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Ust'kal Silk Wetland

From Taerel Worldbuilding Wiki
Place
Place Name:
Ust'kal Silk Wetland
Biome:
Silk Wetland
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

As the geography of the Ust'kal Silk Wetland tends to change every five years, it is easier to explain it by using the maps created by the Kuhil Kin'toni Clan. Firstly, to arrive at their settlements, it makes necessary the use of boats in their main port, commonly used to first arrive at the settlement. For the clan, instead of each "family" having one single boat to use, they created systems of public transportation, every island used by them have a smaller port with two or three boats. When a member needs to travel to another port, they simply use the boat, leving it behind for when they need to come back, or for another member to use.

This activity gives the clan a strong feeling of society and community. In the bigger island, they created housing. With the years, the need to built a gate surrounding their wetland community appeared. With their skills in building, the clan created a type of walls made out of wood that could be flooded, very well placed on the ground during the dry years, that would not be taken away by the water. It is needed for them to keep an eye out and change these gates once a year, as the water destroys the wood. But the community takes a great pride in keeping their home clean and safe.


With their transportation method, the members were afraid of losing track of the islands during the night, so, following the same method used to build their walls, the clan places on the ground tall wooden totens so the boats can follow it without being lost. They also created a type of building specific for this situation. A very tall building, and right atop of it, an oil burning huge lantern. Every night one member is responsible to light up the lighthouse. In another island nearby the main housing, the Kuhil Kin'toni Clan keep their trapped zu'aan in a building made solely for this purpose.

A facility where they keep their zu'aan feed and healthy, so they can drain their blood slowly and secure it in clay canisters, later on sharing it with the clan according to their needs to be fed.

Plants

As the Ust'kal Silk Wetlands tend to change every five years, it is expected the same to happen with the place's biodiversity, but, as a matter of fact, the biodiversity grew to adapt itself to both dry and water biomes.

It is possible to find two types of trees thriving in the biome, this includes;

The mnesur, is a tall type of tree, with dark bark and white leaves. This tree is the most used by the clan members to build their walls and gates since the wood is stern, strong and endures a lot of water damage.

The dixemi tree, another very tall plant, looks very similar to the mnseur tree, but only has leaves during spring. This tree is commonly used by the clan for boats, given its malleability and the capacity to endure water damage.

To help the trees to endure the water damage, the clan found a native plant to the area called ryling. The ryling is a type of long algae that floats during the flooded years and rests on the ground during the dry years, this plant can be crushed releasing a goo like liquid that can be used to give consistency to a dry powder, made from the shyphs plant. This plant, a bush type, produces thick green leaves that can be left to dry under the sun, once the leaf is dry, it can be crushed into a thin powder. Mixing this powder with the goo from the ryling plant, it is possible to create a paste that is spread by the tribe members in their boats and walls. The wood then is left to dry for one month. After this one month, the wood becomes completely water-proof.


Another plant commonly found in the Ust'kal Silk Wetland is the aidera. The aidera, another bush, only grows in the islands, even during the dry years. This bush is the only food for the silkworm found on the island. The clan members, learning about the silkworm produce, learned how to plant and farm the aidera. It still grows loosely around all the islands, but the clan chose one singular island to grow their aidera farms. Once the plant is mature, it can be cut and fed to the silkworm. The plant produces a long berry, filled with seeds. This berry is left to dry, once it is completely dry, the seeds can be planted in the soil.

The gitriv is a plant with long blades, commonly growing all over the biome, even during the flooded years, it is used by the clan members as reinforcement for their ceilings.

Normally the ceilings are made from mnesur thin cut pieces of wood, also covered in the goo liquid used to make it water-proof. Then these woods are covered with gitriv blades. These blades can be pulled apart, forming strings used by the tribe as ropes, to tie up the full blades in the wood.

The goo from the ryling also works as glue, with a thick consistency, it is spread on the wood after the shyphs goo was left to dry. With the goo still wet, the mnseur blades are placed atop the wet wood and tied down with the gitriv strings.


Other plants known to be found in the region are used by the Kuhil Kin'toni Clan to create paints for the silk their produce, such as the chenar with an orange shade that becomes yellow once left to dry. The itisco, a small blue berry with a deep blue shade, produces a light turquoise dye.

Animals

The same with the plants, the animals in the Ust'kal Silk Wetland grew to adapt to their biome. These creatures are all both aquatic and terrestrial, but the silkworm. Starting with the silkworm, this creature, native to the land, was discovered by the Kuhil Kin'toni Clan years later after their arrival. The long white creature turns into the silk moth after some months. Nowadays, domesticated by the clan, they use the silk from the creature to produce most of their clothing and fabrics.

On another island, different from the aidera farm island, the clan produces the silkworm, in big wooden boxes. The creature is left to live its life, filled with aidera plants' sticks and leaves. As the aidera leaf is the only thing the silkworm feds on. Once the silkworm matures, it will produce a cocoon around itself. This cocoon is made out of pure silk, one thin thread rounded around itself several times. The creature then produces a second layer for this cocoon, called "plib". Unfortunately, the plib is the only part of the silkworm that is not used by the clan, as the process to harvest the silk tends to destroy the plib.


Once the silkworms are completely encapsulated by their cocoons, the clan will wait until they leave as moths. The moths can not fly and tend to place around 100 eggs per lifetime. These months tend to die quickly after producing their eggs, and tend to be burned by the clan members to not accumulate dead animals on their islands. The cocoon is then left to dry under the sun, once it is dried, the clan washes it with saltwater and leaves it to dry again. After it is finally fully dried, the clan can unroll the single silk strings, threading it with other strings to produce a silk thread. This thread is then used by the clan to create fabric.


Other creatures in the biome are normally left alone by the clan members, but the ones they use for their pelt and meat for the zu'aan they keep. Anhasi is a four-footed furry mammal domesticated by the clan, this mammal is known to grow its fur very quickly, so the clan keeps it all year around, shaving them when it is needed, using their fur as clothing for the winter. Other creatures are aquatic, such as the muetom, a type of huge fish, this is the main meat used by the clan members to feed their zu'aan prisoners.

The treall is a bird known to nest and mate around the region during summers, the bird is used by the tribe for its feathers, which are used as decoration and clothing. The meat is also fed to the zu'aan prisoners.

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 Kuhil Kin'toni Clan
Place

This article is written by Crystal Iris. Copyright 2026 Crystal Iris. All rights reserved.