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Quodra Tropical Fungal Rainforest

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Revision as of 13:25, 20 May 2026 by Stevie Lambert (talk | contribs) ((via JWB))
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Place
Place Name:
Quodra Tropical Fungal Rainforest
Biome:
Tropical Fungal Rainforest
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

Quodra is divided into a few distinct regions, based on the kinds of wild mushrooms that are most commonly seen growing in each region. Conveniently, these mushrooms are all different colours; accordingly, each region is named after the colour of mushroom that grows there. The Red Region’s soil is full of iron and other metals. The mushrooms here tap into this source of nutrients and turn red as a result, but most of them are red by nature, anyways. But if you plant a blue mushroom here, it will turn a bit redder than you’d expect it to.

The mines in the Red Region have been destroyed and rebuilt several times, but in the end, the men who were trying to rebuild the mines gave up; the mines have since then stayed in their state of destruction. There’s still plenty of metal to be dug up, though, or even harvested from the red mushrooms themselves, if you’re determined enough. The Red Region is comparatively hilly and comparatively dry when looked at in light of all the other regions. It does still have its pools and its plains, it’s just that these things are less common.


The Green Region is the sunniest region, and grows mushrooms which can perform photosynthesis. Its air is as a result some of the cleanest in all Quodra. The reason for the Green Region being the sunniest region is because it is also the highest region, located in the center of Quodra on a large plateau. Unfortunately, there are still roads that run across the top of the plateau, and peaceful folk are not safe from foreign armies even up here. As a matter of fact, the Green Region is one of the most popular camping spots for armies. The water in the Green Region is some of the cleanest that it gets in Quodra.

Since ninety percent of the rivers in the whole forest get their water from the springs that start up here, so it is here that the water is the least polluted by mushroom waste. The water here still tastes quite strongly of many different minerals, so you might want to consider bringing a water filter anyways — but there are those who say that all these different minerals are healthy for you, and that so long as you drink it right from the spring, you won’t suffer any negative effects from the stuff in the water. You can guess at who to believe.


There aren’t any old men living here anymore who claim that their excellent health comes from this water. But there also aren’t any old men living here anymore, period. The remaining regions — the Blue Region, which has much water, the Yellow Region, which is the most dangerous, the Brown Region, which has the most animals, and the White region, which has no distinguishing characteristics — are otherwise notable only for the kinds of mushrooms that grow there. They will therefore be treated thoroughly in the following section.

Plants

The Red Region’s mushrooms are some of the best for fueling fires — specifically the Ashstalk mushrooms, which don’t emit chemicals more harmful than ordinary wood would emit, and also burn for quite a long time. The Ashstalk’s cousin, the Ashcap, burns longer and hotter, but produces a gas similar to the gas produced by burning charcoal. It’s best therefore to always burn the Ashcap in an open and well-ventilated space, unless you’re trying to lure a band of soldiers into a death trap. The trick of filling a cave with dangerous gases and then luring your enemies into it has been played more than once.

Other plants besides mushrooms grow in all the regions of Quodra, since the mushrooms need some other living, decaying material to feed on, besides other mushrooms, but these grasses and small trees are noticeably less common in the Green Region, since the photosynthetic green mushrooms grab most of the materials which photosynthetic plants need, and also grow extremely tall with extremely wide caps, so as to absorb as much light as possible, and prevent as much light as possible from reaching their rivals. The Blue Region mushrooms are poisonous for the most part, and the water that flows here seems to cause disease.


But there is a helpful little mushroom called the daaku which drinks up tons of water and removes most of the harmful chemicals in it. The cap of the daaku can then be sliced open and drunk from. Don’t drink the water in the stalk or eat any of the flesh of the daaku, or else you may suddenly find reality slipping away (in more senses than one). Don’t even think about getting a bite to eat in the Yellow Region. All the mushrooms that grow here are poisonous and the few animals that can eat the mushrooms without dying are poisonous too.

The variety of poisons is quite stunning: you have poisons that kill by making your digestive system explode with the force of a stick of dynamite, poisons that kill by drinking up every ounce of water in your whole body, and poisons that kill you by driving you insane first, making you see everything that bears the semblance of life as enemies that need to be stabbed, and later making you see yourself as an enemy that needs to be stabbed. So… care to tip your weapons in any of these poisons? If you want something to eat, try the Brown Region.


In addition to having the most edible mushrooms, it also has a good many non-fungal plants which are also edible, like good old too'ka. And it even has a large quantity of animals which make for good hunting. The White Region is the largest. Its mushrooms share some characteristics with the other regions: some burn well, some are photosynthetic, some are poisonous, and some are tasty. There’s even a Gambler’s Mushroom, which might be safe to eat, but might not be. Hopefully you’re feeling lucky…

Animals

As already stated, the majority of the animals in Quodra live in the Brown Region. But there’s one fat and surprisingly agile creature which can be found in every region, called a lislya. lislyas have strong claws which they use to tear apart and eat every single mushroom in the whole forest, without discrimination — they seem to be completely immune to poison. Scientists have even captured one and fed it with every foreign poison they could think of, and it remained just as fat and just as agile afterwards, and just as displeased with its captivity.

The same scientists tried to figure out how the lislya was neutralizing all these poisons, but were unable to. Despite their incredibly toxic diet, some cuts of lislya meat are entirely safe to eat. These safe cuts of meat are indistinguishable from the dangerous cuts once they’re on your plate, however, so never eat lislya in the houses of your enemies. And don’t serve it to your friends, either. It’s generally considered rude unless you butcher the lislya in front of them.


Which might also be considered rude depending on the kinds of friends that you have. When not eaten, lislyas are considered a nuisance by everyone, including soldiers, who are trying to build some kind of structure out of mushroom wood. This is because the lislya will take a bite out of your structure and then run away, maybe kicking the structure over in the process. The only way to be rid of these pests seems to be to hunt them down. Fortunately, there’s more than enough excuses to do so. Within the Yellow and Blue Regions lives a little lizard that spits purple fireballs.

Normally, they can only spit the fireballs once or twice a day, but domesticated variants can be trained and fed in the proper ways, so as to store up more than five fireballs. And of course men tried to domesticate these tlair-adlai, as the lizards came to be called. Surprisingly, their domestication efforts went quite smoothly, and the Wyvorhin kin’toni clan possesses quite a few of these tlair-adlai. The purple fireballs of a Tiny Dragon will set things on fire — purple fire for the first few moments but ordinary orange fire after the purple chemicals in the fireball have burned up.


It’s rather painful to be hit by one of these head on. Even if you evade the initial explosion, which, admittedly, isn’t that large, the toxic gases the purple fire pours into the air inflict great weariness upon those men who breathe a bit of it in, and death upon those who breathe a lot of it in. Wild tlair-adlai spend most of their time sleeping in the sun in the summer. In the winter, they spend even more of their time sleeping, but they do it underground, instead of in the sun. Baby tlair-adlai don’t gain fire-breathing capabilities until they reach maturity, so that they don’t accidentally blow themselves up.

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 Wyvorhin Kin'toni Clan
Place


This article is written by Xerxes Worldweaver. Copyright 2026 Xerxes Worldweaver. All rights reserved.