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Aedwigar Flood-Meadow

From Taerel Worldbuilding Wiki
Place
Place Name:
Aedwigar Flood-Meadow
Biome:
Flood-Meadow
Size:
332 Km2
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

Aedwigar represents the biggest plain for hundreds of kilometers, one can see the curvature of the earth in the far distance and can walk for hours without going up or down a hill. Despite this apparent advantage for the zu'aan tribes, movement is one of their biggest adversaries, given that most of the ground is made up of mud and swamp-like terrain, this is the reason why these tribes choose to walk barefoot, which gives them a subtle advantage over possible threats. The only locations where one can walk with ease is in where the tribes set up camp after the flood season, everywhere else you are at your own risk.

One can see hundreds of dead animals trapped in the mud and most tribesmen take that as a warning not to underestimate the terrain, but to study it, adapt to it and use it as an advantage, rather than a disadvantage. Although water is to be found everywhere, Aedwigar is several kilometers away from the sea. The river, “Flumená” as the locals call it, extends itself all throughout the plains and is the source of everything that is good and everything that is bad for the tribes. Not only does it already control the lives of everyone in the region, it’s power increases year by year.


Decades ago the river was not longer than a few kilometers and less than a dozen meters wide, but since then it has been consuming everything around it and now only those capable and brave enough would be able to swim its length. Flumená is present on everyone’s minds, since the day starts and the children swim in it, until the mothers and fathers use their vases, at sundown, in order to store water for the rest of the year. Flumená is a friend and a foe, the elders tell stories about it, sometimes praising its power and sometimes condemning its force. However, this region would be dry otherwise and they all depend on the river to compensate for the lack of rain during the rest of the year.

Furthermore, many tribes in this region use the river as a means of protection from the kin’toni. They seek to set up camp in a way as to have the river in between them and the nearest kin’toni outpost, this is what earned the Flumená the nickname: “the watchful tide”. Besides the river, the winds are the other powerful force in the Aedwigar, the tribes dig the soil in order to plant, so that the crops are protected from the wind. They do the same to their tents, every year before setting up camp again, the tribe digs a circle in the earth with the depth of around two meters.


This way, the strong winds that sweep the plains end up exerting a fraction of the force it would otherwise. The environment itself made the zu'aan tribes in this region some of the most adaptable people currently in existence.

Plants

The ko'hill athrera is the symbol of several zu'aan tribes in Aedwigar and it can be seen in drawings, heard in songs and understood in books. It looks like a small plant at first, but when it blooms it is the most beautiful flower there is to see. The people of the tribes incorporate it in their lives in any way they can and it is rare to see a tent that doesn’t have, planted at its door, a ko'hill athrera. Nevertheless, this flower is not as simple as it may seem, most children and small animals know when to stay away from it due to its subtle poison. It is not harmful in small quantities, however, when enough is harvested, it is used a sort of protection around the tribe.

The zu'aan grind the flower and set it in a circle around the tents so that small and harmless animals that carry harmful diseases, noticing its scent, return to their holes in the ground. As they leave their camp in the flood season, all the lily’s die along with the rest of the vegetation, but when they return, the ko'hill athrera is the first thing one can see sprouting out of the ground. The tall grass that grows all throughout the region is constantly ripped out of the earth in order to grow an impressive amount of fruit and vegetables that the tribes in this region are able to produce.


The production itself is achieved through agricultural tactics that each tribe has perfected and passed on to the younger generations. The amount of what is produced even exceeds the necessity and, due to a lack of a capacity for exportation, most of it is wasted. There have been times where one nearby tribe was lacking sustenance and a party was sent out in order to deliver some supplies. But traversing the wetlands at day, and especially at night, seldom went well. Every tribe in this area keeps to itself because of the difficulty there is in establishing contact.

Something that was discovered recently was the existence of plant called “Wasslai” that stores water within itself. One can only find it planted at the bottom of the river and only there, if you try to plant it anywhere else, the plant dries out in only a few of seconds.Even when someone takes it from the soil of the river, there is a limited amount of time available to squeeze the water from the bulb into a recipient. Some people say its liquid soothes the mind and makes you numb to pain, but as usually happens, some people say the exact opposite, finding out what it actually is, is a task for the future.

Animals

Although there are as'rie and other animals of the sort that thrive in an environment where there is water and the soil stays muddy all through the year, mammals are not plentiful in this region. Birds on the other hand, are more common than anything else and reproduce at an alarming rate, so they are on the plates of members of the tribes more often than not. However, that is not the only use for birds that the people of Aedwigar have found, they are used as an observation tool for potential threats, if there is a night raid by the kin'toni, it would immediately be signaled by hundreds of birds taking flight.

There used to be animals that lived with the zu'aan in the camp, however, when fears of the outbreak reached their peak. Everyone started worrying about the possibility of the animals being infectious and a liability for the population and so, in what is now known as the celebration of "freedom from doubt", in the year 3E 14, the tribes killed every single animal that lived within their camps. Birds are also a valuable communication vehicle, because movement is not easy in this region. Camps often send o'shara, an eagle-like bird of prey to communicate.


Other kinds of birds are harder to tame and the abundance of ducks and geese are useless as anything other than food. There is also a dangerous part of the animal kingdom, dozens of caltora'ira roam the waters and hide beneath the mud. There are several types of snakes, one called “surtir” that although it is thinner than a tree branch, it can range from 10 to 25 meters and eat an animal whilst it is digesting another. Surtir are often hunted and displayed in the camp by those who wish to gain respect from the elders in the tribe. This side of nature is a constant threat to everyone but also an important part their culture.

Fishing is also an activity that takes part right after the floods, when the soil is still too wet to plant anything. This breeds a lot of bad blood between the tribes that surround the river, there are not enough fish for everyone and although Flumená has grown in size, it has not increased in abundance. Every year there is less fish and despite the 250 years of peace between the zu'aan tribes in Aedwigar. The odds of a conflict ensuing are increasing to the point that, soon, it will become inevitable and 25 decades of unity against a common enemy will come to an end.

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 Arcillaris Tribal Zu'Aan
Place


This article is written by Mario Reis. Copyright 2026 Mario Reis. All rights reserved.