Worldscape of Miralh Geographic Location in Miralh | World Anvil
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Worldscape of Miralh

iralh (also known by The Many Worldscapes, Sandglass, or Narcissus) is the convergence point of the Physian Planescape cosmology, fashioned not intentionally but rather as a reflection of Creation itself. It is the most iconic of the Demiplanes brought about by the Prism, for its reflections have been known to permeate into other realms as well...   However, not all is as it may seem in this material dimension. One half of the continent is always bathed in the light of a restrained star bound to the far-off cosmos held high above the clouds. The other, awash with an unbreakable darkness. These two hemispheres take the form of seasonal apparitions: Summer and Winter, respectively. Each reigns for approximately 6 months in total, and each harbors its own unique planar-wide characteristics which all but drive life in Miralh.   The Summers and Winters are characterized by an "Early" stage, which typically exists on the first and last month of their timeframes (2 months each), and a "Deep" stage which lasts for the remaining 4 months each. During Early Summer or Early Winter, the light is either fading or beginning to return, and the realm sees a rare case of sunrise and sunset respectively.   In the Summertime, days are eternal and the most nocturnal of wildlife hibernate away the lively season. Times are usually well off for the civilized races which inhabit the demiplane, and rare is it to see an elemental catastrophe such as a tsunami, wildfire, or hurricane without the intervention of a powerful mage responsible for the act.   In the Wintertime, nights are eternal and darkness is a prevalent force that causes the 'sun-dwellers' to seek the comfort of the flame, as a chilling frost descends upon their region. Food hardly grows in the wild farmlands, and hunting becomes a must save for those with less conventional means of seeking sustenance, usually via magic. However, nothing is more haunting than the surrealism that haunts Miralh's winter moons.   Paranormal, magically questionable effects will befall any sapient or sentient being which attempts to survive the wintry twilight. They won't always be inherently harmful, sometimes they might even awaken a temporary extrasensory perception in the victim. But other times, it could be as potent as inflicting blindness, deafness or even madness⁠—the effects are capable of manifesting as dreams which inspire strong anxiety, or instill an overwhelming compulsion to perform an act of some kind; this has been known to range to even the most extreme of deeds, whether it be murdering an innocent bystander or making love to a childhood sweetheart.   These effects may even manifest as region-wide contaminants, which enrich the area involved with a tainted form of magic. Those who fall victim to this type of feat end up prone to grave disasters; famine, floods, plagues, and even the silent hollows of nature can all prove just as lethal as the steel of a warrior's blade.   Few city-states which claim Miralh as their home ever try to expand beyond their own walls, for the interior is dangerous and the seas unruly. Ships which sail during the winter may never return home, let alone reach their destination. Those few which persevere against the nightmares of the ocean find themselves still victims of public scrutiny, as many folk tales speak of ships becoming "haunted" after such feats, their people miraculously immune or blind to the esoterica which infest Miralh's way of life.   Many have tried to research the strangereal environment they have come to call home. Others simply live in a blissful igorance, and live on despite their struggles and unstable temptations. Religions have formed around these occurrances, branding them as the stuff of diabolism and sin. Cities have indoctrinated their people against these ways by shutting out magic as a whole, while others embrace it, becoming dens of the weird and home to the aberrant. Whatever the case may be, Miralh is by no means a quiet place to live.. or happen upon.

Geography

Miralh itself only takes the form of a singular continent, who's very nature is a flippant paradox that will always contradict itself. This singular continent rests upon a bed of unearthly water, something which surrounds it on all fronts and stretches on to a seeming infinite. This is because of the unique way the surface curves in upon itself, as though it were a tunnel through spacetime that would ensure you always wound up right back at the heart of the plane regardless of direction you set sail. The atmospherics of Miralh is no less complex because of this peculiarity; it is believed that Miralh may exist in some type of 'hourglass' shape, wherein the sky and underground do not truly touch except at the surface, but extend in a cone-shape outwards from the epicenter of the plane. The skies are home to plentiful amounts of stars and cosmic bodies that appear to be within reach of the highest flying persons—but this is only an illusion. The higher one goes into the heavens, the less and less the stars appear until they vanish altogether in the highest echelons of the air. Observers suspect this to be a magical phenomenon, though it remains unknown what causes these effects.   In its subterranean regions, Miralh is home to many natural cave networks with a most unusual property of an inverted gravitational pull, thus causing many subterranean entrances to have these fragmented transitional regions, which are sometimes so dangerous that an unsuspecting spelunker might find their head crushed into the ceiling upon crossing over. Such tunnels appear meticulously dug by unseen hands; in each one, bountiful veins of exotic ores and gems—but make no mistake! These valuable treasures are temporal, and frequently shifting within the dynamic earth of Miralh. In truth, it is quite rare to discover a permanent landmark in the subterranean of Miralh, as every cave is constantly shifting, as though something is still digging it at every turn. Should a cave network ever truly collapse, its gravity-shift region will fold in on itself, automatically sealing itself shut and trapping any unsuspecting inhabitants in with it.   The academic community of Miralh has managed to organize the state of Miralh's geography into a sort of abstract world model which sufficiently charts the state of the world. It is compared to being two spheres who's meeting point is the continental surface of the plane; it's 'bottleneck,' per se (a superelliptical astroid; where the edges of a diamond are curved inwards) is where the epicenter of the plane is located, and thus why its strange phenomenon occur on either side of the bottleneck. Ergo, it is nicknamed Sandglass after the iconic type of hourglass used by its denizens which mimics this world model.   No one can confirm the geological nature of Miralh's mono-continent for the sheer bizarre nature of its planar boundaries. It is believed that the peculiar gravitational forces exerted upon Miralh's surface are able to retain atmospheric conditions, allowing heat to circulate back to the center as a form of 'equator.' That being said, it entails that the oceans are freezing cold, and clusters of pack ice are not unheard of on the high seas.   Still, civilization is able to find ways to flourish against the whims of the terrain, as will be elaborated upon elsewhere.

Fauna & Flora

A vast assortment of wildlife call Miralh home, and not all of which are truly native to the plane at all. In truth, life on Miralh developed from a peculiar circumstance involving the origins of the plane. Sometime after its initial creation, mystical beasts called "Wyverns." These reptilian giants dominated the barren landscapes of a sea of glass, most life undeveloped and primitive at the time. The Wyverns were reflections of the Dragons of the Physian image, who's physiology could adapt to suit a particular element of the primordial magic which lay strewn about Miralh. These Wyverns would become the primeval source of all native life on Miralh, using their arcane might to weave tapestries of flora and ecosystems of fauna beneath their gracious wings.   The Wyverns did eventually pass on, but in their stead lay dozens of distinctive species of plant and animal life to thrive, and build the natural world of Miralh regardless of what Mirror they tread upon. These came to be known as their "Fragments," as aspects of each of their elemental lifetimes.   From the very building blocks of life, the bacterial level of Miralh's ecosystems are virtually identical to those of its Prime Material counterpart. Small bodies of life, including such species as insects, worms, molluscs and such are all virtually untouched; although, there are a few noteworthy characteristics which these types of critters seem to take on.   Certain species of annelids are capable of freezing solid during the Deep Winter to survive, thawing out for the summer before renewing their activity. Some arthropods have developed an uncanny glow from their interaction with the spores of numerous fungoid species.   Most conventional species of fish exist unchanged provided they can fit in with the climate of Miralh, something which has led to an abundance of thriving sealife and semi-aquatic animals. The same can be said of most bird species, even though they are outclassed by vulturous apex predators.   When escalating into proper mammals however, some consistent characteristics do still apply. As adapted to the geography as they are, they are not impervious to the effects of the harsh winters that await them. No animal is designed with the intention of only being active during the Winter and hibernating during the Summer; this is because of a multitude of factors, chief among them being how much harder it is to adjust from sun-acclimated vision to night. Their eyes are almost universally made to adapt to the long winters, reflecting light and possessing large irises. When they must hibernate during the Wintertime, they will often seek means of burrowing to do so; this is because in the subterranean of Miralh, the natural temperature equalizes thanks to thermal inertia, thus making it dramatically warmer during the Deep Winter. than the surface.   All of the following Fragments, creatures inspired by or from the Prime Material have managed to develop independently on Miralh with these evolutionary traits in mind. These creatures do not exhibit identical appearances, however, as their physical characteristics have adapted to the new plane they call home. They are listed in alphabetical order,   Bears (Black, Grizzly, Polar), which are known collectively in Miralh as Ursidons.   Canids (Falkland Islands Wolf, Magellan Sheep Dog, Siberian Husky), which are known by their english translation in Miralh.   Capybara (+Lesser Capybara), which are known in Miralh as Eupyu.   Chinchilla (Long-tail and Short-tail, Chinchilla Rat, Viscacha), which are known collectively in Miralh as Lagos.   Iguanas (Antarctic King), which are known in Miralh as Cavras.   Lynxes (Eurasian, Canadian), which are known in Miralh as Lyncis.   Peccaries (Collared, Giant), which are known in Miralh as Javelinas.   Penguins (Emperor, Adelie, Chinstraps, Gentoos), which are known collective in Miralh as Glacekis.   Seabirds (Gulls, Terns, Auks, Skimmers, Waders), which are known collectively in Miralh as Larkis.   Sea Cows (Dugong), which are known in Miralh as Sirens.   Sheep (Snow Sheep), which are known in Miralh as Boreals.   Several now-extinct species of the Prime Material have also seen their lives continued on in Miralh's habitats, with every biome offering a true, unique megafauna surprise for the unprepared traveler. They are listed in alphabetical order,   Bos primigenius (Aurochs), which are known by their english translation in Miralh.   Dinornithiformes (Moa, all Families exist), which are known collectively in Miralh as Didos.*   *A unique species of Didos derived from Penguins is refleced by the name "Glacidos."   Dusicyon (Canids, all Species exist), which are known collectively in Miralh as Lycals.   Enaliarctos (Wastebin, all Families exist), which are known collectively in Miralh as Tuskarn.   Lynx issiodorensis (Black Lynx), which are known in Miralh as Lyssoires.   Mekosuchinae (Wastebin, all Genera exist), which are known collectively in Miralh as Rakkar.   Mammuthus (Mammoths, all Species exist), which are known collectively in Miralh as Shaggos.   Megalonychidae (Giant Sloths, all Families exist), which are known collectively in Miralh as Talonyx.   Meridiungulata (Wastebin, all Orders exist), which are known collectively in Miralh as Magodons.   Ornithorhynchidae (Platypus, all Genera exist), which are known collectiely in Miralh as Obdurons.   Phorusrhacids (Terror Birds), which are known by their english translation in Miralh.*   *A unique species of Terror Birds derived from Seagulls is reflected by the name "Terror Gullwing."   Protostegidae (Wastebin, all Genera exist), which are known collectively in Miralh as Archelons.   Teratornithidae (Wastebin, all Genera exist), which are known collectively in Miralh as Teratorns.   And some Prime Material mythos have found their way into the gene-pool of Miralh through even more mysterious methods. They are listed in alphabetical order,   Arctic Boar (Hypothetical), which is known in Miralh as Jadune.   Bunyip (Long-necked variety), which is known in Miralh as Ur-Valar.   Ratatoskr (Nordic), which is known in Miralh as Tenec.   Snow Snake (Hypothetical), which is known in Miralh as Lancoglace.*   *Snow Snakes use a paralyzing venom to turn a warm-blooded prey into a host of heat and warmth for the winter.   Vampire Cat (American Folklore), which is known in Miralh as Seregmeo.   ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━   For all intents and purposes, the first true unique developments only occur here.   ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━   Marsupials are some of the most prevalent mammals which appear in the completely original ecosystems of Miralh's surface world. This culminated in their iconic mainstay, the Sicaripod. Sicaripods (lit. 'killer-foot'), which are resemblant of the Prime Material's Kangaroo, are hailed as some of the best carnivorous predators; they are usually built with large bipedal feet, hopping gaits, ferocious clawed arms, heavy tails and heavier heads. Their flexible, short necks host flat, long necks with forward facing eyes and crushing jaws; said faces are compared to being almost humanlike. Sizable quills line their spiny backs, meant for social displays, but do serve some purpose for protecting their backsides. All Sicaripods are nocturnal-adaptive, social creatures which exhibit an uncanny intellect for marsupials, even being able to improvise basic tools to get to their food.   Rather strangely, the most extreme and daring of beastmasters will attempt to domesticate the Sicaripod as a strange alternative to an archetypal 'Man's Best Friend,' like that of the Prime Material's Dog. Unfortunately, said beast-masters tend to be unable to keep a family for long, as Sicaripods are known to prey upon small humanoids.   Several species of Sicaripods have become well-known throughout Miralh,   Dacapod (lit. 'Knife-foot')   The Dacapods are the foremost, and most feared, species of Sicaripods known to Miralh. Their sheer stature reaches up to 7 feet upright, and can weigh in at around 300 pounds on a healthy female. These creatures have to conform to a matriarchal culture due to the rarity of their endangered breed, and so a female Dacapod will typically have a cluster or pack of males around them to breed from. Their primary evolutionary quirk is their claws, however; specialized to eviscerate most organic material, their rending digits on their feet make their kicks exceptionally potent.   If there is anything to note about Dacapod behavior, however, it is how territorial they are. A single pack may remain stationary around a fresh kill long enough to allow it to be picked clean by the female and those she allows to eat with her. They defend their alphas with a dangerous bloodlust; worse yet, they actively hunt humanoids who do not pose a challenge to the females. No example of one has been tamed before.   Aurosugas (lit. 'Auroch-sucker')   The Aurosugas is slower-moving than most Sicaripods and more robust in size, preferring to hunt in a careful and precise method alone in solitary. When it does detect a prey, it will puncture an enduring hole in the skin which injects them with a paralyzing saliva. From the bleeding wound, they can lap up the blood as the victim bleeds to death. Their intelligence is unparalleled among the Sicaripods, even leading to occult followings treating the beasts with an air of spiritual primacy. Even the most unwanted Aurosagas may find its way into the depths of a city, and remain undetected for years; choosing only to prey upon anomalous or discarded animals. They are known to keep especially hard-earned prey alive for tortuously long periods of time.   Their saliva is known to possess a string of unidentified narcotic substances, anesthetic chemicals and anti-coagulants to excite blood-loss. Medical professionals have found great use in Aurosugas saliva, however, as its anti-coagulants can be extracted and used for blood transfusion care.   Impila (lit. 'Devil-flock')   The Impila is a possum-sized species of the Sicaripods that should not be underestimated for its small stature; at just under 20 pounds and able to be held with two hands, they almost resemble rabbits more than kangaroos. Impilas embody the nature of a swarm mentality, as their combination of pack tactics and rabbit-like breeding leads the diminuitive carnivores to rapidly clear out traces of vermin wherever they go.. only to end up taking their place as the new pest. Their methods are thorough, thanks to serrated teeth which, while unable to penetrate bone, can rend flesh with ease. With retractable claws on their large feet, their disproportionate bodies are surprisingly nimble to get around.   Their swarm nature has been deduced to a byproduct of female Impila producing pheromones which allure males to abide by their will. Such females can quickly form devastating waves of the creatures, especially when multiple are involved. It is not recommend to tame an Impila, however if a male one is castrated, it will become docile; females on the other hand must be kept isolated from others of their kind.   Nuromole (lit. 'Servant-labor')   The Nuromole is a crudely named subset of the Sicaripods which have taken to evolve their claws above all else, and not like the Dacapods have; Nuromoles are capable of burrowing past the gravity distortion of Miralh's core, and tend to live in the Subterranean rather than on the surface like its sister species. The reason for their namesake however is because of how simple-minded they are, making them easily capable of being domesticated and used as tunnelers for humans.   A Nuromole does resemble its Sicaripod ancestor in most aspects, but it has developed acutely to suit its cavernous environment. With long noses and wide, dragging whiskers they make up for near-blindness (the darkness would have inhibited them anyway) by relying more on a tremorsense of sorts. Their whiskers can detect small critters like insects and other bugs via their vibrations, which they will then dig up and consume. Two floppy ears point straight down from either side of their head, as hearing isn't their strongest sense. No Sicaripod has developed digging claws on their forearms quite like the skip-happy Nuromole, however.   ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━   As a continuation of the gene-line from which all Magodons have come to develop from, a peculiar strain that culminated in two unique species was rather recently identified to be growing in number in Miralh. It is unclear how the species came into being, but it is described as being a lithe, almost graceful equestrian in form. It's size is gargantuan compared to those of the Prime Material, and it is in fact the only recorded equestrian species known to inhabit Miralh. While this has led to various alternative creatures being turned into draft animals and mounts, none have competed with the rapid mobility offered by the legendary Rôs.   Rôs (lit. 'endurance') are horned equestrians noteworthy for their thick, woolly manes which extend over most of their upper body, and pale blue tinted flesh. This fur is hailed for an almost exquisite beauty not found in other beasts of Miralh for its illustrious shimmer in the light, as well as its remarkable toughness. The fabled horn is honed to a razor-sharp edge, acting as a means of allowing the omnivorous creature to strike down both tree branches and small animals. These horns are extremely valuable in civilized markets, something which has lead to Rôs poaching becoming a serious issue; most Rôs only keep to the highest peaks to avoid being caught.   Their rarity is matched only by their humanesque intelligence. The wisdom a single Rôs possesses is enough to be communicated in a thought-form telepathic connection to a single creature. They feel complex emotions, but lack the means to formulate them into words, meaning they are not truly sapient. Stories tell of the very first Rôs being very long-lived, however, as the hardiest Rôs can live upwards of several centuries if kept in good health.   The other ungulate descendant is known by the people who interact with it only as the "Moth-beast," though in reality is classified as a Malloma. The Malloma (lit. 'Night-beast') is a robust beast of burden more comparable to the domesticated Auroch than its parentage, and much like the Rôs is a one of a kind species. Mallomas exhibit the characteristics of their lineage all the same: strong, bulky bodies with fluffy wool to keep themselves warm in the winter, and a hump to store energy throughout. Between the Rôs and the Talonyx, the Malloma is the most obedient of the three beasts of burden. Lacking the intelligence of the Rôs and the sluggish laziness of the Talonyx, a Malloma's comparative speed—especially when in a stampede—makes it ideal for draft work.   Other unique characteristics known only to the Malloma are those which lend it the eponymous "Moth" moniker. In a twist of natural selection, what would have once been comparable to a Prime Material Wildebeest has instead developed a face most resemblant to a butterfly, all the way down to its proboscis-esque trunk. Malloma keep their trunks coiled tight to their heads inside their fur; their riders usually bind these on domesticated creatures. Fortunately, Malloma are passive herbivores and do not pose a threat to humanoids unless enraged.   ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━   To complete the trifecta of ideal draft beasts, Miralh offers the exotic Talonyx (lit. 'Knuckle-claw') form of a ground sloth. These creatures are one of the prime examples of a megafauna that a planar traveller will happen upon, as unlike their smaller cousins those of Miralh can reach upwards of 500 pounds in weight. Like Malloma, they are herbivorous and tend to move at a slow pace befitting of their gene-type. Talonyx exhibit certain social characteristics, however, which leave some to wonder if they are more intelligent than they may appear at first. A Talonyx may pursue a solitary life where it has found a comfortable perch, or it may move with a friendly herd to mate and bond with. In the event of the latter, Talonyx will face each other off in contests of strength dubbed 'shoving fights.' A single shoving fight may last days at a time however, as each Talonyx attempts to knock over the other to assert dominance. The most well built Talonyx have enough strength to knock over small trees even without the use of their claws.   Only the most brave, or perhaps the most foolish, of humanoids have attempted to tame them and use them as cavalry mounts. However, those who do have found that at the cost of their impeccably slow movement, a war-bred Talonyx is a devastating force on the battlefield.   ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━   Primates upon Miralh have largely seen neglect, as with the dominance of Marsupials and other megafauna it is challenging for these intelligent pre-humanoids to survive. Many predators would take to them as much as they would other small creatures like their tree-loving rodent allies, the Lagos. Fortunately, one type of small primate species has managed to persevere where all others have been run aground into extinction. The Nier-Mon.   Nier-Mon (lit. 'Hive-oath') are one of the most sophisticated species on the surface of Miralh, rivalling even the great wisdom of the telepathic Rôs. While not as magically attuned, the white-haired Nier-Mon is a small and crafty creature with short tails and silky fur. These primates are well known for their colorful seasonal adaptations, turning a bright white in the winter and changing to more chestnut and auburn hues in the summer. They are semi-nocturnal to cope with the seasons, but this doesn't mean that they despise sunlight; they are actually quite active creatures, spending most of their lives playfully.    Nier-Mon enjoy the company of large families, and tend to construct sprawling nests in the towering conifers of Miralh's forest landscapes or the high rising towers of civilizations. During the wintertime, they will flitter between these nests on folding wings which allow them to glide through the frosty air; said wings are also used to carry grains of windseed, making them ideal for plant reproduction as well. It's believed that the largest congregation of Nier-Mon ever witnessed was a family of some 100 strong individuals couped up inside of an abandoned town hall.   Stocking up such nests requires prolonged periods of hoarding and stockpiling food, however, which leads them to be exceptionally involved with humanoids where their civilizations meet Nier-Mon nesting grounds. With the more primitive city-states, the two species actually synergize very well, helping one another to hunt and forage for food before winter comes upon them both. When these harvests fail to deliver, however, and the nests all run dry, Nier-Mon will fight over the last bits which remain; entire families have been scattered to the winds over such 'civil wars.' Sometimes, if humanoids wiped one another out and left ruins behind, Nier-Mon would be the first to re-inhabit them. The most occult societies fear them as an omen of death as a result of this phenomena.   ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━   Incendiary Fire Ants   ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━   Plantlife   ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━   All Plant Species   ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ EVERYTHING BELOW THIS LINE IS INCOMPLETE   ---  
  • Mushrooms, Fungi frequent
  • Conifer, beach trees
  • Plants grow exceptionally slowly during the Summer, and regenerate slowly during the Winter to survive in a state of quasi-dormancy. This is done to conserve energy, and leads to very substantially thick plant roots and trunks. Their main flaw however is when their resilience does give in, they take a longer time to regrow.
  • Other plants grow rapidly over the summer to bloom and spread their seeds during the Early Winter as quickly as they can, so that a new generation may repeat the process by Early Summer. Fast-growing, opportunistic vegetation, but ones which die over the Wintertime. Most energy goes into proliferation.
  • -Miralh's epicenter is an 'energy desert' and siphons the energy of any plantlife which try to inhabit it. -This is consistent across all Mirrors; plantlife are also not edible when brought from one to another.   -Kadhash: Kerguelen Cabbage/Lettuce. Endures winters and regrows quickly, up to three-four times. -Kulka Root: Small, starchy, and barely palatable, but could be regrown from stems. Could compete with weeds and needed little maintenance. -Pycha: Nutritious, non-toxic root crop that turned out large produce. Similar to potatoes with a tall stem and leaves. -Usk: Produces up to two-dozen tubers from its roots; usually between 1/5th and 1/3rd of these are edible, as if they are immature they're toxic due to be alkaloid ridden. Lasts about a decade, taking 3 years to mature. -Yams, Turnips, Sweet Potatoes, Onions, Turnips, Carrots also exist -Windseeds: Cereal grains, tree seeds, and bush seeds with broad leaves which let them fly by wind. Can be stored up to 10 years. -Spintree: Not a tree, but a bush with spiralling fibers around its core. Berries are nutritious when turned into a dried pulp. An unwound Spintree is useful for textiles, best done after berry harvested. While the 'tree' may die in the winter, the roots can live for decades. Easy to maintain, not to propagate. -Milk Tree: Trees with a notable sap similar to maple syrup. Tapping the roots was one method. The sap only runs in Early Winter. Due to long maturity period, cutting them down is unwise. -Dwarf Shrub: Pod-based plant, with peas/beans inside. Annual plant. -Yag Berry: River shore plant, annual plant. Berries are consumed then seeds are excreted, meaning they're wholly edible. Pulpy berries can be drid and stored for extremely long preservation periods. Stalks can be used for textiles. Can even be pollinated by bees.   ---  
  • Incendiary Ants
  • not like ordinary fire ants, can literally generate fire
  • process sugars from decaying vegetation --> spray alcohol + formic acid --> ignite with bioelectricity in the jaw --> snap jaw together and blow fire
  • result is 1/4th to 1/8th of a lit match, only lasting 3 seconds
  • a swarm can burn a large mammal, but they kill by normal means
  • flame is used to heat nests and reduce oxygen in their nests
  • hazard: their nests tend to overheat in the summer
  • Poetic Prose:
    Where dawn does shine upon the conscious of mankind, so shall he breathe with relief through knowledge of good omens welcoming them into Paradise. Though, where dawn creeps its last and falls victim to the rapids of a cold, unforgiving dusk; then man shall know his deepest desire: fear. The Heart of Darkness will claim them and instill harsh traumas that only the strongest will weather before seeing Eden's light shine over them once more.
    Alternative Name(s)
    The Many Worldscapes, Sandglass, or Narcissus
    Type
    Dimensional plane

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