Mor'ust Dying Forest
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 Mor'ust Dying Forest is nestled in between several biomes. The Var'ik Deciduous Forest Hills lay to the northeast. The Lasika Lonely Mountains are directly north. The Polgaru Desert Plateau lays to the northwest and Zahyra Rocky Plains is to the southwest. Directly south is where Zahyra meets the Desare Mushroom Forest. Since the Mor'ust used to be part of the Var'ik Forest, the terrain is rather hilly until one nears the western border. There the land evens out to give way to the rocky plains and the desert plateau. The northern, eastern, and central lands are hills. The valley of the hills allows the formation of small pools of water that quickly become small marshes due to the moss, fungi, and algae that are common among the forest floor.
The climate is very humid with varying temperatures throughout the forest. The northern lands are fairly temperate as winds from the desert plateau and the mountains keep the temperatures from getting to hot or cold. The centre of the forest is fairly warm from the decay of foliage and carcasses. The southern lands tend to be very warm most of the year. ue to the influence of neighbouring regions, the geography of Mor'ust can be classified into four distinct zones, with each retaining part of the border-region, and many of the features of Mor'ust that are common throughout the whole region. Due to this diversity, it has been considered a permeable, or shifting geography, one that exists in a symbiotic nature with its surrounding.
Despite this, at the centre is a geographical climate unaffected by its neighbours; the heart of Mor'ust, where all of the distinct geographical characteristics of the other four regions are present without any external influence. This is a region shrouded in a dense fog, and rarely studied successfully. The north-eastern region of Mor'ust is not as foggy as the centre, as the trees encroaching from the Var'ik Deciduous Forest Hills do disperse and nullify the effects of the fog. However, the fog similarly effects these trees, and they grow smaller and more stunted the further they travel into Mor'ust. The northern regions of Mor'ust are the only region to consist of a similar density of fog as the centre, and this stretches even into the Lasika Lonely Mountains.
Little grows here, and Mor'ust's famously nutrient rich soil is mostly replaced by scree, rock and more barren dirt. The northwest of Mor'ust is perhaps the sharpest delineation between Mor'ust and one of its neighbours. The heat of the desert dispels Mor'ust's characteristic fog and the sand does not mix with the darker dirt of the region; so there is a sharper boundary between these two regions. The northwest is noted for its lack of ecological diversity, and stretches mostly in a barren sprawl across the northwest. The south of Mor'ust is the most diverse of its regions, due to its proximity to the Desare Mushroom Forest. This has, over time, encouraged of plethora of diversification in Mor'ust's south.
It is also one of the more eagerly trespassed regions, as many of the mushrooms that can be found there are sold as deadly poisons in the black market.
Plants
Though the forest itself is slowly dying, seeds that are carried in on the winds fight to bloom on the forest floor. Those that do succeed in taking root are rewarded by the nutrient-rich soil that can be found in the forests of Mor'ust. There is not much light due to the constant fog, but the nutrient-rich soil makes it easier for flora that requires little to no sunlight to thrive. Near the south-eastern border, the smaller mushrooms and bioluminescent flowers have begun their expansion into the forest, albeit they cannot go far as the climate becomes too warm for them to thrive. Where they have taken root, they provide some of the only light in Mor'ust, as they transmute some of the energy procured from the soil into light.
Despite the superfluity of nutrients, many of these species are poisonous. Seeds from the Var'ik forest hills do blow in at the northeast, allowing for some regrowth there. Perhaps with stronger winds and a few more decades, the Mor'ust will become as dense as it once was. It is also theorised that some of these seeds and species will evolve to acclimatise themselves to the specific conditions of Mor'ust, and therefore form similar, but diverse fauna specific to the region. At present, the seeds from the Var'ik forests do not manage to spread far into Mor'ust, and their growth is largely stunted. The plants of Mor'ust have adapted to the low-light conditions in two distinct ways.
One form of plant life, containing a few varied species, has evolved large, wide leaves, which cover a large span of the ground within which the roots rest. Theories suggest these leaves are evolved so to catch any ray of light that might filter down through the fog, but due to these conditions, these plants are rather rare. However, in small areas of Mor'ust, where they are more prolific, they can cover whole swathes of forest floor - seeming to create a rough and dull carpet over the earth. These leaves, when harvested, have been said to produce a very study and reliable material for making bags and clothes; similar in durability to leather. The second studied variety of plant life in Mor'ust, much more common and easily spotted, is that which has evolved towards not needing sunlight at all; and surviving only on the nutrients in the soil.
These plants are presumed to have vast root systems which are considered predatory or domineering, as it is quite common to find that their proliferation precedes a waning in their neighbouring plants and fauna. Due to their independence from the need for sunlight, they have no need for any colour to their surface growth, and their leaves have, over time, diminished in both colour and size, dwindling in proportion to their vast subterranean root systems. Due to the lack of need for light, these plants have had no reason to evolve to any great height, and instead spread wide across the floor of Mor'ust, stunting the growth of any other fauna that may co-habit alongside them over time.
Animals
As claimed in the name alone, the Mor'ust Dying Forest is not home to many animals. The collection of species that still call the dying forest of Mor'ust home, have fought through plenty of wars and rose above the process of natural selection. Animals are uncommon to see alive in the Mor'ust dying forest unless they are being hunted or severely wounded or sick to the point they are incapable to flee. Most of the animals living in the forest are not regular animals. The majority of animals in the Mor'ust dying forest are insects. Much like the fauna within the Desare Mushroom Forest, a wide and expanse variety of insects can be found in the Mor'ust. The insects survive mainly on the forest floor which is closest to the nearest death and decay.
These types of insects aid in the decay of the dead that coat the forest. Their quick digestion of decay, mold, rot, and other dead life helps in the fertilization and keeping whatever is still alive, alive. There are many different species of insects which all hold a different purpose. Some of these insects live solely on decay while other can only live by drinking blood. While these insects are an enormous part of the Mor'ust Dying Forest's ecosystem, they can also be huge pests. The Tonkel Clan live in a constant competition against a variety of insects who also feed on blood. They will voraciously attack any warm-blooded animal or zu'aan that happen to wander into the Mor'ust Dying Forest.
This leaves little leftovers for the Tonkel Clan since insects are naturally smaller and able to travel easier than both kin'toni and zu'aan. Although it can seem like the fight against the insects is completely lost, there is a collection of small animal and rodent species in which their diets consist of such insects. The small animals that eat the insects have grown to be wary of the Tonkel traps and their numbers have been reduced due to the Tonkel constantly trapping or hunting them for their valuable pelts. The larger animals are no exclusion in the hunting trips and are trapped just as often if not more than the small animals. Their pelts provide extra warmth and some are able to be sewn into armour and other clothing.
Very few of the animal species still living in the Mor'ust Dying Forest have smooth skin and most of them have fur. These animals usually have a better chance at hiding from the Tonkel Clan and therefore have higher numbers in population. Over the years, many attempts to increase the population of both the small and larger animals have been made. Although, every time an attempt is made the repercussions are worse than the rewards. Plans have also been set to ward off many of the insects in both the past and present. These plans usually end in either failure or are forgotten and never put in motion. The kin'toni of the Tonkel Clan have fought for decades with all the creatures, big and small, of the Mor'ust Dying Forest, and both are too strong willed to let the other win over the territory.
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 | Tonkel Kin'toni Clan |