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The Skeletal highway is 200,00sq miles (Central America.) 

The Verdant Dynasty is 6,890,000 sq miles. (South America)


The Verdant Dynasty is filled with myth and mystery. A heartland where these two things intermingle. A place that is defined by their universal tongue and cultural pillars. Unity presented the jungle's people with a golden age that has endured many hurdles and has lasted for a thousand years. The belief in the spider delivered them security and prosperity.

The filigree of the arachnid is far-reaching, supplying both progress and security to the citizens who call the jungle home. Large structures of bone and web juxtapose marvelously with the towers of lumber that reach the heavens. The thick leaves supply shade as the massive fungus, colorful flowers, plentiful ferns, and nutritious roots provide health to the land. 

The southern region (Skeletal Highway) is a buffer, a massive savannah wedged between the white desert and the maze of trees. The Devante and Eternal house patrol the wide roads as they ride on the backs of their feathery mounts. Toward the southernmost points, Its people abide within structures of fungus and webs. While along the coasts, one might notice the region's architecture shifting from mushroom towers to dwellings comprised of bone to look like the hollowed carcass of crustaceans. If one should move north closer to the border of the jungle. The dwellings will alter to that of wood, with intricate engravings documenting the region's history.

Rivers, springs, and lakes provide the land with sufficient water to support its population. While its tunnels and caves are used to raise arthropods whose eggs are harvested for food. And the volcanic ash is imported from the south to supply much-needed nutrients to their soil. And as one travels, one might hear the calls of giant birds and dinosaurs and the chirping of outlandish insects. All of which call this savannah home.

North of the Skeletal Highway lies the beating heart of the dynasty. A thick expanse of unnaturally large trees whose branches seemingly pierce the azure. Nested within its leafy peaks are towns known as the Ironbark Towers. The motherland has three main modes of travel. One can take the roads or navigate for stretches via the canopy of webbing interconnecting the lumber hamlets. Additionally, they can move by boat across the sea or rivers. 

To the west lies the Hearth of the earth, a metropolis carved into the mountain ripe with technological wonderment. A city filled with artificial fixtures of light that use crystals to pierce the darkness. Affixed to the walls are pipes of bronze propelling energy to its workshops, factories, and residences. A port on the other side of the mountain ensures that naval bombardment or siege would prove ineffective while allowing it to function as a port hub for the western seas.

The Hearth of the Earth is the epicenter of advancement, both militarily and tech aimed to enhance the daily lives of the nation's people. The goatkin who founded this marvel are industrious, leading others to nickname it "The city that never hushes" due to the steady running of its industry. 

Next door lies the Lunar veil, the domain of the mothkela. The capital of medical and alchemical advancement. Its people live within massive pyramid structures that are buried into the earth. The exterior is covered in farms, and the shepherds can be seen herding their giant sloths amidst the thicket. The Urk-til river provides fish. Ships ferrying goods and smaller vessels to gather the bounty of its waters can be spotted voyaging across its surface.

The locals use crafts of lumber or giant turtles to traverse the river. The lunar veil uses it to operate as the middleman between the Hearth of the Earth and the Boneyard.

There, within the center of the dynasty, is the Boneyard. A maze of monumental buildings of bone with web bridges linking them. The capital persists as the drumming core of the superpower; within its borders, all political affairs are settled. It stands as the center of education and mercantile. Its vast streets are roved by armed guards with arachnids as helpers to assist with upholding order. And overlooking the entirety of this engineering achievement is a massive skull that is the palace of the world, with a spinal bridge uniting it with the rest of the city.

Birthplace of the Dynasty, the metropolis is populated by a diverse assemblage of the motherland's citizens. 

To the east, one will happen across the massive graveyard known only as the outer rim. This outpost is a military installation where secret weapons are evaluated for field use. Here those who enlist hone their crafts while studying alchemy and science. At the core of this enigmatic region is a wilderness comprised of carcasses where the Red Sap harvests the ichor that gives them their name.

The Bader'kekrhan have recently moved in to aid with the production of armaments via their undead labor force. It is a portion shrouded in mystery where the "dark arts" are studied to strengthen their military. A legion of shambling dead and spiders patrol its exterior where traps a plenty lurk to ensnare any who might be foolish enough to pry. 

North of the river and to the east resides the Necrotic swamplands. Within the quagmire, one can discover Kilk-Mire, the largest northern city. The bog is home to large dragonflies, misquotes, corpse flies, Quetzalcoatlus, and roving predatorial dinosaurs. The hearty people are bred for war and are comprised of Toadfolk, Turtlefolk, Giants, and monstrous leeches. They serve the warden of the north. They exist to operate as the tip of the spear, their tenacity only overshadowed by their conquest of an otherwise inhospitable patch of silt.

Here the priestesses of the old order dwell, marrying the ancient traditions with modern culture. The school of flesh magic and anatomy overseen by the Red Sap to propel the giant's amplitude for such fields to new alps.

West of the swamplands stands the Fingers of the Elders. Large spires of rock and home of the Drumvar. The beetlefolk call its peaks home, farming mushrooms and drilling the rock to exchange for resources lacking in their birthland. Across its misty tops and steep slopes are the homes and monasteries of these spiritual beings. The Drumvar consumes hallucinogenic mushrooms and smokes jungle herbs to feel more in tune with the natural world. One of their most prized contributions is narcotics that intensify the body's pleasures.

Their dung homes are unique and a point of cultural pride. Given their town's location and incline, they often scoff at outsiders who inquire into a more accessible route, often with their favorite line, "You can levitate, can't you?" In their mind, the exertion of scaling their cliffs is a sign of merit. Those unable or unwilling are not extended a helping hand.

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