Ti Sti'duram'iti Geographic Location in Az-Atla Realm of the Lost Moon | World Anvil
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Ti Sti'duram'iti

The Child.

This is the edge of the world.
You've come too far into the perpetual twilight.
The way back is the way forward.
And you are more then lost.
At least that's how it would feel if you didn't have the Engineer's with you and a good map.
A Short description by famous Geographer, Vorno D'llsstan.
 
There are islands in the Realm of Az-Atla, and The Child is the largest. It’s southern most tip almost touches Az-Atla proper, but the Drop River feeds the natural barrier between them. During the night from the far bank, the lights of the Dwarf capital of Skala-Tuq can be seen spilling its Grand Market past the river’s banks. Boats, barges and skiffs of all manner traverse the river supplying the Grand Market with goods and citizens. This exchange of trade goods between the Mother and Child never stops. day or night.
To travel north, into the wilderness, you would need to travel over the three great mountain ranges of the Fallen. There are Outposts and Wayfairer cabins in these ranges built and maintained by the Engineers, so the experienced and well informed can make their way into the high plateaus that make up the majority of the Child. Of course, if you are rich enough or powerful enough, you can simply use the network of teleportation circles in the Grand Market to take you past the Fallen.

Certainly, there are ways access the high plateaus from the ocean, but the daunting sheer cliffs, as if the Child was pushed straight from the ocean, which encompass the island make such ports of access difficult to maintain, rare and small.
Once you make your way to the high plateaus, there you will find the other smaller cities, isolated settlements and some bastions civilization. Or course, like the Barrens, much of the high plateaus are in perpetual twilight, but still these plateaus are rich and diverse in wildlife and flora; perhaps strange for those not used to the semi-dark. Regardless, the citizens of Az-Atla have claimed much through the millennias of prosperity. A testament to the will of the Realm and the glory of the Devouring Mother.

Geography

Ti Sti'duram'iti is mostly uninhabitable, or so the Dwarves would say.
The majority of Ti Sti'duram'iti lies north of the Fallen mountain range and the majority of the population of Ti Sti'duram'iti chooses to make their home at the feet of the Fallen in the capital of Skala-Tuq and the surrounding environment. Generally, that popular area is known as the Low Plateau, though technically a large river delta fed by many rivers flowing into the ocean.
Past the mountains is the true Ti Sti'duram'iti, or so the Dwarves say.
There the realm citizen will find a land and a strange wilderness world that is familiar to them near the barrier of the Fallen, but increasingly stranger as they move deeper away and to the north. The main difference that effects most visitors is the perpetual twilight that they eventually find themselves in, and consequently the strange adaptations that have been forced on the regions flora and fauna. What does it mean to be diurnal or nocturnal when there is neither day or night? How do does a thing live when there is no time for rest?
Engineers call this effect on visitors. "Transition Sickness." The majority of citizens weather the perpetual twilight and adapt, but upon occasion a few become dangerous to themselves or others.

Fauna & Flora

A small sample of the creatures and interesting plants that you may enjoy encountering in your travels within The Child.

Fauna:



Kletta'gawer (Cliff Spider):
These beautiful spiders are fairly common in the higher elevations and in the twilight of the north. They are colourful and children often have individual spiders for pets or play with them for sport.
Single wild Kletta tpically trap or ambush small birds, lizards, or rodents. The average adult is roughy the size of a medium puppy, and just as fuzzy. Eight legs and all. They make a quiet clicking sound with their mandibles when threatened, and will frequently look to flee if the threat is larger then themselves. They do not have venom which is consider lethal to medium or larger animals, though it is painful and may cause some lingering inconvenience. It is acid based. In general they are not a threat to citizens as long as they are not allowed to den together.
Now, if Keltta are found denned together, that is problem. There is a critical mass of approximately 12 adult Kletta. At this point, one will become a den/hive Matriarch and the others will become male Suitors. All will develop increased venom toxitiy, aggressiveness, and intelligence. At this point, the Den has become a very serious threat as it will hunt larger animals and develop cunning defences of its territory.
Locating and destroying these Dens is a valuable service provided by various private contractors under the direction of the Engineers.

Mafini Ha'kurr (Giant Spur Hawk):
There are many things in the Realm that are beautiful, but few are as beautiful as the Mafini Ha’kurr. Native and fairly common in the upper plateaus of the Child, these birdS have a radiant plumage whose variety in coloration seems to be endless, but which is also iridescent. In the twilight of north these wonderful birds are easy to see.
Being visible works to their advantage. It makes them easier to spot by other Mafini. It lets smaller animals know they are coming and it lets predator animals feel just a little over eager, prone to making errors perhaps. It also helps that these birds stand just under three meters tall, head to toe, have a wing span just under 18m, an impressive land stride of an average 5m, and can produce a kick powerful enough to instantly kill most smaller animals. Oh, and travel in family units called, Carrals, of 3 to 5 members.
It is also nice that they are herbivores.
There is a profitable and long standing ranching industry of these birds for both their feathers and meat. Clipping their primary feathers is necessary to prevent them from flying off.

Oskrrèl Vè Amama (Screaming Worms):
There are many strange things in the Realm. And the Oskrrel are just as strange as anything. They are worms in the looses sense. Naturalist and other experts have yet to understand how their biology works as the Oskrrel are made of crystal. Typically, they are made of a mixture of crystals found in the area where they are encountered. So, in one sense many miners look for Oskrrel and see them as good fortune, and accept the risks involved when working near these strange creatures.
Oskrrel are small creatures, typically no more then 50 cms in length and 10 cms in diameter. They live in rock and burrow through the rock strata consuming it. In their wake as they eat, they leave a fairly circular tunnel, and fine power derived from the rock they consume. These tunnels are used by various small animals for shelter, and by vegetation which send its roots through the tunnels.
What makes Oskrrel concerning is how they consume rock. The Oskrrel to not grind through rock, but rather pulverize it by emitting a cone of sonic energy ahead of them as they travel. Rock in front of them is turned to a coarse power which they then eat. This cone has been measured to be as long as 15cms. However, when the Oskrrel is threatened, the cone can be extended for a short period of time allowing the worm to move quicker should it need to flea, or the cone can be narrowed and made lethal. This sonic lance is very effective a cutting through metal, rock, armour and flesh.
The sound of the Oskrrel is felt in the gut and other soft tissue organs more then heard for many, but those with heightened senses of hearing comment that its a sound much like a very fast pulsating screech.
It is fortunate that these creatures do not often travel in large groups.
Flora:


Rakau Kyr'ebwa (Strangle Vine):
Rakau is a common vine in the southern Child. It is found on the cliff edges near the ocean or bodies of water. From a distance they are very beautiful trees. They are typically vibrant lush greens with over hanging leafy tendrils. When they cover entire cliff faces, from a distance it seems like a fuzzy green carpet flows to the water's edge. The main trunks are often a burnt red colour, but in the hot summer days they can turn a deeper red-black and they have been known to grow as far as 30 meters from the cliff top or face depending on where their roots have taken hold. The roots are an important part of the vine. They anchor the vine to the cliff top or face and are very powerful. They seek tiny cracks and crevasses and weave their way into them creating a lattice work across and through cliff surfaces. It is almost impossible to uproot a mature Rakau taking far too much work. For those who wish to remove them burning them out is the normal practice.
Strangle vines nourish themselves not only from the energy of the sun, but from the fish and small animals they capture by lowering their tendrils into the body of water that they perch over. Their leafy tendrils have fin filaments which entangle any animals that happen to swim through them. As the animal struggles, typically due to chocking, the larger filaments and eventually the tendrils entrap the animal. The tree then sends filament roots into the corpse to retrieve needed minerals and sugars.
Most people avoid swimming near these vines.

  Aporotre (Apple Trees):
These small trees are common in the Upper Plateau. They have adapted to the perpetual twilight and are a staple of food production and trade. Acres and acres of orchards dedicated to this trees are managed by Dwarf families and their employees. Every part of the tree can be harvested in some manner. The fruit, Apples, is picked and can be eaten raw, cooked, fermented, or whatever the creative cook requires. Bark can be stripped from the tree carefully with minimal damage and used for building materials, turned to fibre for clothes, or simply burnt. The core and heart wood of the tree can be used once the tree is too old to bear fruit for building or art.
Several family fortunes, mostly Dwarven, have been built on the reliable Aporortre.

  Hekpa K'tili-zyè (Spike Bush):
This small shrub grows no more then a few inches of the ground. It is almost entirely spikes. It grows in patches spreading as large as several dozens of square meters and will slowly invade areas inhabited by other flora and fauna. Animals avoid the bush as it is painful to step on. The thorns rarely snap and if they do they are almost always imbedded in the flesh which leads to a slow painful death due to injury.
The bush can go for a long period of time without being noticed as other plants enjoy its protection and grow well in symbiosis with the bush. Almost no animals will risk stepping into the bush to eat.
During the colder winter months the Spike Bush flowers. These flowers are small and a beautiful iridescent blue in colour. During this time the Spike Bush is not spikey as those spikes have turned into the flowers. It is at this time that animals enjoying eating the flowers and the bush itself, which is most likely how the bush seeds different area.
There is rumour from the deep north that some less civilized people use the sap of the Spike Bush to allow them to steal another person's breath.

Tourism

The Child is a region that has a thriving tourist industry.

First, there is the Grand Market that sits nestled in the foothills of the Fallen and acts as the most extravagant entrance to any city in the Realm. The Pinnacle is the most advanced and ancient of the capitals, and certainly every other capital has its unique flavour, but when it comes to commerce and a dedication to the expression and art of commerce, the Grand Market and Skala-Tuq have no comparison. If it can be purchased, in can be purchased at the Grand Market. And, if it can't purchased at the Grand Market, purchasing the services of a clever entrepreneur can be.

For those who to enjoy nature and the wonderous world that is Az-Atla, there are tours through and up the Fallen. Tours are regulated by the association of Engineers who have the mandate of maintaining roads, safety and extending the will of the Devouring Mother throughout the wilderness to the north. These tours range from simple day trips up into the Fallen along the outskirts of Skala-Tuq, to full multiple week excursions into the mostly unknown wilderness of the Fallen or the High Plateaus. The various companies and groups that provide these experiences are numerous and varied to suit a client's particular interests.

Now if you are the type of person who likes the amenities of civilization, Skala-Tuq has many, then attractions closer to 'home' many be more interesting. There are several restaurants, theatres, social clubs and pubs in the immediate area of the Grand Market, but a none compare to:

Good Goordo's Gnomish Games and Entertainment Theatre.
4GET as it is fondly called by its loyal fans and participants is a strange combination of historical exploration, physical competition, and dinner theatre. The famous gnome Goordo the First died decades ago, but his legacy remains managed by is decedent Goordo the Nineth. The history of how 4GET started is commonly known and a tale which exemplifies that spirit of handwork, creativity and community good encouraged by the Paragons.
Goordo the First started as a simple miner who discovered that his claim in the Fallen opened into a historical site from the Realm's long ago past. He immediately stopped excavating, and turned to researching the Law regarding ownership, prohibited and dangerous knowledges, and commercial rights. He then developed a proposal and presented it to the local office of the Paragons.  
Into the Under by Vantozexwes
  The laws is very specific regarding the ownership of historical artifacts and ancient wisdoms. If the items are over a certain age or containing any ancient wisdom they can not be privately owned and must be turned over to the Paragons as soon as is possible.
Further, historical sites can not be developed until the entirety of the site is explored and cleansed of any dangerous elements. This must be verified by the Paragon Administration.
However, other items recovered from historical sites are the sole possession of those who recover them.
And, the land in which the access to the ancient site is located can be owned by a private individual if that individual can manage the access point in accordance with the laws and will of the Devouring Mother.
These main stipulations, and Goordo the First's spirit of commerce allowed for the creation that is 4GET Industries.
" Discover lost treasure. Compete against other teams. Watch while dining.
How you enjoy 4GET is in your hands."
  Fortune's Path.
This road, if it can be called that, is famous because it is one of the most travelled roads into the Upper Plateaus, and its extremely dangerous. The road is old, most likely as old as the Grand Market itself, and even though much of the goods are now shipped via teleportation circle, there is still a large demand for shipping and travel on a smaller scale. The costs of using teleportation circles are high and often mitigated by selling shares of the total shipping volume. Large companies buy the majority of the shares setting the schedule and destination. This means that if a smaller company needs a delivery to some place unique, then the roads like Fortune's Path are their alternative option.
Harsh weather, wild animals, bandits and general stupidity make Fortune's path a difficult road to travel. Almost all serious travels hire the Engineers to assist and guide them along this road. For those that do not for their varied reasons, there is a high chance that their Path will end in a tragedic event. Torrential rain that is cold and sleet filled is common as the moist air from the ocean and rivers is blasted up against the cliff faces of the Fallen which the road climbs. Wind powerful enough to blow away sections of the road is also common, and many times the Path is closed as Engineers repair or reroute the Path. Rock falls, Cliff Spider Burrows, and Giant Spur Hawks, are all natural hazards that a travellers may need to over come.
To be clear, all roads leading from the Grand Market to the Upper Platues suffer these same conditions, but Fortune's Path is the best maintained, most easily accessed, and thus most used. It is also the most beautiful.

Many tourists will take Fortune's Path specifically for the breath taking and unique views that the Path offers. Several view spots are maintained and all offer a dedicated travel a small space to spend the night. Some require the travel to hang from scaffolding suspended away from the cliff face while they sleep, so those require training and specialized equipment. You can see the entirety of the Grand Market laid before you, and at night that same sprawling view of buildings, citizens and commerce, turns into a rippling lake of light and music.
As the road makes its away deeper and higher, you will see waterfalls, giant ancient cliff and valley forests, and engineering marvels that will challenge your sense of possible and courage as you traverse them.  
Left Behind by Vantozexwes
 
Almost everyone who has taken Fortune's Path to its end is better for it. Not everyone would take the path a second time, but once can be enough.
The Narrow Road by Vantozexwes
"I love 4GET! I have dinner there at least once a month, regular. It's well worth the price. The food is good, service excellent and the projected events worth every minute. My friends and I go there; sometimes we win and sometimes our bets loose. The regular competitors are solid, so not a lot of risk there, but the wild cards they have every week! Oh... those are crazy. Especially the Unlimited Category! I remember two months ago, one team brought an experimental weapon, it was a slug thrower; steam powered! Blew the whole team to pieces twenty minutes into the event! Unlimited .... *laughs* more like sudden death."

Kervis Thule - Orc Privateer for the merchant ship Grags'ho're.

Articles under Ti Sti'duram'iti


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