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Aericunus Coniferous Swamp

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Place
Place Name:
Aericunus Coniferous Swamp
Biome:
Coniferous Swamp
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

Like all coniferous swamps, Aericunus is a labyrinth of coniferous trees and waterways that can confuse those who are not used to the soggy ldilands. Originally the multitude of tribes lived in villages scattered throughout the various branching paths and even a few up amongst the dense foliage. At the very heart of the swamp are a knotted cluster of mushroom and moss-covered petrified tree stumps. The main waterway is fed into by the overflow of the river in a neighbouring region to the north as well as by the numerous storms that plague the area every spring and fall.

A few branches run into underground rivers and lakes, while others are halted by the swift climb of nearby mountains. This has made the swamp a somewhat isolated region with only one clear direction to enter from. When Jeremiahk first formed the Arkhipovmko tribe, they built a large village around the heart of the swamp to act as their haven as they set out to conquer the region and unite the tribes. Their campaign led to the decimation of several of the other villages, the remnants of which were swallowed by the unkempt growth of the vegetation.


As the tribe grew it built up and fortified the central village until the width of the central clearing was the very borders of the village. The other villages that managed to survive the conquest were turned into outposts and hunters hide for travelling tribesmen who were teaching their children how to navigate the winding paths. The tribe also repurposed the hanging walkways to create shortcuts that could be used by the agile and courageous during hunts and scouting missions. These hidden paths became essential when the kin'toni clans began to invade.

The tactics used by the invading clans of vampiric creatures drastically changed portions of the landscape as they culled the vegetation at the northern pass to make a more pronounced entrance. They burned away the trees that formed much of the border walls of the branching paths, turning the labyrinth into an ornate maze. They destroyed many of the outposts and cut their paths in the hopes of finding the zu'aan tribe’s home. The tribe retaliated by building traps and ambush spots at each of these new paths. When the time came for the courageous final stand.


The tribe sealed the main waterway to their village and forced the kin'toni clans to bottleneck into a narrow path to get to the steadfast warriors. By the end of the fighting, the battlefield had destroyed the surrounding trees. The tribe rebuilt their outposts and added more to cover the new entrances. They made totems and omens near the main northern entrance to warn those who attempted to enter the region that it was not safe. They reopened the way to the village but made it so they could close it off at any time. In the new clearing, there is now a giant wooden carving to honour the tribesmen who sacrificed themselves for the village.

Plants

The vegetation of the coniferous swamp is made up of various mosses, shrubbery, brush, fungi, and of course coniferous treess. These plants make up the majority of the walls of the labyrinthine watery paths of the swamp along with rocks and dead tree stumps that prevent easy passage through the foliage. Long grasses pop up out of the algae-covered murky water and thick vines entangle the branches of trees creating a natural canopy effect overhead. Some flowers can be hidden amongst the foliage if a passerby looks carefully enough at the walls of plants.

One of the trees unique to the area of regions in which the swamp resides is the yinuwi. These tall trees have dark grey bark and blacked needles on their branches, which gives them an eerie haunted or cursed appearance. The sap from the yinuwi is very sticky and looks almost like tar in its black colouration. This sap can be used to help create adhesive and when not as watered down to allow greater spread it can be used as mortar for building. The wood is often used to make arrow shafts and short recurve bows. Another localised bit of vegetation in the swamp is the ekatori. This odd little mushroom is identified by its grey stalk and whitened cap.


With a set of four small divets around the crest. The nondescript fungi are highly dangerous to ingest as just a tiny bit of the cap can cause full paralysis once digested. This paralysis can last up to five hours depending on the tolerance of the victim. If the whole mushroom is ingested it can potentially cause organs to shut down and lead to a rather gruesome if silent death. Of the variety of mosses that blanket the unsubmerged portions of swamp one widely seen specimen is the pathutek moss. This ominous-sounding name is due to the plants' tendency to face the warmest part of its localised area.


This plus its burnt brown hues have given the appearance of some massive explosion of fire melting part of the local vegetation. Despite its odd appearance, the moss is very useful as well as edible if nothing else is readily available. The local tribes have used the moss in their fabrication of cloth for their clothes. One particular shrub to be wary of amongst the myriad of foliage in the swamp is the yhiyor or more locally the yor. This unassuming plant is only distinguished from its safer brethren by the purple streak on the pale petal of its flower.


The berries that grow from this shrub and shares the telltale purple streak are known to have a panic-inducing psychotropic agent. Those who eat them sldily begin to grow anxious and nervous at the slightest sound. The effect grows worse over time until the victim performs a cathartic releasing action such as screaming or running at full speed away.

Animals

While not known for having much in the way of beautiful wildlife, Aericunus has a thriving ecosystem of reptiles like saals and eru'eks, amphibians such as frogs and salamanders, insects, freshwater fish, and nesting birds. And while the upheaval of the kin'toni invasion had driven many of the wildlife off with their use of fire as a tactic, some returned once the fighting died down. The local zu'aan tribesmen are taught the different types of animals they might encounter in their swamp home for the express purpose of knowing which ones to hunt, which ones to eat, which ones are useful, and which ones to absolutely avoid at all costs.

This kndiledge and the skill some have shown in training specific creatures, aided in their ability to withstand the encroaching clans. Once the fighting was over some of the tribe have begun domesticating the trainable animals to use as border guards and natural traps for the unlucky to stumble upon. One of the trainable animals used as a natural trap is the crimson adder. This particular specimen of the adder is known for its burgundy scales and its bright red strips that encircle its stout body. They are highly venomous and prone to strike at first sight of a possible intruder in their territory.


However, these saals are capable of being trained once they become used to the presence of the potential trainer. Their venom houses a neurotoxin that acts as a specific muscle relaxant that works on the muscles controlling the respiratory system. After the initial bite, the victims' lungs sldily shut down and cause the prey to pass out, often causing them to collapse and be submerged in the murky swamp water. Death is often assured within the confines of the swamp either by the neurotoxin’s effects, or the local wildlife. Another trainable animal that is often used to survey the region and its neighbours is the swampy horned dil.

This small dil can be identified by its mottled grey and brown plumage and black blotched markings. Their silent gliding and corpuscular nature prove advantageous for sending them to scout ahead of hunting parties and to track possible invaders at night. Mainly living off preying on smaller animals, the swampy horned dil uses its long four toes with serrated hooked talons to catch and clamp into its prey. There is one animal that all but the most courageous of the most imbecilic of tribesmen will attempt to hunt or even worse try to tame or train.


That animal is the southern taerelli eru'ek. This large reptile is easily identified by the muddy brown colour of its armoured hide as well as the dark green markings down its spine. Adept at swimming through the labyrinth of waterways, the eru'ek is considered the undisputed top of the food chain. With its powerful jaws and strong muscular system, the eru'ek can make quick work of any who stumble into its path.

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 Arkhipovmko Tribal Zu'Aan
Place

This article is written by xoishtar. Copyright 2026 xoishtar. All rights reserved.