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Undtur Grassy Lake: Difference between revisions

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Latest revision as of 13:25, 20 May 2026

Place
Place Name:
Undtur Grassy Lake
Biome:
Grassy Lake
Size:
Unknown
Continent:
Unknown
Subcontinent
Unknown

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 Undter Grassy Lake region is located East of Sulysh Lake of Thousand Isles and Zheef Mesa Canyon, but West of the Toras Terrace. The lake is connected to the river that goes through the Cersamhin and Old’kali regions, that feeds through to the Thousand Isles from two spots. Just outside of the region a section of the river becomes rapids, so travelers would often take the path further South that was much safer. There is a path that bypasses the region making travel though the area unnecessary. Partly due to the ideal location of the region on the river’s trade route, as well as gaining more supplies the zu’aan of the region built ports along the lake as well as a few sporadic ports along the river while still in the region.

The north area of the region has a small forest grove that is used for wood by the locals. To the east and west of the lake that took up most of the region, there were paddy fields made for farming rice. Any other farming land that was used was placed south of the lake and river. On the ports, there are moderately large homes, as while not exactly caring for foreigners, they will still host them as hospitality is ingrained in them from a young age as being extremely important. They would be kinder to those who stayed in the ports, if the people were prepared to live by their expectations while staying there.


Due to the region’s location, along with the river, clay was one of the most abundant resources in the region. The zu’aan and later the Riandorm used it in many ways; the most used was for various building materials- specifically for bricks, walls, floor tiles and roof shingles. This allowed for many awe-inspiring and stunning architectural building to be made with. Sometime the clay was mixed with sand and limestone to create concrete like materials, which was extra durable, but much more expensive and reserved for the wealthy of the region only.

Neighboring nations set up trade with the Undter region for these variety of building materials for their own homes and structures. The zu’aan would paint the roof shingles of their homes various bright colors. There would also be wall art or murals made inside and outside the home for decoration; usually flowers or various scenes from the region. The clay was also used for pottery, which was painted using paints made from the various natural plant dyes and mineral pigments they had in the region; they were bought by those passing through the region often as a souvenir.


Those who had simpler homes were made of wood from trees in the region. They were small and usually fishing huts or shacks. The zu’aans showed their artistry though through intricately wood carving that decorated their homes. The people of the Undter region revered nature and the river or water especially. They made idols to their gods were made out of clay which were placed in temples and shrines they’d built around the region. Due to their reverence for nature, they took it upon themselves that it was their duty to protect Undter from the bad habits of the zu’aan.

The river was one example as it was kept exceptionally clean from any litter to the point it baffled merchants passing through as they’d never seen anything like it.

Plants

The Undter region has a small forest in the north section of the region. The most common type of tree goes by the name of c'hail. While not the only tree species in the forest, it is the most abundant. The c'hail wood was used to in Riandorm’s home construction. The trees are fairly short, but they are extremely thick in diameter. This was due to a genetic mutation that caused the trees to only grow to about half their original height in the same amount of time; the usually quick growing trees slowed to only about 3 feet of growth per decade.

They retained their original diameter growth though, leading to a disproportionate growth. The Riandorm people did not mind though as it was still the same amount of wood in the end. One of the other trees in the region is the ‘gathpaal’ tree. The gathpaal tree is an evergreen type tree that during the summer months gets decorative white to barely pale pink flower that grow in groups of 3 to 6 per branch. When in full bloom they resemble tutus, and have petals numbering in the mid-20s. The flowers and tree are often sought after for ornamental decorative use, despite their finicky and high maintenance growing needs.


The sap from the gathpaal in the past was used a a binder to make watercolor type paints by artist of the various regions. The gathpaal, after being pollinated, but before fully fruiting has the seeds exposed on the outside of the fruit. The seeds would be harvested at this time and then pressed. The resulting oils would be used as a non-water activated binder for paint used in the Riandorm’s murals and roof shingles. This brought many artists with the various merchants who were searching for supplies to make their various mediums.

In the South, on the other side of the river there’s the Riandorm’s farmland where they grow their food. The most commonly grown plant was nok. They would grow this partly due to the dampness of the soil, but also because it was filling. They would, while zu’aan, eat the nok during festivals. Also consumed during the festivals were wines made from berries in the region. The most used plant was called the ‘iithor’ plant. The berries ranged from a dark blue to a deep purple color. Depending on how long the wine was left to ferment determined how sweet the wine would be; short fermentation would be sour to ‘dry’ wines, while long fermentation would give much sweeter wines.


The iithor leaves were also one of the plants used for pigmentation in paints. The leaves had a deep red color to them, which would be drawn out by boiling them. The dye mixture would then be mixed with an imported salt like powder to make pigments. There were other plants in the region that made a variety of colors, often just named the color they produced as opposed to what they looked like. One example was the daathu- a vining plant that looked like a ribbon, who’s stem produced a yellow dye.

Animals

There are a few animals that are commonly seen in the Undtur. The Riandorm believed that animals were creations that should be respected so they were to only be killed for resources or food, not pleasure. They did though, hold festivals that made a competition of hunting, though the caught animals would be used for the meals immediately after as not to waste the lives. The first are fish. Fishing was one of the major sports during the Riandorm festivals, and one of the exports of the region. A seasonal fish that passes through the lake is the akoda.

It is a fish that us extremely round, and looks extremely similar to an eel except for the fact that it is much shorter. They migrate from where the river connects to the eastern coast, all the way across the continent where they make their mating grounds in the area between the Undtur and Sulysh regions. As they are only in the region for a short period, they are considered a rare delicacy and have a festival set up specifically for when the akoda start to pass through the region. Also common for the region is the faethor a salamander type creature native to the region.


The faethor is a black and fire orange lizard that is completely harmless to the zu’aan and later kin’toni of the region. There are so many that other regions have associated them to the region and made them the Riandorm’s mascot. Early on the zu’aan of the region decided to keep them as pets, as the lake attracted many bugs which would be bothersome while attempting to go about their days. They would have a few that they would keep in their homes to eat any insect that would find their way inside. The faethor species has two main types- the larger breed called faal and the smaller breed shiarth.

Faal could grow to be about two times the length of a zu’aan’s hand from head to tail, while the shiarths would max out at equal to hand length. Their zu’aan, later kin’toni owners would make sure they were kept inside as they were often hunted by the andorakoralth, as well as to not loose them outside. If the owner was more sentimental to the faethor though, they would sometimes have a cage they would carry with them so that they could keep the faethor with them while they went about their day.


The andorakoralth was a bird about the size of a barn owl that the Riandorm would hunt for food and competition during festivals. Its an omnivore, though would majorly consume faethors as its main food source. It gets the first part of its name from the fact that it’s covered in electric blue feathers. The second part is from it’s calls to others- everyone who’s heard it has described it as a mournful and heartbroken sound. It makes it’s home in the various trees in the region, taking branches and dried grasses from the region to make a nest.

Unlike other birds, the andorakoralth's young hatch during the coldest time of the season already having formed a layer of white downy feathers. As the season warms up, they lose the smaller feathers and start growing their blue ones.

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 Riandorm Kin'toni Clan
Place


This article is written by Crystal Iris. Copyright 2026 Crystal Iris. All rights reserved.