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Vedant Dynasty

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Verdantdynasty

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Verdant dynasty

1) Verdant/Skeletal Highway




The Verdant realm is an overgrown province filled with myth and mystery. A heartland where these two things intersect, twist and mingle. A place that is defined by their universal tongue and cultural pillars. Unity presented the jungle's people with a golden age. The belief in the spider delivered them security and prosperity unparalleled when contrasted with the other nations. Faith that they stand stronger when unified than squabbling over superficial details like race, tribe, or creed.


Their unwavering devotion to this belief allowed the Verdant Dynasty to transcend and evolve into the world power it is today. The filigree of the spider is far-reaching, rendering both progress and security to the inhabitants who call the jungle home. Giant structures of bone and web blend marvelously with the towers of lumber that reach the heavens. The thick leaves supply shade as the massive fungus, kaleidoscopic flowers, plentiful ferns, and nutritious roots provide health to the land. 


The southern providence (Skeletal Highway) is a buffer, a massive savannah wedged between the white desert and the maze of trees. Toward the southernmost points, Its people dwell within structures of fungus. While along the coasts, one might notice the region's architecture shifting from mushroom towers to abodes composed of bone to look like the hollowed carcass of crustaceans. If one should trek north 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 sky. Nested within its branches are towns known as the Ironbark Towers, and underneath its shades are hamlets.


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 citizens' 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 Heart 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 anoint it "The city that never hushes" due to the steady running of its installations. 


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 appropriates 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. An intricate labyrinth of monumental towers of bone with web bridges linking them. The city 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. The maze of remains also works as the training depot for the Red Sap, the Verdant Dynasty's special task force. Here those who enlist hone their crafts while studying alchemy and science. At the core of this enigmatic region is a wilderness composed 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 bolster their military prowess. 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 great 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 predatory dinosaurs. 


The hearty people are bred for war and are comprised of Toadfolk and Turtlefolk. They serve the warden of the north, who is the second in command, should the current administration fall prey to an attack. 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 priestess of the old order dwells, fusing 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 zeniths.


Additional notes, the areas highlighted are just a fraction of the regions. The jungle is the size of south america and so there are thousands of settlements. We leave these areas unmarked to save you time reading and to grant you the ability to construct a town in the setting.





Govt and culture.



The Verdant Dynasty is an umbrella state. It forms a parliament where each species is given a platform to air their problems. The local leaders of the races assemble within various cities to discuss policies. In short, the positions of power are held by representatives. The diverse nation-states will have two to four mediators specializing in different fields to ensure their viewpoints are heard and entertained. A voting system keeps all proceedings and decisions to guarantee a favorable outcome.


This has encouraged the extension of olive branches to gain favor among the vastly distinct races. They're all Jorgenskull, proceeded by their heritage within their minds. A camaraderie that has trickled down to even the lowliest of social classes, aiding a more serene integration. Adopting one another's holidays, language, and culture gives way to a unity that transcends their stark visual differences. The continued prosperity of the Dynasty supersedes their territories.


Cultural pollination has resulted from such dealings, furthering a sense of fellowship. The Matron is called to break such standstills if a dispute leads to a tie. Within their system, the role of the "Queen" holds little power. The monarch's influence is kept at a minimum to prevent corruption within the Senate. And while she can make proposals, the chieftain is beholden to the committee's determinations. The rationale behind such a unique leadership structure is that absolute power corrupts. And it's less likely that a collective of ambassadors will fall prey to such taints and that wisdom can be found within a multitude over a singular person.


A hearing will be called if a member presents themselves as a threat. Should such allegations be substantiated, they will be executed for endeavoring to disrupt the equilibrium of the Verdant Dynasty. 


The individual cultures of the races live alongside a predominant one. They are all Jorgenskull first and their respective races second. Such a custom has facilitated a concord across the diverse range of species and their perspectives. The jungle's inhabitants adorn themselves in colorful and complex threading, embellishing themselves with a kaleidoscopic array of peacock feathers and gold jewelry. Additionally, they can be seen sporting the furs and scales of local wildlife as a symbol of tribute to the natural order. 


The expected greeting is a bow when a lesser meets a more prominent figure in social standing—youngsters to their elders and lower class to the upper echelon of society. Those within the court and military bash their dominant hand against their bosom as a gesture of respect. The act represents giving one's heart and thus allegiance to those governing over them. Those at the top reciprocate such reverence, and puffing one's breast with pride is considered unsightly. The affluent often hand out food to the lower class or alms to those who've suffered a recent tragedy. 


The people share a common language. However, each species has its own dialect. They carry "ax money" around to pay for goods made of bone with a gold coating. On the front side are various skulls or spiders depending on the currency's value, and the back is always the tree of life. 


Provincial " Chiefs " oversee each providence, representing their local tribe (Government.) However, the law of the Dynasty supersedes any legislation passed on a local level. The belief structure of each culture is respected when dealing with other groups. (For Example) If an area outlaws necromancy, that ruling won't apply to Bader'kerkhan due to their religious institutions and beliefs. Across all regions, the guards are regarded as an extension of the Dynasty. Therefore, any act of aggression or defiance is seen as an affront to the spirit of the empire. 


Education across tribal (State) lines is permitted regardless of the species of the applicant. Despite their internal forbearance, the same rights and luxuries do not apply to outlanders. The rights of the people transcend any immigrants unless they're given a writ. Foreigners are seen universally with a degree of distrust. Open aggression isn't legal, but they will be wary until said nonnative demonstrates themselves. The universities are open to the public as long as they serve the state for eight years following the completion of their degree. 


The structures of the Verdant Dynasty are either stone, wood, or, most commonly, Bone with spider webbings. The Jorgenskulls enhance the bone plating to be akin to steel. Their homes are sturdy and nearly fireproof, and the web system allows them to take them down and rebuild them to relocate in the event of a disaster.




The Houses. (Factions)


The house of the spider


The citizens of the realm regard the house of the spider as virtuous warriors. They walk around in their armor of bone mold and spider silk. And comprise most of the military and police forces within the dynasty's borders. Outwardly, they profess to be the vanguards against entropy and chaos. Forces of chaos that might manifest domestically and abroad. Those sworn under their yoke enter a lifetime of service. They're regarded as willing sacrifices upon the tabernacle of security. 


The house of the spider is traditionalist, holding to the old ways and customs. Their uniforms are ornate, carrying the legacy of each branch of service under their web. The weavers make up those who specialize in intelligence and surveillance. It's said no whisper can escape their filigree. The hunters are the boots on the ground. They serve as the guard and infantry of the province. Pursuing targets and exterminating them for the sake of stability.


The spinners are those charged with investigating the arcane and the tapestry of fate. They focus on unlocking the mysteries of the occult and uncovering relics of the past. They hoard the secrets of the state within their webbing and exterminate any who seek to compromise the amassing of information. Together these wings work under one goal—the nation's continued prosperity.


House of the red sap


There are few as divisive as the house of the red sap. They're a mysterious organization, often shouldering the more morally grey responsibilities. Outlanders who mean the dynasty harm fear them, while those faithful see them as an elite force. Their obligations are centered around special operations. The government dispatches them to quell internal and external strife. A duty that covers both regional and national assignments. 


When a monster is tormenting a village, their sent to fell the creature. If crime rings are disrupting commerce or stability, they stomp it out. And should a member become a threat to the state. They can be given legal permission to carry out assassinations to prevent the fracturing of the dynasty. Additionally, they serve as the extractor of information. Centuries of honing their craft have resulted in many considering death preferable to detainment. In their eyes, they are gardeners doing the dirty work of uprooting weeds that others frown upon.


During times of war, they function as shock troopers. The house of the red sap will employ any stratagem to complete its mission. Outside of armaments and tactics, they have a wing that's sole purpose is to study the mind. They'll disseminate propaganda through their agents to demoralize their foes. These spies will trade information between the other houses and come across as the most unassuming individuals: cooks, beggars, adventurers, performers, and labor men. 


They're named after the ichor they gather from the swamp's trees. An alchemical ingredient that they utilize to lull their captives into a more susceptible mental state. 


House of threes


To those nestled 'neath their shadow of solace, the trinity is beheld with utmost reverence—mortals who transcended and epitomized three primary spheres that construct consciousness. The jungle's inhabitants revere them with unbridled zeal—a trinity of mothers responsible for seeding their species and building their empire. Meanwhile, the neighboring states regard them as false dreamers gallivanting about and playing a game of ego.


The trio forewarned of the three columns of mischief—the elders who didn't assist in the process of genesis. Comm'orra, the master of trickery. Yuen'thar, the lord of revolution. Xan'Dera, the maiden of hedonism. The trinity preaches that prudence is necessary to circumvent the pitfalls these false idols represent. 


The spider is the sphere of wisdom and innovation. The Quetzalcoatlus, the sphere of fertility and discipline. The Raptor, the sphere of cunning and justice. The people strive to incorporate these elements into their character. The preached sermons declare that one can ascend and benefit their brethren through self-mastery. And that wickedness is anything that needlessly discommodes or impairs society.


The consequences of one's deeds define virtue. And that regardless of intents, one's merit is perceptible in the ripples left in their wake. However, the greatest of all sins is inaction. That lethargy, decadence, and comfortability is the acid that deteriorates the pillars of civilization. 


The Tribunal's organization is broken into a few fields. The ordinators (Noble police) represent the sword of the trinity. The wise women (Politics) depict the mouths of the trio. The servants (Social services) serve the destitute and unhealthy. And the mouths (Academia) that comprise inventors and educators. Together they make up the "walls" of civilization.


The faith doesn't concern itself with the errant souls beyond their borders. The affairs of outsiders seldom align with their aspirations. They see no benefit in amassing or evangelizing to others set in their ways. Instead, they exist and tolerate their inner light to allure those with the sagacity required to pursue improvement. 


Admittedly, the Tribunal emphasizes that one must first look in the mirror if a change is to transpire. They stress the importance of mastering one's craft and that the jack of all is a master of none. That much like themselves, every member has a role to play in aiding the whole of society. The trinity accentuates this dichotomy and utilizes the biodiversity of life and the ecosystem as allegories for this truth. It's preached that one can better understand their place within the cosmos by understanding the natural world.




Additional Lore.


Spider Silk/Bone.


The Verdant Dynasty has evolved down a unique path, mastering more "primal" elements of nature and coupling them with their ingenuity to deliver outstanding solutions to the ordeals that beset their society. As a people, they harness their capacity to alter bone to devise protective shielding and armaments. This osseous tissue is twice as resilient as steel and is virtually fireproof, given that skeletal material can withstand temperatures up to 8,000 degrees Fahrenheit. They coat their bodies and structure in this precious material, mass-breed animals, and utilize the dead to meet their demands. Nothing is wasted. All organic material is meticulously recycled to better the collective.

Blood and bodily fluids are appropriated to devise alchemical weaponry that discharges a boiling mist of a putrid concoction. The skin is dried and is used for books, wallpapers, and other such needs. Adipose is gathered for their vile alchemical weaponry and amassed as a fuel source. The dung is positioned in heaps and either shoveled off for the putrid creation to ward off attackers, or it can be employed to farm methane. The Verdant Dynasty also has factories operated by the denizens for the mass production of Caster guns and their precious spider silk. This organic fiber is the strongest natural material, ranging from 5-10x stronger than high-grade steel, depending on the species of giant arachnid it is harvested from.

The Dynasty spins this thread to weave armor, building materials, nettings, medicinal supplies, and militaristic technologies. The meshing is incorporated into parachutes, stitching materials, dressings to stop bleeding, rope, clothing, and netting for war and civilian applications. They also form giant slings to launch weapons, troops, or goods across great distances. The webbings are also constructed for aquatic/naval purposes. They include laying nets to catch and stop vessels and the creation of suits that hold air to allow underwater travel. 

Additionally, the Verdant Dynasty tamed giant turtles to function as transportation for military and civilian use. They swim across the river and sea carrying troops and ferrying goods/people. On their backs are large caster cannons, of which there are two variants. One that expels arcane-based artillery and another that releases their searing alchemical fog of bodily liquids. On the front of their shells are hooks of bone that are launched to tether their crafts to naval threats to permit easier bordering. These behemoths are shielded by a layer of earth or bone, with a sweater of spider filigree layered over their exterior. Given their ability to transition on land and sea seamlessly (with some species allowing underwater applications.), they, along with spiders and other reptilian mounts, are the favored method of land-based transportation.

The Verdant Dynasty is a collection of races united under the Jorgenskull rule and guided by universal principles. This alliance was forged to battle off their world's harsh climate, the unforgiving jungle necessitating unity or facing potential extinction. All those part of this alliance contributes their resources to the whole. Each species maintains autonomy over its territories. They offer their firstborns as soldiers and 10% of their resources to the pot in exchange for protection and technology. In turn, it brought harmony to a once turbulent realm, broadcasting ideas and cultures as their differences slowly started to wane. 


Architecture.


The structures of the Verdant Dynasty are either stone, wood, or, most commonly, Bone with spider webbings. The Jorgenskulls enhance the bone plating to be akin to steel. Their homes are sturdy and nearly fireproof, and the web system allows them to take them down and rebuild them to relocate in the event of a disaster.



Transportation.


The primary means of transportation besides foot are the following.

1) Reptilian mounts, Arachnids.. (No Horses)

2) Boats via Hearth of the earth, The Outer Rim, and the skeletal highway and river transportation that leads to Fingers, Lunar, Boneyard, Ironbark.

3) Beneath the jungle are long tunnels filled with spiders who scurry along the network transporting goods and people between ALL settlements. The ceiling is covered in their webbings, and their large bodies are attached to wooden structures/platforms used to haul products and personnel. The swarm of arachnids guards this labyrinth, along with armed units who accompany them during their travels.

Two underground networks interconnect the major settlements/cities. These highways consist of 10 lanes of traffic, making up 40 total, with 2-3 routes that feed into a central chamber/hub underneath the connected terminus. The floor, walls, and ceiling are coated in webbing, allowing their giant arachnids to ferry goods and personnel via straight lines. This massive infrastructure project took over 100 years to complete and offers many advantages that a road can't:

It allows more 3d travel as not just the floor can be appropriated for movement. It isn't impacted by weather or topography; being underground isn't affected by earthquakes or storms. Since the entrances can be effectively monitored, the threat of highwaymen/predators is virtually nonexistent. The two systems mentioned above are divided; one connects the south, and the other to the north. The skeletal highway has begun construction but is in its early stages. 

Industry


Industrially, they have factories operated by the goatkin. The largest of which is within the Hearth of the earth. But other races have begun to adopt and start industries within their borders. The following places have research/development and production facilities.

Hearth of the earth.BoneyardNecrotic swamps (edges)LunarveilOuter ringSkeletal highway within the center.

These facilities construct armaments, tools, ships and produce silk. However, spider silk production is limited to inside the jungle due to the resources it offers being ideal for their spider farms. With such a booming advancement, the need for labor was always present. Recently, with the acceptance of the baderkerkhan, they've achieved a method of automatization, not through computers but an undead labor force. These advancements have not only allowed the Verdant Dynasty to meet its demands but exceed them. As a result, goods are faster and more easily shipped, and the supply and demand have resulted, along with their tech, in an increased lifestyle for the citizens.




Energy/power


The jungle and its people enjoy luxuries that were inconceivable a few generations ago. Throughout civilization, pipings propel energy to supply heating, cooling, water, and artificial lighting. Generators that harness the crystals allow such miracles. The people grow crystals within facilities and transport them via mounts to install in the generators. These devices oscillate to produce the desired results and release a palliative droning and vibration. They have zero known environmental effects, can be renewed and recycled, and are clean. Such advancements were only made possible due to the goatkin and their engineering and scientific knowledge. 

Crystal Technology


The jungle is known for harnessing crystals that originate from the core of the planet. These natural formations are imbued with the world's energy and resonate out a "mist" of arcane particles. In and of themselves, they hold little use, but when agitated within an oscillating chamber, they collide and release energy. This energy is gathered within a focusing crystal and discharged through a series of pipings. These pipes run along the cities, and hamlets darted throughout the world. This byproduct can be used to flicker crystal lighting structures, heat water, and provide other basic amenities. They do not possess wiring, nor do they have clockwork or piston mechanisms. 

These power sources are harvested underground and have recently begun to be germinated within facilities within all significant territories. Destroying one of these crystalline batteries will cause the energy to disperse harmlessly. They CAN"T be used as explosives, and you can't appropriate them as a method to restore your mana pool or amplify your power.

​Alchemy


Alchemy is the precursor to chemistry. When it comes to the plant life of the world, they run similar to what you'd find on earth within each climate. Grass hasn't evolved yet. Ferns make up the bulk of vegetation along with mushrooms and trees. Flowers have recently (within a thousand years) started to appear due to natural changes in the climate. Alchemy takes vegetation and organs and combines them to create "tonics." These tonics DO NOT grant superpowers, instantly heal wounds, or other such absurd claims. They are natural salves to help with burns, drinks limiting headaches, and slightly lower fevers. Medicinal applications are simple here. There is no massive pharmaceutical structure or hospital system given the world's current progression. Incendiary, poisons and volatile gases can also be created. Though when it comes to toxins, they are not lethal in 10 minutes.



Armor Types.


Each armor will appear in an area fitting the world. It will be broken down into regions. Armor from one region will be harder to find in another. And in some cases, may not be as useful, given it was engineered to deal with that region's environment. There are classical materials like iron, bronze, and steel. They aren't specified as they don't need an introduction.

Ironbark wood (Wooden armor enchanted to be as tough as iron but burns. Mostly worn by easants. Visually, imagine blocky armor like the old samurai box armor. Good against most bladed weapons, susceptible to fire and blunt.)

Chitin. (Armor made from the exoskeleton of large insects. Peasant armor.Weaker than iron and bronze, but more resilient than cloth or leather. Visually, the armor is built to pay homage to the insects they come from. Good against arrows, spears and short swords. Offers no defense from blunt or large bladed weapons like a greatsword or non hunting arrows..)

Bonemold. (Armor made from the skeleton materials of the dead. Only worn by giants due to their affinity for flesh magic.Often adorned with peacock feathers. Stronger than steel. The bones will break and can absorb half of a blunt attack but needs to be replaced after. Great against all spears, arrows and swords.)

Crustacean hide. (Armor of the exoskeleton of crustaceans. The helmets are often cephalopodic in design while the rest of the armor appears more crab and prawn like. Stops low impact bladed weapons like short swords. And can stop most beasts' claws.)


Husk. (Armor made of rock with fungi padding. Good against bladed weapons)

Amethyite. (A crystal armor set where the material is as resilient as iron. It can vary in color from purple to green. And often has jagged edges along points of the armor. Resilient to blade by easily shattered by blunt.)


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