K'hal River Delta: Difference between revisions
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Latest revision as of 13:24, 20 May 2026
History
Historical Overview
History by Age
Stone Age: Before 1E 0
Copper Age: 1E 1-1E 2200
Bronze Age: 1E 2200-1E 4400
Iron Age: 2E 0-2E 700
Ancient Age: 2E 700-2E 2200
Middle Ages: 3E 0-3E 2050
Early Modern Age: 3E 2050-3E 2600
Industrial Age: 3E 2600-3E 2700
Machine Age: 3E 2700-3E 2800
Atomic Age: 3E 2800-3E 2850
Space Age: 3E 2850-3E 2875
Information Age: 3E 2875-3E 2900
Genetic Age: 3E 2950-3E 3000
Awakening Age: 3E 3000-3E 3415
Twilight Age: 4E 0-4E 500
Geography
K’hal, thanks to the kin’tonis, was completely shattered. K’hal, thanks to the Rodrisend kin’tonis, was cleaned up from the wreckage of the old city, and transformed into a new flowering civilization. The first structures the Rodrisend repaired were the roads, which they repaired with the sturdiest design they could come up with, so that they wouldn’t have to repair them ever again. The old rulers of K’hal never repaired their roads properly; they just dumped some kind of substance onto the roads — a substance a little similar to concrete, historians think.
This substance filled up all the cracks in the road, but itself cracked soon after, and turned to dust after a couple of years. As the Rodrisend’s main military strength lay in their chariots, this simply wouldn’t do. And over two hundred years later, they haven’t yet needed to repair the roads. Once all the main roads had begun resembling roads again, the Rodrisend began building a palace for their Emperor, using the foundations of an old mansion and salvaging every luxury item they could from the surrounding city wasteland. But most of the building they made from scratch, cutting the stones from nearby quarries.
Only the best for the Immortal Emperor — if the best was salvaged stone, then use that, if the best was new stone, then cut it. A new capital city of K’hal grew beside the new palace and along the new roads. And as it turned out, they had accidentally built the palace near the old arena of K’hal. Well, that was easily implemented into the new city’s design. The Immortal Emperor liked the arena, and used it numerous times for political purposes — mostly political executions. But he’s also begun using the arena in the traditional manner, hosting fights between his prisoners and slaves.
The arena’s become as popular as it ever was — sometimes even kin’tonis from other regions will risk the Emperor’s disfavour and come to watch the spectacle A new harbour is being constructed in the new capital city, since the Emperor has sensed an advantage to be snatched in commanding the waters of K’hal. And now’s as good a time as any to describe the waters of K’hal. The ocean that the waters of the K’hal Delta flow to, is to the southeast. The source of the rivers, however, is in the north, and not the northwest. This source is the great Warad river; the source of the Warad is in a land far off.
Boats of foreign peoples often sail up and down the Warad, but they’ve stopped coming to K’hal, since the cruelty of its ruler is growing somewhat infamous. The Warad hits a mountain in the north of K’hal, and splits into two separate streams. These streams in turn hit several obstacles and begin flowing in multiple directions: this forms the K’hal Delta. The waters flow slightly slower than their parent river, and are a little bit easier to boat upon. The Warad was never that fast of a river in any case, though it was a wide one.
Plants
A special kind of grass grows in K’hal, called Shaw. It grows quick and tall, and even has little white flowers on its ends. What makes it really special, though, is that it can be process and woven into a rough but durable and serviceable fabric. This fabric is used in K’hal for basically all purposes that fabric can be used for, and a large industry has grown up around this grass. Shaw flowers are also noted for their sweetness. Bread and cakes are often topped with them. On the many banks of the Warad you can often find a tree similar to a palm tree, called a draw’kur tree.
draw’kur trees have very shallow roots and don’t need deep roots because they only grow right next to flowing water. Their roots are nevertheless very long and can reach quite the distance, often crossing the rivers they stand by and drinking water from the opposite bank. draw’kur trees are short little things. So short that some men have called them draw’kur bushes, though they’ve always been classified as very small trees. Their trunks never grow higher than four feet, though the older trees have pretty thick trunks. Naturally, draw’kur trees are not very flexible when they attain such girth, nor are they that flexible to begin with.
Continuing the trend of awkward proportions, draw’kur nuts are extremely large. Their thick, long forms hanging from the branches of the tree they grow on often give off the illusion of a tree with multiple trunks. draw’kur nuts are very firmly attached to the branches they grow on, and to get one off, you’ll have to snap the shell of the nut. Inside the shell, you’ll find a multitude of tiny little balls, which also have shells about them. Crack the second layer of shell, and you’ll find a tasty snack inside. draw’kur nuts are quite tasty and sometimes even kin’tonis will buy them.
gricos are the bane of every K’hal farmer’s existence. Their single leaves, sticking up into the air like a feather in an inkwell, mark the beginning of ten hours of labour. These weeds will suddenly sprout in the middle of the night, after lying concealed for a few years. They’re extremely tedious to uproot. Their roots are as widespread as the roots of draw’kur trees, often appearing on the other side of a river. And if you don’t burn off the ends of every single root of a grico, it’ll reappear next year, if not next month. gricos smell terrible, are completely worthless.
They drain the soil they grow in dry, and have a tendency to kill off every other plant within a ten foot radius if they’re not burned within a few days after sprouting. On the plus side, their seeds are easy to spot and store in a chest in your basement. You can take out that seed whenever you need to sow destruction in the gardens of your enemies. Sowing a couple hundred of them in your enemies’ fields has an effect similar to salt, but it’s a hundred times more effective. There are no easy ways of cleaning a field filled with gricos.
Animals
felbins are some of the hardest to find creatures in K’hal, and it’s not because they’re uncommon. It’s because they’re hard to see. And why are they hard to see? It’s because they’re invisible. Or nearly invisible, anyway. The way this invisibility works isn’t easy to explain to a man unknowledgeable in the ways of the physics of light and cellular structure, but a simplified explanation does exist. So, simply put, a felbin’s ability to become invisible is due to its scales. These scales, like mirrors, bounce light between each other, so that light shining from one side of the felbin will get to the other side of the felbin.
The mechanism isn’t perfect, since that would require a ridiculously large number of ridiculously small mirrors, but it is quite functional. The space a felbin sits in will seem a little warped, but this warping effect on the air is so subtle that it takes an extremely watchful man to notice it. It certainly tricks birds of prey; even when the felbin moves, the effect of the movement is as subtle as the warping effect itself. If you want to make a felbin visible, all you have to do is get it dirty. This will spoil the mirrors, and reveal it to be a flat little lizard with a long tail and a long tongue and no teeth.
Alternatively, you can get the felbin to open its mouth; this will also disrupt the illusion, by forming an apparently interdimensional hole in the middle of the air, which can only be seen from one direction. felbins eat insects. But you can’t see the insects as they digest, because the light bends around the stomach and keeps it hidden. The most famous insects of K’hal are the ones renowned for making honey. They’re referred to as zoribars in K’hal. Honey is, of course, made by gathering the nectar of flowers. But a colony of zoribars will mix other substances with their honey, including flower petals and bits of herbs.
This has the grand effect of making their honey exceptionally tasty, but it doesn’t do a lot else. zoribars also differ from other honey-making insects in their appearance. They’re quite small, with large, fuzzy green heads. Their mandibles are large enough to be seen clearly by men without the aid of a magnifying glass, but unlike the mandibles of most insects, the mandibles of a zoribar are not used for chewing. They use their sharp legs for that. zoribar mandibles are more akin to hands — they’re used for plucking and carrying petals, for bringing nectar containers closer, and for petting hatchling zoribars, which look a lot like their parents.
zoribars have a king and a queen. But, unlike other honey-making insects once again, zoribars are not all descended from their rulers. zoribars from other hives will desert their own kings and queens in favour of other kings and queens, if times are rough. If the king doesn’t want new recruits, however, he’s not above cannibalism.
Historical Timeline of Ages
| Age Name | Dates | Controller |
|---|---|---|
| Stone Age | Before 1E 0 | Unknown |
| Copper Age | 1E 1–1E 2200 | Unknown |
| Bronze Age | 1E 2200–1E 4400 | Unknown |
| Iron Age | 2E 0–2E 700 | Unknown |
| Ancient Age | 2E 700–2E 2200 | Unknown |
| Middle Age | 3E 0–3E 2050 | Unknown |
| Early Modern Age | 3E 2050–3E 2600 | Unknown |
| Industrial Age | 3E 2600–3E 2700 | Unknown |
| Machine Age | 3E 2700–3E 2800 | Unknown |
| Atomic Age | 3E 2800–3E 2850 | Unknown |
| Space Age | 3E 2850–3E 2875 | Unknown |
| Information Age | 3E 2875–3E 2900 | Unknown |
| Genetic Age | 3E 2950–3E 3000 | Unknown |
| Awakening Age | 3E 3000–3E 3415 | Unknown |
| Twilight Age | 4E 0–4E 500 | Rodrisend Kin'toni Clan |
| Unknown | Unknown | Unknown |
| Unknown |
|
Unknown |
| Unknown | Unknown | Unknown |
This article is written by Xerxes Worldweaver. Copyright 2026 Xerxes Worldweaver. All rights reserved.