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Verdant Dynasty Lore

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. 


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 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. 


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.
Necrotic swamps (edges)
Outer ring
Skeletal 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.




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. 


Throughout the tree tops are outposts exclusively responsible for firing lights to send various messages. These beacons will pulsate for weeks if the area is deemed perilous to alert travelers. Given the altitude and nature of this warning system, it can be spotted for tens of miles. And if serious, such as signaling an invading force or major catastrophe, the nearby stations will replicate it to spread the word fast across the wilderness. They also have begun installing morse code apparatuses that broadcast a dozen miles, suitable for sending reports to bases, pockets of civilizations, or commands to troops on the battlefield. 

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 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.

Ironbark wood (Wooden armor enchanted to be as tough as iron but burns Mostly worn by Peasants 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.)

Weapon types.

Favored Melee weapons.
Sword Staff
Short sword

Range Weapons
Hornet grenade
Bola Bola
Nzappa zap


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