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Ranlmor Overgrown Beach

From Taerel Worldbuilding Wiki
Place
Place Name:
Ranlmor Overgrown Beach
Biome:
Overgrown Beach
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

The beach of Ranlmor is a fine, white-sanded place, with vibrant blue waters. Its trees are large, and provide plenty of shade to those who desire it. Since the time when zu’aan have ceased to frequent it, plants and vines and other bits and pieces of shrubbery have grown over the beach, covering it in greenery. This is obviously annoying to anyone trying to walk along the beach, hence why the greenery was cleared away in former times. It only exaggerates the fact that no one walks there today, and it only decreases the likelihood of someone wanting to walk there.

The ominous presence of Ranlmor’s masters, who lurk in the depths below, wards away most pedestrians to begin with, but the annoying greenery just discourages those few brave men who would dare to walk in Ranlmor anyways. The beach looks wonderful from the ocean side, though. Those travelling by boat have far fewer obstacles obstructing their appreciation of the beauty of Ranlmor than those travelling by foot. There are still some obstacles — namely, coral reefs and large rocks, the latter of which are so large that they often have trees growing on them.


But, overall, the experience is a relaxing one, if you’re able to ignore the sharks and the kin’toni swimming underneath your boat. They normally don’t swim out in water this shallow, but there’s always the odd chance that they might.. The above-ground portion of Ranlmor is nice enough. It’s the underground portion, or should I say, the underwater portion, that makes it truly wonderful. Down here in the depths of Ranlmor, you can find the Seaflame Caverns. None but the Kelack kin’toni clan has seen the wonders of the Seaflame Caverns, as they’ve been named.

These caves are made from a kind of red stone. It’s a bit odd that this red stone hasn’t influenced the colour of Ranlmor’s beach, but that’s how deep we are beneath the sea, I guess. It’s so dark here that the Kelack kin’toni often find and collect phosphorescent stone, in order to have some amount of light, even though they, like most kin’toni, can see in the dark. It does get a little unnerving to be without even moonlight for so long, though. And besides, an underwater town as grand as the one that they’ve built deserves some kind of proper lighting.


Unfortunately, this light isn’t really that strong, and doesn’t illuminate much. Ah well. Considering that they’ve had to do all this underwater, the Kelack clan has accomplished a mighty feat of architecture. Everything that can be carved into a more decorative shape, has been carved. Everything that might be a little bigger, a little mightier, has been accordingly replaced or modified. The palace of their ruler in particular is quite majestic. The Kelack have a tradition of carving their history onto their walls, and the palace is full of these historic murals.

The palace is also full of weapons — the armoury of the Kelack is not to be disregarded. The leader of the Kelack owns more than fifty tridents.

Plants

The vines that crawl through the overgrowth of Ranlmor’s beach are of a specially annoying sort called ghulina. ghulina vines will either support your weight, squish under your weight, snap under your weight, or slip out from under your weight. And there’s never any way of telling which of the four it’s going to be. It’s usually the first one… most of the time. When you find your first one that squishes, you think to yourself, “Oh, that’s gross,” and then continue on walking. Then you try to use a vine to climb up over a fallen tree trunk, and it snaps.

At this point you’ve begun to grow suspicious of these ghulina vines. Then when finally you try to step on one to get across a small gap in the floor, and it slips out from beneath you, then will you refuse to step on any more vines, so that you don’t get betrayed a fourth time. And the worst of it is, you’d probably never have gotten betrayed if you just kept on stepping on the vines. And now you’ve wasted about an hour of your life, trying to navigate the beach of Ranlmor without stepping on any vines, when you could have just crossed the same distance twice as quickly by trusting the treacherous vines.


It’s terrible! Oh, and these are the same vines that the Kelack kin’toni use to build traps with. As though the vines couldn’t get any more evil — when you step on one and get betrayed, it betrays you not only to gravity, but also to the kin’toni. What misery. The plants that grow in the depths of the ocean are naturally strange, because they can’t perform photosynthesis in darkness. What they tend to do instead is to suck up large amounts of water, comb through the sucked-up water for animal droppings or some other equally delightful source of nutrients, and then filter that out of the water and eat it.

This is indeed the process of the nusjil. Some still debate on whether a nusjil is really a plant, since it’s as hard as a rock, but it definitely grows and thrives on its diet of dung and rotting matter. They make for good underwater toilets — although they’re not perfect, and take ages to clean themselves out before they can be used again. Another underwater plant called the hikinaka does something else. The hikinaka actually eats live fish. Like many underwater predators, it attracts fish by shining a light in the darkness of the deep.


The fish approach — and suddenly, they’re trapped by the jaws of a plant. Unlike most other plants in the depths of Ranlmor, hikinakas can in fact perform photosynthesis, and you can in fact find them growing closer to the surface. But thanks to their omnivorous diet and their sharp leafy teeth, they can grow in the dark deeps. (Do not try to use a hikinaka as a toilet. That’s just begging for trouble. Use them as trash cans instead.)

Animals

The Kelack don’t have many enemies from the surface. Neither zu’aan nor kin’toni can swim deep as the Kelacks can. Even the technology that would allow them to swim that deep has become increasingly rare. And if for some crazy reason they had deep-diving submarines, why would they go down to the depths just to try and take some underwater land from some underwater kin’toni? Yet the armoury of the Kelack clan is always stuffed to the brim with weapons. Why? I’ll tell you why. lifeforms. (As well as all manner of other predatory deep sea creatures.)

The hairas’nol is one of the more dangerous lifeforms known to zu'aan. If it catches scent of flesh, it may decide that it wants to eat that delectable substance. If it decides that it wants to eat flesh for supper, it will not rest until it has had its fill. And it has a very large stomach. The typical way this plays out, is that a hairas’nol will smell a zu’aan, eat the zu’aan, and then spend the rest of its life searching for more zu’aan to eat. It won’t starve, because that would just be too simple of an answer to the Kelack clan’s problems.


No, the hairas’nol will have enough presence of mind to snack on whatever food comes its way, without filling its stomach completely and thus vanquishing its desire for zu’aan meat. Unfortunately for kin’toni, hairas’nol do not differentiate between zu’aan and kin’toni. Equally unfortunately for large groups of people getting massacred by one of these mighty hunters, the average hairas’nol will eat more than a dozen men before deciding it’s had enough manflesh for now. The Kelack clan is lucky to go a week without getting attacked by one of these lifeforms.

They’re some of their most constant visitors, and there seems to be a limitless supply of them. The Kelack have discovered, though, that injuring a Hairas’nol Shark’s nose will basically cripple it. It won’t stop swimming, but it’ll have no idea which way it should swim in. If you’re fast enough, you can drive a trident into its heart before it crashes into and demolishes your house. The other shark that attacks the Kelack on a regular basis is the plausin. While not as mighty or vicious as the hairas’nol, plausin never travel alone.


They always have a friend or three swimming alongside them. They’re also much faster than Hairas’nol sharks and do not share the nasal vulnerability of their brethren. And they’re a lot smarter, or a lot shyer, or a lot stealthier. One of the three. Instead of charging right for the biggest clump of meat, plausin will pick off outsiders and stragglers, unguarded kin’toni or straying fish. If caught or attacked, the plausin will swim away, just to return a few hours later from a different angle. The conventional strategy of the Kelack clan against plausin is to bait them with a piece of meat into a cage from which they cannot escape.

This doesn’t always fool them, but when it does, it saves a lot of trouble.

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 Kelack Kin'toni Clan
Place

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