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It soon withers and rots to nothing in a matter of hours. The flowers of the ukoramai are the exception to this rule of rot; as a matter of fact, the blossom itself can be preserved for years if you float it in water which has the right nutrients in it. When it first sticks itself above the water, the ukoramai looks much like a green leafy dragon egg, with leaves spiralling about a hidden core. This leafy egg grows for a few days, before cracking open to reveal a scarlet flower with long, curling petals, which also spiral about a hidden core. &lt;br /&gt;
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This second hidden core is a small, spiralling, orange flower. It has no hidden core, unlike the other petals surrounding it. Of course, if you pick a ukoramai and leave the rest of the plant alone, the plant will grow two new, smaller flowers to replace the old one. These smaller flowers will also sprout two even newer, even smaller flowers if picked, and the same with these even smaller flowers. Eventually the ukoramai gives up on trying to replace its flowers, however, and dies.&lt;br /&gt;
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==Animals==&lt;br /&gt;
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Clever, annoying little critters known simply as oshis are abundant in Serray. Since they can’t swim all that well, they have to get around by gliding — hence their name. oshis are small and brown, and have long, furry tails, which they use to help balance themselves when gliding. The way they glide is by stretching out large flaps of skin which grow between their legs, which catch the air and let them soar. oshis’ legs are long and skinny, almost awkwardly so, but their fingers are nimble, allowing them to climb and hold things like nuts well enough. &lt;br /&gt;
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Their faces are interesting: they have large eyes, large ears, long snouts, small mouths, and stubby teeth. oshis eat all sorts of things, like insects, nuts, berries, dead fish that wash up on the beach, and any man-food they find lying around. Their jaws are surprisingly strong, despite their size. When threatened, oshis will climb the nearest iron tree, pick a pine cone, and lob it at their enemies. Then they’ll glide off, as far away as possible. There are lots of fish in the waters of Serray. Skilled fishermen can wade into the shallower waters and catch them with their hands.&lt;br /&gt;
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But the way most fishermen do it is by using baskets. The kinds of baskets most fishermen use have medium-sized holes. That way, water can still flow through, small fish not really worth catching can escape, and anything larger gets stuck. Some fishermen also want the smaller fish, though, and use a more complicated kind of basket that traps even them inside. Of course, if you catch the smaller fish in a basket, then larger fish are more likely to swim inside the trap to eat the smaller fish. The small fish that men typically want to catch swim about in large schools. &lt;br /&gt;
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This makes them easy pickings for the medium-sized fish. The medium-sized fish are not such easy pickings for the large fish, however, so the large fish often eat the small fish too. The large fish are in turn the prey of the aldersat, an extremely quick swimming mammal with a large appetite and sharp claws. Unlike most mammals, the aldersat has six legs, all of which are webbed as well as clawed. The front legs are the longest, followed by the middle legs and then the back legs. Aldersats can swim faster than any other creature that lives in the waters of Serray. &lt;br /&gt;
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Even on land, they can outrun the average zu’aan. Aldersats are typically black or brown in colour, but it seems that the fur of older aldersats will turn grey or white as they age. There are also a strange bunch of aldersats whose dark fur has a very distinct blue hue. It’s unknown what causes these blue aldersats to be born, but they have been born to completely ordinary aldersat parents. The fur of the aldersats is considered a luxury item and sells extremely well. The blue aldersat fur sells for about half as much again. Some men farm aldersats for this reason.&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 = [[Estangaugh Kin&amp;#039;toni Clan]]&lt;br /&gt;
}}&lt;br /&gt;
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{{NeartoDesktop&lt;br /&gt;
 | Centre    = {{PAGENAME}} &lt;br /&gt;
 | North     = Unknown&lt;br /&gt;
 | Northeast = Unknown&lt;br /&gt;
 | East      = Unknown&lt;br /&gt;
 | Southeast = Unknown&lt;br /&gt;
 | South     = Unknown&lt;br /&gt;
 | Southwest = Unknown&lt;br /&gt;
 | West      = Unknown&lt;br /&gt;
 | Northwest = Unknown&lt;br /&gt;
}}&lt;br /&gt;
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{{CrossSiteAttribution&lt;br /&gt;
| User = [https://www.fiverr.com/ejn_worldweaver Xerxes Worldweaver]&lt;br /&gt;
| Holder = Xerxes Worldweaver&lt;br /&gt;
}}&lt;br /&gt;
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&lt;br /&gt;
[[Category: Places]]&lt;br /&gt;
[[Category:Xerxes Worldweaver&amp;#039;s contributions]]&lt;/div&gt;</summary>
		<author><name>Stevie Lambert</name></author>
	</entry>
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