Noktyoul Organization in Qet | World Anvil

Noktyoul

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We live where they died. The ruins we have built our cities upon are of unfathomable size— beyond what any of our kind could ever dream of constructing— and yet their creators were felled by our might. Their land is ours now, and with it— their secrets.
— Fourth Worm, Yixh
  Noktyoul is a sunny island nation along the northwestern corner of Rqet, built upon the bones of cities constructed by the ancient race who once lived there— who were wiped out by the Xholx who founded the nation to fulfill an ancient prophecy.  

The Words of Worms

The history of Noktyoul and the Xholx who make up the grand majority of its population today are inseparable. The nation's very founding was the result of Xholx culture— which places great importance on omens and prophecies.  
When humans wither and crack under the punctured sun, a strange instrument will be heard over the horizon. Follow it— take to the seas— and we will find ourselves a new home where cities of untold age lie.
— The Yoz Prophecy
  This is the beginning of Noktyoul's history, though it is not the beginning for that of the Xholx— which offers important context. Before this, the Xholx had been a nomadic group occupying the infamous badlands within the continent of Lqet. Water and food were scarce, and thus they had warred with other groups in the badlands over even the smallest of oases throughout their history. This continued until they met one whose might matched their own, the Lighst, who defeated them during what is known as the Battle of Sand— as it was fought over what was thought to be a spring but turned out to be no more than a puddle— which evaporated by the time the fighting was over.  
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While the Lighst had won, they still did not have enough water for themselves, yet alone enough to subjugate the Xholx— and instead demanded that they never return to their lands, and send over their seven finest women as tribute. The Xholx saw sex differently than the Lighst, and sent them warriors— including the general who led them in the battle. Losing her would be a death sentence should the Xholx find themselves in another battle soon after, but they had no choice. While the Lighst ruler wished to add them to his growing harem of defeated foes— the women would make numerous attempts on his life over the following year, costing the man an eye, an ear, a son, and the final straw— his genitalia.   They were cast into a cavern and sealed within, left to fend for themselves against whatever monsters lurked in the darkness. The general, Loz, insisted that they wander to the core of the caverns— rather than try to escape through the entrance. They wandered deeper and deeper for a week, subsisting off insects found within. Only one monster dwelled in the dark, which was killed without major injuries. As the prisoners continued deeper, the air around them got thicker, like a fog— but it felt more viscous than that, as if they were treading through mud made air. Yet something compelled them to continue— a light in the distance.
Nahk-tih-yool
Type
Geopolitical, Country
Capital
Government System
Oligarchy
Location
Related Ethnicities

War in the east

Louh has attempted on three occasions to invade Noktyoul, believing the ruins to possess alchemical knowledge long since past. They were right.   Riding their hulking heul into battle, Louh's forces would find the beasts degenerated into the original animals used to create the amalgams.   Similarly, their alchemical grenades failed. While a few Noktyoul soldiers fell to them, others only suffered a few moments of the potion's effects— which were reversed soon after.   Dust, plants, and water used to create the concoctions fell to the ground beside them. And then Noktyoul's forces began their counterattack.  
Our alchemy has no effect— yet their armaments fly freely to rain death upon us all. Forgive me, for I must flee.
— A Louh deserter
  After the third attempted invasion, a peace treaty was signed— and has been upheld since.
At the bottom of the caverns they would find them, the worms. Writhing. Pulsating. Incredibly slow and cumbersome creatures, each the size of a man's leg. Their segmented bodies were of pale pink flesh, purple veins visibly pushing blood through their bodies. Six sharp legs of iron jutted from beneath each, and loudly pattered against the stone floor as they approached the women. Tink tink tink tink tink. As they came close, the skin along their frontmost segments peeled back to reveal human faces made of bloodied muscle and sinew. Their skinless lips spoke in raspy tones.  
We wish to escape, just as you. Become our hosts and we can grant you your greatest desires.
— Worms, in unison
  The women agreed, and before they could reconsider— the worms had launched themselves and punctured their necks with iron mandibles, closed tight so as to support their weight as the creatures dangled from the women's necks. First, the prisoners were granted power. The women would reemerge from the cavern by simply destroying the seal barehanded. Shortly after, the ruler would be found dead, and the women— now known as The Seven Worms— would venture across the badlands to reunite with their people, his head in hand. Now they asked of the worms, simply, two things.
 
"We have freed you, yet you still bloody our necks. We starve, as do our people— and by the looks of your pallid forms, so do you." The Seven Worms worried even for the parasites hanging from their necks. Though it is uncertain whether or not this truly touched the creatures— they still replied jovially.   "We shall grant you strength, food, a home, and more— for this we only ask one thing. Drink! Drink! Become fat with knowledge, our hosts, and we shall share with you a life unending."
From then on The Seven Worms would receive omens and prophecies, leading their people to water, food— and a new homeland.

 

Conquerors

We stand now upon our final home. First, we must remove the weeds upon it.
— Second Worm, Xoth
After months at sea, the Xholx had reached the shores from which the strange instrument sounded. A bustling civilization of bizarre beings lived here, among structures of prodigious size. Half of one island was entirely made of metal which arched triumphantly over the sea, and their capital contained a massive bottomless pit— filled with much of the city's infrastructure. They had never been to war, before. This would be their first and last. All but one of these precursors are believed to have been killed, though given the nature of the pit— it's entirely possible that pockets exist deep beyond the reach of the Xholx.   But, one confirmed soul remains— chained beneath the capitol and frequently visited by The Seven Worms in order to procure knowledge, and keep their parasites fed. This is a secret known only to these seven, and a handful of servants who maintain the being's prison. From them, they have learned of many ancient secrets, allowing them to gain an edge over any potential rivals. The nation of Louh largely avoids kidnappings here, given a deep-seated fear and respect for the more ancient Noktyoul— being the only foreign nation that their mad ruler has not broken treaties with. This is the result of a strange power possessed by Noktyoul alone— the ability to reverse the effects of alchemy into its base components.
 

Governing Structure

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Noktyoul is ruled by The Seven Worms who assemble to deliberate on large matters (such as foreign policy, disaster response, and major governmental changes.) where no single Worm can be absent. However, only three Worms are needed to agree upon smaller decisions, such as the construction of bridges and churches, allocating funds for researchers, or settling squabbles between nobles. Each worm has seven grubs, beneath them. The grubs handle the appointing of judges for the common courts, act as judges themselves in the higher courts, and deal with more regional matters— such as allocating funds, transporting food, and keeping trade routes safe.

Architecture

Much of Noktyoul's infrastructure remains from their predecessors, who had utilized a peculiar metal in their construction. This metal appears like rough silver with a yellow tint— when hit by light directly, such as at noon or when a torch is placed beside it, it appears almost entirely yellow. Raised circular patterns dot the entirety of its surface, connected by thin lines on occasion. Monsters are repelled by these ancient structures— seemingly not the material itself, unfortunately— and so there is no need to construct walls around settlements built around these ruins. When new structures are built, they are typically constructed from limestone hewn into sharp angular shapes to contrast the smooth metal structures elsewhere. Small square spires called Ghoxh are common sights along the tops of these structures, and are often placed in great number.
 

Assets, Industry, & Trade

Noktyoul's borders contain the three major Youti Islands, as well as the two minor ones among them.  

Endless Vineyards

Noktyoul is famous for its vineyards, which can stretch as far as the eye can see in several locations. These are the source of the nation's largest exports— grapes, raisins, and wine. Beyond grapes, corn and the infamous kixh (metal fruit) are grown in the region's arable lands.

Knowledge Brokers

It is not uncommon for foreigners to arrive in Noktyoul in search of ancient knowledge— in a sense, the libraries of Noktyoul are the darker sister to those of the now destroyed Lliaq. Occultists and desperate leaders alike pay great amounts of coin for lost and forbidden information.
 

Military

Each of The Seven Worms commands their own army as general, and convene to plan out overall tactics and motions. Troops don plated stone armor, which covers their upper torso and forearms. Each plate is full of carved patterns to make it lighter, and the patterns seen can tell one which army a soldier belongs to. Stone pteruges hang from beneath this chest-piece.   Canvas loincloths are tied around the waist, and a skirt of front-facing fur pteruges is worn over the hips. Alchemical grenades are placed into slings, and thrown to initiate battle. Most soldiers use long, two-handed clubs with pointed ends known as Phoul which allow them to keep a fair distance from their targets. When in close quarters, spiked metal balls held in the palm called youxhetkl are utilized.  

Religion

Most Xholx believe that the worms affixed to their leaders' necks are gifts from the heavens, and revere similar creatures, such as worms, maggots, and other fleshy insects. Maggots are a common ingredient in various Xholx foods, as it is believed that one can gain strength and knowledge by consuming them. Similarly, many value knowledge— especially that from ages long past, and work with almost religious fervor to decipher ancient texts.

Education

Noktyoul has a public school system, overseen by the grubs. Here, subjects such as history and linguistics are taught above all else. Many citizens of Noktyoul are bilingual— or even trilingual— by the end of their education around the age of 13. Nobles have the added option of being taught by masters and scholars, which they pay for. Commoners who perform exceptionally well are also able to attend these special schools.

  • 2185

    45 /3

    The Battle of Sand
    Military action

    The nomadic Xholx fight the Lighst for control of what they believe to be a desert spring. They lose, miserably.

  • 2186

    32 /6

    Escape of The Seven Worms
    Cultural event

    The seven women taken by the Lighst find strange creatures within their cavernous prison, and escape with them.

  • 2191

    12 /5
    2191

    15 /5

    The Yoz Prophecy
    Cultural event

    The fourth Worm, Yoz, delivers a prophecy— one that promises the Xholx a new home.

  • 2192

    5 /3
    2193

    31 /2

    Youti War
    Military action

    The Xholx arrive at the Youti islands to find their new home occupied by what appear to them as aliens— and promptly begin to remove the strange inhabitants by force.

  • 2193

    43 /2

    Founding of Noktyoul
    Founding

    After the defeat of the precursors living upon the Youti Islands, Noktyoul is founded by decree of The Seven Worms.

    Additional timelines
  • 2205

    7 /1

    The First Vineyard
    Construction beginning/end

    The first of many vineyards is built, and begins operation.

  • 2313

    22 /3
    2314

    41 /4

    First Louh War
    Military action

    Louh attempts to conquer Noktyoul, and fails.

  • 2451

    3 /2

    First High Court
    Construction beginning/end

    The first high court is built and staffed, the total number of appointed grubs increases to 49.

  • 2617

    55 /6
    2617

    12 /1

    Second Louh War
    Military action

    A war that lasts only three weeks, Louh attempts again to take the Youti Islands for themselves, meeting with Noktyoul's anti-alchemical powers for the first time.

  • 3043

    60 /3
    3044

    3 /1

    Third Louh War, and Louh Treaty
    Military action

    Louh makes a final attempt to conquer Noktyoul, and fails so miserably that they sign a peace treaty after a mere three days.

  • 3110

    36 /5

    Day of Knowledge
    Discovery, Scientific

    A grand archive belonging to the precursors is found within the bottomless pit of the city Xholl, containing a wealth of knowledge that spurs a revolution for scholars across the nation.

  • 3506

    21 /2

    The Howl
    Geological / environmental event

    A strange howl emanates from the capitol, followed by a longer, louder howl from within the pit of Xholl.

Comments

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May 6, 2020 02:48 by R. Dylon Elder

Amazing as always! Love the dark and brutal imagery surrounding the the seven worms. They really are the highlight of the article. Before I move on I wanted to point to a couple things I noticed.   "had warred with other groups in the badlands over even the smallest of oases throughout their history. over even the smallest of oases throughout their history.    "While the Lighst had won, they still did not have enough water"     On these two, the word "had" is a bit redundant. No big deal if its for flow, but if you removed it, the sentence is unchanged. It took me a moment to realize you pluralized oasis. Freaked me out for a moment XD   "As they came close the skin along their frontmost segments peeled" Comma after close I think.       Like I said, the seven worms are my favorite bit. Their baddass entry into the story is well done and I love how important they become once hosts to the worms. Everything is well written and kept my attention throughout. Also loved grubs. It made me laugh.     Now the timeline is awesome, I'm curious about the ending though. This mysterious howl... What happened? I thumbed back through and couldn't find anything. how ominous.

May 6, 2020 02:55 by Grace Gittel Lewis

Thank you for the feedback! Yeah the had just flows better imo. Oases is a fun word for sure.   Glad you like the worms because they're my favorite here, too!   I ran out of words to elaborate on the howl— but it's meant to be a bit of a loose end. It's an omen for things to come...

May 6, 2020 04:02 by R. Dylon Elder

o.o ohhhh very nice! Good luck in the competition!

May 6, 2020 18:02 by Diane Morrison

Originality being part of the criteria, I think you'll likely do well. Your stuff is always interesting to read. Good work!

Author of the Wyrd West Chronicles and the Toy Soldier Saga. Mother of Bunnies, Eater of Pickles, Friend of Nerds, First of her Name.
May 6, 2020 19:41 by Grace Gittel Lewis

Thank you! Glad you enjoyed!

May 7, 2020 20:54

I may have misinterpreted this, but under the "Conquerors Section", is it saying that those handful of servants who maintain the prison are also exposed to secrete knowledge? And if this isn't the case, how is their ignorance maintained?

May 7, 2020 21:02 by Grace Gittel Lewis

They are exposed to the knowledge, since they're the ones maintaining the prison it'd be difficult not to.

Jun 10, 2020 16:58 by Stormbril

Ew!   But awesome!   But ew! haha.   --   This is super awesome, Timepool. The history section was wonderful, it was fascinating learning about how the 7 warrior women wandered the caves and became hosts for worms. Such an original idea for this organization, it's great!   Also, I like the ominous end-point of your timeline.

Jun 10, 2020 19:12 by Grace Gittel Lewis

Thank you! The "ews" are welcome, as that's intended!   Glad you enjoyed them! I hope to explore more about that end-point eventually...

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