This is the elevation map of the island of Silena from my story Harmonic Dissidents. Read it here: renalder.sofurry.com
And here: https://www.royalroad.com/profile/765729/fictions
#map #elevation #world-building
Like when it comes to me like writing their description, biology, and their cultures I’m pretty good or atleast okay at it I would say personally, but when it comes to drawing them... Not so much... To a point were I kind of shy away at drawing them at times...
A small college town that is nestled between a large forest and Lake Michigan in Upper Peninsula Michigan. It is host to a whole fae/magical population that remains hidden among the human population.
A Sectional Treatise on the Biological Variance of Kin’toni Clans
Author Unknown
Foreword
There is no single greater cataclysm in the history of Taerel than the kin’toni outbreak. To begin this piece with such an outright statement of fact may seem counterintuitive to the work of any scholar. However, given the laxity perpetuated by the fat, pompous fools who adorn the cities, this treatise is a necessity. Despite years of borderline extinction, some of the ‘luxuriant’ ne’er-do-wells who fancy themselves “city zu’aan” still refuse to acknowledge the vampyres for what they are:
Beasts of the highest adaptive order whose biological variance and adaptability are abjectly frightening.
The kin’toni are the bane of the zu’aan that has nigh driven us to the end of our species. They steal our essence and transfigure it into a nightmarish monstrosity of hemophilic drive, unlike anything we have ever observed. The rate at which they can mutate is astounding, producing a plethora of phenotypes that demarcate clan from clan. While we have, miraculously, remained relatively unchanged by centuries of environmental upheaval, our vampyric counterparts have become uncannily heterogeneous.
Indeed, there now exists an abundance of varying biological composition amongst the clans that many of my colleagues now insist on their delineation as different species.
Yet such a proposition is absurd. The kin’toni remain to this day the vampyre, and the vampyre the kin’toni. And, most harrowing to the concern of the remaining cities, this horror seems to fly over the head of the ostentatious bureaucrats whose lineage is nothing but fruit and silk. Having brought this to the attention of [NAME ILLEGIBLE], the warning was met with sardonic grins.
The oral gesture is no doubt something encoded in their blood. It was their ancestors who ignored the warning signs, after all. And it was those same patriarchs and matriarchs who sat comfortably in safehouses and bunkers while countless millions across Taeral suffered during the bygone Awakening.
I have thus taken it upon myself to compose this compilation. Within, the reader shall procure a trove of collected biological information, organized alphabetically, about the 279 documented kin’toni clans. I have gone through arduous research, combing archives, travelling when possible, even going so far as contacting the numerous zu’aan tribes that dot the continents. The task was not simple. Resultingly, verifiable facts are occasionally sparse, and many of the detailed descriptors have been permeated through unknown sources and tribal traditions.
Regardless of veracity, knowledge is a tool integral to survival. Understanding the biological variance of the clans is important if we as a species ever wish to win back our world. That dream is often scoffed at, for any sense of racial unity died all those countless centuries ago. I still believe in its reality, however. Be it 100 years or 1000, the scouring of the vampyre from Taerel is possible. But again, the first step, our primary concern, must deal with compiling knowledge as it pertains to their being. To know one’s enemy is to beat one’s enemy. And although they may have become as scattered as we are, they are still out there, blood-crazed and hellbent on turning every last one of us into their wretched kind.
-Author Unknown
The Adaptive Gene:
A Sectional Treatise on the Biological Variance of Kin’toni Clans
Shoot them, burn them, blow them limb from limb. It mattered little in the end. The sad, terrible reality dawned on every zu’aan in the field: They could replenish their numbers by taking ours.
-Unknown, dated 3E 23
Forum A
The A’voreld Kin’toni Clan
Often cited as the ‘demons’ of the Rinfenus Volcano, these vampyres are unique marvels of thermic adaptation. Their skin is possessive of a dark crimson hue, often mistaken for black, and is patterned like reptilian scales. This epidermal layer has developed into a safeguard against intense heat, providing superb protection against thermal vapours, smoke, steam, and indirect exposure to lava and fire.
It should be noted, however, that their skin is not impervious to high temperatures. There have been recorded observed cases of A’voreld clan members perishing due to direct contact with volcanic substances. The exact biological mechanism through which their skin achieves such resiliency remains speculative. The most commonly accepted theory revolves around the production of special enzymes that regulate body temperature, particularly that of their epidermal ‘scales’.
Due to the nature of the environment, it is believed that A’voreld clan members possess high metabolic capabilities. In addition to the enzyme produced for temperature regulation, more bodily chemicals can be assumed to support their organ systems. Clan members are known to subsist for extended periods devoid of nutrition, primarily the blood of the Rinfenus’ wildlife.
In this state, they are neither dormant nor lethargic and are well-documented to be able to ‘mobilize’ stored energy swiftly to hunt or fight. This supposed metabolic conservation is what is believed to cause the ‘spasmodic’ manner in which these vampyres locomote.
A’voreld kin’toni are often thick-jointed, with multiple knotted rings of skin growing about the knees, fingers, and knuckles. The dermal bands around their knees act as support, allowing the members of this clan to squat on their haunches indefinitely.
This squatting posture is the norm for hunting, social gatherings, and otherwise lounging moments an A’voreld may find themselves in. Their fingers, usually jagged, rest in a ‘grasping’ motion, allowing them to quickly take hold of objects, usually make-shift weaponry, or the necks of their prey. Their extended lives within the depths of the Rinfenus have also marked them by way of facial protrusions. Called ‘horns’ by the tribals, these oblique growths vary from vampyre to vampyre, and have been known to appear in singles, doubles, and triples.
It is currently unknown what purpose these protrusions serve, though postulations range from hunting means to signifiers of age. Furthermore, their eyes are grotesquely rotund, typically black in colour and festooned by noticeable venous bulges. It is undoubtable that their discus oculars contribute to an enhanced vision, both of clarity and certain levels of nocturnal sight.
The Aerch Kin’toni Clan
Aquatic adaptations.
The Aerch’s method of operation coincides symbiotically with their genetic features. They are natural chameleons, with a dermal layer capable of shifting hues to correspond to the environment. This is believed to be achieved via a neural-epidermal pathway composed of a network of highly specialized nerve endings.
The camouflage is not a passive ability, however. Captured Aerch clan members have confessed that they must actively ‘think’ of the pattern they are touching to conform with it. The process is hypothesized to be at least two steps. First, the Aerch vampyre must be touching a patterned surface with their hands or feet. Second, by visualizing the pattern, messages are exchanged along the neural-epidermal pathway, which in turn triggers the camouflage response.
The exact method by which their skin changes colour is currently unknown. Several theories exist, none of which have proven adequate. Interestingly, the most widely accepted hypothesis pertains to their laboratory origin:
“The Aerch are perhaps one the few kin’toni clans that can accurately trace their vampyric ‘lineage’. They are chronic boasters, and those members captured in battle have proven most talkative despite their clandestine nature. According to several century-old accounts, the Aerch are the result of the unhallowed melding between zu’aan and ‘machine’. Imperial records seem to indicate the testing of ‘stealth’ technology deployed in specialist units.
One such contingent, the ‘Phantoms’, were ostensibly outfitted with ‘ghillie links’, an unknown technological advent derived from a scaled creature capable of camouflage. The unit, however, went missing in action during the height of the kin’toni outbreak. Though the historical documentation is unclear, a small group of ‘fearsome vampyres capable of blending in with their surroundings’ were reported to terrorize even the most fortified cities…”
-Exploring the Yaenit, attributed to Zevdon Rutarch (possible fabrication), dated 4E 348
When not camouflaged, Aerch clan members are coloured a light purple. Their skin, semi-translucent, displays an impressive array of nerves with connections and sub-connections to a prominent spinal column. Their enlarged spines contribute to a ‘hunched’ appearance. Their necks droop below the cervical bones of the neural column, leading to many observers noting that they resemble certain carrion fliers. This common observation is further exacerbated by the Aerch’s large, curved ‘snouts’ and red-tinged eyes housing vertically slit pupils.
Tribal zu’aan have reported that these vampyres are incapable of producing sweat. This claim has not been individually verified as of the latest of the Fourth Era. Speculative hypotheses propose that this similarly stems from the Aerchs’s supposed laboratory origin, though surviving records make no mention of the phenomenon.
The Aere Kin’toni Clan
“It couldn’t have been more than 70 years since (Name Illegible) fell. I was only a boy then, but the images of the nobility are still engraved in my mind: cunning smiles, haughty pomp, and all the scorn in the world for the ‘peasantry’. So, when Halia and I stumbled across those monsters in the forest, we were both certain what they were.
The cunning smiles, the haughty pomp, the scorn. All now twisted by whatever festering, bloodthirsty evil had crawled out of the Empire’s labs.
The damned nobles had been turned.”
-Unknown Zu’aan, dated late 3E / early 4E
The long years and harsh environs of the Keltin Dry River have twisted the once-regal beauty of these erstwhile aristocrats. The earliest surviving records indicate that the Aere’s initial turning was a source of ‘misplaced’ pride. Various accounts such as the aforementioned quote support the sparse documents. However, it is also a concurrent opinion that any sense of ostentation regarding their vampyrism is merely fanciful, self-fulfilling conjecture:
“There is no scholarly-sound way of phrasing the truth. The Aere are abhorrent, grotesquely deformed kin’toni whose adaptation, while biologically fruitful, has destroyed the vestiges of their former grace. From their thin limbs, lipless ‘grins’, and jaundiced eyes, the Aere are ‘monsters’ in every sense of the word. Intriguingly, accounts of these vampyres captured in battle seem to indicate that they are either ignorant of their appearance or have obfuscated reality through psychological means. For the Aere, they are still the paragons of beauty resplendent and the heirs of the Old Age…”
- Zevdon Rudarch, Fallen Nobility: On the Turned Bloodlines of Taerel, Dated 4E 340
Due to the aridity of the Keltin Rry River, organisms possessive of larger biomass have all but died out, leading to mutation amongst its inhabitants to favour ‘slighter’ phenotypes. The Aere are certainly no exception to this. They are characterized by their thin appearance, often described as ‘willowy’, with limbs adapted for long, single strides suited for exhaustive travel. Their skin, ‘parchment brown’ in hue, consists of several dermal layers, not all of which all well understood.
The epidermal sheath is unlike the skin of typical zu’aan or even kin’toni, being coated in a waxy substance similar to the cuticles of spiked florae. This wax substance, secreted by epidermal glands, is believed to aid the Aere in the preservation of moisture. It achieves this by trapping any secretions such as sweat and ‘recycling’ them in various other bodily functions.
Perhaps more distinctive than their diminution and dermal coatings is what tribals call the Aere’s ‘eternal grin’. Habituating the Keltin Dry River has produced in these vampyres a lack of visible lips. Their resulting appearance is rather grisly, with exposed oral cavities extended to grotesque proportions. Zevdon Rudarch explores both tribal superstition and the accepted scholarly rationale behind this mutation in his work on turned nobility:
“Referred to as the ‘Eternal Grin’ by the tribals of the Keltin, the Aere’s lipless mouths are what heraldry was to their lost nobility. Devoid of any proper means of studying the creatures, the region’s tribes explain the mutation via superstition. They believe that the seemingly perpetual grin of the Aere kin’toni is a curse, some malediction consequent of their indulgence in zu’aan blood. While such vapidity may be suited to the tribal masses, the rigours of preserved civil society have posited otherwise.
The simplest explanation is therefore the most correct. To possess lips in an environment as dry as the Keltin would be anathema to survival. Hence, the Aere, being highly adaptive kin’toni, saw their labium ori mutate into a lack thereof for the purpose of maximizing moisture retention.”
- Zevdon Rudarch, Fallen Nobility: On the Turned Bloodlines of Taerel, Dated 4E 340
As postulated by Rudarch and others, the Aere’s lipless nature is due to the aridity of their environment. However, as to the horizontal hyperextension of their mouths, there exists little to no accepted hypotheses. The most common among these scant positions pertains to the Aere’s method of feeding. It has been ostensibly observed that the Aere clan, being voracious feeders, extricate ‘chunks’ of flesh from their prey using their mouths.
They will then proceed to ‘chew’, ingesting blood and water before spitting out the pulped biomass. Because victims (zu’aan or faunal) may be difficult to come across, this method of nourishment is speculated to have evolved for maximizing nutrient intake. Conversely, the rapidly changing environs and sudden plunge in temperatures have rendered any conclusive analysis of this explanation impossible.
The Ahe Kin’toni Clan
Toweringly tall, lean, warriors, live in a cold tundra. Rough arms? Natural shields? Padded, tufted feet? Paws?
Lore by JS117
This work is part of the Taerel setting. All Rights Reserved.
This item of lore is a SCRAPPED FORMER DRAFT item of lore. It is has never been canon, and never will be.
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The Yoush are adapted to the limestone steps, high altitudes and slot canyons of the Toras Terrace. They are laterally flattened and highly compressed of build, as to allow them to slid though even narrow fissures and cracks. This also means they are prone to crushing damage. The skin is white, translucent and devoid of melanin. This skin show even the dark vessels underneath. The skin is hypersensitive to UV radiation, with even dawn and dusk rays causing burns and blisters. The skin has a layer of long, translucent sensory hairs.
These act as a vibrating system to allow them to map out the rock shapes, even in total darkness. The hairs are delicate and long enough that they cannot wear much clothing or armor without it catching, tearing out the hair and leaving small, painful open wounds. The eyes are blind and milky white in color, as in the caves, sight is less needed. The ears are very large, funnel shaped and outward facing, adapted to locate even the smallest acoustic echoes. This hearing is easy to overwhelm, forcing them away from loud noise.
The nose has an star-shaped nasal cluster of soft tactile flesh. This acts as an biological radar system along with their hair to feel for air currents moving through rock tunnels. The teeth are long, needle sharped and inwards facing, adapted for small prey. These teeth are poor at gnawing, making even leather armor hard to deal with. The claws are long, pincer like and made of dense chitin. These claws are adapted to act as climbing pitons. The claws are poor for moving over smooth, polished rock races and walls.
The feet are low, narrow and heel less, adapted to have highly flexible, independent toes. These aid their clinbing on narrow stone ridges and stalagmites. Walking over flat, horizontal surfaces is painful due to severe skeletal strain. Inside, the blood contains specialized chemical inhibitors. These are able to slow the destruction of their modified prions if exposed to radiation. The lower spine has elongated into a long, strong and nerve filled tail. This tail allows a firth anchor point when climbing.
This tail is full of nerves and sensitive, meaning, that if it is trapped or even stepped on, it is very painful. Under the skin, there are large storage pockets adapted to trap and isolate histamines from environmental stress. Those pockets are prone to rupture from heavy enough physical impact. If this happens, this leads to an sudden rush of histamines and lethal anaphylactic shock. Inside their chests, they have an organ with mechanical baroreceptors, able to sense subtle air pressure drops.
These warn them if a storm is to come, and therefore to retreat deeper into the caves. Inside the brain is an massive cerebellum, using up part of their sinus cavities. With this, they can create an three-dimensional mental map of the tunnels. The brain is hungry though, and it requires twice as much blood as normal to sustain it. They have hepatic cell clots that isolate, crystallize, encapsulate and excrete the toxic minerals of the caves. These crystals appear in their fecal matter when they leave the body.
This item of lore is a DRAFT item of lore. It is not canon yet.
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The Wyta are adapted to the coastal cliffs, tidal currents, saltwater spray, and sea caves of the Qan'Haar Isle. They are streamlined, with an low profile torso and an highly compressed, dense skeleton. The limbs are powerful and shortened. This build allows them to dive and navigate heavy undercurrents well. Being compact, heavy, and with short limbs also means they are slow and clumsy on land. The skin is smooth, rubbery, hydrophobic and is a mottled slate blue and pale grey with countershading.
Under the skin, is a thick, high-density layer of fat, to keep their bodies warm in the freezing temperatures of the deep sea. This also makes them prone to overheating on dry land and in warm environments. On the skin are modified, light-emitting skin cells, that they can control with thought, allowing them to "talk" even in the pitch black. On the chest and abdomen, they have rough, microscopic dermal denticles to allow for dragging themselves on the slick, plant coated underwater rocks.
This skin has a layer of thick lipids that are adapted to stop saltwater corrosion. Due to having this coating, any ambient UV radiation is trapped, making sunlight twice as deadly. They lack all hair, in replacement having a system of flexible, subdermal ridges that are adapted to reduce hydrodynamic drag in the water. The lack of hair, also does not help with their sunlight weakness. The brow bones have been heavily reinforced with thick keratin plates that curve downwards and are adapted to shield their eyes from waves, sharp coral and sharp rocks.
The eyes are adapted to be black in color, with spherical lenses and an hyper-developed tapetum lucidum. These eyes allow them to see well in coastal waters. Above the water, these underwater lenses cannot see well, being blurry and highly nearsighted. The ears are just an pair of small openings, containing an dense, wax-secreting gland. This wax is able to become a hard, water proof plug when exposed to water. Being reliant on bone conduction means they lack the enhanced hearing of other clans.
The nose is just a single slit like nostril located on the upper nasal bridge. It has a powerful sphincter muscle that can close the nose tightly underwater. The teeth are backwards hooked, and with grooved enamel for stopping even the most slippery of their marine prey escaping. The claws are short, heavily curved and blade sharp. The fingers are long and with thick, leathery interdigital webbing. The feet are long, wide and fan like, the toes long and thickly webbed for swimming. The feet are not adapted for walking on land, forcing them to waddle in a way that is tiring.
Inside, the muscle tissues have a large amount of myoglobin, leading to near black tissues. This also means they are prone to kidney failure when the muscle is damaged, forcing rest to heal. They have hepatic cell clots adapted to isolate and extract the large amounts of salt that they absorb though their skin while swimming. To purge this, they have specialized sublingual ducts. This also means they are prone to severe internal dehydration without fresh water or blood.
This item of lore is a DRAFT item of lore. It is not canon yet.
Only content on the Official Wiki is considered an canon, official part of the Taerel Worldbuilding Project's lore. Content outside should be considered non-canon and non official.
The Wor'ardi are adapted to the grasslands, intense solar radiation seasonal droughts and winds of the Kalem Savanna Plateau. They are very tall, slender, long limbed and gracile of build. The tendons being hyper extended and acting as spings for the high speed, energy-efficient running needed on the plains. This also means their bones have a structural cross-section. Due to this, these bones are easy to fracture, such as by impacts or falls. The skin is ultra dense, leathery and sandy ochre in color.
This skin contains a large amount of reflective purine crystals to act as a way to deal with the ambient heat and light just after sunset. Being very dense with purine crystals makes their skin less permeable, making their cutaneous oxygen absorption slower. The hair is a thick, coarse mane, straw like and white in color. It runs down the spin and coats the skull in order to deflect heat and channel the cooling wind over the body. The hair is rigid enough to be easy to break, making the skin exposed if broken.
The eyes are pale yellow in color, with oversized, horizontally elongated pupils. The eyes also have an highly developed tapetum lucidum in order to catch what light they can on moonless nights. These ears are adapted to wide vision and so lack vertical field of vision. This means that they cannot see well threats or prey above them on trees or cliffs. The ears are large, long and highly mobile, and containing an large amount of line blood vessels for radiating away large amounts of heat.
This also lets them track even the smallest rustle of grass. The nose has short, wide nasal passages, with high-surface-area turbinate bones. These act as a moisture condensing system to keep the water they breathe as much as possible. The teeth are long, narrow, and like blades, with serrated capillary edges. These edges are adpated or slicing cleanly though though hide and muscle. Being adapted for slicing means they chip and snap if bones are bitten on. The claws are short, straight and retractable.
These claws act as running cleats. The claws are poor at grasping, holding and climbing due to the lack of curvature and sharpness. The feet are digitigrade, and the metatarsals are fused and elongated. The digital pad is very calloused as an adaption to running. These feet are narrow enough that wet environments ten to bog them down. Inside, they have modified lymphatic systems, adapted to retain urea in the blood. This allows them to keep the osmotic pressure high in order to keep water into the body.
Being hyertonic also means they have heavy physiological stress and being prone to cellular dehydration if they go without blood or water. The spleen is very enlarged, muscular and it acts as a way to store the oxygen-rich red blood cells. During sprints, it can release this cells for a boast of energy. They have a system of massive reserves of glycogen in their hepatic cell clots. If triggered by adrenaline, it can be converted into glucose. These two systems lead to severe metabolic exhaustion after they are exhausted.
This item of lore is a DRAFT item of lore. It is not canon yet.
Only content on the Official Wiki is considered an canon, official part of the Taerel Worldbuilding Project's lore. Content outside should be considered non-canon and non official.
The Wan'rila are adapted for the volcanic ash, obsidian terrain and toxic gasses of the Ward'ent Volcanic Stones Plains. They are elongated, lean and with an high surface-area-to-mass ratio. Along with the heavily vascularized ectomorphic shape, this allows them to shed as much heat as possible, as the plains are scorching hot. This also means they are prone to blunt force damage and crushing, lacking the dense muscular padding that absorbing impacts needs. The skin is ask grey, and with heavy callous and deep fissures.
These hides have dark melanin, along with heat-reflective keratin scales. The hair, both body and scalp is gone, replaced with overlapping keratin scales for stopping the ash buildup and to protect the hair from airborne embers. Lacking the insulation layer of hair means that if the temperature drops, they freeze. The eyes have obsidian-black sclerae with hazard-orange irises. These eyes have a heat filtering lenses and pair of nictitating membranes for sweeping away any abrasive particulate matter.
The ears are just flat, recessed slits. These ears have a system of muscular, valved skin flaps. These flaps seal when there is an ash storm, forcing them to use internal bone conduction for hearing. The lack of outer ears, comes with the downside of having severely impaired directional hearing, and an lessened sense of high-frequency sound localization. The nose contains an intricate, moisture-recycling labyrinth made of vascularized mucous membranes. This can cool the incoming air before it reaches the lungs or internal tissues.
The nostrils are wide and slit like, and the teeth contain a form of dense, dark iron-phosphate enamel to avoid the heat from cracking the teeth. These teeth are prone to shattering if they are hit hard or if the kin'toni bites down too hard on hard materials like armor. The claws are spade like, blunt and adapted for digging in order to dig out shelters in the compacted volcanic ash and tuff. These claws, being blunt, are poor for slashing, for grasping prey or for climbing. The feet have wide, splayed and hoof like soles.
These soles, made from a thick, semi flexible pad of corn tissue, are adapted to protect them from superheated stones. These rigid soles also mean they lack tactile feedback, meaning they are clumsy and loud on loose soil/sand/rocks and on forest floors. Inside, they have a secondary sulfur-binding protein. This allows them to isolate any inhaled or absorbed toxic gasses from the region's volcanoes, to stop them from contaminating the primary hemoglobin cycle. In the limbs is a counter current heat exchange system.
This is an network of interwoven arterial and venous loops that is adapted to cool blood that returns from the limbs before it can reach the organs. In cold air, it is an downside, as due to running close to environmental temperatures, in cold environments, they become sluggish or even fall into torpor. The cells have a latge amount of chaperonin proteins for folding and stabilizing the cellular structures, making the cells unable to denature in hot temperatures, but prone to denaturing in cold environments.
This item of lore is a DRAFT item of lore. It is not canon yet.
Only content on the Official Wiki is considered an canon, official part of the Taerel Worldbuilding Project's lore. Content outside should be considered non-canon and non official.