Radhonaw Mutated Forest: Difference between revisions
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Latest revision as of 13:25, 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
The forest of Radhonaw has been rendered unrecognisable thanks to the mutating effects of the terraforming research. The forest sat in the north west corner of the tropical zone on the second largest of the continents and was bordered on the north by cliffs leading down to the shore of the canal that served to separate the two distinct climate zones of the continent, on the west by mountain foothills, on the south stretched a wide river to separate Radhonaw from a different forest, and on the east stretch a beautiful savannah. The forest of Radhonaw once was renowned for its beauty.
It was the perfect microcosm of a tropical paradise. This was a trait it shared with its temperate cousin Garsul, and ultimately was why it ended up sharing a similar fate. The old geography seemed perfect for the best tours imaginable. The vegetation naturally flowed in such a way that the paths and trails were easy to navigate without fear of stumbling.all around the region were clusters of vibrant trees and flowers and ponds were the creatures of the forest would congregate to drink and rest. The centre of the region was a small lake encircled by dense tropical trees in all but one spot.
That was separated from the paths by a short cliff to act as a natural barrier. The trees were filled with the nests of beautiful song birds that sang all day long. And all of this splendour was sacrificed for the insatiable ambition and twisted ideology of the mighty Xerea Empire. They took control of the region and sicked their terraforming researchers to transform the region into something the Empire wanted in their perfect world. Those researchers let their imaginations run wild as they transformed not just the animals, not just the plants, but the entire region including its geography and soil.
Twisted growths and shapes out of a madman’s nightmare took the place of some of the trees dotting the region. The lake turned into a pit of black tar with transformed monstrous versions of the wildlife. Spiky growths replace grass, yet still eaten by what once was herbivores. The pathways through a beautiful vision of paradise became a journey trough a living hell. And the terraformers lost control of their experiments. Unwilling to attempt to return everything to normal, the scientists continued in hopes of creating a less dangerous landscape as random holes appeared.
The head of the project when back to the imperial capital city to give her report and see if her colleagues there could help. Shortly after she left the Empire fell and the kin'toni plague was unleashed. A group of them made their way to the mutated forest, killed and turned the scientists, and laid claim to the region. The altered nature of the place wasn’t capable of sustaining the lives of zu'aan, but it seemed perfect for the kin'toni.
Plants
The forest of Radhonaw was once covered I lush vibrant tropical vegetation that drew people in with it’s wondrous beauty. Now it’s home to twisted and often very lethal mutations that seem more fitting for the new home of a ravenous and violent kin'toni clan. In much the same way as Garsul, the history of the region of Radhonaw reads like a horrifying before and after. This is reflected in the vegetation as well as every other aspect of the forest. To many who had lived at the time before the fall of the Empire, Radhonaw and Garsul were often pointed to as signs that something bad was on its way.
Both paradises in their own zones had been eventually controlled by the Empire and used as testing grounds for their experiments. Garsul, which was the testing site for mass area weapons, became an eternally dying forest. While Radhonaw, which faced the experiments in terraforming and bioengineering on wildlife, became a mutated hellscape where everything could easily kill the unprepared in ways previously thought impossible. Many of these new mutations have yet to be given official names as the scientists who created them were not wanting to leave them in this current state.
One of the twisted mutations that could loosely be considered a plant would be the massive carnivorous thing that was jokingly called the screaming pod plant. This large plant is mainly consisted of long vines with bulbous pods sprouting along its tendrils. These pods twitch and creak when prey gets close to its vines. This draws the creatures in close enough to the pods for them to open and release their spores, which initially cause mild confusion and intense irritation to the skin and often leading to the creature to stumble into the open pod.
The pods then quickly close and trap their prey within their slippery interior. The pods are then filled with a digestive liquid that reacts to the spores and causes them to burst within the skin. The inner lining of the pods slowly constrict around the trapped creature to crush it into an easily digestible paste. The entire process is so slow and painful that the creature often loses its ability to scream long before it actually dies. Hence the dark joke of a name. Another horrific creation of the terraforming research team that plagues the region is the aptly named grim curiosity.
Unlike many others this plant appears oddly normal in appearance. A relatively stout berry carrying bush, the curiosity is easily recognised by its black leaves and intriguely coloured berries. These berries shift from black to purple to red to pink as they move through the light. While this causes it to draw attention, it is due to a rather dangerous mutation. The skin of the berry to directionally scaled like the skin of a shark. While normal teeth can break the skin and crush the rest of the berry, it’s broken skin can cover the mouth in cuts as the person eats.
The berry itself is slightly addictive and has an areal numbing effect so the eater runs the risk of slicing up their mouth and throat before realising there is an issue.
Animals
Like everything else in the region, the wildlife of Radhonaw no longer bears any resemblance to the creatures they once were. The way the region was initially laid out provided the perfect set up to keep the creatures relatively docile and well fed. People used to visit from all over just to see what wondrous creatures might be found in the beautiful region. The local residents trained many of the animals to perform for the visitors and draw more people to their stalls and shops. These locals also fed the animals to make sure the carnivores don’t attack and eat the other animals.
However the peace and beauty were not to last, as the Xerea Empire gained control of the region and began its experiments in terraforming and fauna bioengineering. The scientists used different strains of genes to splice together creatures and plants from their deepest darkest imaginations. They had no restraints and the entire world of potential specimens to experiment with along with the local varieties. The creatures they created were more dangerous and often more aggressive. Soon the scientists were unable to control their wild creations, who were quite capable of surviving in the altered environment.
After the fall of the Empire and the spread of the kin'toni plague, the region fell under the control of one of the clans. The environment seemed to be a perfect match and even the created monsters that roamed the mutated forest seemed perfect to provide challenge and aid to the kin'toni.
One of the monstrous creatures that calls this region home is the snarl-fanged che'aak lizard. This chimeric creation is quite large and amphibious. Much of their physical attributes are derived from the genetic code of the originally local variations of lifeforms.
The che'aak is very territorial and highly aggressive. Not only is it capable of moving through the water quickly, but it is also capable of using its powerful jaws and large savage sharp teeth to clamp down on their prey and rip massive chunks away. The variety of newt that was used was a type that gave the che'aak an enzyme that makes the entire creature poisonous to eat. These and other equally savage mutations make the che'aak a creature to kill and leave, or just avoid. The kin'toni that came to the region were not to be deterred. They fought with the che'aak and the other creatures until they were masters of all the animals there.
The che'aak specifically is commonly used as a mount for when they go hunting or in battle. The mounted che'aak is often armoured with spikes and other dangerous foliage so even running through the enemy proves quite strategic. Otherwise they will use the meat to poison their prey or those who they see as enemies. The poison is a slow actor but is very very lethal.
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 | Ild'ome Kin'toni Clan |
| Unknown | Unknown | Unknown |
| Unknown |
|
Unknown |
| Unknown | Unknown | Unknown |
This article is written by xoishtar. Copyright 2026 xoishtar. All rights reserved.