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Daralt Overgrown Greens

From Taerel Worldbuilding Wiki
Place
Place Name:
Daralt Overgrown Greens
Biome:
Overgrown Greens
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

Considering there were twelve nuclear explosions in Daralt at one point, the remnants of civilization are intact to an absurd degree. The Daraltians sure hired some good architects. Every lawn in front of every house is now stuffed with trees and greenery. Every one of the many cracks in the many roads has some kind of plant growing in it, usually a tree. There are trees growing in the houses and vines twisting around the windows. The great sewers of Daralt are now perfumed with the scent of flowers. The greenhouse towers that held the most fragile and exotic plants are covered in enormous twisting vines thicker than the trunks of most trees.

What wasn’t made of tough concrete in Daralt, was made of tougher marble. Even so, most of the marble blocks that the explosions didn’t tear apart, have been torn apart by plants. As you can imagine, the roads in Daralt are terrible. In the old days, though, the roads were only for those lower class people who could only afford two yachts and a measly three mansions. The actually rich people used the skyrails. Of course, the skyrail system no longer has electricity running through it and no longer functions as it was intended to. But it’s held up remarkably well, even when compared to the rest of the city that’s help up remarkably well.


In some places, the skyrails have fallen. In some places, enormous vines have grown over the skyrails. In some places, the skyrails were straight-up vapourized by the explosions. But in most places, the skyrails stand as strong as the day they were first built, especially the ones that run across the Bay of Daralt. Then some Tinaf kin’toni designed a contraption, a cart akin to the handcars used on primitive railroads, and using this contraption, she crossed the Bay of Daralt on the skyrails. Since then, the Tinaf clan has improved the skycart, as they call it, several times, and use it for almost everything.

After a couple accidents, they also decided to map out which rails were still safe to use and which would inevitably lead to a crash or a derailment. The heart of Daralt was its power station: its largest, primary nuclear reactor, and also the home of its richest and most important citizens. It was also the home of BEHOLD. Now, this enormous power station is just a giant crater.

Plants

Lots of exotic and familiar plants grow in Daralt — but they’ve all been twisted by the nuclear explosions into strange shapes. Common sense doesn’t recommend eating an apple with five stems, now, does it? Still, it looks kind of cool. The tiranarms has a mighty presence. A king of vines, covered from head to toe in orange flowers, there lies enough strength within its enormous green cords to uproot houses and topple towers — as it is, it’s a plant, not a giant with an overwhelming desire to uproot houses or topple towers. So the tiranarms just grows on top of houses and curls around towers instead.

tiranarmss can stretch for a fair distance, crawling through earth and stone and sky, growing just for the sake of growing. The leaves of tiranarms are huge, naturally, and they can support the weight of someone so long as they’re not wearing armour. You can use tiranarms as really weird makeshift staircases by jumping from leaf to leaf — you might have to climb on the vine itself in some places to keep going, but admittedly that’s not too difficult, since the vines has plenty of ridges in it that make for good hand and foot holds. There’s one danger that you will face when in the proximity of a tiranarms.


That is, a danger other than the odd chance that you’ll be in the wrong place at the wrong time as the growing vine does the final bit of damage to a piece of masonry, and sends it down on your head. This danger lies in the flowers of the tiranarms, which emit a gas that is dangerous for sentient beings to breathe. It makes you dizzy and forgetful — dangerous effects to suffer while climbing. And the flowers do smell nice, and just sort of invite you to smell them more and more… the effects eventually become permanent and possibly fatal if your brain is soaked in those chemicals for too long.

A single tiranarms flower is mostly harmless, though — its only in the great numbers that they naturally grow in, that they become dangerous. One tiranarms can have over a billion flowers growing on it. There’s another plant that grows exclusively in Daralt. It’s probably more dangerous than the flowers of the tiranarms, but nobody’s ever gotten close enough to check if it really is dangerous. It just looks and smells disgusting. It’s called a Rotblurgh. It just sits there… daring you to come closer, to touch its bruised, sickly surface. It looks a bit like a blood-red peach.


But the day it emerges from its leafy cocoon, it begins rotting. Even were it safe to eat, however… judging by the smell it gives off before it’s even unfolded its leaves, it would taste terrible. Insects seem to love eating it. But it’s noteworthy that no one ever sees the insects again, after they’ve eating a piece of the Rotblurgh and flown off. What probably happens is the microscopic seeds that the insects eat consume their hosts, and plant themselves wherever the insect fell to the ground. Or maybe the Rotblurgh’s way of spreading its seeds is less sinister than that.

No one really knows and no one really wants to find out.

Animals

A group of four trees gliding slowly down the street, swaying in the wind, is a sight often seen in Daralt. Except these aren’t trees. They’re the limbs of a turam’yiras. Normally, you’d mistake it for a clump of trees and walk right past one, if it was standing still. But they have to get exercise sometimes. A turam’yiras has eight limbs, in addition to its head and tail: on four of these limbs, it walks, but the other four it waves in the air, like a group of trees. These brown, scaly limbs — tree-limbs, as we’ll call them — are surprisingly flexible.

The leaves on these tree-limbs really polish off the tree disguise — they’re actually things more akin to hands or paws than leaves, though they certainly do an amazing job of looking like leaves. Ignoring the tree-limbs, the rest of the body of a turam’yiras is very flat. It’s heavily armoured from tip to tail in thick scales like the brown scales covering its tree-limbs, but this armour is extra thick on its back and legs. These scales are also a pleasant dark green, instead of brown.


They’re not that picky about what they eat and your hand might look quite tasty to them. Don’t get too close to their tails, either; those things can carry an immense amount of force when they swing. You can tame and ride a turam’yiras quite easily, if you carry a decent amount of fish with you. turam’yirass love fish; maybe fish reminds them of their childhood. That’s where they were hatched, after all. But hatchling turam’yirass soon grow too big to sneak up stealthily on fish, and have to crawl onto land and eat insects and whatever else they can find instead of fish.

Even so, turam’yirass are still outstanding swimmers when full grown — they’re still amphibians, after all. They can’t outswim a fish, but dang, can those enormous tree-limbs propel them forwards. The Tinaf clan has tamed several of these amphibious lizards with trees growing on their backs. They make for excellent war animals in everything except their miserably slow land speed. You can position a team of archers in the top branches of the tree-limbs, like a (barely) portable tower. You can even train your turam’yiras to keep its tree-limbs up above the water while it’s swimming, and have a swimming tower.


Though I don’t know what you would do with a swimming tower. But neither do your enemies know what you would do with a swimming tower, so you could probably give them a nasty surprise and a half, if you so desired. Annoying, senseless, furry rolling boulder things that carry their young in their stomachs and eat enough for five as a result, grabs and throws random stuff with no regard for anyone’s property. I just described you the Krumbols; nobody likes them. But they make worthwhile hunting for hungry kin’tonis since there’s a lot of Krumbols and Krumbols have a lot of blood.

But still, nobody likes them. The Tinaf clan would prefer a less annoying backup food supply.

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 Tinaf Kin'toni Clan
Place

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