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	<updated>2026-11-02T18:10:50Z</updated>
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	<entry>
		<id>http://enchiron.autre.world/index.php?title=Ignii&amp;diff=468</id>
		<title>Ignii</title>
		<link rel="alternate" type="text/html" href="http://enchiron.autre.world/index.php?title=Ignii&amp;diff=468"/>
		<updated>2025-11-10T03:46:42Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Aging */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Species]]&lt;br /&gt;
Ignii know where true power lies. In their ancient past, the humans they once were scaled the Coronus mountains to seek out the home of the Mother of Dragons. They worshiped at her feet, and her blessing unto them was baptismal fires, scorching away flesh and bone to birth them anew. In her name, they became conquerors, ever striving to become better, better, better, until they too can hold the very heavens in their hands.&lt;br /&gt;
&lt;br /&gt;
== Aging ==&lt;br /&gt;
When an ignii first hatches, they are very vulnerable. Their scales and spikes are cartilaginous and soft; the only real scale is their egg tooth on their nose. When that tooth falls away, it leaves the characteristic nose scales many ignii share. Over the course of the first five years, these scales and spikes harden up, getting tougher each year with their annual shed.&lt;br /&gt;
&lt;br /&gt;
Ignii have lifespans very similar to humans, but they&#039;re plagued by young deaths that skew the life expectancy shorter. Many ignii die young in duels or play combat, and many die young due to climbing accidents or falls while gliding. Coric culture encourages risk-taking and a tendency to overestimate your abilities. &lt;br /&gt;
&lt;br /&gt;
Elderly ignii replace lost scales slower: you see a lot more bald patches, particularly on the hands. Day-to-day life--touching, climbing, and working--wears away these spots first. Their sheds also prove more troublesome as they age. Baths are needed to make sure their sheds come off properly. Their wings also get more frail: they can&#039;t glide as long, and it takes much longer to recover from crashes.&lt;br /&gt;
&lt;br /&gt;
== Incubation ==&lt;br /&gt;
The third trimester of an ignii’s gestation occurs outside the body, in an egg. During this final phase of development, the egg must be kept at extremely high temperatures, and to these ends, the parents build what’s colloquially known as a kinterflame. The kinterflame is a wood fire that must be consistently maintained for three months for healthy development of the child. While some variation in the fire is a natural part of the process, if the egg gets too cool for too long, the child may hatch with soft scales, weak magic, small wings, brittle claws, or other birth defects. A lack of heat can cause even death. &lt;br /&gt;
&lt;br /&gt;
Tending to a kinterflame for long enough will induce broodiness in any ignii, related or not. Broody ignii become territorial, aggressive, and fixated on their egg, sometimes to the neglect of all else. In Coronus, it’s common for friends and family to bring food and necessities to expectant parents to help ease the load. Single parents in particular struggle to get enough sleep. &lt;br /&gt;
&lt;br /&gt;
For some ignii, broodiness comes with the instinctual desire to dig. Hatching burrows are still common in the more rural parts of Coronus, whereas more urban areas use their home’s hearth. The smoke from a kinterflame is a beacon, and many Coric legends start with a hero or villain following that call. &lt;br /&gt;
&lt;br /&gt;
When the egg finally hatches, the embryonic fluid protects the infants’ skin from the fire until they can be removed and washed clean. An ignii&#039;s egg tooth is found right on the tip of the baby&#039;s nose.&lt;br /&gt;
&lt;br /&gt;
==Scales==&lt;br /&gt;
Ignii scales are extremely tough. They form a natural armor that allows ignii to tear through stone and dig into hardpacked dirt without sustaining so much as a scratch. Scales come in a huge variety of shapes, colors, and patterns.&lt;br /&gt;
&lt;br /&gt;
That said, they shed annually.&lt;br /&gt;
&lt;br /&gt;
==Tails==&lt;br /&gt;
Ignii tails come in a number of thicknesses and shapes. Some are fat like a gecko or crocodile, and others are thin and whiplike, like a serpent. Some even have a large base that narrows to a whip. Anything seen in nature is possible, and beyond it: like dragons, ignii are often seen with tail spades that come in many shapes, sizes, and sharpness. &lt;br /&gt;
&lt;br /&gt;
One thing that they do have in common is that they are always scaled; it&#039;s excessively rare to see any with even tufts of fur. The other trait they share is their ability to fall off. It&#039;s a rite of passage: most ignii lose their tails while playing and roughhousing as children. All it takes is too hard of a tug, or a small yank when startled or scared, and that&#039;s the end of it. the tail may separate flush against the body, at the base of the spine, or somewhere in the middle, leaving a nub. It may bleed a little, but never a lot. Thin, specialized membranes grew in long ago to protect the inevitable break point. The break point may look pink and raw for a little while, but scales will eventually grow back over it.&lt;br /&gt;
&lt;br /&gt;
Once a tail has dropped, it does not grow back, and it does not drop again. If an ignii&#039;s been left with a nub, it&#039;s there forever.&lt;br /&gt;
&lt;br /&gt;
==Wings==&lt;br /&gt;
Ignii wings are multipurpose limbs that are designed to support both climbing and gliding. They are fully muscled, like an arm. When climbing, the &#039;fingers&#039; of the wing are able to dig their claws into the stone and add further points of support when climbing an otherwise sheer surface. Should they fall, their wings can also catch them. Ignii are too heavy to be able to take off from the ground or ride the winds indefinitely, but they are efficient gliders capable of maneuvering in midair.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://enchiron.autre.world/index.php?title=Coronus&amp;diff=467</id>
		<title>Coronus</title>
		<link rel="alternate" type="text/html" href="http://enchiron.autre.world/index.php?title=Coronus&amp;diff=467"/>
		<updated>2025-11-05T07:42:08Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Olitskur */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Coronus mountain range cuts across the heart of the continent. With a volcano at its center, it&#039;s a hotbed of geological activity, and atop its peaks, dragonkind makes its home. They rule skies, vistas, and all below; everything in their sight is part of their horde. Ignii count themselves among these masters: they oversee their domain from grand sparkling pavilions, so all may look up and view their majesty.&lt;br /&gt;
==Geography==&lt;br /&gt;
Coronus is a scattered country, with villages spread all across the mountains. Because the mountain range curls around the continent, its climates match The lowlands tend to be lush, green, and temperate: they&#039;re mostly fieldland, interspersed with stretches of forest and copses of trees. The ignii that live here tend to be more mild-mannered and social, and less violent than their neighbors at higher elevations. Those uninterested in the daredevil lifestyle tend to descend here. A majority of the farming happens in the lowlands.&lt;br /&gt;
&lt;br /&gt;
As you go higher into the mountains, the fields become scrubby and rocky. Veins of stone rise to sharp cliffsides, and caves down to Dolsia or infested with wyrms lay bare in the open. Most Coric villages and cities are on this level, clustered around cliffsides, waterfalls, and lava flows. Ignii tend to favor locations with a view.&lt;br /&gt;
&lt;br /&gt;
The mountain summits are a rocky, barren tundra. For most of the year, they&#039;re snowed over, and little lives there except the largest and strongest of dragons. Ignii who take matters of strength to their greatest extreme tend to live in this frozen wasteland. Training themselves to breathe the thin air, they build their homes atop spires that reach ever higher into the heavens.&lt;br /&gt;
&lt;br /&gt;
===Architecture===&lt;br /&gt;
The Coric love large, open architecture. They love to live in places that dwarf them. Their cities are majestic places of marble pavilions and large, towering columns and archways. Their homes--any made to last, at least--are similarly made of stone, often with little gardens in the center. Occasionally, you see reliefs of mighty warriors set into buildings, but typically the Coric prefer to show off the natural grain of the stone, or to make mosaics of out of sparkling stone.&lt;br /&gt;
&lt;br /&gt;
Building these magnificent buildings, however, takes a lot of resources and assistance. Many Coric people live semi-permanently in inns or log or mud cabins. These homes are much more modest, often just a collection of single rooms built around a hearth.&lt;br /&gt;
&lt;br /&gt;
===Notable Locations===&lt;br /&gt;
There are a wide variety of landmarks within Coronus, from its snowy peaks to the fertile lowlands. A selection of some of its most well known ones are as follows.&lt;br /&gt;
&lt;br /&gt;
====Crysentis====&lt;br /&gt;
The capital city of Coronus is the biggest in the nation. Wide expanses of shining marble pavilions and breezy open air buildings form steps up to the magnificent castle where the King of Coronus resides.&lt;br /&gt;
&lt;br /&gt;
====Volcano====&lt;br /&gt;
The active volcano Crysentis was built on. Rivets and valleys allow its flows to pass safely through the city, while leaders gather for ceremony at its peak. The volcano is considered to be the still-beating heart of the Mother of Dragons.&lt;br /&gt;
&lt;br /&gt;
====Mother&#039;s Maw====&lt;br /&gt;
An active volacano shaped like a dragon&#039;s head. The Coric faithful believe this to be the face of the Mother, and the rest of her sleeping body forms the mountain range they live on. The city in the Maw is full of the faithful, and pilgrims come to tell the Mother their troubles and secrets.&lt;br /&gt;
&lt;br /&gt;
====The Paint Pots====&lt;br /&gt;
A collection of hot springs on the inner ring of the mountains. The pools bubble with radiant color from the natural minerals. While toxic to many other species, they are a popular vacation destination among ignii. A good long soak in the springs helps during shedding season.&lt;br /&gt;
&lt;br /&gt;
====Bromus Peak====&lt;br /&gt;
An agricultural community located on the southwestern edge of the range. Long suffering from a [https://toyhou.se/32878924.rook neglectful ruler], a [https://toyhou.se/~forums/34679.roleplay/645196.event-fall-of-the-mountain-king recent coup] has put it under the new leadership of [https://toyhou.se/~forums/34680.journals/486167.c-rayleigh-the-ignii Rayleigh] and [https://toyhou.se/~forums/34680.journals/486172.c-cirrus-the-ignii Cirrus]. Several players proved themselves essential in this resistance effort: [https://toyhou.se/~forums/34680.journals/645230.c-boomslang-the-caelian Boomslang], [https://toyhou.se/~forums/34680.journals/493785.c-rhodes-the-ignii Rhodes], [https://toyhou.se/14766686.lv-4016-foreigner/26726001.enchiron-au Foreigner], [https://toyhou.se/26711935.hermes-logios Hermes], [https://toyhou.se/27364697.eira-ivory Eira], [https://toyhou.se/27644934.raelene-ivory Raelene], [https://toyhou.se/28934549.elena-ivory Elena], [https://toyhou.se/25200396.irvin-foreigner Irvin], [https://toyhou.se/28911764.arbor-heliodor Arbor], [https://toyhou.se/31494240.morgan-leviathan-locke Morgan], [https://toyhou.se/27541904.fury Fury], [https://toyhou.se/25158724.cinnabar Cinnabar], [https://toyhou.se/29172784.pip Pip], [https://toyhou.se/14877459.ajax Ajax], [https://toyhou.se/28995427.citrine Citrine], [https://toyhou.se/26703674.leon Leon], [https://toyhou.se/16233954.uriel/31833897.caelian-au Uriel], and [https://toyhou.se/11803724.ryder-reid/31848558.enchiron-au Ryder]. At the end of the coup, a hydra was freed from Rook&#039;s cruel imprisonment, and as it climbed free, it was adopted as the Guardian of this mountain.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
They worshiped dragons for their strength and majesty, almost like gods. They considered them the superior creature. Their fevered passion was not well-accepted in Eniya, so many of these acolytes opted to migrate up into the mountains to live among the dragons.&lt;br /&gt;
&lt;br /&gt;
===Technology===&lt;br /&gt;
Armor and weaponry.&lt;br /&gt;
&lt;br /&gt;
==Politics==&lt;br /&gt;
Strength is everything in Coronus. A strong leader is someone who has the self-discipline to train. They see the long-term; they understand their goals and can work daily towards it. They understand their limits, and thus are able to push themselves without hurting themself. Raw power can be achieved alone, but true strength cannot: one must collaborate with others to test themselves, duel, and spar, and they must be willing to listen to others in order to see the flaws within themselves and continue growing. One cannot grow so proud to think themself infallible, or they will inevitably topple. Show kindness, make friends, support others, and one will find themself supported in turn.&lt;br /&gt;
&lt;br /&gt;
An absolute faith in these qualities is why duels still dictate the rulers of Coronus. Coronus is split apart by its peaks, and each peak has a King of the Mountain. The King lives in a dedicated home, and at any time, anyone can challenge them to a duel. The duel is public. Should the current King win, they continue ruling. Should they lose, the home and seat of government passes to the victor. &lt;br /&gt;
&lt;br /&gt;
This, in any case, is how it ought to work. In a land based on strength, there are always those who are willing to resort to less than savory means. To these ends, the King is in charge of a small militia, staffed by those of their choosing. This militia helps guard the King&#039;s home and acts as police on their Peak.&lt;br /&gt;
&lt;br /&gt;
If the King rules well, there will be relatively few challenges to duel, as a sign of respect for a job well done. If the King rules poorly, then they will be challenged often, and if they refuse to respect those calls to duel? Coronus&#039;s history is littered with uprisings and rebellions. Corruption is weakness, and ousting a corrupted ruler is always a noble pursuit.&lt;br /&gt;
&lt;br /&gt;
In the past, conflict between rebels and Kings have reduced entire peaks to ash. Towns and cities were left empty and fallow, until the earth could recover and grow again. Now, there is the Flame Emperor. Among all the Mountain Kings, the strongest of them all is the Flame Emperor, and one of his primary duties is to lead the others in putting down a conflict that will not end.&lt;br /&gt;
&lt;br /&gt;
Each peak in Coronus is largely independent, akin to a city-state, but all answer to the Flame Emperor. The Mountain Kings meet up regularly at the peak of the current Emperor to talk of affairs in their respective Peak and make collective decisions as a nation.&lt;br /&gt;
&lt;br /&gt;
When a Mountain King or Flame Emperor dies, there is no hereditary power. An heir apparent may be selected, but they must succeed in a gauntlet of battles from any challengers to actually secure the position. If there is no heir, then a tournament is organized among those interested in taking over.&lt;br /&gt;
&lt;br /&gt;
===Justice System===&lt;br /&gt;
An eye for an eye.&lt;br /&gt;
&lt;br /&gt;
===International Relations===&lt;br /&gt;
Coronus considers itself the best place in all the land: best culture, best people, best food, best land, and thus it concerns itself little with the affairs of other nations.&lt;br /&gt;
&lt;br /&gt;
====[[Dolsia]]====&lt;br /&gt;
Being the ones who ousted Dolsia from the mountains in the first place, Coronus largely has little empathy for the Dolsian plight. If they wanted to live on the mountain, then they should have been stronger. Whatever those strange little birds are doing down in their caves is their business. The vitriol Dolsia holds towards Coronus is very much one-sided. Dolsians tend to be considered weak, with an affection for the needlessly complex.&lt;br /&gt;
&lt;br /&gt;
That said, they are not unwelcome on Coronus. Coronus is secure in its control of the mountains, and they trade as gladly with Dolsia as any other. Due to the rarity of Dolsian immigrants--and Coric folks aren&#039;t often descending to the caves either--their understanding of each other&#039;s culture is very surface level.&lt;br /&gt;
&lt;br /&gt;
====[[Eniya]]====&lt;br /&gt;
If Coronus considers any other country a threat, its Eniya. Eniya is large, populous, and protected by its magnificent desert. They have come to blows in the past in a war over Sayil, and this has not been forgotten. Leaders in Coronus treat Eniyans with &lt;br /&gt;
a rare formality, keeping them at arm&#039;s length, and this chill is returned. Eniyans fear Coronus, its fire, and all its dragons. Coric commoners, however, often find themselves bonding with Eniyans, attracted to their gregarious and adventurous spirit.&lt;br /&gt;
&lt;br /&gt;
====[[Olitskur]]====&lt;br /&gt;
Olitskur and its ianthina are a virtually unknown in Coronus; stories of the place are near legendary. Entirely land-locked, most Coric people have never seen the ocean, much less those who live there. Any exposure to ianthina are those who&#039;ve made the transition to landdwelling life, or the rare freshwater commune. &lt;br /&gt;
&lt;br /&gt;
The one exception to this is dragonriders. Riders with particularly strong dragons have seen the lights from above. Some have hunted those lights, but there has been a much stronger movement towards curiosity. People want to know if the legends are true. Certain dragonriders have become trusted visitors to the Olitsken homeland, able to travel safely with no risk of running into Olitsken raiders.&lt;br /&gt;
&lt;br /&gt;
====[[Sayil]]====&lt;br /&gt;
Coronus&#039;s relationship with Sayil is overwhelmingly positive. When Sayil was first establishing itself as a real nation--something more than a scattered collection of villages in the woods--Eniya took that as revolt. Up until that point, it had considered all of Enchiron but the Coric mountains to be its own, and so Coronus stepped in to rescue the infant Sayil from invaders (and protect itself from Eniya&#039;s overreach). A great fondness for the young country remains alive and well, fostered by the active trading between the countries. If someone from Coronus is going on vacation, it is often to Sayil, and those tired of Coronus&#039;s everlasting conflict similarly tend to retire there.&lt;br /&gt;
&lt;br /&gt;
====[[Theriad Caravans]]====&lt;br /&gt;
Caravaners face relatively little prejudice in Coronus. Whether or not someone believes in the Devourer or Lifebringer, the Coric impulse is always to evaluate someone on their own merits, first and foremost. And most Caravaners that travel through Coronus are, first and foremost, seen to be wonderful entertainers. Caravaners are often interested in joining Coric games, and they are welcomed in turn and trade freely. &lt;br /&gt;
&lt;br /&gt;
This positive relationship is, however, somewhat one-sided. Some in Coronus see caravans as weak, poorly defended, and thus Coric highwaymen and extortionists are a pervasive danger for caravans who travel up into the mountains.&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
Barter and sale.&lt;br /&gt;
&lt;br /&gt;
===Dragon Taming===&lt;br /&gt;
Dragon taming is a time-tested and honorable career for an ignii. Dragons are revered in Coric society, so being able to befriend one is a huge mark of honor--all the more so if you can do that for many. Dragon parents are able to leave a tamer at any time if they find the tamer&#039;s home substandard, so  a successful career in taming requires a mountain of trust and an intimate knowledge of the chosen dragon species&#039;s preferences. Different people specialize in different species, and they raise the dragons for different purposes. Some are raising pets, and others raise working dragons (ex: mounts, blacksmith assistants, chef assistants, disability supports, herding, etc). Some people who run rescues for injured dragons, and other people run shelters for dragons that want a new home. (Sometimes, a homeless dragon will just return to the wilderness, but some aren&#039;t capable or--having lived in the company of ignii--prefer it.) Dragons have a long memory and recognize faces, and they&#039;ll point out ignii that can be trusted or are to be avoided to others in their family pod.&lt;br /&gt;
&lt;br /&gt;
Different tamers have different strategies for taming dragons, and some are very secretive about their methods. Dragon breeding generally happens without ignii intervention. There&#039;s a certain subset of people who are convinced egg thieving and imprinting on the hatchling is the only way to successfully tame certain species of dragons--particularly for the more challenging species. While it is effective, improper socialization causes major issues when these dragons encounter others of their kind, and they often flounder if ever released back to the wild. Egg thieving is considered abusive in the modern day. &lt;br /&gt;
&lt;br /&gt;
The most common method of taming involves spending time around a dragon and offering it things it likes (usually either food or things it hoards) until it begins to show an interest in you. It&#039;s a very dangerous process, however, because if anything gets pushed too far too quickly, or a dragon&#039;s invisible rule is broken, they may attack. Younger dragons are easier to tame, but parent dragons can be very protective of nests. Older, successful tamers are friends with parent dragons, allowing them access to hatchlings, and thus they can foster a whole family line.&lt;br /&gt;
&lt;br /&gt;
===Cuisine===&lt;br /&gt;
The rich volcanic soil makes for great farming, allowing Coric farmers to grow a huge variety of crops at lower elevations. At higher elevations, farming becomes more restricted as the air gets thinner and the weather colder, but a robust trade system means those living higher rarely lack. Their diets typically are savory and salty, with more vegetables than you might expect. Grilling is the most common form of cooking, as is braising. Coronus has mastered spit and pit roasting. Coronus loves big, bold flavors and spicy foods. At higher elevations, cheese and cream based dishes become more popular, as more herding occurs there.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
The great dragon that anointed them the worthy.&lt;br /&gt;
&lt;br /&gt;
===Guardian Dragons===&lt;br /&gt;
Coric civilizations exist in a constant tension with the larger dragons they call neighbors. Large dragons tend to be antisocial, and in the worst of cases, they can be actively antagonistic to Coric settlements in their territories. But, at the same time, large dragons most embody the might and heat that Corics so worship. The bigger they are, the longer their lives, and the closer they&#039;re considered to be to their collective Mother. &lt;br /&gt;
&lt;br /&gt;
Dragons that have maintained a peaceful relationship with their Coric neighbors or appeared at an auspicious moment in a community&#039;s history are often adopted as the Guardian of that community. The Guardian is given the community&#039;s name, and pious ignii will make pilgrimages to visit it. Offerings to the Guardian are akin to offerings to the Mother, and they are thought to bring good fortune. Occasionally, if one cultivates enough of a positive relationship with the Guardian, it may grant a boon. There are many legends of Guardian Dragons saving towns from disaster or granting a supplicant just the gift or omen they needed to navigate a conflict.&lt;br /&gt;
&lt;br /&gt;
Guardianship can be revoked if the dragon turns on its community, and this is typically treated as a failing on the part of the town to appropriately honor it, rather than the whims of the dragon. Fallen Guardians are considered creatures of tragedy. When a Guardian dies, the entire community goes into mourning, and the position will remain vacant until another worthy dragon appears. While Guardians are almost universally large, there have been a few notable cases where a small dragon was chosen.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Hedonistic.&lt;br /&gt;
&lt;br /&gt;
===Strength===&lt;br /&gt;
Coric culture values strength and athleticism above all else. The strongest person in the room is the one who can protect those they love; they can defend themself from anyone who seeks to trample them; and they have shown a patience and dedication to improvement of the self that is to be respected. Coronus is a dangerous place: for all the love ignii show to dragons, large species of dragons can and do see them as potential prey. &lt;br /&gt;
&lt;br /&gt;
That said, strength is incompatible with cruelty. Cruelty is selfish, lazy, and antithetical to society. Coric people have a very strong sense of justice and how things ought to be, and they will band together to take out anyone they perceive to be abusing their power.&lt;br /&gt;
&lt;br /&gt;
That said, this single-minded focus on strength has cultivated a rift in society. Children who are averse to fighting struggle. Often, they face bullying from their peers that gets compounded by worried parents who want them to be able to defend themselves. While things are better once grown--adults don&#039;t have such a desperate need to prove themselves, and many places in Coric society include no fighting at all--these reputations can follow.&lt;br /&gt;
&lt;br /&gt;
===Arts and Entertainment===&lt;br /&gt;
Mosaics are a common art form. Drums are important in their music.&lt;br /&gt;
&lt;br /&gt;
Polyamory is fairly common in Coronus. The heart wants what the heart wants, and if that&#039;s multiple people, then the more the merrier.&lt;br /&gt;
&lt;br /&gt;
===Childrearing===&lt;br /&gt;
Coric children do attend schools. Education typically takes place outdoors, with a large focus on survival skills alongside more typical topics, such as reading and math. Coric education is very practical: there is always an answer to &amp;quot;when will I use this?&amp;quot; Children are split into cohorts by age, and a cohort will go through its entire education together, from youth to adulthood. Cohorts are passed from teacher to teacher and location to location as they learn their different subjects.&lt;br /&gt;
&lt;br /&gt;
There are a few genres of popular names among Coric children: gemstones and metals, famous warriors and dragons, and anything with a hard consonant, something that evokes the clicking and grunting of a dragon.&lt;br /&gt;
&lt;br /&gt;
===Family===&lt;br /&gt;
Ignii love their dragon brethren and nearly all will, at some point in their life, befriend a dragon and develop a companionship of some sort. Dragons are part of the family: they might be pets, pests, mounts, assistants, guides, or more.&lt;br /&gt;
&lt;br /&gt;
===Fashions===&lt;br /&gt;
Coronus, being a place people fight a lot, favors leather armor. Leathers are easily accessible, since there&#039;s a strong culture of hunting and ranching, and it strikes the balance of protective and light, so people can still glide and be agile. Plate armors are not very common outside of serious battle, although chain mail is fairly popular. Outside of armor, most clothes are wool or linen, depending where on the mountains someone lives. Wool where it&#039;s cold, linen where it&#039;s hot. Scale mail and linothorax are also popular armor types. &lt;br /&gt;
&lt;br /&gt;
Even beyond its protective qualities, leather is very popular. There&#039;s a massive respect in Coronus for intricate, well-done leatherwork. Fabric is typically more plain and utilitarian to highlight the more complex and visually interesting metal or leather accessories. Corics also love big chunks of shiny rock. Jewelry tends to be large, heavy, and chunky. Raw, uncut stones are featured just as often as faceted ones.&lt;br /&gt;
&lt;br /&gt;
Because climbing is a necessary part of some Coric towns, there&#039;s also a tendency towards lots of pockets and belts with pouches instead of purses and bags, anything to keep one&#039;s hands free and wings unencumbered. &lt;br /&gt;
&lt;br /&gt;
Coronus is also known for its quilts. What started as a way to pad clothes for protection and comfort has become quite the art form.&lt;br /&gt;
&lt;br /&gt;
===Death===&lt;br /&gt;
Return them to the fires.&lt;br /&gt;
&lt;br /&gt;
===Romance===&lt;br /&gt;
Hot dating tips: challenge your future spouse to a duel.&lt;br /&gt;
&lt;br /&gt;
== Holidays ==&lt;br /&gt;
Coronus loves holidays.&lt;br /&gt;
&lt;br /&gt;
=== Fumir ===&lt;br /&gt;
Come autumn, as the leaves die and the weather cools, a favorite festival lights up the Coronus Mountains: Fumir. Fumir is the Coric new year, where you say goodbye to the past and release your regrets, your grudges, and your fears. Anything that holds you back is thrown to the fires so you may enter the new year unburdened and free. This is a time when enemies reconcile, secret admirers confess their feelings, and sour relationships reach their close, although many choose to simply remember. All bring their offerings to the bonfire.&lt;br /&gt;
&lt;br /&gt;
Most importantly, however, Fumir is about eating lots and lots of delicious food. Fumir food is rich in flavor: heavily spiced soups, pockets of bread full of cheese and nuts, and skewers covered in sweet, spicy, sticky meat. Street food stalls pop up everywhere during the holiday, offering their wares to anyone roaming the plazas.&lt;br /&gt;
&lt;br /&gt;
=== Ashfall ===&lt;br /&gt;
Great dragons are a subset of rare, notably large dragons that occupies the Coronus mountains, and they are especially revered by their Coric neighbors. Typically, there is a small group that tends to these dragons like priests, and when one is ready to pass, it is a funeral for the entire community. A pyre is built, and the corpse is dismantled and returned to the community and the earth: scales and skin become leather and armor; bones and claws become weapons;  and every part is utilized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Places]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://enchiron.autre.world/index.php?title=Coronus&amp;diff=466</id>
		<title>Coronus</title>
		<link rel="alternate" type="text/html" href="http://enchiron.autre.world/index.php?title=Coronus&amp;diff=466"/>
		<updated>2025-11-05T07:37:27Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* International Relations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Coronus mountain range cuts across the heart of the continent. With a volcano at its center, it&#039;s a hotbed of geological activity, and atop its peaks, dragonkind makes its home. They rule skies, vistas, and all below; everything in their sight is part of their horde. Ignii count themselves among these masters: they oversee their domain from grand sparkling pavilions, so all may look up and view their majesty.&lt;br /&gt;
==Geography==&lt;br /&gt;
Coronus is a scattered country, with villages spread all across the mountains. Because the mountain range curls around the continent, its climates match The lowlands tend to be lush, green, and temperate: they&#039;re mostly fieldland, interspersed with stretches of forest and copses of trees. The ignii that live here tend to be more mild-mannered and social, and less violent than their neighbors at higher elevations. Those uninterested in the daredevil lifestyle tend to descend here. A majority of the farming happens in the lowlands.&lt;br /&gt;
&lt;br /&gt;
As you go higher into the mountains, the fields become scrubby and rocky. Veins of stone rise to sharp cliffsides, and caves down to Dolsia or infested with wyrms lay bare in the open. Most Coric villages and cities are on this level, clustered around cliffsides, waterfalls, and lava flows. Ignii tend to favor locations with a view.&lt;br /&gt;
&lt;br /&gt;
The mountain summits are a rocky, barren tundra. For most of the year, they&#039;re snowed over, and little lives there except the largest and strongest of dragons. Ignii who take matters of strength to their greatest extreme tend to live in this frozen wasteland. Training themselves to breathe the thin air, they build their homes atop spires that reach ever higher into the heavens.&lt;br /&gt;
&lt;br /&gt;
===Architecture===&lt;br /&gt;
The Coric love large, open architecture. They love to live in places that dwarf them. Their cities are majestic places of marble pavilions and large, towering columns and archways. Their homes--any made to last, at least--are similarly made of stone, often with little gardens in the center. Occasionally, you see reliefs of mighty warriors set into buildings, but typically the Coric prefer to show off the natural grain of the stone, or to make mosaics of out of sparkling stone.&lt;br /&gt;
&lt;br /&gt;
Building these magnificent buildings, however, takes a lot of resources and assistance. Many Coric people live semi-permanently in inns or log or mud cabins. These homes are much more modest, often just a collection of single rooms built around a hearth.&lt;br /&gt;
&lt;br /&gt;
===Notable Locations===&lt;br /&gt;
There are a wide variety of landmarks within Coronus, from its snowy peaks to the fertile lowlands. A selection of some of its most well known ones are as follows.&lt;br /&gt;
&lt;br /&gt;
====Crysentis====&lt;br /&gt;
The capital city of Coronus is the biggest in the nation. Wide expanses of shining marble pavilions and breezy open air buildings form steps up to the magnificent castle where the King of Coronus resides.&lt;br /&gt;
&lt;br /&gt;
====Volcano====&lt;br /&gt;
The active volcano Crysentis was built on. Rivets and valleys allow its flows to pass safely through the city, while leaders gather for ceremony at its peak. The volcano is considered to be the still-beating heart of the Mother of Dragons.&lt;br /&gt;
&lt;br /&gt;
====Mother&#039;s Maw====&lt;br /&gt;
An active volacano shaped like a dragon&#039;s head. The Coric faithful believe this to be the face of the Mother, and the rest of her sleeping body forms the mountain range they live on. The city in the Maw is full of the faithful, and pilgrims come to tell the Mother their troubles and secrets.&lt;br /&gt;
&lt;br /&gt;
====The Paint Pots====&lt;br /&gt;
A collection of hot springs on the inner ring of the mountains. The pools bubble with radiant color from the natural minerals. While toxic to many other species, they are a popular vacation destination among ignii. A good long soak in the springs helps during shedding season.&lt;br /&gt;
&lt;br /&gt;
====Bromus Peak====&lt;br /&gt;
An agricultural community located on the southwestern edge of the range. Long suffering from a [https://toyhou.se/32878924.rook neglectful ruler], a [https://toyhou.se/~forums/34679.roleplay/645196.event-fall-of-the-mountain-king recent coup] has put it under the new leadership of [https://toyhou.se/~forums/34680.journals/486167.c-rayleigh-the-ignii Rayleigh] and [https://toyhou.se/~forums/34680.journals/486172.c-cirrus-the-ignii Cirrus]. Several players proved themselves essential in this resistance effort: [https://toyhou.se/~forums/34680.journals/645230.c-boomslang-the-caelian Boomslang], [https://toyhou.se/~forums/34680.journals/493785.c-rhodes-the-ignii Rhodes], [https://toyhou.se/14766686.lv-4016-foreigner/26726001.enchiron-au Foreigner], [https://toyhou.se/26711935.hermes-logios Hermes], [https://toyhou.se/27364697.eira-ivory Eira], [https://toyhou.se/27644934.raelene-ivory Raelene], [https://toyhou.se/28934549.elena-ivory Elena], [https://toyhou.se/25200396.irvin-foreigner Irvin], [https://toyhou.se/28911764.arbor-heliodor Arbor], [https://toyhou.se/31494240.morgan-leviathan-locke Morgan], [https://toyhou.se/27541904.fury Fury], [https://toyhou.se/25158724.cinnabar Cinnabar], [https://toyhou.se/29172784.pip Pip], [https://toyhou.se/14877459.ajax Ajax], [https://toyhou.se/28995427.citrine Citrine], [https://toyhou.se/26703674.leon Leon], [https://toyhou.se/16233954.uriel/31833897.caelian-au Uriel], and [https://toyhou.se/11803724.ryder-reid/31848558.enchiron-au Ryder]. At the end of the coup, a hydra was freed from Rook&#039;s cruel imprisonment, and as it climbed free, it was adopted as the Guardian of this mountain.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
They worshiped dragons for their strength and majesty, almost like gods. They considered them the superior creature. Their fevered passion was not well-accepted in Eniya, so many of these acolytes opted to migrate up into the mountains to live among the dragons.&lt;br /&gt;
&lt;br /&gt;
===Technology===&lt;br /&gt;
Armor and weaponry.&lt;br /&gt;
&lt;br /&gt;
==Politics==&lt;br /&gt;
Strength is everything in Coronus. A strong leader is someone who has the self-discipline to train. They see the long-term; they understand their goals and can work daily towards it. They understand their limits, and thus are able to push themselves without hurting themself. Raw power can be achieved alone, but true strength cannot: one must collaborate with others to test themselves, duel, and spar, and they must be willing to listen to others in order to see the flaws within themselves and continue growing. One cannot grow so proud to think themself infallible, or they will inevitably topple. Show kindness, make friends, support others, and one will find themself supported in turn.&lt;br /&gt;
&lt;br /&gt;
An absolute faith in these qualities is why duels still dictate the rulers of Coronus. Coronus is split apart by its peaks, and each peak has a King of the Mountain. The King lives in a dedicated home, and at any time, anyone can challenge them to a duel. The duel is public. Should the current King win, they continue ruling. Should they lose, the home and seat of government passes to the victor. &lt;br /&gt;
&lt;br /&gt;
This, in any case, is how it ought to work. In a land based on strength, there are always those who are willing to resort to less than savory means. To these ends, the King is in charge of a small militia, staffed by those of their choosing. This militia helps guard the King&#039;s home and acts as police on their Peak.&lt;br /&gt;
&lt;br /&gt;
If the King rules well, there will be relatively few challenges to duel, as a sign of respect for a job well done. If the King rules poorly, then they will be challenged often, and if they refuse to respect those calls to duel? Coronus&#039;s history is littered with uprisings and rebellions. Corruption is weakness, and ousting a corrupted ruler is always a noble pursuit.&lt;br /&gt;
&lt;br /&gt;
In the past, conflict between rebels and Kings have reduced entire peaks to ash. Towns and cities were left empty and fallow, until the earth could recover and grow again. Now, there is the Flame Emperor. Among all the Mountain Kings, the strongest of them all is the Flame Emperor, and one of his primary duties is to lead the others in putting down a conflict that will not end.&lt;br /&gt;
&lt;br /&gt;
Each peak in Coronus is largely independent, akin to a city-state, but all answer to the Flame Emperor. The Mountain Kings meet up regularly at the peak of the current Emperor to talk of affairs in their respective Peak and make collective decisions as a nation.&lt;br /&gt;
&lt;br /&gt;
When a Mountain King or Flame Emperor dies, there is no hereditary power. An heir apparent may be selected, but they must succeed in a gauntlet of battles from any challengers to actually secure the position. If there is no heir, then a tournament is organized among those interested in taking over.&lt;br /&gt;
&lt;br /&gt;
===Justice System===&lt;br /&gt;
An eye for an eye.&lt;br /&gt;
&lt;br /&gt;
===International Relations===&lt;br /&gt;
Coronus considers itself the best place in all the land: best culture, best people, best food, best land, and thus it concerns itself little with the affairs of other nations.&lt;br /&gt;
&lt;br /&gt;
====[[Dolsia]]====&lt;br /&gt;
Being the ones who ousted Dolsia from the mountains in the first place, Coronus largely has little empathy for the Dolsian plight. If they wanted to live on the mountain, then they should have been stronger. Whatever those strange little birds are doing down in their caves is their business. The vitriol Dolsia holds towards Coronus is very much one-sided. Dolsians tend to be considered weak, with an affection for the needlessly complex.&lt;br /&gt;
&lt;br /&gt;
That said, they are not unwelcome on Coronus. Coronus is secure in its control of the mountains, and they trade as gladly with Dolsia as any other. Due to the rarity of Dolsian immigrants--and Coric folks aren&#039;t often descending to the caves either--their understanding of each other&#039;s culture is very surface level.&lt;br /&gt;
&lt;br /&gt;
====[[Eniya]]====&lt;br /&gt;
If Coronus considers any other country a threat, its Eniya. Eniya is large, populous, and protected by its magnificent desert. They have come to blows in the past in a war over Sayil, and this has not been forgotten. Leaders in Coronus treat Eniyans with &lt;br /&gt;
a rare formality, keeping them at arm&#039;s length, and this chill is returned. Eniyans fear Coronus, its fire, and all its dragons. Coric commoners, however, often find themselves bonding with Eniyans, attracted to their gregarious and adventurous spirit.&lt;br /&gt;
&lt;br /&gt;
====[[Olitskur]]====&lt;br /&gt;
Olitskur and its ianthina are a virtually unknown in Coronus; stories of the place are near legendary. Entirely land-locked, most Coric people have never seen the ocean, much less those who live there. Any exposure to ianthina are those who&#039;ve made the transition to landdwelling life, or the rare freshwater commune. &lt;br /&gt;
&lt;br /&gt;
The one exception to this is dragonriders. Riders with particularly strong dragons have seen the lights from above. When Coronus was more warlike, they hunted those lights, but now, there is far more curiosity. Certain dragonriders have become trusted visitors to the Olitsken homeland, able to travel safely with no risk of running into raiders.&lt;br /&gt;
&lt;br /&gt;
====[[Sayil]]====&lt;br /&gt;
Coronus&#039;s relationship with Sayil is overwhelmingly positive. When Sayil was first establishing itself as a real nation--something more than a scattered collection of villages in the woods--Eniya took that as revolt. Up until that point, it had considered all of Enchiron but the Coric mountains to be its own, and so Coronus stepped in to rescue the infant Sayil from invaders (and protect itself from Eniya&#039;s overreach). A great fondness for the young country remains alive and well, fostered by the active trading between the countries. If someone from Coronus is going on vacation, it is often to Sayil, and those tired of Coronus&#039;s everlasting conflict similarly tend to retire there.&lt;br /&gt;
&lt;br /&gt;
====[[Theriad Caravans]]====&lt;br /&gt;
Caravaners face relatively little prejudice in Coronus. Whether or not someone believes in the Devourer or Lifebringer, the Coric impulse is always to evaluate someone on their own merits, first and foremost. And most Caravaners that travel through Coronus are, first and foremost, seen to be wonderful entertainers. Caravaners are often interested in joining Coric games, and they are welcomed in turn and trade freely. &lt;br /&gt;
&lt;br /&gt;
This positive relationship is, however, somewhat one-sided. Some in Coronus see caravans as weak, poorly defended, and thus Coric highwaymen and extortionists are a pervasive danger for caravans who travel up into the mountains.&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
Barter and sale.&lt;br /&gt;
&lt;br /&gt;
===Dragon Taming===&lt;br /&gt;
Dragon taming is a time-tested and honorable career for an ignii. Dragons are revered in Coric society, so being able to befriend one is a huge mark of honor--all the more so if you can do that for many. Dragon parents are able to leave a tamer at any time if they find the tamer&#039;s home substandard, so  a successful career in taming requires a mountain of trust and an intimate knowledge of the chosen dragon species&#039;s preferences. Different people specialize in different species, and they raise the dragons for different purposes. Some are raising pets, and others raise working dragons (ex: mounts, blacksmith assistants, chef assistants, disability supports, herding, etc). Some people who run rescues for injured dragons, and other people run shelters for dragons that want a new home. (Sometimes, a homeless dragon will just return to the wilderness, but some aren&#039;t capable or--having lived in the company of ignii--prefer it.) Dragons have a long memory and recognize faces, and they&#039;ll point out ignii that can be trusted or are to be avoided to others in their family pod.&lt;br /&gt;
&lt;br /&gt;
Different tamers have different strategies for taming dragons, and some are very secretive about their methods. Dragon breeding generally happens without ignii intervention. There&#039;s a certain subset of people who are convinced egg thieving and imprinting on the hatchling is the only way to successfully tame certain species of dragons--particularly for the more challenging species. While it is effective, improper socialization causes major issues when these dragons encounter others of their kind, and they often flounder if ever released back to the wild. Egg thieving is considered abusive in the modern day. &lt;br /&gt;
&lt;br /&gt;
The most common method of taming involves spending time around a dragon and offering it things it likes (usually either food or things it hoards) until it begins to show an interest in you. It&#039;s a very dangerous process, however, because if anything gets pushed too far too quickly, or a dragon&#039;s invisible rule is broken, they may attack. Younger dragons are easier to tame, but parent dragons can be very protective of nests. Older, successful tamers are friends with parent dragons, allowing them access to hatchlings, and thus they can foster a whole family line.&lt;br /&gt;
&lt;br /&gt;
===Cuisine===&lt;br /&gt;
The rich volcanic soil makes for great farming, allowing Coric farmers to grow a huge variety of crops at lower elevations. At higher elevations, farming becomes more restricted as the air gets thinner and the weather colder, but a robust trade system means those living higher rarely lack. Their diets typically are savory and salty, with more vegetables than you might expect. Grilling is the most common form of cooking, as is braising. Coronus has mastered spit and pit roasting. Coronus loves big, bold flavors and spicy foods. At higher elevations, cheese and cream based dishes become more popular, as more herding occurs there.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
The great dragon that anointed them the worthy.&lt;br /&gt;
&lt;br /&gt;
===Guardian Dragons===&lt;br /&gt;
Coric civilizations exist in a constant tension with the larger dragons they call neighbors. Large dragons tend to be antisocial, and in the worst of cases, they can be actively antagonistic to Coric settlements in their territories. But, at the same time, large dragons most embody the might and heat that Corics so worship. The bigger they are, the longer their lives, and the closer they&#039;re considered to be to their collective Mother. &lt;br /&gt;
&lt;br /&gt;
Dragons that have maintained a peaceful relationship with their Coric neighbors or appeared at an auspicious moment in a community&#039;s history are often adopted as the Guardian of that community. The Guardian is given the community&#039;s name, and pious ignii will make pilgrimages to visit it. Offerings to the Guardian are akin to offerings to the Mother, and they are thought to bring good fortune. Occasionally, if one cultivates enough of a positive relationship with the Guardian, it may grant a boon. There are many legends of Guardian Dragons saving towns from disaster or granting a supplicant just the gift or omen they needed to navigate a conflict.&lt;br /&gt;
&lt;br /&gt;
Guardianship can be revoked if the dragon turns on its community, and this is typically treated as a failing on the part of the town to appropriately honor it, rather than the whims of the dragon. Fallen Guardians are considered creatures of tragedy. When a Guardian dies, the entire community goes into mourning, and the position will remain vacant until another worthy dragon appears. While Guardians are almost universally large, there have been a few notable cases where a small dragon was chosen.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Hedonistic.&lt;br /&gt;
&lt;br /&gt;
===Strength===&lt;br /&gt;
Coric culture values strength and athleticism above all else. The strongest person in the room is the one who can protect those they love; they can defend themself from anyone who seeks to trample them; and they have shown a patience and dedication to improvement of the self that is to be respected. Coronus is a dangerous place: for all the love ignii show to dragons, large species of dragons can and do see them as potential prey. &lt;br /&gt;
&lt;br /&gt;
That said, strength is incompatible with cruelty. Cruelty is selfish, lazy, and antithetical to society. Coric people have a very strong sense of justice and how things ought to be, and they will band together to take out anyone they perceive to be abusing their power.&lt;br /&gt;
&lt;br /&gt;
That said, this single-minded focus on strength has cultivated a rift in society. Children who are averse to fighting struggle. Often, they face bullying from their peers that gets compounded by worried parents who want them to be able to defend themselves. While things are better once grown--adults don&#039;t have such a desperate need to prove themselves, and many places in Coric society include no fighting at all--these reputations can follow.&lt;br /&gt;
&lt;br /&gt;
===Arts and Entertainment===&lt;br /&gt;
Mosaics are a common art form. Drums are important in their music.&lt;br /&gt;
&lt;br /&gt;
Polyamory is fairly common in Coronus. The heart wants what the heart wants, and if that&#039;s multiple people, then the more the merrier.&lt;br /&gt;
&lt;br /&gt;
===Childrearing===&lt;br /&gt;
Coric children do attend schools. Education typically takes place outdoors, with a large focus on survival skills alongside more typical topics, such as reading and math. Coric education is very practical: there is always an answer to &amp;quot;when will I use this?&amp;quot; Children are split into cohorts by age, and a cohort will go through its entire education together, from youth to adulthood. Cohorts are passed from teacher to teacher and location to location as they learn their different subjects.&lt;br /&gt;
&lt;br /&gt;
There are a few genres of popular names among Coric children: gemstones and metals, famous warriors and dragons, and anything with a hard consonant, something that evokes the clicking and grunting of a dragon.&lt;br /&gt;
&lt;br /&gt;
===Family===&lt;br /&gt;
Ignii love their dragon brethren and nearly all will, at some point in their life, befriend a dragon and develop a companionship of some sort. Dragons are part of the family: they might be pets, pests, mounts, assistants, guides, or more.&lt;br /&gt;
&lt;br /&gt;
===Fashions===&lt;br /&gt;
Coronus, being a place people fight a lot, favors leather armor. Leathers are easily accessible, since there&#039;s a strong culture of hunting and ranching, and it strikes the balance of protective and light, so people can still glide and be agile. Plate armors are not very common outside of serious battle, although chain mail is fairly popular. Outside of armor, most clothes are wool or linen, depending where on the mountains someone lives. Wool where it&#039;s cold, linen where it&#039;s hot. Scale mail and linothorax are also popular armor types. &lt;br /&gt;
&lt;br /&gt;
Even beyond its protective qualities, leather is very popular. There&#039;s a massive respect in Coronus for intricate, well-done leatherwork. Fabric is typically more plain and utilitarian to highlight the more complex and visually interesting metal or leather accessories. Corics also love big chunks of shiny rock. Jewelry tends to be large, heavy, and chunky. Raw, uncut stones are featured just as often as faceted ones.&lt;br /&gt;
&lt;br /&gt;
Because climbing is a necessary part of some Coric towns, there&#039;s also a tendency towards lots of pockets and belts with pouches instead of purses and bags, anything to keep one&#039;s hands free and wings unencumbered. &lt;br /&gt;
&lt;br /&gt;
Coronus is also known for its quilts. What started as a way to pad clothes for protection and comfort has become quite the art form.&lt;br /&gt;
&lt;br /&gt;
===Death===&lt;br /&gt;
Return them to the fires.&lt;br /&gt;
&lt;br /&gt;
===Romance===&lt;br /&gt;
Hot dating tips: challenge your future spouse to a duel.&lt;br /&gt;
&lt;br /&gt;
== Holidays ==&lt;br /&gt;
Coronus loves holidays.&lt;br /&gt;
&lt;br /&gt;
=== Fumir ===&lt;br /&gt;
Come autumn, as the leaves die and the weather cools, a favorite festival lights up the Coronus Mountains: Fumir. Fumir is the Coric new year, where you say goodbye to the past and release your regrets, your grudges, and your fears. Anything that holds you back is thrown to the fires so you may enter the new year unburdened and free. This is a time when enemies reconcile, secret admirers confess their feelings, and sour relationships reach their close, although many choose to simply remember. All bring their offerings to the bonfire.&lt;br /&gt;
&lt;br /&gt;
Most importantly, however, Fumir is about eating lots and lots of delicious food. Fumir food is rich in flavor: heavily spiced soups, pockets of bread full of cheese and nuts, and skewers covered in sweet, spicy, sticky meat. Street food stalls pop up everywhere during the holiday, offering their wares to anyone roaming the plazas.&lt;br /&gt;
&lt;br /&gt;
=== Ashfall ===&lt;br /&gt;
Great dragons are a subset of rare, notably large dragons that occupies the Coronus mountains, and they are especially revered by their Coric neighbors. Typically, there is a small group that tends to these dragons like priests, and when one is ready to pass, it is a funeral for the entire community. A pyre is built, and the corpse is dismantled and returned to the community and the earth: scales and skin become leather and armor; bones and claws become weapons;  and every part is utilized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Places]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://enchiron.autre.world/index.php?title=Coronus&amp;diff=465</id>
		<title>Coronus</title>
		<link rel="alternate" type="text/html" href="http://enchiron.autre.world/index.php?title=Coronus&amp;diff=465"/>
		<updated>2025-11-05T07:36:34Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Politics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Coronus mountain range cuts across the heart of the continent. With a volcano at its center, it&#039;s a hotbed of geological activity, and atop its peaks, dragonkind makes its home. They rule skies, vistas, and all below; everything in their sight is part of their horde. Ignii count themselves among these masters: they oversee their domain from grand sparkling pavilions, so all may look up and view their majesty.&lt;br /&gt;
==Geography==&lt;br /&gt;
Coronus is a scattered country, with villages spread all across the mountains. Because the mountain range curls around the continent, its climates match The lowlands tend to be lush, green, and temperate: they&#039;re mostly fieldland, interspersed with stretches of forest and copses of trees. The ignii that live here tend to be more mild-mannered and social, and less violent than their neighbors at higher elevations. Those uninterested in the daredevil lifestyle tend to descend here. A majority of the farming happens in the lowlands.&lt;br /&gt;
&lt;br /&gt;
As you go higher into the mountains, the fields become scrubby and rocky. Veins of stone rise to sharp cliffsides, and caves down to Dolsia or infested with wyrms lay bare in the open. Most Coric villages and cities are on this level, clustered around cliffsides, waterfalls, and lava flows. Ignii tend to favor locations with a view.&lt;br /&gt;
&lt;br /&gt;
The mountain summits are a rocky, barren tundra. For most of the year, they&#039;re snowed over, and little lives there except the largest and strongest of dragons. Ignii who take matters of strength to their greatest extreme tend to live in this frozen wasteland. Training themselves to breathe the thin air, they build their homes atop spires that reach ever higher into the heavens.&lt;br /&gt;
&lt;br /&gt;
===Architecture===&lt;br /&gt;
The Coric love large, open architecture. They love to live in places that dwarf them. Their cities are majestic places of marble pavilions and large, towering columns and archways. Their homes--any made to last, at least--are similarly made of stone, often with little gardens in the center. Occasionally, you see reliefs of mighty warriors set into buildings, but typically the Coric prefer to show off the natural grain of the stone, or to make mosaics of out of sparkling stone.&lt;br /&gt;
&lt;br /&gt;
Building these magnificent buildings, however, takes a lot of resources and assistance. Many Coric people live semi-permanently in inns or log or mud cabins. These homes are much more modest, often just a collection of single rooms built around a hearth.&lt;br /&gt;
&lt;br /&gt;
===Notable Locations===&lt;br /&gt;
There are a wide variety of landmarks within Coronus, from its snowy peaks to the fertile lowlands. A selection of some of its most well known ones are as follows.&lt;br /&gt;
&lt;br /&gt;
====Crysentis====&lt;br /&gt;
The capital city of Coronus is the biggest in the nation. Wide expanses of shining marble pavilions and breezy open air buildings form steps up to the magnificent castle where the King of Coronus resides.&lt;br /&gt;
&lt;br /&gt;
====Volcano====&lt;br /&gt;
The active volcano Crysentis was built on. Rivets and valleys allow its flows to pass safely through the city, while leaders gather for ceremony at its peak. The volcano is considered to be the still-beating heart of the Mother of Dragons.&lt;br /&gt;
&lt;br /&gt;
====Mother&#039;s Maw====&lt;br /&gt;
An active volacano shaped like a dragon&#039;s head. The Coric faithful believe this to be the face of the Mother, and the rest of her sleeping body forms the mountain range they live on. The city in the Maw is full of the faithful, and pilgrims come to tell the Mother their troubles and secrets.&lt;br /&gt;
&lt;br /&gt;
====The Paint Pots====&lt;br /&gt;
A collection of hot springs on the inner ring of the mountains. The pools bubble with radiant color from the natural minerals. While toxic to many other species, they are a popular vacation destination among ignii. A good long soak in the springs helps during shedding season.&lt;br /&gt;
&lt;br /&gt;
====Bromus Peak====&lt;br /&gt;
An agricultural community located on the southwestern edge of the range. Long suffering from a [https://toyhou.se/32878924.rook neglectful ruler], a [https://toyhou.se/~forums/34679.roleplay/645196.event-fall-of-the-mountain-king recent coup] has put it under the new leadership of [https://toyhou.se/~forums/34680.journals/486167.c-rayleigh-the-ignii Rayleigh] and [https://toyhou.se/~forums/34680.journals/486172.c-cirrus-the-ignii Cirrus]. Several players proved themselves essential in this resistance effort: [https://toyhou.se/~forums/34680.journals/645230.c-boomslang-the-caelian Boomslang], [https://toyhou.se/~forums/34680.journals/493785.c-rhodes-the-ignii Rhodes], [https://toyhou.se/14766686.lv-4016-foreigner/26726001.enchiron-au Foreigner], [https://toyhou.se/26711935.hermes-logios Hermes], [https://toyhou.se/27364697.eira-ivory Eira], [https://toyhou.se/27644934.raelene-ivory Raelene], [https://toyhou.se/28934549.elena-ivory Elena], [https://toyhou.se/25200396.irvin-foreigner Irvin], [https://toyhou.se/28911764.arbor-heliodor Arbor], [https://toyhou.se/31494240.morgan-leviathan-locke Morgan], [https://toyhou.se/27541904.fury Fury], [https://toyhou.se/25158724.cinnabar Cinnabar], [https://toyhou.se/29172784.pip Pip], [https://toyhou.se/14877459.ajax Ajax], [https://toyhou.se/28995427.citrine Citrine], [https://toyhou.se/26703674.leon Leon], [https://toyhou.se/16233954.uriel/31833897.caelian-au Uriel], and [https://toyhou.se/11803724.ryder-reid/31848558.enchiron-au Ryder]. At the end of the coup, a hydra was freed from Rook&#039;s cruel imprisonment, and as it climbed free, it was adopted as the Guardian of this mountain.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
They worshiped dragons for their strength and majesty, almost like gods. They considered them the superior creature. Their fevered passion was not well-accepted in Eniya, so many of these acolytes opted to migrate up into the mountains to live among the dragons.&lt;br /&gt;
&lt;br /&gt;
===Technology===&lt;br /&gt;
Armor and weaponry.&lt;br /&gt;
&lt;br /&gt;
==Politics==&lt;br /&gt;
Strength is everything in Coronus. A strong leader is someone who has the self-discipline to train. They see the long-term; they understand their goals and can work daily towards it. They understand their limits, and thus are able to push themselves without hurting themself. Raw power can be achieved alone, but true strength cannot: one must collaborate with others to test themselves, duel, and spar, and they must be willing to listen to others in order to see the flaws within themselves and continue growing. One cannot grow so proud to think themself infallible, or they will inevitably topple. Show kindness, make friends, support others, and one will find themself supported in turn.&lt;br /&gt;
&lt;br /&gt;
An absolute faith in these qualities is why duels still dictate the rulers of Coronus. Coronus is split apart by its peaks, and each peak has a King of the Mountain. The King lives in a dedicated home, and at any time, anyone can challenge them to a duel. The duel is public. Should the current King win, they continue ruling. Should they lose, the home and seat of government passes to the victor. &lt;br /&gt;
&lt;br /&gt;
This, in any case, is how it ought to work. In a land based on strength, there are always those who are willing to resort to less than savory means. To these ends, the King is in charge of a small militia, staffed by those of their choosing. This militia helps guard the King&#039;s home and acts as police on their Peak.&lt;br /&gt;
&lt;br /&gt;
If the King rules well, there will be relatively few challenges to duel, as a sign of respect for a job well done. If the King rules poorly, then they will be challenged often, and if they refuse to respect those calls to duel? Coronus&#039;s history is littered with uprisings and rebellions. Corruption is weakness, and ousting a corrupted ruler is always a noble pursuit.&lt;br /&gt;
&lt;br /&gt;
In the past, conflict between rebels and Kings have reduced entire peaks to ash. Towns and cities were left empty and fallow, until the earth could recover and grow again. Now, there is the Flame Emperor. Among all the Mountain Kings, the strongest of them all is the Flame Emperor, and one of his primary duties is to lead the others in putting down a conflict that will not end.&lt;br /&gt;
&lt;br /&gt;
Each peak in Coronus is largely independent, akin to a city-state, but all answer to the Flame Emperor. The Mountain Kings meet up regularly at the peak of the current Emperor to talk of affairs in their respective Peak and make collective decisions as a nation.&lt;br /&gt;
&lt;br /&gt;
When a Mountain King or Flame Emperor dies, there is no hereditary power. An heir apparent may be selected, but they must succeed in a gauntlet of battles from any challengers to actually secure the position. If there is no heir, then a tournament is organized among those interested in taking over.&lt;br /&gt;
&lt;br /&gt;
===Justice System===&lt;br /&gt;
An eye for an eye.&lt;br /&gt;
&lt;br /&gt;
===International Relations===&lt;br /&gt;
Coronus considers itself the best place in all the land: best culture, best people, best food, best land, and thus it concerns itself little with the affairs of other nations.&lt;br /&gt;
&lt;br /&gt;
====[Dolsia]====&lt;br /&gt;
Being the ones who ousted Dolsia from the mountains in the first place, Coronus largely has little empathy for the Dolsian plight. If they wanted to live on the mountain, then they should have been stronger. Whatever those strange little birds are doing down in their caves is their business. The vitriol Dolsia holds towards Coronus is very much one-sided. Dolsians tend to be considered weak, with an affection for the needlessly complex.&lt;br /&gt;
&lt;br /&gt;
That said, they are not unwelcome on Coronus. Coronus is secure in its control of the mountains, and they trade as gladly with Dolsia as any other. Due to the rarity of Dolsian immigrants--and Coric folks aren&#039;t often descending to the caves either--their understanding of each other&#039;s culture is very surface level.&lt;br /&gt;
&lt;br /&gt;
====[Eniya]====&lt;br /&gt;
If Coronus considers any other country a threat, its Eniya. Eniya is large, populous, and protected by its magnificent desert. They have come to blows in the past in a war over Sayil, and this has not been forgotten. Leaders in Coronus treat Eniyans with &lt;br /&gt;
a rare formality, keeping them at arm&#039;s length, and this chill is returned. Eniyans fear Coronus, its fire, and all its dragons. Coric commoners, however, often find themselves bonding with Eniyans, attracted to their gregarious and adventurous spirit.&lt;br /&gt;
&lt;br /&gt;
====[Olitskur]====&lt;br /&gt;
Olitskur and its ianthina are a virtually unknown in Coronus; stories of the place are near legendary. Entirely land-locked, most Coric people have never seen the ocean, much less those who live there. Any exposure to ianthina are those who&#039;ve made the transition to landdwelling life, or the rare freshwater commune. &lt;br /&gt;
&lt;br /&gt;
The one exception to this is dragonriders. Riders with particularly strong dragons have seen the lights from above. When Coronus was more warlike, they hunted those lights, but now, there is far more curiosity. Certain dragonriders have become trusted visitors to the Olitsken homeland, able to travel safely with no risk of running into raiders.&lt;br /&gt;
&lt;br /&gt;
====[Sayil]====&lt;br /&gt;
Coronus&#039;s relationship with Sayil is overwhelmingly positive. When Sayil was first establishing itself as a real nation--something more than a scattered collection of villages in the woods--Eniya took that as revolt. Up until that point, it had considered all of Enchiron but the Coric mountains to be its own, and so Coronus stepped in to rescue the infant Sayil from invaders (and protect itself from Eniya&#039;s overreach). A great fondness for the young country remains alive and well, fostered by the active trading between the countries. If someone from Coronus is going on vacation, it is often to Sayil, and those tired of Coronus&#039;s everlasting conflict similarly tend to retire there.&lt;br /&gt;
&lt;br /&gt;
====[Theriad Caravans]====&lt;br /&gt;
Caravaners face relatively little prejudice in Coronus. Whether or not someone believes in the Devourer or Lifebringer, the Coric impulse is always to evaluate someone on their own merits, first and foremost. And most Caravaners that travel through Coronus are, first and foremost, seen to be wonderful entertainers. Caravaners are often interested in joining Coric games, and they are welcomed in turn and trade freely. &lt;br /&gt;
&lt;br /&gt;
This positive relationship is, however, somewhat one-sided. Some in Coronus see caravans as weak, poorly defended, and thus Coric highwaymen and extortionists are a pervasive danger for caravans who travel up into the mountains.&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
Barter and sale.&lt;br /&gt;
&lt;br /&gt;
===Dragon Taming===&lt;br /&gt;
Dragon taming is a time-tested and honorable career for an ignii. Dragons are revered in Coric society, so being able to befriend one is a huge mark of honor--all the more so if you can do that for many. Dragon parents are able to leave a tamer at any time if they find the tamer&#039;s home substandard, so  a successful career in taming requires a mountain of trust and an intimate knowledge of the chosen dragon species&#039;s preferences. Different people specialize in different species, and they raise the dragons for different purposes. Some are raising pets, and others raise working dragons (ex: mounts, blacksmith assistants, chef assistants, disability supports, herding, etc). Some people who run rescues for injured dragons, and other people run shelters for dragons that want a new home. (Sometimes, a homeless dragon will just return to the wilderness, but some aren&#039;t capable or--having lived in the company of ignii--prefer it.) Dragons have a long memory and recognize faces, and they&#039;ll point out ignii that can be trusted or are to be avoided to others in their family pod.&lt;br /&gt;
&lt;br /&gt;
Different tamers have different strategies for taming dragons, and some are very secretive about their methods. Dragon breeding generally happens without ignii intervention. There&#039;s a certain subset of people who are convinced egg thieving and imprinting on the hatchling is the only way to successfully tame certain species of dragons--particularly for the more challenging species. While it is effective, improper socialization causes major issues when these dragons encounter others of their kind, and they often flounder if ever released back to the wild. Egg thieving is considered abusive in the modern day. &lt;br /&gt;
&lt;br /&gt;
The most common method of taming involves spending time around a dragon and offering it things it likes (usually either food or things it hoards) until it begins to show an interest in you. It&#039;s a very dangerous process, however, because if anything gets pushed too far too quickly, or a dragon&#039;s invisible rule is broken, they may attack. Younger dragons are easier to tame, but parent dragons can be very protective of nests. Older, successful tamers are friends with parent dragons, allowing them access to hatchlings, and thus they can foster a whole family line.&lt;br /&gt;
&lt;br /&gt;
===Cuisine===&lt;br /&gt;
The rich volcanic soil makes for great farming, allowing Coric farmers to grow a huge variety of crops at lower elevations. At higher elevations, farming becomes more restricted as the air gets thinner and the weather colder, but a robust trade system means those living higher rarely lack. Their diets typically are savory and salty, with more vegetables than you might expect. Grilling is the most common form of cooking, as is braising. Coronus has mastered spit and pit roasting. Coronus loves big, bold flavors and spicy foods. At higher elevations, cheese and cream based dishes become more popular, as more herding occurs there.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
The great dragon that anointed them the worthy.&lt;br /&gt;
&lt;br /&gt;
===Guardian Dragons===&lt;br /&gt;
Coric civilizations exist in a constant tension with the larger dragons they call neighbors. Large dragons tend to be antisocial, and in the worst of cases, they can be actively antagonistic to Coric settlements in their territories. But, at the same time, large dragons most embody the might and heat that Corics so worship. The bigger they are, the longer their lives, and the closer they&#039;re considered to be to their collective Mother. &lt;br /&gt;
&lt;br /&gt;
Dragons that have maintained a peaceful relationship with their Coric neighbors or appeared at an auspicious moment in a community&#039;s history are often adopted as the Guardian of that community. The Guardian is given the community&#039;s name, and pious ignii will make pilgrimages to visit it. Offerings to the Guardian are akin to offerings to the Mother, and they are thought to bring good fortune. Occasionally, if one cultivates enough of a positive relationship with the Guardian, it may grant a boon. There are many legends of Guardian Dragons saving towns from disaster or granting a supplicant just the gift or omen they needed to navigate a conflict.&lt;br /&gt;
&lt;br /&gt;
Guardianship can be revoked if the dragon turns on its community, and this is typically treated as a failing on the part of the town to appropriately honor it, rather than the whims of the dragon. Fallen Guardians are considered creatures of tragedy. When a Guardian dies, the entire community goes into mourning, and the position will remain vacant until another worthy dragon appears. While Guardians are almost universally large, there have been a few notable cases where a small dragon was chosen.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Hedonistic.&lt;br /&gt;
&lt;br /&gt;
===Strength===&lt;br /&gt;
Coric culture values strength and athleticism above all else. The strongest person in the room is the one who can protect those they love; they can defend themself from anyone who seeks to trample them; and they have shown a patience and dedication to improvement of the self that is to be respected. Coronus is a dangerous place: for all the love ignii show to dragons, large species of dragons can and do see them as potential prey. &lt;br /&gt;
&lt;br /&gt;
That said, strength is incompatible with cruelty. Cruelty is selfish, lazy, and antithetical to society. Coric people have a very strong sense of justice and how things ought to be, and they will band together to take out anyone they perceive to be abusing their power.&lt;br /&gt;
&lt;br /&gt;
That said, this single-minded focus on strength has cultivated a rift in society. Children who are averse to fighting struggle. Often, they face bullying from their peers that gets compounded by worried parents who want them to be able to defend themselves. While things are better once grown--adults don&#039;t have such a desperate need to prove themselves, and many places in Coric society include no fighting at all--these reputations can follow.&lt;br /&gt;
&lt;br /&gt;
===Arts and Entertainment===&lt;br /&gt;
Mosaics are a common art form. Drums are important in their music.&lt;br /&gt;
&lt;br /&gt;
Polyamory is fairly common in Coronus. The heart wants what the heart wants, and if that&#039;s multiple people, then the more the merrier.&lt;br /&gt;
&lt;br /&gt;
===Childrearing===&lt;br /&gt;
Coric children do attend schools. Education typically takes place outdoors, with a large focus on survival skills alongside more typical topics, such as reading and math. Coric education is very practical: there is always an answer to &amp;quot;when will I use this?&amp;quot; Children are split into cohorts by age, and a cohort will go through its entire education together, from youth to adulthood. Cohorts are passed from teacher to teacher and location to location as they learn their different subjects.&lt;br /&gt;
&lt;br /&gt;
There are a few genres of popular names among Coric children: gemstones and metals, famous warriors and dragons, and anything with a hard consonant, something that evokes the clicking and grunting of a dragon.&lt;br /&gt;
&lt;br /&gt;
===Family===&lt;br /&gt;
Ignii love their dragon brethren and nearly all will, at some point in their life, befriend a dragon and develop a companionship of some sort. Dragons are part of the family: they might be pets, pests, mounts, assistants, guides, or more.&lt;br /&gt;
&lt;br /&gt;
===Fashions===&lt;br /&gt;
Coronus, being a place people fight a lot, favors leather armor. Leathers are easily accessible, since there&#039;s a strong culture of hunting and ranching, and it strikes the balance of protective and light, so people can still glide and be agile. Plate armors are not very common outside of serious battle, although chain mail is fairly popular. Outside of armor, most clothes are wool or linen, depending where on the mountains someone lives. Wool where it&#039;s cold, linen where it&#039;s hot. Scale mail and linothorax are also popular armor types. &lt;br /&gt;
&lt;br /&gt;
Even beyond its protective qualities, leather is very popular. There&#039;s a massive respect in Coronus for intricate, well-done leatherwork. Fabric is typically more plain and utilitarian to highlight the more complex and visually interesting metal or leather accessories. Corics also love big chunks of shiny rock. Jewelry tends to be large, heavy, and chunky. Raw, uncut stones are featured just as often as faceted ones.&lt;br /&gt;
&lt;br /&gt;
Because climbing is a necessary part of some Coric towns, there&#039;s also a tendency towards lots of pockets and belts with pouches instead of purses and bags, anything to keep one&#039;s hands free and wings unencumbered. &lt;br /&gt;
&lt;br /&gt;
Coronus is also known for its quilts. What started as a way to pad clothes for protection and comfort has become quite the art form.&lt;br /&gt;
&lt;br /&gt;
===Death===&lt;br /&gt;
Return them to the fires.&lt;br /&gt;
&lt;br /&gt;
===Romance===&lt;br /&gt;
Hot dating tips: challenge your future spouse to a duel.&lt;br /&gt;
&lt;br /&gt;
== Holidays ==&lt;br /&gt;
Coronus loves holidays.&lt;br /&gt;
&lt;br /&gt;
=== Fumir ===&lt;br /&gt;
Come autumn, as the leaves die and the weather cools, a favorite festival lights up the Coronus Mountains: Fumir. Fumir is the Coric new year, where you say goodbye to the past and release your regrets, your grudges, and your fears. Anything that holds you back is thrown to the fires so you may enter the new year unburdened and free. This is a time when enemies reconcile, secret admirers confess their feelings, and sour relationships reach their close, although many choose to simply remember. All bring their offerings to the bonfire.&lt;br /&gt;
&lt;br /&gt;
Most importantly, however, Fumir is about eating lots and lots of delicious food. Fumir food is rich in flavor: heavily spiced soups, pockets of bread full of cheese and nuts, and skewers covered in sweet, spicy, sticky meat. Street food stalls pop up everywhere during the holiday, offering their wares to anyone roaming the plazas.&lt;br /&gt;
&lt;br /&gt;
=== Ashfall ===&lt;br /&gt;
Great dragons are a subset of rare, notably large dragons that occupies the Coronus mountains, and they are especially revered by their Coric neighbors. Typically, there is a small group that tends to these dragons like priests, and when one is ready to pass, it is a funeral for the entire community. A pyre is built, and the corpse is dismantled and returned to the community and the earth: scales and skin become leather and armor; bones and claws become weapons;  and every part is utilized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Places]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://enchiron.autre.world/index.php?title=Olitskur&amp;diff=464</id>
		<title>Olitskur</title>
		<link rel="alternate" type="text/html" href="http://enchiron.autre.world/index.php?title=Olitskur&amp;diff=464"/>
		<updated>2025-10-29T06:44:28Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Culture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Places]]&lt;br /&gt;
Beneath the icy waters, hidden on the undersides of glaciers, is the frozen kingdom of Olitskur, the homeland of [[ianthina]]. In the heart of this dangerous and unforgiving environment, the fierce and proud olitskens, terrors of the sea that they are, show a surprising warmth: they are deeply communal. In an world as harsh as theirs, they know well that the only people who will look after them is each other, and this is echoed in their perpetual refrain: “Don’t go alone.”&lt;br /&gt;
==Geography==&lt;br /&gt;
A country beneath the northern ice.&lt;br /&gt;
===Architecture===&lt;br /&gt;
While ianthina are amphibious, Olitsken cities are primarily underwater. The ianthina that live there use magic to create underwater skyscrapers anchored onto the bottoms of icebergs and ice shelves, appearing like towers of bubbles that they live and work in. They are styled for communal use: shared kitchens, shared living spaces, and even bedrooms are shared, where ianthina preserve warmth by sleeping surrounded by others. Intricate carvings cover the buildings and act as signage and decor. Most of these buildings extend up into the ice they&#039;re formed from, where Olitskens  turn ice caves into above-water communal spaces for all sorts of social activities. Shared kitchens, for food cooked over flame, and fur tanners are the most common sorts of caverns to find.&lt;br /&gt;
&lt;br /&gt;
===Notable Locations===&lt;br /&gt;
There are a wide variety of landmarks within Oliskur, from its glacial mountains to the ocean floor. A selection of some of its most well known ones are as follows.&lt;br /&gt;
====Vristali====&lt;br /&gt;
The capital city of Olitskur. Located beneath the cliffs and glaciers near the center of the northern continent. A city of icicles under the waves, lit by the lights of its inhabitants. By far the biggest urban center in Olitskur, it&#039;s host to largest Leviathan temples, from the days when it was most feared, and its currents ring with song and story.&lt;br /&gt;
&lt;br /&gt;
====Frost Fields====&lt;br /&gt;
The overworld of the northern continent. Only frost grows here, but a small population of semiaquatic animals and their predators reside upon it. Olitsken hunters prowl the coast for the precious resources these animals provide. The freezing temperatures and barren landscape are often overwhelming even for ianthina, leaving much of the continent unexplored. As far as anyone knows, the snow stretches endlessly into the horizon. &lt;br /&gt;
&lt;br /&gt;
====The Vents====&lt;br /&gt;
While this name refers to the hydrothermal vents, it&#039;s used for the entirety of the ocean floor. Those who live here are full of superstition, and those who stay too long are said to become twisted by the darkness. For this reason, very few ianthina live here permanently. The darkness and the pressure are often overwhelming, even for them, so those who work typically only stay for three or four month long stints, but some do choose to live there long-term. Olitskens who live permanently in or near the Vents tend to be strange to others, even scary, whether in behavior or appearance. Spotted among the settlements are the hydrothermal vents, where glass is spun into ever-precious beads, ores are hammered into weapons, and far out in the dark, lay the graves of the fallen. The graveyards are gardens of invertebrates and scavengers who tend to the bodies of deceased ianthina and cared for by gravekeepers.&lt;br /&gt;
&lt;br /&gt;
====Southern Enclaves====&lt;br /&gt;
Any population of ianthina that doesn&#039;t live on Olitskur&#039;s main landmass is said to live in the Enclaves. Most of these off-shoot locales are in the [[Theriad Caravans|Frozen Wastes]], but a precious few are even further south, moving into rivers, lakes, and swamps. Typically, these places are too warm for traditional icicle homes, and the way these ianthina live are as varied as the locations. Ianthina from the Southern Enclaves tend to be friendlier to their non-ianthina neighbors than those from the mainland, but, since many still respond to any ianthina with fear, they are still frequently secretive. Some groups have dealt with this prejudice by disappearing as much as they can and becoming mere legends in the communities they live in. Others have formed alliances with their neighbors, coexisting privately, and still others are just as territorial as their northern brethren.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Entirely oral tradition.&lt;br /&gt;
&lt;br /&gt;
===Technology===&lt;br /&gt;
Underwater glasswork.&lt;br /&gt;
&lt;br /&gt;
==Politics==&lt;br /&gt;
Olitskur is operated by a series of councils that function in complex relations to each other. Neighborhood councils are voted in by the people, and neighborhood councils work together to find people for more specialized councils. For example, three neighborhood councils might decide they need to keep a closer eye on local fish populations, so they&#039;ll form a specialized fish council. The neighborhood council settles disputes and hears out community needs, and meanwhile the fish council--or whatever function the special council serves--will organize people to count the fish, investigate the nests, track the data, and create a picture of the health of local fish populations. All the neighborhood councils work together to form a city council, and city councils meet annually to administer the entire country and address its needs.&lt;br /&gt;
&lt;br /&gt;
Due to the large, complex structures of ianthina families, the elderly with the best capacity to navigate the many family branches tend to be the ones who become neighborhood councilmembers, though special councils are more varied in age. Some neighborhood councils skew younger, but it&#039;s much harder for the young to prove they have the conflict mediation abilities needed in a councilmember.&lt;br /&gt;
&lt;br /&gt;
===Justice System===&lt;br /&gt;
Neighborhood councils also act as judiciaries. When people in their community are having a dispute, they collect information, hear out relevant parties, and make a decision on how to proceed. Olitsken justice is not punishment based. Olitsken ideas of justice are entirely focused on how to bring peace back to a community. What would be fair? What does the victim--in the cases of crime where there is a victim--need? What causes the least harm? This can be a very difficult process, and councils don&#039;t always make the right choice, but managing the fallout of their choice is part of their role as well.&lt;br /&gt;
&lt;br /&gt;
Exile is one of the most severe punishments a community can dole out, and exiles are often marked in some way--typically an unnatural notch in the fin--to warn other communities they might attempt to join, or should they ever try to return.&lt;br /&gt;
&lt;br /&gt;
===International Relations===&lt;br /&gt;
Olitskens are a deeply suspicious people. The sea is full of dangers, and that is not a guard they drop once they’re on land. Their reactiveness and formidable combat capabilities have given them a reputation for violence—it’s not uncommon for people to view them entirely as savages, and treat them accordingly. Of course, this only further validates their defensive attitudes.  Few scholars have been able to access Olitskur, much less ingratiate themselves with the ianthina, so there is very little general knowledge about Olitskur. This lack of knowledge goes two ways: ianthina children grow up on stories of warning from their parents, who claim those from the continent only want to harm them, which means when these children grow up, they are more likely to respond violently to perceived threats. Thus, the cycle continues.&lt;br /&gt;
&lt;br /&gt;
===== [[Coronus]] =====&lt;br /&gt;
Ianthina have an instinctive fear of dragons. Legend has it that dragons once preyed upon them, like any other fish in the sea. That being said, the countries of Coronus and Olitskur have virtually no contact. More ignorant Coric citizens may doubt that Olitskur exists at all, or may believe that ianthina are extinct.&lt;br /&gt;
&lt;br /&gt;
===== [[Dolsia]] =====&lt;br /&gt;
Olitskur and Dolsia have no contact. Unless Dolsian resides near the entrances to the country or has taken up interest in the outside world, most Dolsians don&#039;t know that Olitskur or ianthina exist. (However, there is rumor of fish people sighted near the Salted Sea...)&lt;br /&gt;
&lt;br /&gt;
===== [[Eniya]] =====&lt;br /&gt;
Eniya is the closest trade partner to Olitskur, but they also have a very tense, delicate relationship. One of the things that feeds into ianthinas&#039; violent reputation is their penchant for piracy. Any ship that trespasses into Olitsken waters never makes it far, though they do not limit themselves to just trespassers. Seeing the colorful lights of ianthina lumens beneath the waves is a portent of doom well known by any sailor. There are many dry land materials coveted by Olitskur, making each passing ship an appealing target.  Not all those materials are necessarily acquired by piracy, however. Olitskur has long-standing alliances with numerous Eniyan port cities, where they hold night markets, typically once a month. Nothing can be bought with currency, but anyone can come and barter anything of sufficient interest for ocean treasures. Savvy traders attend these markets, where they try to bargain for protection for their ships, but betrayal and backstabbing is common.&lt;br /&gt;
&lt;br /&gt;
===== [[Sayil]] =====&lt;br /&gt;
In line with Sayil&#039;s policy of neutrality, it is friendly with Olitskur, although since Sayil is so far south, they don&#039;t have much contact. One or two dedicated night market troupes will make the long journey to Sayil a couple times a year, to offer them their wares. Ianthina who have left Olitskur, for whatever reason, most often end up residing in Sayil. The wet environment is comforting, though they sometimes struggle with the heat. &lt;br /&gt;
&lt;br /&gt;
===== [[Theriad Caravans]] =====&lt;br /&gt;
Theriads who have tried to scrape out an existence and settle in the [[Theriad Caravans|Frozen Wastes]] have the friendliest relationship with Olitskur. Most of them are very neighborly, exchanging goods, supplies, and support freely. There are even a few towns that have mixed populations. However, this friendliness does not extend to &#039;&#039;all&#039;&#039; theriads. Those who are not known within the Wastes are not given the same courtesies.&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
No money, entirely barter-based.&lt;br /&gt;
&lt;br /&gt;
=== Work ===&lt;br /&gt;
It takes many hands to keep Olitsken society moving, and there are many avenues down which an ianthina can seek their passion. This is just a small sample of possibilities. There are several kinds of hunters. Fisherfolk are the most important: some specialize in big game like whales, seals, or giant squid, while others focus on netting smaller fish. Some specialize in trapping crustaceans, and others gather shellfish (and seek their pearls). Some hunters also specialize in land game, like penguins and bears. &lt;br /&gt;
&lt;br /&gt;
Gathering is also a popular profession. There are ocean plants (or plant-like creatures) for eating, medicine, decoration, or that can be processed into other things (like cloth or dye or tools). Metalsmiths and glassblowers work around hydrothermal vents and deep sea lava flows, making beads, armor, weapons, tools, and more. Miners and gatherers supply the raw materials for their crafts. &lt;br /&gt;
&lt;br /&gt;
There&#039;s a whole host of different crafters who process what the hunters catch, making leather, collecting teeth, carving bone, collecting and sorting scales, and crafters who process plants, making spices or baskets or dye or tools. There are candlemakers, who use whale oil, and light above-water caverns. Of course, there are tailors and cobblers too. Jewelers are highly valued; many specialize in beadwork. &lt;br /&gt;
&lt;br /&gt;
There are also guards to protect the city from aggressive creatures. Attendants maintain Leviathan temples and tend to the creature when it comes. The ianthina have instruments, but a lot of their music is primarily choral, so there are many singers. Dancing is also very popular. Ianthina don&#039;t have written language, so they keep an incredibly accurate oral history, and storytellers are extremely valued. There are those who use their ice magic to build, alter, decorate, or carve homes and buildings. Of course, they have teachers and others who help with child care.&lt;br /&gt;
&lt;br /&gt;
The ianthina that travel most are the traders and raiders. Raiders are teams that attack trade ships, stealing their contents, and traders are the teams that attend night markets, swapping deep sea treasures for land goods. There are also the people who sort through the things the traders and raiders bring back, organizing and getting stuff where it needs to go.&lt;br /&gt;
&lt;br /&gt;
Anyone seeking to enter a new profession must get a senior to agree to take them on as an apprentice.&lt;br /&gt;
&lt;br /&gt;
===Cuisine===&lt;br /&gt;
Since you cannot have fire underwater, many meals are raw. Poke- or ceviche-style dishes (assorted raw fish in a sauce) is a common comfort food. Smoking and salt curing is often practiced as well, and more easily available than traditionally cooked food. Olitsken meals are always heavy in meats and fats. &lt;br /&gt;
&lt;br /&gt;
Due to the difficulty of procuring fuel, cooked foods are uncommon meals. Special caverns in the icebergs serve as communal cooking areas; they are carved with holes for ventilation, and they&#039;re available for public use. When Olitskens do cook, they typically make a big enough batch of food for the entire immediate family and some friends to enjoy. Most cooked meals are still seafood, but for special occasions, they&#039;ll hunt land animals as well.&lt;br /&gt;
&lt;br /&gt;
Food from the mainland is highly prized and a rich luxury. At night markets, food is always a safe offer. For ianthina, bread is a delicacy. They especially like to trade for spices and dried beans, grains, tubers, and squashes, anything long-term stable that they can pack into their watertight bags and take home for the others.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
They have each other&#039;s backs.&lt;br /&gt;
&lt;br /&gt;
===Arts and Entertainment===&lt;br /&gt;
Olitsken music is traditionally a capella and choral: if an ianthina says they&#039;re in a band, they typically mean they&#039;re in a choir. Scat singing and beatboxing have come into popularity as a new and exciting musical development. When instruments are involved, they&#039;re almost always drums or percussion, but on special occasions, you&#039;ll see strings as well. String instruments are difficult to make--usually they&#039;re metal or ice--so few know how to play. It&#039;s extra special when one does. Woodwind instruments don&#039;t work underwater, so they&#039;re virtually never used. &lt;br /&gt;
&lt;br /&gt;
Song is incredibly important in Olitskur. Due to the lack of written language, all history, lessons, and more are stored in stories and song. A great many songs form the basis of any child&#039;s education. &lt;br /&gt;
&lt;br /&gt;
===Death===&lt;br /&gt;
For many ianthina deaths, nothing remains. Friends and relatives disappear into the dark or the jaws of a predator. When this happens, there is a funeral where memories and grief are shared, and that&#039;s the end. The dead are considered carried off by the current, swept away to another life. When a body remains, this idea persists, and this is when Olitsken morticians get involved. The mortician guides the body down, down, down to the grave gardens on the ocean floor and hands the body into the care of the gravekeeper.&lt;br /&gt;
&lt;br /&gt;
Gravekeepers are biologists, herders, and gardeners all at once. The body receives a shallow burial, and the local population of bone worms, shrimps, corpse cleaners, and other scavengers release the soul of the deceased ianthina back to the sea. Often, graveyards are decorated with stones, deepsea corals, and glowing algaes, bringing beauty to this final resting place.&lt;br /&gt;
&lt;br /&gt;
For diaspora ianthina and those in the Southern Enclaves, where the ocean is not deep enough nor the currents fast enough, you often see cremation, after which, a loved one&#039;s ashes are returned to the sea, or another place they loved.&lt;br /&gt;
&lt;br /&gt;
For those who want to keep their lost one close, you often see memorial sconces. Memorial sconces are crystal bowls full of glowing algae in the deceased&#039;s lumen color. Often, these sconces are decorated with special beads to represent aspects of their life or things they loved in life.&lt;br /&gt;
&lt;br /&gt;
=== Fashions ===&lt;br /&gt;
Most Olitskens wear some variety of wetsuit, which they will pair with boots if they go above water often enough. Usually, these are made of treated leather or woven from a variety of flax-like seaweed. They use fish, seal, and bear leathers that have been treated for softness, stretch, and flexibility. If it fits tightly enough, these will be fur-lined for extra warmth. They are masters of tight sewing, creating near-invisible, water-tight seams. In big cities, you&#039;ll see more unusual silhouettes--like skirts and looser clothes--since the city is well-protected enough that no one who lives there needs to make a quick getaway from predators. Dying and staining takes place entirely in caverns above sea level. &lt;br /&gt;
&lt;br /&gt;
Because most Olitskens are wearing the same silhouette, accessorizing is extremely popular. Glass beadmakers in particular are held in high esteem: strings of beads make excellent accessories and are extremely versatile. Special beads are always available for purchase during festivals, and Olitskens will commission custom beads to commemorate major life events. Strings of special beads will often be displayed in the home, if not worn. Extra small seedbeads are sometimes woven together to create a form of beaded embroidery for clothing as well.&lt;br /&gt;
&lt;br /&gt;
Aside from beads, Olitskens will decorate their wetsuits with appliques, color blocks, and sewn-on fish scales. Some will tie on cords of shell, shark teeth, coral, stones, or other ocean treasures as jewelry. The other most common accessory is a basket or weapon holder. All Olitskens are trained in self defense, and many carry weapons. Most weapons are sharpened bone or steel forged in hydrothermal vents. Traditional Olitsken weaponry consists of spears, harpoons, and other similar piercing, melee-type weapons.&lt;br /&gt;
&lt;br /&gt;
=== Gender ===&lt;br /&gt;
For ianthina, gender is just one of many ways to present oneself, like a sense of style. It reflects a person&#039;s understanding of themself, and it&#039;s not uncommon for ianthina to go through at least two or three sets of pronouns throughout their lives as that understanding grows. One of the ways that Olitsken language has shifted is that, their pronouns reflect this flexibility of gender. Notably, their &amp;quot;I&amp;quot; pronouns are gendered, and these pronouns can be broadly grouped as masculine, feminine, or other. Different &amp;quot;I&amp;quot; pronouns carry different connotations. For example, there are different pronouns that are all masculine, but also indicate that the speaker defines themself as cute, or young at heart, or confident. Certain &amp;quot;I&amp;quot; pronouns are also used specifically in formal settings, to indicate respect (and, similarly, specific pronouns can be used to insult someone). Depending on what &amp;quot;I&amp;quot; pronoun someone uses, other ianthina are typically able to conclude which third-person pronouns are appropriate. &lt;br /&gt;
&lt;br /&gt;
Children also have a pronoun used specifically for them. Ianthina cannot be gendered at birth: no physical clues to their biological sex are present until they hit puberty, and even then, they&#039;re less sexually dimorphic than humans. Thus, ianthina have neutral pronouns reserved specifically for children. Choosing an adult pronoun is part of an ianthina&#039;s coming of age ceremony, and--though some know immediately which they want--it&#039;s common for teenagers to test out different pronouns amongst each other in preparation for that moment.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
Most of Enchiron shares the same common language, with accents and handfuls of individual words that change from place to place, but Olitskur has been isolated for so long that their language has deviated far more than anywhere else. An Olitsken can still converse with a mainlander, with some effort, but it definitely takes effort to become fluent. Olitsken language has many words that are all its own, and still more words that simply do not mean the same thing as they do on the mainland. Sailors and traders are typically fluent in both.&lt;br /&gt;
&lt;br /&gt;
=== Parenting ===&lt;br /&gt;
Olitskens believe very strongly in the tenet that it takes a village to raise a child. While parents might be the primary caretakers, there’s no sense of a nuclear family, and very much the expectation that wherever your child goes, there will be someone there to ensure nothing bad happens. Children are typically close with neighbors and very familiar with their big extended families. For the most prominent of these caretakers, their word can hold almost as much sway as the parents, and parents can be overruled if enough of their community disagrees with a choice they’re making. (This does tend to mean that different neighborhoods have different practices, when it comes to the specifics of how best to raise kids.)&lt;br /&gt;
&lt;br /&gt;
Ianthina also highly value instilling a sense of independence and self-determination from a young age. For example, children are generally allowed to explore the nearby area on their own, without parental supervision. If they have friends with them, they have a lot of freedom where they can go. Or, another example: set bedtimes aren’t common; children are expected and allowed to sleep whenever they are tired. &lt;br /&gt;
&lt;br /&gt;
Children also take on responsibilities within the house at a young age, and often help their parent with whatever their chosen work is. Learning responsibility starts young. A child’s first errand—commonly to deliver an item to a neighbor or pick up an item from elsewhere—is a celebrated rite of passage that typically occurs before a child turns 5 years old. &lt;br /&gt;
&lt;br /&gt;
This culture, of course, isn’t foolproof: not all adults want to or know how to deal with children--particularly if they&#039;re rebellious, combative, or have a special need--and some parents overrely on their communities. There are always those who fall through the cracks.&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
The Olitsken god is the [[Godbeasts|Leviathan]], and the Leviathan is very, very real. It is a massive, violent sea serpent that roams the seas, alight in signature patterns of lumens.  Legend has it that, in ancient times, those living on the Eniyan coasts offered human sacrifices to the Leviathan, for its blessing, or to pray for calm seas, or out of abject fear, and indeed, the Leviathan took these victims. &lt;br /&gt;
&lt;br /&gt;
But, not all perished. Survivors were taken back to the Leviathan&#039;s home in Olitskur and, depending on the teller, what happened next varies. It is one of the few stories not agreed upon in the histories. Some say, clever sacrifices hid from the Leviathan, scraping out a life for themselves in secret, and slowly, over the years, their children adapted. Others say that the Leviathan--jealous of other gods&#039; creations--used its magic to twist the bodies of its victims until the ianthina were born. Still others--kinder folk--say the Leviathan was simply lonely, trapped in the arctic waters, and changed the humans it took because it craved a family, as they all do. &lt;br /&gt;
&lt;br /&gt;
The Leviathan still visits Olitsken cities regularly.  A city of any substantial size has a massive temple dedicated to it, a place where the Leviathan will come, sleep, and the ianthina who work there will ply it with food, music, and other entertainment. Occasionally, the Leviathan has acted destructively, killing people or destroying buildings, so when it comes, Olitskens are desperate to please. Temples are always large, open, and lavishly decorated. Some ianthina have dreamed up kinder gods, but these religions are much more niche. Most Olitskens take very little stock in faith: if you cannot see a god and it does not respond to you, then it must not exist. Consequently, they see very little reason for religious symbols. Gods are simply something that are, not things they owe any loyalty too.&lt;br /&gt;
&lt;br /&gt;
===Romance and Family===&lt;br /&gt;
Marriage ceremonies include a twining of the antennae, as a way of combining your light. Because of how they&#039;re used for communication, and because they&#039;re relatively delicate, touching an ianthina’s antennae without permission is extremely taboo. For most, it’s an act of intimacy reserved only for parents, lovers, and the very closest friends.&lt;br /&gt;
&lt;br /&gt;
Polyamory is very common in Olitskur. There is safety in numbers, and ianthina apply that philosophy to romance as much as anything else. Due to the complicated family structure, most track their family line through their birthing parent. When marriages occur, typically the new couple chooses a new family name, and this name represents their household. Sometimes the new name will take parts from their parents, but not always. Family names are much more household names and relationship signifiers than ancestry markers. When coming up with a family name or naming a new child, considering the very literal sound of it is very important, since song is so important in Olitskur.&lt;br /&gt;
&lt;br /&gt;
=== Holidays ===&lt;br /&gt;
The loss and return of the sun is vital.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://enchiron.autre.world/index.php?title=Eniya&amp;diff=463</id>
		<title>Eniya</title>
		<link rel="alternate" type="text/html" href="http://enchiron.autre.world/index.php?title=Eniya&amp;diff=463"/>
		<updated>2025-10-29T06:37:41Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Culture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Places]]&lt;br /&gt;
Life began in desert sands, or so say the Eniyans. In the modern day, much of the country is barren, but life still thrives in the coasts and prairies. The humans of Eniya have turned to the sea and become its masters, connecting plateau to savanna and all to unknown horizons. Few brave the desert heat, but those that do may find, if the winds blow just right, the remains of something far larger than themselves.&lt;br /&gt;
==Geography==&lt;br /&gt;
A country in the eastern deserts.&lt;br /&gt;
===Architecture===&lt;br /&gt;
Square, white plaster by the coast.  Eniya’s urban centers are dense with many narrow streets and different levels. Parkour is very popular among the youth.&lt;br /&gt;
&lt;br /&gt;
===Notable Locations===&lt;br /&gt;
There are a wide variety of landmarks within Eniya, from its balmy coastline to the northern stone rivers. A selection of some of its most well known ones are as follows.&lt;br /&gt;
====Arenoc====&lt;br /&gt;
The capital.&lt;br /&gt;
&lt;br /&gt;
====Ruins of Giants====&lt;br /&gt;
Larger than life bones.&lt;br /&gt;
&lt;br /&gt;
====Lowland Plateaus====&lt;br /&gt;
Well guarded villages to the north.&lt;br /&gt;
&lt;br /&gt;
====Ocean of Grass====&lt;br /&gt;
Pastoral.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The first nation.&lt;br /&gt;
&lt;br /&gt;
===Technology===&lt;br /&gt;
Seafarers.&lt;br /&gt;
&lt;br /&gt;
==Politics==&lt;br /&gt;
Eniya is a parliamentary monarchy ruled by the Man and Woman in Glass. These rulers are nameless and (symbolically) eternal. Inaugurations and deaths occur in secret, and when either appear in public, it is always masked or silhouetted to hide the identity of the one holding the title, to preserve the illusion that the Man and Woman are immortal. They are expected to be the perfect partnership, and each year is rung in with the Turning of the Glass, where they switch which of them is serving as the primary leader.&lt;br /&gt;
&lt;br /&gt;
===Legal System===&lt;br /&gt;
Court and trial.&lt;br /&gt;
&lt;br /&gt;
===International Relations===&lt;br /&gt;
Things are awkward with Sayil. Has a permanent superiority complex.&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
Traders and merchants.&lt;br /&gt;
&lt;br /&gt;
===Cuisine===&lt;br /&gt;
Fish and pasture animals, limited plants.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Change and exploration.&lt;br /&gt;
&lt;br /&gt;
===Arts and Entertainment===&lt;br /&gt;
Ceramics is popular.&lt;br /&gt;
&lt;br /&gt;
===Fashions===&lt;br /&gt;
Eniya favors light and loose clothes with many layers. Their heat is a dry heat, and in most of the country, the nights are very cold. The layers help insulate them from both the heat and cold, and they can adjust the layers they wear for the temperature. while  They mix and match fabrics the most; they use cottons, hemp, leather, and wools. While light, their fabrics aren&#039;t especially fine: the weight helps keep out the sands. They enjoy deep, rich colors with strong contrast, though their dyes are more limited.&lt;br /&gt;
&lt;br /&gt;
The hemp they make is also used for sails and ropes in the ship industry. As for accessories, they&#039;re fond of big fancy belts to tie off their various wraps, and jewelry of shells and shiny stones on cords.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Holidays===&lt;br /&gt;
The Turning of the Glass is when their leaders change.&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
They worship the Glass as secular gods. The [[The Void Mother&#039;s Congregation|Void Mother&#039;s Congregation]] has also gained popularity here.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://enchiron.autre.world/index.php?title=Sayil&amp;diff=462</id>
		<title>Sayil</title>
		<link rel="alternate" type="text/html" href="http://enchiron.autre.world/index.php?title=Sayil&amp;diff=462"/>
		<updated>2025-10-29T06:32:17Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Culture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Places]]&lt;br /&gt;
All walks of life are welcome in Sayil, for its residents know: all life is equal in death. Sayil is the only place where you can find members of every species in equal measure. The bounty of its swamps and rainforests are enough to sustain all and then some: life-giving water feeds bursting blossoms, curious creatures, and fungal formations alike. Yet amid all this life thrives thickets of ghosts, dancing with colorful lights toward the sea.&lt;br /&gt;
==Geography==&lt;br /&gt;
Sayil is a small country located on the south of the continent. It is primarily rainforest and wetland.&lt;br /&gt;
===Architecture===&lt;br /&gt;
Lots of bamboo and thatch, but stone in big, permanent settlements.&lt;br /&gt;
&lt;br /&gt;
===Notable Locations===&lt;br /&gt;
There are a wide variety of landmarks within Sayil, from its swampy mangroves lush with life to the colorful canopies of its rainforests. A selection of some of its most well known ones are as follows.&lt;br /&gt;
====Lapua====&lt;br /&gt;
Capital city. The location of the Macatio Complex, a mecca for academics wishing to study magical mysteries and life beyond the living.&lt;br /&gt;
&lt;br /&gt;
====Graveyard====&lt;br /&gt;
For the lost dead.&lt;br /&gt;
&lt;br /&gt;
====Floating City====&lt;br /&gt;
A town floating on a lake.&lt;br /&gt;
&lt;br /&gt;
====Stilt Towns====&lt;br /&gt;
A town built far above a swamp.&lt;br /&gt;
&lt;br /&gt;
====Bullfrog====&lt;br /&gt;
Bullfrog is a young settlement near the northern border of Kimarel. It&#039;s small and still finding its footing, but it&#039;s located in a lush valley with a river, and the residents are enthusiastic and welcoming. It was [https://toyhou.se/~forums/34679.roleplay/560615.event-sayil-from-the-ground-up founded] by an ianthina named [https://toyhou.se/24042170.prized-ianthian-2 Rer], alongside [https://toyhou.se/24722811.alaric Alaric] and his family, [https://toyhou.se/22283802.azuriel-sol Azuriel] and her family, [https://toyhou.se/27541904.fury Fury], [https://toyhou.se/25495005.amorous Amorous] and [https://toyhou.se/24963923.made-in-abyss Abyss], [https://toyhou.se/23370006.tangy Tangy], [https://toyhou.se/24125774.sir-manny-mackrel Sir Manny Mackrel], [https://toyhou.se/29172784.pip Pip], [https://toyhou.se/1331519.mihail Mihail], [https://toyhou.se/28985108.zee Zee], and [https://toyhou.se/29281749.tauriel-ithil Tauriel-ithil].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Founded by an ignii who objected to the original occupation of Dolsia, who believed all species could co-exist. Later got into a war with Eniya, who initially refused to recognize their independence.&lt;br /&gt;
&lt;br /&gt;
===Technology===&lt;br /&gt;
The home of magical study.&lt;br /&gt;
&lt;br /&gt;
==Politics==&lt;br /&gt;
Noncentralized. Those who fill certain positions wear makeup marking their station. Warriors wear red, and mediums wear skull paint.&lt;br /&gt;
&lt;br /&gt;
===Justice System===&lt;br /&gt;
Community votes.&lt;br /&gt;
&lt;br /&gt;
===International Relations===&lt;br /&gt;
Attempts to make peace with everyone. Welcomes all immigrants. Interspecies relationships are the most accepted here.&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
Wealthy with resources.&lt;br /&gt;
&lt;br /&gt;
===Cuisine===&lt;br /&gt;
Sayil&#039;s lush landscape lends itself to the cultivation of a wide variety of foods, including but not limited to: cassava, persimmon, taro, rice, quince, watercress, lotus, wapato, cranberry, and lots and lots of chiles. Typical Sayilan cuisine is sweet and spicy, with rich fruit-based sauces. Fish is the favored protein, though hunted game isn&#039;t uncommon. The typical Sayilan comfort food is some sort of stew over rice.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
If you are plagued by a ghost especially determined to finish their business, then you need an exorcist, and you want one from Sayil. Sayilan exorcists are widely respected as the most skilled in Enchiron. The most elite of these exorcists are known as Purls (ex. Purl Mary), for they have proven themselves to be apart of the very fabric that separates the living from the dead. Many Sayilan exorcists choose to be marked with a circular tattoo upon their back, between their shoulder blades. Stylization varies from person to person, but the tattoo is thought to increase a person&#039;s connection to the spirit world, at the cost of increasing their susceptibility to possession. They also wear skull facepaint. &lt;br /&gt;
&lt;br /&gt;
In olden days, Purls were far more feared. They were known as Abscesses and considered the be the half-dead, or married to death itself.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Making peace with death.&lt;br /&gt;
&lt;br /&gt;
===Fashions===&lt;br /&gt;
Sayil favors light and loose clothing. It is hot and humid in the rainforests and swamps, so people typically wear the bare minimum to keep the bugs off. White, light clothes with really bright accents and overall colorful patterns are popular in Sayil. They&#039;ll use light bases with heavier decorative edges, or take the time to dye the whole thing via various methods. They have lots of sources of dye in the forest. They use very light cottons, linens, hemp, and silk.&lt;br /&gt;
&lt;br /&gt;
===Holidays===&lt;br /&gt;
Lantern rite.&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
Sayil was founded on the principle that all are equal in death, and this cultural preoccupation has evolved into a fixation on the concept. Many religious scholars here seek to understand the afterlife, and Sayil is where worship of the [[The Heart-in-Hand|Heart-in-Hand]] first began.&lt;br /&gt;
&lt;br /&gt;
===Death===&lt;br /&gt;
Celebrating their memory.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://enchiron.autre.world/index.php?title=Theriad_Caravans&amp;diff=461</id>
		<title>Theriad Caravans</title>
		<link rel="alternate" type="text/html" href="http://enchiron.autre.world/index.php?title=Theriad_Caravans&amp;diff=461"/>
		<updated>2025-10-29T06:30:02Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Culture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Places]]&lt;br /&gt;
On the edges of everything reside the Theriads. Their steps count cycles into the earth, and the few that settle make their homes in the cracks: they are the ones that brave the icy tundras within the Frozen Wastes; they are the ones trying to settle the edges of the Kimarel Wild Lands; their Heartstone Road connects every country to the other. Welcome nowhere yet essential everywhere, they eternally search for the place one can call home.&lt;br /&gt;
==Geography==&lt;br /&gt;
A nomadic civilization.&lt;br /&gt;
===Architecture===&lt;br /&gt;
They have painted caravans.&lt;br /&gt;
&lt;br /&gt;
===Notable Locations===&lt;br /&gt;
There are a wide variety of landmarks Theriads note on their journeys, from Kimarel&#039;s creeping edge to Coronus&#039;s talus screes. A selection of some of the most well known ones are as follows.&lt;br /&gt;
====Honeyed Valley====&lt;br /&gt;
A beautiful and lush valley in the center of the Coronus mountains.&lt;br /&gt;
&lt;br /&gt;
====Heartstone Road====&lt;br /&gt;
The main route theriad caravans travel. &lt;br /&gt;
&lt;br /&gt;
====Frozen Wastes====&lt;br /&gt;
The far north. Semi-settled.&lt;br /&gt;
&lt;br /&gt;
====Kimarel Wildlands====&lt;br /&gt;
The thin line of wilderness where people don&#039;t up and vanish. Semi-settled.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
There is one point on which the legends agree: theriads were created from a group of humans who were traveling in the desert and encountered a [[Godbeasts|godbeast]]. That, however, is the &#039;&#039;only&#039;&#039; point on which they agree.&lt;br /&gt;
&lt;br /&gt;
Outside of theriad circles, the prevailing story is this: the humans were criminals on the run. They were thieves, murderers, liars, and cheats; they were a band of the worst of the worst humanity ever had to offer. They tried to run, but instead crossed paths with He Who Will Devour Land and Sea. Not even the sight of the Devourer itself could humble these fools, and their disrespect brought its wrath down upon them. The curse made their monstrousness manifest, contorting their bodies into horrible beastly shapes and revealing them to be no more than ill-bred creatures of hunger. To this day, the filth runs so deep that even their children&#039;s children&#039;s children still hold these horrid forms.&lt;br /&gt;
&lt;br /&gt;
Within theriad circles, the story plays out much differently: the humans were explorers. They were seeking to map the desert expanses, but befell disaster, and began to run out of supplies. Starved and dying of thirst, they crossed paths with He Who Began All. They were supplicants at its feet and begged for its mercy, and indeed, the Lifebringer took pity on them. It blessed them the only way it knew how: it changed their bodies into a new shape, granting them the capacity to survive just a little longer, and make it to the next wellspring. The endurance of their form is proof of the Lifebringer&#039;s eternal blessing and protection.&lt;br /&gt;
&lt;br /&gt;
===Technology===&lt;br /&gt;
They&#039;re the mailmen.&lt;br /&gt;
&lt;br /&gt;
==Politics==&lt;br /&gt;
Each caravan appoints a leader. Noncentralized.&lt;br /&gt;
&lt;br /&gt;
===Legal System===&lt;br /&gt;
Restorative justice, but may depend on the caravan.&lt;br /&gt;
&lt;br /&gt;
===International Relations===&lt;br /&gt;
Either really bad or really good.&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
Communal.&lt;br /&gt;
&lt;br /&gt;
===Cuisine===&lt;br /&gt;
Hunting and foraging.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Gentleness and acceptance. Conflict resolution is a very important skill.&lt;br /&gt;
&lt;br /&gt;
===Arts and Entertainment===&lt;br /&gt;
Turned knot-tying into an art form.&lt;br /&gt;
&lt;br /&gt;
===Childrearing===&lt;br /&gt;
Typically, a caravan elder supplies the role of teacher and caretaker for the children. Others passionate about the work assist.&lt;br /&gt;
&lt;br /&gt;
===Death===&lt;br /&gt;
Road markers and epitaphs.&lt;br /&gt;
&lt;br /&gt;
===Family===&lt;br /&gt;
Long distance lovers are common. Invented the love letter.&lt;br /&gt;
&lt;br /&gt;
===Fashions===&lt;br /&gt;
Caravaners primarily wear wool and leathers, since they also raise animals. They&#039;ll trade yarn and thread they make for other kinds of fabric, but they don&#039;t make plant-based fabrics themselves. Looms can be quite large; a loom with enough space for someone to work can be a whole entire wagon in and of itself, so their fabric is more commonly knit, crocheted, and knotted instead of woven. That said, some caravans boast a signature patchwork look, with their clothes woven on smaller, much more portable looms. As fibercraft is such a common hobby while on the road--anything to keep hands busy--caravaner embroidery and cross stitching can get really intricate, and their fiber arts of all kinds are highly valued.&lt;br /&gt;
&lt;br /&gt;
More than half the Heartstone Road is in a cold area--Kimarel through the far north--so overall, caravaners favor warmer clothes. When traveling through the desert or other hot climates, caravaners will simply shed their layers to beat the heat, and it&#039;s not uncommon to run across a group hanging out half-naked. &lt;br /&gt;
&lt;br /&gt;
===Romance===&lt;br /&gt;
Theriads are credited with the invention of the love letter: it is very common for theriads to form relationships with those in other caravans and only see each other once or twice per year, which has made love letters into a full-fledged art form. This yearning for your far-off lover is heavily romanticized, and it&#039;s fairly common for someone to have both a local lover and a far-off lover. Sometimes, they&#039;ll even move caravans to switch who is local and who is far. &lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
Focus on small shrines to local deities.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://enchiron.autre.world/index.php?title=Coronus&amp;diff=460</id>
		<title>Coronus</title>
		<link rel="alternate" type="text/html" href="http://enchiron.autre.world/index.php?title=Coronus&amp;diff=460"/>
		<updated>2025-10-29T06:24:36Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Culture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Coronus mountain range cuts across the heart of the continent. With a volcano at its center, it&#039;s a hotbed of geological activity, and atop its peaks, dragonkind makes its home. They rule skies, vistas, and all below; everything in their sight is part of their horde. Ignii count themselves among these masters: they oversee their domain from grand sparkling pavilions, so all may look up and view their majesty.&lt;br /&gt;
==Geography==&lt;br /&gt;
Coronus is a scattered country, with villages spread all across the mountains. Because the mountain range curls around the continent, its climates match The lowlands tend to be lush, green, and temperate: they&#039;re mostly fieldland, interspersed with stretches of forest and copses of trees. The ignii that live here tend to be more mild-mannered and social, and less violent than their neighbors at higher elevations. Those uninterested in the daredevil lifestyle tend to descend here. A majority of the farming happens in the lowlands.&lt;br /&gt;
&lt;br /&gt;
As you go higher into the mountains, the fields become scrubby and rocky. Veins of stone rise to sharp cliffsides, and caves down to Dolsia or infested with wyrms lay bare in the open. Most Coric villages and cities are on this level, clustered around cliffsides, waterfalls, and lava flows. Ignii tend to favor locations with a view.&lt;br /&gt;
&lt;br /&gt;
The mountain summits are a rocky, barren tundra. For most of the year, they&#039;re snowed over, and little lives there except the largest and strongest of dragons. Ignii who take matters of strength to their greatest extreme tend to live in this frozen wasteland. Training themselves to breathe the thin air, they build their homes atop spires that reach ever higher into the heavens.&lt;br /&gt;
&lt;br /&gt;
===Architecture===&lt;br /&gt;
The Coric love large, open architecture. They love to live in places that dwarf them. Their cities are majestic places of marble pavilions and large, towering columns and archways. Their homes--any made to last, at least--are similarly made of stone, often with little gardens in the center. Occasionally, you see reliefs of mighty warriors set into buildings, but typically the Coric prefer to show off the natural grain of the stone, or to make mosaics of out of sparkling stone.&lt;br /&gt;
&lt;br /&gt;
Building these magnificent buildings, however, takes a lot of resources and assistance. Many Coric people live semi-permanently in inns or log or mud cabins. These homes are much more modest, often just a collection of single rooms built around a hearth.&lt;br /&gt;
&lt;br /&gt;
===Notable Locations===&lt;br /&gt;
There are a wide variety of landmarks within Coronus, from its snowy peaks to the fertile lowlands. A selection of some of its most well known ones are as follows.&lt;br /&gt;
&lt;br /&gt;
====Crysentis====&lt;br /&gt;
The capital city of Coronus is the biggest in the nation. Wide expanses of shining marble pavilions and breezy open air buildings form steps up to the magnificent castle where the King of Coronus resides.&lt;br /&gt;
&lt;br /&gt;
====Volcano====&lt;br /&gt;
The active volcano Crysentis was built on. Rivets and valleys allow its flows to pass safely through the city, while leaders gather for ceremony at its peak. The volcano is considered to be the still-beating heart of the Mother of Dragons.&lt;br /&gt;
&lt;br /&gt;
====Mother&#039;s Maw====&lt;br /&gt;
An active volacano shaped like a dragon&#039;s head. The Coric faithful believe this to be the face of the Mother, and the rest of her sleeping body forms the mountain range they live on. The city in the Maw is full of the faithful, and pilgrims come to tell the Mother their troubles and secrets.&lt;br /&gt;
&lt;br /&gt;
====The Paint Pots====&lt;br /&gt;
A collection of hot springs on the inner ring of the mountains. The pools bubble with radiant color from the natural minerals. While toxic to many other species, they are a popular vacation destination among ignii. A good long soak in the springs helps during shedding season.&lt;br /&gt;
&lt;br /&gt;
====Bromus Peak====&lt;br /&gt;
An agricultural community located on the southwestern edge of the range. Long suffering from a [https://toyhou.se/32878924.rook neglectful ruler], a [https://toyhou.se/~forums/34679.roleplay/645196.event-fall-of-the-mountain-king recent coup] has put it under the new leadership of [https://toyhou.se/~forums/34680.journals/486167.c-rayleigh-the-ignii Rayleigh] and [https://toyhou.se/~forums/34680.journals/486172.c-cirrus-the-ignii Cirrus]. Several players proved themselves essential in this resistance effort: [https://toyhou.se/~forums/34680.journals/645230.c-boomslang-the-caelian Boomslang], [https://toyhou.se/~forums/34680.journals/493785.c-rhodes-the-ignii Rhodes], [https://toyhou.se/14766686.lv-4016-foreigner/26726001.enchiron-au Foreigner], [https://toyhou.se/26711935.hermes-logios Hermes], [https://toyhou.se/27364697.eira-ivory Eira], [https://toyhou.se/27644934.raelene-ivory Raelene], [https://toyhou.se/28934549.elena-ivory Elena], [https://toyhou.se/25200396.irvin-foreigner Irvin], [https://toyhou.se/28911764.arbor-heliodor Arbor], [https://toyhou.se/31494240.morgan-leviathan-locke Morgan], [https://toyhou.se/27541904.fury Fury], [https://toyhou.se/25158724.cinnabar Cinnabar], [https://toyhou.se/29172784.pip Pip], [https://toyhou.se/14877459.ajax Ajax], [https://toyhou.se/28995427.citrine Citrine], [https://toyhou.se/26703674.leon Leon], [https://toyhou.se/16233954.uriel/31833897.caelian-au Uriel], and [https://toyhou.se/11803724.ryder-reid/31848558.enchiron-au Ryder]. At the end of the coup, a hydra was freed from Rook&#039;s cruel imprisonment, and as it climbed free, it was adopted as the Guardian of this mountain.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
They worshiped dragons for their strength and majesty, almost like gods. They considered them the superior creature. Their fevered passion was not well-accepted in Eniya, so many of these acolytes opted to migrate up into the mountains to live among the dragons.&lt;br /&gt;
&lt;br /&gt;
===Technology===&lt;br /&gt;
Armor and weaponry.&lt;br /&gt;
&lt;br /&gt;
==Politics==&lt;br /&gt;
Might is right.&lt;br /&gt;
&lt;br /&gt;
===Justice System===&lt;br /&gt;
An eye for an eye.&lt;br /&gt;
&lt;br /&gt;
===International Relations===&lt;br /&gt;
Isolationist.&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
Barter and sale.&lt;br /&gt;
&lt;br /&gt;
===Dragon Taming===&lt;br /&gt;
Dragon taming is a time-tested and honorable career for an ignii. Dragons are revered in Coric society, so being able to befriend one is a huge mark of honor--all the more so if you can do that for many. Dragon parents are able to leave a tamer at any time if they find the tamer&#039;s home substandard, so  a successful career in taming requires a mountain of trust and an intimate knowledge of the chosen dragon species&#039;s preferences. Different people specialize in different species, and they raise the dragons for different purposes. Some are raising pets, and others raise working dragons (ex: mounts, blacksmith assistants, chef assistants, disability supports, herding, etc). Some people who run rescues for injured dragons, and other people run shelters for dragons that want a new home. (Sometimes, a homeless dragon will just return to the wilderness, but some aren&#039;t capable or--having lived in the company of ignii--prefer it.) Dragons have a long memory and recognize faces, and they&#039;ll point out ignii that can be trusted or are to be avoided to others in their family pod.&lt;br /&gt;
&lt;br /&gt;
Different tamers have different strategies for taming dragons, and some are very secretive about their methods. Dragon breeding generally happens without ignii intervention. There&#039;s a certain subset of people who are convinced egg thieving and imprinting on the hatchling is the only way to successfully tame certain species of dragons--particularly for the more challenging species. While it is effective, improper socialization causes major issues when these dragons encounter others of their kind, and they often flounder if ever released back to the wild. Egg thieving is considered abusive in the modern day. &lt;br /&gt;
&lt;br /&gt;
The most common method of taming involves spending time around a dragon and offering it things it likes (usually either food or things it hoards) until it begins to show an interest in you. It&#039;s a very dangerous process, however, because if anything gets pushed too far too quickly, or a dragon&#039;s invisible rule is broken, they may attack. Younger dragons are easier to tame, but parent dragons can be very protective of nests. Older, successful tamers are friends with parent dragons, allowing them access to hatchlings, and thus they can foster a whole family line.&lt;br /&gt;
&lt;br /&gt;
===Cuisine===&lt;br /&gt;
The rich volcanic soil makes for great farming, allowing Coric farmers to grow a huge variety of crops at lower elevations. At higher elevations, farming becomes more restricted as the air gets thinner and the weather colder, but a robust trade system means those living higher rarely lack. Their diets typically are savory and salty, with more vegetables than you might expect. Grilling is the most common form of cooking, as is braising. Coronus has mastered spit and pit roasting. Coronus loves big, bold flavors and spicy foods. At higher elevations, cheese and cream based dishes become more popular, as more herding occurs there.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
The great dragon that anointed them the worthy.&lt;br /&gt;
&lt;br /&gt;
===Guardian Dragons===&lt;br /&gt;
Coric civilizations exist in a constant tension with the larger dragons they call neighbors. Large dragons tend to be antisocial, and in the worst of cases, they can be actively antagonistic to Coric settlements in their territories. But, at the same time, large dragons most embody the might and heat that Corics so worship. The bigger they are, the longer their lives, and the closer they&#039;re considered to be to their collective Mother. &lt;br /&gt;
&lt;br /&gt;
Dragons that have maintained a peaceful relationship with their Coric neighbors or appeared at an auspicious moment in a community&#039;s history are often adopted as the Guardian of that community. The Guardian is given the community&#039;s name, and pious ignii will make pilgrimages to visit it. Offerings to the Guardian are akin to offerings to the Mother, and they are thought to bring good fortune. Occasionally, if one cultivates enough of a positive relationship with the Guardian, it may grant a boon. There are many legends of Guardian Dragons saving towns from disaster or granting a supplicant just the gift or omen they needed to navigate a conflict.&lt;br /&gt;
&lt;br /&gt;
Guardianship can be revoked if the dragon turns on its community, and this is typically treated as a failing on the part of the town to appropriately honor it, rather than the whims of the dragon. Fallen Guardians are considered creatures of tragedy. When a Guardian dies, the entire community goes into mourning, and the position will remain vacant until another worthy dragon appears. While Guardians are almost universally large, there have been a few notable cases where a small dragon was chosen.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Hedonistic.&lt;br /&gt;
&lt;br /&gt;
===Strength===&lt;br /&gt;
Coric culture values strength and athleticism above all else. The strongest person in the room is the one who can protect those they love; they can defend themself from anyone who seeks to trample them; and they have shown a patience and dedication to improvement of the self that is to be respected. Coronus is a dangerous place: for all the love ignii show to dragons, large species of dragons can and do see them as potential prey. &lt;br /&gt;
&lt;br /&gt;
That said, strength is incompatible with cruelty. Cruelty is selfish, lazy, and antithetical to society. Coric people have a very strong sense of justice and how things ought to be, and they will band together to take out anyone they perceive to be abusing their power.&lt;br /&gt;
&lt;br /&gt;
That said, this single-minded focus on strength has cultivated a rift in society. Children who are averse to fighting struggle. Often, they face bullying from their peers that gets compounded by worried parents who want them to be able to defend themselves. While things are better once grown--adults don&#039;t have such a desperate need to prove themselves, and many places in Coric society include no fighting at all--these reputations can follow.&lt;br /&gt;
&lt;br /&gt;
===Arts and Entertainment===&lt;br /&gt;
Mosaics are a common art form. Drums are important in their music.&lt;br /&gt;
&lt;br /&gt;
Polyamory is fairly common in Coronus. The heart wants what the heart wants, and if that&#039;s multiple people, then the more the merrier.&lt;br /&gt;
&lt;br /&gt;
===Childrearing===&lt;br /&gt;
Coric children do attend schools. Education typically takes place outdoors, with a large focus on survival skills alongside more typical topics, such as reading and math. Coric education is very practical: there is always an answer to &amp;quot;when will I use this?&amp;quot; Children are split into cohorts by age, and a cohort will go through its entire education together, from youth to adulthood. Cohorts are passed from teacher to teacher and location to location as they learn their different subjects.&lt;br /&gt;
&lt;br /&gt;
There are a few genres of popular names among Coric children: gemstones and metals, famous warriors and dragons, and anything with a hard consonant, something that evokes the clicking and grunting of a dragon.&lt;br /&gt;
&lt;br /&gt;
===Family===&lt;br /&gt;
Ignii love their dragon brethren and nearly all will, at some point in their life, befriend a dragon and develop a companionship of some sort. Dragons are part of the family: they might be pets, pests, mounts, assistants, guides, or more.&lt;br /&gt;
&lt;br /&gt;
===Fashions===&lt;br /&gt;
Coronus, being a place people fight a lot, favors leather armor. Leathers are easily accessible, since there&#039;s a strong culture of hunting and ranching, and it strikes the balance of protective and light, so people can still glide and be agile. Plate armors are not very common outside of serious battle, although chain mail is fairly popular. Outside of armor, most clothes are wool or linen, depending where on the mountains someone lives. Wool where it&#039;s cold, linen where it&#039;s hot. Scale mail and linothorax are also popular armor types. &lt;br /&gt;
&lt;br /&gt;
Even beyond its protective qualities, leather is very popular. There&#039;s a massive respect in Coronus for intricate, well-done leatherwork. Fabric is typically more plain and utilitarian to highlight the more complex and visually interesting metal or leather accessories. Corics also love big chunks of shiny rock. Jewelry tends to be large, heavy, and chunky. Raw, uncut stones are featured just as often as faceted ones.&lt;br /&gt;
&lt;br /&gt;
Because climbing is a necessary part of some Coric towns, there&#039;s also a tendency towards lots of pockets and belts with pouches instead of purses and bags, anything to keep one&#039;s hands free and wings unencumbered. &lt;br /&gt;
&lt;br /&gt;
Coronus is also known for its quilts. What started as a way to pad clothes for protection and comfort has become quite the art form.&lt;br /&gt;
&lt;br /&gt;
===Death===&lt;br /&gt;
Return them to the fires.&lt;br /&gt;
&lt;br /&gt;
===Romance===&lt;br /&gt;
Hot dating tips: challenge your future spouse to a duel.&lt;br /&gt;
&lt;br /&gt;
== Holidays ==&lt;br /&gt;
Coronus loves holidays.&lt;br /&gt;
&lt;br /&gt;
=== Fumir ===&lt;br /&gt;
Come autumn, as the leaves die and the weather cools, a favorite festival lights up the Coronus Mountains: Fumir. Fumir is the Coric new year, where you say goodbye to the past and release your regrets, your grudges, and your fears. Anything that holds you back is thrown to the fires so you may enter the new year unburdened and free. This is a time when enemies reconcile, secret admirers confess their feelings, and sour relationships reach their close, although many choose to simply remember. All bring their offerings to the bonfire.&lt;br /&gt;
&lt;br /&gt;
Most importantly, however, Fumir is about eating lots and lots of delicious food. Fumir food is rich in flavor: heavily spiced soups, pockets of bread full of cheese and nuts, and skewers covered in sweet, spicy, sticky meat. Street food stalls pop up everywhere during the holiday, offering their wares to anyone roaming the plazas.&lt;br /&gt;
&lt;br /&gt;
=== Ashfall ===&lt;br /&gt;
Great dragons are a subset of rare, notably large dragons that occupies the Coronus mountains, and they are especially revered by their Coric neighbors. Typically, there is a small group that tends to these dragons like priests, and when one is ready to pass, it is a funeral for the entire community. A pyre is built, and the corpse is dismantled and returned to the community and the earth: scales and skin become leather and armor; bones and claws become weapons;  and every part is utilized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Places]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://enchiron.autre.world/index.php?title=Dolsia&amp;diff=459</id>
		<title>Dolsia</title>
		<link rel="alternate" type="text/html" href="http://enchiron.autre.world/index.php?title=Dolsia&amp;diff=459"/>
		<updated>2025-10-29T06:16:06Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Culture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Places]]&lt;br /&gt;
Far below where the [[ignii]] reign supreme, a vast network of caverns forms the kingdom of Dolsia. Here lie the [[caelians]]. Water drips in to form vast underground lakes, flourishing sunless fungal forests, and towering stalactites and stalagmites. Caelians have carved their cities from this stone, preserving their people and their culture over the years until the day comes that it is safe for them to emerge once more into the light.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
Dolsia is a sprawling, but hidden country. Most of the entrances are concealed from outsiders: many caves are left natural and raw up until a certain depth, when they come alive with signs of the countless caelians within. Dolsia has connected many of the natural cave systems that exist within the Coronus mountains, although new caverns are still occasionally discovered by excavation and exploration teams. All manner of geological formations can be found within, from massive crystals, to ore veins, to stone, to lava flows and geothermal hotspots.&lt;br /&gt;
&lt;br /&gt;
Being underground, Dolsia is completely protected from weather. Outside of select places, there is no sun, wind, or rain, nor is there day or night. Most commonly, a particular strain of bioluminescent algae is cultivated and used all over Dolsia to light their world: it&#039;s used to fill lamps, grows on damp stone walls, and coats fountain basins. It&#039;s extremely hardy, and over time has been bred into a myriad of colors, most commonly green and most rarely yellow.&lt;br /&gt;
&lt;br /&gt;
Very broadly, it is warmer in the south than the north, but overall, Dolsia tends to have a moderate chill year-round. The earth insulates it from any freezing temperatures, but also from the warmth of the sun. &lt;br /&gt;
&lt;br /&gt;
=== Architecture ===&lt;br /&gt;
Dolsian architecture is incredibly lavish, featuring vaulted ceilings, ornate parapets, striking towers, and massive stained glass murals to bring beauty and color to this dark world. Frequently, significant names and figures are carved into the very walls to act as both memorial and sentinel.  As buildings accrue this history, they become even more ornate, meaning new cities tend to be more simplistic by comparison. (This decorative recordkeeping exists inside too: tapestries keep homes warm and tell tales.)&lt;br /&gt;
&lt;br /&gt;
All of Dolsia&#039;s biggest cities are also its oldest. They fill the largest caverns, and they were designed vertically, back when nearly every caelian could fly. This means that--in the modern day--they are labyrinthine to navigate. Now, layers of bridges stretch over inky depths to connect towers carved out of sheer cliffs, and narrow alleys allow passage between the buildings large bases. Poorer districts that haven&#039;t been able to construct permanent bridges yet have zipline systems, but these systems are looked down upon as undignified by the rich. (They are, however, extremely popular among the youth.)&lt;br /&gt;
&lt;br /&gt;
There are no single-family homes in Dolsia. Space is a premium in the caverns, so &amp;quot;moving out&amp;quot; is extremely uncommon, unless done for marriage. Generally, families just grow to encompass more of the space around them, leading to the largest families sharing entire buildings, aunts, uncles, cousins and all. Scattered around, there are singles&#039; homes, which are communally shared places for those who do leave their family. &lt;br /&gt;
&lt;br /&gt;
Every so often, there are expansion efforts where exploration or excavation teams try to found a new village. Artificial caverns are considered riskier to live in, and they have blockier, less ornate buildings carved directly into the rock. The ceiling is shared by homes and the road, and they are always single story, unless a family takes initiative to expand up or down.&lt;br /&gt;
&lt;br /&gt;
One area where new construction is leagues ahead of the old is in accessibility. When the old cities were first built, they were designed for caelians with a wide, nearly fully 360 field of vision. As caelian vision, collectively, has worsened, much has been lost. Obvious signage has become obscure as peripherals narrowed; side paths are narrow and unmarked; and magnificent art pieces have lost their effect as people are no longer able to take them in in their entirety at once. The old cities have installed railings on precarious bridges and algal lamps in dark, dank corridors, but there&#039;s been little else done to modernize. The bickering over how much these historical buildings ought to be changed is an evergreen debate. &lt;br /&gt;
&lt;br /&gt;
New towns in artificial caverns, however, are built with access in mind. Contrast tiles--sometimes with glowing algal inlays--are installed in the floor to help delineate paths. Textural lines in walls help people who navigate by touch. Different sectors of the city will use different colors and temperatures of light. Artistic carvings are much smaller in scale, and tend to be limited to doorways and important buildings. This is but a few examples of adaptations made.&lt;br /&gt;
&lt;br /&gt;
=== Notable Locations ===&lt;br /&gt;
There are a wide variety of landmarks within Dolsia, from its tunnels covered in painted hands to the forges lining lava flows. A selection of some of its most well known ones are as follows.&lt;br /&gt;
&lt;br /&gt;
==== Apsthal ====&lt;br /&gt;
The capital city of Dolsia. Apsthal is the first city of Dolsia and remains its capital. It is located in the south of the cave network, a half day&#039;s journey from the Skymouth. Apsthal is located within the second-largest cavern in Dolsia: it is enormous, and standing at its bottom, you cannot see its ceiling, even with caelian light. It&#039;s extremely densely populated, and this is where most of the old, powerful families began and still reside. Few natural structures still exist: the entirety of the cave has been developed, and architecture is layered upon layered for the generations its been since the city was founded. It is still very vertically oriented, designed for flight, so bridges and stairs are commonplace. A large lake pools at the bottom, where soft green algal glow lights the city from below. Apsthal is the central hub for scholarly and preservation work. &lt;br /&gt;
&lt;br /&gt;
===== Onyx Repository =====&lt;br /&gt;
Of all the museums and archives in Dolsia, the Onyx Repository is the largest and most well known. It has a front-facing museum wing and a library wing, both of which are open to the public. It also offers services to help verify familial connections, record stories, and update or repair genealogies. It&#039;s a bustling hub of activity within Apsthal, and it is run and maintained by Talmai&#039;s family. &lt;br /&gt;
&lt;br /&gt;
==== Salted Sea ====&lt;br /&gt;
The Salted Sea is located in a very low, very wide cavern. Standing on its sandy shores, one can only see water fading into the darkness. It is impossibly deep, and remains not fully explored by caelians, but it&#039;s theorized to connect--somehow--to the actual oceans. Unlike water everywhere else in Dolsia, it&#039;s salty and does have mild tidal action; however, it&#039;s far inland, only slightly west of center of the country. The Sea is an important source of food for caelians, as there&#039;s a strong fishing community here that catches every manner of fish, crustacean, and jellyfish. It&#039;s also a very popular vacation spot, in spite of its very cold water. The ceiling has long ago been painted with stars that glow in the dark.&lt;br /&gt;
&lt;br /&gt;
==== Cumula Taiga ====&lt;br /&gt;
The Cumula Taiga is the cornucopia of Dolsia. It is located in the biggest cavern in Dolsia, far to the north, and cracks in its ceilings let enough threads of sunlight in to allow plants to grow. Over the millennia, a lush and massive rainforest has sprouted up, and the cave&#039;s size combined with its humidity has resulted in its own self-contained weather system. The canopy is constantly shrouded in clouds, and rain is frequent. In the misty dark below the canopy, a wealth of fungi grow alongside mycoheterotrophs--plants adapted to life without light that don&#039;t produce chlorophyll. Caelians that live here are largely farmers, foragers, and naturalists.  &lt;br /&gt;
&lt;br /&gt;
==== Beknighted Corridors ====&lt;br /&gt;
The Corridors are the main path that connects the cities of eastern Dolsia. They consist of large, open tunnels pierced by thick spears of shining crystal. Local superstition holds that the Corridors are the remains of an ancient battlefield, where the stars used the spears to protect them from some sort of horrible calamity, but there is no evidence of this beyond the presence of the spears themselves. Nevertheless, walking the Corridors is considered a holy pilgrimage by those that believe, and the crystals remain--mostly--untouched by mining tool or travel paint. &lt;br /&gt;
&lt;br /&gt;
==== Skymouth ====&lt;br /&gt;
This is the largest and most well-known entrance to Dolsia. It faces south to [[Sayil]] and is an absolutely massive cavern entrance, easily hundreds of feet wide. A regularly used trail off the [[Theriad Caravans|Heartstone Road]] leads directly to it. A small city exists at the Skymouth: it used to be a temporary settlement for merchants, scouts, and guards, but as caelians have grown more bold in recent years, it&#039;s blossomed into a thriving economic center. Anyone who has a vested interest in trading with the outside world does their business at the Skymouth,&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
It is said that the first caelians were humans, once. They were the first to ascend the Coronus mountains, and what they found atop the highest peak was glory itself, woven into the stars. The revelation they experienced there changed them, and they sprouted wings that let them dance in the light. That, however, was a very long time ago. &lt;br /&gt;
&lt;br /&gt;
Their paradise was not meant to last. Ignii, children of dragons, challenged their claim to the mountaintops and, at the climax of a bloody war, cast them out to the caves under the earth. In this day and age, centuries hence, the magic is faltering. Children are born with twisted wings, and all live beneath a broken halo.&lt;br /&gt;
&lt;br /&gt;
Very few artifacts remain from their time above ground. Most knowledge caelians still have from then and the early days of banishment is carefully preserved by the few who had the ability to pass on a memoir before they too died. Even those are often called into question due to conflicting details. This desperate desire to know where they came from and what they lost is how the caelian obsession with recordkeeping began.&lt;br /&gt;
&lt;br /&gt;
=== Technology ===&lt;br /&gt;
Algae lamps.&lt;br /&gt;
&lt;br /&gt;
== Politics ==&lt;br /&gt;
When caelians first came to Dolsia, it was a harsh and unforgiving place. Few survived the war, and even fewer survived the first decade. Amid all that strife, a select few took control as leaders: these were the charismatic ones, or the decisive ones, or the systemic ones. Under their guidance, Apsthal was founded, and from them, the High Families were born. Those caelians that can provably trace their lineage back to these ancient family lines are considered to be a part of the High Families. The High Families, by nature of their age, have accrued the most resources in Dolsia. They have the most history, the most artifacts, the biggest homes, and the most land. &lt;br /&gt;
&lt;br /&gt;
The High Families present themselves as the ancient, benevolent caretakers of Dolsia. They use their capital to fund public projects, and their sprawling family trees helps to maintain the infrastructure of their cities and staff the many public works they provide. Libraries and museums, for example, are typically largely staffed by fringe members of the local High Family. The High Families construct new homes, zone places for food, spearhead mining projects, run hospitals, and much more.&lt;br /&gt;
&lt;br /&gt;
Each High Family has a singular caelian chosen as its head, and the relative power of every High Family member is proportional to their proximity to the Head of the Family. There are no strict rules about who&#039;s chose as the head: different families have different traditions. For example, the Agelaius clan always chooses the first-born&#039;s first-born.&lt;br /&gt;
&lt;br /&gt;
Among the Heads of the High Families, all are considered equal. None will ever claim superiority over the others: the Families are a united front, the blessed mothers and fathers of Dolsia. They convene regularly to discuss the laws and practices in the areas they rule over to maintain consistency across the country. Tradition and unity are vital in Dolsia, and in truth, many laws have changed little over the years.&lt;br /&gt;
&lt;br /&gt;
That said, the stable, united front they present does not match the living, breathing, ever-changing reality they live in. Meetings between the Heads are often tense affairs where there are inevitably some Families trying to gain an edge over the others. Drastic action is unthinkable--to take drastic action would be to break with their tradition and become obscenely ambitious--but it&#039;s only drastic if it&#039;s provable.&lt;br /&gt;
&lt;br /&gt;
While there is no singular ruler of Dolsia, the de-facto ruler among the High Families is the Agelaius clan. They are the ones that claim providence over Apsthal and rule over the Onyx Repository. &lt;br /&gt;
&lt;br /&gt;
=== Legal System ===&lt;br /&gt;
In theory, the Dolsian legal system is impartial and fair. When you are wronged, you can bring your case to court, where lawyers will present the evidence and a judge will make a ruling based on that evidence. Sometimes, a case will have both prosecutors and defense lawyers present in a trial, but sometimes, lawyers are expected to act impartially and serve as both roles. In this way, Dolsian lawyers and historians are very closely tied jobs: a lawyer will consult historical precedent and similar cases when compiling evidence. Cases that can be more &amp;quot;objectively&amp;quot; proven, like disagreements on a legal definition, will typically be served by only one lawyer. One lawyer is also typical for poor litigants. Two lawyers are more often seen in emotionally charged or subjective cases, like violent crimes. Richer Dolsians typically employ two lawyers as well.&lt;br /&gt;
&lt;br /&gt;
In practice, however, this system is rife with corruption. There are no juries, and members of the local aristocracy--the High Families--fill the roles of judges. On top of that, lawyers need to stay on good terms with the High Families to access their private records for cases, and many High Families patronize law firms as a &amp;quot;public service&amp;quot;. A lawyer that upsets the High Families loses funding and resources for future cases. Because of all this, its an unspoken rule that virtually any case against a member of the High Families is doomed to failure, unless the evidence is overwhelmingly obviously against them. Lawyers can refuse to present their case to a specific judge, but doing so does run the risk of upsetting the High Family in question, depending on how well that judge is liked by the rest of their family.&lt;br /&gt;
&lt;br /&gt;
=== The Nameless ===&lt;br /&gt;
Legally speaking, a caelian born in Dolsia entirely without feathers is virtually invisible. Without feathers, they can&#039;t be recorded in genealogies, disrupting birth records, marriage rites, and funerary rites. A featherless caelian must rely on their family to vouch for their status, and aristocratic families in particular are known to reject marriage proposals from featherless caelians, no matter their status. It&#039;s not uncommon for featherless caelians to struggle in life; some are rejected entirely by their families.&lt;br /&gt;
&lt;br /&gt;
Recently, a group of these featherless caelians have banded together and organized against the aristocracy. They reject the aristocracy&#039;s insistence that Dolsia&#039;s culture is fading: they believe these very same aristocrats are holding Dolsia back from its future, and the noble houses must be dissolved. They are mostly active in Apsthal, but cells have been forming across Dolsia. They steal from the aristocrats for resources; disrupt aristocratic events; collect intelligence; and certain members have taken it to violence. The current leader is suspected to be a featherless caelian named [https://toyhou.se/23027730.damaris-the-unnamed Damaris]. &lt;br /&gt;
&lt;br /&gt;
Anyone may join the Nameless, whether they have feathers or not. The only real requirement, after proving your trustworthiness and loyalty to the cause, is that you must reject your family name fully and become truly Nameless.&lt;br /&gt;
&lt;br /&gt;
=== International Relations ===&lt;br /&gt;
Dolsia has a history of seclusion. They were ousted from their homes once and lost many of their people: the survivors sought to ensure that would never happen again. The spectre that, someday, someone would come to finish what had been started loomed large over the country, and thus, for a long time, Dolsians fled at the sight of any others. Many neighboring communities have only legends of caelian sightings. Most entrances to Dolsia remain hidden to this day, but in recent times, more and more Dolsians are opening their doors. The people tire of living in scarcity. &lt;br /&gt;
&lt;br /&gt;
=====[[Coronus]]=====&lt;br /&gt;
Dolsia still greatly fears Coronus, and time has not faded their grudge. Ignii are avoided, and many Dolsian merchants will spurn and curse Coric goods. There are, every so often, whispers of particularly warlike caelians who&#039;ve gone to the peaks of Coronus, or particularly humble ignii who&#039;ve come to Dolsia, but these cases are few and far between.&lt;br /&gt;
&lt;br /&gt;
In places where the countries meet, however, relations are more amenable. Many Coric ignii have lost their territorial fervor and don&#039;t mind Dolsian guests, and Dolsians who dare to spend time among them learn they aren&#039;t so frightening.&lt;br /&gt;
=====[[Eniya]]=====&lt;br /&gt;
Eniya and Dolsia are fostering a young but positive relationship. The Eniyan desert is large, harsh, and unforgiving, separating the two countries rather firmly. Mix this with Dolsia&#039;s seclusion, and they have had little historical interaction. However, things have been changing recently. Particularly those who live in the plateaus, where the desert poses less of an obstacle, have been meeting and trading with Dolsians. Dolsians typically consider Eniyans to be curious and gregarious, and Eniyans often consider Dolsians to be generous and resourceful. One unfortunate effect of their lack of contact for so long a time is that many Eniyans remain under the mistaken assumption that most Dolsians can fly.&lt;br /&gt;
=====[[Olitskur]]=====&lt;br /&gt;
Olitskur and Dolsia have no contact. Unless a given Dolsian has taken up interest in the outside world or interacts heavily with outsiders, most Dolsians don&#039;t know that Olitskur or ianthina exist. (However, there is rumor of fish people sighted near the Salted Sea...)&lt;br /&gt;
===== [[Sayil]]=====&lt;br /&gt;
Sayil and Dolsia are very closely allied; they have a long history together. Dolsia was already established during the birth of the young nation, and provided assistance and support where and when they could. Sayil&#039;s founding ideals of peace are an aspiration Dolsia would also like to see come to fruition, even if most Dolsians lack the optimism common in Sayil. The two countries trade heavily: Sayilans provide plant life, lumber, and fiber, and Dolsia provides stone, metal, and minerals. &lt;br /&gt;
=====[[Theriad Caravans]] =====&lt;br /&gt;
Dolsia has close economic ties to the various theriad groups, but socially, a pervasive tension remains. As the Heartstone Road circles the Coronus Mountains, more theriads know entrances to Dolsia than any other group. This paired with the theriad lack of a homeland means that suspicion that one of these groups might, one day, want to take Dolsia for themselves thrives, particularly among the oldest families. On the more positive end, Dolsians also consider theriads to be very knowledgeable about both magic (from their interactions with Kimarel) and world events (from their many travels). &lt;br /&gt;
== Economy ==&lt;br /&gt;
On paper, Dolsia has accepted the Merchants&#039; Guild system of coinage fully. Anything you need to buy, you can buy in coin. But the true currency of Dolsia is favors and knowledge. Gifts are never given freely in Dolsia: if you give your neighbor a cup of sugar, then the rules of decorum dictate that, should they ask you for a pint of milk later on, you give it to them (so long as you have it to give). To accept a gift from someone is to accept that you will owe them something of equal value later. Hospitality given is hospitality owed. Often, Dolsians will try to be proactive in erasing this debt. If you give a friend a room to stay in for the night, then you may wake up to all your dishes clean.&lt;br /&gt;
&lt;br /&gt;
Typically, these ledgers aren&#039;t formalized. The constant give and take is simply part of the rhythm of Dolsian life. One of the biggest dangers for a traveling Dolsian is for their habits of generosity to get taken advantage of. That said, certain members of the aristocracy have been known to keep black books, giving freely and tracking who owes them in their bid for power.&lt;br /&gt;
&lt;br /&gt;
The only thing more powerful than Dolsia&#039;s gift economy is the power of knowledge. Possessing an object of scholarly interest is a surefire way to increase your standing in the world, whether that be by trading it to the aristocracy or using it to bolster your own claims. Accessing a family&#039;s artifact collection is always something that comes with a price. Along similar lines, prestigious families have risen and fallen on the sword of their reputation. If you have dirt on someone, you can ruin them entirely, and in Dolsia, few crimes are worse than greed.&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
The majority of plant-based food in Dolsia is grown in the Cumula Taiga; that&#039;s where you can find farmers and foragers of all stripes. On account of the limited space, farmers do not clear forestry and instead work with it. Farms are built vertically and integrated into the forest as much as possible. On the forest floor grows a variety of fungi, and in the canopy you can find various fruits, shoots, and leaves. A plethora of  Some foods--particularly mushrooms--aren&#039;t able to be consumed raw, but over the years caelians have found safe or appealing ways to prepare many of them. Resourcefulness is key.  &lt;br /&gt;
&lt;br /&gt;
In the south, the places furthest from the Taiga, Dolsians rely moreso on trade with Sayil to supplement their food stores. Those lucky enough to live near an entrance to Dolsia or close to the surface are also able to farm, albeit in a smaller capacity. Those near the surface can crack skylights into their ceilings, allowing them to grow any shade-tolerant plant. Assorted tubers and root-plants are the most popular, for their calorie density and space economy. Those near Dolsian entrances will frequently cultivate food forests around it. Travelers suddenly finding themselves surrounded by a large amount of edible plants is the most obvious way to know a Dolsian entrance is close.  &lt;br /&gt;
&lt;br /&gt;
There is no pastureland in Dolsia, so there is no raising of large mammals for meat or dairy; thus, most caelians are lactose intolerant. Those near the Salted Sea can fish, though most of what&#039;s caught there are eels, crustaceans, and invertebrates. Small hens are popular for Dolsians to keep for food; they are raised on cave insects, algae, moss, and lichen. (In the old days, certain species of the insects themselves were considered a delicacy.) All parts of the animal are used. &lt;br /&gt;
&lt;br /&gt;
==== Cuisine ====&lt;br /&gt;
Dolsian food is characterized by salty and sour flavors, and grilling and steaming. Pickles are very popular and served with nearly every meal. Easy access to fire and the capacity to make fine cookware means pan frying and grilling are the most common methods of cooking. Steamed food wrapped in leaves is another popular preparation method. Dolsian food is low in starches and grains, so that&#039;s usually a small component of any plate. The high mineral content of their water gives their soups and stews a very signature taste. Dolsians often feel very strongly about their water, as different caves have different mineral balances, with some taking a sense of hometown pride in it while others despise theirs.&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
Dolsia exports minerals, ores, glass, glasses, clockwork, and fine metalsmithing.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
It is said that, in time immemorial, caelians were indeed once human. Pilgrims then, they climbed to the highest peaks of the [[Coronus|Coronus mountains]], where they bathed in glorious light. Thus baptized, they emerged changed: light graced their steps and their brow, and newly formed wings granted them access to the vault of the heavens. Exalted, they danced among the stars, their joy eternal, until the day they were torn down to earth. This is a story every caelian knows, though the details of it change depending on the teller. For example, some believe a singular force provided the light, while others believe there&#039;s a whole society of higher beings beyond the sky. There are no written records from this era to confirm one way or the other: all that survives is fragments of stories from great-grandparents. Whatever it was, most caelians accept the stars themselves to be their gods&#039; symbol and emissaries. &lt;br /&gt;
&lt;br /&gt;
Believers seek to follow the stars&#039; guidance as much as they can, meaning astrology is incredibly popular among the faithful. There are caelian scholars that fully dedicate themselves to studying the links between the arrangement of the stars and auspicious events. Starwatchers--a self-proclaimed profession--are akin to priests in caelian religion, and people go to them for guidance. Starwatchers are often present for births, where they proclaim a child&#039;s fortune. Faithful caelians believe that, if they follow the stars&#039; guidance, they will be invited back to the sky, and it is a common sentiment that the current decline their society is experiencing is due to too many straying from the path. (Though what the right path is is a matter of intense debate.)&lt;br /&gt;
&lt;br /&gt;
Additionally, some towns and cities are lucky enough to be home to an aviary of cave birds. The birds live freely in the skies and return to the caves to roost: for this, they are considered sacred and highly protected. The health of a flock is considered an omen about the health of a community, and the community in turn cares for them.&lt;br /&gt;
&lt;br /&gt;
=== Controversy ===&lt;br /&gt;
Religion is a fraught topic in Dolsia: though there are still ardent believers, overall, faith has been on the decline for a long time. Many academics treat religion as already a thing of the past, and approach religious topics through a purely academic lens. These academics believe that the stars and light were metaphor for another unknown--but natural--phenomena. Many are indifferent. The stars have been out of their sight for such a long time that, even if they were sacred once, they no longer have a connection. Still others have taken a combative view: they believe that caelians have done nothing wrong, and it is the stars who abandoned them and turned their back on them in their times of need. Now, with society in decline, no one will help them but themselves. These people believe something is up there, but sneer at those who still turn to the stars for guidance.&lt;br /&gt;
&lt;br /&gt;
In spite of these different views, many religious rituals persist even in secular life, and political leaders still reference the stars. Star iconography is everywhere, and &#039;&#039;may the stars guide you&#039;&#039; remains a popular way to say farewell. It is just one of many phrases that survives into the colloquial lexicon.&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
Caelians believe that, when the bodies die, the soul returns to the sky. To facilitate this, they follow an elaborate death ritual: first, the deceased&#039;s loved ones are gathered. If a starwatcher is present, they assist in carrying the body and lead the group in a linear procession out of the caves and up the mountain, to the tallest point they have access to, trying to get them as close to the sky as they can. Less so in modern times, but historically, the bigger the procession and the taller the point, the more dangerous the approach, for the more visible they were, the more the entire group risked being attacked by dragons or ignii. (It has still been known to happen, on rare occasion.)  &lt;br /&gt;
&lt;br /&gt;
The journey is always long, and mourners carry small orbs of light in their hands as they walk. Once at the top, the body is set down somewhere with a clear view of the sky, and feathers are gathered from the caelians wings and distributed to the mourners. Only tertiaries are taken; it is believed that primaries and secondaries are needed for the caelian to ascend. When night falls, a pyre is built, and as the body burns, the mourners circle around it, holding their feathers and their balls of light, praying for a safe journey. They always leave &#039;&#039;before&#039;&#039; the body finishes burning. It is considered grotesque to see the remains; the fire&#039;s light is imagined to carry the deceased up and away, into the night. &lt;br /&gt;
&lt;br /&gt;
When the procession returns home, the feathers are added to family trees and geneologies. Sometimes, a more public funeral will be held after the cremation, where less intimate friends and family are invited to share stories and memories that can be added to the deceased&#039;s records.&lt;br /&gt;
&lt;br /&gt;
=== Cultural Blending ===&lt;br /&gt;
Some caelians that live near to the [[Sayil]] border have incorporated Sayilan religion into their belief system. As Sayilan religion is highly focused on cycles and reincarnation, that manifests in a few ways. Some think Dolsia&#039;s decline is just another cycle: they will become humans, and that&#039;s okay, because once they are they can join the stars again. Others think that the stars &#039;&#039;are&#039;&#039; caelians long past--or that they themselves are the stars--and one day they will rejoin them.&lt;br /&gt;
&lt;br /&gt;
In the east, the [[The Void Mother&#039;s Congregation|Void Mother&#039;s Congregation]] has rapidly gained popularity in recent times as well. The Congregation is a belief system rooted in nihilism, and believers find a sense of peace in Dolsia&#039;s decline. It is the natural order of the world; there&#039;s no point to fighting it. From dust they emerged, and to dust they are returning.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
Family and memory is the utmost. Heavy in ritual.&lt;br /&gt;
&lt;br /&gt;
=== Arts and Entertainment ===&lt;br /&gt;
Pictures and song are another way to tell a story.&lt;br /&gt;
&lt;br /&gt;
===Childrearing===&lt;br /&gt;
In spite of the critical importance of academics in Dolsia, there is no formal school system. Families are expected to educate their own children. For those who don&#039;t or can&#039;t teach their children themselves, there are private tutors, but they come at great expense. Wealthy children typically work with a tutor one-on-one, whereas poorer families will pool their resources to have a tutor teach their children as a group, in an informal classroom. Museums and other social institutions do offer intermittent classes for their communities. Teachers of any kind of that specialize in literacy and history are always in high demand.&lt;br /&gt;
&lt;br /&gt;
=== Family ===&lt;br /&gt;
Found family is as powerful as blood family. Geneologies are vital family records.&lt;br /&gt;
&lt;br /&gt;
=== Fashions ===&lt;br /&gt;
Dolsia, being underground, is usually pretty cold, so they often favor long sleeves, long skirts, and pants, all styled for warmth. Highly tailored clothes are very fashionable: tailoring means wasted cloth, so well-fitted, custom-tailored clothes are a show of wealth and power. They tend to prefer stiffer, heavier fabrics sewn into sharp angles for that fitted look. On the opposite side of the spectrum, they also like extremely fine, gauzy fabrics. The softness stands in stark contrast to their harsh surroundings, and looking like a cloud carries a stronger connotation of elegance when you&#039;re a people that worships the sky. Very finely made fabrics are similarly a show of wealth and skill. They like metallic threads in their embroidery, and delicate metallic jewelry, with more an emphasis on shiny metal than gemstones. They also like accessories that simulate or incorporate feathers and wings. They have to trade for most of their fabric, but they have strong dyes from the minerals in the caves and the ability to produce silk from the spiders and moths they raise.&lt;br /&gt;
&lt;br /&gt;
=== Names ===&lt;br /&gt;
Caelians have long names. Their first name is whatever their parents deem best fit, but after that is a long series of middle names. Middle names tend to either be recent relatives chronologically or whoever the parents consider to be the most accomplished relatives in the family history, but more experimental parents will choose middle names that represent their aspirations for the child, or names of people they admire from other families. Having someone else&#039;s child named after you is a great honor.&lt;br /&gt;
&lt;br /&gt;
Last names are socially the most important, as they connect you to your family line. When marrying, couples will typically take on the last name of the family with the longer or more respectable history. It&#039;s considered generous and sweet to take on the name of the lesser family, and extremely daring and radical to choose a new name entirely. Hyphenation is also considered a respectable choice, as it reflects a devotion to both families; however, the child of hyphenated parents is expected to ally themself with one family or the other as they age.&lt;br /&gt;
&lt;br /&gt;
Star names are, of course, very common, and starwatchers are sometimes consulted for fortuitous names.&lt;br /&gt;
&lt;br /&gt;
=== Romance ===&lt;br /&gt;
In the early days of Dolsia, all marriages were arranged. With the small population they started out with, this was a practical necessity--as well as giving certain families leverages in leadership, thus leading to the aristocracy Dolsia still has today. To help facilitate these arranged marriages and allow the bride and groom to get to know each other, long periods of courtship were a prerequisite. A good show of courtship showed a willingness to cooperate and helped ensure a prosperous match. Nowadays, arranged marriages have fallen out of fashion--although they are still practiced in more traditional families--but the art of courtship remains alive and well. &lt;br /&gt;
&lt;br /&gt;
Courtship typically takes place after a couple becomes engaged but before marriage. These days, it&#039;s moreso a game and a way for a couple to celebrate their love. During courtship, the couple embodies a pair of archetypes and plays out a traditional Dolsian love story. There are a number of stories for couples to choose from, but some examples include:&lt;br /&gt;
&lt;br /&gt;
* The Lovers: The most obvious archetype. Couples exchange small, sweet gifts, write love notes, and spend a lot of quality time together.&lt;br /&gt;
* The Rivals: An archetype for lovers with a shared interest. Each lover makes loud proclamations of superiority over the other about a shared interest or skill, and they host some sort of duel or competition that allows them to showcase their ability as a public spectacle.&lt;br /&gt;
* The Princess and the Dancer: An archetype that&#039;s all about the chase. The Princess plays hard to get, while the Dancer puts on increasingly grand shows to get her attention. Sometimes, he brings in his friends to help, but it almost always ends with the pair dancing together.&lt;br /&gt;
* The Archivist and the Coquette: Similar to the Princess and the Dancer, except in this one, it&#039;s far more about banter. The lovers pretend not to know each other, and the Coquette wins over the Archivist with her enticing conversation.&lt;br /&gt;
* The Maiden and the Turncoat: An archetype for more private couples. The Turncoat seeks out silent, secret trysts with the Maiden. In a perfect performance of this archetype, no one knows they courted at all.&lt;br /&gt;
* The Architect in the Cold: Far less roleplay-based, in this archetype, the Architect makes a home or designs a room perfect to the desires of his lover. The lover comes in when it&#039;s done and judges if it&#039;s to be a suitable home for them. &lt;br /&gt;
* The Happenstance Singers: Each lover embarks on a journey through Dolsia, ending at a common meeting place. When they arrive at their chosen destination, they sing, and use that song to find each other.&lt;br /&gt;
* The Debutante and the Dressmaker: This archetype can involve many aspects of mutual grooming, from baths to clothing design to hair brushing to nail care, all that and more. It&#039;s all about making the Debutante feel pampered, comfortable, and beautiful, whatever that means to them. This archetype is one of the few where it&#039;s very common to see the couple switch roles and perform it again.&lt;br /&gt;
* The Chef and the Starved: In spite of the name, in this archetype, the couple typically works together to cook a number of meals. The meals are all extravagant: it&#039;s a time for a couple to make a feast of their dream meals. Friends and family are invited to eat and sometimes help with the meals.&lt;br /&gt;
* The Fallen: This archetype is rarely seen anymore, given how few caelians are capable of flight these days. In this, the Dolsians fly up to the top of the cave, then let themselves fall while holding each other. They fall for as long as they can safely, then pull away and separate sharply.&lt;br /&gt;
&lt;br /&gt;
Courtship archetypes are chosen based on what the couple would most enjoy. If it&#039;s not fun for both parties, then it&#039;s a failure of a courtship. Some prefer to talk out and plan out the whole process, while other couples are more spontaneous about it. While there are traditionally female and male roles, that matters very little in practice. Crossdressing and gender performance are very typical, and often taken to such extremes it could qualify as drag. Dressing as extravagantly as possible--even crossing the line into silliness--is an expected part of many archetypes. Ultimately, roles are flavored to the individual&#039;s tastes and personalities. For example, in &amp;quot;The Princess and the Dancer&amp;quot;, the Dancer may choose a different skillset to display to woo the Princess. Fighting is a very common variant for this one.&lt;br /&gt;
&lt;br /&gt;
== Holidays ==&lt;br /&gt;
Many holidays are celebrated within Dolsia.&lt;br /&gt;
&lt;br /&gt;
=== Florivivere Festival ===&lt;br /&gt;
The first winter after caelians were banished to the caverns of Dolsia was dark. The iron stench of death dripped from cold stalactites, but even the cruelest winter must end eventually. The caelians emerged from their caves to find flowers: bright specks of color poked out from the snow and reminded them that even in the frozen wastes of death, life persists. This is the origin of the Florivivere Festival.&lt;br /&gt;
&lt;br /&gt;
Today, caelians plant seeds in the twilight of fall, before the first frost. They mourn that which has, in the last year, been lost. But in the spring, they return to witness their bounty and celebrate: they&#039;re still here. Hope persists, and so do they. Over the many years since this festival first began, families began breeding their own unique strains of flowers to represent the resilience of their bloodline--a living heirloom--leading to a stunning array of colors and shapes. &lt;br /&gt;
&lt;br /&gt;
Every family has their own traditions for what they do with their flowers once they&#039;ve sprouted. Big families with lots of flowers may pick them and make flower crowns; young lovers may offer them as valentines; and old families may press them into a book, so future generations can see how the family has grown and changed. Someone with little family left to speak of may simply sit with their bloom.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://enchiron.autre.world/index.php?title=Caelians&amp;diff=458</id>
		<title>Caelians</title>
		<link rel="alternate" type="text/html" href="http://enchiron.autre.world/index.php?title=Caelians&amp;diff=458"/>
		<updated>2025-10-29T06:13:02Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Halos */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Species]]&lt;br /&gt;
It is said that the first caelians were humans, once. They were the first to ascend the Coronus mountains, and what they found atop the highest peak was glory itself, woven into the stars. The revelation they experienced there changed them, and they sprouted wings that let them dance in the light. That, however, was a very long time ago. In this day and age, the magic is faltering. Children are born with twisted wings, and all live beneath a broken halo. Today&#039;s caelians look far different from the caelians of yore, as, increasingly, caelians lose what made them special and more and more resemble ordinary humans.&lt;br /&gt;
&lt;br /&gt;
== Aging ==&lt;br /&gt;
When caelians are born, they are typically featherless and hairless, with bright splashes of shining color, every eye shut, and their bare, bony wings jutting out. Their eyes are quick to open, and their soft, fluffy chick feathers follow quickly. The down of childhood may not exactly match what a child&#039;s adult feathers look like. They don&#039;t have halos for most of their childhood, either.&lt;br /&gt;
&lt;br /&gt;
With the advent of puberty, all this changes. This can be a traumatic time for many caelians, as it&#039;s when many abnormalities make themselves apparent. They shed their chick feathers--if they shed them at all--in favor of their adult feathers. Feathers can some in weak and fragile, leading to tattered looks, or curly and useless for flight. The growth spurts at this age also affect wings, so children find out if their wings are too small, or growing at different rates, or similar issues.&lt;br /&gt;
&lt;br /&gt;
Over the course of childhood, vague clouds of light gather around the child&#039;s body, and these clouds slowly condense into halos. Again, during puberty, these halos settle into their final shapes.&lt;br /&gt;
&lt;br /&gt;
Caelians have the second longest potential lifespans: most caelians will live to see their 100th bday. (Cave-ins are an on-going issue in Dolsia that lowers average life expectancy, but the technology has reached a point that those aren&#039;t remotely as common as they used to be.) The biggest issue facing elderly caelians is respiratory illness. The stale, stagnant air of the caves--polluted with dusts molds and more--takes a toll eventually. &lt;br /&gt;
&lt;br /&gt;
Visually, their markings pale with age and, sometimes, shift color. The color shifts are never extreme and typically just reveal a color that was already present. For example, a reddish-black fades to maroon, or orange fades to yellow. The process resembles sun-fading. &lt;br /&gt;
&lt;br /&gt;
Elderly caelians generally have less feathers as well. It takes them much longer to grow in feathers after a molt, and the molts aren&#039;t quite as clean, giving most older caelians a scruffy, ruffled look.&lt;br /&gt;
&lt;br /&gt;
== Body Language ==&lt;br /&gt;
When you startle them, they poof.&lt;br /&gt;
&lt;br /&gt;
== Eyes ==&lt;br /&gt;
One of the key features of caelians are their many secondary eyes: the higher the number, the more unusual. These secondary eyes may have eyebrows or eyelashes of their own, or they may be without. For the especially lucky caelians, all of these eyes will work perfectly, allowing the caelian in question to have a greatly expanded field of vision. Most, however, are not so lucky. For many, their secondary eyes don&#039;t open at all. Some might have an eyeball still, able to be palpated under the surface or manually revealed, but others may simply have a slit in their skin and flesh beneath. &lt;br /&gt;
&lt;br /&gt;
For those whose eyes do open, vision varies wildly. If there is no pupil, then there is no vision at all. If there are too many pupils, or misshapen ones, or no iris, then there is vision, but it cannot focus properly nor can it adjust to light. Vision from eyes like this is nearly always blurry or shadowed in some form or another. Vision can be so bad that there&#039;s no recognition at all beyond light, shadow, and the suggestion of form. Some have made glasses for their secondary eyes, but this hasn&#039;t caught on widely. &lt;br /&gt;
&lt;br /&gt;
Typically, those with sensitive and painful secondary eyes simply cover them with clothing, but some take it a step further. In extreme cases--where it always hurts to see, or the eye is in a particularly inconvenient location--some opt to have these excess eyes removed. As the eyes are a part of who they are, even in caelian communities beyond Dolsia, this is controversial, yet still worthwhile for many.&lt;br /&gt;
&lt;br /&gt;
Primary eyes--those on the expected area of the face--aren&#039;t immune to problems either. Occasionally, caelians are born without these eyes at all. But more typically, they have visual impairments: nearsightedness, farsightedness, colorblindness, nightblindness, a lack of depth perception, and the like. Dolsia is the birthplace of spectacles, to fill this need.&lt;br /&gt;
&lt;br /&gt;
Traditionally, caelian eyes are marked by colorful scleras with pale irises. Multiple sclera colors could even be found on the same individual as a mark of beauty. But in today&#039;s day and age, in some, even that feature is disappearing, as children are born with white irises and colorful sclera.&lt;br /&gt;
&lt;br /&gt;
== Halos ==&lt;br /&gt;
Caelians have a natural ability to perform light [[magic]], and this magic can take a variety of forms. Caelians can create small glowing balls of light, shapes of any sort, and even (typically harmless) lightning strikes. Any idea that involves an intangible source of light is within their capacity. Their ability to sustain this light is entirely dependent on how stable their halo is: a fully formed, unbroken halo provides the most stable magic. Caelians with glitching halos tend to create glitchy lights, and caelians with melting halos tend to create lights that simply melt away. Fractured halos tend to have lights that flicker, and starred halos tend to fall to pieces. Only whole halos and only whole halos produce consistent light. Caelians with mixed halo types often experience a random set of effects.&lt;br /&gt;
&lt;br /&gt;
The number of halos a caelian has reflects the power of their light magic. Just one halo translates to one small ball of light, whereas a caelian with nine or more halos could singlehandedly light a stadium or city block. Once the halos have settled in their number and shape, its extremely rare for that to change. One of the few things that can change it is an amputation: if a limb is lost that halos once encircles, those halos may be lost, but the others may change in quality.&lt;br /&gt;
&lt;br /&gt;
Halos form around a caelian&#039;s magical center: this is the place it&#039;s easiest for caelians to manifest light from. Halos hover, on average, about six inches away from the skin, though this distance can be much shorter or larger, especially if the halo encircles a limb. A halo will never be further than touch range. They can bounce around a bit as the caelian moves: for example, if a caelian turns their head quickly, their halo may lag a second behind. Halos tend to move closer to their owners and avoid clipping into objects when possible. Some caelians can consciously move their halos around a few inches, and this is often shown off in a similar way that kids like to show off being double-jointed. Certain types of halos have the chance of being perpetually in motion: melting halos are always dripping; glitched halos flicker; dissolving halos dissolve. Starred and ring halos--broken and not--have been known to rotate.&lt;br /&gt;
&lt;br /&gt;
Tangible halos can be grabbed and taken, but being separated from their halo makes a caelian incredibly sick. Taking a halo is like ripping away part of someone&#039;s soul, and taking one for too long will eventually kill them. How fast it does so depends solely on how many they have.&lt;br /&gt;
&lt;br /&gt;
== Sleep ==&lt;br /&gt;
They don&#039;t have much of a circadian rhythm.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://enchiron.autre.world/index.php?title=Coronus&amp;diff=457</id>
		<title>Coronus</title>
		<link rel="alternate" type="text/html" href="http://enchiron.autre.world/index.php?title=Coronus&amp;diff=457"/>
		<updated>2025-10-29T06:05:00Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Childrearing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Coronus mountain range cuts across the heart of the continent. With a volcano at its center, it&#039;s a hotbed of geological activity, and atop its peaks, dragonkind makes its home. They rule skies, vistas, and all below; everything in their sight is part of their horde. Ignii count themselves among these masters: they oversee their domain from grand sparkling pavilions, so all may look up and view their majesty.&lt;br /&gt;
==Geography==&lt;br /&gt;
Coronus is a scattered country, with villages spread all across the mountains. Because the mountain range curls around the continent, its climates match The lowlands tend to be lush, green, and temperate: they&#039;re mostly fieldland, interspersed with stretches of forest and copses of trees. The ignii that live here tend to be more mild-mannered and social, and less violent than their neighbors at higher elevations. Those uninterested in the daredevil lifestyle tend to descend here. A majority of the farming happens in the lowlands.&lt;br /&gt;
&lt;br /&gt;
As you go higher into the mountains, the fields become scrubby and rocky. Veins of stone rise to sharp cliffsides, and caves down to Dolsia or infested with wyrms lay bare in the open. Most Coric villages and cities are on this level, clustered around cliffsides, waterfalls, and lava flows. Ignii tend to favor locations with a view.&lt;br /&gt;
&lt;br /&gt;
The mountain summits are a rocky, barren tundra. For most of the year, they&#039;re snowed over, and little lives there except the largest and strongest of dragons. Ignii who take matters of strength to their greatest extreme tend to live in this frozen wasteland. Training themselves to breathe the thin air, they build their homes atop spires that reach ever higher into the heavens.&lt;br /&gt;
&lt;br /&gt;
===Architecture===&lt;br /&gt;
The Coric love large, open architecture. They love to live in places that dwarf them. Their cities are majestic places of marble pavilions and large, towering columns and archways. Their homes--any made to last, at least--are similarly made of stone, often with little gardens in the center. Occasionally, you see reliefs of mighty warriors set into buildings, but typically the Coric prefer to show off the natural grain of the stone, or to make mosaics of out of sparkling stone.&lt;br /&gt;
&lt;br /&gt;
Building these magnificent buildings, however, takes a lot of resources and assistance. Many Coric people live semi-permanently in inns or log or mud cabins. These homes are much more modest, often just a collection of single rooms built around a hearth.&lt;br /&gt;
&lt;br /&gt;
===Notable Locations===&lt;br /&gt;
There are a wide variety of landmarks within Coronus, from its snowy peaks to the fertile lowlands. A selection of some of its most well known ones are as follows.&lt;br /&gt;
&lt;br /&gt;
====Crysentis====&lt;br /&gt;
The capital city of Coronus is the biggest in the nation. Wide expanses of shining marble pavilions and breezy open air buildings form steps up to the magnificent castle where the King of Coronus resides.&lt;br /&gt;
&lt;br /&gt;
====Volcano====&lt;br /&gt;
The active volcano Crysentis was built on. Rivets and valleys allow its flows to pass safely through the city, while leaders gather for ceremony at its peak. The volcano is considered to be the still-beating heart of the Mother of Dragons.&lt;br /&gt;
&lt;br /&gt;
====Mother&#039;s Maw====&lt;br /&gt;
An active volacano shaped like a dragon&#039;s head. The Coric faithful believe this to be the face of the Mother, and the rest of her sleeping body forms the mountain range they live on. The city in the Maw is full of the faithful, and pilgrims come to tell the Mother their troubles and secrets.&lt;br /&gt;
&lt;br /&gt;
====The Paint Pots====&lt;br /&gt;
A collection of hot springs on the inner ring of the mountains. The pools bubble with radiant color from the natural minerals. While toxic to many other species, they are a popular vacation destination among ignii. A good long soak in the springs helps during shedding season.&lt;br /&gt;
&lt;br /&gt;
====Bromus Peak====&lt;br /&gt;
An agricultural community located on the southwestern edge of the range. Long suffering from a [https://toyhou.se/32878924.rook neglectful ruler], a [https://toyhou.se/~forums/34679.roleplay/645196.event-fall-of-the-mountain-king recent coup] has put it under the new leadership of [https://toyhou.se/~forums/34680.journals/486167.c-rayleigh-the-ignii Rayleigh] and [https://toyhou.se/~forums/34680.journals/486172.c-cirrus-the-ignii Cirrus]. Several players proved themselves essential in this resistance effort: [https://toyhou.se/~forums/34680.journals/645230.c-boomslang-the-caelian Boomslang], [https://toyhou.se/~forums/34680.journals/493785.c-rhodes-the-ignii Rhodes], [https://toyhou.se/14766686.lv-4016-foreigner/26726001.enchiron-au Foreigner], [https://toyhou.se/26711935.hermes-logios Hermes], [https://toyhou.se/27364697.eira-ivory Eira], [https://toyhou.se/27644934.raelene-ivory Raelene], [https://toyhou.se/28934549.elena-ivory Elena], [https://toyhou.se/25200396.irvin-foreigner Irvin], [https://toyhou.se/28911764.arbor-heliodor Arbor], [https://toyhou.se/31494240.morgan-leviathan-locke Morgan], [https://toyhou.se/27541904.fury Fury], [https://toyhou.se/25158724.cinnabar Cinnabar], [https://toyhou.se/29172784.pip Pip], [https://toyhou.se/14877459.ajax Ajax], [https://toyhou.se/28995427.citrine Citrine], [https://toyhou.se/26703674.leon Leon], [https://toyhou.se/16233954.uriel/31833897.caelian-au Uriel], and [https://toyhou.se/11803724.ryder-reid/31848558.enchiron-au Ryder]. At the end of the coup, a hydra was freed from Rook&#039;s cruel imprisonment, and as it climbed free, it was adopted as the Guardian of this mountain.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
They worshiped dragons for their strength and majesty, almost like gods. They considered them the superior creature. Their fevered passion was not well-accepted in Eniya, so many of these acolytes opted to migrate up into the mountains to live among the dragons.&lt;br /&gt;
&lt;br /&gt;
===Technology===&lt;br /&gt;
Armor and weaponry.&lt;br /&gt;
&lt;br /&gt;
==Politics==&lt;br /&gt;
Might is right.&lt;br /&gt;
&lt;br /&gt;
===Justice System===&lt;br /&gt;
An eye for an eye.&lt;br /&gt;
&lt;br /&gt;
===International Relations===&lt;br /&gt;
Isolationist.&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
Barter and sale.&lt;br /&gt;
&lt;br /&gt;
===Dragon Taming===&lt;br /&gt;
Dragon taming is a time-tested and honorable career for an ignii. Dragons are revered in Coric society, so being able to befriend one is a huge mark of honor--all the more so if you can do that for many. Dragon parents are able to leave a tamer at any time if they find the tamer&#039;s home substandard, so  a successful career in taming requires a mountain of trust and an intimate knowledge of the chosen dragon species&#039;s preferences. Different people specialize in different species, and they raise the dragons for different purposes. Some are raising pets, and others raise working dragons (ex: mounts, blacksmith assistants, chef assistants, disability supports, herding, etc). Some people who run rescues for injured dragons, and other people run shelters for dragons that want a new home. (Sometimes, a homeless dragon will just return to the wilderness, but some aren&#039;t capable or--having lived in the company of ignii--prefer it.) Dragons have a long memory and recognize faces, and they&#039;ll point out ignii that can be trusted or are to be avoided to others in their family pod.&lt;br /&gt;
&lt;br /&gt;
Different tamers have different strategies for taming dragons, and some are very secretive about their methods. Dragon breeding generally happens without ignii intervention. There&#039;s a certain subset of people who are convinced egg thieving and imprinting on the hatchling is the only way to successfully tame certain species of dragons--particularly for the more challenging species. While it is effective, improper socialization causes major issues when these dragons encounter others of their kind, and they often flounder if ever released back to the wild. Egg thieving is considered abusive in the modern day. &lt;br /&gt;
&lt;br /&gt;
The most common method of taming involves spending time around a dragon and offering it things it likes (usually either food or things it hoards) until it begins to show an interest in you. It&#039;s a very dangerous process, however, because if anything gets pushed too far too quickly, or a dragon&#039;s invisible rule is broken, they may attack. Younger dragons are easier to tame, but parent dragons can be very protective of nests. Older, successful tamers are friends with parent dragons, allowing them access to hatchlings, and thus they can foster a whole family line.&lt;br /&gt;
&lt;br /&gt;
===Cuisine===&lt;br /&gt;
The rich volcanic soil makes for great farming, allowing Coric farmers to grow a huge variety of crops at lower elevations. At higher elevations, farming becomes more restricted as the air gets thinner and the weather colder, but a robust trade system means those living higher rarely lack. Their diets typically are savory and salty, with more vegetables than you might expect. Grilling is the most common form of cooking, as is braising. Coronus has mastered spit and pit roasting. Coronus loves big, bold flavors and spicy foods. At higher elevations, cheese and cream based dishes become more popular, as more herding occurs there.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
The great dragon that anointed them the worthy.&lt;br /&gt;
&lt;br /&gt;
===Guardian Dragons===&lt;br /&gt;
Coric civilizations exist in a constant tension with the larger dragons they call neighbors. Large dragons tend to be antisocial, and in the worst of cases, they can be actively antagonistic to Coric settlements in their territories. But, at the same time, large dragons most embody the might and heat that Corics so worship. The bigger they are, the longer their lives, and the closer they&#039;re considered to be to their collective Mother. &lt;br /&gt;
&lt;br /&gt;
Dragons that have maintained a peaceful relationship with their Coric neighbors or appeared at an auspicious moment in a community&#039;s history are often adopted as the Guardian of that community. The Guardian is given the community&#039;s name, and pious ignii will make pilgrimages to visit it. Offerings to the Guardian are akin to offerings to the Mother, and they are thought to bring good fortune. Occasionally, if one cultivates enough of a positive relationship with the Guardian, it may grant a boon. There are many legends of Guardian Dragons saving towns from disaster or granting a supplicant just the gift or omen they needed to navigate a conflict.&lt;br /&gt;
&lt;br /&gt;
Guardianship can be revoked if the dragon turns on its community, and this is typically treated as a failing on the part of the town to appropriately honor it, rather than the whims of the dragon. Fallen Guardians are considered creatures of tragedy. When a Guardian dies, the entire community goes into mourning, and the position will remain vacant until another worthy dragon appears. While Guardians are almost universally large, there have been a few notable cases where a small dragon was chosen.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Hedonistic.&lt;br /&gt;
&lt;br /&gt;
===Strength===&lt;br /&gt;
Coric culture values strength and athleticism above all else. The strongest person in the room is the one who can protect those they love; they can defend themself from anyone who seeks to trample them; and they have shown a patience and dedication to improvement of the self that is to be respected. Coronus is a dangerous place: for all the love ignii show to dragons, large species of dragons can and do see them as potential prey. &lt;br /&gt;
&lt;br /&gt;
That said, strength is incompatible with cruelty. Cruelty is selfish, lazy, and antithetical to society. Coric people have a very strong sense of justice and how things ought to be, and they will band together to take out anyone they perceive to be abusing their power.&lt;br /&gt;
&lt;br /&gt;
That said, this single-minded focus on strength has cultivated a rift in society. Children who are averse to fighting struggle. Often, they face bullying from their peers that gets compounded by worried parents who want them to be able to defend themselves. While things are better once grown--adults don&#039;t have such a desperate need to prove themselves, and many places in Coric society include no fighting at all--these reputations can follow.&lt;br /&gt;
&lt;br /&gt;
===Arts and Entertainment===&lt;br /&gt;
Mosaics are a common art form. Drums are important in their music.&lt;br /&gt;
&lt;br /&gt;
Polyamory is fairly common in Coronus. The heart wants what the heart wants, and if that&#039;s multiple people, then the more the merrier.&lt;br /&gt;
&lt;br /&gt;
===Childrearing===&lt;br /&gt;
Coric children do attend schools. Education typically takes place outdoors, with a large focus on survival skills alongside more typical topics, such as reading and math. Coric education is very practical: there is always an answer to &amp;quot;when will I use this?&amp;quot; Children are split into cohorts by age, and a cohort will go through its entire education together, from youth to adulthood. Cohorts are passed from teacher to teacher and location to location as they learn their different subjects.&lt;br /&gt;
&lt;br /&gt;
There are a few genres of popular names among Coric children: gemstones and metals, famous warriors and dragons, and anything with a hard consonant, something that evokes the clicking and grunting of a dragon.&lt;br /&gt;
&lt;br /&gt;
===Family===&lt;br /&gt;
Ignii love their dragon brethren and nearly all will, at some point in their life, befriend a dragon and develop a companionship of some sort. Dragons are part of the family: they might be pets, pests, mounts, assistants, guides, or more.&lt;br /&gt;
&lt;br /&gt;
===Death===&lt;br /&gt;
Return them to the fires.&lt;br /&gt;
&lt;br /&gt;
===Romance===&lt;br /&gt;
Hot dating tips: challenge your future spouse to a duel.&lt;br /&gt;
&lt;br /&gt;
== Holidays ==&lt;br /&gt;
Coronus loves holidays.&lt;br /&gt;
&lt;br /&gt;
=== Fumir ===&lt;br /&gt;
Come autumn, as the leaves die and the weather cools, a favorite festival lights up the Coronus Mountains: Fumir. Fumir is the Coric new year, where you say goodbye to the past and release your regrets, your grudges, and your fears. Anything that holds you back is thrown to the fires so you may enter the new year unburdened and free. This is a time when enemies reconcile, secret admirers confess their feelings, and sour relationships reach their close, although many choose to simply remember. All bring their offerings to the bonfire.&lt;br /&gt;
&lt;br /&gt;
Most importantly, however, Fumir is about eating lots and lots of delicious food. Fumir food is rich in flavor: heavily spiced soups, pockets of bread full of cheese and nuts, and skewers covered in sweet, spicy, sticky meat. Street food stalls pop up everywhere during the holiday, offering their wares to anyone roaming the plazas.&lt;br /&gt;
&lt;br /&gt;
=== Ashfall ===&lt;br /&gt;
Great dragons are a subset of rare, notably large dragons that occupies the Coronus mountains, and they are especially revered by their Coric neighbors. Typically, there is a small group that tends to these dragons like priests, and when one is ready to pass, it is a funeral for the entire community. A pyre is built, and the corpse is dismantled and returned to the community and the earth: scales and skin become leather and armor; bones and claws become weapons;  and every part is utilized.&lt;br /&gt;
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[[Category:Places]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://enchiron.autre.world/index.php?title=Dolsia&amp;diff=456</id>
		<title>Dolsia</title>
		<link rel="alternate" type="text/html" href="http://enchiron.autre.world/index.php?title=Dolsia&amp;diff=456"/>
		<updated>2025-10-28T07:13:48Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Economy */&lt;/p&gt;
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&lt;div&gt;[[Category:Places]]&lt;br /&gt;
Far below where the [[ignii]] reign supreme, a vast network of caverns forms the kingdom of Dolsia. Here lie the [[caelians]]. Water drips in to form vast underground lakes, flourishing sunless fungal forests, and towering stalactites and stalagmites. Caelians have carved their cities from this stone, preserving their people and their culture over the years until the day comes that it is safe for them to emerge once more into the light.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
Dolsia is a sprawling, but hidden country. Most of the entrances are concealed from outsiders: many caves are left natural and raw up until a certain depth, when they come alive with signs of the countless caelians within. Dolsia has connected many of the natural cave systems that exist within the Coronus mountains, although new caverns are still occasionally discovered by excavation and exploration teams. All manner of geological formations can be found within, from massive crystals, to ore veins, to stone, to lava flows and geothermal hotspots.&lt;br /&gt;
&lt;br /&gt;
Being underground, Dolsia is completely protected from weather. Outside of select places, there is no sun, wind, or rain, nor is there day or night. Most commonly, a particular strain of bioluminescent algae is cultivated and used all over Dolsia to light their world: it&#039;s used to fill lamps, grows on damp stone walls, and coats fountain basins. It&#039;s extremely hardy, and over time has been bred into a myriad of colors, most commonly green and most rarely yellow.&lt;br /&gt;
&lt;br /&gt;
Very broadly, it is warmer in the south than the north, but overall, Dolsia tends to have a moderate chill year-round. The earth insulates it from any freezing temperatures, but also from the warmth of the sun. &lt;br /&gt;
&lt;br /&gt;
=== Architecture ===&lt;br /&gt;
Dolsian architecture is incredibly lavish, featuring vaulted ceilings, ornate parapets, striking towers, and massive stained glass murals to bring beauty and color to this dark world. Frequently, significant names and figures are carved into the very walls to act as both memorial and sentinel.  As buildings accrue this history, they become even more ornate, meaning new cities tend to be more simplistic by comparison. (This decorative recordkeeping exists inside too: tapestries keep homes warm and tell tales.)&lt;br /&gt;
&lt;br /&gt;
All of Dolsia&#039;s biggest cities are also its oldest. They fill the largest caverns, and they were designed vertically, back when nearly every caelian could fly. This means that--in the modern day--they are labyrinthine to navigate. Now, layers of bridges stretch over inky depths to connect towers carved out of sheer cliffs, and narrow alleys allow passage between the buildings large bases. Poorer districts that haven&#039;t been able to construct permanent bridges yet have zipline systems, but these systems are looked down upon as undignified by the rich. (They are, however, extremely popular among the youth.)&lt;br /&gt;
&lt;br /&gt;
There are no single-family homes in Dolsia. Space is a premium in the caverns, so &amp;quot;moving out&amp;quot; is extremely uncommon, unless done for marriage. Generally, families just grow to encompass more of the space around them, leading to the largest families sharing entire buildings, aunts, uncles, cousins and all. Scattered around, there are singles&#039; homes, which are communally shared places for those who do leave their family. &lt;br /&gt;
&lt;br /&gt;
Every so often, there are expansion efforts where exploration or excavation teams try to found a new village. Artificial caverns are considered riskier to live in, and they have blockier, less ornate buildings carved directly into the rock. The ceiling is shared by homes and the road, and they are always single story, unless a family takes initiative to expand up or down.&lt;br /&gt;
&lt;br /&gt;
One area where new construction is leagues ahead of the old is in accessibility. When the old cities were first built, they were designed for caelians with a wide, nearly fully 360 field of vision. As caelian vision, collectively, has worsened, much has been lost. Obvious signage has become obscure as peripherals narrowed; side paths are narrow and unmarked; and magnificent art pieces have lost their effect as people are no longer able to take them in in their entirety at once. The old cities have installed railings on precarious bridges and algal lamps in dark, dank corridors, but there&#039;s been little else done to modernize. The bickering over how much these historical buildings ought to be changed is an evergreen debate. &lt;br /&gt;
&lt;br /&gt;
New towns in artificial caverns, however, are built with access in mind. Contrast tiles--sometimes with glowing algal inlays--are installed in the floor to help delineate paths. Textural lines in walls help people who navigate by touch. Different sectors of the city will use different colors and temperatures of light. Artistic carvings are much smaller in scale, and tend to be limited to doorways and important buildings. This is but a few examples of adaptations made.&lt;br /&gt;
&lt;br /&gt;
=== Notable Locations ===&lt;br /&gt;
There are a wide variety of landmarks within Dolsia, from its tunnels covered in painted hands to the forges lining lava flows. A selection of some of its most well known ones are as follows.&lt;br /&gt;
&lt;br /&gt;
==== Apsthal ====&lt;br /&gt;
The capital city of Dolsia. Apsthal is the first city of Dolsia and remains its capital. It is located in the south of the cave network, a half day&#039;s journey from the Skymouth. Apsthal is located within the second-largest cavern in Dolsia: it is enormous, and standing at its bottom, you cannot see its ceiling, even with caelian light. It&#039;s extremely densely populated, and this is where most of the old, powerful families began and still reside. Few natural structures still exist: the entirety of the cave has been developed, and architecture is layered upon layered for the generations its been since the city was founded. It is still very vertically oriented, designed for flight, so bridges and stairs are commonplace. A large lake pools at the bottom, where soft green algal glow lights the city from below. Apsthal is the central hub for scholarly and preservation work. &lt;br /&gt;
&lt;br /&gt;
===== Onyx Repository =====&lt;br /&gt;
Of all the museums and archives in Dolsia, the Onyx Repository is the largest and most well known. It has a front-facing museum wing and a library wing, both of which are open to the public. It also offers services to help verify familial connections, record stories, and update or repair genealogies. It&#039;s a bustling hub of activity within Apsthal, and it is run and maintained by Talmai&#039;s family. &lt;br /&gt;
&lt;br /&gt;
==== Salted Sea ====&lt;br /&gt;
The Salted Sea is located in a very low, very wide cavern. Standing on its sandy shores, one can only see water fading into the darkness. It is impossibly deep, and remains not fully explored by caelians, but it&#039;s theorized to connect--somehow--to the actual oceans. Unlike water everywhere else in Dolsia, it&#039;s salty and does have mild tidal action; however, it&#039;s far inland, only slightly west of center of the country. The Sea is an important source of food for caelians, as there&#039;s a strong fishing community here that catches every manner of fish, crustacean, and jellyfish. It&#039;s also a very popular vacation spot, in spite of its very cold water. The ceiling has long ago been painted with stars that glow in the dark.&lt;br /&gt;
&lt;br /&gt;
==== Cumula Taiga ====&lt;br /&gt;
The Cumula Taiga is the cornucopia of Dolsia. It is located in the biggest cavern in Dolsia, far to the north, and cracks in its ceilings let enough threads of sunlight in to allow plants to grow. Over the millennia, a lush and massive rainforest has sprouted up, and the cave&#039;s size combined with its humidity has resulted in its own self-contained weather system. The canopy is constantly shrouded in clouds, and rain is frequent. In the misty dark below the canopy, a wealth of fungi grow alongside mycoheterotrophs--plants adapted to life without light that don&#039;t produce chlorophyll. Caelians that live here are largely farmers, foragers, and naturalists.  &lt;br /&gt;
&lt;br /&gt;
==== Beknighted Corridors ====&lt;br /&gt;
The Corridors are the main path that connects the cities of eastern Dolsia. They consist of large, open tunnels pierced by thick spears of shining crystal. Local superstition holds that the Corridors are the remains of an ancient battlefield, where the stars used the spears to protect them from some sort of horrible calamity, but there is no evidence of this beyond the presence of the spears themselves. Nevertheless, walking the Corridors is considered a holy pilgrimage by those that believe, and the crystals remain--mostly--untouched by mining tool or travel paint. &lt;br /&gt;
&lt;br /&gt;
==== Skymouth ====&lt;br /&gt;
This is the largest and most well-known entrance to Dolsia. It faces south to [[Sayil]] and is an absolutely massive cavern entrance, easily hundreds of feet wide. A regularly used trail off the [[Theriad Caravans|Heartstone Road]] leads directly to it. A small city exists at the Skymouth: it used to be a temporary settlement for merchants, scouts, and guards, but as caelians have grown more bold in recent years, it&#039;s blossomed into a thriving economic center. Anyone who has a vested interest in trading with the outside world does their business at the Skymouth,&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
It is said that the first caelians were humans, once. They were the first to ascend the Coronus mountains, and what they found atop the highest peak was glory itself, woven into the stars. The revelation they experienced there changed them, and they sprouted wings that let them dance in the light. That, however, was a very long time ago. &lt;br /&gt;
&lt;br /&gt;
Their paradise was not meant to last. Ignii, children of dragons, challenged their claim to the mountaintops and, at the climax of a bloody war, cast them out to the caves under the earth. In this day and age, centuries hence, the magic is faltering. Children are born with twisted wings, and all live beneath a broken halo.&lt;br /&gt;
&lt;br /&gt;
Very few artifacts remain from their time above ground. Most knowledge caelians still have from then and the early days of banishment is carefully preserved by the few who had the ability to pass on a memoir before they too died. Even those are often called into question due to conflicting details. This desperate desire to know where they came from and what they lost is how the caelian obsession with recordkeeping began.&lt;br /&gt;
&lt;br /&gt;
=== Technology ===&lt;br /&gt;
Algae lamps.&lt;br /&gt;
&lt;br /&gt;
== Politics ==&lt;br /&gt;
When caelians first came to Dolsia, it was a harsh and unforgiving place. Few survived the war, and even fewer survived the first decade. Amid all that strife, a select few took control as leaders: these were the charismatic ones, or the decisive ones, or the systemic ones. Under their guidance, Apsthal was founded, and from them, the High Families were born. Those caelians that can provably trace their lineage back to these ancient family lines are considered to be a part of the High Families. The High Families, by nature of their age, have accrued the most resources in Dolsia. They have the most history, the most artifacts, the biggest homes, and the most land. &lt;br /&gt;
&lt;br /&gt;
The High Families present themselves as the ancient, benevolent caretakers of Dolsia. They use their capital to fund public projects, and their sprawling family trees helps to maintain the infrastructure of their cities and staff the many public works they provide. Libraries and museums, for example, are typically largely staffed by fringe members of the local High Family. The High Families construct new homes, zone places for food, spearhead mining projects, run hospitals, and much more.&lt;br /&gt;
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Each High Family has a singular caelian chosen as its head, and the relative power of every High Family member is proportional to their proximity to the Head of the Family. There are no strict rules about who&#039;s chose as the head: different families have different traditions. For example, the Agelaius clan always chooses the first-born&#039;s first-born.&lt;br /&gt;
&lt;br /&gt;
Among the Heads of the High Families, all are considered equal. None will ever claim superiority over the others: the Families are a united front, the blessed mothers and fathers of Dolsia. They convene regularly to discuss the laws and practices in the areas they rule over to maintain consistency across the country. Tradition and unity are vital in Dolsia, and in truth, many laws have changed little over the years.&lt;br /&gt;
&lt;br /&gt;
That said, the stable, united front they present does not match the living, breathing, ever-changing reality they live in. Meetings between the Heads are often tense affairs where there are inevitably some Families trying to gain an edge over the others. Drastic action is unthinkable--to take drastic action would be to break with their tradition and become obscenely ambitious--but it&#039;s only drastic if it&#039;s provable.&lt;br /&gt;
&lt;br /&gt;
While there is no singular ruler of Dolsia, the de-facto ruler among the High Families is the Agelaius clan. They are the ones that claim providence over Apsthal and rule over the Onyx Repository. &lt;br /&gt;
&lt;br /&gt;
=== Legal System ===&lt;br /&gt;
In theory, the Dolsian legal system is impartial and fair. When you are wronged, you can bring your case to court, where lawyers will present the evidence and a judge will make a ruling based on that evidence. Sometimes, a case will have both prosecutors and defense lawyers present in a trial, but sometimes, lawyers are expected to act impartially and serve as both roles. In this way, Dolsian lawyers and historians are very closely tied jobs: a lawyer will consult historical precedent and similar cases when compiling evidence. Cases that can be more &amp;quot;objectively&amp;quot; proven, like disagreements on a legal definition, will typically be served by only one lawyer. One lawyer is also typical for poor litigants. Two lawyers are more often seen in emotionally charged or subjective cases, like violent crimes. Richer Dolsians typically employ two lawyers as well.&lt;br /&gt;
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In practice, however, this system is rife with corruption. There are no juries, and members of the local aristocracy--the High Families--fill the roles of judges. On top of that, lawyers need to stay on good terms with the High Families to access their private records for cases, and many High Families patronize law firms as a &amp;quot;public service&amp;quot;. A lawyer that upsets the High Families loses funding and resources for future cases. Because of all this, its an unspoken rule that virtually any case against a member of the High Families is doomed to failure, unless the evidence is overwhelmingly obviously against them. Lawyers can refuse to present their case to a specific judge, but doing so does run the risk of upsetting the High Family in question, depending on how well that judge is liked by the rest of their family.&lt;br /&gt;
&lt;br /&gt;
=== The Nameless ===&lt;br /&gt;
Legally speaking, a caelian born in Dolsia entirely without feathers is virtually invisible. Without feathers, they can&#039;t be recorded in genealogies, disrupting birth records, marriage rites, and funerary rites. A featherless caelian must rely on their family to vouch for their status, and aristocratic families in particular are known to reject marriage proposals from featherless caelians, no matter their status. It&#039;s not uncommon for featherless caelians to struggle in life; some are rejected entirely by their families.&lt;br /&gt;
&lt;br /&gt;
Recently, a group of these featherless caelians have banded together and organized against the aristocracy. They reject the aristocracy&#039;s insistence that Dolsia&#039;s culture is fading: they believe these very same aristocrats are holding Dolsia back from its future, and the noble houses must be dissolved. They are mostly active in Apsthal, but cells have been forming across Dolsia. They steal from the aristocrats for resources; disrupt aristocratic events; collect intelligence; and certain members have taken it to violence. The current leader is suspected to be a featherless caelian named [https://toyhou.se/23027730.damaris-the-unnamed Damaris]. &lt;br /&gt;
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Anyone may join the Nameless, whether they have feathers or not. The only real requirement, after proving your trustworthiness and loyalty to the cause, is that you must reject your family name fully and become truly Nameless.&lt;br /&gt;
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=== International Relations ===&lt;br /&gt;
Dolsia has a history of seclusion. They were ousted from their homes once and lost many of their people: the survivors sought to ensure that would never happen again. The spectre that, someday, someone would come to finish what had been started loomed large over the country, and thus, for a long time, Dolsians fled at the sight of any others. Many neighboring communities have only legends of caelian sightings. Most entrances to Dolsia remain hidden to this day, but in recent times, more and more Dolsians are opening their doors. The people tire of living in scarcity. &lt;br /&gt;
&lt;br /&gt;
=====[[Coronus]]=====&lt;br /&gt;
Dolsia still greatly fears Coronus, and time has not faded their grudge. Ignii are avoided, and many Dolsian merchants will spurn and curse Coric goods. There are, every so often, whispers of particularly warlike caelians who&#039;ve gone to the peaks of Coronus, or particularly humble ignii who&#039;ve come to Dolsia, but these cases are few and far between.&lt;br /&gt;
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In places where the countries meet, however, relations are more amenable. Many Coric ignii have lost their territorial fervor and don&#039;t mind Dolsian guests, and Dolsians who dare to spend time among them learn they aren&#039;t so frightening.&lt;br /&gt;
=====[[Eniya]]=====&lt;br /&gt;
Eniya and Dolsia are fostering a young but positive relationship. The Eniyan desert is large, harsh, and unforgiving, separating the two countries rather firmly. Mix this with Dolsia&#039;s seclusion, and they have had little historical interaction. However, things have been changing recently. Particularly those who live in the plateaus, where the desert poses less of an obstacle, have been meeting and trading with Dolsians. Dolsians typically consider Eniyans to be curious and gregarious, and Eniyans often consider Dolsians to be generous and resourceful. One unfortunate effect of their lack of contact for so long a time is that many Eniyans remain under the mistaken assumption that most Dolsians can fly.&lt;br /&gt;
=====[[Olitskur]]=====&lt;br /&gt;
Olitskur and Dolsia have no contact. Unless a given Dolsian has taken up interest in the outside world or interacts heavily with outsiders, most Dolsians don&#039;t know that Olitskur or ianthina exist. (However, there is rumor of fish people sighted near the Salted Sea...)&lt;br /&gt;
===== [[Sayil]]=====&lt;br /&gt;
Sayil and Dolsia are very closely allied; they have a long history together. Dolsia was already established during the birth of the young nation, and provided assistance and support where and when they could. Sayil&#039;s founding ideals of peace are an aspiration Dolsia would also like to see come to fruition, even if most Dolsians lack the optimism common in Sayil. The two countries trade heavily: Sayilans provide plant life, lumber, and fiber, and Dolsia provides stone, metal, and minerals. &lt;br /&gt;
=====[[Theriad Caravans]] =====&lt;br /&gt;
Dolsia has close economic ties to the various theriad groups, but socially, a pervasive tension remains. As the Heartstone Road circles the Coronus Mountains, more theriads know entrances to Dolsia than any other group. This paired with the theriad lack of a homeland means that suspicion that one of these groups might, one day, want to take Dolsia for themselves thrives, particularly among the oldest families. On the more positive end, Dolsians also consider theriads to be very knowledgeable about both magic (from their interactions with Kimarel) and world events (from their many travels). &lt;br /&gt;
== Economy ==&lt;br /&gt;
On paper, Dolsia has accepted the Merchants&#039; Guild system of coinage fully. Anything you need to buy, you can buy in coin. But the true currency of Dolsia is favors and knowledge. Gifts are never given freely in Dolsia: if you give your neighbor a cup of sugar, then the rules of decorum dictate that, should they ask you for a pint of milk later on, you give it to them (so long as you have it to give). To accept a gift from someone is to accept that you will owe them something of equal value later. Hospitality given is hospitality owed. Often, Dolsians will try to be proactive in erasing this debt. If you give a friend a room to stay in for the night, then you may wake up to all your dishes clean.&lt;br /&gt;
&lt;br /&gt;
Typically, these ledgers aren&#039;t formalized. The constant give and take is simply part of the rhythm of Dolsian life. One of the biggest dangers for a traveling Dolsian is for their habits of generosity to get taken advantage of. That said, certain members of the aristocracy have been known to keep black books, giving freely and tracking who owes them in their bid for power.&lt;br /&gt;
&lt;br /&gt;
The only thing more powerful than Dolsia&#039;s gift economy is the power of knowledge. Possessing an object of scholarly interest is a surefire way to increase your standing in the world, whether that be by trading it to the aristocracy or using it to bolster your own claims. Accessing a family&#039;s artifact collection is always something that comes with a price. Along similar lines, prestigious families have risen and fallen on the sword of their reputation. If you have dirt on someone, you can ruin them entirely, and in Dolsia, few crimes are worse than greed.&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
The majority of plant-based food in Dolsia is grown in the Cumula Taiga; that&#039;s where you can find farmers and foragers of all stripes. On account of the limited space, farmers do not clear forestry and instead work with it. Farms are built vertically and integrated into the forest as much as possible. On the forest floor grows a variety of fungi, and in the canopy you can find various fruits, shoots, and leaves. A plethora of  Some foods--particularly mushrooms--aren&#039;t able to be consumed raw, but over the years caelians have found safe or appealing ways to prepare many of them. Resourcefulness is key.  &lt;br /&gt;
&lt;br /&gt;
In the south, the places furthest from the Taiga, Dolsians rely moreso on trade with Sayil to supplement their food stores. Those lucky enough to live near an entrance to Dolsia or close to the surface are also able to farm, albeit in a smaller capacity. Those near the surface can crack skylights into their ceilings, allowing them to grow any shade-tolerant plant. Assorted tubers and root-plants are the most popular, for their calorie density and space economy. Those near Dolsian entrances will frequently cultivate food forests around it. Travelers suddenly finding themselves surrounded by a large amount of edible plants is the most obvious way to know a Dolsian entrance is close.  &lt;br /&gt;
&lt;br /&gt;
There is no pastureland in Dolsia, so there is no raising of large mammals for meat or dairy; thus, most caelians are lactose intolerant. Those near the Salted Sea can fish, though most of what&#039;s caught there are eels, crustaceans, and invertebrates. Small hens are popular for Dolsians to keep for food; they are raised on cave insects, algae, moss, and lichen. (In the old days, certain species of the insects themselves were considered a delicacy.) All parts of the animal are used. &lt;br /&gt;
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==== Cuisine ====&lt;br /&gt;
Dolsian food is characterized by salty and sour flavors, and grilling and steaming. Pickles are very popular and served with nearly every meal. Easy access to fire and the capacity to make fine cookware means pan frying and grilling are the most common methods of cooking. Steamed food wrapped in leaves is another popular preparation method. Dolsian food is low in starches and grains, so that&#039;s usually a small component of any plate. The high mineral content of their water gives their soups and stews a very signature taste. Dolsians often feel very strongly about their water, as different caves have different mineral balances, with some taking a sense of hometown pride in it while others despise theirs.&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
Dolsia exports minerals, ores, glass, glasses, clockwork, and fine metalsmithing.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
It is said that, in time immemorial, caelians were indeed once human. Pilgrims then, they climbed to the highest peaks of the [[Coronus|Coronus mountains]], where they bathed in glorious light. Thus baptized, they emerged changed: light graced their steps and their brow, and newly formed wings granted them access to the vault of the heavens. Exalted, they danced among the stars, their joy eternal, until the day they were torn down to earth. This is a story every caelian knows, though the details of it change depending on the teller. For example, some believe a singular force provided the light, while others believe there&#039;s a whole society of higher beings beyond the sky. There are no written records from this era to confirm one way or the other: all that survives is fragments of stories from great-grandparents. Whatever it was, most caelians accept the stars themselves to be their gods&#039; symbol and emissaries. &lt;br /&gt;
&lt;br /&gt;
Believers seek to follow the stars&#039; guidance as much as they can, meaning astrology is incredibly popular among the faithful. There are caelian scholars that fully dedicate themselves to studying the links between the arrangement of the stars and auspicious events. Starwatchers--a self-proclaimed profession--are akin to priests in caelian religion, and people go to them for guidance. Starwatchers are often present for births, where they proclaim a child&#039;s fortune. Faithful caelians believe that, if they follow the stars&#039; guidance, they will be invited back to the sky, and it is a common sentiment that the current decline their society is experiencing is due to too many straying from the path. (Though what the right path is is a matter of intense debate.)&lt;br /&gt;
&lt;br /&gt;
Additionally, some towns and cities are lucky enough to be home to an aviary of cave birds. The birds live freely in the skies and return to the caves to roost: for this, they are considered sacred and highly protected. The health of a flock is considered an omen about the health of a community, and the community in turn cares for them.&lt;br /&gt;
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=== Controversy ===&lt;br /&gt;
Religion is a fraught topic in Dolsia: though there are still ardent believers, overall, faith has been on the decline for a long time. Many academics treat religion as already a thing of the past, and approach religious topics through a purely academic lens. These academics believe that the stars and light were metaphor for another unknown--but natural--phenomena. Many are indifferent. The stars have been out of their sight for such a long time that, even if they were sacred once, they no longer have a connection. Still others have taken a combative view: they believe that caelians have done nothing wrong, and it is the stars who abandoned them and turned their back on them in their times of need. Now, with society in decline, no one will help them but themselves. These people believe something is up there, but sneer at those who still turn to the stars for guidance.&lt;br /&gt;
&lt;br /&gt;
In spite of these different views, many religious rituals persist even in secular life, and political leaders still reference the stars. Star iconography is everywhere, and &#039;&#039;may the stars guide you&#039;&#039; remains a popular way to say farewell. It is just one of many phrases that survives into the colloquial lexicon.&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
Caelians believe that, when the bodies die, the soul returns to the sky. To facilitate this, they follow an elaborate death ritual: first, the deceased&#039;s loved ones are gathered. If a starwatcher is present, they assist in carrying the body and lead the group in a linear procession out of the caves and up the mountain, to the tallest point they have access to, trying to get them as close to the sky as they can. Less so in modern times, but historically, the bigger the procession and the taller the point, the more dangerous the approach, for the more visible they were, the more the entire group risked being attacked by dragons or ignii. (It has still been known to happen, on rare occasion.)  &lt;br /&gt;
&lt;br /&gt;
The journey is always long, and mourners carry small orbs of light in their hands as they walk. Once at the top, the body is set down somewhere with a clear view of the sky, and feathers are gathered from the caelians wings and distributed to the mourners. Only tertiaries are taken; it is believed that primaries and secondaries are needed for the caelian to ascend. When night falls, a pyre is built, and as the body burns, the mourners circle around it, holding their feathers and their balls of light, praying for a safe journey. They always leave &#039;&#039;before&#039;&#039; the body finishes burning. It is considered grotesque to see the remains; the fire&#039;s light is imagined to carry the deceased up and away, into the night. &lt;br /&gt;
&lt;br /&gt;
When the procession returns home, the feathers are added to family trees and geneologies. Sometimes, a more public funeral will be held after the cremation, where less intimate friends and family are invited to share stories and memories that can be added to the deceased&#039;s records.&lt;br /&gt;
&lt;br /&gt;
=== Cultural Blending ===&lt;br /&gt;
Some caelians that live near to the [[Sayil]] border have incorporated Sayilan religion into their belief system. As Sayilan religion is highly focused on cycles and reincarnation, that manifests in a few ways. Some think Dolsia&#039;s decline is just another cycle: they will become humans, and that&#039;s okay, because once they are they can join the stars again. Others think that the stars &#039;&#039;are&#039;&#039; caelians long past--or that they themselves are the stars--and one day they will rejoin them.&lt;br /&gt;
&lt;br /&gt;
In the east, the [[The Void Mother&#039;s Congregation|Void Mother&#039;s Congregation]] has rapidly gained popularity in recent times as well. The Congregation is a belief system rooted in nihilism, and believers find a sense of peace in Dolsia&#039;s decline. It is the natural order of the world; there&#039;s no point to fighting it. From dust they emerged, and to dust they are returning.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
Family and memory is the utmost. Heavy in ritual.&lt;br /&gt;
&lt;br /&gt;
=== Arts and Entertainment ===&lt;br /&gt;
Pictures and song are another way to tell a story.&lt;br /&gt;
&lt;br /&gt;
===Childrearing===&lt;br /&gt;
In spite of the critical importance of academics in Dolsia, there is no formal school system. Families are expected to educate their own children. For those who don&#039;t or can&#039;t teach their children themselves, there are private tutors, but they come at great expense. Wealthy children typically work with a tutor one-on-one, whereas poorer families will pool their resources to have a tutor teach their children as a group, in an informal classroom. Museums and other social institutions do offer intermittent classes for their communities. Teachers of any kind of that specialize in literacy and history are always in high demand.&lt;br /&gt;
&lt;br /&gt;
=== Family ===&lt;br /&gt;
Found family is as powerful as blood family. Geneologies are vital family records.&lt;br /&gt;
&lt;br /&gt;
=== Names ===&lt;br /&gt;
Caelians have long names. Their first name is whatever their parents deem best fit, but after that is a long series of middle names. Middle names tend to either be recent relatives chronologically or whoever the parents consider to be the most accomplished relatives in the family history, but more experimental parents will choose middle names that represent their aspirations for the child, or names of people they admire from other families. Having someone else&#039;s child named after you is a great honor.&lt;br /&gt;
&lt;br /&gt;
Last names are socially the most important, as they connect you to your family line. When marrying, couples will typically take on the last name of the family with the longer or more respectable history. It&#039;s considered generous and sweet to take on the name of the lesser family, and extremely daring and radical to choose a new name entirely. Hyphenation is also considered a respectable choice, as it reflects a devotion to both families; however, the child of hyphenated parents is expected to ally themself with one family or the other as they age.&lt;br /&gt;
&lt;br /&gt;
Star names are, of course, very common, and starwatchers are sometimes consulted for fortuitous names.&lt;br /&gt;
&lt;br /&gt;
=== Romance ===&lt;br /&gt;
In the early days of Dolsia, all marriages were arranged. With the small population they started out with, this was a practical necessity--as well as giving certain families leverages in leadership, thus leading to the aristocracy Dolsia still has today. To help facilitate these arranged marriages and allow the bride and groom to get to know each other, long periods of courtship were a prerequisite. A good show of courtship showed a willingness to cooperate and helped ensure a prosperous match. Nowadays, arranged marriages have fallen out of fashion--although they are still practiced in more traditional families--but the art of courtship remains alive and well. &lt;br /&gt;
&lt;br /&gt;
Courtship typically takes place after a couple becomes engaged but before marriage. These days, it&#039;s moreso a game and a way for a couple to celebrate their love. During courtship, the couple embodies a pair of archetypes and plays out a traditional Dolsian love story. There are a number of stories for couples to choose from, but some examples include:&lt;br /&gt;
&lt;br /&gt;
* The Lovers: The most obvious archetype. Couples exchange small, sweet gifts, write love notes, and spend a lot of quality time together.&lt;br /&gt;
* The Rivals: An archetype for lovers with a shared interest. Each lover makes loud proclamations of superiority over the other about a shared interest or skill, and they host some sort of duel or competition that allows them to showcase their ability as a public spectacle.&lt;br /&gt;
* The Princess and the Dancer: An archetype that&#039;s all about the chase. The Princess plays hard to get, while the Dancer puts on increasingly grand shows to get her attention. Sometimes, he brings in his friends to help, but it almost always ends with the pair dancing together.&lt;br /&gt;
* The Archivist and the Coquette: Similar to the Princess and the Dancer, except in this one, it&#039;s far more about banter. The lovers pretend not to know each other, and the Coquette wins over the Archivist with her enticing conversation.&lt;br /&gt;
* The Maiden and the Turncoat: An archetype for more private couples. The Turncoat seeks out silent, secret trysts with the Maiden. In a perfect performance of this archetype, no one knows they courted at all.&lt;br /&gt;
* The Architect in the Cold: Far less roleplay-based, in this archetype, the Architect makes a home or designs a room perfect to the desires of his lover. The lover comes in when it&#039;s done and judges if it&#039;s to be a suitable home for them. &lt;br /&gt;
* The Happenstance Singers: Each lover embarks on a journey through Dolsia, ending at a common meeting place. When they arrive at their chosen destination, they sing, and use that song to find each other.&lt;br /&gt;
* The Debutante and the Dressmaker: This archetype can involve many aspects of mutual grooming, from baths to clothing design to hair brushing to nail care, all that and more. It&#039;s all about making the Debutante feel pampered, comfortable, and beautiful, whatever that means to them. This archetype is one of the few where it&#039;s very common to see the couple switch roles and perform it again.&lt;br /&gt;
* The Chef and the Starved: In spite of the name, in this archetype, the couple typically works together to cook a number of meals. The meals are all extravagant: it&#039;s a time for a couple to make a feast of their dream meals. Friends and family are invited to eat and sometimes help with the meals.&lt;br /&gt;
* The Fallen: This archetype is rarely seen anymore, given how few caelians are capable of flight these days. In this, the Dolsians fly up to the top of the cave, then let themselves fall while holding each other. They fall for as long as they can safely, then pull away and separate sharply.&lt;br /&gt;
&lt;br /&gt;
Courtship archetypes are chosen based on what the couple would most enjoy. If it&#039;s not fun for both parties, then it&#039;s a failure of a courtship. Some prefer to talk out and plan out the whole process, while other couples are more spontaneous about it. While there are traditionally female and male roles, that matters very little in practice. Crossdressing and gender performance are very typical, and often taken to such extremes it could qualify as drag. Dressing as extravagantly as possible--even crossing the line into silliness--is an expected part of many archetypes. Ultimately, roles are flavored to the individual&#039;s tastes and personalities. For example, in &amp;quot;The Princess and the Dancer&amp;quot;, the Dancer may choose a different skillset to display to woo the Princess. Fighting is a very common variant for this one.&lt;br /&gt;
&lt;br /&gt;
== Holidays ==&lt;br /&gt;
Many holidays are celebrated within Dolsia.&lt;br /&gt;
&lt;br /&gt;
=== Florivivere Festival ===&lt;br /&gt;
The first winter after caelians were banished to the caverns of Dolsia was dark. The iron stench of death dripped from cold stalactites, but even the cruelest winter must end eventually. The caelians emerged from their caves to find flowers: bright specks of color poked out from the snow and reminded them that even in the frozen wastes of death, life persists. This is the origin of the Florivivere Festival.&lt;br /&gt;
&lt;br /&gt;
Today, caelians plant seeds in the twilight of fall, before the first frost. They mourn that which has, in the last year, been lost. But in the spring, they return to witness their bounty and celebrate: they&#039;re still here. Hope persists, and so do they. Over the many years since this festival first began, families began breeding their own unique strains of flowers to represent the resilience of their bloodline--a living heirloom--leading to a stunning array of colors and shapes. &lt;br /&gt;
&lt;br /&gt;
Every family has their own traditions for what they do with their flowers once they&#039;ve sprouted. Big families with lots of flowers may pick them and make flower crowns; young lovers may offer them as valentines; and old families may press them into a book, so future generations can see how the family has grown and changed. Someone with little family left to speak of may simply sit with their bloom.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://enchiron.autre.world/index.php?title=Dolsia&amp;diff=455</id>
		<title>Dolsia</title>
		<link rel="alternate" type="text/html" href="http://enchiron.autre.world/index.php?title=Dolsia&amp;diff=455"/>
		<updated>2025-10-28T07:11:47Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Architecture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Places]]&lt;br /&gt;
Far below where the [[ignii]] reign supreme, a vast network of caverns forms the kingdom of Dolsia. Here lie the [[caelians]]. Water drips in to form vast underground lakes, flourishing sunless fungal forests, and towering stalactites and stalagmites. Caelians have carved their cities from this stone, preserving their people and their culture over the years until the day comes that it is safe for them to emerge once more into the light.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
Dolsia is a sprawling, but hidden country. Most of the entrances are concealed from outsiders: many caves are left natural and raw up until a certain depth, when they come alive with signs of the countless caelians within. Dolsia has connected many of the natural cave systems that exist within the Coronus mountains, although new caverns are still occasionally discovered by excavation and exploration teams. All manner of geological formations can be found within, from massive crystals, to ore veins, to stone, to lava flows and geothermal hotspots.&lt;br /&gt;
&lt;br /&gt;
Being underground, Dolsia is completely protected from weather. Outside of select places, there is no sun, wind, or rain, nor is there day or night. Most commonly, a particular strain of bioluminescent algae is cultivated and used all over Dolsia to light their world: it&#039;s used to fill lamps, grows on damp stone walls, and coats fountain basins. It&#039;s extremely hardy, and over time has been bred into a myriad of colors, most commonly green and most rarely yellow.&lt;br /&gt;
&lt;br /&gt;
Very broadly, it is warmer in the south than the north, but overall, Dolsia tends to have a moderate chill year-round. The earth insulates it from any freezing temperatures, but also from the warmth of the sun. &lt;br /&gt;
&lt;br /&gt;
=== Architecture ===&lt;br /&gt;
Dolsian architecture is incredibly lavish, featuring vaulted ceilings, ornate parapets, striking towers, and massive stained glass murals to bring beauty and color to this dark world. Frequently, significant names and figures are carved into the very walls to act as both memorial and sentinel.  As buildings accrue this history, they become even more ornate, meaning new cities tend to be more simplistic by comparison. (This decorative recordkeeping exists inside too: tapestries keep homes warm and tell tales.)&lt;br /&gt;
&lt;br /&gt;
All of Dolsia&#039;s biggest cities are also its oldest. They fill the largest caverns, and they were designed vertically, back when nearly every caelian could fly. This means that--in the modern day--they are labyrinthine to navigate. Now, layers of bridges stretch over inky depths to connect towers carved out of sheer cliffs, and narrow alleys allow passage between the buildings large bases. Poorer districts that haven&#039;t been able to construct permanent bridges yet have zipline systems, but these systems are looked down upon as undignified by the rich. (They are, however, extremely popular among the youth.)&lt;br /&gt;
&lt;br /&gt;
There are no single-family homes in Dolsia. Space is a premium in the caverns, so &amp;quot;moving out&amp;quot; is extremely uncommon, unless done for marriage. Generally, families just grow to encompass more of the space around them, leading to the largest families sharing entire buildings, aunts, uncles, cousins and all. Scattered around, there are singles&#039; homes, which are communally shared places for those who do leave their family. &lt;br /&gt;
&lt;br /&gt;
Every so often, there are expansion efforts where exploration or excavation teams try to found a new village. Artificial caverns are considered riskier to live in, and they have blockier, less ornate buildings carved directly into the rock. The ceiling is shared by homes and the road, and they are always single story, unless a family takes initiative to expand up or down.&lt;br /&gt;
&lt;br /&gt;
One area where new construction is leagues ahead of the old is in accessibility. When the old cities were first built, they were designed for caelians with a wide, nearly fully 360 field of vision. As caelian vision, collectively, has worsened, much has been lost. Obvious signage has become obscure as peripherals narrowed; side paths are narrow and unmarked; and magnificent art pieces have lost their effect as people are no longer able to take them in in their entirety at once. The old cities have installed railings on precarious bridges and algal lamps in dark, dank corridors, but there&#039;s been little else done to modernize. The bickering over how much these historical buildings ought to be changed is an evergreen debate. &lt;br /&gt;
&lt;br /&gt;
New towns in artificial caverns, however, are built with access in mind. Contrast tiles--sometimes with glowing algal inlays--are installed in the floor to help delineate paths. Textural lines in walls help people who navigate by touch. Different sectors of the city will use different colors and temperatures of light. Artistic carvings are much smaller in scale, and tend to be limited to doorways and important buildings. This is but a few examples of adaptations made.&lt;br /&gt;
&lt;br /&gt;
=== Notable Locations ===&lt;br /&gt;
There are a wide variety of landmarks within Dolsia, from its tunnels covered in painted hands to the forges lining lava flows. A selection of some of its most well known ones are as follows.&lt;br /&gt;
&lt;br /&gt;
==== Apsthal ====&lt;br /&gt;
The capital city of Dolsia. Apsthal is the first city of Dolsia and remains its capital. It is located in the south of the cave network, a half day&#039;s journey from the Skymouth. Apsthal is located within the second-largest cavern in Dolsia: it is enormous, and standing at its bottom, you cannot see its ceiling, even with caelian light. It&#039;s extremely densely populated, and this is where most of the old, powerful families began and still reside. Few natural structures still exist: the entirety of the cave has been developed, and architecture is layered upon layered for the generations its been since the city was founded. It is still very vertically oriented, designed for flight, so bridges and stairs are commonplace. A large lake pools at the bottom, where soft green algal glow lights the city from below. Apsthal is the central hub for scholarly and preservation work. &lt;br /&gt;
&lt;br /&gt;
===== Onyx Repository =====&lt;br /&gt;
Of all the museums and archives in Dolsia, the Onyx Repository is the largest and most well known. It has a front-facing museum wing and a library wing, both of which are open to the public. It also offers services to help verify familial connections, record stories, and update or repair genealogies. It&#039;s a bustling hub of activity within Apsthal, and it is run and maintained by Talmai&#039;s family. &lt;br /&gt;
&lt;br /&gt;
==== Salted Sea ====&lt;br /&gt;
The Salted Sea is located in a very low, very wide cavern. Standing on its sandy shores, one can only see water fading into the darkness. It is impossibly deep, and remains not fully explored by caelians, but it&#039;s theorized to connect--somehow--to the actual oceans. Unlike water everywhere else in Dolsia, it&#039;s salty and does have mild tidal action; however, it&#039;s far inland, only slightly west of center of the country. The Sea is an important source of food for caelians, as there&#039;s a strong fishing community here that catches every manner of fish, crustacean, and jellyfish. It&#039;s also a very popular vacation spot, in spite of its very cold water. The ceiling has long ago been painted with stars that glow in the dark.&lt;br /&gt;
&lt;br /&gt;
==== Cumula Taiga ====&lt;br /&gt;
The Cumula Taiga is the cornucopia of Dolsia. It is located in the biggest cavern in Dolsia, far to the north, and cracks in its ceilings let enough threads of sunlight in to allow plants to grow. Over the millennia, a lush and massive rainforest has sprouted up, and the cave&#039;s size combined with its humidity has resulted in its own self-contained weather system. The canopy is constantly shrouded in clouds, and rain is frequent. In the misty dark below the canopy, a wealth of fungi grow alongside mycoheterotrophs--plants adapted to life without light that don&#039;t produce chlorophyll. Caelians that live here are largely farmers, foragers, and naturalists.  &lt;br /&gt;
&lt;br /&gt;
==== Beknighted Corridors ====&lt;br /&gt;
The Corridors are the main path that connects the cities of eastern Dolsia. They consist of large, open tunnels pierced by thick spears of shining crystal. Local superstition holds that the Corridors are the remains of an ancient battlefield, where the stars used the spears to protect them from some sort of horrible calamity, but there is no evidence of this beyond the presence of the spears themselves. Nevertheless, walking the Corridors is considered a holy pilgrimage by those that believe, and the crystals remain--mostly--untouched by mining tool or travel paint. &lt;br /&gt;
&lt;br /&gt;
==== Skymouth ====&lt;br /&gt;
This is the largest and most well-known entrance to Dolsia. It faces south to [[Sayil]] and is an absolutely massive cavern entrance, easily hundreds of feet wide. A regularly used trail off the [[Theriad Caravans|Heartstone Road]] leads directly to it. A small city exists at the Skymouth: it used to be a temporary settlement for merchants, scouts, and guards, but as caelians have grown more bold in recent years, it&#039;s blossomed into a thriving economic center. Anyone who has a vested interest in trading with the outside world does their business at the Skymouth,&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
It is said that the first caelians were humans, once. They were the first to ascend the Coronus mountains, and what they found atop the highest peak was glory itself, woven into the stars. The revelation they experienced there changed them, and they sprouted wings that let them dance in the light. That, however, was a very long time ago. &lt;br /&gt;
&lt;br /&gt;
Their paradise was not meant to last. Ignii, children of dragons, challenged their claim to the mountaintops and, at the climax of a bloody war, cast them out to the caves under the earth. In this day and age, centuries hence, the magic is faltering. Children are born with twisted wings, and all live beneath a broken halo.&lt;br /&gt;
&lt;br /&gt;
Very few artifacts remain from their time above ground. Most knowledge caelians still have from then and the early days of banishment is carefully preserved by the few who had the ability to pass on a memoir before they too died. Even those are often called into question due to conflicting details. This desperate desire to know where they came from and what they lost is how the caelian obsession with recordkeeping began.&lt;br /&gt;
&lt;br /&gt;
=== Technology ===&lt;br /&gt;
Algae lamps.&lt;br /&gt;
&lt;br /&gt;
== Politics ==&lt;br /&gt;
When caelians first came to Dolsia, it was a harsh and unforgiving place. Few survived the war, and even fewer survived the first decade. Amid all that strife, a select few took control as leaders: these were the charismatic ones, or the decisive ones, or the systemic ones. Under their guidance, Apsthal was founded, and from them, the High Families were born. Those caelians that can provably trace their lineage back to these ancient family lines are considered to be a part of the High Families. The High Families, by nature of their age, have accrued the most resources in Dolsia. They have the most history, the most artifacts, the biggest homes, and the most land. &lt;br /&gt;
&lt;br /&gt;
The High Families present themselves as the ancient, benevolent caretakers of Dolsia. They use their capital to fund public projects, and their sprawling family trees helps to maintain the infrastructure of their cities and staff the many public works they provide. Libraries and museums, for example, are typically largely staffed by fringe members of the local High Family. The High Families construct new homes, zone places for food, spearhead mining projects, run hospitals, and much more.&lt;br /&gt;
&lt;br /&gt;
Each High Family has a singular caelian chosen as its head, and the relative power of every High Family member is proportional to their proximity to the Head of the Family. There are no strict rules about who&#039;s chose as the head: different families have different traditions. For example, the Agelaius clan always chooses the first-born&#039;s first-born.&lt;br /&gt;
&lt;br /&gt;
Among the Heads of the High Families, all are considered equal. None will ever claim superiority over the others: the Families are a united front, the blessed mothers and fathers of Dolsia. They convene regularly to discuss the laws and practices in the areas they rule over to maintain consistency across the country. Tradition and unity are vital in Dolsia, and in truth, many laws have changed little over the years.&lt;br /&gt;
&lt;br /&gt;
That said, the stable, united front they present does not match the living, breathing, ever-changing reality they live in. Meetings between the Heads are often tense affairs where there are inevitably some Families trying to gain an edge over the others. Drastic action is unthinkable--to take drastic action would be to break with their tradition and become obscenely ambitious--but it&#039;s only drastic if it&#039;s provable.&lt;br /&gt;
&lt;br /&gt;
While there is no singular ruler of Dolsia, the de-facto ruler among the High Families is the Agelaius clan. They are the ones that claim providence over Apsthal and rule over the Onyx Repository. &lt;br /&gt;
&lt;br /&gt;
=== Legal System ===&lt;br /&gt;
In theory, the Dolsian legal system is impartial and fair. When you are wronged, you can bring your case to court, where lawyers will present the evidence and a judge will make a ruling based on that evidence. Sometimes, a case will have both prosecutors and defense lawyers present in a trial, but sometimes, lawyers are expected to act impartially and serve as both roles. In this way, Dolsian lawyers and historians are very closely tied jobs: a lawyer will consult historical precedent and similar cases when compiling evidence. Cases that can be more &amp;quot;objectively&amp;quot; proven, like disagreements on a legal definition, will typically be served by only one lawyer. One lawyer is also typical for poor litigants. Two lawyers are more often seen in emotionally charged or subjective cases, like violent crimes. Richer Dolsians typically employ two lawyers as well.&lt;br /&gt;
&lt;br /&gt;
In practice, however, this system is rife with corruption. There are no juries, and members of the local aristocracy--the High Families--fill the roles of judges. On top of that, lawyers need to stay on good terms with the High Families to access their private records for cases, and many High Families patronize law firms as a &amp;quot;public service&amp;quot;. A lawyer that upsets the High Families loses funding and resources for future cases. Because of all this, its an unspoken rule that virtually any case against a member of the High Families is doomed to failure, unless the evidence is overwhelmingly obviously against them. Lawyers can refuse to present their case to a specific judge, but doing so does run the risk of upsetting the High Family in question, depending on how well that judge is liked by the rest of their family.&lt;br /&gt;
&lt;br /&gt;
=== The Nameless ===&lt;br /&gt;
Legally speaking, a caelian born in Dolsia entirely without feathers is virtually invisible. Without feathers, they can&#039;t be recorded in genealogies, disrupting birth records, marriage rites, and funerary rites. A featherless caelian must rely on their family to vouch for their status, and aristocratic families in particular are known to reject marriage proposals from featherless caelians, no matter their status. It&#039;s not uncommon for featherless caelians to struggle in life; some are rejected entirely by their families.&lt;br /&gt;
&lt;br /&gt;
Recently, a group of these featherless caelians have banded together and organized against the aristocracy. They reject the aristocracy&#039;s insistence that Dolsia&#039;s culture is fading: they believe these very same aristocrats are holding Dolsia back from its future, and the noble houses must be dissolved. They are mostly active in Apsthal, but cells have been forming across Dolsia. They steal from the aristocrats for resources; disrupt aristocratic events; collect intelligence; and certain members have taken it to violence. The current leader is suspected to be a featherless caelian named [https://toyhou.se/23027730.damaris-the-unnamed Damaris]. &lt;br /&gt;
&lt;br /&gt;
Anyone may join the Nameless, whether they have feathers or not. The only real requirement, after proving your trustworthiness and loyalty to the cause, is that you must reject your family name fully and become truly Nameless.&lt;br /&gt;
&lt;br /&gt;
=== International Relations ===&lt;br /&gt;
Dolsia has a history of seclusion. They were ousted from their homes once and lost many of their people: the survivors sought to ensure that would never happen again. The spectre that, someday, someone would come to finish what had been started loomed large over the country, and thus, for a long time, Dolsians fled at the sight of any others. Many neighboring communities have only legends of caelian sightings. Most entrances to Dolsia remain hidden to this day, but in recent times, more and more Dolsians are opening their doors. The people tire of living in scarcity. &lt;br /&gt;
&lt;br /&gt;
=====[[Coronus]]=====&lt;br /&gt;
Dolsia still greatly fears Coronus, and time has not faded their grudge. Ignii are avoided, and many Dolsian merchants will spurn and curse Coric goods. There are, every so often, whispers of particularly warlike caelians who&#039;ve gone to the peaks of Coronus, or particularly humble ignii who&#039;ve come to Dolsia, but these cases are few and far between.&lt;br /&gt;
&lt;br /&gt;
In places where the countries meet, however, relations are more amenable. Many Coric ignii have lost their territorial fervor and don&#039;t mind Dolsian guests, and Dolsians who dare to spend time among them learn they aren&#039;t so frightening.&lt;br /&gt;
=====[[Eniya]]=====&lt;br /&gt;
Eniya and Dolsia are fostering a young but positive relationship. The Eniyan desert is large, harsh, and unforgiving, separating the two countries rather firmly. Mix this with Dolsia&#039;s seclusion, and they have had little historical interaction. However, things have been changing recently. Particularly those who live in the plateaus, where the desert poses less of an obstacle, have been meeting and trading with Dolsians. Dolsians typically consider Eniyans to be curious and gregarious, and Eniyans often consider Dolsians to be generous and resourceful. One unfortunate effect of their lack of contact for so long a time is that many Eniyans remain under the mistaken assumption that most Dolsians can fly.&lt;br /&gt;
=====[[Olitskur]]=====&lt;br /&gt;
Olitskur and Dolsia have no contact. Unless a given Dolsian has taken up interest in the outside world or interacts heavily with outsiders, most Dolsians don&#039;t know that Olitskur or ianthina exist. (However, there is rumor of fish people sighted near the Salted Sea...)&lt;br /&gt;
===== [[Sayil]]=====&lt;br /&gt;
Sayil and Dolsia are very closely allied; they have a long history together. Dolsia was already established during the birth of the young nation, and provided assistance and support where and when they could. Sayil&#039;s founding ideals of peace are an aspiration Dolsia would also like to see come to fruition, even if most Dolsians lack the optimism common in Sayil. The two countries trade heavily: Sayilans provide plant life, lumber, and fiber, and Dolsia provides stone, metal, and minerals. &lt;br /&gt;
=====[[Theriad Caravans]] =====&lt;br /&gt;
Dolsia has close economic ties to the various theriad groups, but socially, a pervasive tension remains. As the Heartstone Road circles the Coronus Mountains, more theriads know entrances to Dolsia than any other group. This paired with the theriad lack of a homeland means that suspicion that one of these groups might, one day, want to take Dolsia for themselves thrives, particularly among the oldest families. On the more positive end, Dolsians also consider theriads to be very knowledgeable about both magic (from their interactions with Kimarel) and world events (from their many travels). &lt;br /&gt;
== Economy ==&lt;br /&gt;
On paper, Dolsia has accepted the Merchants&#039; Guild system of coinage fully. Anything you need to buy, you can buy in coin. But the true currency of Dolsia is favors and knowledge. Gifts are never given freely in Dolsia: if you give your neighbor a cup of sugar, then the rules of decorum dictate that, should they ask you for a pint of milk later on, you give it to them (so long as you have it to give). To accept a gift from someone is to accept that you will owe them something of equal value later. Hospitality given is hospitality owed. Often, Dolsians will try to be proactive in erasing this debt. If you give a friend a room to stay in for the night, then you may wake up to all your dishes clean.&lt;br /&gt;
&lt;br /&gt;
Typically, these ledgers aren&#039;t formalized. The constant give and take is simply part of the rhythm of Dolsian life. One of the biggest dangers for a traveling Dolsian is for their habits of generosity to get taken advantage of. That said, certain members of the aristocracy have been known to keep black books, giving freely and tracking who owes them in their bid for power.&lt;br /&gt;
&lt;br /&gt;
The only thing more powerful than Dolsia&#039;s gift economy is the power of knowledge. Possessing an object of scholarly interest is a surefire way to increase your standing in the world, whether that be by trading it to the aristocracy or using it to bolster your own claims. Accessing a family&#039;s artifact collection is always something that comes with a price. Along similar lines, prestigious families have risen and fallen on the sword of their reputation. If you have dirt on someone, you can ruin them entirely, and in Dolsia, few crimes are worse than greed.&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
The majority of plant-based food in Dolsia is grown in the Cumula Taiga; that&#039;s where you can find farmers and foragers of all stripes. On account of the limited space, farmers do not clear forestry and instead work with it. Farms are built vertically and integrated into the forest as much as possible. On the forest floor grows a variety of fungi, and in the canopy you can find various fruits, shoots, and leaves. A plethora of  Some foods--particularly mushrooms--aren&#039;t able to be consumed raw, but over the years caelians have found safe or appealing ways to prepare many of them. Resourcefulness is key.  &lt;br /&gt;
&lt;br /&gt;
In the south, the places furthest from the Taiga, Dolsians rely moreso on trade with Sayil to supplement their food stores. Those lucky enough to live near an entrance to Dolsia or close to the surface are also able to farm, albeit in a smaller capacity. Those near the surface can crack skylights into their ceilings, allowing them to grow any shade-tolerant plant. Assorted tubers and root-plants are the most popular, for their calorie density and space economy. Those near Dolsian entrances will frequently cultivate food forests around it. Travelers suddenly finding themselves surrounded by a large amount of edible plants is the most obvious way to know a Dolsian entrance is close.  &lt;br /&gt;
&lt;br /&gt;
There is no pastureland in Dolsia, so there is no raising of large mammals for meat or dairy; thus, most caelians are lactose intolerant. Those near the Salted Sea can fish, though most of what&#039;s caught there are eels, crustaceans, and invertebrates. Small hens are popular for Dolsians to keep for food; they are raised on cave insects, algae, moss, and lichen. (In the old days, certain species of the insects themselves were considered a delicacy.) All parts of the animal are used. &lt;br /&gt;
&lt;br /&gt;
==== Cuisine ====&lt;br /&gt;
Dolsian food is characterized by salty and sour flavors, and grilling and steaming. Pickles are very popular and served with nearly every meal. Easy access to fire and the capacity to make fine cookware means pan frying and grilling are the most common methods of cooking. Steamed food wrapped in leaves is another popular preparation method. Dolsian food is low in starches and grains, so that&#039;s usually a small component of any plate. The high mineral content of their water gives their soups and stews a very signature taste. Dolsians often feel very strongly about their water, as different caves have different mineral balances, with some taking a sense of hometown pride in it while others despise theirs. &lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
It is said that, in time immemorial, caelians were indeed once human. Pilgrims then, they climbed to the highest peaks of the [[Coronus|Coronus mountains]], where they bathed in glorious light. Thus baptized, they emerged changed: light graced their steps and their brow, and newly formed wings granted them access to the vault of the heavens. Exalted, they danced among the stars, their joy eternal, until the day they were torn down to earth. This is a story every caelian knows, though the details of it change depending on the teller. For example, some believe a singular force provided the light, while others believe there&#039;s a whole society of higher beings beyond the sky. There are no written records from this era to confirm one way or the other: all that survives is fragments of stories from great-grandparents. Whatever it was, most caelians accept the stars themselves to be their gods&#039; symbol and emissaries. &lt;br /&gt;
&lt;br /&gt;
Believers seek to follow the stars&#039; guidance as much as they can, meaning astrology is incredibly popular among the faithful. There are caelian scholars that fully dedicate themselves to studying the links between the arrangement of the stars and auspicious events. Starwatchers--a self-proclaimed profession--are akin to priests in caelian religion, and people go to them for guidance. Starwatchers are often present for births, where they proclaim a child&#039;s fortune. Faithful caelians believe that, if they follow the stars&#039; guidance, they will be invited back to the sky, and it is a common sentiment that the current decline their society is experiencing is due to too many straying from the path. (Though what the right path is is a matter of intense debate.)&lt;br /&gt;
&lt;br /&gt;
Additionally, some towns and cities are lucky enough to be home to an aviary of cave birds. The birds live freely in the skies and return to the caves to roost: for this, they are considered sacred and highly protected. The health of a flock is considered an omen about the health of a community, and the community in turn cares for them.&lt;br /&gt;
&lt;br /&gt;
=== Controversy ===&lt;br /&gt;
Religion is a fraught topic in Dolsia: though there are still ardent believers, overall, faith has been on the decline for a long time. Many academics treat religion as already a thing of the past, and approach religious topics through a purely academic lens. These academics believe that the stars and light were metaphor for another unknown--but natural--phenomena. Many are indifferent. The stars have been out of their sight for such a long time that, even if they were sacred once, they no longer have a connection. Still others have taken a combative view: they believe that caelians have done nothing wrong, and it is the stars who abandoned them and turned their back on them in their times of need. Now, with society in decline, no one will help them but themselves. These people believe something is up there, but sneer at those who still turn to the stars for guidance.&lt;br /&gt;
&lt;br /&gt;
In spite of these different views, many religious rituals persist even in secular life, and political leaders still reference the stars. Star iconography is everywhere, and &#039;&#039;may the stars guide you&#039;&#039; remains a popular way to say farewell. It is just one of many phrases that survives into the colloquial lexicon.&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
Caelians believe that, when the bodies die, the soul returns to the sky. To facilitate this, they follow an elaborate death ritual: first, the deceased&#039;s loved ones are gathered. If a starwatcher is present, they assist in carrying the body and lead the group in a linear procession out of the caves and up the mountain, to the tallest point they have access to, trying to get them as close to the sky as they can. Less so in modern times, but historically, the bigger the procession and the taller the point, the more dangerous the approach, for the more visible they were, the more the entire group risked being attacked by dragons or ignii. (It has still been known to happen, on rare occasion.)  &lt;br /&gt;
&lt;br /&gt;
The journey is always long, and mourners carry small orbs of light in their hands as they walk. Once at the top, the body is set down somewhere with a clear view of the sky, and feathers are gathered from the caelians wings and distributed to the mourners. Only tertiaries are taken; it is believed that primaries and secondaries are needed for the caelian to ascend. When night falls, a pyre is built, and as the body burns, the mourners circle around it, holding their feathers and their balls of light, praying for a safe journey. They always leave &#039;&#039;before&#039;&#039; the body finishes burning. It is considered grotesque to see the remains; the fire&#039;s light is imagined to carry the deceased up and away, into the night. &lt;br /&gt;
&lt;br /&gt;
When the procession returns home, the feathers are added to family trees and geneologies. Sometimes, a more public funeral will be held after the cremation, where less intimate friends and family are invited to share stories and memories that can be added to the deceased&#039;s records.&lt;br /&gt;
&lt;br /&gt;
=== Cultural Blending ===&lt;br /&gt;
Some caelians that live near to the [[Sayil]] border have incorporated Sayilan religion into their belief system. As Sayilan religion is highly focused on cycles and reincarnation, that manifests in a few ways. Some think Dolsia&#039;s decline is just another cycle: they will become humans, and that&#039;s okay, because once they are they can join the stars again. Others think that the stars &#039;&#039;are&#039;&#039; caelians long past--or that they themselves are the stars--and one day they will rejoin them.&lt;br /&gt;
&lt;br /&gt;
In the east, the [[The Void Mother&#039;s Congregation|Void Mother&#039;s Congregation]] has rapidly gained popularity in recent times as well. The Congregation is a belief system rooted in nihilism, and believers find a sense of peace in Dolsia&#039;s decline. It is the natural order of the world; there&#039;s no point to fighting it. From dust they emerged, and to dust they are returning.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
Family and memory is the utmost. Heavy in ritual.&lt;br /&gt;
&lt;br /&gt;
=== Arts and Entertainment ===&lt;br /&gt;
Pictures and song are another way to tell a story.&lt;br /&gt;
&lt;br /&gt;
===Childrearing===&lt;br /&gt;
In spite of the critical importance of academics in Dolsia, there is no formal school system. Families are expected to educate their own children. For those who don&#039;t or can&#039;t teach their children themselves, there are private tutors, but they come at great expense. Wealthy children typically work with a tutor one-on-one, whereas poorer families will pool their resources to have a tutor teach their children as a group, in an informal classroom. Museums and other social institutions do offer intermittent classes for their communities. Teachers of any kind of that specialize in literacy and history are always in high demand.&lt;br /&gt;
&lt;br /&gt;
=== Family ===&lt;br /&gt;
Found family is as powerful as blood family. Geneologies are vital family records.&lt;br /&gt;
&lt;br /&gt;
=== Names ===&lt;br /&gt;
Caelians have long names. Their first name is whatever their parents deem best fit, but after that is a long series of middle names. Middle names tend to either be recent relatives chronologically or whoever the parents consider to be the most accomplished relatives in the family history, but more experimental parents will choose middle names that represent their aspirations for the child, or names of people they admire from other families. Having someone else&#039;s child named after you is a great honor.&lt;br /&gt;
&lt;br /&gt;
Last names are socially the most important, as they connect you to your family line. When marrying, couples will typically take on the last name of the family with the longer or more respectable history. It&#039;s considered generous and sweet to take on the name of the lesser family, and extremely daring and radical to choose a new name entirely. Hyphenation is also considered a respectable choice, as it reflects a devotion to both families; however, the child of hyphenated parents is expected to ally themself with one family or the other as they age.&lt;br /&gt;
&lt;br /&gt;
Star names are, of course, very common, and starwatchers are sometimes consulted for fortuitous names.&lt;br /&gt;
&lt;br /&gt;
=== Romance ===&lt;br /&gt;
In the early days of Dolsia, all marriages were arranged. With the small population they started out with, this was a practical necessity--as well as giving certain families leverages in leadership, thus leading to the aristocracy Dolsia still has today. To help facilitate these arranged marriages and allow the bride and groom to get to know each other, long periods of courtship were a prerequisite. A good show of courtship showed a willingness to cooperate and helped ensure a prosperous match. Nowadays, arranged marriages have fallen out of fashion--although they are still practiced in more traditional families--but the art of courtship remains alive and well. &lt;br /&gt;
&lt;br /&gt;
Courtship typically takes place after a couple becomes engaged but before marriage. These days, it&#039;s moreso a game and a way for a couple to celebrate their love. During courtship, the couple embodies a pair of archetypes and plays out a traditional Dolsian love story. There are a number of stories for couples to choose from, but some examples include:&lt;br /&gt;
&lt;br /&gt;
* The Lovers: The most obvious archetype. Couples exchange small, sweet gifts, write love notes, and spend a lot of quality time together.&lt;br /&gt;
* The Rivals: An archetype for lovers with a shared interest. Each lover makes loud proclamations of superiority over the other about a shared interest or skill, and they host some sort of duel or competition that allows them to showcase their ability as a public spectacle.&lt;br /&gt;
* The Princess and the Dancer: An archetype that&#039;s all about the chase. The Princess plays hard to get, while the Dancer puts on increasingly grand shows to get her attention. Sometimes, he brings in his friends to help, but it almost always ends with the pair dancing together.&lt;br /&gt;
* The Archivist and the Coquette: Similar to the Princess and the Dancer, except in this one, it&#039;s far more about banter. The lovers pretend not to know each other, and the Coquette wins over the Archivist with her enticing conversation.&lt;br /&gt;
* The Maiden and the Turncoat: An archetype for more private couples. The Turncoat seeks out silent, secret trysts with the Maiden. In a perfect performance of this archetype, no one knows they courted at all.&lt;br /&gt;
* The Architect in the Cold: Far less roleplay-based, in this archetype, the Architect makes a home or designs a room perfect to the desires of his lover. The lover comes in when it&#039;s done and judges if it&#039;s to be a suitable home for them. &lt;br /&gt;
* The Happenstance Singers: Each lover embarks on a journey through Dolsia, ending at a common meeting place. When they arrive at their chosen destination, they sing, and use that song to find each other.&lt;br /&gt;
* The Debutante and the Dressmaker: This archetype can involve many aspects of mutual grooming, from baths to clothing design to hair brushing to nail care, all that and more. It&#039;s all about making the Debutante feel pampered, comfortable, and beautiful, whatever that means to them. This archetype is one of the few where it&#039;s very common to see the couple switch roles and perform it again.&lt;br /&gt;
* The Chef and the Starved: In spite of the name, in this archetype, the couple typically works together to cook a number of meals. The meals are all extravagant: it&#039;s a time for a couple to make a feast of their dream meals. Friends and family are invited to eat and sometimes help with the meals.&lt;br /&gt;
* The Fallen: This archetype is rarely seen anymore, given how few caelians are capable of flight these days. In this, the Dolsians fly up to the top of the cave, then let themselves fall while holding each other. They fall for as long as they can safely, then pull away and separate sharply.&lt;br /&gt;
&lt;br /&gt;
Courtship archetypes are chosen based on what the couple would most enjoy. If it&#039;s not fun for both parties, then it&#039;s a failure of a courtship. Some prefer to talk out and plan out the whole process, while other couples are more spontaneous about it. While there are traditionally female and male roles, that matters very little in practice. Crossdressing and gender performance are very typical, and often taken to such extremes it could qualify as drag. Dressing as extravagantly as possible--even crossing the line into silliness--is an expected part of many archetypes. Ultimately, roles are flavored to the individual&#039;s tastes and personalities. For example, in &amp;quot;The Princess and the Dancer&amp;quot;, the Dancer may choose a different skillset to display to woo the Princess. Fighting is a very common variant for this one.&lt;br /&gt;
&lt;br /&gt;
== Holidays ==&lt;br /&gt;
Many holidays are celebrated within Dolsia.&lt;br /&gt;
&lt;br /&gt;
=== Florivivere Festival ===&lt;br /&gt;
The first winter after caelians were banished to the caverns of Dolsia was dark. The iron stench of death dripped from cold stalactites, but even the cruelest winter must end eventually. The caelians emerged from their caves to find flowers: bright specks of color poked out from the snow and reminded them that even in the frozen wastes of death, life persists. This is the origin of the Florivivere Festival.&lt;br /&gt;
&lt;br /&gt;
Today, caelians plant seeds in the twilight of fall, before the first frost. They mourn that which has, in the last year, been lost. But in the spring, they return to witness their bounty and celebrate: they&#039;re still here. Hope persists, and so do they. Over the many years since this festival first began, families began breeding their own unique strains of flowers to represent the resilience of their bloodline--a living heirloom--leading to a stunning array of colors and shapes. &lt;br /&gt;
&lt;br /&gt;
Every family has their own traditions for what they do with their flowers once they&#039;ve sprouted. Big families with lots of flowers may pick them and make flower crowns; young lovers may offer them as valentines; and old families may press them into a book, so future generations can see how the family has grown and changed. Someone with little family left to speak of may simply sit with their bloom.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://enchiron.autre.world/index.php?title=Caelians&amp;diff=454</id>
		<title>Caelians</title>
		<link rel="alternate" type="text/html" href="http://enchiron.autre.world/index.php?title=Caelians&amp;diff=454"/>
		<updated>2025-10-28T06:45:30Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Eyes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Species]]&lt;br /&gt;
It is said that the first caelians were humans, once. They were the first to ascend the Coronus mountains, and what they found atop the highest peak was glory itself, woven into the stars. The revelation they experienced there changed them, and they sprouted wings that let them dance in the light. That, however, was a very long time ago. In this day and age, the magic is faltering. Children are born with twisted wings, and all live beneath a broken halo. Today&#039;s caelians look far different from the caelians of yore, as, increasingly, caelians lose what made them special and more and more resemble ordinary humans.&lt;br /&gt;
&lt;br /&gt;
== Aging ==&lt;br /&gt;
When caelians are born, they are typically featherless and hairless, with bright splashes of shining color, every eye shut, and their bare, bony wings jutting out. Their eyes are quick to open, and their soft, fluffy chick feathers follow quickly. The down of childhood may not exactly match what a child&#039;s adult feathers look like. They don&#039;t have halos for most of their childhood, either.&lt;br /&gt;
&lt;br /&gt;
With the advent of puberty, all this changes. This can be a traumatic time for many caelians, as it&#039;s when many abnormalities make themselves apparent. They shed their chick feathers--if they shed them at all--in favor of their adult feathers. Feathers can some in weak and fragile, leading to tattered looks, or curly and useless for flight. The growth spurts at this age also affect wings, so children find out if their wings are too small, or growing at different rates, or similar issues.&lt;br /&gt;
&lt;br /&gt;
Over the course of childhood, vague clouds of light gather around the child&#039;s body, and these clouds slowly condense into halos. Again, during puberty, these halos settle into their final shapes.&lt;br /&gt;
&lt;br /&gt;
Caelians have the second longest potential lifespans: most caelians will live to see their 100th bday. (Cave-ins are an on-going issue in Dolsia that lowers average life expectancy, but the technology has reached a point that those aren&#039;t remotely as common as they used to be.) The biggest issue facing elderly caelians is respiratory illness. The stale, stagnant air of the caves--polluted with dusts molds and more--takes a toll eventually. &lt;br /&gt;
&lt;br /&gt;
Visually, their markings pale with age and, sometimes, shift color. The color shifts are never extreme and typically just reveal a color that was already present. For example, a reddish-black fades to maroon, or orange fades to yellow. The process resembles sun-fading. &lt;br /&gt;
&lt;br /&gt;
Elderly caelians generally have less feathers as well. It takes them much longer to grow in feathers after a molt, and the molts aren&#039;t quite as clean, giving most older caelians a scruffy, ruffled look.&lt;br /&gt;
&lt;br /&gt;
== Body Language ==&lt;br /&gt;
When you startle them, they poof.&lt;br /&gt;
&lt;br /&gt;
== Eyes ==&lt;br /&gt;
One of the key features of caelians are their many secondary eyes: the higher the number, the more unusual. These secondary eyes may have eyebrows or eyelashes of their own, or they may be without. For the especially lucky caelians, all of these eyes will work perfectly, allowing the caelian in question to have a greatly expanded field of vision. Most, however, are not so lucky. For many, their secondary eyes don&#039;t open at all. Some might have an eyeball still, able to be palpated under the surface or manually revealed, but others may simply have a slit in their skin and flesh beneath. &lt;br /&gt;
&lt;br /&gt;
For those whose eyes do open, vision varies wildly. If there is no pupil, then there is no vision at all. If there are too many pupils, or misshapen ones, or no iris, then there is vision, but it cannot focus properly nor can it adjust to light. Vision from eyes like this is nearly always blurry or shadowed in some form or another. Vision can be so bad that there&#039;s no recognition at all beyond light, shadow, and the suggestion of form. Some have made glasses for their secondary eyes, but this hasn&#039;t caught on widely. &lt;br /&gt;
&lt;br /&gt;
Typically, those with sensitive and painful secondary eyes simply cover them with clothing, but some take it a step further. In extreme cases--where it always hurts to see, or the eye is in a particularly inconvenient location--some opt to have these excess eyes removed. As the eyes are a part of who they are, even in caelian communities beyond Dolsia, this is controversial, yet still worthwhile for many.&lt;br /&gt;
&lt;br /&gt;
Primary eyes--those on the expected area of the face--aren&#039;t immune to problems either. Occasionally, caelians are born without these eyes at all. But more typically, they have visual impairments: nearsightedness, farsightedness, colorblindness, nightblindness, a lack of depth perception, and the like. Dolsia is the birthplace of spectacles, to fill this need.&lt;br /&gt;
&lt;br /&gt;
Traditionally, caelian eyes are marked by colorful scleras with pale irises. Multiple sclera colors could even be found on the same individual as a mark of beauty. But in today&#039;s day and age, in some, even that feature is disappearing, as children are born with white irises and colorful sclera.&lt;br /&gt;
&lt;br /&gt;
== Halos ==&lt;br /&gt;
Caelians have a natural ability to perform light [[magic]], and this magic can take a variety of forms. Caelians can create small glowing balls of light, shapes of any sort, and even (typically harmless) lightning strikes. Any idea that involves an intangible source of light is within their capacity. Their ability to sustain this light is entirely dependent on how stable their halo is: a fully formed, unbroken halo provides the most stable magic. Caelians with glitching halos tend to create glitchy lights, and caelians with melting halos tend to create lights that simply melt away. Fractured halos tend to have lights that flicker, and starred halos tend to fall to pieces. Only whole halos and only whole halos produce consistent light. Caelians with mixed halo types often experience a random set of effects.&lt;br /&gt;
&lt;br /&gt;
The number of halos a caelian has reflects the power of their light magic. Just one halo translates to one small ball of light, whereas a caelian with nine or more halos could singlehandedly light a stadium or city block.&lt;br /&gt;
&lt;br /&gt;
Halos form around a caelian&#039;s magical center: this is the place it&#039;s easiest for caelians to manifest light from. Halos hover, on average, about six inches away from the skin, though this distance can be much shorter or larger, especially if the halo encircles a limb. A halo will never be further than touch range. They can bounce around a bit as the caelian moves: for example, if a caelian turns their head quickly, their halo may lag a second behind. Halos tend to move closer to their owners and avoid clipping into objects when possible. Some caelians can consciously move their halos around a few inches, and this is often shown off in a similar way that kids like to show off being double-jointed. Certain types of halos have the chance of being perpetually in motion: melting halos are always dripping; glitched halos flicker; dissolving halos dissolve. Starred and ring halos--broken and not--have been known to rotate.&lt;br /&gt;
&lt;br /&gt;
Tangible halos can be grabbed and taken, but being separated from their halo makes a caelian incredibly sick. Taking a halo is like ripping away part of someone&#039;s soul, and taking one for too long will eventually kill them. How fast it does so depends solely on how many they have.&lt;br /&gt;
&lt;br /&gt;
== Sleep ==&lt;br /&gt;
They don&#039;t have much of a circadian rhythm.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://enchiron.autre.world/index.php?title=Ianthina&amp;diff=453</id>
		<title>Ianthina</title>
		<link rel="alternate" type="text/html" href="http://enchiron.autre.world/index.php?title=Ianthina&amp;diff=453"/>
		<updated>2025-10-28T06:40:36Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Respiration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Species]]&lt;br /&gt;
In the modern day, ianthina are feared: they are the beasts that lurk under the waves and creep in the dark, but this wasn&#039;t always the case. Long ago, ianthina used to be victims--human sacrifices chained to rocks waiting for a hungry god--but no more. Their bodies have twisted and changed to withstand the most bitter cold, the darkest depths, and the fiercest storms. They are, have become, and will be survivors.&lt;br /&gt;
&lt;br /&gt;
== Aging ==&lt;br /&gt;
At birth, an ianthina&#039;s patterns aren&#039;t yet fully settled. Influenced by their lumen color, their skin tone may change as they grow, and it takes until several years of age for an ianthina&#039;s skin to thicken enough for their lumen pattern to become apparent. As infants, the whole child glows.&lt;br /&gt;
&lt;br /&gt;
Ianthina have the longest &#039;&#039;potential&#039;&#039; lifespans, but the shortest &#039;&#039;average&#039;&#039; life expectancy of any of the species. Accidents with ice or predators tends to cut many lives short, particularly for children or anyone else who has rejected or thought themself above the Olitsken pack mentality. It&#039;s easy for an injured or ill ianthina out at sea to be swept away by currents when there&#039;s no one around to pull them home, thus causing otherwise manageable injuries to become dangerous and putting them at risk of further harm. &lt;br /&gt;
&lt;br /&gt;
Elderly ianthina heal their fins more slowly, and their lumens aren&#039;t quite as bright as they might have been while young. They also develop more sensitivity to the Olitsken cold and the pressure changes of diving, becoming more susceptible to various forms of dysbarism. Many tend to struggle with these new limits, and some fail to realize they have diving limits until its too late. Some cope by staying home and swimming less overall, which in turns weakens their muscles and puts them at risk of currents and separation from the group when they do leave home.&lt;br /&gt;
&lt;br /&gt;
That said, elderly ianthina are revered in Olitskur, as they have life experience that keeps people safe and knowledge of the old traditions and oral histories they can pass on.&lt;br /&gt;
&lt;br /&gt;
== Body Language ==&lt;br /&gt;
Ianthina rely heavily on nonverbal communication. Between fins, lumens, and tails that all act as forms of nonverbal communication between each other, many ianthina struggle to correctly read the emotions and body language of other species. To them, a landdweller&#039;s range of expression is flat and limited, which further feeds misunderstandings and conflict.&lt;br /&gt;
&lt;br /&gt;
Lumens are incredibly important to the ianthina, viewed as nearly as integral part of their body as their tails. They&#039;re a key part of communication: ianthina can light up at will, and flashing their lumens allows for morse code-like conversations at long distances, without making a sound. They&#039;re also an unconscious emotional indicator: antennae and lumens react to emotions. Slow glowing in and out can signify relaxation, while lighting up suddenly can indicate fear or embarrassment. &lt;br /&gt;
&lt;br /&gt;
Antennae tend to be an area of focus and carry a lot of cultural weight in [[Olitskur]]. While losing a little length at some point in one’s life is common—antennae are able to regenerate if the tip is lost--to lose ones&#039; antennae entirely is akin to losing an arm or similarly brutal sort of mutilation. Antennae curled toward the face can indicate interest and curiosity, while antennae pressed back against the skull can indicate fear or disgust. Because of how they&#039;re used for communication, and because they&#039;re relatively delicate, touching an ianthina’s antennae without permission is extremely taboo. For most, it’s an act of intimacy reserved only for parents, lovers, and the very closest friends.&lt;br /&gt;
&lt;br /&gt;
Ianthina fins--including their tail fin--is also another avenue they tend to use to communicate. The cartilaginous rays in fins allow the fin to flatten or flare. They might flare their fins when angry or excited, puffing up bigger, and might flatten their fins, bringing them close to their body, when they&#039;re scared or shy. Ear fins are mobile and can collapse down on each other or separate further when flattened of flared. Due to the muscles that control the rays being close to the body, ianthina with long fins have much more difficulty expressing themself this way, since their fins react more slowly to the movement of the rays. &lt;br /&gt;
&lt;br /&gt;
Much of how ianthina move and communicate can be compared to cats. They&#039;re jumpy, and sometimes, they scurry. When on land, they&#039;ll drop to all fours if they think they&#039;ll need to make a quick getaway, or if they&#039;re trying to be cautious in how they approach something. Their pupils respond to emotions, expanding or contracting when they&#039;re excited, interested, alarmed, etc. Ianthina can also chirp, hiss, growl, and purr. &lt;br /&gt;
&lt;br /&gt;
== Coloration ==&lt;br /&gt;
An ianthina’s skin tone is the primary color of their body. It can be any color of the rainbow, but these colors always are muted, either pastel, dark and muddy, or somewhere in between. There are no ianthina with brightly colored skin.  Skin color is genetic and acts much like paint mixing: if a red-skinned and blue-skinned ianthina have a child, that baby will most likely be purple-skinned, although it can be anywhere on the red-blue gradient. For this reason, most city-dwelling ianthina are somewhere in the human range of skintones (aka brown). Primary colors are most commonly seen in the [[Southern Enclaves]] and small towns, where a more limited population allows those colors to reemerge.  &lt;br /&gt;
&lt;br /&gt;
While ianthina are typically solidly colored, a number of conditions can cause this to not be true, including but not limited to: vitiligo/piebaldism (white spots), port wine stains (non-glowing spots in a darker shade of their lumen color), blaschko lines (dark stripes), pityriasis alba (pale spots), freckles, scars, and other causes of skin markings. Ianthina also occasionally display mottling, where their skin tone is uneven and darker in places. These are the general trends, but every so often, you see markings in every shape and size. The one thing that is always consistent is that the skin is de-saturated, allowing their lumens to shine brightly. &lt;br /&gt;
&lt;br /&gt;
Most commonly but not always, the base color of an ianthina&#039;s fins is very similar to its skintone. However, colors can appear vastly different due to the present of accent colors and lumens. Lumens always appear on the fins, permitting them to glow, and their coverage can range from a thin line on the very edge to covering the whole surface area. Lumen coloration on the fins can also show up in a wide variety of patterns, from gradients, to spots, to stripes, and more. If it appears on natural fish, it could potentially appear on an ianthina. Occasionally but not commonly, some ianthina also display unique accent colors on their fins, brighter colors not seen elsewhere on the body. Lumen color can also affect the central part of the tail. &lt;br /&gt;
&lt;br /&gt;
Ianthina can have any hair or eye color.&lt;br /&gt;
&lt;br /&gt;
== Diet ==&lt;br /&gt;
While ianthina are capable of eating a wide variety of foods, they are ultimately obligate carnivores. Predictably, most of their diet consists of fish and assorted other marine life; there are few animals that they consider off-limits. There is very little plant life in the oceans, but they are capable of eating and digesting most plants. To suit this diet, they have fangs, sharp molars, and claws on their hands and feet.&lt;br /&gt;
&lt;br /&gt;
== Lumens ==&lt;br /&gt;
&amp;quot;Lumens&amp;quot; collectively refers to all the parts of an ianthina that glow: the antennae on their foreheads, the spots on their skin, and the edges of their fins. Lumen color is unique to each ianthina, influenced by a complicated array of genetics. It also colors their blood a deeper, richer shade of their lumen color. These spots can be found all over the body, but they tend to cluster on the face, shoulders, thighs, and fin edges. The different types arise from mutations in their spots. Freckle-types are standard. Spotted-types have extra large lumens, thus glowing brighter--a boon for others, but occasionally too brightly for the ianthina who has them. Ring-types are closely related to spotted-types: it&#039;s as if the spots never got filled in, for a more normal level of brightness. The thin edges of star-type lumens means they glow a little dimmer, but not significantly. Constellation-types have thin, misshapen spots that give the appearance of the constellations. Constellation-types also tend to have fewer lumens overall, making them slightly dimmer. The typically-thin lines on stripe-types means they tend to have a dim glow as well. The brighter an ianthina glows, the warmer their bodies are.&lt;br /&gt;
&lt;br /&gt;
=== Toxicity ===&lt;br /&gt;
The chemicals that provide lumen coloration and make them luminescent also happen to make ianthina mildly toxic. This toxin doesn&#039;t spread through skin-to-skin contact, but it is found in their flesh and bodily fluids, to varying degrees. Generally speaking, this doesn&#039;t impact an ianthina&#039;s daily life. It&#039;s only a problem if you&#039;re a shark trying to have an ianthina for lunch; fellow ianthina are immune to the toxin. That said, the genetics that cause lionfish fins happen to be linked to an ianthina&#039;s toxicity, and lionfish-type ianthina are far more poisonous than average. The toxin in their saliva means that, if they bite you and break skin, contaminating the blood stream, you will become ill on top of whatever damage they do. Fortunately for landdwellers with lionfish ianthina lovers, the effect is far less potent if exposed to their saliva through, say, a kiss. At worst, an extended makeout session may result in some numbness and a tummyache.&lt;br /&gt;
&lt;br /&gt;
== Respiration ==&lt;br /&gt;
Ianthina are amphibious, with two frilled pseudo-gill slits located on each side of their necks. While these slits do indeed have gill filament to assist breathing while swimming, the principal function of these slits is actually to drain excess water from the lungs after an ianthina surfaces. The diaphragm compresses the lungs to expel the water; gills absorb oxygen from the water as it leaves via the slits; and the newly emptied lungs are able to intake oxygen. Because of their gills, ianthina are particularly sensitive to smoke and other airborne irritants.&lt;br /&gt;
&lt;br /&gt;
Ianthina are euryhaline, which means they can switch between life in fresh and salt water with no issues. When switching, their gills might itch a little, and those going from salt to fresh can get salt cravings.&lt;br /&gt;
&lt;br /&gt;
== Skin and Fins ==&lt;br /&gt;
The skin of an ianthina is soft and almost dusty to the touch. The oils their skin produces are extremely hydrophobic, which allows them to form a very thin, protective layer in water. This layer means that their hands won&#039;t prune when they&#039;re underwater for long periods, and it protects them from bacteria and other damage osmosis might cause. Most ianthina can be underwater their whole lives, never surfacing, with no issues. The layer also helps them dry out faster. &lt;br /&gt;
&lt;br /&gt;
Ianthina fins are thin, delicate, and soft to the touch, almost satin-like. On top of their back, arm, ear, and tail fins, they have webbed fingers and toes. They don&#039;t have many nerve endings in their fins, so they&#039;re not particularly sensitive. For this reason, piercings are extremely common. In [[Olitskur]], back fin piercings, close to the skin, are typically given at a young age to allow wetsuits to be buttoned (or snapped or tied) up. Fins can regenerate small holes or tears, but they cannot restore major damage. If tears are quickly stitched, they can heal, but if an injury is left too long, or kept open (as is the case with piercings), it will become permanent. Ianthina are capable of becoming infected with fin rot, and that can also cause the edges of fins to be eaten away, exposing the rays.&lt;br /&gt;
&lt;br /&gt;
Thin cartilaginous rays allow fins to flatten or flare at will or in response to emotions. Thicker rays are what form spiked fins, and separated rays are what form lionfish fins. All ianthina are slightly toxic, due to the chemicals that make their lumens, and the lionfish gene is closely tied to much, much higher levels of these toxins.&lt;br /&gt;
&lt;br /&gt;
This is all assuming the ianthina lives primarily under water. Adjusting to life on land can be quite difficult for ianthina. Many have issues staying properly hydrated: they may not recognize the sensation of thirst, not know how to alleviate it, or be able to gauge how much they need to drink. They can also struggle with dry, flaky skin. Live out of water long enough, and their fins will toughen slightly, feeling more akin to a bat&#039;s wing or a snake&#039;s skin.&lt;br /&gt;
&lt;br /&gt;
== Tails ==&lt;br /&gt;
Everything mentioned about fins also applies to ianthina tails. Their tails are flattened, like rudders, and very powerful and muscular: the tails provide most of their forward motion when moving in the water. The fins on their tails catch water, pushing it aside in a side-to-side motion. The rarer the tail, the less effective this process is. Bifucated, short, and long tails are notably impaired in swim speed. Long-finned ianthinas in particular tend to have trouble. Their fins are easily targeted by wandering predators, and it&#039;s extremely common for their fins to become tattered or acquire holes as they age. Because of this, in [[Olitskur]], long-finned ianthina are typically viewed as beautiful, fragile, and delicate, regardless of their actual personality.&lt;br /&gt;
&lt;br /&gt;
== Vision ==&lt;br /&gt;
Ianthina are nocturnal, and their eyes are adapted to pierce the dark depths of the ocean through long months of arctic night by the thin light of their lumens, and thus are extremely light sensitive. Their irises can come in any color and tend to be relatively large, to maximize the size of the pupil in the dark, and their scleras are black. Their irises are capable of expanding and contracting to an extreme degree, either expanding so much to leave the pupils mere pinpricks, allowing them to function in slightly brighter environments, or contracting until the iris itself is scarcely visible. &lt;br /&gt;
&lt;br /&gt;
Star- and W-shaped pupils are by far the most common in Olitskur, as they are the most effective at seeing through the dark. String-of-pearl and ray pupils can&#039;t expand as wide, making those who have them (by ianthina standards) borderline night blind and struggle to navigate outside cities. These types of pupils are the most common type in the Southern Enclaves, as those ianthina live closer to the surface in generally brighter environments. Bar- and heart-shaped and pupils are somewhere in the middle: they can handle light better than star-shaped, though not as well as string-of-pearl, and can handle darkness better than the string-of-pearl, but not as well as star-shaped.&lt;br /&gt;
&lt;br /&gt;
They have a third eyelid, to protect the eye while swimming fast and to clear away any debris.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://enchiron.autre.world/index.php?title=Ianthina&amp;diff=452</id>
		<title>Ianthina</title>
		<link rel="alternate" type="text/html" href="http://enchiron.autre.world/index.php?title=Ianthina&amp;diff=452"/>
		<updated>2025-10-28T06:32:39Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Skin and Fins */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Species]]&lt;br /&gt;
In the modern day, ianthina are feared: they are the beasts that lurk under the waves and creep in the dark, but this wasn&#039;t always the case. Long ago, ianthina used to be victims--human sacrifices chained to rocks waiting for a hungry god--but no more. Their bodies have twisted and changed to withstand the most bitter cold, the darkest depths, and the fiercest storms. They are, have become, and will be survivors.&lt;br /&gt;
&lt;br /&gt;
== Aging ==&lt;br /&gt;
At birth, an ianthina&#039;s patterns aren&#039;t yet fully settled. Influenced by their lumen color, their skin tone may change as they grow, and it takes until several years of age for an ianthina&#039;s skin to thicken enough for their lumen pattern to become apparent. As infants, the whole child glows.&lt;br /&gt;
&lt;br /&gt;
Ianthina have the longest &#039;&#039;potential&#039;&#039; lifespans, but the shortest &#039;&#039;average&#039;&#039; life expectancy of any of the species. Accidents with ice or predators tends to cut many lives short, particularly for children or anyone else who has rejected or thought themself above the Olitsken pack mentality. It&#039;s easy for an injured or ill ianthina out at sea to be swept away by currents when there&#039;s no one around to pull them home, thus causing otherwise manageable injuries to become dangerous and putting them at risk of further harm. &lt;br /&gt;
&lt;br /&gt;
Elderly ianthina heal their fins more slowly, and their lumens aren&#039;t quite as bright as they might have been while young. They also develop more sensitivity to the Olitsken cold and the pressure changes of diving, becoming more susceptible to various forms of dysbarism. Many tend to struggle with these new limits, and some fail to realize they have diving limits until its too late. Some cope by staying home and swimming less overall, which in turns weakens their muscles and puts them at risk of currents and separation from the group when they do leave home.&lt;br /&gt;
&lt;br /&gt;
That said, elderly ianthina are revered in Olitskur, as they have life experience that keeps people safe and knowledge of the old traditions and oral histories they can pass on.&lt;br /&gt;
&lt;br /&gt;
== Body Language ==&lt;br /&gt;
Ianthina rely heavily on nonverbal communication. Between fins, lumens, and tails that all act as forms of nonverbal communication between each other, many ianthina struggle to correctly read the emotions and body language of other species. To them, a landdweller&#039;s range of expression is flat and limited, which further feeds misunderstandings and conflict.&lt;br /&gt;
&lt;br /&gt;
Lumens are incredibly important to the ianthina, viewed as nearly as integral part of their body as their tails. They&#039;re a key part of communication: ianthina can light up at will, and flashing their lumens allows for morse code-like conversations at long distances, without making a sound. They&#039;re also an unconscious emotional indicator: antennae and lumens react to emotions. Slow glowing in and out can signify relaxation, while lighting up suddenly can indicate fear or embarrassment. &lt;br /&gt;
&lt;br /&gt;
Antennae tend to be an area of focus and carry a lot of cultural weight in [[Olitskur]]. While losing a little length at some point in one’s life is common—antennae are able to regenerate if the tip is lost--to lose ones&#039; antennae entirely is akin to losing an arm or similarly brutal sort of mutilation. Antennae curled toward the face can indicate interest and curiosity, while antennae pressed back against the skull can indicate fear or disgust. Because of how they&#039;re used for communication, and because they&#039;re relatively delicate, touching an ianthina’s antennae without permission is extremely taboo. For most, it’s an act of intimacy reserved only for parents, lovers, and the very closest friends.&lt;br /&gt;
&lt;br /&gt;
Ianthina fins--including their tail fin--is also another avenue they tend to use to communicate. The cartilaginous rays in fins allow the fin to flatten or flare. They might flare their fins when angry or excited, puffing up bigger, and might flatten their fins, bringing them close to their body, when they&#039;re scared or shy. Ear fins are mobile and can collapse down on each other or separate further when flattened of flared. Due to the muscles that control the rays being close to the body, ianthina with long fins have much more difficulty expressing themself this way, since their fins react more slowly to the movement of the rays. &lt;br /&gt;
&lt;br /&gt;
Much of how ianthina move and communicate can be compared to cats. They&#039;re jumpy, and sometimes, they scurry. When on land, they&#039;ll drop to all fours if they think they&#039;ll need to make a quick getaway, or if they&#039;re trying to be cautious in how they approach something. Their pupils respond to emotions, expanding or contracting when they&#039;re excited, interested, alarmed, etc. Ianthina can also chirp, hiss, growl, and purr. &lt;br /&gt;
&lt;br /&gt;
== Coloration ==&lt;br /&gt;
An ianthina’s skin tone is the primary color of their body. It can be any color of the rainbow, but these colors always are muted, either pastel, dark and muddy, or somewhere in between. There are no ianthina with brightly colored skin.  Skin color is genetic and acts much like paint mixing: if a red-skinned and blue-skinned ianthina have a child, that baby will most likely be purple-skinned, although it can be anywhere on the red-blue gradient. For this reason, most city-dwelling ianthina are somewhere in the human range of skintones (aka brown). Primary colors are most commonly seen in the [[Southern Enclaves]] and small towns, where a more limited population allows those colors to reemerge.  &lt;br /&gt;
&lt;br /&gt;
While ianthina are typically solidly colored, a number of conditions can cause this to not be true, including but not limited to: vitiligo/piebaldism (white spots), port wine stains (non-glowing spots in a darker shade of their lumen color), blaschko lines (dark stripes), pityriasis alba (pale spots), freckles, scars, and other causes of skin markings. Ianthina also occasionally display mottling, where their skin tone is uneven and darker in places. These are the general trends, but every so often, you see markings in every shape and size. The one thing that is always consistent is that the skin is de-saturated, allowing their lumens to shine brightly. &lt;br /&gt;
&lt;br /&gt;
Most commonly but not always, the base color of an ianthina&#039;s fins is very similar to its skintone. However, colors can appear vastly different due to the present of accent colors and lumens. Lumens always appear on the fins, permitting them to glow, and their coverage can range from a thin line on the very edge to covering the whole surface area. Lumen coloration on the fins can also show up in a wide variety of patterns, from gradients, to spots, to stripes, and more. If it appears on natural fish, it could potentially appear on an ianthina. Occasionally but not commonly, some ianthina also display unique accent colors on their fins, brighter colors not seen elsewhere on the body. Lumen color can also affect the central part of the tail. &lt;br /&gt;
&lt;br /&gt;
Ianthina can have any hair or eye color.&lt;br /&gt;
&lt;br /&gt;
== Diet ==&lt;br /&gt;
While ianthina are capable of eating a wide variety of foods, they are ultimately obligate carnivores. Predictably, most of their diet consists of fish and assorted other marine life; there are few animals that they consider off-limits. There is very little plant life in the oceans, but they are capable of eating and digesting most plants. To suit this diet, they have fangs, sharp molars, and claws on their hands and feet.&lt;br /&gt;
&lt;br /&gt;
== Lumens ==&lt;br /&gt;
&amp;quot;Lumens&amp;quot; collectively refers to all the parts of an ianthina that glow: the antennae on their foreheads, the spots on their skin, and the edges of their fins. Lumen color is unique to each ianthina, influenced by a complicated array of genetics. It also colors their blood a deeper, richer shade of their lumen color. These spots can be found all over the body, but they tend to cluster on the face, shoulders, thighs, and fin edges. The different types arise from mutations in their spots. Freckle-types are standard. Spotted-types have extra large lumens, thus glowing brighter--a boon for others, but occasionally too brightly for the ianthina who has them. Ring-types are closely related to spotted-types: it&#039;s as if the spots never got filled in, for a more normal level of brightness. The thin edges of star-type lumens means they glow a little dimmer, but not significantly. Constellation-types have thin, misshapen spots that give the appearance of the constellations. Constellation-types also tend to have fewer lumens overall, making them slightly dimmer. The typically-thin lines on stripe-types means they tend to have a dim glow as well. The brighter an ianthina glows, the warmer their bodies are.&lt;br /&gt;
&lt;br /&gt;
=== Toxicity ===&lt;br /&gt;
The chemicals that provide lumen coloration and make them luminescent also happen to make ianthina mildly toxic. This toxin doesn&#039;t spread through skin-to-skin contact, but it is found in their flesh and bodily fluids, to varying degrees. Generally speaking, this doesn&#039;t impact an ianthina&#039;s daily life. It&#039;s only a problem if you&#039;re a shark trying to have an ianthina for lunch; fellow ianthina are immune to the toxin. That said, the genetics that cause lionfish fins happen to be linked to an ianthina&#039;s toxicity, and lionfish-type ianthina are far more poisonous than average. The toxin in their saliva means that, if they bite you and break skin, contaminating the blood stream, you will become ill on top of whatever damage they do. Fortunately for landdwellers with lionfish ianthina lovers, the effect is far less potent if exposed to their saliva through, say, a kiss. At worst, an extended makeout session may result in some numbness and a tummyache.&lt;br /&gt;
&lt;br /&gt;
== Respiration ==&lt;br /&gt;
Ianthina are amphibious, with two frilled pseudo-gill slits located on each side of their necks. While these slits do indeed have gill filament to assist breathing while swimming, the principal function of these slits is actually to drain excess water from the lungs after an ianthina surfaces. The diaphragm compresses the lungs to expel the water; gills absorb oxygen from the water as it leaves via the slits; and the newly emptied lungs are able to intake oxygen.&lt;br /&gt;
&lt;br /&gt;
Because of their gills, ianthina are particularly sensitive to smoke and other airborne irritants.&lt;br /&gt;
&lt;br /&gt;
== Skin and Fins ==&lt;br /&gt;
The skin of an ianthina is soft and almost dusty to the touch. The oils their skin produces are extremely hydrophobic, which allows them to form a very thin, protective layer in water. This layer means that their hands won&#039;t prune when they&#039;re underwater for long periods, and it protects them from bacteria and other damage osmosis might cause. Most ianthina can be underwater their whole lives, never surfacing, with no issues. The layer also helps them dry out faster. &lt;br /&gt;
&lt;br /&gt;
Ianthina fins are thin, delicate, and soft to the touch, almost satin-like. On top of their back, arm, ear, and tail fins, they have webbed fingers and toes. They don&#039;t have many nerve endings in their fins, so they&#039;re not particularly sensitive. For this reason, piercings are extremely common. In [[Olitskur]], back fin piercings, close to the skin, are typically given at a young age to allow wetsuits to be buttoned (or snapped or tied) up. Fins can regenerate small holes or tears, but they cannot restore major damage. If tears are quickly stitched, they can heal, but if an injury is left too long, or kept open (as is the case with piercings), it will become permanent. Ianthina are capable of becoming infected with fin rot, and that can also cause the edges of fins to be eaten away, exposing the rays.&lt;br /&gt;
&lt;br /&gt;
Thin cartilaginous rays allow fins to flatten or flare at will or in response to emotions. Thicker rays are what form spiked fins, and separated rays are what form lionfish fins. All ianthina are slightly toxic, due to the chemicals that make their lumens, and the lionfish gene is closely tied to much, much higher levels of these toxins.&lt;br /&gt;
&lt;br /&gt;
This is all assuming the ianthina lives primarily under water. Adjusting to life on land can be quite difficult for ianthina. Many have issues staying properly hydrated: they may not recognize the sensation of thirst, not know how to alleviate it, or be able to gauge how much they need to drink. They can also struggle with dry, flaky skin. Live out of water long enough, and their fins will toughen slightly, feeling more akin to a bat&#039;s wing or a snake&#039;s skin.&lt;br /&gt;
&lt;br /&gt;
== Tails ==&lt;br /&gt;
Everything mentioned about fins also applies to ianthina tails. Their tails are flattened, like rudders, and very powerful and muscular: the tails provide most of their forward motion when moving in the water. The fins on their tails catch water, pushing it aside in a side-to-side motion. The rarer the tail, the less effective this process is. Bifucated, short, and long tails are notably impaired in swim speed. Long-finned ianthinas in particular tend to have trouble. Their fins are easily targeted by wandering predators, and it&#039;s extremely common for their fins to become tattered or acquire holes as they age. Because of this, in [[Olitskur]], long-finned ianthina are typically viewed as beautiful, fragile, and delicate, regardless of their actual personality.&lt;br /&gt;
&lt;br /&gt;
== Vision ==&lt;br /&gt;
Ianthina are nocturnal, and their eyes are adapted to pierce the dark depths of the ocean through long months of arctic night by the thin light of their lumens, and thus are extremely light sensitive. Their irises can come in any color and tend to be relatively large, to maximize the size of the pupil in the dark, and their scleras are black. Their irises are capable of expanding and contracting to an extreme degree, either expanding so much to leave the pupils mere pinpricks, allowing them to function in slightly brighter environments, or contracting until the iris itself is scarcely visible. &lt;br /&gt;
&lt;br /&gt;
Star- and W-shaped pupils are by far the most common in Olitskur, as they are the most effective at seeing through the dark. String-of-pearl and ray pupils can&#039;t expand as wide, making those who have them (by ianthina standards) borderline night blind and struggle to navigate outside cities. These types of pupils are the most common type in the Southern Enclaves, as those ianthina live closer to the surface in generally brighter environments. Bar- and heart-shaped and pupils are somewhere in the middle: they can handle light better than star-shaped, though not as well as string-of-pearl, and can handle darkness better than the string-of-pearl, but not as well as star-shaped.&lt;br /&gt;
&lt;br /&gt;
They have a third eyelid, to protect the eye while swimming fast and to clear away any debris.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://enchiron.autre.world/index.php?title=Caelians&amp;diff=451</id>
		<title>Caelians</title>
		<link rel="alternate" type="text/html" href="http://enchiron.autre.world/index.php?title=Caelians&amp;diff=451"/>
		<updated>2025-10-28T05:26:20Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Halos */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Species]]&lt;br /&gt;
It is said that the first caelians were humans, once. They were the first to ascend the Coronus mountains, and what they found atop the highest peak was glory itself, woven into the stars. The revelation they experienced there changed them, and they sprouted wings that let them dance in the light. That, however, was a very long time ago. In this day and age, the magic is faltering. Children are born with twisted wings, and all live beneath a broken halo. Today&#039;s caelians look far different from the caelians of yore, as, increasingly, caelians lose what made them special and more and more resemble ordinary humans.&lt;br /&gt;
&lt;br /&gt;
== Aging ==&lt;br /&gt;
When caelians are born, they are typically featherless and hairless, with bright splashes of shining color, every eye shut, and their bare, bony wings jutting out. Their eyes are quick to open, and their soft, fluffy chick feathers follow quickly. The down of childhood may not exactly match what a child&#039;s adult feathers look like. They don&#039;t have halos for most of their childhood, either.&lt;br /&gt;
&lt;br /&gt;
With the advent of puberty, all this changes. This can be a traumatic time for many caelians, as it&#039;s when many abnormalities make themselves apparent. They shed their chick feathers--if they shed them at all--in favor of their adult feathers. Feathers can some in weak and fragile, leading to tattered looks, or curly and useless for flight. The growth spurts at this age also affect wings, so children find out if their wings are too small, or growing at different rates, or similar issues.&lt;br /&gt;
&lt;br /&gt;
Over the course of childhood, vague clouds of light gather around the child&#039;s body, and these clouds slowly condense into halos. Again, during puberty, these halos settle into their final shapes.&lt;br /&gt;
&lt;br /&gt;
Caelians have the second longest potential lifespans: most caelians will live to see their 100th bday. (Cave-ins are an on-going issue in Dolsia that lowers average life expectancy, but the technology has reached a point that those aren&#039;t remotely as common as they used to be.) The biggest issue facing elderly caelians is respiratory illness. The stale, stagnant air of the caves--polluted with dusts molds and more--takes a toll eventually. &lt;br /&gt;
&lt;br /&gt;
Visually, their markings pale with age and, sometimes, shift color. The color shifts are never extreme and typically just reveal a color that was already present. For example, a reddish-black fades to maroon, or orange fades to yellow. The process resembles sun-fading. &lt;br /&gt;
&lt;br /&gt;
Elderly caelians generally have less feathers as well. It takes them much longer to grow in feathers after a molt, and the molts aren&#039;t quite as clean, giving most older caelians a scruffy, ruffled look.&lt;br /&gt;
&lt;br /&gt;
== Body Language ==&lt;br /&gt;
When you startle them, they poof.&lt;br /&gt;
&lt;br /&gt;
== Eyes ==&lt;br /&gt;
One of the key features of caelians are their many secondary eyes: the higher the number, the more unusual. These secondary eyes may have eyebrows or eyelashes of their own, or they may be without. For the especially lucky caelians, all of these eyes will work perfectly, allowing the caelian in question to have a greatly expanded field of vision. Most, however, are not so lucky. For many, their secondary eyes don&#039;t open at all. Some might have an eyeball still, able to be palpated under the surface or manually revealed, but others may simply have a slit in their skin and flesh beneath. &lt;br /&gt;
&lt;br /&gt;
For those whose eyes do open, vision varies wildly. If there is no pupil, then there is no vision at all. If there are too many pupils, or misshapen ones, or no iris, then there is vision, but it cannot focus properly nor can it adjust to light. Vision from eyes like this is nearly always blurry or shadowed in some form or another. Vision can be so bad that there&#039;s no recognition at all beyond light, shadow, and the suggestion of form. Some have made glasses for their secondary eyes, but this hasn&#039;t caught on widely. &lt;br /&gt;
&lt;br /&gt;
Typically, those with sensitive and painful secondary eyes simply cover them with clothing, but some take it a step further. In extreme cases--where it always hurts to see, or the eye is in a particularly inconvenient location--some opt to have these excess eyes removed. As the eyes are a part of who they are, even in caelian communities beyond Dolsia, this is controversial, yet still worthwhile for many.&lt;br /&gt;
&lt;br /&gt;
Primary eyes--those on the expected area of the face--aren&#039;t immune to problems either. Occasionally, caelians are born without these eyes at all. But more typically, they have visual impairments: nearsightedness, farsightedness, colorblindness, and the like. Dolsia is the birthplace of spectacles, to fill this need.&lt;br /&gt;
&lt;br /&gt;
Traditionally, caelian eyes are marked by colorful scleras with pale irises. Multiple sclera colors could even be found on the same individual as a mark of beauty. But in today&#039;s day and age, in some, even that feature is disappearing, as children are born with white irises and colorful sclera.&lt;br /&gt;
&lt;br /&gt;
== Halos ==&lt;br /&gt;
Caelians have a natural ability to perform light [[magic]], and this magic can take a variety of forms. Caelians can create small glowing balls of light, shapes of any sort, and even (typically harmless) lightning strikes. Any idea that involves an intangible source of light is within their capacity. Their ability to sustain this light is entirely dependent on how stable their halo is: a fully formed, unbroken halo provides the most stable magic. Caelians with glitching halos tend to create glitchy lights, and caelians with melting halos tend to create lights that simply melt away. Fractured halos tend to have lights that flicker, and starred halos tend to fall to pieces. Only whole halos and only whole halos produce consistent light. Caelians with mixed halo types often experience a random set of effects.&lt;br /&gt;
&lt;br /&gt;
The number of halos a caelian has reflects the power of their light magic. Just one halo translates to one small ball of light, whereas a caelian with nine or more halos could singlehandedly light a stadium or city block.&lt;br /&gt;
&lt;br /&gt;
Halos form around a caelian&#039;s magical center: this is the place it&#039;s easiest for caelians to manifest light from. Halos hover, on average, about six inches away from the skin, though this distance can be much shorter or larger, especially if the halo encircles a limb. A halo will never be further than touch range. They can bounce around a bit as the caelian moves: for example, if a caelian turns their head quickly, their halo may lag a second behind. Halos tend to move closer to their owners and avoid clipping into objects when possible. Some caelians can consciously move their halos around a few inches, and this is often shown off in a similar way that kids like to show off being double-jointed. Certain types of halos have the chance of being perpetually in motion: melting halos are always dripping; glitched halos flicker; dissolving halos dissolve. Starred and ring halos--broken and not--have been known to rotate.&lt;br /&gt;
&lt;br /&gt;
Tangible halos can be grabbed and taken, but being separated from their halo makes a caelian incredibly sick. Taking a halo is like ripping away part of someone&#039;s soul, and taking one for too long will eventually kill them. How fast it does so depends solely on how many they have.&lt;br /&gt;
&lt;br /&gt;
== Sleep ==&lt;br /&gt;
They don&#039;t have much of a circadian rhythm.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://enchiron.autre.world/index.php?title=Ianthina&amp;diff=450</id>
		<title>Ianthina</title>
		<link rel="alternate" type="text/html" href="http://enchiron.autre.world/index.php?title=Ianthina&amp;diff=450"/>
		<updated>2025-10-27T06:45:03Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Aging */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Species]]&lt;br /&gt;
In the modern day, ianthina are feared: they are the beasts that lurk under the waves and creep in the dark, but this wasn&#039;t always the case. Long ago, ianthina used to be victims--human sacrifices chained to rocks waiting for a hungry god--but no more. Their bodies have twisted and changed to withstand the most bitter cold, the darkest depths, and the fiercest storms. They are, have become, and will be survivors.&lt;br /&gt;
&lt;br /&gt;
== Aging ==&lt;br /&gt;
At birth, an ianthina&#039;s patterns aren&#039;t yet fully settled. Influenced by their lumen color, their skin tone may change as they grow, and it takes until several years of age for an ianthina&#039;s skin to thicken enough for their lumen pattern to become apparent. As infants, the whole child glows.&lt;br /&gt;
&lt;br /&gt;
Ianthina have the longest &#039;&#039;potential&#039;&#039; lifespans, but the shortest &#039;&#039;average&#039;&#039; life expectancy of any of the species. Accidents with ice or predators tends to cut many lives short, particularly for children or anyone else who has rejected or thought themself above the Olitsken pack mentality. It&#039;s easy for an injured or ill ianthina out at sea to be swept away by currents when there&#039;s no one around to pull them home, thus causing otherwise manageable injuries to become dangerous and putting them at risk of further harm. &lt;br /&gt;
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Elderly ianthina heal their fins more slowly, and their lumens aren&#039;t quite as bright as they might have been while young. They also develop more sensitivity to the Olitsken cold and the pressure changes of diving, becoming more susceptible to various forms of dysbarism. Many tend to struggle with these new limits, and some fail to realize they have diving limits until its too late. Some cope by staying home and swimming less overall, which in turns weakens their muscles and puts them at risk of currents and separation from the group when they do leave home.&lt;br /&gt;
&lt;br /&gt;
That said, elderly ianthina are revered in Olitskur, as they have life experience that keeps people safe and knowledge of the old traditions and oral histories they can pass on.&lt;br /&gt;
&lt;br /&gt;
== Body Language ==&lt;br /&gt;
Ianthina rely heavily on nonverbal communication. Between fins, lumens, and tails that all act as forms of nonverbal communication between each other, many ianthina struggle to correctly read the emotions and body language of other species. To them, a landdweller&#039;s range of expression is flat and limited, which further feeds misunderstandings and conflict.&lt;br /&gt;
&lt;br /&gt;
Lumens are incredibly important to the ianthina, viewed as nearly as integral part of their body as their tails. They&#039;re a key part of communication: ianthina can light up at will, and flashing their lumens allows for morse code-like conversations at long distances, without making a sound. They&#039;re also an unconscious emotional indicator: antennae and lumens react to emotions. Slow glowing in and out can signify relaxation, while lighting up suddenly can indicate fear or embarrassment. &lt;br /&gt;
&lt;br /&gt;
Antennae tend to be an area of focus and carry a lot of cultural weight in [[Olitskur]]. While losing a little length at some point in one’s life is common—antennae are able to regenerate if the tip is lost--to lose ones&#039; antennae entirely is akin to losing an arm or similarly brutal sort of mutilation. Antennae curled toward the face can indicate interest and curiosity, while antennae pressed back against the skull can indicate fear or disgust. Because of how they&#039;re used for communication, and because they&#039;re relatively delicate, touching an ianthina’s antennae without permission is extremely taboo. For most, it’s an act of intimacy reserved only for parents, lovers, and the very closest friends.&lt;br /&gt;
&lt;br /&gt;
Ianthina fins--including their tail fin--is also another avenue they tend to use to communicate. The cartilaginous rays in fins allow the fin to flatten or flare. They might flare their fins when angry or excited, puffing up bigger, and might flatten their fins, bringing them close to their body, when they&#039;re scared or shy. Ear fins are mobile and can collapse down on each other or separate further when flattened of flared. Due to the muscles that control the rays being close to the body, ianthina with long fins have much more difficulty expressing themself this way, since their fins react more slowly to the movement of the rays. &lt;br /&gt;
&lt;br /&gt;
Much of how ianthina move and communicate can be compared to cats. They&#039;re jumpy, and sometimes, they scurry. When on land, they&#039;ll drop to all fours if they think they&#039;ll need to make a quick getaway, or if they&#039;re trying to be cautious in how they approach something. Their pupils respond to emotions, expanding or contracting when they&#039;re excited, interested, alarmed, etc. Ianthina can also chirp, hiss, growl, and purr. &lt;br /&gt;
&lt;br /&gt;
== Coloration ==&lt;br /&gt;
An ianthina’s skin tone is the primary color of their body. It can be any color of the rainbow, but these colors always are muted, either pastel, dark and muddy, or somewhere in between. There are no ianthina with brightly colored skin.  Skin color is genetic and acts much like paint mixing: if a red-skinned and blue-skinned ianthina have a child, that baby will most likely be purple-skinned, although it can be anywhere on the red-blue gradient. For this reason, most city-dwelling ianthina are somewhere in the human range of skintones (aka brown). Primary colors are most commonly seen in the [[Southern Enclaves]] and small towns, where a more limited population allows those colors to reemerge.  &lt;br /&gt;
&lt;br /&gt;
While ianthina are typically solidly colored, a number of conditions can cause this to not be true, including but not limited to: vitiligo/piebaldism (white spots), port wine stains (non-glowing spots in a darker shade of their lumen color), blaschko lines (dark stripes), pityriasis alba (pale spots), freckles, scars, and other causes of skin markings. Ianthina also occasionally display mottling, where their skin tone is uneven and darker in places. These are the general trends, but every so often, you see markings in every shape and size. The one thing that is always consistent is that the skin is de-saturated, allowing their lumens to shine brightly. &lt;br /&gt;
&lt;br /&gt;
Most commonly but not always, the base color of an ianthina&#039;s fins is very similar to its skintone. However, colors can appear vastly different due to the present of accent colors and lumens. Lumens always appear on the fins, permitting them to glow, and their coverage can range from a thin line on the very edge to covering the whole surface area. Lumen coloration on the fins can also show up in a wide variety of patterns, from gradients, to spots, to stripes, and more. If it appears on natural fish, it could potentially appear on an ianthina. Occasionally but not commonly, some ianthina also display unique accent colors on their fins, brighter colors not seen elsewhere on the body. Lumen color can also affect the central part of the tail. &lt;br /&gt;
&lt;br /&gt;
Ianthina can have any hair or eye color.&lt;br /&gt;
&lt;br /&gt;
== Diet ==&lt;br /&gt;
While ianthina are capable of eating a wide variety of foods, they are ultimately obligate carnivores. Predictably, most of their diet consists of fish and assorted other marine life; there are few animals that they consider off-limits. There is very little plant life in the oceans, but they are capable of eating and digesting most plants. To suit this diet, they have fangs, sharp molars, and claws on their hands and feet.&lt;br /&gt;
&lt;br /&gt;
== Lumens ==&lt;br /&gt;
&amp;quot;Lumens&amp;quot; collectively refers to all the parts of an ianthina that glow: the antennae on their foreheads, the spots on their skin, and the edges of their fins. Lumen color is unique to each ianthina, influenced by a complicated array of genetics. It also colors their blood a deeper, richer shade of their lumen color. These spots can be found all over the body, but they tend to cluster on the face, shoulders, thighs, and fin edges. The different types arise from mutations in their spots. Freckle-types are standard. Spotted-types have extra large lumens, thus glowing brighter--a boon for others, but occasionally too brightly for the ianthina who has them. Ring-types are closely related to spotted-types: it&#039;s as if the spots never got filled in, for a more normal level of brightness. The thin edges of star-type lumens means they glow a little dimmer, but not significantly. Constellation-types have thin, misshapen spots that give the appearance of the constellations. Constellation-types also tend to have fewer lumens overall, making them slightly dimmer. The typically-thin lines on stripe-types means they tend to have a dim glow as well. The brighter an ianthina glows, the warmer their bodies are.&lt;br /&gt;
&lt;br /&gt;
=== Toxicity ===&lt;br /&gt;
The chemicals that provide lumen coloration and make them luminescent also happen to make ianthina mildly toxic. This toxin doesn&#039;t spread through skin-to-skin contact, but it is found in their flesh and bodily fluids, to varying degrees. Generally speaking, this doesn&#039;t impact an ianthina&#039;s daily life. It&#039;s only a problem if you&#039;re a shark trying to have an ianthina for lunch; fellow ianthina are immune to the toxin. That said, the genetics that cause lionfish fins happen to be linked to an ianthina&#039;s toxicity, and lionfish-type ianthina are far more poisonous than average. The toxin in their saliva means that, if they bite you and break skin, contaminating the blood stream, you will become ill on top of whatever damage they do. Fortunately for landdwellers with lionfish ianthina lovers, the effect is far less potent if exposed to their saliva through, say, a kiss. At worst, an extended makeout session may result in some numbness and a tummyache.&lt;br /&gt;
&lt;br /&gt;
== Respiration ==&lt;br /&gt;
Ianthina are amphibious, with two frilled pseudo-gill slits located on each side of their necks. While these slits do indeed have gill filament to assist breathing while swimming, the principal function of these slits is actually to drain excess water from the lungs after an ianthina surfaces. The diaphragm compresses the lungs to expel the water; gills absorb oxygen from the water as it leaves via the slits; and the newly emptied lungs are able to intake oxygen.&lt;br /&gt;
&lt;br /&gt;
Because of their gills, ianthina are particularly sensitive to smoke and other airborne irritants.&lt;br /&gt;
&lt;br /&gt;
== Skin and Fins ==&lt;br /&gt;
The skin of an ianthina is soft and almost dusty to the touch. The oils their skin produces are extremely hydrophobic, which allows them to form a very thin, protective layer in water. This layer means that their hands won&#039;t prune when they&#039;re underwater for long periods, and it protects them from bacteria and other damage osmosis might cause. Most ianthina can be underwater their whole lives, never surfacing, with no issues. The layer also means they tend to dry fast.&lt;br /&gt;
&lt;br /&gt;
Ianthina fins are thin, delicate, and soft to the touch, almost satin-like. On top of their back, arm, ear, and tail fins, they have webbed fingers and toes. They don&#039;t have many nerve endings in their fins, so they&#039;re not particularly sensitive. For this reason, piercings are extremely common. In [[Olitskur]], back fin piercings, close to the skin, are typically given at a young age to allow wetsuits to be buttoned (or snapped or tied) up. Fins can regenerate small holes or tears, but they cannot restore major damage. If tears are quickly stitched, they can heal, but if an injury is left too long, or kept open (as is the case with piercings), it will become permanent. Ianthina are capable of becoming infected with fin rot, and that can also cause the edges of fins to be eaten away, exposing the rays.&lt;br /&gt;
&lt;br /&gt;
Thin cartilaginous rays allow fins to flatten or flare at will or in response to emotions. Thicker rays are what form spiked fins, and separated rays are what form lionfish fins. All ianthina are slightly toxic, due to the chemicals that make their lumens, and the lionfish gene is closely tied to much, much higher levels of these toxins.&lt;br /&gt;
&lt;br /&gt;
== Tails ==&lt;br /&gt;
Everything mentioned about fins also applies to ianthina tails. Their tails are flattened, like rudders, and very powerful and muscular: the tails provide most of their forward motion when moving in the water. The fins on their tails catch water, pushing it aside in a side-to-side motion. The rarer the tail, the less effective this process is. Bifucated, short, and long tails are notably impaired in swim speed. Long-finned ianthinas in particular tend to have trouble. Their fins are easily targeted by wandering predators, and it&#039;s extremely common for their fins to become tattered or acquire holes as they age. Because of this, in [[Olitskur]], long-finned ianthina are typically viewed as beautiful, fragile, and delicate, regardless of their actual personality.&lt;br /&gt;
&lt;br /&gt;
== Vision ==&lt;br /&gt;
Ianthina are nocturnal, and their eyes are adapted to pierce the dark depths of the ocean through long months of arctic night by the thin light of their lumens, and thus are extremely light sensitive. Their irises can come in any color and tend to be relatively large, to maximize the size of the pupil in the dark, and their scleras are black. Their irises are capable of expanding and contracting to an extreme degree, either expanding so much to leave the pupils mere pinpricks, allowing them to function in slightly brighter environments, or contracting until the iris itself is scarcely visible. &lt;br /&gt;
&lt;br /&gt;
Star- and W-shaped pupils are by far the most common in Olitskur, as they are the most effective at seeing through the dark. String-of-pearl and ray pupils can&#039;t expand as wide, making those who have them (by ianthina standards) borderline night blind and struggle to navigate outside cities. These types of pupils are the most common type in the Southern Enclaves, as those ianthina live closer to the surface in generally brighter environments. Bar- and heart-shaped and pupils are somewhere in the middle: they can handle light better than star-shaped, though not as well as string-of-pearl, and can handle darkness better than the string-of-pearl, but not as well as star-shaped.&lt;br /&gt;
&lt;br /&gt;
They have a third eyelid, to protect the eye while swimming fast and to clear away any debris.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://enchiron.autre.world/index.php?title=Ignii&amp;diff=449</id>
		<title>Ignii</title>
		<link rel="alternate" type="text/html" href="http://enchiron.autre.world/index.php?title=Ignii&amp;diff=449"/>
		<updated>2025-10-27T06:42:42Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Scales */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Species]]&lt;br /&gt;
Ignii know where true power lies. In their ancient past, the humans they once were scaled the Coronus mountains to seek out the home of the Mother of Dragons. They worshiped at her feet, and her blessing unto them was baptismal fires, scorching away flesh and bone to birth them anew. In her name, they became conquerors, ever striving to become better, better, better, until they too can hold the very heavens in their hands.&lt;br /&gt;
&lt;br /&gt;
== Aging ==&lt;br /&gt;
When an ignii first hatches, they are very vulnerable. Their scales and spikes are cartilaginous and soft; the only real scale is their egg tooth on their node. When that tooth falls away, it leaves the characteristic nose scales many ignii share. Over the course of the first five years, these scales and spikes harden up, getting tougher each year with their annual shed.&lt;br /&gt;
&lt;br /&gt;
Ignii have lifespans very similar to humans, but they&#039;re plagued by young deaths that skew the life expectancy shorter. Many ignii die young in duels or play combat, and many die young due to climbing accidents or falls while gliding. Coric culture encourages risk-taking and a tendency to overestimate your abilities. &lt;br /&gt;
&lt;br /&gt;
Elderly ignii replace lost scales slower: you see a lot more bald patches, particularly on the hands. Day-to-day life--touching, climbing, and working--wears away these spots first. Their sheds also prove more troublesome as they age. Baths are needed to make sure their sheds come off properly. Their wings also get more frail: they can&#039;t glide as long, and it takes much longer to recover from crashes.&lt;br /&gt;
&lt;br /&gt;
== Incubation ==&lt;br /&gt;
The third trimester of an ignii’s gestation occurs outside the body, in an egg. During this final phase of development, the egg must be kept at extremely high temperatures, and to these ends, the parents build what’s colloquially known as a kinterflame. The kinterflame is a wood fire that must be consistently maintained for three months for healthy development of the child. While some variation in the fire is a natural part of the process, if the egg gets too cool for too long, the child may hatch with soft scales, weak magic, small wings, brittle claws, or other birth defects. A lack of heat can cause even death. &lt;br /&gt;
&lt;br /&gt;
Tending to a kinterflame for long enough will induce broodiness in any ignii, related or not. Broody ignii become territorial, aggressive, and fixated on their egg, sometimes to the neglect of all else. In Coronus, it’s common for friends and family to bring food and necessities to expectant parents to help ease the load. Single parents in particular struggle to get enough sleep. &lt;br /&gt;
&lt;br /&gt;
For some ignii, broodiness comes with the instinctual desire to dig. Hatching burrows are still common in the more rural parts of Coronus, whereas more urban areas use their home’s hearth. The smoke from a kinterflame is a beacon, and many Coric legends start with a hero or villain following that call. &lt;br /&gt;
&lt;br /&gt;
When the egg finally hatches, the embryonic fluid protects the infants’ skin from the fire until they can be removed and washed clean. An ignii&#039;s egg tooth is found right on the tip of the baby&#039;s nose.&lt;br /&gt;
&lt;br /&gt;
==Scales==&lt;br /&gt;
Ignii scales are extremely tough. They form a natural armor that allows ignii to tear through stone and dig into hardpacked dirt without sustaining so much as a scratch. Scales come in a huge variety of shapes, colors, and patterns.&lt;br /&gt;
&lt;br /&gt;
That said, they shed annually.&lt;br /&gt;
&lt;br /&gt;
==Tails==&lt;br /&gt;
Ignii tails come in a number of thicknesses and shapes. Some are fat like a gecko or crocodile, and others are thin and whiplike, like a serpent. Some even have a large base that narrows to a whip. Anything seen in nature is possible, and beyond it: like dragons, ignii are often seen with tail spades that come in many shapes, sizes, and sharpness. &lt;br /&gt;
&lt;br /&gt;
One thing that they do have in common is that they are always scaled; it&#039;s excessively rare to see any with even tufts of fur. The other trait they share is their ability to fall off. It&#039;s a rite of passage: most ignii lose their tails while playing and roughhousing as children. All it takes is too hard of a tug, or a small yank when startled or scared, and that&#039;s the end of it. the tail may separate flush against the body, at the base of the spine, or somewhere in the middle, leaving a nub. It may bleed a little, but never a lot. Thin, specialized membranes grew in long ago to protect the inevitable break point. The break point may look pink and raw for a little while, but scales will eventually grow back over it.&lt;br /&gt;
&lt;br /&gt;
Once a tail has dropped, it does not grow back, and it does not drop again. If an ignii&#039;s been left with a nub, it&#039;s there forever.&lt;br /&gt;
&lt;br /&gt;
==Wings==&lt;br /&gt;
Ignii wings are multipurpose limbs that are designed to support both climbing and gliding. They are fully muscled, like an arm. When climbing, the &#039;fingers&#039; of the wing are able to dig their claws into the stone and add further points of support when climbing an otherwise sheer surface. Should they fall, their wings can also catch them. Ignii are too heavy to be able to take off from the ground or ride the winds indefinitely, but they are efficient gliders capable of maneuvering in midair.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://enchiron.autre.world/index.php?title=Ignii&amp;diff=448</id>
		<title>Ignii</title>
		<link rel="alternate" type="text/html" href="http://enchiron.autre.world/index.php?title=Ignii&amp;diff=448"/>
		<updated>2025-10-27T06:42:14Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Aging */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Species]]&lt;br /&gt;
Ignii know where true power lies. In their ancient past, the humans they once were scaled the Coronus mountains to seek out the home of the Mother of Dragons. They worshiped at her feet, and her blessing unto them was baptismal fires, scorching away flesh and bone to birth them anew. In her name, they became conquerors, ever striving to become better, better, better, until they too can hold the very heavens in their hands.&lt;br /&gt;
&lt;br /&gt;
== Aging ==&lt;br /&gt;
When an ignii first hatches, they are very vulnerable. Their scales and spikes are cartilaginous and soft; the only real scale is their egg tooth on their node. When that tooth falls away, it leaves the characteristic nose scales many ignii share. Over the course of the first five years, these scales and spikes harden up, getting tougher each year with their annual shed.&lt;br /&gt;
&lt;br /&gt;
Ignii have lifespans very similar to humans, but they&#039;re plagued by young deaths that skew the life expectancy shorter. Many ignii die young in duels or play combat, and many die young due to climbing accidents or falls while gliding. Coric culture encourages risk-taking and a tendency to overestimate your abilities. &lt;br /&gt;
&lt;br /&gt;
Elderly ignii replace lost scales slower: you see a lot more bald patches, particularly on the hands. Day-to-day life--touching, climbing, and working--wears away these spots first. Their sheds also prove more troublesome as they age. Baths are needed to make sure their sheds come off properly. Their wings also get more frail: they can&#039;t glide as long, and it takes much longer to recover from crashes.&lt;br /&gt;
&lt;br /&gt;
== Incubation ==&lt;br /&gt;
The third trimester of an ignii’s gestation occurs outside the body, in an egg. During this final phase of development, the egg must be kept at extremely high temperatures, and to these ends, the parents build what’s colloquially known as a kinterflame. The kinterflame is a wood fire that must be consistently maintained for three months for healthy development of the child. While some variation in the fire is a natural part of the process, if the egg gets too cool for too long, the child may hatch with soft scales, weak magic, small wings, brittle claws, or other birth defects. A lack of heat can cause even death. &lt;br /&gt;
&lt;br /&gt;
Tending to a kinterflame for long enough will induce broodiness in any ignii, related or not. Broody ignii become territorial, aggressive, and fixated on their egg, sometimes to the neglect of all else. In Coronus, it’s common for friends and family to bring food and necessities to expectant parents to help ease the load. Single parents in particular struggle to get enough sleep. &lt;br /&gt;
&lt;br /&gt;
For some ignii, broodiness comes with the instinctual desire to dig. Hatching burrows are still common in the more rural parts of Coronus, whereas more urban areas use their home’s hearth. The smoke from a kinterflame is a beacon, and many Coric legends start with a hero or villain following that call. &lt;br /&gt;
&lt;br /&gt;
When the egg finally hatches, the embryonic fluid protects the infants’ skin from the fire until they can be removed and washed clean. An ignii&#039;s egg tooth is found right on the tip of the baby&#039;s nose.&lt;br /&gt;
&lt;br /&gt;
==Scales==&lt;br /&gt;
Ignii scales are extremely tough. They form a natural armor that allows ignii to tear through stone and dig into hardpacked dirt without sustaining so much as a scratch. Scales come in a huge variety of shapes, colors, and patterns.&lt;br /&gt;
&lt;br /&gt;
==Tails==&lt;br /&gt;
Ignii tails come in a number of thicknesses and shapes. Some are fat like a gecko or crocodile, and others are thin and whiplike, like a serpent. Some even have a large base that narrows to a whip. Anything seen in nature is possible, and beyond it: like dragons, ignii are often seen with tail spades that come in many shapes, sizes, and sharpness. &lt;br /&gt;
&lt;br /&gt;
One thing that they do have in common is that they are always scaled; it&#039;s excessively rare to see any with even tufts of fur. The other trait they share is their ability to fall off. It&#039;s a rite of passage: most ignii lose their tails while playing and roughhousing as children. All it takes is too hard of a tug, or a small yank when startled or scared, and that&#039;s the end of it. the tail may separate flush against the body, at the base of the spine, or somewhere in the middle, leaving a nub. It may bleed a little, but never a lot. Thin, specialized membranes grew in long ago to protect the inevitable break point. The break point may look pink and raw for a little while, but scales will eventually grow back over it.&lt;br /&gt;
&lt;br /&gt;
Once a tail has dropped, it does not grow back, and it does not drop again. If an ignii&#039;s been left with a nub, it&#039;s there forever.&lt;br /&gt;
&lt;br /&gt;
==Wings==&lt;br /&gt;
Ignii wings are multipurpose limbs that are designed to support both climbing and gliding. They are fully muscled, like an arm. When climbing, the &#039;fingers&#039; of the wing are able to dig their claws into the stone and add further points of support when climbing an otherwise sheer surface. Should they fall, their wings can also catch them. Ignii are too heavy to be able to take off from the ground or ride the winds indefinitely, but they are efficient gliders capable of maneuvering in midair.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://enchiron.autre.world/index.php?title=Caelians&amp;diff=447</id>
		<title>Caelians</title>
		<link rel="alternate" type="text/html" href="http://enchiron.autre.world/index.php?title=Caelians&amp;diff=447"/>
		<updated>2025-10-27T06:34:32Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Species]]&lt;br /&gt;
It is said that the first caelians were humans, once. They were the first to ascend the Coronus mountains, and what they found atop the highest peak was glory itself, woven into the stars. The revelation they experienced there changed them, and they sprouted wings that let them dance in the light. That, however, was a very long time ago. In this day and age, the magic is faltering. Children are born with twisted wings, and all live beneath a broken halo. Today&#039;s caelians look far different from the caelians of yore, as, increasingly, caelians lose what made them special and more and more resemble ordinary humans.&lt;br /&gt;
&lt;br /&gt;
== Aging ==&lt;br /&gt;
When caelians are born, they are typically featherless and hairless, with bright splashes of shining color, every eye shut, and their bare, bony wings jutting out. Their eyes are quick to open, and their soft, fluffy chick feathers follow quickly. The down of childhood may not exactly match what a child&#039;s adult feathers look like. They don&#039;t have halos for most of their childhood, either.&lt;br /&gt;
&lt;br /&gt;
With the advent of puberty, all this changes. This can be a traumatic time for many caelians, as it&#039;s when many abnormalities make themselves apparent. They shed their chick feathers--if they shed them at all--in favor of their adult feathers. Feathers can some in weak and fragile, leading to tattered looks, or curly and useless for flight. The growth spurts at this age also affect wings, so children find out if their wings are too small, or growing at different rates, or similar issues.&lt;br /&gt;
&lt;br /&gt;
Over the course of childhood, vague clouds of light gather around the child&#039;s body, and these clouds slowly condense into halos. Again, during puberty, these halos settle into their final shapes.&lt;br /&gt;
&lt;br /&gt;
Caelians have the second longest potential lifespans: most caelians will live to see their 100th bday. (Cave-ins are an on-going issue in Dolsia that lowers average life expectancy, but the technology has reached a point that those aren&#039;t remotely as common as they used to be.) The biggest issue facing elderly caelians is respiratory illness. The stale, stagnant air of the caves--polluted with dusts molds and more--takes a toll eventually. &lt;br /&gt;
&lt;br /&gt;
Visually, their markings pale with age and, sometimes, shift color. The color shifts are never extreme and typically just reveal a color that was already present. For example, a reddish-black fades to maroon, or orange fades to yellow. The process resembles sun-fading. &lt;br /&gt;
&lt;br /&gt;
Elderly caelians generally have less feathers as well. It takes them much longer to grow in feathers after a molt, and the molts aren&#039;t quite as clean, giving most older caelians a scruffy, ruffled look.&lt;br /&gt;
&lt;br /&gt;
== Body Language ==&lt;br /&gt;
When you startle them, they poof.&lt;br /&gt;
&lt;br /&gt;
== Eyes ==&lt;br /&gt;
One of the key features of caelians are their many secondary eyes: the higher the number, the more unusual. These secondary eyes may have eyebrows or eyelashes of their own, or they may be without. For the especially lucky caelians, all of these eyes will work perfectly, allowing the caelian in question to have a greatly expanded field of vision. Most, however, are not so lucky. For many, their secondary eyes don&#039;t open at all. Some might have an eyeball still, able to be palpated under the surface or manually revealed, but others may simply have a slit in their skin and flesh beneath. &lt;br /&gt;
&lt;br /&gt;
For those whose eyes do open, vision varies wildly. If there is no pupil, then there is no vision at all. If there are too many pupils, or misshapen ones, or no iris, then there is vision, but it cannot focus properly nor can it adjust to light. Vision from eyes like this is nearly always blurry or shadowed in some form or another. Vision can be so bad that there&#039;s no recognition at all beyond light, shadow, and the suggestion of form. Some have made glasses for their secondary eyes, but this hasn&#039;t caught on widely. &lt;br /&gt;
&lt;br /&gt;
Typically, those with sensitive and painful secondary eyes simply cover them with clothing, but some take it a step further. In extreme cases--where it always hurts to see, or the eye is in a particularly inconvenient location--some opt to have these excess eyes removed. As the eyes are a part of who they are, even in caelian communities beyond Dolsia, this is controversial, yet still worthwhile for many.&lt;br /&gt;
&lt;br /&gt;
Primary eyes--those on the expected area of the face--aren&#039;t immune to problems either. Occasionally, caelians are born without these eyes at all. But more typically, they have visual impairments: nearsightedness, farsightedness, colorblindness, and the like. Dolsia is the birthplace of spectacles, to fill this need.&lt;br /&gt;
&lt;br /&gt;
Traditionally, caelian eyes are marked by colorful scleras with pale irises. Multiple sclera colors could even be found on the same individual as a mark of beauty. But in today&#039;s day and age, in some, even that feature is disappearing, as children are born with white irises and colorful sclera.&lt;br /&gt;
&lt;br /&gt;
== Halos ==&lt;br /&gt;
Caelians have a natural ability to perform light [[magic]], and this magic can take a variety of forms. Caelians can create small glowing balls of light, shapes of any sort, and even (typically harmless) lightning strikes. Any idea that involves an intangible source of light is within their capacity. Their ability to sustain this light is entirely dependent on how stable their halo is: a fully formed, unbroken halo provides the most stable magic. Caelians with glitching halos tend to create glitchy lights, and caelians with melting halos tend to create lights that simply melt away. Fractured halos tend to have lights that flicker, and starred halos tend to fall to pieces. Only whole halos and only whole halos produce consistent light. Caelians with mixed halo types often experience a random set of effects.&lt;br /&gt;
&lt;br /&gt;
The number of halos a caelian has reflects the power of their light magic. Just one halo translates to one small ball of light, whereas a caelian with nine or more halos could singlehandedly light a stadium or city block.&lt;br /&gt;
&lt;br /&gt;
Halos form around a caelian&#039;s magical center: this is the place it&#039;s easiest for caelians to manifest light from. Halos hover, on average, about six inches away from the skin, though this distance can be much shorter or larger, especially if the halo encircles a limb. A halo will never be further than touch range. They can bounce around a bit as the caelian moves: for example, if a caelian turns their head quickly, their halo may lag a second behind. Halos tend to move closer to their owners and avoid clipping into objects when possible. Some caelians can consciously move their halos around a few inches, and this is often shown off in a similar way that kids like to show off being double-jointed. &lt;br /&gt;
&lt;br /&gt;
Tangible halos can be grabbed and taken, but being separated from their halo makes a caelian incredibly sick. Taking a halo is like ripping away part of someone&#039;s soul, and taking one for too long will eventually kill them. How fast it does so depends solely on how many they have.&lt;br /&gt;
&lt;br /&gt;
== Sleep ==&lt;br /&gt;
They don&#039;t have much of a circadian rhythm.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://enchiron.autre.world/index.php?title=Ignii&amp;diff=446</id>
		<title>Ignii</title>
		<link rel="alternate" type="text/html" href="http://enchiron.autre.world/index.php?title=Ignii&amp;diff=446"/>
		<updated>2025-10-27T06:13:29Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Species]]&lt;br /&gt;
Ignii know where true power lies. In their ancient past, the humans they once were scaled the Coronus mountains to seek out the home of the Mother of Dragons. They worshiped at her feet, and her blessing unto them was baptismal fires, scorching away flesh and bone to birth them anew. In her name, they became conquerors, ever striving to become better, better, better, until they too can hold the very heavens in their hands.&lt;br /&gt;
&lt;br /&gt;
== Aging ==&lt;br /&gt;
Ignii have lifespans very similar to humans, but they&#039;re plagued by young deaths that skew the life expectancy shorter. Many ignii die young in duels or play combat, and many die young due to climbing accidents or falls while gliding. Coric culture encourages risk-taking and a tendency to overestimate your abilities. &lt;br /&gt;
&lt;br /&gt;
Elderly ignii replace lost scales slower: you see a lot more bald patches, particularly on the hands. Day-to-day life--touching, climbing, and working--wears away these spots first. Their sheds also prove more troublesome as they age. Baths are needed to make sure their sheds come off properly. Their wings also get more frail: they can&#039;t glide as long, and it takes much longer to recover from crashes.&lt;br /&gt;
&lt;br /&gt;
== Incubation ==&lt;br /&gt;
The third trimester of an ignii’s gestation occurs outside the body, in an egg. During this final phase of development, the egg must be kept at extremely high temperatures, and to these ends, the parents build what’s colloquially known as a kinterflame. The kinterflame is a wood fire that must be consistently maintained for three months for healthy development of the child. While some variation in the fire is a natural part of the process, if the egg gets too cool for too long, the child may hatch with soft scales, weak magic, small wings, brittle claws, or other birth defects. A lack of heat can cause even death. &lt;br /&gt;
&lt;br /&gt;
Tending to a kinterflame for long enough will induce broodiness in any ignii, related or not. Broody ignii become territorial, aggressive, and fixated on their egg, sometimes to the neglect of all else. In Coronus, it’s common for friends and family to bring food and necessities to expectant parents to help ease the load. Single parents in particular struggle to get enough sleep. &lt;br /&gt;
&lt;br /&gt;
For some ignii, broodiness comes with the instinctual desire to dig. Hatching burrows are still common in the more rural parts of Coronus, whereas more urban areas use their home’s hearth. The smoke from a kinterflame is a beacon, and many Coric legends start with a hero or villain following that call. &lt;br /&gt;
&lt;br /&gt;
When the egg finally hatches, the embryonic fluid protects the infants’ skin from the fire until they can be removed and washed clean. An ignii&#039;s egg tooth is found right on the tip of the baby&#039;s nose.&lt;br /&gt;
&lt;br /&gt;
==Scales==&lt;br /&gt;
Ignii scales are extremely tough. They form a natural armor that allows ignii to tear through stone and dig into hardpacked dirt without sustaining so much as a scratch. Scales come in a huge variety of shapes, colors, and patterns.&lt;br /&gt;
&lt;br /&gt;
==Tails==&lt;br /&gt;
Ignii tails come in a number of thicknesses and shapes. Some are fat like a gecko or crocodile, and others are thin and whiplike, like a serpent. Some even have a large base that narrows to a whip. Anything seen in nature is possible, and beyond it: like dragons, ignii are often seen with tail spades that come in many shapes, sizes, and sharpness. &lt;br /&gt;
&lt;br /&gt;
One thing that they do have in common is that they are always scaled; it&#039;s excessively rare to see any with even tufts of fur. The other trait they share is their ability to fall off. It&#039;s a rite of passage: most ignii lose their tails while playing and roughhousing as children. All it takes is too hard of a tug, or a small yank when startled or scared, and that&#039;s the end of it. the tail may separate flush against the body, at the base of the spine, or somewhere in the middle, leaving a nub. It may bleed a little, but never a lot. Thin, specialized membranes grew in long ago to protect the inevitable break point. The break point may look pink and raw for a little while, but scales will eventually grow back over it.&lt;br /&gt;
&lt;br /&gt;
Once a tail has dropped, it does not grow back, and it does not drop again. If an ignii&#039;s been left with a nub, it&#039;s there forever.&lt;br /&gt;
&lt;br /&gt;
==Wings==&lt;br /&gt;
Ignii wings are multipurpose limbs that are designed to support both climbing and gliding. They are fully muscled, like an arm. When climbing, the &#039;fingers&#039; of the wing are able to dig their claws into the stone and add further points of support when climbing an otherwise sheer surface. Should they fall, their wings can also catch them. Ignii are too heavy to be able to take off from the ground or ride the winds indefinitely, but they are efficient gliders capable of maneuvering in midair.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://enchiron.autre.world/index.php?title=Caelians&amp;diff=445</id>
		<title>Caelians</title>
		<link rel="alternate" type="text/html" href="http://enchiron.autre.world/index.php?title=Caelians&amp;diff=445"/>
		<updated>2025-10-27T06:02:02Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Species]]&lt;br /&gt;
It is said that the first caelians were humans, once. They were the first to ascend the Coronus mountains, and what they found atop the highest peak was glory itself, woven into the stars. The revelation they experienced there changed them, and they sprouted wings that let them dance in the light. That, however, was a very long time ago. In this day and age, the magic is faltering. Children are born with twisted wings, and all live beneath a broken halo.&lt;br /&gt;
&lt;br /&gt;
== Aging ==&lt;br /&gt;
Caelians have the second longest potential lifespans: most caelians will live to see their 100th bday. (Cave-ins are an on-going issue in Dolsia that lowers average life expectancy, but the technology has reached a point that those aren&#039;t remotely as common as they used to be.) The biggest issue facing elderly caelians is respiratory illness. The stale, stagnant air of the caves--polluted with dusts molds and more--takes a toll eventually. &lt;br /&gt;
&lt;br /&gt;
Visually, their markings pale with age and, sometimes, shift color. The color shifts are never extreme and typically just reveal a color that was already present. For example, a reddish-black fades to maroon, or orange fades to yellow. The process resembles sun-fading. &lt;br /&gt;
&lt;br /&gt;
Elderly caelians generally have less feathers as well. It takes them much longer to grow in feathers after a molt, and the molts aren&#039;t quite as clean, giving most older caelians a scruffy, ruffled look.&lt;br /&gt;
&lt;br /&gt;
== Body Language ==&lt;br /&gt;
When you startle them, they poof.&lt;br /&gt;
&lt;br /&gt;
== Change Over Time ==&lt;br /&gt;
Rare traits used to be common.&lt;br /&gt;
&lt;br /&gt;
== Eyes ==&lt;br /&gt;
One of the key features of caelians are their many secondary eyes: the higher the number, the more unusual. These secondary eyes may have eyebrows or eyelashes of their own, or they may be without. For the especially lucky caelians, all of these eyes will work perfectly, allowing the caelian in question to have a greatly expanded field of vision. Most, however, are not so lucky. For many, their secondary eyes don&#039;t open at all. Some might have an eyeball still, able to be palpated under the surface or manually revealed, but others may simply have a slit in their skin and flesh beneath. &lt;br /&gt;
&lt;br /&gt;
For those whose eyes do open, vision varies wildly. If there is no pupil, then there is no vision at all. If there are too many pupils, or misshapen ones, or no iris, then there is vision, but it cannot focus properly nor can it adjust to light. Vision from eyes like this is nearly always blurry or shadowed in some form or another. Vision can be so bad that there&#039;s no recognition at all beyond light, shadow, and the suggestion of form. Some have made glasses for their secondary eyes, but this hasn&#039;t caught on widely. &lt;br /&gt;
&lt;br /&gt;
Typically, those with sensitive and painful secondary eyes simply cover them with clothing, but some take it a step further. In extreme cases--where it always hurts to see, or the eye is in a particularly inconvenient location--some opt to have these excess eyes removed. As the eyes are a part of who they are, even in caelian communities beyond Dolsia, this is controversial, yet still worthwhile for many.&lt;br /&gt;
&lt;br /&gt;
Primary eyes--those on the expected area of the face--aren&#039;t immune to problems either. Occasionally, caelians are born without these eyes at all. But more typically, they have visual impairments: nearsightedness, farsightedness, colorblindness, and the like. Dolsia is the birthplace of spectacles, to fill this need.&lt;br /&gt;
&lt;br /&gt;
Traditionally, caelian eyes are marked by colorful scleras with pale irises. Multiple sclera colors could even be found on the same individual as a mark of beauty. But in today&#039;s day and age, in some, even that feature is disappearing, as children are born with white irises and colorful sclera.&lt;br /&gt;
&lt;br /&gt;
== Halos ==&lt;br /&gt;
Caelians have a natural ability to perform light [[magic]], and this magic can take a variety of forms. Caelians can create small glowing balls of light, shapes of any sort, and even (typically harmless) lightning strikes. Any idea that involves an intangible source of light is within their capacity. Their ability to sustain this light is entirely dependent on how stable their halo is: a fully formed, unbroken halo provides the most stable magic. Caelians with glitching halos tend to create glitchy lights, and caelians with melting halos tend to create lights that simply melt away. Fractured halos tend to have lights that flicker, and starred halos tend to fall to pieces. Only whole halos and only whole halos produce consistent light. Caelians with mixed halo types often experience a random set of effects.&lt;br /&gt;
&lt;br /&gt;
The number of halos a caelian has reflects the power of their light magic. Just one halo translates to one small ball of light, whereas a caelian with nine or more halos could singlehandedly light a stadium or city block.&lt;br /&gt;
&lt;br /&gt;
Halos form around a caelian&#039;s magical center: this is the place it&#039;s easiest for caelians to manifest light from. Halos hover, on average, about six inches away from the skin, though this distance can be much shorter or larger, especially if the halo encircles a limb. A halo will never be further than touch range. They can bounce around a bit as the caelian moves: for example, if a caelian turns their head quickly, their halo may lag a second behind. Halos tend to move closer to their owners and avoid clipping into objects when possible. Some caelians can consciously move their halos around a few inches, and this is often shown off in a similar way that kids like to show off being double-jointed. &lt;br /&gt;
&lt;br /&gt;
Tangible halos can be grabbed and taken, but being separated from their halo makes a caelian incredibly sick. Taking a halo is like ripping away part of someone&#039;s soul, and taking one for too long will eventually kill them. How fast it does so depends solely on how many they have.&lt;br /&gt;
&lt;br /&gt;
== Sleep ==&lt;br /&gt;
They don&#039;t have much of a circadian rhythm.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://enchiron.autre.world/index.php?title=Dolsia&amp;diff=444</id>
		<title>Dolsia</title>
		<link rel="alternate" type="text/html" href="http://enchiron.autre.world/index.php?title=Dolsia&amp;diff=444"/>
		<updated>2025-10-27T05:25:05Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Childrearing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Places]]&lt;br /&gt;
Far below where the [[ignii]] reign supreme, a vast network of caverns forms the kingdom of Dolsia. Here lie the [[caelians]]. Water drips in to form vast underground lakes, flourishing sunless fungal forests, and towering stalactites and stalagmites. Caelians have carved their cities from this stone, preserving their people and their culture over the years until the day comes that it is safe for them to emerge once more into the light.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
Dolsia is a sprawling, but hidden country. Most of the entrances are concealed from outsiders: many caves are left natural and raw up until a certain depth, when they come alive with signs of the countless caelians within. Dolsia has connected many of the natural cave systems that exist within the Coronus mountains, although new caverns are still occasionally discovered by excavation and exploration teams. All manner of geological formations can be found within, from massive crystals, to ore veins, to stone, to lava flows and geothermal hotspots.&lt;br /&gt;
&lt;br /&gt;
Being underground, Dolsia is completely protected from weather. Outside of select places, there is no sun, wind, or rain, nor is there day or night. Most commonly, a particular strain of bioluminescent algae is cultivated and used all over Dolsia to light their world: it&#039;s used to fill lamps, grows on damp stone walls, and coats fountain basins. It&#039;s extremely hardy, and over time has been bred into a myriad of colors, most commonly green and most rarely yellow.&lt;br /&gt;
&lt;br /&gt;
Very broadly, it is warmer in the south than the north, but overall, Dolsia tends to have a moderate chill year-round. The earth insulates it from any freezing temperatures, but also from the warmth of the sun. &lt;br /&gt;
&lt;br /&gt;
=== Architecture ===&lt;br /&gt;
Dolsian architecture is incredibly lavish, featuring vaulted ceilings, ornate parapets, striking towers, and massive stained glass murals to bring beauty and color to this dark world. Frequently, significant names and figures are carved into the very walls to act as both memorial and sentinel.  As buildings accrue this history, they become even more ornate, meaning new cities tend to be more simplistic by comparison. (This decorative recordkeeping exists inside too: tapestries keep homes warm and tell tales.)&lt;br /&gt;
&lt;br /&gt;
All of Dolsia&#039;s biggest cities are also its oldest. They fill the largest caverns, and they were designed vertically, back when nearly every caelian could fly. This means that--in the modern day--they are labyrinthine to navigate. Now, layers of bridges stretch over inky depths to connect towers carved out of sheer cliffs, and narrow alleys allow passage between the buildings large bases. Poorer districts that haven&#039;t been able to construct permanent bridges yet have zipline systems, but these systems are looked down upon as undignified by the rich. (They are, however, extremely popular among the youth.)&lt;br /&gt;
&lt;br /&gt;
There are no single-family homes in Dolsia. Space is a premium in the caverns, so &amp;quot;moving out&amp;quot; is extremely uncommon, unless done for marriage. Generally, families just grow to encompass more of the space around them, leading to the largest families sharing entire buildings, aunts, uncles, cousins and all. Scattered around, there are singles&#039; homes, which are communally shared places for those who do leave their family. &lt;br /&gt;
&lt;br /&gt;
Every so often, there are expansion efforts where exploration or excavation teams try to found a new village. Artificial caverns are considered riskier to live in, and they have blockier, less ornate buildings carved directly into the rock. The ceiling is shared by homes and the road, and they are always single story, unless a family takes initiative to expand up or down.&lt;br /&gt;
&lt;br /&gt;
=== Notable Locations ===&lt;br /&gt;
There are a wide variety of landmarks within Dolsia, from its tunnels covered in painted hands to the forges lining lava flows. A selection of some of its most well known ones are as follows.&lt;br /&gt;
&lt;br /&gt;
==== Apsthal ====&lt;br /&gt;
The capital city of Dolsia. Apsthal is the first city of Dolsia and remains its capital. It is located in the south of the cave network, a half day&#039;s journey from the Skymouth. Apsthal is located within the second-largest cavern in Dolsia: it is enormous, and standing at its bottom, you cannot see its ceiling, even with caelian light. It&#039;s extremely densely populated, and this is where most of the old, powerful families began and still reside. Few natural structures still exist: the entirety of the cave has been developed, and architecture is layered upon layered for the generations its been since the city was founded. It is still very vertically oriented, designed for flight, so bridges and stairs are commonplace. A large lake pools at the bottom, where soft green algal glow lights the city from below. Apsthal is the central hub for scholarly and preservation work. &lt;br /&gt;
&lt;br /&gt;
===== Onyx Repository =====&lt;br /&gt;
Of all the museums and archives in Dolsia, the Onyx Repository is the largest and most well known. It has a front-facing museum wing and a library wing, both of which are open to the public. It also offers services to help verify familial connections, record stories, and update or repair genealogies. It&#039;s a bustling hub of activity within Apsthal, and it is run and maintained by Talmai&#039;s family. &lt;br /&gt;
&lt;br /&gt;
==== Salted Sea ====&lt;br /&gt;
The Salted Sea is located in a very low, very wide cavern. Standing on its sandy shores, one can only see water fading into the darkness. It is impossibly deep, and remains not fully explored by caelians, but it&#039;s theorized to connect--somehow--to the actual oceans. Unlike water everywhere else in Dolsia, it&#039;s salty and does have mild tidal action; however, it&#039;s far inland, only slightly west of center of the country. The Sea is an important source of food for caelians, as there&#039;s a strong fishing community here that catches every manner of fish, crustacean, and jellyfish. It&#039;s also a very popular vacation spot, in spite of its very cold water. The ceiling has long ago been painted with stars that glow in the dark.&lt;br /&gt;
&lt;br /&gt;
==== Cumula Taiga ====&lt;br /&gt;
The Cumula Taiga is the cornucopia of Dolsia. It is located in the biggest cavern in Dolsia, far to the north, and cracks in its ceilings let enough threads of sunlight in to allow plants to grow. Over the millennia, a lush and massive rainforest has sprouted up, and the cave&#039;s size combined with its humidity has resulted in its own self-contained weather system. The canopy is constantly shrouded in clouds, and rain is frequent. In the misty dark below the canopy, a wealth of fungi grow alongside mycoheterotrophs--plants adapted to life without light that don&#039;t produce chlorophyll. Caelians that live here are largely farmers, foragers, and naturalists.  &lt;br /&gt;
&lt;br /&gt;
==== Beknighted Corridors ====&lt;br /&gt;
The Corridors are the main path that connects the cities of eastern Dolsia. They consist of large, open tunnels pierced by thick spears of shining crystal. Local superstition holds that the Corridors are the remains of an ancient battlefield, where the stars used the spears to protect them from some sort of horrible calamity, but there is no evidence of this beyond the presence of the spears themselves. Nevertheless, walking the Corridors is considered a holy pilgrimage by those that believe, and the crystals remain--mostly--untouched by mining tool or travel paint. &lt;br /&gt;
&lt;br /&gt;
==== Skymouth ====&lt;br /&gt;
This is the largest and most well-known entrance to Dolsia. It faces south to [[Sayil]] and is an absolutely massive cavern entrance, easily hundreds of feet wide. A regularly used trail off the [[Theriad Caravans|Heartstone Road]] leads directly to it. A small city exists at the Skymouth: it used to be a temporary settlement for merchants, scouts, and guards, but as caelians have grown more bold in recent years, it&#039;s blossomed into a thriving economic center. Anyone who has a vested interest in trading with the outside world does their business at the Skymouth,&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
It is said that the first caelians were humans, once. They were the first to ascend the Coronus mountains, and what they found atop the highest peak was glory itself, woven into the stars. The revelation they experienced there changed them, and they sprouted wings that let them dance in the light. That, however, was a very long time ago. &lt;br /&gt;
&lt;br /&gt;
Their paradise was not meant to last. Ignii, children of dragons, challenged their claim to the mountaintops and, at the climax of a bloody war, cast them out to the caves under the earth. In this day and age, centuries hence, the magic is faltering. Children are born with twisted wings, and all live beneath a broken halo.&lt;br /&gt;
&lt;br /&gt;
Very few artifacts remain from their time above ground. Most knowledge caelians still have from then and the early days of banishment is carefully preserved by the few who had the ability to pass on a memoir before they too died. Even those are often called into question due to conflicting details. This desperate desire to know where they came from and what they lost is how the caelian obsession with recordkeeping began.&lt;br /&gt;
&lt;br /&gt;
=== Technology ===&lt;br /&gt;
Algae lamps.&lt;br /&gt;
&lt;br /&gt;
== Politics ==&lt;br /&gt;
When caelians first came to Dolsia, it was a harsh and unforgiving place. Few survived the war, and even fewer survived the first decade. Amid all that strife, a select few took control as leaders: these were the charismatic ones, or the decisive ones, or the systemic ones. Under their guidance, Apsthal was founded, and from them, the High Families were born. Those caelians that can provably trace their lineage back to these ancient family lines are considered to be a part of the High Families. The High Families, by nature of their age, have accrued the most resources in Dolsia. They have the most history, the most artifacts, the biggest homes, and the most land. &lt;br /&gt;
&lt;br /&gt;
The High Families present themselves as the ancient, benevolent caretakers of Dolsia. They use their capital to fund public projects, and their sprawling family trees helps to maintain the infrastructure of their cities and staff the many public works they provide. Libraries and museums, for example, are typically largely staffed by fringe members of the local High Family. The High Families construct new homes, zone places for food, spearhead mining projects, run hospitals, and much more.&lt;br /&gt;
&lt;br /&gt;
Each High Family has a singular caelian chosen as its head, and the relative power of every High Family member is proportional to their proximity to the Head of the Family. There are no strict rules about who&#039;s chose as the head: different families have different traditions. For example, the Agelaius clan always chooses the first-born&#039;s first-born.&lt;br /&gt;
&lt;br /&gt;
Among the Heads of the High Families, all are considered equal. None will ever claim superiority over the others: the Families are a united front, the blessed mothers and fathers of Dolsia. They convene regularly to discuss the laws and practices in the areas they rule over to maintain consistency across the country. Tradition and unity are vital in Dolsia, and in truth, many laws have changed little over the years.&lt;br /&gt;
&lt;br /&gt;
That said, the stable, united front they present does not match the living, breathing, ever-changing reality they live in. Meetings between the Heads are often tense affairs where there are inevitably some Families trying to gain an edge over the others. Drastic action is unthinkable--to take drastic action would be to break with their tradition and become obscenely ambitious--but it&#039;s only drastic if it&#039;s provable.&lt;br /&gt;
&lt;br /&gt;
While there is no singular ruler of Dolsia, the de-facto ruler among the High Families is the Agelaius clan. They are the ones that claim providence over Apsthal and rule over the Onyx Repository. &lt;br /&gt;
&lt;br /&gt;
=== Legal System ===&lt;br /&gt;
In theory, the Dolsian legal system is impartial and fair. When you are wronged, you can bring your case to court, where lawyers will present the evidence and a judge will make a ruling based on that evidence. Sometimes, a case will have both prosecutors and defense lawyers present in a trial, but sometimes, lawyers are expected to act impartially and serve as both roles. In this way, Dolsian lawyers and historians are very closely tied jobs: a lawyer will consult historical precedent and similar cases when compiling evidence. Cases that can be more &amp;quot;objectively&amp;quot; proven, like disagreements on a legal definition, will typically be served by only one lawyer. One lawyer is also typical for poor litigants. Two lawyers are more often seen in emotionally charged or subjective cases, like violent crimes. Richer Dolsians typically employ two lawyers as well.&lt;br /&gt;
&lt;br /&gt;
In practice, however, this system is rife with corruption. There are no juries, and members of the local aristocracy--the High Families--fill the roles of judges. On top of that, lawyers need to stay on good terms with the High Families to access their private records for cases, and many High Families patronize law firms as a &amp;quot;public service&amp;quot;. A lawyer that upsets the High Families loses funding and resources for future cases. Because of all this, its an unspoken rule that virtually any case against a member of the High Families is doomed to failure, unless the evidence is overwhelmingly obviously against them. Lawyers can refuse to present their case to a specific judge, but doing so does run the risk of upsetting the High Family in question, depending on how well that judge is liked by the rest of their family.&lt;br /&gt;
&lt;br /&gt;
=== The Nameless ===&lt;br /&gt;
Legally speaking, a caelian born in Dolsia entirely without feathers is virtually invisible. Without feathers, they can&#039;t be recorded in genealogies, disrupting birth records, marriage rites, and funerary rites. A featherless caelian must rely on their family to vouch for their status, and aristocratic families in particular are known to reject marriage proposals from featherless caelians, no matter their status. It&#039;s not uncommon for featherless caelians to struggle in life; some are rejected entirely by their families.&lt;br /&gt;
&lt;br /&gt;
Recently, a group of these featherless caelians have banded together and organized against the aristocracy. They reject the aristocracy&#039;s insistence that Dolsia&#039;s culture is fading: they believe these very same aristocrats are holding Dolsia back from its future, and the noble houses must be dissolved. They are mostly active in Apsthal, but cells have been forming across Dolsia. They steal from the aristocrats for resources; disrupt aristocratic events; collect intelligence; and certain members have taken it to violence. The current leader is suspected to be a featherless caelian named [https://toyhou.se/23027730.damaris-the-unnamed Damaris]. &lt;br /&gt;
&lt;br /&gt;
Anyone may join the Nameless, whether they have feathers or not. The only real requirement, after proving your trustworthiness and loyalty to the cause, is that you must reject your family name fully and become truly Nameless.&lt;br /&gt;
&lt;br /&gt;
=== International Relations ===&lt;br /&gt;
Dolsia has a history of seclusion. They were ousted from their homes once and lost many of their people: the survivors sought to ensure that would never happen again. The spectre that, someday, someone would come to finish what had been started loomed large over the country, and thus, for a long time, Dolsians fled at the sight of any others. Many neighboring communities have only legends of caelian sightings. Most entrances to Dolsia remain hidden to this day, but in recent times, more and more Dolsians are opening their doors. The people tire of living in scarcity. &lt;br /&gt;
&lt;br /&gt;
=====[[Coronus]]=====&lt;br /&gt;
Dolsia still greatly fears Coronus, and time has not faded their grudge. Ignii are avoided, and many Dolsian merchants will spurn and curse Coric goods. There are, every so often, whispers of particularly warlike caelians who&#039;ve gone to the peaks of Coronus, or particularly humble ignii who&#039;ve come to Dolsia, but these cases are few and far between.&lt;br /&gt;
&lt;br /&gt;
In places where the countries meet, however, relations are more amenable. Many Coric ignii have lost their territorial fervor and don&#039;t mind Dolsian guests, and Dolsians who dare to spend time among them learn they aren&#039;t so frightening.&lt;br /&gt;
=====[[Eniya]]=====&lt;br /&gt;
Eniya and Dolsia are fostering a young but positive relationship. The Eniyan desert is large, harsh, and unforgiving, separating the two countries rather firmly. Mix this with Dolsia&#039;s seclusion, and they have had little historical interaction. However, things have been changing recently. Particularly those who live in the plateaus, where the desert poses less of an obstacle, have been meeting and trading with Dolsians. Dolsians typically consider Eniyans to be curious and gregarious, and Eniyans often consider Dolsians to be generous and resourceful. One unfortunate effect of their lack of contact for so long a time is that many Eniyans remain under the mistaken assumption that most Dolsians can fly.&lt;br /&gt;
=====[[Olitskur]]=====&lt;br /&gt;
Olitskur and Dolsia have no contact. Unless a given Dolsian has taken up interest in the outside world or interacts heavily with outsiders, most Dolsians don&#039;t know that Olitskur or ianthina exist. (However, there is rumor of fish people sighted near the Salted Sea...)&lt;br /&gt;
===== [[Sayil]]=====&lt;br /&gt;
Sayil and Dolsia are very closely allied; they have a long history together. Dolsia was already established during the birth of the young nation, and provided assistance and support where and when they could. Sayil&#039;s founding ideals of peace are an aspiration Dolsia would also like to see come to fruition, even if most Dolsians lack the optimism common in Sayil. The two countries trade heavily: Sayilans provide plant life, lumber, and fiber, and Dolsia provides stone, metal, and minerals. &lt;br /&gt;
=====[[Theriad Caravans]] =====&lt;br /&gt;
Dolsia has close economic ties to the various theriad groups, but socially, a pervasive tension remains. As the Heartstone Road circles the Coronus Mountains, more theriads know entrances to Dolsia than any other group. This paired with the theriad lack of a homeland means that suspicion that one of these groups might, one day, want to take Dolsia for themselves thrives, particularly among the oldest families. On the more positive end, Dolsians also consider theriads to be very knowledgeable about both magic (from their interactions with Kimarel) and world events (from their many travels). &lt;br /&gt;
== Economy ==&lt;br /&gt;
On paper, Dolsia has accepted the Merchants&#039; Guild system of coinage fully. Anything you need to buy, you can buy in coin. But the true currency of Dolsia is favors and knowledge. Gifts are never given freely in Dolsia: if you give your neighbor a cup of sugar, then the rules of decorum dictate that, should they ask you for a pint of milk later on, you give it to them (so long as you have it to give). To accept a gift from someone is to accept that you will owe them something of equal value later. Hospitality given is hospitality owed. Often, Dolsians will try to be proactive in erasing this debt. If you give a friend a room to stay in for the night, then you may wake up to all your dishes clean.&lt;br /&gt;
&lt;br /&gt;
Typically, these ledgers aren&#039;t formalized. The constant give and take is simply part of the rhythm of Dolsian life. One of the biggest dangers for a traveling Dolsian is for their habits of generosity to get taken advantage of. That said, certain members of the aristocracy have been known to keep black books, giving freely and tracking who owes them in their bid for power.&lt;br /&gt;
&lt;br /&gt;
The only thing more powerful than Dolsia&#039;s gift economy is the power of knowledge. Possessing an object of scholarly interest is a surefire way to increase your standing in the world, whether that be by trading it to the aristocracy or using it to bolster your own claims. Accessing a family&#039;s artifact collection is always something that comes with a price. Along similar lines, prestigious families have risen and fallen on the sword of their reputation. If you have dirt on someone, you can ruin them entirely, and in Dolsia, few crimes are worse than greed.&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
The majority of plant-based food in Dolsia is grown in the Cumula Taiga; that&#039;s where you can find farmers and foragers of all stripes. On account of the limited space, farmers do not clear forestry and instead work with it. Farms are built vertically and integrated into the forest as much as possible. On the forest floor grows a variety of fungi, and in the canopy you can find various fruits, shoots, and leaves. A plethora of  Some foods--particularly mushrooms--aren&#039;t able to be consumed raw, but over the years caelians have found safe or appealing ways to prepare many of them. Resourcefulness is key.  &lt;br /&gt;
&lt;br /&gt;
In the south, the places furthest from the Taiga, Dolsians rely moreso on trade with Sayil to supplement their food stores. Those lucky enough to live near an entrance to Dolsia or close to the surface are also able to farm, albeit in a smaller capacity. Those near the surface can crack skylights into their ceilings, allowing them to grow any shade-tolerant plant. Assorted tubers and root-plants are the most popular, for their calorie density and space economy. Those near Dolsian entrances will frequently cultivate food forests around it. Travelers suddenly finding themselves surrounded by a large amount of edible plants is the most obvious way to know a Dolsian entrance is close.  &lt;br /&gt;
&lt;br /&gt;
There is no pastureland in Dolsia, so there is no raising of large mammals for meat or dairy; thus, most caelians are lactose intolerant. Those near the Salted Sea can fish, though most of what&#039;s caught there are eels, crustaceans, and invertebrates. Small hens are popular for Dolsians to keep for food; they are raised on cave insects, algae, moss, and lichen. (In the old days, certain species of the insects themselves were considered a delicacy.) All parts of the animal are used. &lt;br /&gt;
&lt;br /&gt;
==== Cuisine ====&lt;br /&gt;
Dolsian food is characterized by salty and sour flavors, and grilling and steaming. Pickles are very popular and served with nearly every meal. Easy access to fire and the capacity to make fine cookware means pan frying and grilling are the most common methods of cooking. Steamed food wrapped in leaves is another popular preparation method. Dolsian food is low in starches and grains, so that&#039;s usually a small component of any plate. The high mineral content of their water gives their soups and stews a very signature taste. Dolsians often feel very strongly about their water, as different caves have different mineral balances, with some taking a sense of hometown pride in it while others despise theirs. &lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
It is said that, in time immemorial, caelians were indeed once human. Pilgrims then, they climbed to the highest peaks of the [[Coronus|Coronus mountains]], where they bathed in glorious light. Thus baptized, they emerged changed: light graced their steps and their brow, and newly formed wings granted them access to the vault of the heavens. Exalted, they danced among the stars, their joy eternal, until the day they were torn down to earth. This is a story every caelian knows, though the details of it change depending on the teller. For example, some believe a singular force provided the light, while others believe there&#039;s a whole society of higher beings beyond the sky. There are no written records from this era to confirm one way or the other: all that survives is fragments of stories from great-grandparents. Whatever it was, most caelians accept the stars themselves to be their gods&#039; symbol and emissaries. &lt;br /&gt;
&lt;br /&gt;
Believers seek to follow the stars&#039; guidance as much as they can, meaning astrology is incredibly popular among the faithful. There are caelian scholars that fully dedicate themselves to studying the links between the arrangement of the stars and auspicious events. Starwatchers--a self-proclaimed profession--are akin to priests in caelian religion, and people go to them for guidance. Starwatchers are often present for births, where they proclaim a child&#039;s fortune. Faithful caelians believe that, if they follow the stars&#039; guidance, they will be invited back to the sky, and it is a common sentiment that the current decline their society is experiencing is due to too many straying from the path. (Though what the right path is is a matter of intense debate.)&lt;br /&gt;
&lt;br /&gt;
Additionally, some towns and cities are lucky enough to be home to an aviary of cave birds. The birds live freely in the skies and return to the caves to roost: for this, they are considered sacred and highly protected. The health of a flock is considered an omen about the health of a community, and the community in turn cares for them.&lt;br /&gt;
&lt;br /&gt;
=== Controversy ===&lt;br /&gt;
Religion is a fraught topic in Dolsia: though there are still ardent believers, overall, faith has been on the decline for a long time. Many academics treat religion as already a thing of the past, and approach religious topics through a purely academic lens. These academics believe that the stars and light were metaphor for another unknown--but natural--phenomena. Many are indifferent. The stars have been out of their sight for such a long time that, even if they were sacred once, they no longer have a connection. Still others have taken a combative view: they believe that caelians have done nothing wrong, and it is the stars who abandoned them and turned their back on them in their times of need. Now, with society in decline, no one will help them but themselves. These people believe something is up there, but sneer at those who still turn to the stars for guidance.&lt;br /&gt;
&lt;br /&gt;
In spite of these different views, many religious rituals persist even in secular life, and political leaders still reference the stars. Star iconography is everywhere, and &#039;&#039;may the stars guide you&#039;&#039; remains a popular way to say farewell. It is just one of many phrases that survives into the colloquial lexicon.&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
Caelians believe that, when the bodies die, the soul returns to the sky. To facilitate this, they follow an elaborate death ritual: first, the deceased&#039;s loved ones are gathered. If a starwatcher is present, they assist in carrying the body and lead the group in a linear procession out of the caves and up the mountain, to the tallest point they have access to, trying to get them as close to the sky as they can. Less so in modern times, but historically, the bigger the procession and the taller the point, the more dangerous the approach, for the more visible they were, the more the entire group risked being attacked by dragons or ignii. (It has still been known to happen, on rare occasion.)  &lt;br /&gt;
&lt;br /&gt;
The journey is always long, and mourners carry small orbs of light in their hands as they walk. Once at the top, the body is set down somewhere with a clear view of the sky, and feathers are gathered from the caelians wings and distributed to the mourners. Only tertiaries are taken; it is believed that primaries and secondaries are needed for the caelian to ascend. When night falls, a pyre is built, and as the body burns, the mourners circle around it, holding their feathers and their balls of light, praying for a safe journey. They always leave &#039;&#039;before&#039;&#039; the body finishes burning. It is considered grotesque to see the remains; the fire&#039;s light is imagined to carry the deceased up and away, into the night. &lt;br /&gt;
&lt;br /&gt;
When the procession returns home, the feathers are added to family trees and geneologies. Sometimes, a more public funeral will be held after the cremation, where less intimate friends and family are invited to share stories and memories that can be added to the deceased&#039;s records.&lt;br /&gt;
&lt;br /&gt;
=== Cultural Blending ===&lt;br /&gt;
Some caelians that live near to the [[Sayil]] border have incorporated Sayilan religion into their belief system. As Sayilan religion is highly focused on cycles and reincarnation, that manifests in a few ways. Some think Dolsia&#039;s decline is just another cycle: they will become humans, and that&#039;s okay, because once they are they can join the stars again. Others think that the stars &#039;&#039;are&#039;&#039; caelians long past--or that they themselves are the stars--and one day they will rejoin them.&lt;br /&gt;
&lt;br /&gt;
In the east, the [[The Void Mother&#039;s Congregation|Void Mother&#039;s Congregation]] has rapidly gained popularity in recent times as well. The Congregation is a belief system rooted in nihilism, and believers find a sense of peace in Dolsia&#039;s decline. It is the natural order of the world; there&#039;s no point to fighting it. From dust they emerged, and to dust they are returning.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
Family and memory is the utmost. Heavy in ritual.&lt;br /&gt;
&lt;br /&gt;
=== Arts and Entertainment ===&lt;br /&gt;
Pictures and song are another way to tell a story.&lt;br /&gt;
&lt;br /&gt;
===Childrearing===&lt;br /&gt;
In spite of the critical importance of academics in Dolsia, there is no formal school system. Families are expected to educate their own children. For those who don&#039;t or can&#039;t teach their children themselves, there are private tutors, but they come at great expense. Wealthy children typically work with a tutor one-on-one, whereas poorer families will pool their resources to have a tutor teach their children as a group, in an informal classroom. Museums and other social institutions do offer intermittent classes for their communities. Teachers of any kind of that specialize in literacy and history are always in high demand.&lt;br /&gt;
&lt;br /&gt;
=== Family ===&lt;br /&gt;
Found family is as powerful as blood family. Geneologies are vital family records.&lt;br /&gt;
&lt;br /&gt;
=== Names ===&lt;br /&gt;
Caelians have long names. Their first name is whatever their parents deem best fit, but after that is a long series of middle names. Middle names tend to either be recent relatives chronologically or whoever the parents consider to be the most accomplished relatives in the family history, but more experimental parents will choose middle names that represent their aspirations for the child, or names of people they admire from other families. Having someone else&#039;s child named after you is a great honor.&lt;br /&gt;
&lt;br /&gt;
Last names are socially the most important, as they connect you to your family line. When marrying, couples will typically take on the last name of the family with the longer or more respectable history. It&#039;s considered generous and sweet to take on the name of the lesser family, and extremely daring and radical to choose a new name entirely. Hyphenation is also considered a respectable choice, as it reflects a devotion to both families; however, the child of hyphenated parents is expected to ally themself with one family or the other as they age.&lt;br /&gt;
&lt;br /&gt;
Star names are, of course, very common, and starwatchers are sometimes consulted for fortuitous names.&lt;br /&gt;
&lt;br /&gt;
=== Romance ===&lt;br /&gt;
In the early days of Dolsia, all marriages were arranged. With the small population they started out with, this was a practical necessity--as well as giving certain families leverages in leadership, thus leading to the aristocracy Dolsia still has today. To help facilitate these arranged marriages and allow the bride and groom to get to know each other, long periods of courtship were a prerequisite. A good show of courtship showed a willingness to cooperate and helped ensure a prosperous match. Nowadays, arranged marriages have fallen out of fashion--although they are still practiced in more traditional families--but the art of courtship remains alive and well. &lt;br /&gt;
&lt;br /&gt;
Courtship typically takes place after a couple becomes engaged but before marriage. These days, it&#039;s moreso a game and a way for a couple to celebrate their love. During courtship, the couple embodies a pair of archetypes and plays out a traditional Dolsian love story. There are a number of stories for couples to choose from, but some examples include:&lt;br /&gt;
&lt;br /&gt;
* The Lovers: The most obvious archetype. Couples exchange small, sweet gifts, write love notes, and spend a lot of quality time together.&lt;br /&gt;
* The Rivals: An archetype for lovers with a shared interest. Each lover makes loud proclamations of superiority over the other about a shared interest or skill, and they host some sort of duel or competition that allows them to showcase their ability as a public spectacle.&lt;br /&gt;
* The Princess and the Dancer: An archetype that&#039;s all about the chase. The Princess plays hard to get, while the Dancer puts on increasingly grand shows to get her attention. Sometimes, he brings in his friends to help, but it almost always ends with the pair dancing together.&lt;br /&gt;
* The Archivist and the Coquette: Similar to the Princess and the Dancer, except in this one, it&#039;s far more about banter. The lovers pretend not to know each other, and the Coquette wins over the Archivist with her enticing conversation.&lt;br /&gt;
* The Maiden and the Turncoat: An archetype for more private couples. The Turncoat seeks out silent, secret trysts with the Maiden. In a perfect performance of this archetype, no one knows they courted at all.&lt;br /&gt;
* The Architect in the Cold: Far less roleplay-based, in this archetype, the Architect makes a home or designs a room perfect to the desires of his lover. The lover comes in when it&#039;s done and judges if it&#039;s to be a suitable home for them. &lt;br /&gt;
* The Happenstance Singers: Each lover embarks on a journey through Dolsia, ending at a common meeting place. When they arrive at their chosen destination, they sing, and use that song to find each other.&lt;br /&gt;
* The Debutante and the Dressmaker: This archetype can involve many aspects of mutual grooming, from baths to clothing design to hair brushing to nail care, all that and more. It&#039;s all about making the Debutante feel pampered, comfortable, and beautiful, whatever that means to them. This archetype is one of the few where it&#039;s very common to see the couple switch roles and perform it again.&lt;br /&gt;
* The Chef and the Starved: In spite of the name, in this archetype, the couple typically works together to cook a number of meals. The meals are all extravagant: it&#039;s a time for a couple to make a feast of their dream meals. Friends and family are invited to eat and sometimes help with the meals.&lt;br /&gt;
* The Fallen: This archetype is rarely seen anymore, given how few caelians are capable of flight these days. In this, the Dolsians fly up to the top of the cave, then let themselves fall while holding each other. They fall for as long as they can safely, then pull away and separate sharply.&lt;br /&gt;
&lt;br /&gt;
Courtship archetypes are chosen based on what the couple would most enjoy. If it&#039;s not fun for both parties, then it&#039;s a failure of a courtship. Some prefer to talk out and plan out the whole process, while other couples are more spontaneous about it. While there are traditionally female and male roles, that matters very little in practice. Crossdressing and gender performance are very typical, and often taken to such extremes it could qualify as drag. Dressing as extravagantly as possible--even crossing the line into silliness--is an expected part of many archetypes. Ultimately, roles are flavored to the individual&#039;s tastes and personalities. For example, in &amp;quot;The Princess and the Dancer&amp;quot;, the Dancer may choose a different skillset to display to woo the Princess. Fighting is a very common variant for this one.&lt;br /&gt;
&lt;br /&gt;
== Holidays ==&lt;br /&gt;
Many holidays are celebrated within Dolsia.&lt;br /&gt;
&lt;br /&gt;
=== Florivivere Festival ===&lt;br /&gt;
The first winter after caelians were banished to the caverns of Dolsia was dark. The iron stench of death dripped from cold stalactites, but even the cruelest winter must end eventually. The caelians emerged from their caves to find flowers: bright specks of color poked out from the snow and reminded them that even in the frozen wastes of death, life persists. This is the origin of the Florivivere Festival.&lt;br /&gt;
&lt;br /&gt;
Today, caelians plant seeds in the twilight of fall, before the first frost. They mourn that which has, in the last year, been lost. But in the spring, they return to witness their bounty and celebrate: they&#039;re still here. Hope persists, and so do they. Over the many years since this festival first began, families began breeding their own unique strains of flowers to represent the resilience of their bloodline--a living heirloom--leading to a stunning array of colors and shapes. &lt;br /&gt;
&lt;br /&gt;
Every family has their own traditions for what they do with their flowers once they&#039;ve sprouted. Big families with lots of flowers may pick them and make flower crowns; young lovers may offer them as valentines; and old families may press them into a book, so future generations can see how the family has grown and changed. Someone with little family left to speak of may simply sit with their bloom.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://enchiron.autre.world/index.php?title=Dolsia&amp;diff=443</id>
		<title>Dolsia</title>
		<link rel="alternate" type="text/html" href="http://enchiron.autre.world/index.php?title=Dolsia&amp;diff=443"/>
		<updated>2025-10-27T05:23:30Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Culture */&lt;/p&gt;
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&lt;div&gt;[[Category:Places]]&lt;br /&gt;
Far below where the [[ignii]] reign supreme, a vast network of caverns forms the kingdom of Dolsia. Here lie the [[caelians]]. Water drips in to form vast underground lakes, flourishing sunless fungal forests, and towering stalactites and stalagmites. Caelians have carved their cities from this stone, preserving their people and their culture over the years until the day comes that it is safe for them to emerge once more into the light.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
Dolsia is a sprawling, but hidden country. Most of the entrances are concealed from outsiders: many caves are left natural and raw up until a certain depth, when they come alive with signs of the countless caelians within. Dolsia has connected many of the natural cave systems that exist within the Coronus mountains, although new caverns are still occasionally discovered by excavation and exploration teams. All manner of geological formations can be found within, from massive crystals, to ore veins, to stone, to lava flows and geothermal hotspots.&lt;br /&gt;
&lt;br /&gt;
Being underground, Dolsia is completely protected from weather. Outside of select places, there is no sun, wind, or rain, nor is there day or night. Most commonly, a particular strain of bioluminescent algae is cultivated and used all over Dolsia to light their world: it&#039;s used to fill lamps, grows on damp stone walls, and coats fountain basins. It&#039;s extremely hardy, and over time has been bred into a myriad of colors, most commonly green and most rarely yellow.&lt;br /&gt;
&lt;br /&gt;
Very broadly, it is warmer in the south than the north, but overall, Dolsia tends to have a moderate chill year-round. The earth insulates it from any freezing temperatures, but also from the warmth of the sun. &lt;br /&gt;
&lt;br /&gt;
=== Architecture ===&lt;br /&gt;
Dolsian architecture is incredibly lavish, featuring vaulted ceilings, ornate parapets, striking towers, and massive stained glass murals to bring beauty and color to this dark world. Frequently, significant names and figures are carved into the very walls to act as both memorial and sentinel.  As buildings accrue this history, they become even more ornate, meaning new cities tend to be more simplistic by comparison. (This decorative recordkeeping exists inside too: tapestries keep homes warm and tell tales.)&lt;br /&gt;
&lt;br /&gt;
All of Dolsia&#039;s biggest cities are also its oldest. They fill the largest caverns, and they were designed vertically, back when nearly every caelian could fly. This means that--in the modern day--they are labyrinthine to navigate. Now, layers of bridges stretch over inky depths to connect towers carved out of sheer cliffs, and narrow alleys allow passage between the buildings large bases. Poorer districts that haven&#039;t been able to construct permanent bridges yet have zipline systems, but these systems are looked down upon as undignified by the rich. (They are, however, extremely popular among the youth.)&lt;br /&gt;
&lt;br /&gt;
There are no single-family homes in Dolsia. Space is a premium in the caverns, so &amp;quot;moving out&amp;quot; is extremely uncommon, unless done for marriage. Generally, families just grow to encompass more of the space around them, leading to the largest families sharing entire buildings, aunts, uncles, cousins and all. Scattered around, there are singles&#039; homes, which are communally shared places for those who do leave their family. &lt;br /&gt;
&lt;br /&gt;
Every so often, there are expansion efforts where exploration or excavation teams try to found a new village. Artificial caverns are considered riskier to live in, and they have blockier, less ornate buildings carved directly into the rock. The ceiling is shared by homes and the road, and they are always single story, unless a family takes initiative to expand up or down.&lt;br /&gt;
&lt;br /&gt;
=== Notable Locations ===&lt;br /&gt;
There are a wide variety of landmarks within Dolsia, from its tunnels covered in painted hands to the forges lining lava flows. A selection of some of its most well known ones are as follows.&lt;br /&gt;
&lt;br /&gt;
==== Apsthal ====&lt;br /&gt;
The capital city of Dolsia. Apsthal is the first city of Dolsia and remains its capital. It is located in the south of the cave network, a half day&#039;s journey from the Skymouth. Apsthal is located within the second-largest cavern in Dolsia: it is enormous, and standing at its bottom, you cannot see its ceiling, even with caelian light. It&#039;s extremely densely populated, and this is where most of the old, powerful families began and still reside. Few natural structures still exist: the entirety of the cave has been developed, and architecture is layered upon layered for the generations its been since the city was founded. It is still very vertically oriented, designed for flight, so bridges and stairs are commonplace. A large lake pools at the bottom, where soft green algal glow lights the city from below. Apsthal is the central hub for scholarly and preservation work. &lt;br /&gt;
&lt;br /&gt;
===== Onyx Repository =====&lt;br /&gt;
Of all the museums and archives in Dolsia, the Onyx Repository is the largest and most well known. It has a front-facing museum wing and a library wing, both of which are open to the public. It also offers services to help verify familial connections, record stories, and update or repair genealogies. It&#039;s a bustling hub of activity within Apsthal, and it is run and maintained by Talmai&#039;s family. &lt;br /&gt;
&lt;br /&gt;
==== Salted Sea ====&lt;br /&gt;
The Salted Sea is located in a very low, very wide cavern. Standing on its sandy shores, one can only see water fading into the darkness. It is impossibly deep, and remains not fully explored by caelians, but it&#039;s theorized to connect--somehow--to the actual oceans. Unlike water everywhere else in Dolsia, it&#039;s salty and does have mild tidal action; however, it&#039;s far inland, only slightly west of center of the country. The Sea is an important source of food for caelians, as there&#039;s a strong fishing community here that catches every manner of fish, crustacean, and jellyfish. It&#039;s also a very popular vacation spot, in spite of its very cold water. The ceiling has long ago been painted with stars that glow in the dark.&lt;br /&gt;
&lt;br /&gt;
==== Cumula Taiga ====&lt;br /&gt;
The Cumula Taiga is the cornucopia of Dolsia. It is located in the biggest cavern in Dolsia, far to the north, and cracks in its ceilings let enough threads of sunlight in to allow plants to grow. Over the millennia, a lush and massive rainforest has sprouted up, and the cave&#039;s size combined with its humidity has resulted in its own self-contained weather system. The canopy is constantly shrouded in clouds, and rain is frequent. In the misty dark below the canopy, a wealth of fungi grow alongside mycoheterotrophs--plants adapted to life without light that don&#039;t produce chlorophyll. Caelians that live here are largely farmers, foragers, and naturalists.  &lt;br /&gt;
&lt;br /&gt;
==== Beknighted Corridors ====&lt;br /&gt;
The Corridors are the main path that connects the cities of eastern Dolsia. They consist of large, open tunnels pierced by thick spears of shining crystal. Local superstition holds that the Corridors are the remains of an ancient battlefield, where the stars used the spears to protect them from some sort of horrible calamity, but there is no evidence of this beyond the presence of the spears themselves. Nevertheless, walking the Corridors is considered a holy pilgrimage by those that believe, and the crystals remain--mostly--untouched by mining tool or travel paint. &lt;br /&gt;
&lt;br /&gt;
==== Skymouth ====&lt;br /&gt;
This is the largest and most well-known entrance to Dolsia. It faces south to [[Sayil]] and is an absolutely massive cavern entrance, easily hundreds of feet wide. A regularly used trail off the [[Theriad Caravans|Heartstone Road]] leads directly to it. A small city exists at the Skymouth: it used to be a temporary settlement for merchants, scouts, and guards, but as caelians have grown more bold in recent years, it&#039;s blossomed into a thriving economic center. Anyone who has a vested interest in trading with the outside world does their business at the Skymouth,&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
It is said that the first caelians were humans, once. They were the first to ascend the Coronus mountains, and what they found atop the highest peak was glory itself, woven into the stars. The revelation they experienced there changed them, and they sprouted wings that let them dance in the light. That, however, was a very long time ago. &lt;br /&gt;
&lt;br /&gt;
Their paradise was not meant to last. Ignii, children of dragons, challenged their claim to the mountaintops and, at the climax of a bloody war, cast them out to the caves under the earth. In this day and age, centuries hence, the magic is faltering. Children are born with twisted wings, and all live beneath a broken halo.&lt;br /&gt;
&lt;br /&gt;
Very few artifacts remain from their time above ground. Most knowledge caelians still have from then and the early days of banishment is carefully preserved by the few who had the ability to pass on a memoir before they too died. Even those are often called into question due to conflicting details. This desperate desire to know where they came from and what they lost is how the caelian obsession with recordkeeping began.&lt;br /&gt;
&lt;br /&gt;
=== Technology ===&lt;br /&gt;
Algae lamps.&lt;br /&gt;
&lt;br /&gt;
== Politics ==&lt;br /&gt;
When caelians first came to Dolsia, it was a harsh and unforgiving place. Few survived the war, and even fewer survived the first decade. Amid all that strife, a select few took control as leaders: these were the charismatic ones, or the decisive ones, or the systemic ones. Under their guidance, Apsthal was founded, and from them, the High Families were born. Those caelians that can provably trace their lineage back to these ancient family lines are considered to be a part of the High Families. The High Families, by nature of their age, have accrued the most resources in Dolsia. They have the most history, the most artifacts, the biggest homes, and the most land. &lt;br /&gt;
&lt;br /&gt;
The High Families present themselves as the ancient, benevolent caretakers of Dolsia. They use their capital to fund public projects, and their sprawling family trees helps to maintain the infrastructure of their cities and staff the many public works they provide. Libraries and museums, for example, are typically largely staffed by fringe members of the local High Family. The High Families construct new homes, zone places for food, spearhead mining projects, run hospitals, and much more.&lt;br /&gt;
&lt;br /&gt;
Each High Family has a singular caelian chosen as its head, and the relative power of every High Family member is proportional to their proximity to the Head of the Family. There are no strict rules about who&#039;s chose as the head: different families have different traditions. For example, the Agelaius clan always chooses the first-born&#039;s first-born.&lt;br /&gt;
&lt;br /&gt;
Among the Heads of the High Families, all are considered equal. None will ever claim superiority over the others: the Families are a united front, the blessed mothers and fathers of Dolsia. They convene regularly to discuss the laws and practices in the areas they rule over to maintain consistency across the country. Tradition and unity are vital in Dolsia, and in truth, many laws have changed little over the years.&lt;br /&gt;
&lt;br /&gt;
That said, the stable, united front they present does not match the living, breathing, ever-changing reality they live in. Meetings between the Heads are often tense affairs where there are inevitably some Families trying to gain an edge over the others. Drastic action is unthinkable--to take drastic action would be to break with their tradition and become obscenely ambitious--but it&#039;s only drastic if it&#039;s provable.&lt;br /&gt;
&lt;br /&gt;
While there is no singular ruler of Dolsia, the de-facto ruler among the High Families is the Agelaius clan. They are the ones that claim providence over Apsthal and rule over the Onyx Repository. &lt;br /&gt;
&lt;br /&gt;
=== Legal System ===&lt;br /&gt;
In theory, the Dolsian legal system is impartial and fair. When you are wronged, you can bring your case to court, where lawyers will present the evidence and a judge will make a ruling based on that evidence. Sometimes, a case will have both prosecutors and defense lawyers present in a trial, but sometimes, lawyers are expected to act impartially and serve as both roles. In this way, Dolsian lawyers and historians are very closely tied jobs: a lawyer will consult historical precedent and similar cases when compiling evidence. Cases that can be more &amp;quot;objectively&amp;quot; proven, like disagreements on a legal definition, will typically be served by only one lawyer. One lawyer is also typical for poor litigants. Two lawyers are more often seen in emotionally charged or subjective cases, like violent crimes. Richer Dolsians typically employ two lawyers as well.&lt;br /&gt;
&lt;br /&gt;
In practice, however, this system is rife with corruption. There are no juries, and members of the local aristocracy--the High Families--fill the roles of judges. On top of that, lawyers need to stay on good terms with the High Families to access their private records for cases, and many High Families patronize law firms as a &amp;quot;public service&amp;quot;. A lawyer that upsets the High Families loses funding and resources for future cases. Because of all this, its an unspoken rule that virtually any case against a member of the High Families is doomed to failure, unless the evidence is overwhelmingly obviously against them. Lawyers can refuse to present their case to a specific judge, but doing so does run the risk of upsetting the High Family in question, depending on how well that judge is liked by the rest of their family.&lt;br /&gt;
&lt;br /&gt;
=== The Nameless ===&lt;br /&gt;
Legally speaking, a caelian born in Dolsia entirely without feathers is virtually invisible. Without feathers, they can&#039;t be recorded in genealogies, disrupting birth records, marriage rites, and funerary rites. A featherless caelian must rely on their family to vouch for their status, and aristocratic families in particular are known to reject marriage proposals from featherless caelians, no matter their status. It&#039;s not uncommon for featherless caelians to struggle in life; some are rejected entirely by their families.&lt;br /&gt;
&lt;br /&gt;
Recently, a group of these featherless caelians have banded together and organized against the aristocracy. They reject the aristocracy&#039;s insistence that Dolsia&#039;s culture is fading: they believe these very same aristocrats are holding Dolsia back from its future, and the noble houses must be dissolved. They are mostly active in Apsthal, but cells have been forming across Dolsia. They steal from the aristocrats for resources; disrupt aristocratic events; collect intelligence; and certain members have taken it to violence. The current leader is suspected to be a featherless caelian named [https://toyhou.se/23027730.damaris-the-unnamed Damaris]. &lt;br /&gt;
&lt;br /&gt;
Anyone may join the Nameless, whether they have feathers or not. The only real requirement, after proving your trustworthiness and loyalty to the cause, is that you must reject your family name fully and become truly Nameless.&lt;br /&gt;
&lt;br /&gt;
=== International Relations ===&lt;br /&gt;
Dolsia has a history of seclusion. They were ousted from their homes once and lost many of their people: the survivors sought to ensure that would never happen again. The spectre that, someday, someone would come to finish what had been started loomed large over the country, and thus, for a long time, Dolsians fled at the sight of any others. Many neighboring communities have only legends of caelian sightings. Most entrances to Dolsia remain hidden to this day, but in recent times, more and more Dolsians are opening their doors. The people tire of living in scarcity. &lt;br /&gt;
&lt;br /&gt;
=====[[Coronus]]=====&lt;br /&gt;
Dolsia still greatly fears Coronus, and time has not faded their grudge. Ignii are avoided, and many Dolsian merchants will spurn and curse Coric goods. There are, every so often, whispers of particularly warlike caelians who&#039;ve gone to the peaks of Coronus, or particularly humble ignii who&#039;ve come to Dolsia, but these cases are few and far between.&lt;br /&gt;
&lt;br /&gt;
In places where the countries meet, however, relations are more amenable. Many Coric ignii have lost their territorial fervor and don&#039;t mind Dolsian guests, and Dolsians who dare to spend time among them learn they aren&#039;t so frightening.&lt;br /&gt;
=====[[Eniya]]=====&lt;br /&gt;
Eniya and Dolsia are fostering a young but positive relationship. The Eniyan desert is large, harsh, and unforgiving, separating the two countries rather firmly. Mix this with Dolsia&#039;s seclusion, and they have had little historical interaction. However, things have been changing recently. Particularly those who live in the plateaus, where the desert poses less of an obstacle, have been meeting and trading with Dolsians. Dolsians typically consider Eniyans to be curious and gregarious, and Eniyans often consider Dolsians to be generous and resourceful. One unfortunate effect of their lack of contact for so long a time is that many Eniyans remain under the mistaken assumption that most Dolsians can fly.&lt;br /&gt;
=====[[Olitskur]]=====&lt;br /&gt;
Olitskur and Dolsia have no contact. Unless a given Dolsian has taken up interest in the outside world or interacts heavily with outsiders, most Dolsians don&#039;t know that Olitskur or ianthina exist. (However, there is rumor of fish people sighted near the Salted Sea...)&lt;br /&gt;
===== [[Sayil]]=====&lt;br /&gt;
Sayil and Dolsia are very closely allied; they have a long history together. Dolsia was already established during the birth of the young nation, and provided assistance and support where and when they could. Sayil&#039;s founding ideals of peace are an aspiration Dolsia would also like to see come to fruition, even if most Dolsians lack the optimism common in Sayil. The two countries trade heavily: Sayilans provide plant life, lumber, and fiber, and Dolsia provides stone, metal, and minerals. &lt;br /&gt;
=====[[Theriad Caravans]] =====&lt;br /&gt;
Dolsia has close economic ties to the various theriad groups, but socially, a pervasive tension remains. As the Heartstone Road circles the Coronus Mountains, more theriads know entrances to Dolsia than any other group. This paired with the theriad lack of a homeland means that suspicion that one of these groups might, one day, want to take Dolsia for themselves thrives, particularly among the oldest families. On the more positive end, Dolsians also consider theriads to be very knowledgeable about both magic (from their interactions with Kimarel) and world events (from their many travels). &lt;br /&gt;
== Economy ==&lt;br /&gt;
On paper, Dolsia has accepted the Merchants&#039; Guild system of coinage fully. Anything you need to buy, you can buy in coin. But the true currency of Dolsia is favors and knowledge. Gifts are never given freely in Dolsia: if you give your neighbor a cup of sugar, then the rules of decorum dictate that, should they ask you for a pint of milk later on, you give it to them (so long as you have it to give). To accept a gift from someone is to accept that you will owe them something of equal value later. Hospitality given is hospitality owed. Often, Dolsians will try to be proactive in erasing this debt. If you give a friend a room to stay in for the night, then you may wake up to all your dishes clean.&lt;br /&gt;
&lt;br /&gt;
Typically, these ledgers aren&#039;t formalized. The constant give and take is simply part of the rhythm of Dolsian life. One of the biggest dangers for a traveling Dolsian is for their habits of generosity to get taken advantage of. That said, certain members of the aristocracy have been known to keep black books, giving freely and tracking who owes them in their bid for power.&lt;br /&gt;
&lt;br /&gt;
The only thing more powerful than Dolsia&#039;s gift economy is the power of knowledge. Possessing an object of scholarly interest is a surefire way to increase your standing in the world, whether that be by trading it to the aristocracy or using it to bolster your own claims. Accessing a family&#039;s artifact collection is always something that comes with a price. Along similar lines, prestigious families have risen and fallen on the sword of their reputation. If you have dirt on someone, you can ruin them entirely, and in Dolsia, few crimes are worse than greed.&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
The majority of plant-based food in Dolsia is grown in the Cumula Taiga; that&#039;s where you can find farmers and foragers of all stripes. On account of the limited space, farmers do not clear forestry and instead work with it. Farms are built vertically and integrated into the forest as much as possible. On the forest floor grows a variety of fungi, and in the canopy you can find various fruits, shoots, and leaves. A plethora of  Some foods--particularly mushrooms--aren&#039;t able to be consumed raw, but over the years caelians have found safe or appealing ways to prepare many of them. Resourcefulness is key.  &lt;br /&gt;
&lt;br /&gt;
In the south, the places furthest from the Taiga, Dolsians rely moreso on trade with Sayil to supplement their food stores. Those lucky enough to live near an entrance to Dolsia or close to the surface are also able to farm, albeit in a smaller capacity. Those near the surface can crack skylights into their ceilings, allowing them to grow any shade-tolerant plant. Assorted tubers and root-plants are the most popular, for their calorie density and space economy. Those near Dolsian entrances will frequently cultivate food forests around it. Travelers suddenly finding themselves surrounded by a large amount of edible plants is the most obvious way to know a Dolsian entrance is close.  &lt;br /&gt;
&lt;br /&gt;
There is no pastureland in Dolsia, so there is no raising of large mammals for meat or dairy; thus, most caelians are lactose intolerant. Those near the Salted Sea can fish, though most of what&#039;s caught there are eels, crustaceans, and invertebrates. Small hens are popular for Dolsians to keep for food; they are raised on cave insects, algae, moss, and lichen. (In the old days, certain species of the insects themselves were considered a delicacy.) All parts of the animal are used. &lt;br /&gt;
&lt;br /&gt;
==== Cuisine ====&lt;br /&gt;
Dolsian food is characterized by salty and sour flavors, and grilling and steaming. Pickles are very popular and served with nearly every meal. Easy access to fire and the capacity to make fine cookware means pan frying and grilling are the most common methods of cooking. Steamed food wrapped in leaves is another popular preparation method. Dolsian food is low in starches and grains, so that&#039;s usually a small component of any plate. The high mineral content of their water gives their soups and stews a very signature taste. Dolsians often feel very strongly about their water, as different caves have different mineral balances, with some taking a sense of hometown pride in it while others despise theirs. &lt;br /&gt;
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== Religion ==&lt;br /&gt;
It is said that, in time immemorial, caelians were indeed once human. Pilgrims then, they climbed to the highest peaks of the [[Coronus|Coronus mountains]], where they bathed in glorious light. Thus baptized, they emerged changed: light graced their steps and their brow, and newly formed wings granted them access to the vault of the heavens. Exalted, they danced among the stars, their joy eternal, until the day they were torn down to earth. This is a story every caelian knows, though the details of it change depending on the teller. For example, some believe a singular force provided the light, while others believe there&#039;s a whole society of higher beings beyond the sky. There are no written records from this era to confirm one way or the other: all that survives is fragments of stories from great-grandparents. Whatever it was, most caelians accept the stars themselves to be their gods&#039; symbol and emissaries. &lt;br /&gt;
&lt;br /&gt;
Believers seek to follow the stars&#039; guidance as much as they can, meaning astrology is incredibly popular among the faithful. There are caelian scholars that fully dedicate themselves to studying the links between the arrangement of the stars and auspicious events. Starwatchers--a self-proclaimed profession--are akin to priests in caelian religion, and people go to them for guidance. Starwatchers are often present for births, where they proclaim a child&#039;s fortune. Faithful caelians believe that, if they follow the stars&#039; guidance, they will be invited back to the sky, and it is a common sentiment that the current decline their society is experiencing is due to too many straying from the path. (Though what the right path is is a matter of intense debate.)&lt;br /&gt;
&lt;br /&gt;
Additionally, some towns and cities are lucky enough to be home to an aviary of cave birds. The birds live freely in the skies and return to the caves to roost: for this, they are considered sacred and highly protected. The health of a flock is considered an omen about the health of a community, and the community in turn cares for them.&lt;br /&gt;
&lt;br /&gt;
=== Controversy ===&lt;br /&gt;
Religion is a fraught topic in Dolsia: though there are still ardent believers, overall, faith has been on the decline for a long time. Many academics treat religion as already a thing of the past, and approach religious topics through a purely academic lens. These academics believe that the stars and light were metaphor for another unknown--but natural--phenomena. Many are indifferent. The stars have been out of their sight for such a long time that, even if they were sacred once, they no longer have a connection. Still others have taken a combative view: they believe that caelians have done nothing wrong, and it is the stars who abandoned them and turned their back on them in their times of need. Now, with society in decline, no one will help them but themselves. These people believe something is up there, but sneer at those who still turn to the stars for guidance.&lt;br /&gt;
&lt;br /&gt;
In spite of these different views, many religious rituals persist even in secular life, and political leaders still reference the stars. Star iconography is everywhere, and &#039;&#039;may the stars guide you&#039;&#039; remains a popular way to say farewell. It is just one of many phrases that survives into the colloquial lexicon.&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
Caelians believe that, when the bodies die, the soul returns to the sky. To facilitate this, they follow an elaborate death ritual: first, the deceased&#039;s loved ones are gathered. If a starwatcher is present, they assist in carrying the body and lead the group in a linear procession out of the caves and up the mountain, to the tallest point they have access to, trying to get them as close to the sky as they can. Less so in modern times, but historically, the bigger the procession and the taller the point, the more dangerous the approach, for the more visible they were, the more the entire group risked being attacked by dragons or ignii. (It has still been known to happen, on rare occasion.)  &lt;br /&gt;
&lt;br /&gt;
The journey is always long, and mourners carry small orbs of light in their hands as they walk. Once at the top, the body is set down somewhere with a clear view of the sky, and feathers are gathered from the caelians wings and distributed to the mourners. Only tertiaries are taken; it is believed that primaries and secondaries are needed for the caelian to ascend. When night falls, a pyre is built, and as the body burns, the mourners circle around it, holding their feathers and their balls of light, praying for a safe journey. They always leave &#039;&#039;before&#039;&#039; the body finishes burning. It is considered grotesque to see the remains; the fire&#039;s light is imagined to carry the deceased up and away, into the night. &lt;br /&gt;
&lt;br /&gt;
When the procession returns home, the feathers are added to family trees and geneologies. Sometimes, a more public funeral will be held after the cremation, where less intimate friends and family are invited to share stories and memories that can be added to the deceased&#039;s records.&lt;br /&gt;
&lt;br /&gt;
=== Cultural Blending ===&lt;br /&gt;
Some caelians that live near to the [[Sayil]] border have incorporated Sayilan religion into their belief system. As Sayilan religion is highly focused on cycles and reincarnation, that manifests in a few ways. Some think Dolsia&#039;s decline is just another cycle: they will become humans, and that&#039;s okay, because once they are they can join the stars again. Others think that the stars &#039;&#039;are&#039;&#039; caelians long past--or that they themselves are the stars--and one day they will rejoin them.&lt;br /&gt;
&lt;br /&gt;
In the east, the [[The Void Mother&#039;s Congregation|Void Mother&#039;s Congregation]] has rapidly gained popularity in recent times as well. The Congregation is a belief system rooted in nihilism, and believers find a sense of peace in Dolsia&#039;s decline. It is the natural order of the world; there&#039;s no point to fighting it. From dust they emerged, and to dust they are returning.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
Family and memory is the utmost. Heavy in ritual.&lt;br /&gt;
&lt;br /&gt;
=== Arts and Entertainment ===&lt;br /&gt;
Pictures and song are another way to tell a story.&lt;br /&gt;
&lt;br /&gt;
===Childrearing===&lt;br /&gt;
In spite of the critical importance of academics in Dolsia, there is no formal school system. Families are expected to educate their own children. For those who don&#039;t or can&#039;t teach their children themselves, there are private tutors, but they come at great expense. Wealthy children typically work with a tutor one-on-one, whereas poorer families will pool their resources to have a tutor teach their children as a group, in an informal classroom. Museums and other social institutions do offer intermittent classes for their communities. &lt;br /&gt;
&lt;br /&gt;
=== Family ===&lt;br /&gt;
Found family is as powerful as blood family. Geneologies are vital family records.&lt;br /&gt;
&lt;br /&gt;
=== Names ===&lt;br /&gt;
Caelians have long names. Their first name is whatever their parents deem best fit, but after that is a long series of middle names. Middle names tend to either be recent relatives chronologically or whoever the parents consider to be the most accomplished relatives in the family history, but more experimental parents will choose middle names that represent their aspirations for the child, or names of people they admire from other families. Having someone else&#039;s child named after you is a great honor.&lt;br /&gt;
&lt;br /&gt;
Last names are socially the most important, as they connect you to your family line. When marrying, couples will typically take on the last name of the family with the longer or more respectable history. It&#039;s considered generous and sweet to take on the name of the lesser family, and extremely daring and radical to choose a new name entirely. Hyphenation is also considered a respectable choice, as it reflects a devotion to both families; however, the child of hyphenated parents is expected to ally themself with one family or the other as they age.&lt;br /&gt;
&lt;br /&gt;
Star names are, of course, very common, and starwatchers are sometimes consulted for fortuitous names.&lt;br /&gt;
&lt;br /&gt;
=== Romance ===&lt;br /&gt;
In the early days of Dolsia, all marriages were arranged. With the small population they started out with, this was a practical necessity--as well as giving certain families leverages in leadership, thus leading to the aristocracy Dolsia still has today. To help facilitate these arranged marriages and allow the bride and groom to get to know each other, long periods of courtship were a prerequisite. A good show of courtship showed a willingness to cooperate and helped ensure a prosperous match. Nowadays, arranged marriages have fallen out of fashion--although they are still practiced in more traditional families--but the art of courtship remains alive and well. &lt;br /&gt;
&lt;br /&gt;
Courtship typically takes place after a couple becomes engaged but before marriage. These days, it&#039;s moreso a game and a way for a couple to celebrate their love. During courtship, the couple embodies a pair of archetypes and plays out a traditional Dolsian love story. There are a number of stories for couples to choose from, but some examples include:&lt;br /&gt;
&lt;br /&gt;
* The Lovers: The most obvious archetype. Couples exchange small, sweet gifts, write love notes, and spend a lot of quality time together.&lt;br /&gt;
* The Rivals: An archetype for lovers with a shared interest. Each lover makes loud proclamations of superiority over the other about a shared interest or skill, and they host some sort of duel or competition that allows them to showcase their ability as a public spectacle.&lt;br /&gt;
* The Princess and the Dancer: An archetype that&#039;s all about the chase. The Princess plays hard to get, while the Dancer puts on increasingly grand shows to get her attention. Sometimes, he brings in his friends to help, but it almost always ends with the pair dancing together.&lt;br /&gt;
* The Archivist and the Coquette: Similar to the Princess and the Dancer, except in this one, it&#039;s far more about banter. The lovers pretend not to know each other, and the Coquette wins over the Archivist with her enticing conversation.&lt;br /&gt;
* The Maiden and the Turncoat: An archetype for more private couples. The Turncoat seeks out silent, secret trysts with the Maiden. In a perfect performance of this archetype, no one knows they courted at all.&lt;br /&gt;
* The Architect in the Cold: Far less roleplay-based, in this archetype, the Architect makes a home or designs a room perfect to the desires of his lover. The lover comes in when it&#039;s done and judges if it&#039;s to be a suitable home for them. &lt;br /&gt;
* The Happenstance Singers: Each lover embarks on a journey through Dolsia, ending at a common meeting place. When they arrive at their chosen destination, they sing, and use that song to find each other.&lt;br /&gt;
* The Debutante and the Dressmaker: This archetype can involve many aspects of mutual grooming, from baths to clothing design to hair brushing to nail care, all that and more. It&#039;s all about making the Debutante feel pampered, comfortable, and beautiful, whatever that means to them. This archetype is one of the few where it&#039;s very common to see the couple switch roles and perform it again.&lt;br /&gt;
* The Chef and the Starved: In spite of the name, in this archetype, the couple typically works together to cook a number of meals. The meals are all extravagant: it&#039;s a time for a couple to make a feast of their dream meals. Friends and family are invited to eat and sometimes help with the meals.&lt;br /&gt;
* The Fallen: This archetype is rarely seen anymore, given how few caelians are capable of flight these days. In this, the Dolsians fly up to the top of the cave, then let themselves fall while holding each other. They fall for as long as they can safely, then pull away and separate sharply.&lt;br /&gt;
&lt;br /&gt;
Courtship archetypes are chosen based on what the couple would most enjoy. If it&#039;s not fun for both parties, then it&#039;s a failure of a courtship. Some prefer to talk out and plan out the whole process, while other couples are more spontaneous about it. While there are traditionally female and male roles, that matters very little in practice. Crossdressing and gender performance are very typical, and often taken to such extremes it could qualify as drag. Dressing as extravagantly as possible--even crossing the line into silliness--is an expected part of many archetypes. Ultimately, roles are flavored to the individual&#039;s tastes and personalities. For example, in &amp;quot;The Princess and the Dancer&amp;quot;, the Dancer may choose a different skillset to display to woo the Princess. Fighting is a very common variant for this one.&lt;br /&gt;
&lt;br /&gt;
== Holidays ==&lt;br /&gt;
Many holidays are celebrated within Dolsia.&lt;br /&gt;
&lt;br /&gt;
=== Florivivere Festival ===&lt;br /&gt;
The first winter after caelians were banished to the caverns of Dolsia was dark. The iron stench of death dripped from cold stalactites, but even the cruelest winter must end eventually. The caelians emerged from their caves to find flowers: bright specks of color poked out from the snow and reminded them that even in the frozen wastes of death, life persists. This is the origin of the Florivivere Festival.&lt;br /&gt;
&lt;br /&gt;
Today, caelians plant seeds in the twilight of fall, before the first frost. They mourn that which has, in the last year, been lost. But in the spring, they return to witness their bounty and celebrate: they&#039;re still here. Hope persists, and so do they. Over the many years since this festival first began, families began breeding their own unique strains of flowers to represent the resilience of their bloodline--a living heirloom--leading to a stunning array of colors and shapes. &lt;br /&gt;
&lt;br /&gt;
Every family has their own traditions for what they do with their flowers once they&#039;ve sprouted. Big families with lots of flowers may pick them and make flower crowns; young lovers may offer them as valentines; and old families may press them into a book, so future generations can see how the family has grown and changed. Someone with little family left to speak of may simply sit with their bloom.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://enchiron.autre.world/index.php?title=Coronus&amp;diff=442</id>
		<title>Coronus</title>
		<link rel="alternate" type="text/html" href="http://enchiron.autre.world/index.php?title=Coronus&amp;diff=442"/>
		<updated>2025-10-27T04:58:08Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Culture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Coronus mountain range cuts across the heart of the continent. With a volcano at its center, it&#039;s a hotbed of geological activity, and atop its peaks, dragonkind makes its home. They rule skies, vistas, and all below; everything in their sight is part of their horde. Ignii count themselves among these masters: they oversee their domain from grand sparkling pavilions, so all may look up and view their majesty.&lt;br /&gt;
==Geography==&lt;br /&gt;
Coronus is a scattered country, with villages spread all across the mountains. Because the mountain range curls around the continent, its climates match The lowlands tend to be lush, green, and temperate: they&#039;re mostly fieldland, interspersed with stretches of forest and copses of trees. The ignii that live here tend to be more mild-mannered and social, and less violent than their neighbors at higher elevations. Those uninterested in the daredevil lifestyle tend to descend here. A majority of the farming happens in the lowlands.&lt;br /&gt;
&lt;br /&gt;
As you go higher into the mountains, the fields become scrubby and rocky. Veins of stone rise to sharp cliffsides, and caves down to Dolsia or infested with wyrms lay bare in the open. Most Coric villages and cities are on this level, clustered around cliffsides, waterfalls, and lava flows. Ignii tend to favor locations with a view.&lt;br /&gt;
&lt;br /&gt;
The mountain summits are a rocky, barren tundra. For most of the year, they&#039;re snowed over, and little lives there except the largest and strongest of dragons. Ignii who take matters of strength to their greatest extreme tend to live in this frozen wasteland. Training themselves to breathe the thin air, they build their homes atop spires that reach ever higher into the heavens.&lt;br /&gt;
&lt;br /&gt;
===Architecture===&lt;br /&gt;
The Coric love large, open architecture. They love to live in places that dwarf them. Their cities are majestic places of marble pavilions and large, towering columns and archways. Their homes--any made to last, at least--are similarly made of stone, often with little gardens in the center. Occasionally, you see reliefs of mighty warriors set into buildings, but typically the Coric prefer to show off the natural grain of the stone, or to make mosaics of out of sparkling stone.&lt;br /&gt;
&lt;br /&gt;
Building these magnificent buildings, however, takes a lot of resources and assistance. Many Coric people live semi-permanently in inns or log or mud cabins. These homes are much more modest, often just a collection of single rooms built around a hearth.&lt;br /&gt;
&lt;br /&gt;
===Notable Locations===&lt;br /&gt;
There are a wide variety of landmarks within Coronus, from its snowy peaks to the fertile lowlands. A selection of some of its most well known ones are as follows.&lt;br /&gt;
&lt;br /&gt;
====Crysentis====&lt;br /&gt;
The capital city of Coronus is the biggest in the nation. Wide expanses of shining marble pavilions and breezy open air buildings form steps up to the magnificent castle where the King of Coronus resides.&lt;br /&gt;
&lt;br /&gt;
====Volcano====&lt;br /&gt;
The active volcano Crysentis was built on. Rivets and valleys allow its flows to pass safely through the city, while leaders gather for ceremony at its peak. The volcano is considered to be the still-beating heart of the Mother of Dragons.&lt;br /&gt;
&lt;br /&gt;
====Mother&#039;s Maw====&lt;br /&gt;
An active volacano shaped like a dragon&#039;s head. The Coric faithful believe this to be the face of the Mother, and the rest of her sleeping body forms the mountain range they live on. The city in the Maw is full of the faithful, and pilgrims come to tell the Mother their troubles and secrets.&lt;br /&gt;
&lt;br /&gt;
====The Paint Pots====&lt;br /&gt;
A collection of hot springs on the inner ring of the mountains. The pools bubble with radiant color from the natural minerals. While toxic to many other species, they are a popular vacation destination among ignii. A good long soak in the springs helps during shedding season.&lt;br /&gt;
&lt;br /&gt;
====Bromus Peak====&lt;br /&gt;
An agricultural community located on the southwestern edge of the range. Long suffering from a [https://toyhou.se/32878924.rook neglectful ruler], a [https://toyhou.se/~forums/34679.roleplay/645196.event-fall-of-the-mountain-king recent coup] has put it under the new leadership of [https://toyhou.se/~forums/34680.journals/486167.c-rayleigh-the-ignii Rayleigh] and [https://toyhou.se/~forums/34680.journals/486172.c-cirrus-the-ignii Cirrus]. Several players proved themselves essential in this resistance effort: [https://toyhou.se/~forums/34680.journals/645230.c-boomslang-the-caelian Boomslang], [https://toyhou.se/~forums/34680.journals/493785.c-rhodes-the-ignii Rhodes], [https://toyhou.se/14766686.lv-4016-foreigner/26726001.enchiron-au Foreigner], [https://toyhou.se/26711935.hermes-logios Hermes], [https://toyhou.se/27364697.eira-ivory Eira], [https://toyhou.se/27644934.raelene-ivory Raelene], [https://toyhou.se/28934549.elena-ivory Elena], [https://toyhou.se/25200396.irvin-foreigner Irvin], [https://toyhou.se/28911764.arbor-heliodor Arbor], [https://toyhou.se/31494240.morgan-leviathan-locke Morgan], [https://toyhou.se/27541904.fury Fury], [https://toyhou.se/25158724.cinnabar Cinnabar], [https://toyhou.se/29172784.pip Pip], [https://toyhou.se/14877459.ajax Ajax], [https://toyhou.se/28995427.citrine Citrine], [https://toyhou.se/26703674.leon Leon], [https://toyhou.se/16233954.uriel/31833897.caelian-au Uriel], and [https://toyhou.se/11803724.ryder-reid/31848558.enchiron-au Ryder]. At the end of the coup, a hydra was freed from Rook&#039;s cruel imprisonment, and as it climbed free, it was adopted as the Guardian of this mountain.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
They worshiped dragons for their strength and majesty, almost like gods. They considered them the superior creature. Their fevered passion was not well-accepted in Eniya, so many of these acolytes opted to migrate up into the mountains to live among the dragons.&lt;br /&gt;
&lt;br /&gt;
===Technology===&lt;br /&gt;
Armor and weaponry.&lt;br /&gt;
&lt;br /&gt;
==Politics==&lt;br /&gt;
Might is right.&lt;br /&gt;
&lt;br /&gt;
===Justice System===&lt;br /&gt;
An eye for an eye.&lt;br /&gt;
&lt;br /&gt;
===International Relations===&lt;br /&gt;
Isolationist.&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
Barter and sale.&lt;br /&gt;
&lt;br /&gt;
===Dragon Taming===&lt;br /&gt;
Dragon taming is a time-tested and honorable career for an ignii. Dragons are revered in Coric society, so being able to befriend one is a huge mark of honor--all the more so if you can do that for many. Dragon parents are able to leave a tamer at any time if they find the tamer&#039;s home substandard, so  a successful career in taming requires a mountain of trust and an intimate knowledge of the chosen dragon species&#039;s preferences. Different people specialize in different species, and they raise the dragons for different purposes. Some are raising pets, and others raise working dragons (ex: mounts, blacksmith assistants, chef assistants, disability supports, herding, etc). Some people who run rescues for injured dragons, and other people run shelters for dragons that want a new home. (Sometimes, a homeless dragon will just return to the wilderness, but some aren&#039;t capable or--having lived in the company of ignii--prefer it.) Dragons have a long memory and recognize faces, and they&#039;ll point out ignii that can be trusted or are to be avoided to others in their family pod.&lt;br /&gt;
&lt;br /&gt;
Different tamers have different strategies for taming dragons, and some are very secretive about their methods. Dragon breeding generally happens without ignii intervention. There&#039;s a certain subset of people who are convinced egg thieving and imprinting on the hatchling is the only way to successfully tame certain species of dragons--particularly for the more challenging species. While it is effective, improper socialization causes major issues when these dragons encounter others of their kind, and they often flounder if ever released back to the wild. Egg thieving is considered abusive in the modern day. &lt;br /&gt;
&lt;br /&gt;
The most common method of taming involves spending time around a dragon and offering it things it likes (usually either food or things it hoards) until it begins to show an interest in you. It&#039;s a very dangerous process, however, because if anything gets pushed too far too quickly, or a dragon&#039;s invisible rule is broken, they may attack. Younger dragons are easier to tame, but parent dragons can be very protective of nests. Older, successful tamers are friends with parent dragons, allowing them access to hatchlings, and thus they can foster a whole family line.&lt;br /&gt;
&lt;br /&gt;
===Cuisine===&lt;br /&gt;
The rich volcanic soil makes for great farming, allowing Coric farmers to grow a huge variety of crops at lower elevations. At higher elevations, farming becomes more restricted as the air gets thinner and the weather colder, but a robust trade system means those living higher rarely lack. Their diets typically are savory and salty, with more vegetables than you might expect. Grilling is the most common form of cooking, as is braising. Coronus has mastered spit and pit roasting. Coronus loves big, bold flavors and spicy foods. At higher elevations, cheese and cream based dishes become more popular, as more herding occurs there.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
The great dragon that anointed them the worthy.&lt;br /&gt;
&lt;br /&gt;
===Guardian Dragons===&lt;br /&gt;
Coric civilizations exist in a constant tension with the larger dragons they call neighbors. Large dragons tend to be antisocial, and in the worst of cases, they can be actively antagonistic to Coric settlements in their territories. But, at the same time, large dragons most embody the might and heat that Corics so worship. The bigger they are, the longer their lives, and the closer they&#039;re considered to be to their collective Mother. &lt;br /&gt;
&lt;br /&gt;
Dragons that have maintained a peaceful relationship with their Coric neighbors or appeared at an auspicious moment in a community&#039;s history are often adopted as the Guardian of that community. The Guardian is given the community&#039;s name, and pious ignii will make pilgrimages to visit it. Offerings to the Guardian are akin to offerings to the Mother, and they are thought to bring good fortune. Occasionally, if one cultivates enough of a positive relationship with the Guardian, it may grant a boon. There are many legends of Guardian Dragons saving towns from disaster or granting a supplicant just the gift or omen they needed to navigate a conflict.&lt;br /&gt;
&lt;br /&gt;
Guardianship can be revoked if the dragon turns on its community, and this is typically treated as a failing on the part of the town to appropriately honor it, rather than the whims of the dragon. Fallen Guardians are considered creatures of tragedy. When a Guardian dies, the entire community goes into mourning, and the position will remain vacant until another worthy dragon appears. While Guardians are almost universally large, there have been a few notable cases where a small dragon was chosen.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Hedonistic.&lt;br /&gt;
&lt;br /&gt;
===Strength===&lt;br /&gt;
Coric culture values strength and athleticism above all else. The strongest person in the room is the one who can protect those they love; they can defend themself from anyone who seeks to trample them; and they have shown a patience and dedication to improvement of the self that is to be respected. Coronus is a dangerous place: for all the love ignii show to dragons, large species of dragons can and do see them as potential prey. &lt;br /&gt;
&lt;br /&gt;
That said, strength is incompatible with cruelty. Cruelty is selfish, lazy, and antithetical to society. Coric people have a very strong sense of justice and how things ought to be, and they will band together to take out anyone they perceive to be abusing their power.&lt;br /&gt;
&lt;br /&gt;
That said, this single-minded focus on strength has cultivated a rift in society. Children who are averse to fighting struggle. Often, they face bullying from their peers that gets compounded by worried parents who want them to be able to defend themselves. While things are better once grown--adults don&#039;t have such a desperate need to prove themselves, and many places in Coric society include no fighting at all--these reputations can follow.&lt;br /&gt;
&lt;br /&gt;
===Arts and Entertainment===&lt;br /&gt;
Mosaics are a common art form. Drums are important in their music.&lt;br /&gt;
&lt;br /&gt;
Polyamory is fairly common in Coronus. The heart wants what the heart wants, and if that&#039;s multiple people, then the more the merrier.&lt;br /&gt;
&lt;br /&gt;
===Childrearing===&lt;br /&gt;
Coric children do attend schools. Education typically takes place outdoors, with a large focus on survival skills alongside more typical topics, such as reading and math. Coric education is very practical: there is always an answer to &amp;quot;when will I use this?&amp;quot; Children are split into cohorts by age, and a cohort will go through its entire education together, from youth to adulthood. Cohorts are passed from teacher to teacher and location to location as they learn their different subjects.&lt;br /&gt;
&lt;br /&gt;
===Family===&lt;br /&gt;
Ignii love their dragon brethren and nearly all will, at some point in their life, befriend a dragon and develop a companionship of some sort. Dragons are part of the family: they might be pets, pests, mounts, assistants, guides, or more.&lt;br /&gt;
&lt;br /&gt;
===Death===&lt;br /&gt;
Return them to the fires.&lt;br /&gt;
&lt;br /&gt;
===Romance===&lt;br /&gt;
Hot dating tips: challenge your future spouse to a duel.&lt;br /&gt;
&lt;br /&gt;
== Holidays ==&lt;br /&gt;
Coronus loves holidays.&lt;br /&gt;
&lt;br /&gt;
=== Fumir ===&lt;br /&gt;
Come autumn, as the leaves die and the weather cools, a favorite festival lights up the Coronus Mountains: Fumir. Fumir is the Coric new year, where you say goodbye to the past and release your regrets, your grudges, and your fears. Anything that holds you back is thrown to the fires so you may enter the new year unburdened and free. This is a time when enemies reconcile, secret admirers confess their feelings, and sour relationships reach their close, although many choose to simply remember. All bring their offerings to the bonfire.&lt;br /&gt;
&lt;br /&gt;
Most importantly, however, Fumir is about eating lots and lots of delicious food. Fumir food is rich in flavor: heavily spiced soups, pockets of bread full of cheese and nuts, and skewers covered in sweet, spicy, sticky meat. Street food stalls pop up everywhere during the holiday, offering their wares to anyone roaming the plazas.&lt;br /&gt;
&lt;br /&gt;
=== Ashfall ===&lt;br /&gt;
Great dragons are a subset of rare, notably large dragons that occupies the Coronus mountains, and they are especially revered by their Coric neighbors. Typically, there is a small group that tends to these dragons like priests, and when one is ready to pass, it is a funeral for the entire community. A pyre is built, and the corpse is dismantled and returned to the community and the earth: scales and skin become leather and armor; bones and claws become weapons;  and every part is utilized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Places]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://enchiron.autre.world/index.php?title=Sayil&amp;diff=441</id>
		<title>Sayil</title>
		<link rel="alternate" type="text/html" href="http://enchiron.autre.world/index.php?title=Sayil&amp;diff=441"/>
		<updated>2025-10-27T04:51:38Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Lapua */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Places]]&lt;br /&gt;
All walks of life are welcome in Sayil, for its residents know: all life is equal in death. Sayil is the only place where you can find members of every species in equal measure. The bounty of its swamps and rainforests are enough to sustain all and then some: life-giving water feeds bursting blossoms, curious creatures, and fungal formations alike. Yet amid all this life thrives thickets of ghosts, dancing with colorful lights toward the sea.&lt;br /&gt;
==Geography==&lt;br /&gt;
Sayil is a small country located on the south of the continent. It is primarily rainforest and wetland.&lt;br /&gt;
===Architecture===&lt;br /&gt;
Lots of bamboo and thatch, but stone in big, permanent settlements.&lt;br /&gt;
&lt;br /&gt;
===Notable Locations===&lt;br /&gt;
There are a wide variety of landmarks within Sayil, from its swampy mangroves lush with life to the colorful canopies of its rainforests. A selection of some of its most well known ones are as follows.&lt;br /&gt;
====Lapua====&lt;br /&gt;
Capital city. The location of the Macatio Complex, a mecca for academics wishing to study magical mysteries and life beyond the living.&lt;br /&gt;
&lt;br /&gt;
====Graveyard====&lt;br /&gt;
For the lost dead.&lt;br /&gt;
&lt;br /&gt;
====Floating City====&lt;br /&gt;
A town floating on a lake.&lt;br /&gt;
&lt;br /&gt;
====Stilt Towns====&lt;br /&gt;
A town built far above a swamp.&lt;br /&gt;
&lt;br /&gt;
====Bullfrog====&lt;br /&gt;
Bullfrog is a young settlement near the northern border of Kimarel. It&#039;s small and still finding its footing, but it&#039;s located in a lush valley with a river, and the residents are enthusiastic and welcoming. It was [https://toyhou.se/~forums/34679.roleplay/560615.event-sayil-from-the-ground-up founded] by an ianthina named [https://toyhou.se/24042170.prized-ianthian-2 Rer], alongside [https://toyhou.se/24722811.alaric Alaric] and his family, [https://toyhou.se/22283802.azuriel-sol Azuriel] and her family, [https://toyhou.se/27541904.fury Fury], [https://toyhou.se/25495005.amorous Amorous] and [https://toyhou.se/24963923.made-in-abyss Abyss], [https://toyhou.se/23370006.tangy Tangy], [https://toyhou.se/24125774.sir-manny-mackrel Sir Manny Mackrel], [https://toyhou.se/29172784.pip Pip], [https://toyhou.se/1331519.mihail Mihail], [https://toyhou.se/28985108.zee Zee], and [https://toyhou.se/29281749.tauriel-ithil Tauriel-ithil].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Founded by an ignii who objected to the original occupation of Dolsia, who believed all species could co-exist. Later got into a war with Eniya, who initially refused to recognize their independence.&lt;br /&gt;
&lt;br /&gt;
===Technology===&lt;br /&gt;
The home of magical study.&lt;br /&gt;
&lt;br /&gt;
==Politics==&lt;br /&gt;
Noncentralized. Those who fill certain positions wear makeup marking their station. Warriors wear red, and mediums wear skull paint.&lt;br /&gt;
&lt;br /&gt;
===Justice System===&lt;br /&gt;
Community votes.&lt;br /&gt;
&lt;br /&gt;
===International Relations===&lt;br /&gt;
Attempts to make peace with everyone. Welcomes all immigrants. Interspecies relationships are the most accepted here.&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
Wealthy with resources.&lt;br /&gt;
&lt;br /&gt;
===Cuisine===&lt;br /&gt;
Sayil&#039;s lush landscape lends itself to the cultivation of a wide variety of foods, including but not limited to: cassava, persimmon, taro, rice, quince, watercress, lotus, wapato, cranberry, and lots and lots of chiles. Typical Sayilan cuisine is sweet and spicy, with rich fruit-based sauces. Fish is the favored protein, though hunted game isn&#039;t uncommon. The typical Sayilan comfort food is some sort of stew over rice.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
If you are plagued by a ghost especially determined to finish their business, then you need an exorcist, and you want one from Sayil. Sayilan exorcists are widely respected as the most skilled in Enchiron. The most elite of these exorcists are known as Purls (ex. Purl Mary), for they have proven themselves to be apart of the very fabric that separates the living from the dead. Many Sayilan exorcists choose to be marked with a circular tattoo upon their back, between their shoulder blades. Stylization varies from person to person, but the tattoo is thought to increase a person&#039;s connection to the spirit world, at the cost of increasing their susceptibility to possession. They also wear skull facepaint. &lt;br /&gt;
&lt;br /&gt;
In olden days, Purls were far more feared. They were known as Abscesses and considered the be the half-dead, or married to death itself.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Making peace with death.&lt;br /&gt;
&lt;br /&gt;
===Holidays===&lt;br /&gt;
Lantern rite.&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
Sayil was founded on the principle that all are equal in death, and this cultural preoccupation has evolved into a fixation on the concept. Many religious scholars here seek to understand the afterlife, and Sayil is where worship of the [[The Heart-in-Hand|Heart-in-Hand]] first began.&lt;br /&gt;
&lt;br /&gt;
===Arts and Entertainment===&lt;br /&gt;
Painting is popular.&lt;br /&gt;
&lt;br /&gt;
===Family===&lt;br /&gt;
Community-dependent.&lt;br /&gt;
===Death===&lt;br /&gt;
Celebrating their memory.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://enchiron.autre.world/index.php?title=Theriad_Caravans&amp;diff=440</id>
		<title>Theriad Caravans</title>
		<link rel="alternate" type="text/html" href="http://enchiron.autre.world/index.php?title=Theriad_Caravans&amp;diff=440"/>
		<updated>2025-10-27T04:50:36Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Childrearing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Places]]&lt;br /&gt;
On the edges of everything reside the Theriads. Their steps count cycles into the earth, and the few that settle make their homes in the cracks: they are the ones that brave the icy tundras within the Frozen Wastes; they are the ones trying to settle the edges of the Kimarel Wild Lands; their Heartstone Road connects every country to the other. Welcome nowhere yet essential everywhere, they eternally search for the place one can call home.&lt;br /&gt;
==Geography==&lt;br /&gt;
A nomadic civilization.&lt;br /&gt;
===Architecture===&lt;br /&gt;
They have painted caravans.&lt;br /&gt;
&lt;br /&gt;
===Notable Locations===&lt;br /&gt;
There are a wide variety of landmarks Theriads note on their journeys, from Kimarel&#039;s creeping edge to Coronus&#039;s talus screes. A selection of some of the most well known ones are as follows.&lt;br /&gt;
====Honeyed Valley====&lt;br /&gt;
A beautiful and lush valley in the center of the Coronus mountains.&lt;br /&gt;
&lt;br /&gt;
====Heartstone Road====&lt;br /&gt;
The main route theriad caravans travel. &lt;br /&gt;
&lt;br /&gt;
====Frozen Wastes====&lt;br /&gt;
The far north. Semi-settled.&lt;br /&gt;
&lt;br /&gt;
====Kimarel Wildlands====&lt;br /&gt;
The thin line of wilderness where people don&#039;t up and vanish. Semi-settled.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
There is one point on which the legends agree: theriads were created from a group of humans who were traveling in the desert and encountered a [[Godbeasts|godbeast]]. That, however, is the &#039;&#039;only&#039;&#039; point on which they agree.&lt;br /&gt;
&lt;br /&gt;
Outside of theriad circles, the prevailing story is this: the humans were criminals on the run. They were thieves, murderers, liars, and cheats; they were a band of the worst of the worst humanity ever had to offer. They tried to run, but instead crossed paths with He Who Will Devour Land and Sea. Not even the sight of the Devourer itself could humble these fools, and their disrespect brought its wrath down upon them. The curse made their monstrousness manifest, contorting their bodies into horrible beastly shapes and revealing them to be no more than ill-bred creatures of hunger. To this day, the filth runs so deep that even their children&#039;s children&#039;s children still hold these horrid forms.&lt;br /&gt;
&lt;br /&gt;
Within theriad circles, the story plays out much differently: the humans were explorers. They were seeking to map the desert expanses, but befell disaster, and began to run out of supplies. Starved and dying of thirst, they crossed paths with He Who Began All. They were supplicants at its feet and begged for its mercy, and indeed, the Lifebringer took pity on them. It blessed them the only way it knew how: it changed their bodies into a new shape, granting them the capacity to survive just a little longer, and make it to the next wellspring. The endurance of their form is proof of the Lifebringer&#039;s eternal blessing and protection.&lt;br /&gt;
&lt;br /&gt;
===Technology===&lt;br /&gt;
They&#039;re the mailmen.&lt;br /&gt;
&lt;br /&gt;
==Politics==&lt;br /&gt;
Each caravan appoints a leader. Noncentralized.&lt;br /&gt;
&lt;br /&gt;
===Legal System===&lt;br /&gt;
Restorative justice, but may depend on the caravan.&lt;br /&gt;
&lt;br /&gt;
===International Relations===&lt;br /&gt;
Either really bad or really good.&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
Communal.&lt;br /&gt;
&lt;br /&gt;
===Cuisine===&lt;br /&gt;
Hunting and foraging.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Gentleness and acceptance. Conflict resolution is a very important skill.&lt;br /&gt;
&lt;br /&gt;
===Arts and Entertainment===&lt;br /&gt;
Turned knot-tying into an art form.&lt;br /&gt;
&lt;br /&gt;
===Childrearing===&lt;br /&gt;
Typically, a caravan elder supplies the role of teacher and caretaker for the children. Others passionate about the work assist.&lt;br /&gt;
&lt;br /&gt;
===Death===&lt;br /&gt;
Road markers and epitaphs.&lt;br /&gt;
&lt;br /&gt;
===Family===&lt;br /&gt;
Long distance lovers are common. Invented the love letter.&lt;br /&gt;
&lt;br /&gt;
===Romance===&lt;br /&gt;
Theriads are credited with the invention of the love letter: it is very common for theriads to form relationships with those in other caravans and only see each other once or twice per year, which has made love letters into a full-fledged art form. This yearning for your far-off lover is heavily romanticized, and it&#039;s fairly common for someone to have both a local lover and a far-off lover. Sometimes, they&#039;ll even move caravans to switch who is local and who is far. &lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
Focus on small shrines to local deities.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://enchiron.autre.world/index.php?title=Theriad_Caravans&amp;diff=439</id>
		<title>Theriad Caravans</title>
		<link rel="alternate" type="text/html" href="http://enchiron.autre.world/index.php?title=Theriad_Caravans&amp;diff=439"/>
		<updated>2025-10-27T04:49:58Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Culture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Places]]&lt;br /&gt;
On the edges of everything reside the Theriads. Their steps count cycles into the earth, and the few that settle make their homes in the cracks: they are the ones that brave the icy tundras within the Frozen Wastes; they are the ones trying to settle the edges of the Kimarel Wild Lands; their Heartstone Road connects every country to the other. Welcome nowhere yet essential everywhere, they eternally search for the place one can call home.&lt;br /&gt;
==Geography==&lt;br /&gt;
A nomadic civilization.&lt;br /&gt;
===Architecture===&lt;br /&gt;
They have painted caravans.&lt;br /&gt;
&lt;br /&gt;
===Notable Locations===&lt;br /&gt;
There are a wide variety of landmarks Theriads note on their journeys, from Kimarel&#039;s creeping edge to Coronus&#039;s talus screes. A selection of some of the most well known ones are as follows.&lt;br /&gt;
====Honeyed Valley====&lt;br /&gt;
A beautiful and lush valley in the center of the Coronus mountains.&lt;br /&gt;
&lt;br /&gt;
====Heartstone Road====&lt;br /&gt;
The main route theriad caravans travel. &lt;br /&gt;
&lt;br /&gt;
====Frozen Wastes====&lt;br /&gt;
The far north. Semi-settled.&lt;br /&gt;
&lt;br /&gt;
====Kimarel Wildlands====&lt;br /&gt;
The thin line of wilderness where people don&#039;t up and vanish. Semi-settled.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
There is one point on which the legends agree: theriads were created from a group of humans who were traveling in the desert and encountered a [[Godbeasts|godbeast]]. That, however, is the &#039;&#039;only&#039;&#039; point on which they agree.&lt;br /&gt;
&lt;br /&gt;
Outside of theriad circles, the prevailing story is this: the humans were criminals on the run. They were thieves, murderers, liars, and cheats; they were a band of the worst of the worst humanity ever had to offer. They tried to run, but instead crossed paths with He Who Will Devour Land and Sea. Not even the sight of the Devourer itself could humble these fools, and their disrespect brought its wrath down upon them. The curse made their monstrousness manifest, contorting their bodies into horrible beastly shapes and revealing them to be no more than ill-bred creatures of hunger. To this day, the filth runs so deep that even their children&#039;s children&#039;s children still hold these horrid forms.&lt;br /&gt;
&lt;br /&gt;
Within theriad circles, the story plays out much differently: the humans were explorers. They were seeking to map the desert expanses, but befell disaster, and began to run out of supplies. Starved and dying of thirst, they crossed paths with He Who Began All. They were supplicants at its feet and begged for its mercy, and indeed, the Lifebringer took pity on them. It blessed them the only way it knew how: it changed their bodies into a new shape, granting them the capacity to survive just a little longer, and make it to the next wellspring. The endurance of their form is proof of the Lifebringer&#039;s eternal blessing and protection.&lt;br /&gt;
&lt;br /&gt;
===Technology===&lt;br /&gt;
They&#039;re the mailmen.&lt;br /&gt;
&lt;br /&gt;
==Politics==&lt;br /&gt;
Each caravan appoints a leader. Noncentralized.&lt;br /&gt;
&lt;br /&gt;
===Legal System===&lt;br /&gt;
Restorative justice, but may depend on the caravan.&lt;br /&gt;
&lt;br /&gt;
===International Relations===&lt;br /&gt;
Either really bad or really good.&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
Communal.&lt;br /&gt;
&lt;br /&gt;
===Cuisine===&lt;br /&gt;
Hunting and foraging.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Gentleness and acceptance. Conflict resolution is a very important skill.&lt;br /&gt;
&lt;br /&gt;
===Arts and Entertainment===&lt;br /&gt;
Turned knot-tying into an art form.&lt;br /&gt;
&lt;br /&gt;
===Childrearing===&lt;br /&gt;
Typically, a caravan elder supplies the role of teacher and caretaker for the children.&lt;br /&gt;
&lt;br /&gt;
===Death===&lt;br /&gt;
Road markers and epitaphs.&lt;br /&gt;
&lt;br /&gt;
===Family===&lt;br /&gt;
Long distance lovers are common. Invented the love letter.&lt;br /&gt;
&lt;br /&gt;
===Romance===&lt;br /&gt;
Theriads are credited with the invention of the love letter: it is very common for theriads to form relationships with those in other caravans and only see each other once or twice per year, which has made love letters into a full-fledged art form. This yearning for your far-off lover is heavily romanticized, and it&#039;s fairly common for someone to have both a local lover and a far-off lover. Sometimes, they&#039;ll even move caravans to switch who is local and who is far. &lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
Focus on small shrines to local deities.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://enchiron.autre.world/index.php?title=Olitskur&amp;diff=438</id>
		<title>Olitskur</title>
		<link rel="alternate" type="text/html" href="http://enchiron.autre.world/index.php?title=Olitskur&amp;diff=438"/>
		<updated>2025-10-27T04:48:04Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Work */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Places]]&lt;br /&gt;
Beneath the icy waters, hidden on the undersides of glaciers, is the frozen kingdom of Olitskur, the homeland of [[ianthina]]. In the heart of this dangerous and unforgiving environment, the fierce and proud olitskens, terrors of the sea that they are, show a surprising warmth: they are deeply communal. In an world as harsh as theirs, they know well that the only people who will look after them is each other, and this is echoed in their perpetual refrain: “Don’t go alone.”&lt;br /&gt;
==Geography==&lt;br /&gt;
A country beneath the northern ice.&lt;br /&gt;
===Architecture===&lt;br /&gt;
While ianthina are amphibious, Olitsken cities are primarily underwater. The ianthina that live there use magic to create underwater skyscrapers anchored onto the bottoms of icebergs and ice shelves, appearing like towers of bubbles that they live and work in. They are styled for communal use: shared kitchens, shared living spaces, and even bedrooms are shared, where ianthina preserve warmth by sleeping surrounded by others. Intricate carvings cover the buildings and act as signage and decor. Most of these buildings extend up into the ice they&#039;re formed from, where Olitskens  turn ice caves into above-water communal spaces for all sorts of social activities. Shared kitchens, for food cooked over flame, and fur tanners are the most common sorts of caverns to find.&lt;br /&gt;
&lt;br /&gt;
===Notable Locations===&lt;br /&gt;
There are a wide variety of landmarks within Oliskur, from its glacial mountains to the ocean floor. A selection of some of its most well known ones are as follows.&lt;br /&gt;
====Vristali====&lt;br /&gt;
The capital city of Olitskur. Located beneath the cliffs and glaciers near the center of the northern continent. A city of icicles under the waves, lit by the lights of its inhabitants. By far the biggest urban center in Olitskur, it&#039;s host to largest Leviathan temples, from the days when it was most feared, and its currents ring with song and story.&lt;br /&gt;
&lt;br /&gt;
====Frost Fields====&lt;br /&gt;
The overworld of the northern continent. Only frost grows here, but a small population of semiaquatic animals and their predators reside upon it. Olitsken hunters prowl the coast for the precious resources these animals provide. The freezing temperatures and barren landscape are often overwhelming even for ianthina, leaving much of the continent unexplored. As far as anyone knows, the snow stretches endlessly into the horizon. &lt;br /&gt;
&lt;br /&gt;
====The Vents====&lt;br /&gt;
While this name refers to the hydrothermal vents, it&#039;s used for the entirety of the ocean floor. Those who live here are full of superstition, and those who stay too long are said to become twisted by the darkness. For this reason, very few ianthina live here permanently. The darkness and the pressure are often overwhelming, even for them, so those who work typically only stay for three or four month long stints, but some do choose to live there long-term. Olitskens who live permanently in or near the Vents tend to be strange to others, even scary, whether in behavior or appearance. Spotted among the settlements are the hydrothermal vents, where glass is spun into ever-precious beads, ores are hammered into weapons, and far out in the dark, lay the graves of the fallen. The graveyards are gardens of invertebrates and scavengers who tend to the bodies of deceased ianthina and cared for by gravekeepers.&lt;br /&gt;
&lt;br /&gt;
====Southern Enclaves====&lt;br /&gt;
Any population of ianthina that doesn&#039;t live on Olitskur&#039;s main landmass is said to live in the Enclaves. Most of these off-shoot locales are in the [[Theriad Caravans|Frozen Wastes]], but a precious few are even further south, moving into rivers, lakes, and swamps. Typically, these places are too warm for traditional icicle homes, and the way these ianthina live are as varied as the locations. Ianthina from the Southern Enclaves tend to be friendlier to their non-ianthina neighbors than those from the mainland, but, since many still respond to any ianthina with fear, they are still frequently secretive. Some groups have dealt with this prejudice by disappearing as much as they can and becoming mere legends in the communities they live in. Others have formed alliances with their neighbors, coexisting privately, and still others are just as territorial as their northern brethren.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Entirely oral tradition.&lt;br /&gt;
&lt;br /&gt;
===Technology===&lt;br /&gt;
Underwater glasswork.&lt;br /&gt;
&lt;br /&gt;
==Politics==&lt;br /&gt;
Olitskur is operated by a series of councils that function in complex relations to each other. Neighborhood councils are voted in by the people, and neighborhood councils work together to find people for more specialized councils. For example, three neighborhood councils might decide they need to keep a closer eye on local fish populations, so they&#039;ll form a specialized fish council. The neighborhood council settles disputes and hears out community needs, and meanwhile the fish council--or whatever function the special council serves--will organize people to count the fish, investigate the nests, track the data, and create a picture of the health of local fish populations. All the neighborhood councils work together to form a city council, and city councils meet annually to administer the entire country and address its needs.&lt;br /&gt;
&lt;br /&gt;
Due to the large, complex structures of ianthina families, the elderly with the best capacity to navigate the many family branches tend to be the ones who become neighborhood councilmembers, though special councils are more varied in age. Some neighborhood councils skew younger, but it&#039;s much harder for the young to prove they have the conflict mediation abilities needed in a councilmember.&lt;br /&gt;
&lt;br /&gt;
===Justice System===&lt;br /&gt;
Neighborhood councils also act as judiciaries. When people in their community are having a dispute, they collect information, hear out relevant parties, and make a decision on how to proceed. Olitsken justice is not punishment based. Olitsken ideas of justice are entirely focused on how to bring peace back to a community. What would be fair? What does the victim--in the cases of crime where there is a victim--need? What causes the least harm? This can be a very difficult process, and councils don&#039;t always make the right choice, but managing the fallout of their choice is part of their role as well.&lt;br /&gt;
&lt;br /&gt;
Exile is one of the most severe punishments a community can dole out, and exiles are often marked in some way--typically an unnatural notch in the fin--to warn other communities they might attempt to join, or should they ever try to return.&lt;br /&gt;
&lt;br /&gt;
===International Relations===&lt;br /&gt;
Olitskens are a deeply suspicious people. The sea is full of dangers, and that is not a guard they drop once they’re on land. Their reactiveness and formidable combat capabilities have given them a reputation for violence—it’s not uncommon for people to view them entirely as savages, and treat them accordingly. Of course, this only further validates their defensive attitudes.  Few scholars have been able to access Olitskur, much less ingratiate themselves with the ianthina, so there is very little general knowledge about Olitskur. This lack of knowledge goes two ways: ianthina children grow up on stories of warning from their parents, who claim those from the continent only want to harm them, which means when these children grow up, they are more likely to respond violently to perceived threats. Thus, the cycle continues.&lt;br /&gt;
&lt;br /&gt;
===== [[Coronus]] =====&lt;br /&gt;
Ianthina have an instinctive fear of dragons. Legend has it that dragons once preyed upon them, like any other fish in the sea. That being said, the countries of Coronus and Olitskur have virtually no contact. More ignorant Coric citizens may doubt that Olitskur exists at all, or may believe that ianthina are extinct.&lt;br /&gt;
&lt;br /&gt;
===== [[Dolsia]] =====&lt;br /&gt;
Olitskur and Dolsia have no contact. Unless Dolsian resides near the entrances to the country or has taken up interest in the outside world, most Dolsians don&#039;t know that Olitskur or ianthina exist. (However, there is rumor of fish people sighted near the Salted Sea...)&lt;br /&gt;
&lt;br /&gt;
===== [[Eniya]] =====&lt;br /&gt;
Eniya is the closest trade partner to Olitskur, but they also have a very tense, delicate relationship. One of the things that feeds into ianthinas&#039; violent reputation is their penchant for piracy. Any ship that trespasses into Olitsken waters never makes it far, though they do not limit themselves to just trespassers. Seeing the colorful lights of ianthina lumens beneath the waves is a portent of doom well known by any sailor. There are many dry land materials coveted by Olitskur, making each passing ship an appealing target.  Not all those materials are necessarily acquired by piracy, however. Olitskur has long-standing alliances with numerous Eniyan port cities, where they hold night markets, typically once a month. Nothing can be bought with currency, but anyone can come and barter anything of sufficient interest for ocean treasures. Savvy traders attend these markets, where they try to bargain for protection for their ships, but betrayal and backstabbing is common.&lt;br /&gt;
&lt;br /&gt;
===== [[Sayil]] =====&lt;br /&gt;
In line with Sayil&#039;s policy of neutrality, it is friendly with Olitskur, although since Sayil is so far south, they don&#039;t have much contact. One or two dedicated night market troupes will make the long journey to Sayil a couple times a year, to offer them their wares. Ianthina who have left Olitskur, for whatever reason, most often end up residing in Sayil. The wet environment is comforting, though they sometimes struggle with the heat. &lt;br /&gt;
&lt;br /&gt;
===== [[Theriad Caravans]] =====&lt;br /&gt;
Theriads who have tried to scrape out an existence and settle in the [[Theriad Caravans|Frozen Wastes]] have the friendliest relationship with Olitskur. Most of them are very neighborly, exchanging goods, supplies, and support freely. There are even a few towns that have mixed populations. However, this friendliness does not extend to &#039;&#039;all&#039;&#039; theriads. Those who are not known within the Wastes are not given the same courtesies.&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
No money, entirely barter-based.&lt;br /&gt;
&lt;br /&gt;
=== Work ===&lt;br /&gt;
It takes many hands to keep Olitsken society moving, and there are many avenues down which an ianthina can seek their passion. This is just a small sample of possibilities. There are several kinds of hunters. Fisherfolk are the most important: some specialize in big game like whales, seals, or giant squid, while others focus on netting smaller fish. Some specialize in trapping crustaceans, and others gather shellfish (and seek their pearls). Some hunters also specialize in land game, like penguins and bears. &lt;br /&gt;
&lt;br /&gt;
Gathering is also a popular profession. There are ocean plants (or plant-like creatures) for eating, medicine, decoration, or that can be processed into other things (like cloth or dye or tools). Metalsmiths and glassblowers work around hydrothermal vents and deep sea lava flows, making beads, armor, weapons, tools, and more. Miners and gatherers supply the raw materials for their crafts. &lt;br /&gt;
&lt;br /&gt;
There&#039;s a whole host of different crafters who process what the hunters catch, making leather, collecting teeth, carving bone, collecting and sorting scales, and crafters who process plants, making spices or baskets or dye or tools. There are candlemakers, who use whale oil, and light above-water caverns. Of course, there are tailors and cobblers too. Jewelers are highly valued; many specialize in beadwork. &lt;br /&gt;
&lt;br /&gt;
There are also guards to protect the city from aggressive creatures. Attendants maintain Leviathan temples and tend to the creature when it comes. The ianthina have instruments, but a lot of their music is primarily choral, so there are many singers. Dancing is also very popular. Ianthina don&#039;t have written language, so they keep an incredibly accurate oral history, and storytellers are extremely valued. There are those who use their ice magic to build, alter, decorate, or carve homes and buildings. Of course, they have teachers and others who help with child care.&lt;br /&gt;
&lt;br /&gt;
The ianthina that travel most are the traders and raiders. Raiders are teams that attack trade ships, stealing their contents, and traders are the teams that attend night markets, swapping deep sea treasures for land goods. There are also the people who sort through the things the traders and raiders bring back, organizing and getting stuff where it needs to go.&lt;br /&gt;
&lt;br /&gt;
Anyone seeking to enter a new profession must get a senior to agree to take them on as an apprentice.&lt;br /&gt;
&lt;br /&gt;
===Cuisine===&lt;br /&gt;
Since you cannot have fire underwater, many meals are raw. Poke- or ceviche-style dishes (assorted raw fish in a sauce) is a common comfort food. Smoking and salt curing is often practiced as well, and more easily available than traditionally cooked food. Olitsken meals are always heavy in meats and fats. &lt;br /&gt;
&lt;br /&gt;
Due to the difficulty of procuring fuel, cooked foods are uncommon meals. Special caverns in the icebergs serve as communal cooking areas; they are carved with holes for ventilation, and they&#039;re available for public use. When Olitskens do cook, they typically make a big enough batch of food for the entire immediate family and some friends to enjoy. Most cooked meals are still seafood, but for special occasions, they&#039;ll hunt land animals as well.&lt;br /&gt;
&lt;br /&gt;
Food from the mainland is highly prized and a rich luxury. At night markets, food is always a safe offer. For ianthina, bread is a delicacy. They especially like to trade for spices and dried beans, grains, tubers, and squashes, anything long-term stable that they can pack into their watertight bags and take home for the others.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
They have each other&#039;s backs.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
Most of Enchiron shares the same common language, with accents and handfuls of individual words that change from place to place, but Olitskur has been isolated for so long that their language has deviated far more than anywhere else. An Olitsken can still converse with a mainlander, with some effort, but it definitely takes effort to become fluent. Olitsken language has many words that are all its own, and still more words that simply do not mean the same thing as they do on the mainland. Sailors and traders are typically fluent in both.&lt;br /&gt;
&lt;br /&gt;
=== Gender ===&lt;br /&gt;
For ianthina, gender is just one of many ways to present oneself, like a sense of style. It reflects a person&#039;s understanding of themself, and it&#039;s not uncommon for ianthina to go through at least two or three sets of pronouns throughout their lives as that understanding grows. One of the ways that Olitsken language has shifted is that, their pronouns reflect this flexibility of gender. Notably, their &amp;quot;I&amp;quot; pronouns are gendered, and these pronouns can be broadly grouped as masculine, feminine, or other. Different &amp;quot;I&amp;quot; pronouns carry different connotations. For example, there are different pronouns that are all masculine, but also indicate that the speaker defines themself as cute, or young at heart, or confident. Certain &amp;quot;I&amp;quot; pronouns are also used specifically in formal settings, to indicate respect (and, similarly, specific pronouns can be used to insult someone). Depending on what &amp;quot;I&amp;quot; pronoun someone uses, other ianthina are typically able to conclude which third-person pronouns are appropriate. &lt;br /&gt;
&lt;br /&gt;
Children also have a pronoun used specifically for them. Ianthina cannot be gendered at birth: no physical clues to their biological sex are present until they hit puberty, and even then, they&#039;re less sexually dimorphic than humans. Thus, ianthina have neutral pronouns reserved specifically for children. Choosing an adult pronoun is part of an ianthina&#039;s coming of age ceremony, and--though some know immediately which they want--it&#039;s common for teenagers to test out different pronouns amongst each other in preparation for that moment.&lt;br /&gt;
&lt;br /&gt;
=== Clothing ===&lt;br /&gt;
Most Olitskens wear some variety of wetsuit, which they will pair with boots if they go above water often enough. Usually, these are made of treated leather or woven from a variety of flax-like seaweed. If it fits tightly enough, these will be fur-lined for extra warmth. In big cities, you&#039;ll see more unusual silhouettes--like skirts and looser clothes--since the city is well-protected enough that no one who lives there needs to make a quick getaway from predators.&lt;br /&gt;
&lt;br /&gt;
Because most Olitskens are wearing the same silhouette, accessorizing is extremely popular. Glass beadmakers in particular are held in high esteem: strings of beads make excellent accessories and are extremely versatile. Special beads are always available for purchase during festivals, and Olitskens will commission custom beads to commemorate major life events. Strings of special beads will often be displayed in the home, if not worn.&lt;br /&gt;
&lt;br /&gt;
Aside from beads, Olitskens will decorate their wetsuits with appliques, color blocks, sewn-on fish scales. Some will tie on cords of shell, shark teeth, coral, stones, or other ocean treasures as jewelry. The other most common accessory is a basket or weapon holder. All Olitskens are trained in self defense, and many carry weapons. Most weapons are sharpened bone or steel forged in hydrothermal vents. Traditional Olitsken weaponry consists of spears, harpoons, and other similar piercing, melee-type weapons.&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
The Olitsken god is the [[Godbeasts|Leviathan]], and the Leviathan is very, very real. It is a massive, violent sea serpent that roams the seas, alight in signature patterns of lumens.  Legend has it that, in ancient times, those living on the Eniyan coasts offered human sacrifices to the Leviathan, for its blessing, or to pray for calm seas, or out of abject fear, and indeed, the Leviathan took these victims. &lt;br /&gt;
&lt;br /&gt;
But, not all perished. Survivors were taken back to the Leviathan&#039;s home in Olitskur and, depending on the teller, what happened next varies. It is one of the few stories not agreed upon in the histories. Some say, clever sacrifices hid from the Leviathan, scraping out a life for themselves in secret, and slowly, over the years, their children adapted. Others say that the Leviathan--jealous of other gods&#039; creations--used its magic to twist the bodies of its victims until the ianthina were born. Still others--kinder folk--say the Leviathan was simply lonely, trapped in the arctic waters, and changed the humans it took because it craved a family, as they all do. &lt;br /&gt;
&lt;br /&gt;
The Leviathan still visits Olitsken cities regularly.  A city of any substantial size has a massive temple dedicated to it, a place where the Leviathan will come, sleep, and the ianthina who work there will ply it with food, music, and other entertainment. Occasionally, the Leviathan has acted destructively, killing people or destroying buildings, so when it comes, Olitskens are desperate to please. Temples are always large, open, and lavishly decorated. Some ianthina have dreamed up kinder gods, but these religions are much more niche. Most Olitskens take very little stock in faith: if you cannot see a god and it does not respond to you, then it must not exist. Consequently, they see very little reason for religious symbols. Gods are simply something that are, not things they owe any loyalty too.&lt;br /&gt;
&lt;br /&gt;
===Arts and Entertainment===&lt;br /&gt;
Olitsken music is traditionally a capella and choral: if an ianthina says they&#039;re in a band, they typically mean they&#039;re in a choir. Scat singing and beatboxing have come into popularity as a new and exciting musical development. When instruments are involved, they&#039;re almost always drums or percussion, but on special occasions, you&#039;ll see strings as well. String instruments are difficult to make--usually they&#039;re metal or ice--so few know how to play. It&#039;s extra special when one does. Woodwind instruments don&#039;t work underwater, so they&#039;re virtually never used. &lt;br /&gt;
&lt;br /&gt;
Song is incredibly important in Olitskur. Due to the lack of written language, all history, lessons, and more are stored in stories and song. A great many songs form the basis of any child&#039;s education. &lt;br /&gt;
&lt;br /&gt;
===Romance and Family===&lt;br /&gt;
Marriage ceremonies include a twining of the antennae, as a way of combining your light. Because of how they&#039;re used for communication, and because they&#039;re relatively delicate, touching an ianthina’s antennae without permission is extremely taboo. For most, it’s an act of intimacy reserved only for parents, lovers, and the very closest friends.&lt;br /&gt;
&lt;br /&gt;
Polyamory is very common in Olitskur. There is safety in numbers, and ianthina apply that philosophy to romance as much as anything else. Due to the complicated family structure, most track their family line through their birthing parent. When marriages occur, typically the new couple chooses a new family name, and this name represents their household. Sometimes the new name will take parts from their parents, but not always. Family names are much more household names and relationship signifiers than ancestry markers. When coming up with a family name or naming a new child, considering the very literal sound of it is very important, since song is so important in Olitskur.&lt;br /&gt;
&lt;br /&gt;
=== Parenting ===&lt;br /&gt;
Olitskens believe very strongly in the tenet that it takes a village to raise a child. While parents might be the primary caretakers, there’s no sense of a nuclear family, and very much the expectation that wherever your child goes, there will be someone there to ensure nothing bad happens. Children are typically close with neighbors and very familiar with their big extended families. For the most prominent of these caretakers, their word can hold almost as much sway as the parents, and parents can be overruled if enough of their community disagrees with a choice they’re making. (This does tend to mean that different neighborhoods have different practices, when it comes to the specifics of how best to raise kids.)&lt;br /&gt;
&lt;br /&gt;
Ianthina also highly value instilling a sense of independence and self-determination from a young age. For example, children are generally allowed to explore the nearby area on their own, without parental supervision. If they have friends with them, they have a lot of freedom where they can go. Or, another example: set bedtimes aren’t common; children are expected and allowed to sleep whenever they are tired. &lt;br /&gt;
&lt;br /&gt;
Children also take on responsibilities within the house at a young age, and often help their parent with whatever their chosen work is. Learning responsibility starts young. A child’s first errand—commonly to deliver an item to a neighbor or pick up an item from elsewhere—is a celebrated rite of passage that typically occurs before a child turns 5 years old. &lt;br /&gt;
&lt;br /&gt;
This culture, of course, isn’t foolproof: not all adults want to or know how to deal with children--particularly if they&#039;re rebellious, combative, or have a special need--and some parents overrely on their communities. There are always those who fall through the cracks.&lt;br /&gt;
&lt;br /&gt;
===Death===&lt;br /&gt;
For many ianthina deaths, nothing remains. Friends and relatives disappear into the dark or the jaws of a predator. When this happens, there is a funeral where memories and grief are shared, and that&#039;s the end. The dead are considered carried off by the current, swept away to another life. When a body remains, this idea persists, and this is when Olitsken morticians get involved. The mortician guides the body down, down, down to the grave gardens on the ocean floor and hands the body into the care of the gravekeeper.&lt;br /&gt;
&lt;br /&gt;
Gravekeepers are biologists, herders, and gardeners all at once. The body receives a shallow burial, and the local population of bone worms, shrimps, corpse cleaners, and other scavengers release the soul of the deceased ianthina back to the sea. Often, graveyards are decorated with stones, deepsea corals, and glowing algaes, bringing beauty to this final resting place.&lt;br /&gt;
&lt;br /&gt;
For diaspora ianthina and those in the Southern Enclaves, where the ocean is not deep enough nor the currents fast enough, you often see cremation, after which, a loved one&#039;s ashes are returned to the sea, or another place they loved.&lt;br /&gt;
&lt;br /&gt;
For those who want to keep their lost one close, you often see memorial sconces. Memorial sconces are crystal bowls full of glowing algae in the deceased&#039;s lumen color. Often, these sconces are decorated with special beads to represent aspects of their life or things they loved in life.&lt;br /&gt;
&lt;br /&gt;
=== Holidays ===&lt;br /&gt;
The loss and return of the sun is vital.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://enchiron.autre.world/index.php?title=Fauna&amp;diff=437</id>
		<title>Fauna</title>
		<link rel="alternate" type="text/html" href="http://enchiron.autre.world/index.php?title=Fauna&amp;diff=437"/>
		<updated>2025-10-26T07:19:47Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Enchiron is a rich land that&#039;s full of many creatures.&lt;br /&gt;
&lt;br /&gt;
= Amphibians =&lt;br /&gt;
Enchiron is full of odd amphibians.&lt;br /&gt;
&lt;br /&gt;
== Sayilan Bullfrog ==&lt;br /&gt;
This species of frog is one of the most common in Sayilan swamps. They are easily found due to their loud call and large size, and they are commonly eaten. Their docile nature also makes them good pets.&lt;br /&gt;
&lt;br /&gt;
= Birds =&lt;br /&gt;
Colorful and unique birds occupy Enchiron.&lt;br /&gt;
&lt;br /&gt;
== Gargantuan Egret ==&lt;br /&gt;
An enormous species of bird is found in Sayilan swamps. Adults can grow over 10 feet tall. Their feathers are loved by Sayilans for decor, and their large, sky blue eggs are desirable for carving into art pieces, though fetching them is a risky endeavor. They are, overall, mild-mannered birds who won&#039;t bother you as long as you don&#039;t bother them and stay far away from their nests.&lt;br /&gt;
&lt;br /&gt;
= Bugs =&lt;br /&gt;
Many strange insects fill Enchiron.&lt;br /&gt;
&lt;br /&gt;
== Dragon Horn Snail ==&lt;br /&gt;
This species of snail is found in the swamps of Sayil. They are a scavenger species that love to feed on the cartilage and bone of carcasses in the swamps. This diet is notably high in calcium, which gives them their particularly thick and hard spiral shells, protecting them from predators.&lt;br /&gt;
&lt;br /&gt;
= Dragons =&lt;br /&gt;
Dragons primarily reside in the [[Coronus]] Mountains and the Honeyed Valley. They come in a huge variety of shapes, sizes, and temperaments: there are tiny species that hang around like seagulls in Coric cities, and large ones that want nothing to do with people of any sort. Most dragons are sensitive, social creatures who will befriend anyone who earns their respect. Many can learn verbal commands, and one or two species are capable of language mimicry. However, like parrots, it&#039;s not true speech, and they do not have human-level intelligence. Universally, they all share territorial and hoarding behavior, elemental breath, and a presumption they can win any fight they&#039;re involved in.&lt;br /&gt;
&lt;br /&gt;
== Brutbaz ==&lt;br /&gt;
The brutbaz is an unusual species of medium-sized dragon found in the wilderness of Coronus. These dragons are notable for being brood parasites, targeting dragons of similar size who heat-incubate their eggs. Adult brutbazes are one of the only species of dragon that Corics will kill on sight, for they can and will target ignii nests. Brutbaz eggs are near indistinguishable from ignii eggs: they have thicker shells, might be a different size, or have slightly altered patterns. Brutbaz parasitism has given rise to many stories of changelings in Coronus, particularly before it became widely known why some parents were hatching full dragons.&lt;br /&gt;
&lt;br /&gt;
== Hydras ==&lt;br /&gt;
Hydras are a very rare species of large dragon found on the mountaintops of Coronus. They&#039;re an apex predator among apex predators. They typically dislike people, and they have very large territories in which they roam and hunt. They&#039;re born with two heads, and they can freely drop heads the same way a lizard can drop a tail. Whenever they drop a head, two will grow from the stump. Adult hydras typically have upwards of five heads, and removal of all of them is required to slay them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Fish =&lt;br /&gt;
The waters of Enchiron are full of unique fish.&lt;br /&gt;
&lt;br /&gt;
== Banner-finned Catfish ==&lt;br /&gt;
This catfish is found in the swamps of Sayil. Catfish is a very popular source of food in Sayil, and the flexible spines of this species contain a mild, paralytic venom that&#039;s used as an anesthetic in local medicines.&lt;br /&gt;
&lt;br /&gt;
== Blue-finned Sunfish ==&lt;br /&gt;
This sunfish is found in the swamps of Sayil. They are numerous, easy to catch, and a very tasty fish for eating. They help keep the population of insects in the swamps in check.&lt;br /&gt;
&lt;br /&gt;
== Chainmail Gar ==&lt;br /&gt;
The chainmail gar is a medium sized fish found in the swamps of Sayil. They are notable for having particularly hard and shiny scales that flash and shine in the water. Their scales are used for jewelry, arrowhead tips, and armor. They are edible, and their eggs can be used to make a noxious poison.&lt;br /&gt;
&lt;br /&gt;
= Gryphons =&lt;br /&gt;
Gryphons are a hugely varied family of beaked, winged mammalian chimeras that mostly live in the Coronus mountains. They range in size from small sparrowmice to massive eaglions. Gryphons are considered to be dragon&#039;s natural enemies. While gryphons are predators themselves, dragons are one step above and prey on them. Gryphons, on the whole, are far less interested in people than dragons are, and thus are far more difficult to befriend and tame.&lt;br /&gt;
&lt;br /&gt;
== Otter-Spoonbill Gryphon ==&lt;br /&gt;
This species of gryphon can often be found lazily swimming through the waters of Sayil. During breeding season, they sprout large, round plumes of feathers. Their lazy demeanor and goofy appearance makes them popular subjects for the toymakers of Sayil.&lt;br /&gt;
&lt;br /&gt;
= Reptiles =&lt;br /&gt;
There exist more reptiles than dragons in this world.&lt;br /&gt;
&lt;br /&gt;
== Dagger-beaked Snapping Turtle ==&lt;br /&gt;
This species of turtle lives in the swamps of Sayil. They are ambush predators, with a tongue shaped like a small worm to lure in their prey. They have an incredible bite force and a territorial streak, and thus are to be avoided. They are quite large--up to a yard across-- and their shells are favored for making shields.&lt;br /&gt;
&lt;br /&gt;
== Sayilan Gharial ==&lt;br /&gt;
This crocodilian lives in the swamps of Sayil. It is almost entirely aquatic. Their eggs are considered a ritual delicacy, and their teeth and skin are used in weapons and armor. However, they are rarely hunted. Many Sayilans consider them the rulers of the swamp, and the superstitious believe that making eye contact with a lone gharial is an insult to them and will bring bad luck.&lt;br /&gt;
&lt;br /&gt;
== Shoalsnapper ==&lt;br /&gt;
This sea serpent primarily makes its home among the shoals and sand bars along the coasts of southern Enchiron. Covered in scales that range from stone grey to sandy brown, it lets the sand pile on its back and lies in wait until its prey dares to venture too close. When active, it eats heartily, and when full, it settles into a long torpor while it grows. They are territorial with anything that rivals them in size, living or not. While most specimens range 6-10 feet, in island and coastal towns, there are legends of truly enormous, ancient shoalsnappers slumbering just beneath the sand.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://enchiron.autre.world/index.php?title=Flora&amp;diff=436</id>
		<title>Flora</title>
		<link rel="alternate" type="text/html" href="http://enchiron.autre.world/index.php?title=Flora&amp;diff=436"/>
		<updated>2025-10-18T07:01:21Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Taxing Nightwood */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Enchiron is a rich land that&#039;s full of many creatures. &lt;br /&gt;
&lt;br /&gt;
= Trees =&lt;br /&gt;
&lt;br /&gt;
== Taxing Nightwood ==&lt;br /&gt;
&lt;br /&gt;
A carnivorous tree native to Kimarel. It primarily grows along river banks, though its subspecies also show a surprising tolerance for brackish water, cropping up around the estuaries and islands of Kimarel&#039;s coastlines. Passing under its branches induces an illusion of darkness, disorienting the victim, and causing it to tangle itself among the grasping roots it extends from the riverbed (or seabed, as the case may be). Entire ships have been lost to the grasp of a fully grown nightwood, but fire can reliably fend it off. It can be recognized by its silver bark and dark leaves.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://enchiron.autre.world/index.php?title=Flora&amp;diff=435</id>
		<title>Flora</title>
		<link rel="alternate" type="text/html" href="http://enchiron.autre.world/index.php?title=Flora&amp;diff=435"/>
		<updated>2025-10-18T06:56:54Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;Enchiron is a rich land that&amp;#039;s full of many creatures.   = Trees =  == Taxing Nightwood ==  A carnivorous tree native to Kimarel. It primarily grows along river banks, though its subspecies also show a surprising tolerance for brackish water, cropping up around the estuaries and islands of Kimarel&amp;#039;s coastlines. Passing under its branches induces an illusion of darkness, disorienting the victim, and causing it to tangle itself among the grasping roots it extends from the...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Enchiron is a rich land that&#039;s full of many creatures. &lt;br /&gt;
&lt;br /&gt;
= Trees =&lt;br /&gt;
&lt;br /&gt;
== Taxing Nightwood ==&lt;br /&gt;
&lt;br /&gt;
A carnivorous tree native to Kimarel. It primarily grows along river banks, though its subspecies also show a surprising tolerance for brackish water, cropping up around the estuaries and islands of Kimarel&#039;s coastlines. Passing under its branches induces an illusion of darkness, disorienting the victim, and causing it to tangle itself among the grasping roots it extends from the riverbed (or seabed, as the case may be). Entire ships have been lost to the grasp of a fully grown nightwood, but fire can reliably fend it off.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://enchiron.autre.world/index.php?title=Dolsia&amp;diff=434</id>
		<title>Dolsia</title>
		<link rel="alternate" type="text/html" href="http://enchiron.autre.world/index.php?title=Dolsia&amp;diff=434"/>
		<updated>2025-10-07T06:27:43Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Romance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Places]]&lt;br /&gt;
Far below where the [[ignii]] reign supreme, a vast network of caverns forms the kingdom of Dolsia. Here lie the [[caelians]]. Water drips in to form vast underground lakes, flourishing sunless fungal forests, and towering stalactites and stalagmites. Caelians have carved their cities from this stone, preserving their people and their culture over the years until the day comes that it is safe for them to emerge once more into the light.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
Dolsia is a sprawling, but hidden country. Most of the entrances are concealed from outsiders: many caves are left natural and raw up until a certain depth, when they come alive with signs of the countless caelians within. Dolsia has connected many of the natural cave systems that exist within the Coronus mountains, although new caverns are still occasionally discovered by excavation and exploration teams. All manner of geological formations can be found within, from massive crystals, to ore veins, to stone, to lava flows and geothermal hotspots.&lt;br /&gt;
&lt;br /&gt;
Being underground, Dolsia is completely protected from weather. Outside of select places, there is no sun, wind, or rain, nor is there day or night. Most commonly, a particular strain of bioluminescent algae is cultivated and used all over Dolsia to light their world: it&#039;s used to fill lamps, grows on damp stone walls, and coats fountain basins. It&#039;s extremely hardy, and over time has been bred into a myriad of colors, most commonly green and most rarely yellow.&lt;br /&gt;
&lt;br /&gt;
Very broadly, it is warmer in the south than the north, but overall, Dolsia tends to have a moderate chill year-round. The earth insulates it from any freezing temperatures, but also from the warmth of the sun. &lt;br /&gt;
&lt;br /&gt;
=== Architecture ===&lt;br /&gt;
Dolsian architecture is incredibly lavish, featuring vaulted ceilings, ornate parapets, striking towers, and massive stained glass murals to bring beauty and color to this dark world. Frequently, significant names and figures are carved into the very walls to act as both memorial and sentinel.  As buildings accrue this history, they become even more ornate, meaning new cities tend to be more simplistic by comparison. (This decorative recordkeeping exists inside too: tapestries keep homes warm and tell tales.)&lt;br /&gt;
&lt;br /&gt;
All of Dolsia&#039;s biggest cities are also its oldest. They fill the largest caverns, and they were designed vertically, back when nearly every caelian could fly. This means that--in the modern day--they are labyrinthine to navigate. Now, layers of bridges stretch over inky depths to connect towers carved out of sheer cliffs, and narrow alleys allow passage between the buildings large bases. Poorer districts that haven&#039;t been able to construct permanent bridges yet have zipline systems, but these systems are looked down upon as undignified by the rich. (They are, however, extremely popular among the youth.)&lt;br /&gt;
&lt;br /&gt;
There are no single-family homes in Dolsia. Space is a premium in the caverns, so &amp;quot;moving out&amp;quot; is extremely uncommon, unless done for marriage. Generally, families just grow to encompass more of the space around them, leading to the largest families sharing entire buildings, aunts, uncles, cousins and all. Scattered around, there are singles&#039; homes, which are communally shared places for those who do leave their family. &lt;br /&gt;
&lt;br /&gt;
Every so often, there are expansion efforts where exploration or excavation teams try to found a new village. Artificial caverns are considered riskier to live in, and they have blockier, less ornate buildings carved directly into the rock. The ceiling is shared by homes and the road, and they are always single story, unless a family takes initiative to expand up or down.&lt;br /&gt;
&lt;br /&gt;
=== Notable Locations ===&lt;br /&gt;
There are a wide variety of landmarks within Dolsia, from its tunnels covered in painted hands to the forges lining lava flows. A selection of some of its most well known ones are as follows.&lt;br /&gt;
&lt;br /&gt;
==== Apsthal ====&lt;br /&gt;
The capital city of Dolsia. Apsthal is the first city of Dolsia and remains its capital. It is located in the south of the cave network, a half day&#039;s journey from the Skymouth. Apsthal is located within the second-largest cavern in Dolsia: it is enormous, and standing at its bottom, you cannot see its ceiling, even with caelian light. It&#039;s extremely densely populated, and this is where most of the old, powerful families began and still reside. Few natural structures still exist: the entirety of the cave has been developed, and architecture is layered upon layered for the generations its been since the city was founded. It is still very vertically oriented, designed for flight, so bridges and stairs are commonplace. A large lake pools at the bottom, where soft green algal glow lights the city from below. Apsthal is the central hub for scholarly and preservation work. &lt;br /&gt;
&lt;br /&gt;
===== Onyx Repository =====&lt;br /&gt;
Of all the museums and archives in Dolsia, the Onyx Repository is the largest and most well known. It has a front-facing museum wing and a library wing, both of which are open to the public. It also offers services to help verify familial connections, record stories, and update or repair genealogies. It&#039;s a bustling hub of activity within Apsthal, and it is run and maintained by Talmai&#039;s family. &lt;br /&gt;
&lt;br /&gt;
==== Salted Sea ====&lt;br /&gt;
The Salted Sea is located in a very low, very wide cavern. Standing on its sandy shores, one can only see water fading into the darkness. It is impossibly deep, and remains not fully explored by caelians, but it&#039;s theorized to connect--somehow--to the actual oceans. Unlike water everywhere else in Dolsia, it&#039;s salty and does have mild tidal action; however, it&#039;s far inland, only slightly west of center of the country. The Sea is an important source of food for caelians, as there&#039;s a strong fishing community here that catches every manner of fish, crustacean, and jellyfish. It&#039;s also a very popular vacation spot, in spite of its very cold water. The ceiling has long ago been painted with stars that glow in the dark.&lt;br /&gt;
&lt;br /&gt;
==== Cumula Taiga ====&lt;br /&gt;
The Cumula Taiga is the cornucopia of Dolsia. It is located in the biggest cavern in Dolsia, far to the north, and cracks in its ceilings let enough threads of sunlight in to allow plants to grow. Over the millennia, a lush and massive rainforest has sprouted up, and the cave&#039;s size combined with its humidity has resulted in its own self-contained weather system. The canopy is constantly shrouded in clouds, and rain is frequent. In the misty dark below the canopy, a wealth of fungi grow alongside mycoheterotrophs--plants adapted to life without light that don&#039;t produce chlorophyll. Caelians that live here are largely farmers, foragers, and naturalists.  &lt;br /&gt;
&lt;br /&gt;
==== Beknighted Corridors ====&lt;br /&gt;
The Corridors are the main path that connects the cities of eastern Dolsia. They consist of large, open tunnels pierced by thick spears of shining crystal. Local superstition holds that the Corridors are the remains of an ancient battlefield, where the stars used the spears to protect them from some sort of horrible calamity, but there is no evidence of this beyond the presence of the spears themselves. Nevertheless, walking the Corridors is considered a holy pilgrimage by those that believe, and the crystals remain--mostly--untouched by mining tool or travel paint. &lt;br /&gt;
&lt;br /&gt;
==== Skymouth ====&lt;br /&gt;
This is the largest and most well-known entrance to Dolsia. It faces south to [[Sayil]] and is an absolutely massive cavern entrance, easily hundreds of feet wide. A regularly used trail off the [[Theriad Caravans|Heartstone Road]] leads directly to it. A small city exists at the Skymouth: it used to be a temporary settlement for merchants, scouts, and guards, but as caelians have grown more bold in recent years, it&#039;s blossomed into a thriving economic center. Anyone who has a vested interest in trading with the outside world does their business at the Skymouth,&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
It is said that the first caelians were humans, once. They were the first to ascend the Coronus mountains, and what they found atop the highest peak was glory itself, woven into the stars. The revelation they experienced there changed them, and they sprouted wings that let them dance in the light. That, however, was a very long time ago. &lt;br /&gt;
&lt;br /&gt;
Their paradise was not meant to last. Ignii, children of dragons, challenged their claim to the mountaintops and, at the climax of a bloody war, cast them out to the caves under the earth. In this day and age, centuries hence, the magic is faltering. Children are born with twisted wings, and all live beneath a broken halo.&lt;br /&gt;
&lt;br /&gt;
Very few artifacts remain from their time above ground. Most knowledge caelians still have from then and the early days of banishment is carefully preserved by the few who had the ability to pass on a memoir before they too died. Even those are often called into question due to conflicting details. This desperate desire to know where they came from and what they lost is how the caelian obsession with recordkeeping began.&lt;br /&gt;
&lt;br /&gt;
=== Technology ===&lt;br /&gt;
Algae lamps.&lt;br /&gt;
&lt;br /&gt;
== Politics ==&lt;br /&gt;
When caelians first came to Dolsia, it was a harsh and unforgiving place. Few survived the war, and even fewer survived the first decade. Amid all that strife, a select few took control as leaders: these were the charismatic ones, or the decisive ones, or the systemic ones. Under their guidance, Apsthal was founded, and from them, the High Families were born. Those caelians that can provably trace their lineage back to these ancient family lines are considered to be a part of the High Families. The High Families, by nature of their age, have accrued the most resources in Dolsia. They have the most history, the most artifacts, the biggest homes, and the most land. &lt;br /&gt;
&lt;br /&gt;
The High Families present themselves as the ancient, benevolent caretakers of Dolsia. They use their capital to fund public projects, and their sprawling family trees helps to maintain the infrastructure of their cities and staff the many public works they provide. Libraries and museums, for example, are typically largely staffed by fringe members of the local High Family. The High Families construct new homes, zone places for food, spearhead mining projects, run hospitals, and much more.&lt;br /&gt;
&lt;br /&gt;
Each High Family has a singular caelian chosen as its head, and the relative power of every High Family member is proportional to their proximity to the Head of the Family. There are no strict rules about who&#039;s chose as the head: different families have different traditions. For example, the Agelaius clan always chooses the first-born&#039;s first-born.&lt;br /&gt;
&lt;br /&gt;
Among the Heads of the High Families, all are considered equal. None will ever claim superiority over the others: the Families are a united front, the blessed mothers and fathers of Dolsia. They convene regularly to discuss the laws and practices in the areas they rule over to maintain consistency across the country. Tradition and unity are vital in Dolsia, and in truth, many laws have changed little over the years.&lt;br /&gt;
&lt;br /&gt;
That said, the stable, united front they present does not match the living, breathing, ever-changing reality they live in. Meetings between the Heads are often tense affairs where there are inevitably some Families trying to gain an edge over the others. Drastic action is unthinkable--to take drastic action would be to break with their tradition and become obscenely ambitious--but it&#039;s only drastic if it&#039;s provable.&lt;br /&gt;
&lt;br /&gt;
While there is no singular ruler of Dolsia, the de-facto ruler among the High Families is the Agelaius clan. They are the ones that claim providence over Apsthal and rule over the Onyx Repository. &lt;br /&gt;
&lt;br /&gt;
=== Legal System ===&lt;br /&gt;
In theory, the Dolsian legal system is impartial and fair. When you are wronged, you can bring your case to court, where lawyers will present the evidence and a judge will make a ruling based on that evidence. Sometimes, a case will have both prosecutors and defense lawyers present in a trial, but sometimes, lawyers are expected to act impartially and serve as both roles. In this way, Dolsian lawyers and historians are very closely tied jobs: a lawyer will consult historical precedent and similar cases when compiling evidence. Cases that can be more &amp;quot;objectively&amp;quot; proven, like disagreements on a legal definition, will typically be served by only one lawyer. One lawyer is also typical for poor litigants. Two lawyers are more often seen in emotionally charged or subjective cases, like violent crimes. Richer Dolsians typically employ two lawyers as well.&lt;br /&gt;
&lt;br /&gt;
In practice, however, this system is rife with corruption. There are no juries, and members of the local aristocracy--the High Families--fill the roles of judges. On top of that, lawyers need to stay on good terms with the High Families to access their private records for cases, and many High Families patronize law firms as a &amp;quot;public service&amp;quot;. A lawyer that upsets the High Families loses funding and resources for future cases. Because of all this, its an unspoken rule that virtually any case against a member of the High Families is doomed to failure, unless the evidence is overwhelmingly obviously against them. Lawyers can refuse to present their case to a specific judge, but doing so does run the risk of upsetting the High Family in question, depending on how well that judge is liked by the rest of their family.&lt;br /&gt;
&lt;br /&gt;
=== The Nameless ===&lt;br /&gt;
Legally speaking, a caelian born in Dolsia entirely without feathers is virtually invisible. Without feathers, they can&#039;t be recorded in genealogies, disrupting birth records, marriage rites, and funerary rites. A featherless caelian must rely on their family to vouch for their status, and aristocratic families in particular are known to reject marriage proposals from featherless caelians, no matter their status. It&#039;s not uncommon for featherless caelians to struggle in life; some are rejected entirely by their families.&lt;br /&gt;
&lt;br /&gt;
Recently, a group of these featherless caelians have banded together and organized against the aristocracy. They reject the aristocracy&#039;s insistence that Dolsia&#039;s culture is fading: they believe these very same aristocrats are holding Dolsia back from its future, and the noble houses must be dissolved. They are mostly active in Apsthal, but cells have been forming across Dolsia. They steal from the aristocrats for resources; disrupt aristocratic events; collect intelligence; and certain members have taken it to violence. The current leader is suspected to be a featherless caelian named [https://toyhou.se/23027730.damaris-the-unnamed Damaris]. &lt;br /&gt;
&lt;br /&gt;
Anyone may join the Nameless, whether they have feathers or not. The only real requirement, after proving your trustworthiness and loyalty to the cause, is that you must reject your family name fully and become truly Nameless.&lt;br /&gt;
&lt;br /&gt;
=== International Relations ===&lt;br /&gt;
Dolsia has a history of seclusion. They were ousted from their homes once and lost many of their people: the survivors sought to ensure that would never happen again. The spectre that, someday, someone would come to finish what had been started loomed large over the country, and thus, for a long time, Dolsians fled at the sight of any others. Many neighboring communities have only legends of caelian sightings. Most entrances to Dolsia remain hidden to this day, but in recent times, more and more Dolsians are opening their doors. The people tire of living in scarcity. &lt;br /&gt;
&lt;br /&gt;
=====[[Coronus]]=====&lt;br /&gt;
Dolsia still greatly fears Coronus, and time has not faded their grudge. Ignii are avoided, and many Dolsian merchants will spurn and curse Coric goods. There are, every so often, whispers of particularly warlike caelians who&#039;ve gone to the peaks of Coronus, or particularly humble ignii who&#039;ve come to Dolsia, but these cases are few and far between.&lt;br /&gt;
&lt;br /&gt;
In places where the countries meet, however, relations are more amenable. Many Coric ignii have lost their territorial fervor and don&#039;t mind Dolsian guests, and Dolsians who dare to spend time among them learn they aren&#039;t so frightening.&lt;br /&gt;
=====[[Eniya]]=====&lt;br /&gt;
Eniya and Dolsia are fostering a young but positive relationship. The Eniyan desert is large, harsh, and unforgiving, separating the two countries rather firmly. Mix this with Dolsia&#039;s seclusion, and they have had little historical interaction. However, things have been changing recently. Particularly those who live in the plateaus, where the desert poses less of an obstacle, have been meeting and trading with Dolsians. Dolsians typically consider Eniyans to be curious and gregarious, and Eniyans often consider Dolsians to be generous and resourceful. One unfortunate effect of their lack of contact for so long a time is that many Eniyans remain under the mistaken assumption that most Dolsians can fly.&lt;br /&gt;
=====[[Olitskur]]=====&lt;br /&gt;
Olitskur and Dolsia have no contact. Unless a given Dolsian has taken up interest in the outside world or interacts heavily with outsiders, most Dolsians don&#039;t know that Olitskur or ianthina exist. (However, there is rumor of fish people sighted near the Salted Sea...)&lt;br /&gt;
===== [[Sayil]]=====&lt;br /&gt;
Sayil and Dolsia are very closely allied; they have a long history together. Dolsia was already established during the birth of the young nation, and provided assistance and support where and when they could. Sayil&#039;s founding ideals of peace are an aspiration Dolsia would also like to see come to fruition, even if most Dolsians lack the optimism common in Sayil. The two countries trade heavily: Sayilans provide plant life, lumber, and fiber, and Dolsia provides stone, metal, and minerals. &lt;br /&gt;
=====[[Theriad Caravans]] =====&lt;br /&gt;
Dolsia has close economic ties to the various theriad groups, but socially, a pervasive tension remains. As the Heartstone Road circles the Coronus Mountains, more theriads know entrances to Dolsia than any other group. This paired with the theriad lack of a homeland means that suspicion that one of these groups might, one day, want to take Dolsia for themselves thrives, particularly among the oldest families. On the more positive end, Dolsians also consider theriads to be very knowledgeable about both magic (from their interactions with Kimarel) and world events (from their many travels). &lt;br /&gt;
== Economy ==&lt;br /&gt;
On paper, Dolsia has accepted the Merchants&#039; Guild system of coinage fully. Anything you need to buy, you can buy in coin. But the true currency of Dolsia is favors and knowledge. Gifts are never given freely in Dolsia: if you give your neighbor a cup of sugar, then the rules of decorum dictate that, should they ask you for a pint of milk later on, you give it to them (so long as you have it to give). To accept a gift from someone is to accept that you will owe them something of equal value later. Hospitality given is hospitality owed. Often, Dolsians will try to be proactive in erasing this debt. If you give a friend a room to stay in for the night, then you may wake up to all your dishes clean.&lt;br /&gt;
&lt;br /&gt;
Typically, these ledgers aren&#039;t formalized. The constant give and take is simply part of the rhythm of Dolsian life. One of the biggest dangers for a traveling Dolsian is for their habits of generosity to get taken advantage of. That said, certain members of the aristocracy have been known to keep black books, giving freely and tracking who owes them in their bid for power.&lt;br /&gt;
&lt;br /&gt;
The only thing more powerful than Dolsia&#039;s gift economy is the power of knowledge. Possessing an object of scholarly interest is a surefire way to increase your standing in the world, whether that be by trading it to the aristocracy or using it to bolster your own claims. Accessing a family&#039;s artifact collection is always something that comes with a price. Along similar lines, prestigious families have risen and fallen on the sword of their reputation. If you have dirt on someone, you can ruin them entirely, and in Dolsia, few crimes are worse than greed.&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
The majority of plant-based food in Dolsia is grown in the Cumula Taiga; that&#039;s where you can find farmers and foragers of all stripes. On account of the limited space, farmers do not clear forestry and instead work with it. Farms are built vertically and integrated into the forest as much as possible. On the forest floor grows a variety of fungi, and in the canopy you can find various fruits, shoots, and leaves. A plethora of  Some foods--particularly mushrooms--aren&#039;t able to be consumed raw, but over the years caelians have found safe or appealing ways to prepare many of them. Resourcefulness is key.  &lt;br /&gt;
&lt;br /&gt;
In the south, the places furthest from the Taiga, Dolsians rely moreso on trade with Sayil to supplement their food stores. Those lucky enough to live near an entrance to Dolsia or close to the surface are also able to farm, albeit in a smaller capacity. Those near the surface can crack skylights into their ceilings, allowing them to grow any shade-tolerant plant. Assorted tubers and root-plants are the most popular, for their calorie density and space economy. Those near Dolsian entrances will frequently cultivate food forests around it. Travelers suddenly finding themselves surrounded by a large amount of edible plants is the most obvious way to know a Dolsian entrance is close.  &lt;br /&gt;
&lt;br /&gt;
There is no pastureland in Dolsia, so there is no raising of large mammals for meat or dairy; thus, most caelians are lactose intolerant. Those near the Salted Sea can fish, though most of what&#039;s caught there are eels, crustaceans, and invertebrates. Small hens are popular for Dolsians to keep for food; they are raised on cave insects, algae, moss, and lichen. (In the old days, certain species of the insects themselves were considered a delicacy.) All parts of the animal are used. &lt;br /&gt;
&lt;br /&gt;
==== Cuisine ====&lt;br /&gt;
Dolsian food is characterized by salty and sour flavors, and grilling and steaming. Pickles are very popular and served with nearly every meal. Easy access to fire and the capacity to make fine cookware means pan frying and grilling are the most common methods of cooking. Steamed food wrapped in leaves is another popular preparation method. Dolsian food is low in starches and grains, so that&#039;s usually a small component of any plate. The high mineral content of their water gives their soups and stews a very signature taste. Dolsians often feel very strongly about their water, as different caves have different mineral balances, with some taking a sense of hometown pride in it while others despise theirs. &lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
It is said that, in time immemorial, caelians were indeed once human. Pilgrims then, they climbed to the highest peaks of the [[Coronus|Coronus mountains]], where they bathed in glorious light. Thus baptized, they emerged changed: light graced their steps and their brow, and newly formed wings granted them access to the vault of the heavens. Exalted, they danced among the stars, their joy eternal, until the day they were torn down to earth. This is a story every caelian knows, though the details of it change depending on the teller. For example, some believe a singular force provided the light, while others believe there&#039;s a whole society of higher beings beyond the sky. There are no written records from this era to confirm one way or the other: all that survives is fragments of stories from great-grandparents. Whatever it was, most caelians accept the stars themselves to be their gods&#039; symbol and emissaries. &lt;br /&gt;
&lt;br /&gt;
Believers seek to follow the stars&#039; guidance as much as they can, meaning astrology is incredibly popular among the faithful. There are caelian scholars that fully dedicate themselves to studying the links between the arrangement of the stars and auspicious events. Starwatchers--a self-proclaimed profession--are akin to priests in caelian religion, and people go to them for guidance. Starwatchers are often present for births, where they proclaim a child&#039;s fortune. Faithful caelians believe that, if they follow the stars&#039; guidance, they will be invited back to the sky, and it is a common sentiment that the current decline their society is experiencing is due to too many straying from the path. (Though what the right path is is a matter of intense debate.)&lt;br /&gt;
&lt;br /&gt;
Additionally, some towns and cities are lucky enough to be home to an aviary of cave birds. The birds live freely in the skies and return to the caves to roost: for this, they are considered sacred and highly protected. The health of a flock is considered an omen about the health of a community, and the community in turn cares for them.&lt;br /&gt;
&lt;br /&gt;
=== Controversy ===&lt;br /&gt;
Religion is a fraught topic in Dolsia: though there are still ardent believers, overall, faith has been on the decline for a long time. Many academics treat religion as already a thing of the past, and approach religious topics through a purely academic lens. These academics believe that the stars and light were metaphor for another unknown--but natural--phenomena. Many are indifferent. The stars have been out of their sight for such a long time that, even if they were sacred once, they no longer have a connection. Still others have taken a combative view: they believe that caelians have done nothing wrong, and it is the stars who abandoned them and turned their back on them in their times of need. Now, with society in decline, no one will help them but themselves. These people believe something is up there, but sneer at those who still turn to the stars for guidance.&lt;br /&gt;
&lt;br /&gt;
In spite of these different views, many religious rituals persist even in secular life, and political leaders still reference the stars. Star iconography is everywhere, and &#039;&#039;may the stars guide you&#039;&#039; remains a popular way to say farewell. It is just one of many phrases that survives into the colloquial lexicon.&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
Caelians believe that, when the bodies die, the soul returns to the sky. To facilitate this, they follow an elaborate death ritual: first, the deceased&#039;s loved ones are gathered. If a starwatcher is present, they assist in carrying the body and lead the group in a linear procession out of the caves and up the mountain, to the tallest point they have access to, trying to get them as close to the sky as they can. Less so in modern times, but historically, the bigger the procession and the taller the point, the more dangerous the approach, for the more visible they were, the more the entire group risked being attacked by dragons or ignii. (It has still been known to happen, on rare occasion.)  &lt;br /&gt;
&lt;br /&gt;
The journey is always long, and mourners carry small orbs of light in their hands as they walk. Once at the top, the body is set down somewhere with a clear view of the sky, and feathers are gathered from the caelians wings and distributed to the mourners. Only tertiaries are taken; it is believed that primaries and secondaries are needed for the caelian to ascend. When night falls, a pyre is built, and as the body burns, the mourners circle around it, holding their feathers and their balls of light, praying for a safe journey. They always leave &#039;&#039;before&#039;&#039; the body finishes burning. It is considered grotesque to see the remains; the fire&#039;s light is imagined to carry the deceased up and away, into the night. &lt;br /&gt;
&lt;br /&gt;
When the procession returns home, the feathers are added to family trees and geneologies. Sometimes, a more public funeral will be held after the cremation, where less intimate friends and family are invited to share stories and memories that can be added to the deceased&#039;s records.&lt;br /&gt;
&lt;br /&gt;
=== Cultural Blending ===&lt;br /&gt;
Some caelians that live near to the [[Sayil]] border have incorporated Sayilan religion into their belief system. As Sayilan religion is highly focused on cycles and reincarnation, that manifests in a few ways. Some think Dolsia&#039;s decline is just another cycle: they will become humans, and that&#039;s okay, because once they are they can join the stars again. Others think that the stars &#039;&#039;are&#039;&#039; caelians long past--or that they themselves are the stars--and one day they will rejoin them.&lt;br /&gt;
&lt;br /&gt;
In the east, the [[The Void Mother&#039;s Congregation|Void Mother&#039;s Congregation]] has rapidly gained popularity in recent times as well. The Congregation is a belief system rooted in nihilism, and believers find a sense of peace in Dolsia&#039;s decline. It is the natural order of the world; there&#039;s no point to fighting it. From dust they emerged, and to dust they are returning.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
Family and memory is the utmost. Heavy in ritual.&lt;br /&gt;
&lt;br /&gt;
=== Names ===&lt;br /&gt;
Caelians have long names. Their first name is whatever their parents deem best fit, but after that is a long series of middle names. Middle names tend to either be recent relatives chronologically or whoever the parents consider to be the most accomplished relatives in the family history, but more experimental parents will choose middle names that represent their aspirations for the child, or names of people they admire from other families. Having someone else&#039;s child named after you is a great honor.&lt;br /&gt;
&lt;br /&gt;
Last names are socially the most important, as they connect you to your family line. When marrying, couples will typically take on the last name of the family with the longer or more respectable history. It&#039;s considered generous and sweet to take on the name of the lesser family, and extremely daring and radical to choose a new name entirely. Hyphenation is also considered a respectable choice, as it reflects a devotion to both families; however, the child of hyphenated parents is expected to ally themself with one family or the other as they age.&lt;br /&gt;
&lt;br /&gt;
Star names are, of course, very common, and starwatchers are sometimes consulted for fortuitous names.&lt;br /&gt;
&lt;br /&gt;
=== Romance ===&lt;br /&gt;
In the early days of Dolsia, all marriages were arranged. With the small population they started out with, this was a practical necessity--as well as giving certain families leverages in leadership, thus leading to the aristocracy Dolsia still has today. To help facilitate these arranged marriages and allow the bride and groom to get to know each other, long periods of courtship were a prerequisite. A good show of courtship showed a willingness to cooperate and helped ensure a prosperous match. Nowadays, arranged marriages have fallen out of fashion--although they are still practiced in more traditional families--but the art of courtship remains alive and well. &lt;br /&gt;
&lt;br /&gt;
Courtship typically takes place after a couple becomes engaged but before marriage. These days, it&#039;s moreso a game and a way for a couple to celebrate their love. During courtship, the couple embodies a pair of archetypes and plays out a traditional Dolsian love story. There are a number of stories for couples to choose from, but some examples include:&lt;br /&gt;
&lt;br /&gt;
* The Lovers: The most obvious archetype. Couples exchange small, sweet gifts, write love notes, and spend a lot of quality time together.&lt;br /&gt;
* The Rivals: An archetype for lovers with a shared interest. Each lover makes loud proclamations of superiority over the other about a shared interest or skill, and they host some sort of duel or competition that allows them to showcase their ability as a public spectacle.&lt;br /&gt;
* The Princess and the Dancer: An archetype that&#039;s all about the chase. The Princess plays hard to get, while the Dancer puts on increasingly grand shows to get her attention. Sometimes, he brings in his friends to help, but it almost always ends with the pair dancing together.&lt;br /&gt;
* The Archivist and the Coquette: Similar to the Princess and the Dancer, except in this one, it&#039;s far more about banter. The lovers pretend not to know each other, and the Coquette wins over the Archivist with her enticing conversation.&lt;br /&gt;
* The Maiden and the Turncoat: An archetype for more private couples. The Turncoat seeks out silent, secret trysts with the Maiden. In a perfect performance of this archetype, no one knows they courted at all.&lt;br /&gt;
* The Architect in the Cold: Far less roleplay-based, in this archetype, the Architect makes a home or designs a room perfect to the desires of his lover. The lover comes in when it&#039;s done and judges if it&#039;s to be a suitable home for them. &lt;br /&gt;
* The Happenstance Singers: Each lover embarks on a journey through Dolsia, ending at a common meeting place. When they arrive at their chosen destination, they sing, and use that song to find each other.&lt;br /&gt;
* The Debutante and the Dressmaker: This archetype can involve many aspects of mutual grooming, from baths to clothing design to hair brushing to nail care, all that and more. It&#039;s all about making the Debutante feel pampered, comfortable, and beautiful, whatever that means to them. This archetype is one of the few where it&#039;s very common to see the couple switch roles and perform it again.&lt;br /&gt;
* The Chef and the Starved: In spite of the name, in this archetype, the couple typically works together to cook a number of meals. The meals are all extravagant: it&#039;s a time for a couple to make a feast of their dream meals. Friends and family are invited to eat and sometimes help with the meals.&lt;br /&gt;
* The Fallen: This archetype is rarely seen anymore, given how few caelians are capable of flight these days. In this, the Dolsians fly up to the top of the cave, then let themselves fall while holding each other. They fall for as long as they can safely, then pull away and separate sharply.&lt;br /&gt;
&lt;br /&gt;
Courtship archetypes are chosen based on what the couple would most enjoy. If it&#039;s not fun for both parties, then it&#039;s a failure of a courtship. Some prefer to talk out and plan out the whole process, while other couples are more spontaneous about it. While there are traditionally female and male roles, that matters very little in practice. Crossdressing and gender performance are very typical, and often taken to such extremes it could qualify as drag. Dressing as extravagantly as possible--even crossing the line into silliness--is an expected part of many archetypes. Ultimately, roles are flavored to the individual&#039;s tastes and personalities. For example, in &amp;quot;The Princess and the Dancer&amp;quot;, the Dancer may choose a different skillset to display to woo the Princess. Fighting is a very common variant for this one.&lt;br /&gt;
&lt;br /&gt;
=== Arts and Entertainment ===&lt;br /&gt;
Pictures and song are another way to tell a story.&lt;br /&gt;
&lt;br /&gt;
=== Family ===&lt;br /&gt;
Found family is as powerful as blood family. Geneologies are vital family records.&lt;br /&gt;
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== Holidays ==&lt;br /&gt;
Many holidays are celebrated within Dolsia.&lt;br /&gt;
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=== Florivivere Festival ===&lt;br /&gt;
The first winter after caelians were banished to the caverns of Dolsia was dark. The iron stench of death dripped from cold stalactites, but even the cruelest winter must end eventually. The caelians emerged from their caves to find flowers: bright specks of color poked out from the snow and reminded them that even in the frozen wastes of death, life persists. This is the origin of the Florivivere Festival.&lt;br /&gt;
&lt;br /&gt;
Today, caelians plant seeds in the twilight of fall, before the first frost. They mourn that which has, in the last year, been lost. But in the spring, they return to witness their bounty and celebrate: they&#039;re still here. Hope persists, and so do they. Over the many years since this festival first began, families began breeding their own unique strains of flowers to represent the resilience of their bloodline--a living heirloom--leading to a stunning array of colors and shapes. &lt;br /&gt;
&lt;br /&gt;
Every family has their own traditions for what they do with their flowers once they&#039;ve sprouted. Big families with lots of flowers may pick them and make flower crowns; young lovers may offer them as valentines; and old families may press them into a book, so future generations can see how the family has grown and changed. Someone with little family left to speak of may simply sit with their bloom.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://enchiron.autre.world/index.php?title=Dolsia&amp;diff=433</id>
		<title>Dolsia</title>
		<link rel="alternate" type="text/html" href="http://enchiron.autre.world/index.php?title=Dolsia&amp;diff=433"/>
		<updated>2025-10-07T06:23:00Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Romance */&lt;/p&gt;
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&lt;div&gt;[[Category:Places]]&lt;br /&gt;
Far below where the [[ignii]] reign supreme, a vast network of caverns forms the kingdom of Dolsia. Here lie the [[caelians]]. Water drips in to form vast underground lakes, flourishing sunless fungal forests, and towering stalactites and stalagmites. Caelians have carved their cities from this stone, preserving their people and their culture over the years until the day comes that it is safe for them to emerge once more into the light.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
Dolsia is a sprawling, but hidden country. Most of the entrances are concealed from outsiders: many caves are left natural and raw up until a certain depth, when they come alive with signs of the countless caelians within. Dolsia has connected many of the natural cave systems that exist within the Coronus mountains, although new caverns are still occasionally discovered by excavation and exploration teams. All manner of geological formations can be found within, from massive crystals, to ore veins, to stone, to lava flows and geothermal hotspots.&lt;br /&gt;
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Being underground, Dolsia is completely protected from weather. Outside of select places, there is no sun, wind, or rain, nor is there day or night. Most commonly, a particular strain of bioluminescent algae is cultivated and used all over Dolsia to light their world: it&#039;s used to fill lamps, grows on damp stone walls, and coats fountain basins. It&#039;s extremely hardy, and over time has been bred into a myriad of colors, most commonly green and most rarely yellow.&lt;br /&gt;
&lt;br /&gt;
Very broadly, it is warmer in the south than the north, but overall, Dolsia tends to have a moderate chill year-round. The earth insulates it from any freezing temperatures, but also from the warmth of the sun. &lt;br /&gt;
&lt;br /&gt;
=== Architecture ===&lt;br /&gt;
Dolsian architecture is incredibly lavish, featuring vaulted ceilings, ornate parapets, striking towers, and massive stained glass murals to bring beauty and color to this dark world. Frequently, significant names and figures are carved into the very walls to act as both memorial and sentinel.  As buildings accrue this history, they become even more ornate, meaning new cities tend to be more simplistic by comparison. (This decorative recordkeeping exists inside too: tapestries keep homes warm and tell tales.)&lt;br /&gt;
&lt;br /&gt;
All of Dolsia&#039;s biggest cities are also its oldest. They fill the largest caverns, and they were designed vertically, back when nearly every caelian could fly. This means that--in the modern day--they are labyrinthine to navigate. Now, layers of bridges stretch over inky depths to connect towers carved out of sheer cliffs, and narrow alleys allow passage between the buildings large bases. Poorer districts that haven&#039;t been able to construct permanent bridges yet have zipline systems, but these systems are looked down upon as undignified by the rich. (They are, however, extremely popular among the youth.)&lt;br /&gt;
&lt;br /&gt;
There are no single-family homes in Dolsia. Space is a premium in the caverns, so &amp;quot;moving out&amp;quot; is extremely uncommon, unless done for marriage. Generally, families just grow to encompass more of the space around them, leading to the largest families sharing entire buildings, aunts, uncles, cousins and all. Scattered around, there are singles&#039; homes, which are communally shared places for those who do leave their family. &lt;br /&gt;
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Every so often, there are expansion efforts where exploration or excavation teams try to found a new village. Artificial caverns are considered riskier to live in, and they have blockier, less ornate buildings carved directly into the rock. The ceiling is shared by homes and the road, and they are always single story, unless a family takes initiative to expand up or down.&lt;br /&gt;
&lt;br /&gt;
=== Notable Locations ===&lt;br /&gt;
There are a wide variety of landmarks within Dolsia, from its tunnels covered in painted hands to the forges lining lava flows. A selection of some of its most well known ones are as follows.&lt;br /&gt;
&lt;br /&gt;
==== Apsthal ====&lt;br /&gt;
The capital city of Dolsia. Apsthal is the first city of Dolsia and remains its capital. It is located in the south of the cave network, a half day&#039;s journey from the Skymouth. Apsthal is located within the second-largest cavern in Dolsia: it is enormous, and standing at its bottom, you cannot see its ceiling, even with caelian light. It&#039;s extremely densely populated, and this is where most of the old, powerful families began and still reside. Few natural structures still exist: the entirety of the cave has been developed, and architecture is layered upon layered for the generations its been since the city was founded. It is still very vertically oriented, designed for flight, so bridges and stairs are commonplace. A large lake pools at the bottom, where soft green algal glow lights the city from below. Apsthal is the central hub for scholarly and preservation work. &lt;br /&gt;
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===== Onyx Repository =====&lt;br /&gt;
Of all the museums and archives in Dolsia, the Onyx Repository is the largest and most well known. It has a front-facing museum wing and a library wing, both of which are open to the public. It also offers services to help verify familial connections, record stories, and update or repair genealogies. It&#039;s a bustling hub of activity within Apsthal, and it is run and maintained by Talmai&#039;s family. &lt;br /&gt;
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==== Salted Sea ====&lt;br /&gt;
The Salted Sea is located in a very low, very wide cavern. Standing on its sandy shores, one can only see water fading into the darkness. It is impossibly deep, and remains not fully explored by caelians, but it&#039;s theorized to connect--somehow--to the actual oceans. Unlike water everywhere else in Dolsia, it&#039;s salty and does have mild tidal action; however, it&#039;s far inland, only slightly west of center of the country. The Sea is an important source of food for caelians, as there&#039;s a strong fishing community here that catches every manner of fish, crustacean, and jellyfish. It&#039;s also a very popular vacation spot, in spite of its very cold water. The ceiling has long ago been painted with stars that glow in the dark.&lt;br /&gt;
&lt;br /&gt;
==== Cumula Taiga ====&lt;br /&gt;
The Cumula Taiga is the cornucopia of Dolsia. It is located in the biggest cavern in Dolsia, far to the north, and cracks in its ceilings let enough threads of sunlight in to allow plants to grow. Over the millennia, a lush and massive rainforest has sprouted up, and the cave&#039;s size combined with its humidity has resulted in its own self-contained weather system. The canopy is constantly shrouded in clouds, and rain is frequent. In the misty dark below the canopy, a wealth of fungi grow alongside mycoheterotrophs--plants adapted to life without light that don&#039;t produce chlorophyll. Caelians that live here are largely farmers, foragers, and naturalists.  &lt;br /&gt;
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==== Beknighted Corridors ====&lt;br /&gt;
The Corridors are the main path that connects the cities of eastern Dolsia. They consist of large, open tunnels pierced by thick spears of shining crystal. Local superstition holds that the Corridors are the remains of an ancient battlefield, where the stars used the spears to protect them from some sort of horrible calamity, but there is no evidence of this beyond the presence of the spears themselves. Nevertheless, walking the Corridors is considered a holy pilgrimage by those that believe, and the crystals remain--mostly--untouched by mining tool or travel paint. &lt;br /&gt;
&lt;br /&gt;
==== Skymouth ====&lt;br /&gt;
This is the largest and most well-known entrance to Dolsia. It faces south to [[Sayil]] and is an absolutely massive cavern entrance, easily hundreds of feet wide. A regularly used trail off the [[Theriad Caravans|Heartstone Road]] leads directly to it. A small city exists at the Skymouth: it used to be a temporary settlement for merchants, scouts, and guards, but as caelians have grown more bold in recent years, it&#039;s blossomed into a thriving economic center. Anyone who has a vested interest in trading with the outside world does their business at the Skymouth,&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
It is said that the first caelians were humans, once. They were the first to ascend the Coronus mountains, and what they found atop the highest peak was glory itself, woven into the stars. The revelation they experienced there changed them, and they sprouted wings that let them dance in the light. That, however, was a very long time ago. &lt;br /&gt;
&lt;br /&gt;
Their paradise was not meant to last. Ignii, children of dragons, challenged their claim to the mountaintops and, at the climax of a bloody war, cast them out to the caves under the earth. In this day and age, centuries hence, the magic is faltering. Children are born with twisted wings, and all live beneath a broken halo.&lt;br /&gt;
&lt;br /&gt;
Very few artifacts remain from their time above ground. Most knowledge caelians still have from then and the early days of banishment is carefully preserved by the few who had the ability to pass on a memoir before they too died. Even those are often called into question due to conflicting details. This desperate desire to know where they came from and what they lost is how the caelian obsession with recordkeeping began.&lt;br /&gt;
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=== Technology ===&lt;br /&gt;
Algae lamps.&lt;br /&gt;
&lt;br /&gt;
== Politics ==&lt;br /&gt;
When caelians first came to Dolsia, it was a harsh and unforgiving place. Few survived the war, and even fewer survived the first decade. Amid all that strife, a select few took control as leaders: these were the charismatic ones, or the decisive ones, or the systemic ones. Under their guidance, Apsthal was founded, and from them, the High Families were born. Those caelians that can provably trace their lineage back to these ancient family lines are considered to be a part of the High Families. The High Families, by nature of their age, have accrued the most resources in Dolsia. They have the most history, the most artifacts, the biggest homes, and the most land. &lt;br /&gt;
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The High Families present themselves as the ancient, benevolent caretakers of Dolsia. They use their capital to fund public projects, and their sprawling family trees helps to maintain the infrastructure of their cities and staff the many public works they provide. Libraries and museums, for example, are typically largely staffed by fringe members of the local High Family. The High Families construct new homes, zone places for food, spearhead mining projects, run hospitals, and much more.&lt;br /&gt;
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Each High Family has a singular caelian chosen as its head, and the relative power of every High Family member is proportional to their proximity to the Head of the Family. There are no strict rules about who&#039;s chose as the head: different families have different traditions. For example, the Agelaius clan always chooses the first-born&#039;s first-born.&lt;br /&gt;
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Among the Heads of the High Families, all are considered equal. None will ever claim superiority over the others: the Families are a united front, the blessed mothers and fathers of Dolsia. They convene regularly to discuss the laws and practices in the areas they rule over to maintain consistency across the country. Tradition and unity are vital in Dolsia, and in truth, many laws have changed little over the years.&lt;br /&gt;
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That said, the stable, united front they present does not match the living, breathing, ever-changing reality they live in. Meetings between the Heads are often tense affairs where there are inevitably some Families trying to gain an edge over the others. Drastic action is unthinkable--to take drastic action would be to break with their tradition and become obscenely ambitious--but it&#039;s only drastic if it&#039;s provable.&lt;br /&gt;
&lt;br /&gt;
While there is no singular ruler of Dolsia, the de-facto ruler among the High Families is the Agelaius clan. They are the ones that claim providence over Apsthal and rule over the Onyx Repository. &lt;br /&gt;
&lt;br /&gt;
=== Legal System ===&lt;br /&gt;
In theory, the Dolsian legal system is impartial and fair. When you are wronged, you can bring your case to court, where lawyers will present the evidence and a judge will make a ruling based on that evidence. Sometimes, a case will have both prosecutors and defense lawyers present in a trial, but sometimes, lawyers are expected to act impartially and serve as both roles. In this way, Dolsian lawyers and historians are very closely tied jobs: a lawyer will consult historical precedent and similar cases when compiling evidence. Cases that can be more &amp;quot;objectively&amp;quot; proven, like disagreements on a legal definition, will typically be served by only one lawyer. One lawyer is also typical for poor litigants. Two lawyers are more often seen in emotionally charged or subjective cases, like violent crimes. Richer Dolsians typically employ two lawyers as well.&lt;br /&gt;
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In practice, however, this system is rife with corruption. There are no juries, and members of the local aristocracy--the High Families--fill the roles of judges. On top of that, lawyers need to stay on good terms with the High Families to access their private records for cases, and many High Families patronize law firms as a &amp;quot;public service&amp;quot;. A lawyer that upsets the High Families loses funding and resources for future cases. Because of all this, its an unspoken rule that virtually any case against a member of the High Families is doomed to failure, unless the evidence is overwhelmingly obviously against them. Lawyers can refuse to present their case to a specific judge, but doing so does run the risk of upsetting the High Family in question, depending on how well that judge is liked by the rest of their family.&lt;br /&gt;
&lt;br /&gt;
=== The Nameless ===&lt;br /&gt;
Legally speaking, a caelian born in Dolsia entirely without feathers is virtually invisible. Without feathers, they can&#039;t be recorded in genealogies, disrupting birth records, marriage rites, and funerary rites. A featherless caelian must rely on their family to vouch for their status, and aristocratic families in particular are known to reject marriage proposals from featherless caelians, no matter their status. It&#039;s not uncommon for featherless caelians to struggle in life; some are rejected entirely by their families.&lt;br /&gt;
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Recently, a group of these featherless caelians have banded together and organized against the aristocracy. They reject the aristocracy&#039;s insistence that Dolsia&#039;s culture is fading: they believe these very same aristocrats are holding Dolsia back from its future, and the noble houses must be dissolved. They are mostly active in Apsthal, but cells have been forming across Dolsia. They steal from the aristocrats for resources; disrupt aristocratic events; collect intelligence; and certain members have taken it to violence. The current leader is suspected to be a featherless caelian named [https://toyhou.se/23027730.damaris-the-unnamed Damaris]. &lt;br /&gt;
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Anyone may join the Nameless, whether they have feathers or not. The only real requirement, after proving your trustworthiness and loyalty to the cause, is that you must reject your family name fully and become truly Nameless.&lt;br /&gt;
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=== International Relations ===&lt;br /&gt;
Dolsia has a history of seclusion. They were ousted from their homes once and lost many of their people: the survivors sought to ensure that would never happen again. The spectre that, someday, someone would come to finish what had been started loomed large over the country, and thus, for a long time, Dolsians fled at the sight of any others. Many neighboring communities have only legends of caelian sightings. Most entrances to Dolsia remain hidden to this day, but in recent times, more and more Dolsians are opening their doors. The people tire of living in scarcity. &lt;br /&gt;
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=====[[Coronus]]=====&lt;br /&gt;
Dolsia still greatly fears Coronus, and time has not faded their grudge. Ignii are avoided, and many Dolsian merchants will spurn and curse Coric goods. There are, every so often, whispers of particularly warlike caelians who&#039;ve gone to the peaks of Coronus, or particularly humble ignii who&#039;ve come to Dolsia, but these cases are few and far between.&lt;br /&gt;
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In places where the countries meet, however, relations are more amenable. Many Coric ignii have lost their territorial fervor and don&#039;t mind Dolsian guests, and Dolsians who dare to spend time among them learn they aren&#039;t so frightening.&lt;br /&gt;
=====[[Eniya]]=====&lt;br /&gt;
Eniya and Dolsia are fostering a young but positive relationship. The Eniyan desert is large, harsh, and unforgiving, separating the two countries rather firmly. Mix this with Dolsia&#039;s seclusion, and they have had little historical interaction. However, things have been changing recently. Particularly those who live in the plateaus, where the desert poses less of an obstacle, have been meeting and trading with Dolsians. Dolsians typically consider Eniyans to be curious and gregarious, and Eniyans often consider Dolsians to be generous and resourceful. One unfortunate effect of their lack of contact for so long a time is that many Eniyans remain under the mistaken assumption that most Dolsians can fly.&lt;br /&gt;
=====[[Olitskur]]=====&lt;br /&gt;
Olitskur and Dolsia have no contact. Unless a given Dolsian has taken up interest in the outside world or interacts heavily with outsiders, most Dolsians don&#039;t know that Olitskur or ianthina exist. (However, there is rumor of fish people sighted near the Salted Sea...)&lt;br /&gt;
===== [[Sayil]]=====&lt;br /&gt;
Sayil and Dolsia are very closely allied; they have a long history together. Dolsia was already established during the birth of the young nation, and provided assistance and support where and when they could. Sayil&#039;s founding ideals of peace are an aspiration Dolsia would also like to see come to fruition, even if most Dolsians lack the optimism common in Sayil. The two countries trade heavily: Sayilans provide plant life, lumber, and fiber, and Dolsia provides stone, metal, and minerals. &lt;br /&gt;
=====[[Theriad Caravans]] =====&lt;br /&gt;
Dolsia has close economic ties to the various theriad groups, but socially, a pervasive tension remains. As the Heartstone Road circles the Coronus Mountains, more theriads know entrances to Dolsia than any other group. This paired with the theriad lack of a homeland means that suspicion that one of these groups might, one day, want to take Dolsia for themselves thrives, particularly among the oldest families. On the more positive end, Dolsians also consider theriads to be very knowledgeable about both magic (from their interactions with Kimarel) and world events (from their many travels). &lt;br /&gt;
== Economy ==&lt;br /&gt;
On paper, Dolsia has accepted the Merchants&#039; Guild system of coinage fully. Anything you need to buy, you can buy in coin. But the true currency of Dolsia is favors and knowledge. Gifts are never given freely in Dolsia: if you give your neighbor a cup of sugar, then the rules of decorum dictate that, should they ask you for a pint of milk later on, you give it to them (so long as you have it to give). To accept a gift from someone is to accept that you will owe them something of equal value later. Hospitality given is hospitality owed. Often, Dolsians will try to be proactive in erasing this debt. If you give a friend a room to stay in for the night, then you may wake up to all your dishes clean.&lt;br /&gt;
&lt;br /&gt;
Typically, these ledgers aren&#039;t formalized. The constant give and take is simply part of the rhythm of Dolsian life. One of the biggest dangers for a traveling Dolsian is for their habits of generosity to get taken advantage of. That said, certain members of the aristocracy have been known to keep black books, giving freely and tracking who owes them in their bid for power.&lt;br /&gt;
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The only thing more powerful than Dolsia&#039;s gift economy is the power of knowledge. Possessing an object of scholarly interest is a surefire way to increase your standing in the world, whether that be by trading it to the aristocracy or using it to bolster your own claims. Accessing a family&#039;s artifact collection is always something that comes with a price. Along similar lines, prestigious families have risen and fallen on the sword of their reputation. If you have dirt on someone, you can ruin them entirely, and in Dolsia, few crimes are worse than greed.&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
The majority of plant-based food in Dolsia is grown in the Cumula Taiga; that&#039;s where you can find farmers and foragers of all stripes. On account of the limited space, farmers do not clear forestry and instead work with it. Farms are built vertically and integrated into the forest as much as possible. On the forest floor grows a variety of fungi, and in the canopy you can find various fruits, shoots, and leaves. A plethora of  Some foods--particularly mushrooms--aren&#039;t able to be consumed raw, but over the years caelians have found safe or appealing ways to prepare many of them. Resourcefulness is key.  &lt;br /&gt;
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In the south, the places furthest from the Taiga, Dolsians rely moreso on trade with Sayil to supplement their food stores. Those lucky enough to live near an entrance to Dolsia or close to the surface are also able to farm, albeit in a smaller capacity. Those near the surface can crack skylights into their ceilings, allowing them to grow any shade-tolerant plant. Assorted tubers and root-plants are the most popular, for their calorie density and space economy. Those near Dolsian entrances will frequently cultivate food forests around it. Travelers suddenly finding themselves surrounded by a large amount of edible plants is the most obvious way to know a Dolsian entrance is close.  &lt;br /&gt;
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There is no pastureland in Dolsia, so there is no raising of large mammals for meat or dairy; thus, most caelians are lactose intolerant. Those near the Salted Sea can fish, though most of what&#039;s caught there are eels, crustaceans, and invertebrates. Small hens are popular for Dolsians to keep for food; they are raised on cave insects, algae, moss, and lichen. (In the old days, certain species of the insects themselves were considered a delicacy.) All parts of the animal are used. &lt;br /&gt;
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==== Cuisine ====&lt;br /&gt;
Dolsian food is characterized by salty and sour flavors, and grilling and steaming. Pickles are very popular and served with nearly every meal. Easy access to fire and the capacity to make fine cookware means pan frying and grilling are the most common methods of cooking. Steamed food wrapped in leaves is another popular preparation method. Dolsian food is low in starches and grains, so that&#039;s usually a small component of any plate. The high mineral content of their water gives their soups and stews a very signature taste. Dolsians often feel very strongly about their water, as different caves have different mineral balances, with some taking a sense of hometown pride in it while others despise theirs. &lt;br /&gt;
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== Religion ==&lt;br /&gt;
It is said that, in time immemorial, caelians were indeed once human. Pilgrims then, they climbed to the highest peaks of the [[Coronus|Coronus mountains]], where they bathed in glorious light. Thus baptized, they emerged changed: light graced their steps and their brow, and newly formed wings granted them access to the vault of the heavens. Exalted, they danced among the stars, their joy eternal, until the day they were torn down to earth. This is a story every caelian knows, though the details of it change depending on the teller. For example, some believe a singular force provided the light, while others believe there&#039;s a whole society of higher beings beyond the sky. There are no written records from this era to confirm one way or the other: all that survives is fragments of stories from great-grandparents. Whatever it was, most caelians accept the stars themselves to be their gods&#039; symbol and emissaries. &lt;br /&gt;
&lt;br /&gt;
Believers seek to follow the stars&#039; guidance as much as they can, meaning astrology is incredibly popular among the faithful. There are caelian scholars that fully dedicate themselves to studying the links between the arrangement of the stars and auspicious events. Starwatchers--a self-proclaimed profession--are akin to priests in caelian religion, and people go to them for guidance. Starwatchers are often present for births, where they proclaim a child&#039;s fortune. Faithful caelians believe that, if they follow the stars&#039; guidance, they will be invited back to the sky, and it is a common sentiment that the current decline their society is experiencing is due to too many straying from the path. (Though what the right path is is a matter of intense debate.)&lt;br /&gt;
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Additionally, some towns and cities are lucky enough to be home to an aviary of cave birds. The birds live freely in the skies and return to the caves to roost: for this, they are considered sacred and highly protected. The health of a flock is considered an omen about the health of a community, and the community in turn cares for them.&lt;br /&gt;
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=== Controversy ===&lt;br /&gt;
Religion is a fraught topic in Dolsia: though there are still ardent believers, overall, faith has been on the decline for a long time. Many academics treat religion as already a thing of the past, and approach religious topics through a purely academic lens. These academics believe that the stars and light were metaphor for another unknown--but natural--phenomena. Many are indifferent. The stars have been out of their sight for such a long time that, even if they were sacred once, they no longer have a connection. Still others have taken a combative view: they believe that caelians have done nothing wrong, and it is the stars who abandoned them and turned their back on them in their times of need. Now, with society in decline, no one will help them but themselves. These people believe something is up there, but sneer at those who still turn to the stars for guidance.&lt;br /&gt;
&lt;br /&gt;
In spite of these different views, many religious rituals persist even in secular life, and political leaders still reference the stars. Star iconography is everywhere, and &#039;&#039;may the stars guide you&#039;&#039; remains a popular way to say farewell. It is just one of many phrases that survives into the colloquial lexicon.&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
Caelians believe that, when the bodies die, the soul returns to the sky. To facilitate this, they follow an elaborate death ritual: first, the deceased&#039;s loved ones are gathered. If a starwatcher is present, they assist in carrying the body and lead the group in a linear procession out of the caves and up the mountain, to the tallest point they have access to, trying to get them as close to the sky as they can. Less so in modern times, but historically, the bigger the procession and the taller the point, the more dangerous the approach, for the more visible they were, the more the entire group risked being attacked by dragons or ignii. (It has still been known to happen, on rare occasion.)  &lt;br /&gt;
&lt;br /&gt;
The journey is always long, and mourners carry small orbs of light in their hands as they walk. Once at the top, the body is set down somewhere with a clear view of the sky, and feathers are gathered from the caelians wings and distributed to the mourners. Only tertiaries are taken; it is believed that primaries and secondaries are needed for the caelian to ascend. When night falls, a pyre is built, and as the body burns, the mourners circle around it, holding their feathers and their balls of light, praying for a safe journey. They always leave &#039;&#039;before&#039;&#039; the body finishes burning. It is considered grotesque to see the remains; the fire&#039;s light is imagined to carry the deceased up and away, into the night. &lt;br /&gt;
&lt;br /&gt;
When the procession returns home, the feathers are added to family trees and geneologies. Sometimes, a more public funeral will be held after the cremation, where less intimate friends and family are invited to share stories and memories that can be added to the deceased&#039;s records.&lt;br /&gt;
&lt;br /&gt;
=== Cultural Blending ===&lt;br /&gt;
Some caelians that live near to the [[Sayil]] border have incorporated Sayilan religion into their belief system. As Sayilan religion is highly focused on cycles and reincarnation, that manifests in a few ways. Some think Dolsia&#039;s decline is just another cycle: they will become humans, and that&#039;s okay, because once they are they can join the stars again. Others think that the stars &#039;&#039;are&#039;&#039; caelians long past--or that they themselves are the stars--and one day they will rejoin them.&lt;br /&gt;
&lt;br /&gt;
In the east, the [[The Void Mother&#039;s Congregation|Void Mother&#039;s Congregation]] has rapidly gained popularity in recent times as well. The Congregation is a belief system rooted in nihilism, and believers find a sense of peace in Dolsia&#039;s decline. It is the natural order of the world; there&#039;s no point to fighting it. From dust they emerged, and to dust they are returning.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
Family and memory is the utmost. Heavy in ritual.&lt;br /&gt;
&lt;br /&gt;
=== Names ===&lt;br /&gt;
Caelians have long names. Their first name is whatever their parents deem best fit, but after that is a long series of middle names. Middle names tend to either be recent relatives chronologically or whoever the parents consider to be the most accomplished relatives in the family history, but more experimental parents will choose middle names that represent their aspirations for the child, or names of people they admire from other families. Having someone else&#039;s child named after you is a great honor.&lt;br /&gt;
&lt;br /&gt;
Last names are socially the most important, as they connect you to your family line. When marrying, couples will typically take on the last name of the family with the longer or more respectable history. It&#039;s considered generous and sweet to take on the name of the lesser family, and extremely daring and radical to choose a new name entirely. Hyphenation is also considered a respectable choice, as it reflects a devotion to both families; however, the child of hyphenated parents is expected to ally themself with one family or the other as they age.&lt;br /&gt;
&lt;br /&gt;
Star names are, of course, very common, and starwatchers are sometimes consulted for fortuitous names.&lt;br /&gt;
&lt;br /&gt;
=== Romance ===&lt;br /&gt;
In the early days of Dolsia, all marriages were arranged. With the small population they started out with, this was a practical necessity--as well as giving certain families leverages in leadership, thus leading to the aristocracy Dolsia still has today. To help facilitate these arranged marriages and allow the bride and groom to get to know each other, long periods of courtship were a prerequisite. A good show of courtship showed a willingness to cooperate and helped ensure a prosperous match. Nowadays, arranged marriages have fallen out of fashion--although they are still practiced in more traditional families--but the art of courtship remains alive and well. &lt;br /&gt;
&lt;br /&gt;
Courtship typically takes place after a couple becomes engaged but before marriage. These days, it&#039;s moreso a game and a way for a couple to celebrate their love. During courtship, the couple embodies a pair of archetypes and plays out a traditional Dolsian love story. There are a number of stories for couples to choose from, but some examples include:&lt;br /&gt;
&lt;br /&gt;
* The Lovers: The most obvious archetype. Couples exchange small, sweet gifts, write love notes, and spend a lot of quality time together.&lt;br /&gt;
* The Rivals: An archetype for lovers with a shared interest. Each lover makes loud proclamations of superiority over the other about a shared interest or skill, and they host some sort of duel or competition that allows them to showcase their ability as a public spectacle.&lt;br /&gt;
* The Princess and the Dancer: An archetype that&#039;s all about the chase. The Princess plays hard to get, while the Dancer puts on increasingly grand shows to get her attention. Sometimes, he brings in his friends to help, but it almost always ends with the pair dancing together.&lt;br /&gt;
* The Archivist and the Coquette: Similar to the Princess and the Dancer, except in this one, it&#039;s far more about banter. The lovers pretend not to know each other, and the Coquette wins over the Archivist with her enticing conversation.&lt;br /&gt;
* The Maiden and the Turncoat: An archetype for more private couples. The Turncoat seeks out silent, secret trysts with the Maiden. In a perfect performance of this archetype, no one knows they courted at all.&lt;br /&gt;
* The Architect in the Cold: Far less roleplay-based, in this archetype, the Architect makes a home or designs a room perfect to the desires of his lover. The lover comes in when it&#039;s done and judges if it&#039;s to be a suitable home for them. &lt;br /&gt;
* The Happenstance Singers: Each lover embarks on a journey through Dolsia, ending at a common meeting place. When they arrive at their chosen destination, they sing, and use that song to find each other.&lt;br /&gt;
* The Debutante and the Dressmaker: This archetype can involve many aspects of mutual grooming, from baths to clothing design to hair brushing to nail care, all that and more. It&#039;s all about making the Debutante feel pampered, comfortable, and beautiful, whatever that means to them. This archetype is one of the few where you almost always see the couple switch roles and perform it again.&lt;br /&gt;
* The Chef and the Starved: In spite of the name, in this archetype, the couple typically works together to cook a number of meals. The meals are all extravagant: it&#039;s a time for a couple to make a feast of their dream meals. Friends and family are invited to eat and sometimes help with the meals.&lt;br /&gt;
* The Fallen: This archetype is rarely seen anymore, given how few caelians are capable of flight these days. In this, the Dolsians fly up to the top of the cave, then let themselves fall while holding each other. They fall for as long as they can safely, then pull away and separate sharply.&lt;br /&gt;
&lt;br /&gt;
Courtship archetypes are chosen based on what the couple would most enjoy. If it&#039;s not fun for both parties, then it&#039;s a failure of a courtship. Some prefer to talk out and plan out the whole process, while other couples are more spontaneous about it. While there are traditionally female and male roles, that matters very little in practice. Crossdressing and gender performance are very typical, and often taken to such extremes it could qualify as drag. Dressing as extravagantly as possible--even crossing the line into silliness--is an expected part of many archetypes. Ultimately, roles are flavored to the individual&#039;s tastes and personalities. For example, in &amp;quot;The Princess and the Dancer&amp;quot;, the Dancer may choose a different skillset to display to woo the Princess. Fighting is a very common variant for this one.&lt;br /&gt;
&lt;br /&gt;
=== Arts and Entertainment ===&lt;br /&gt;
Pictures and song are another way to tell a story.&lt;br /&gt;
&lt;br /&gt;
=== Family ===&lt;br /&gt;
Found family is as powerful as blood family. Geneologies are vital family records.&lt;br /&gt;
&lt;br /&gt;
== Holidays ==&lt;br /&gt;
Many holidays are celebrated within Dolsia.&lt;br /&gt;
&lt;br /&gt;
=== Florivivere Festival ===&lt;br /&gt;
The first winter after caelians were banished to the caverns of Dolsia was dark. The iron stench of death dripped from cold stalactites, but even the cruelest winter must end eventually. The caelians emerged from their caves to find flowers: bright specks of color poked out from the snow and reminded them that even in the frozen wastes of death, life persists. This is the origin of the Florivivere Festival.&lt;br /&gt;
&lt;br /&gt;
Today, caelians plant seeds in the twilight of fall, before the first frost. They mourn that which has, in the last year, been lost. But in the spring, they return to witness their bounty and celebrate: they&#039;re still here. Hope persists, and so do they. Over the many years since this festival first began, families began breeding their own unique strains of flowers to represent the resilience of their bloodline--a living heirloom--leading to a stunning array of colors and shapes. &lt;br /&gt;
&lt;br /&gt;
Every family has their own traditions for what they do with their flowers once they&#039;ve sprouted. Big families with lots of flowers may pick them and make flower crowns; young lovers may offer them as valentines; and old families may press them into a book, so future generations can see how the family has grown and changed. Someone with little family left to speak of may simply sit with their bloom.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://enchiron.autre.world/index.php?title=Fauna&amp;diff=432</id>
		<title>Fauna</title>
		<link rel="alternate" type="text/html" href="http://enchiron.autre.world/index.php?title=Fauna&amp;diff=432"/>
		<updated>2025-06-14T18:55:36Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Enchiron is a rich land that&#039;s full of many creatures.&lt;br /&gt;
&lt;br /&gt;
= Amphibians =&lt;br /&gt;
Enchiron is full of odd amphibians.&lt;br /&gt;
&lt;br /&gt;
== Sayilan Bullfrog ==&lt;br /&gt;
This species of frog is one of the most common in Sayilan swamps. They are easily found due to their loud call and large size, and they are commonly eaten. Their docile nature also makes them good pets.&lt;br /&gt;
&lt;br /&gt;
= Birds =&lt;br /&gt;
Colorful and unique birds occupy Enchiron.&lt;br /&gt;
&lt;br /&gt;
== Gargantuan Egret ==&lt;br /&gt;
An enormous species of bird is found in Sayilan swamps. Adults can grow over 10 feet tall. Their feathers are loved by Sayilans for decor, and their large, sky blue eggs are desirable for carving into art pieces, though fetching them is a risky endeavor. They are, overall, mild-mannered birds who won&#039;t bother you as long as you don&#039;t bother them and stay far away from their nests.&lt;br /&gt;
&lt;br /&gt;
= Bugs =&lt;br /&gt;
Many strange insects fill Enchiron.&lt;br /&gt;
&lt;br /&gt;
== Dragon Horn Snail ==&lt;br /&gt;
This species of snail is found in the swamps of Sayil. They are a scavenger species that love to feed on the cartilage and bone of carcasses in the swamps. This diet is notably high in calcium, which gives them their particularly thick and hard spiral shells, protecting them from predators.&lt;br /&gt;
&lt;br /&gt;
= Dragons =&lt;br /&gt;
Dragons primarily reside in the [[Coronus]] Mountains and the Honeyed Valley. They come in a huge variety of shapes, sizes, and temperaments: there are tiny species that hang around like seagulls in Coric cities, and large ones that want nothing to do with people of any sort. Most dragons are sensitive, social creatures who will befriend anyone who earns their respect. Many can learn verbal commands, and one or two species are capable of language mimicry. However, like parrots, it&#039;s not true speech, and they do not have human-level intelligence. Universally, they all share territorial and hoarding behavior, elemental breath, and a presumption they can win any fight they&#039;re involved in.&lt;br /&gt;
&lt;br /&gt;
== Brutbaz ==&lt;br /&gt;
The brutbaz is an unusual species of medium-sized dragon found in the wilderness of Coronus. These dragons are notable for being brood parasites, targeting dragons of similar size who heat-incubate their eggs. Adult brutbazes are one of the only species of dragon that Corics will kill on sight, for they can and will target ignii nests. Brutbaz eggs are near indistinguishable from ignii eggs: they have thicker shells, might be a different size, or have slightly altered patterns. Brutbaz parasitism has given rise to many stories of changelings in Coronus, particularly before it became widely known why some parents were hatching full dragons.&lt;br /&gt;
&lt;br /&gt;
== Hydras ==&lt;br /&gt;
Hydras are a very rare species of large dragon found on the mountaintops of Coronus. They&#039;re an apex predator among apex predators. They typically dislike people, and they have very large territories in which they roam and hunt. They&#039;re born with two heads, and they can freely drop heads the same way a lizard can drop a tail. Whenever they drop a head, two will grow from the stump. Adult hydras typically have upwards of five heads, and removal of all of them is required to slay them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Fish =&lt;br /&gt;
The waters of Enchiron are full of unique fish.&lt;br /&gt;
&lt;br /&gt;
== Banner-finned Catfish ==&lt;br /&gt;
This catfish is found in the swamps of Sayil. Catfish is a very popular source of food in Sayil, and the flexible spines of this species contain a mild, paralytic venom that&#039;s used as an anesthetic in local medicines.&lt;br /&gt;
&lt;br /&gt;
== Blue-finned Sunfish ==&lt;br /&gt;
This sunfish is found in the swamps of Sayil. They are numerous, easy to catch, and a very tasty fish for eating. They help keep the population of insects in the swamps in check.&lt;br /&gt;
&lt;br /&gt;
== Chainmail Gar ==&lt;br /&gt;
The chainmail gar is a medium sized fish found in the swamps of Sayil. They are notable for having particularly hard and shiny scales that flash and shine in the water. Their scales are used for jewelry, arrowhead tips, and armor. They are edible, and their eggs can be used to make a noxious poison.&lt;br /&gt;
&lt;br /&gt;
= Gryphons =&lt;br /&gt;
Gryphons are a hugely varied family of beaked, winged mammalian chimeras that mostly live in the Coronus mountains. They range in size from small sparrowmice to massive eaglions. Gryphons are considered to be dragon&#039;s natural enemies. While gryphons are predators themselves, dragons are one step above and prey on them. Gryphons, on the whole, are far less interested in people than dragons are, and thus are far more difficult to befriend and tame.&lt;br /&gt;
&lt;br /&gt;
== Otter-Spoonbill Gryphon ==&lt;br /&gt;
This species of gryphon can often be found lazily swimming through the waters of Sayil. During breeding season, they sprout large, round plumes of feathers. Their lazy demeanor and goofy appearance makes them popular subjects for the toymakers of Sayil.&lt;br /&gt;
&lt;br /&gt;
= Reptiles =&lt;br /&gt;
There exist more reptiles than dragons in this world.&lt;br /&gt;
&lt;br /&gt;
== Dagger-beaked Snapping Turtle ==&lt;br /&gt;
This species of turtle lives in the swamps of Sayil. They are ambush predators, with a tongue shaped like a small worm to lure in their prey. They have an incredible bite force and a territorial streak, and thus are to be avoided. They are quite large--up to a yard across-- and their shells are favored for making shields.&lt;br /&gt;
&lt;br /&gt;
== Sayilan Gharial ==&lt;br /&gt;
This crocodilian lives in the swamps of Sayil. It is almost entirely aquatic. Their eggs are considered a ritual delicacy, and their teeth and skin are used in weapons and armor. However, they are rarely hunted. Many Sayilans consider them the rulers of the swamp, and the superstitious believe that making eye contact with a lone gharial is an insult to them and will bring bad luck.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://enchiron.autre.world/index.php?title=Fauna&amp;diff=431</id>
		<title>Fauna</title>
		<link rel="alternate" type="text/html" href="http://enchiron.autre.world/index.php?title=Fauna&amp;diff=431"/>
		<updated>2025-06-14T18:52:07Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Gryphons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Enchiron is a rich land that&#039;s full of many creatures.&lt;br /&gt;
&lt;br /&gt;
= Birds =&lt;br /&gt;
Colorful and unique birds occupy Enchiron.&lt;br /&gt;
&lt;br /&gt;
== Gargantuan Egret ==&lt;br /&gt;
An enormous species of bird is found in Sayilan swamps. Adults can grow over 10 feet tall. Their feathers are loved by Sayilans for decor, and their large, sky blue eggs are desirable for carving into art pieces, though fetching them is a risky endeavor. They are, overall, mild-mannered birds who won&#039;t bother you as long as you don&#039;t bother them and stay far away from their nests.&lt;br /&gt;
&lt;br /&gt;
= Bugs =&lt;br /&gt;
Many strange insects fill Enchiron.&lt;br /&gt;
&lt;br /&gt;
== Dragon Horn Snail ==&lt;br /&gt;
This species of snail is found in the swamps of Sayil. They are a scavenger species that love to feed on the cartilage and bone of carcasses in the swamps. This diet is notably high in calcium, which gives them their particularly thick and hard spiral shells, protecting them from predators.&lt;br /&gt;
&lt;br /&gt;
= Dragons =&lt;br /&gt;
Dragons primarily reside in the [[Coronus]] Mountains and the Honeyed Valley. They come in a huge variety of shapes, sizes, and temperaments: there are tiny species that hang around like seagulls in Coric cities, and large ones that want nothing to do with people of any sort. Most dragons are sensitive, social creatures who will befriend anyone who earns their respect. Many can learn verbal commands, and one or two species are capable of language mimicry. However, like parrots, it&#039;s not true speech, and they do not have human-level intelligence. Universally, they all share territorial and hoarding behavior, elemental breath, and a presumption they can win any fight they&#039;re involved in.&lt;br /&gt;
&lt;br /&gt;
== Brutbaz ==&lt;br /&gt;
The brutbaz is an unusual species of medium-sized dragon found in the wilderness of Coronus. These dragons are notable for being brood parasites, targeting dragons of similar size who heat-incubate their eggs. Adult brutbazes are one of the only species of dragon that Corics will kill on sight, for they can and will target ignii nests. Brutbaz eggs are near indistinguishable from ignii eggs: they have thicker shells, might be a different size, or have slightly altered patterns. Brutbaz parasitism has given rise to many stories of changelings in Coronus, particularly before it became widely known why some parents were hatching full dragons.&lt;br /&gt;
&lt;br /&gt;
== Hydras ==&lt;br /&gt;
Hydras are a very rare species of large dragon found on the mountaintops of Coronus. They&#039;re an apex predator among apex predators. They typically dislike people, and they have very large territories in which they roam and hunt. They&#039;re born with two heads, and they can freely drop heads the same way a lizard can drop a tail. Whenever they drop a head, two will grow from the stump. Adult hydras typically have upwards of five heads, and removal of all of them is required to slay them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Fish =&lt;br /&gt;
The waters of Enchiron are full of unique fish.&lt;br /&gt;
&lt;br /&gt;
== Banner-finned Catfish ==&lt;br /&gt;
This catfish is found in the swamps of Sayil. Catfish is a very popular source of food in Sayil, and the flexible spines of this species contain a mild, paralytic venom that&#039;s used as an anesthetic in local medicines.&lt;br /&gt;
&lt;br /&gt;
== Blue-finned Sunfish ==&lt;br /&gt;
This sunfish is found in the swamps of Sayil. They are numerous, easy to catch, and a very tasty fish for eating. They help keep the population of insects in the swamps in check.&lt;br /&gt;
&lt;br /&gt;
== Chainmail Gar ==&lt;br /&gt;
The chainmail gar is a medium sized fish found in the swamps of Sayil. They are notable for having particularly hard and shiny scales that flash and shine in the water. Their scales are used for jewelry, arrowhead tips, and armor. They are edible, and their eggs can be used to make a noxious poison.&lt;br /&gt;
&lt;br /&gt;
= Gryphons =&lt;br /&gt;
Gryphons are a hugely varied family of beaked, winged mammalian chimeras that mostly live in the Coronus mountains. They range in size from small sparrowmice to massive eaglions. Gryphons are considered to be dragon&#039;s natural enemies. While gryphons are predators themselves, dragons are one step above and prey on them. Gryphons, on the whole, are far less interested in people than dragons are, and thus are far more difficult to befriend and tame.&lt;br /&gt;
&lt;br /&gt;
== Otter-Spoonbill Gryphon ==&lt;br /&gt;
This species of gryphon can often be found lazily swimming through the waters of Sayil. During breeding season, they sprout large, round plumes of feathers. Their lazy demeanor and goofy appearance makes them popular subjects for the toymakers of Sayil.&lt;br /&gt;
&lt;br /&gt;
= Reptiles =&lt;br /&gt;
There exist more reptiles than dragons in this world.&lt;br /&gt;
&lt;br /&gt;
== Dagger-beaked Snapping Turtle ==&lt;br /&gt;
This species of turtle lives in the swamps of Sayil. They are ambush predators, with a tongue shaped like a small worm to lure in their prey. They have an incredible bite force and a territorial streak, and thus are to be avoided. They are quite large--up to a yard across-- and their shells are favored for making shields.&lt;br /&gt;
&lt;br /&gt;
== Sayilan Gharial ==&lt;br /&gt;
This crocodilian lives in the swamps of Sayil. It is almost entirely aquatic. Their eggs are considered a ritual delicacy, and their teeth and skin are used in weapons and armor. However, they are rarely hunted. Many Sayilans consider them the rulers of the swamp, and the superstitious believe that making eye contact with a lone gharial is an insult to them and will bring bad luck.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://enchiron.autre.world/index.php?title=Fauna&amp;diff=430</id>
		<title>Fauna</title>
		<link rel="alternate" type="text/html" href="http://enchiron.autre.world/index.php?title=Fauna&amp;diff=430"/>
		<updated>2025-06-14T18:47:25Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Reptiles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Enchiron is a rich land that&#039;s full of many creatures.&lt;br /&gt;
&lt;br /&gt;
= Birds =&lt;br /&gt;
Colorful and unique birds occupy Enchiron.&lt;br /&gt;
&lt;br /&gt;
== Gargantuan Egret ==&lt;br /&gt;
An enormous species of bird is found in Sayilan swamps. Adults can grow over 10 feet tall. Their feathers are loved by Sayilans for decor, and their large, sky blue eggs are desirable for carving into art pieces, though fetching them is a risky endeavor. They are, overall, mild-mannered birds who won&#039;t bother you as long as you don&#039;t bother them and stay far away from their nests.&lt;br /&gt;
&lt;br /&gt;
= Bugs =&lt;br /&gt;
Many strange insects fill Enchiron.&lt;br /&gt;
&lt;br /&gt;
== Dragon Horn Snail ==&lt;br /&gt;
This species of snail is found in the swamps of Sayil. They are a scavenger species that love to feed on the cartilage and bone of carcasses in the swamps. This diet is notably high in calcium, which gives them their particularly thick and hard spiral shells, protecting them from predators.&lt;br /&gt;
&lt;br /&gt;
= Dragons =&lt;br /&gt;
Dragons primarily reside in the [[Coronus]] Mountains and the Honeyed Valley. They come in a huge variety of shapes, sizes, and temperaments: there are tiny species that hang around like seagulls in Coric cities, and large ones that want nothing to do with people of any sort. Most dragons are sensitive, social creatures who will befriend anyone who earns their respect. Many can learn verbal commands, and one or two species are capable of language mimicry. However, like parrots, it&#039;s not true speech, and they do not have human-level intelligence. Universally, they all share territorial and hoarding behavior, elemental breath, and a presumption they can win any fight they&#039;re involved in.&lt;br /&gt;
&lt;br /&gt;
== Brutbaz ==&lt;br /&gt;
The brutbaz is an unusual species of medium-sized dragon found in the wilderness of Coronus. These dragons are notable for being brood parasites, targeting dragons of similar size who heat-incubate their eggs. Adult brutbazes are one of the only species of dragon that Corics will kill on sight, for they can and will target ignii nests. Brutbaz eggs are near indistinguishable from ignii eggs: they have thicker shells, might be a different size, or have slightly altered patterns. Brutbaz parasitism has given rise to many stories of changelings in Coronus, particularly before it became widely known why some parents were hatching full dragons.&lt;br /&gt;
&lt;br /&gt;
== Hydras ==&lt;br /&gt;
Hydras are a very rare species of large dragon found on the mountaintops of Coronus. They&#039;re an apex predator among apex predators. They typically dislike people, and they have very large territories in which they roam and hunt. They&#039;re born with two heads, and they can freely drop heads the same way a lizard can drop a tail. Whenever they drop a head, two will grow from the stump. Adult hydras typically have upwards of five heads, and removal of all of them is required to slay them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Fish =&lt;br /&gt;
The waters of Enchiron are full of unique fish.&lt;br /&gt;
&lt;br /&gt;
== Banner-finned Catfish ==&lt;br /&gt;
This catfish is found in the swamps of Sayil. Catfish is a very popular source of food in Sayil, and the flexible spines of this species contain a mild, paralytic venom that&#039;s used as an anesthetic in local medicines.&lt;br /&gt;
&lt;br /&gt;
== Blue-finned Sunfish ==&lt;br /&gt;
This sunfish is found in the swamps of Sayil. They are numerous, easy to catch, and a very tasty fish for eating. They help keep the population of insects in the swamps in check.&lt;br /&gt;
&lt;br /&gt;
== Chainmail Gar ==&lt;br /&gt;
The chainmail gar is a medium sized fish found in the swamps of Sayil. They are notable for having particularly hard and shiny scales that flash and shine in the water. Their scales are used for jewelry, arrowhead tips, and armor. They are edible, and their eggs can be used to make a noxious poison.&lt;br /&gt;
&lt;br /&gt;
= Gryphons =&lt;br /&gt;
Gryphons are a hugely varied family of beaked, winged mammalian chimeras that mostly live in the Coronus mountains. They range in size from small sparrowmice to massive eaglions. Gryphons are considered to be dragon&#039;s natural enemies. While gryphons are predators themselves, dragons are one step above and prey on them. Gryphons, on the whole, are far less interested in people than dragons are, and thus are far more difficult to befriend and tame.&lt;br /&gt;
&lt;br /&gt;
= Reptiles =&lt;br /&gt;
There exist more reptiles than dragons in this world.&lt;br /&gt;
&lt;br /&gt;
== Dagger-beaked Snapping Turtle ==&lt;br /&gt;
This species of turtle lives in the swamps of Sayil. They are ambush predators, with a tongue shaped like a small worm to lure in their prey. They have an incredible bite force and a territorial streak, and thus are to be avoided. They are quite large--up to a yard across-- and their shells are favored for making shields.&lt;br /&gt;
&lt;br /&gt;
== Sayilan Gharial ==&lt;br /&gt;
This crocodilian lives in the swamps of Sayil. It is almost entirely aquatic. Their eggs are considered a ritual delicacy, and their teeth and skin are used in weapons and armor. However, they are rarely hunted. Many Sayilans consider them the rulers of the swamp, and the superstitious believe that making eye contact with a lone gharial is an insult to them and will bring bad luck.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://enchiron.autre.world/index.php?title=Fauna&amp;diff=429</id>
		<title>Fauna</title>
		<link rel="alternate" type="text/html" href="http://enchiron.autre.world/index.php?title=Fauna&amp;diff=429"/>
		<updated>2025-06-14T18:41:07Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Enchiron is a rich land that&#039;s full of many creatures.&lt;br /&gt;
&lt;br /&gt;
= Birds =&lt;br /&gt;
Colorful and unique birds occupy Enchiron.&lt;br /&gt;
&lt;br /&gt;
== Gargantuan Egret ==&lt;br /&gt;
An enormous species of bird is found in Sayilan swamps. Adults can grow over 10 feet tall. Their feathers are loved by Sayilans for decor, and their large, sky blue eggs are desirable for carving into art pieces, though fetching them is a risky endeavor. They are, overall, mild-mannered birds who won&#039;t bother you as long as you don&#039;t bother them and stay far away from their nests.&lt;br /&gt;
&lt;br /&gt;
= Bugs =&lt;br /&gt;
Many strange insects fill Enchiron.&lt;br /&gt;
&lt;br /&gt;
== Dragon Horn Snail ==&lt;br /&gt;
This species of snail is found in the swamps of Sayil. They are a scavenger species that love to feed on the cartilage and bone of carcasses in the swamps. This diet is notably high in calcium, which gives them their particularly thick and hard spiral shells, protecting them from predators.&lt;br /&gt;
&lt;br /&gt;
= Dragons =&lt;br /&gt;
Dragons primarily reside in the [[Coronus]] Mountains and the Honeyed Valley. They come in a huge variety of shapes, sizes, and temperaments: there are tiny species that hang around like seagulls in Coric cities, and large ones that want nothing to do with people of any sort. Most dragons are sensitive, social creatures who will befriend anyone who earns their respect. Many can learn verbal commands, and one or two species are capable of language mimicry. However, like parrots, it&#039;s not true speech, and they do not have human-level intelligence. Universally, they all share territorial and hoarding behavior, elemental breath, and a presumption they can win any fight they&#039;re involved in.&lt;br /&gt;
&lt;br /&gt;
== Brutbaz ==&lt;br /&gt;
The brutbaz is an unusual species of medium-sized dragon found in the wilderness of Coronus. These dragons are notable for being brood parasites, targeting dragons of similar size who heat-incubate their eggs. Adult brutbazes are one of the only species of dragon that Corics will kill on sight, for they can and will target ignii nests. Brutbaz eggs are near indistinguishable from ignii eggs: they have thicker shells, might be a different size, or have slightly altered patterns. Brutbaz parasitism has given rise to many stories of changelings in Coronus, particularly before it became widely known why some parents were hatching full dragons.&lt;br /&gt;
&lt;br /&gt;
== Hydras ==&lt;br /&gt;
Hydras are a very rare species of large dragon found on the mountaintops of Coronus. They&#039;re an apex predator among apex predators. They typically dislike people, and they have very large territories in which they roam and hunt. They&#039;re born with two heads, and they can freely drop heads the same way a lizard can drop a tail. Whenever they drop a head, two will grow from the stump. Adult hydras typically have upwards of five heads, and removal of all of them is required to slay them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Fish =&lt;br /&gt;
The waters of Enchiron are full of unique fish.&lt;br /&gt;
&lt;br /&gt;
== Banner-finned Catfish ==&lt;br /&gt;
This catfish is found in the swamps of Sayil. Catfish is a very popular source of food in Sayil, and the flexible spines of this species contain a mild, paralytic venom that&#039;s used as an anesthetic in local medicines.&lt;br /&gt;
&lt;br /&gt;
== Blue-finned Sunfish ==&lt;br /&gt;
This sunfish is found in the swamps of Sayil. They are numerous, easy to catch, and a very tasty fish for eating. They help keep the population of insects in the swamps in check.&lt;br /&gt;
&lt;br /&gt;
== Chainmail Gar ==&lt;br /&gt;
The chainmail gar is a medium sized fish found in the swamps of Sayil. They are notable for having particularly hard and shiny scales that flash and shine in the water. Their scales are used for jewelry, arrowhead tips, and armor. They are edible, and their eggs can be used to make a noxious poison.&lt;br /&gt;
&lt;br /&gt;
= Gryphons =&lt;br /&gt;
Gryphons are a hugely varied family of beaked, winged mammalian chimeras that mostly live in the Coronus mountains. They range in size from small sparrowmice to massive eaglions. Gryphons are considered to be dragon&#039;s natural enemies. While gryphons are predators themselves, dragons are one step above and prey on them. Gryphons, on the whole, are far less interested in people than dragons are, and thus are far more difficult to befriend and tame.&lt;br /&gt;
&lt;br /&gt;
= Reptiles =&lt;br /&gt;
There exist more reptiles than dragons in this world.&lt;br /&gt;
&lt;br /&gt;
== Sayilan Gharial ==&lt;br /&gt;
This crocodilian lives in the swamps of Sayil. It is almost entirely aquatic. Their eggs are considered a ritual delicacy, and their teeth and skin are used in weapons and armor. However, they are rarely hunted. Many Sayilans consider them the rulers of the swamp, and the superstitious believe that making eye contact with a lone gharial is an insult to them and will bring bad luck.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://enchiron.autre.world/index.php?title=Fauna&amp;diff=428</id>
		<title>Fauna</title>
		<link rel="alternate" type="text/html" href="http://enchiron.autre.world/index.php?title=Fauna&amp;diff=428"/>
		<updated>2025-06-14T18:29:28Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Enchiron is a rich land that&#039;s full of many creatures.&lt;br /&gt;
&lt;br /&gt;
= Birds =&lt;br /&gt;
Colorful and unique birds occupy Enchiron.&lt;br /&gt;
&lt;br /&gt;
== Gargantuan Egret ==&lt;br /&gt;
An enormous species of bird is found in Sayilan swamps. Adults can grow over 10 feet tall. Their feathers are loved by Sayilans for decor, and their large, sky blue eggs are desirable for carving into art pieces, though fetching them is a risky endeavor. They are, overall, mild-mannered birds who won&#039;t bother you as long as you don&#039;t bother them and stay far away from their nests.&lt;br /&gt;
&lt;br /&gt;
= Bugs =&lt;br /&gt;
Many strange insects fill Enchiron.&lt;br /&gt;
&lt;br /&gt;
== Dragon Horn Snail ==&lt;br /&gt;
This species of snail is found in the swamps of Sayil. They are a scavenger species that love to feed on the cartilage and bone of carcasses in the swamps. This diet is notably high in calcium, which gives them their particularly thick and hard spiral shells, protecting them from predators.&lt;br /&gt;
&lt;br /&gt;
= Dragons =&lt;br /&gt;
Dragons primarily reside in the [[Coronus]] Mountains and the Honeyed Valley. They come in a huge variety of shapes, sizes, and temperaments: there are tiny species that hang around like seagulls in Coric cities, and large ones that want nothing to do with people of any sort. Most dragons are sensitive, social creatures who will befriend anyone who earns their respect. Many can learn verbal commands, and one or two species are capable of language mimicry. However, like parrots, it&#039;s not true speech, and they do not have human-level intelligence. Universally, they all share territorial and hoarding behavior, elemental breath, and a presumption they can win any fight they&#039;re involved in.&lt;br /&gt;
&lt;br /&gt;
== Brutbaz ==&lt;br /&gt;
The brutbaz is an unusual species of medium-sized dragon found in the wilderness of Coronus. These dragons are notable for being brood parasites, targeting dragons of similar size who heat-incubate their eggs. Adult brutbazes are one of the only species of dragon that Corics will kill on sight, for they can and will target ignii nests. Brutbaz eggs are near indistinguishable from ignii eggs: they have thicker shells, might be a different size, or have slightly altered patterns. Brutbaz parasitism has given rise to many stories of changelings in Coronus, particularly before it became widely known why some parents were hatching full dragons.&lt;br /&gt;
&lt;br /&gt;
== Hydras ==&lt;br /&gt;
Hydras are a very rare species of large dragon found on the mountaintops of Coronus. They&#039;re an apex predator among apex predators. They typically dislike people, and they have very large territories in which they roam and hunt. They&#039;re born with two heads, and they can freely drop heads the same way a lizard can drop a tail. Whenever they drop a head, two will grow from the stump. Adult hydras typically have upwards of five heads, and removal of all of them is required to slay them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Fish =&lt;br /&gt;
The waters of Enchiron are full of unique fish.&lt;br /&gt;
&lt;br /&gt;
== Banner-finned Catfish ==&lt;br /&gt;
This catfish is found in the swamps of Sayil. Catfish is a very popular source of food in Sayil, and the flexible spines of this species contain a mild, paralytic venom that&#039;s used as an anesthetic in local medicines.&lt;br /&gt;
&lt;br /&gt;
== Blue-finned Sunfish ==&lt;br /&gt;
This sunfish is found in the swamps of Sayil. They are numerous, easy to catch, and a very tasty fish for eating. They help keep the population of insects in the swamps in check.&lt;br /&gt;
&lt;br /&gt;
== Chainmail Gar ==&lt;br /&gt;
The chainmail gar is a medium sized fish found in the swamps of Sayil. They are notable for having particularly hard and shiny scales that flash and shine in the water. Their scales are used for jewelry, arrowhead tips, and armor. They are edible, and their eggs can be used to make a noxious poison.&lt;br /&gt;
&lt;br /&gt;
= Gryphons =&lt;br /&gt;
Gryphons are a hugely varied family of beaked, winged mammalian chimeras that mostly live in the Coronus mountains. They range in size from small sparrowmice to massive eaglions. Gryphons are considered to be dragon&#039;s natural enemies. While gryphons are predators themselves, dragons are one step above and prey on them. Gryphons, on the whole, are far less interested in people than dragons are, and thus are far more difficult to befriend and tame.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://enchiron.autre.world/index.php?title=Fauna&amp;diff=427</id>
		<title>Fauna</title>
		<link rel="alternate" type="text/html" href="http://enchiron.autre.world/index.php?title=Fauna&amp;diff=427"/>
		<updated>2025-06-14T17:52:38Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Enchiron is a rich land that&#039;s full of many creatures.&lt;br /&gt;
&lt;br /&gt;
= Dragons =&lt;br /&gt;
Dragons primarily reside in the [[Coronus]] Mountains and the Honeyed Valley. They come in a huge variety of shapes, sizes, and temperaments: there are tiny species that hang around like seagulls in Coric cities, and large ones that want nothing to do with people of any sort. Most dragons are sensitive, social creatures who will befriend anyone who earns their respect. Many can learn verbal commands, and one or two species are capable of language mimicry. However, like parrots, it&#039;s not true speech, and they do not have human-level intelligence. Universally, they all share territorial and hoarding behavior, elemental breath, and a presumption they can win any fight they&#039;re involved in.&lt;br /&gt;
&lt;br /&gt;
== Brutbaz ==&lt;br /&gt;
The brutbaz is an unusual species of medium-sized dragon found in the wilderness of Coronus. These dragons are notable for being brood parasites, targeting dragons of similar size who heat-incubate their eggs. Adult brutbazes are one of the only species of dragon that Corics will kill on sight, for they can and will target ignii nests. Brutbaz eggs are near indistinguishable from ignii eggs: they have thicker shells, might be a different size, or have slightly altered patterns. Brutbaz parasitism has given rise to many stories of changelings in Coronus, particularly before it became widely known why some parents were hatching full dragons.&lt;br /&gt;
&lt;br /&gt;
== Hydras ==&lt;br /&gt;
Hydras are a very rare species of large dragon found on the mountaintops of Coronus. They&#039;re an apex predator among apex predators. They typically dislike people, and they have very large territories in which they roam and hunt. They&#039;re born with two heads, and they can freely drop heads the same way a lizard can drop a tail. Whenever they drop a head, two will grow from the stump. Adult hydras typically have upwards of five heads, and removal of all of them is required to slay them.&lt;br /&gt;
&lt;br /&gt;
= Gryphons =&lt;br /&gt;
Gryphons are a hugely varied family of beaked, winged mammalian chimeras that mostly live in the Coronus mountains. They range in size from small sparrowmice to massive eaglions. Gryphons are considered to be dragon&#039;s natural enemies. While gryphons are predators themselves, dragons are one step above and prey on them. Gryphons, on the whole, are far less interested in people than dragons are, and thus are far more difficult to befriend and tame.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://enchiron.autre.world/index.php?title=Fauna&amp;diff=426</id>
		<title>Fauna</title>
		<link rel="alternate" type="text/html" href="http://enchiron.autre.world/index.php?title=Fauna&amp;diff=426"/>
		<updated>2025-06-14T17:33:52Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Dragons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Enchiron is a rich land that&#039;s full of many creatures.&lt;br /&gt;
&lt;br /&gt;
== Dragons ==&lt;br /&gt;
&lt;br /&gt;
Dragons primarily reside in the [[Coronus]] Mountains and the Honeyed Valley. They come in a huge variety of shapes, sizes, and temperaments: there are tiny species that hang around like seagulls in Coric cities, and large ones that want nothing to do with people of any sort. Most dragons are sensitive, social creatures who will befriend anyone who earns their respect. Many can learn verbal commands, and one or two species are capable of language mimicry. However, like parrots, it&#039;s not true speech, and they do not have human-level intelligence. Universally, they all share territorial and hoarding behavior, elemental breath, and a presumption they can win any fight they&#039;re involved in.&lt;br /&gt;
&lt;br /&gt;
= Hydras =&lt;br /&gt;
&lt;br /&gt;
== Gryphons ==&lt;br /&gt;
&lt;br /&gt;
Gryphons are a hugely varied family of beaked, winged mammalian chimeras that mostly live in the Coronus mountains. They range in size from small sparrowmice to massive eaglions. Gryphons are considered to be dragon&#039;s natural enemies. While gryphons are predators themselves, dragons are one step above and prey on them. Gryphons, on the whole, are far less interested in people than dragons are, and thus are far more difficult to befriend and tame.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://enchiron.autre.world/index.php?title=Ignii&amp;diff=425</id>
		<title>Ignii</title>
		<link rel="alternate" type="text/html" href="http://enchiron.autre.world/index.php?title=Ignii&amp;diff=425"/>
		<updated>2025-06-13T23:30:46Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Species]]&lt;br /&gt;
Ignii know where true power lies. In their ancient past, the humans they once were scaled the Coronus mountains to seek out the home of the Mother of Dragons. They worshiped at her feet, and her blessing unto them was baptismal fires, scorching away flesh and bone to birth them anew. In her name, they became conquerors, ever striving to become better, better, better, until they too can hold the very heavens in their hands.&lt;br /&gt;
&lt;br /&gt;
== Aging ==&lt;br /&gt;
Ignii have lifespans very similar to humans, but they&#039;re plagued by young deaths that skew the life expectancy shorter. Many ignii die young in duels or play combat, and many die young due to climbing accidents or falls while gliding. Coric culture encourages risk-taking and a tendency to overestimate your abilities. &lt;br /&gt;
&lt;br /&gt;
Elderly ignii replace lost scales slower: you see a lot more bald patches, particularly on the hands. Day-to-day life--touching, climbing, and working--wears away these spots first. Their sheds also prove more troublesome as they age. Baths are needed to make sure their sheds come off properly. Their wings also get more frail: they can&#039;t glide as long, and it takes much longer to recover from crashes.&lt;br /&gt;
&lt;br /&gt;
== Incubation ==&lt;br /&gt;
The third trimester of an ignii’s gestation occurs outside the body, in an egg. During this final phase of development, the egg must be kept at extremely high temperatures, and to these ends, the parents build what’s colloquially known as a kinterflame. The kinterflame is a wood fire that must be consistently maintained for three months for healthy development of the child. While some variation in the fire is a natural part of the process, if the egg gets too cool for too long, the child may hatch with soft scales, weak magic, small wings, brittle claws, or other birth defects. A lack of heat can cause even death. &lt;br /&gt;
&lt;br /&gt;
Tending to a kinterflame for long enough will induce broodiness in any ignii, related or not. Broody ignii become territorial, aggressive, and fixated on their egg, sometimes to the neglect of all else. In Coronus, it’s common for friends and family to bring food and necessities to expectant parents to help ease the load. Single parents in particular struggle to get enough sleep. &lt;br /&gt;
&lt;br /&gt;
For some ignii, broodiness comes with the instinctual desire to dig. Hatching burrows are still common in the more rural parts of Coronus, whereas more urban areas use their home’s hearth. The smoke from a kinterflame is a beacon, and many Coric legends start with a hero or villain following that call. &lt;br /&gt;
&lt;br /&gt;
When the egg finally hatches, the embryonic fluid protects the infants’ skin from the fire until they can be removed and washed clean. An ignii&#039;s egg tooth is found right on the tip of the baby&#039;s nose.&lt;br /&gt;
&lt;br /&gt;
==Scales==&lt;br /&gt;
Ignii scales are extremely tough. They form a natural armor that allows ignii to tear through stone and dig into hardpacked dirt without sustaining so much as a scratch. Scales come in a huge variety of shapes, colors, and patterns.&lt;br /&gt;
&lt;br /&gt;
==Wings==&lt;br /&gt;
Ignii wings are multipurpose limbs that are designed to support both climbing and gliding. They are fully muscled, like an arm. When climbing, the &#039;fingers&#039; of the wing are able to dig their claws into the stone and add further points of support when climbing an otherwise sheer surface. Should they fall, their wings can also catch them. Ignii are too heavy to be able to take off from the ground or ride the winds indefinitely, but they are efficient gliders capable of maneuvering in midair.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://enchiron.autre.world/index.php?title=Coronus&amp;diff=424</id>
		<title>Coronus</title>
		<link rel="alternate" type="text/html" href="http://enchiron.autre.world/index.php?title=Coronus&amp;diff=424"/>
		<updated>2025-06-04T05:43:14Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Bromus Peak */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Coronus mountain range cuts across the heart of the continent. With a volcano at its center, it&#039;s a hotbed of geological activity, and atop its peaks, dragonkind makes its home. They rule skies, vistas, and all below; everything in their sight is part of their horde. Ignii count themselves among these masters: they oversee their domain from grand sparkling pavilions, so all may look up and view their majesty.&lt;br /&gt;
==Geography==&lt;br /&gt;
Coronus is a scattered country, with villages spread all across the mountains. Because the mountain range curls around the continent, its climates match The lowlands tend to be lush, green, and temperate: they&#039;re mostly fieldland, interspersed with stretches of forest and copses of trees. The ignii that live here tend to be more mild-mannered and social, and less violent than their neighbors at higher elevations. Those uninterested in the daredevil lifestyle tend to descend here. A majority of the farming happens in the lowlands.&lt;br /&gt;
&lt;br /&gt;
As you go higher into the mountains, the fields become scrubby and rocky. Veins of stone rise to sharp cliffsides, and caves down to Dolsia or infested with wyrms lay bare in the open. Most Coric villages and cities are on this level, clustered around cliffsides, waterfalls, and lava flows. Ignii tend to favor locations with a view.&lt;br /&gt;
&lt;br /&gt;
The mountain summits are a rocky, barren tundra. For most of the year, they&#039;re snowed over, and little lives there except the largest and strongest of dragons. Ignii who take matters of strength to their greatest extreme tend to live in this frozen wasteland. Training themselves to breathe the thin air, they build their homes atop spires that reach ever higher into the heavens.&lt;br /&gt;
&lt;br /&gt;
===Architecture===&lt;br /&gt;
The Coric love large, open architecture. They love to live in places that dwarf them. Their cities are majestic places of marble pavilions and large, towering columns and archways. Their homes--any made to last, at least--are similarly made of stone, often with little gardens in the center. Occasionally, you see reliefs of mighty warriors set into buildings, but typically the Coric prefer to show off the natural grain of the stone, or to make mosaics of out of sparkling stone.&lt;br /&gt;
&lt;br /&gt;
Building these magnificent buildings, however, takes a lot of resources and assistance. Many Coric people live semi-permanently in inns or log or mud cabins. These homes are much more modest, often just a collection of single rooms built around a hearth.&lt;br /&gt;
&lt;br /&gt;
===Notable Locations===&lt;br /&gt;
There are a wide variety of landmarks within Coronus, from its snowy peaks to the fertile lowlands. A selection of some of its most well known ones are as follows.&lt;br /&gt;
&lt;br /&gt;
====Crysentis====&lt;br /&gt;
The capital city of Coronus is the biggest in the nation. Wide expanses of shining marble pavilions and breezy open air buildings form steps up to the magnificent castle where the King of Coronus resides.&lt;br /&gt;
&lt;br /&gt;
====Volcano====&lt;br /&gt;
The active volcano Crysentis was built on. Rivets and valleys allow its flows to pass safely through the city, while leaders gather for ceremony at its peak. The volcano is considered to be the still-beating heart of the Mother of Dragons.&lt;br /&gt;
&lt;br /&gt;
====Mother&#039;s Maw====&lt;br /&gt;
An active volacano shaped like a dragon&#039;s head. The Coric faithful believe this to be the face of the Mother, and the rest of her sleeping body forms the mountain range they live on. The city in the Maw is full of the faithful, and pilgrims come to tell the Mother their troubles and secrets.&lt;br /&gt;
&lt;br /&gt;
====The Paint Pots====&lt;br /&gt;
A collection of hot springs on the inner ring of the mountains. The pools bubble with radiant color from the natural minerals. While toxic to many other species, they are a popular vacation destination among ignii. A good long soak in the springs helps during shedding season.&lt;br /&gt;
&lt;br /&gt;
====Bromus Peak====&lt;br /&gt;
An agricultural community located on the southwestern edge of the range. Long suffering from a [https://toyhou.se/32878924.rook neglectful ruler], a [https://toyhou.se/~forums/34679.roleplay/645196.event-fall-of-the-mountain-king recent coup] has put it under the new leadership of [https://toyhou.se/~forums/34680.journals/486167.c-rayleigh-the-ignii Rayleigh] and [https://toyhou.se/~forums/34680.journals/486172.c-cirrus-the-ignii Cirrus]. Several players proved themselves essential in this resistance effort: [https://toyhou.se/~forums/34680.journals/645230.c-boomslang-the-caelian Boomslang], [https://toyhou.se/~forums/34680.journals/493785.c-rhodes-the-ignii Rhodes], [https://toyhou.se/14766686.lv-4016-foreigner/26726001.enchiron-au Foreigner], [https://toyhou.se/26711935.hermes-logios Hermes], [https://toyhou.se/27364697.eira-ivory Eira], [https://toyhou.se/27644934.raelene-ivory Raelene], [https://toyhou.se/28934549.elena-ivory Elena], [https://toyhou.se/25200396.irvin-foreigner Irvin], [https://toyhou.se/28911764.arbor-heliodor Arbor], [https://toyhou.se/31494240.morgan-leviathan-locke Morgan], [https://toyhou.se/27541904.fury Fury], [https://toyhou.se/25158724.cinnabar Cinnabar], [https://toyhou.se/29172784.pip Pip], [https://toyhou.se/14877459.ajax Ajax], [https://toyhou.se/28995427.citrine Citrine], [https://toyhou.se/26703674.leon Leon], [https://toyhou.se/16233954.uriel/31833897.caelian-au Uriel], and [https://toyhou.se/11803724.ryder-reid/31848558.enchiron-au Ryder]. At the end of the coup, a hydra was freed from Rook&#039;s cruel imprisonment, and as it climbed free, it was adopted as the Guardian of this mountain.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
They worshiped dragons for their strength and majesty, almost like gods. They considered them the superior creature. Their fevered passion was not well-accepted in Eniya, so many of these acolytes opted to migrate up into the mountains to live among the dragons.&lt;br /&gt;
&lt;br /&gt;
===Technology===&lt;br /&gt;
Armor and weaponry.&lt;br /&gt;
&lt;br /&gt;
==Politics==&lt;br /&gt;
Might is right.&lt;br /&gt;
&lt;br /&gt;
===Justice System===&lt;br /&gt;
An eye for an eye.&lt;br /&gt;
&lt;br /&gt;
===International Relations===&lt;br /&gt;
Isolationist.&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
Barter and sale.&lt;br /&gt;
&lt;br /&gt;
===Dragon Taming===&lt;br /&gt;
Dragon taming is a time-tested and honorable career for an ignii. Dragons are revered in Coric society, so being able to befriend one is a huge mark of honor--all the more so if you can do that for many. Dragon parents are able to leave a tamer at any time if they find the tamer&#039;s home substandard, so  a successful career in taming requires a mountain of trust and an intimate knowledge of the chosen dragon species&#039;s preferences. Different people specialize in different species, and they raise the dragons for different purposes. Some are raising pets, and others raise working dragons (ex: mounts, blacksmith assistants, chef assistants, disability supports, herding, etc). Some people who run rescues for injured dragons, and other people run shelters for dragons that want a new home. (Sometimes, a homeless dragon will just return to the wilderness, but some aren&#039;t capable or--having lived in the company of ignii--prefer it.) Dragons have a long memory and recognize faces, and they&#039;ll point out ignii that can be trusted or are to be avoided to others in their family pod.&lt;br /&gt;
&lt;br /&gt;
Different tamers have different strategies for taming dragons, and some are very secretive about their methods. Dragon breeding generally happens without ignii intervention. There&#039;s a certain subset of people who are convinced egg thieving and imprinting on the hatchling is the only way to successfully tame certain species of dragons--particularly for the more challenging species. While it is effective, improper socialization causes major issues when these dragons encounter others of their kind, and they often flounder if ever released back to the wild. Egg thieving is considered abusive in the modern day. &lt;br /&gt;
&lt;br /&gt;
The most common method of taming involves spending time around a dragon and offering it things it likes (usually either food or things it hoards) until it begins to show an interest in you. It&#039;s a very dangerous process, however, because if anything gets pushed too far too quickly, or a dragon&#039;s invisible rule is broken, they may attack. Younger dragons are easier to tame, but parent dragons can be very protective of nests. Older, successful tamers are friends with parent dragons, allowing them access to hatchlings, and thus they can foster a whole family line.&lt;br /&gt;
&lt;br /&gt;
===Cuisine===&lt;br /&gt;
The rich volcanic soil makes for great farming, allowing Coric farmers to grow a huge variety of crops at lower elevations. At higher elevations, farming becomes more restricted as the air gets thinner and the weather colder, but a robust trade system means those living higher rarely lack. Their diets typically are savory and salty, with more vegetables than you might expect. Grilling is the most common form of cooking, as is braising. Coronus has mastered spit and pit roasting. Coronus loves big, bold flavors and spicy foods. At higher elevations, cheese and cream based dishes become more popular, as more herding occurs there.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
The great dragon that anointed them the worthy.&lt;br /&gt;
&lt;br /&gt;
===Guardian Dragons===&lt;br /&gt;
Coric civilizations exist in a constant tension with the larger dragons they call neighbors. Large dragons tend to be antisocial, and in the worst of cases, they can be actively antagonistic to Coric settlements in their territories. But, at the same time, large dragons most embody the might and heat that Corics so worship. The bigger they are, the longer their lives, and the closer they&#039;re considered to be to their collective Mother. &lt;br /&gt;
&lt;br /&gt;
Dragons that have maintained a peaceful relationship with their Coric neighbors or appeared at an auspicious moment in a community&#039;s history are often adopted as the Guardian of that community. The Guardian is given the community&#039;s name, and pious ignii will make pilgrimages to visit it. Offerings to the Guardian are akin to offerings to the Mother, and they are thought to bring good fortune. Occasionally, if one cultivates enough of a positive relationship with the Guardian, it may grant a boon. There are many legends of Guardian Dragons saving towns from disaster or granting a supplicant just the gift or omen they needed to navigate a conflict.&lt;br /&gt;
&lt;br /&gt;
Guardianship can be revoked if the dragon turns on its community, and this is typically treated as a failing on the part of the town to appropriately honor it, rather than the whims of the dragon. Fallen Guardians are considered creatures of tragedy. When a Guardian dies, the entire community goes into mourning, and the position will remain vacant until another worthy dragon appears. While Guardians are almost universally large, there have been a few notable cases where a small dragon was chosen.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Hedonistic.&lt;br /&gt;
&lt;br /&gt;
===Strength===&lt;br /&gt;
Coric culture values strength and athleticism above all else. The strongest person in the room is the one who can protect those they love; they can defend themself from anyone who seeks to trample them; and they have shown a patience and dedication to improvement of the self that is to be respected. Coronus is a dangerous place: for all the love ignii show to dragons, large species of dragons can and do see them as potential prey. &lt;br /&gt;
&lt;br /&gt;
That said, strength is incompatible with cruelty. Cruelty is selfish, lazy, and antithetical to society. Coric people have a very strong sense of justice and how things ought to be, and they will band together to take out anyone they perceive to be abusing their power.&lt;br /&gt;
&lt;br /&gt;
That said, this single-minded focus on strength has cultivated a rift in society. Children who are averse to fighting struggle. Often, they face bullying from their peers that gets compounded by worried parents who want them to be able to defend themselves. While things are better once grown--adults don&#039;t have such a desperate need to prove themselves, and many places in Coric society include no fighting at all--these reputations can follow.&lt;br /&gt;
&lt;br /&gt;
===Arts and Entertainment===&lt;br /&gt;
Mosaics are a common art form. Drums are important in their music.&lt;br /&gt;
&lt;br /&gt;
===Romance===&lt;br /&gt;
Hot dating tips: challenge your future spouse to a duel.&lt;br /&gt;
&lt;br /&gt;
Polyamory is fairly common in Coronus. The heart wants what the heart wants, and if that&#039;s multiple people, then the more the merrier.&lt;br /&gt;
&lt;br /&gt;
===Family===&lt;br /&gt;
Ignii love their dragon brethren and nearly all will, at some point in their life, befriend a dragon and develop a companionship of some sort. Dragons are part of the family: they might be pets, pests, mounts, assistants, guides, or more.&lt;br /&gt;
&lt;br /&gt;
===Death===&lt;br /&gt;
Return them to the volcano.&lt;br /&gt;
&lt;br /&gt;
=== Disability ===&lt;br /&gt;
Parents ought to work within your abilities to enable you to defend yourself.&lt;br /&gt;
&lt;br /&gt;
== Holidays ==&lt;br /&gt;
Coronus loves holidays.&lt;br /&gt;
&lt;br /&gt;
=== Fumir ===&lt;br /&gt;
Come autumn, as the leaves die and the weather cools, a favorite festival lights up the Coronus Mountains: Fumir. Fumir is the Coric new year, where you say goodbye to the past and release your regrets, your grudges, and your fears. Anything that holds you back is thrown to the fires so you may enter the new year unburdened and free. This is a time when enemies reconcile, secret admirers confess their feelings, and sour relationships reach their close, although many choose to simply remember. All bring their offerings to the bonfire.&lt;br /&gt;
&lt;br /&gt;
Most importantly, however, Fumir is about eating lots and lots of delicious food. Fumir food is rich in flavor: heavily spiced soups, pockets of bread full of cheese and nuts, and skewers covered in sweet, spicy, sticky meat. Street food stalls pop up everywhere during the holiday, offering their wares to anyone roaming the plazas.&lt;br /&gt;
&lt;br /&gt;
=== Ashfall ===&lt;br /&gt;
Great dragons are a subset of rare, notably large dragons that occupies the Coronus mountains, and they are especially revered by their Coric neighbors. Typically, there is a small group that tends to these dragons like priests, and when one is ready to pass, it is a funeral for the entire community. A pyre is built, and the corpse is dismantled and returned to the community and the earth: scales and skin become leather and armor; bones and claws become weapons;  and every part is utilized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Places]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://enchiron.autre.world/index.php?title=Coronus&amp;diff=423</id>
		<title>Coronus</title>
		<link rel="alternate" type="text/html" href="http://enchiron.autre.world/index.php?title=Coronus&amp;diff=423"/>
		<updated>2025-06-04T05:40:53Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Notable Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Coronus mountain range cuts across the heart of the continent. With a volcano at its center, it&#039;s a hotbed of geological activity, and atop its peaks, dragonkind makes its home. They rule skies, vistas, and all below; everything in their sight is part of their horde. Ignii count themselves among these masters: they oversee their domain from grand sparkling pavilions, so all may look up and view their majesty.&lt;br /&gt;
==Geography==&lt;br /&gt;
Coronus is a scattered country, with villages spread all across the mountains. Because the mountain range curls around the continent, its climates match The lowlands tend to be lush, green, and temperate: they&#039;re mostly fieldland, interspersed with stretches of forest and copses of trees. The ignii that live here tend to be more mild-mannered and social, and less violent than their neighbors at higher elevations. Those uninterested in the daredevil lifestyle tend to descend here. A majority of the farming happens in the lowlands.&lt;br /&gt;
&lt;br /&gt;
As you go higher into the mountains, the fields become scrubby and rocky. Veins of stone rise to sharp cliffsides, and caves down to Dolsia or infested with wyrms lay bare in the open. Most Coric villages and cities are on this level, clustered around cliffsides, waterfalls, and lava flows. Ignii tend to favor locations with a view.&lt;br /&gt;
&lt;br /&gt;
The mountain summits are a rocky, barren tundra. For most of the year, they&#039;re snowed over, and little lives there except the largest and strongest of dragons. Ignii who take matters of strength to their greatest extreme tend to live in this frozen wasteland. Training themselves to breathe the thin air, they build their homes atop spires that reach ever higher into the heavens.&lt;br /&gt;
&lt;br /&gt;
===Architecture===&lt;br /&gt;
The Coric love large, open architecture. They love to live in places that dwarf them. Their cities are majestic places of marble pavilions and large, towering columns and archways. Their homes--any made to last, at least--are similarly made of stone, often with little gardens in the center. Occasionally, you see reliefs of mighty warriors set into buildings, but typically the Coric prefer to show off the natural grain of the stone, or to make mosaics of out of sparkling stone.&lt;br /&gt;
&lt;br /&gt;
Building these magnificent buildings, however, takes a lot of resources and assistance. Many Coric people live semi-permanently in inns or log or mud cabins. These homes are much more modest, often just a collection of single rooms built around a hearth.&lt;br /&gt;
&lt;br /&gt;
===Notable Locations===&lt;br /&gt;
There are a wide variety of landmarks within Coronus, from its snowy peaks to the fertile lowlands. A selection of some of its most well known ones are as follows.&lt;br /&gt;
&lt;br /&gt;
====Crysentis====&lt;br /&gt;
The capital city of Coronus is the biggest in the nation. Wide expanses of shining marble pavilions and breezy open air buildings form steps up to the magnificent castle where the King of Coronus resides.&lt;br /&gt;
&lt;br /&gt;
====Volcano====&lt;br /&gt;
The active volcano Crysentis was built on. Rivets and valleys allow its flows to pass safely through the city, while leaders gather for ceremony at its peak. The volcano is considered to be the still-beating heart of the Mother of Dragons.&lt;br /&gt;
&lt;br /&gt;
====Mother&#039;s Maw====&lt;br /&gt;
An active volacano shaped like a dragon&#039;s head. The Coric faithful believe this to be the face of the Mother, and the rest of her sleeping body forms the mountain range they live on. The city in the Maw is full of the faithful, and pilgrims come to tell the Mother their troubles and secrets.&lt;br /&gt;
&lt;br /&gt;
====The Paint Pots====&lt;br /&gt;
A collection of hot springs on the inner ring of the mountains. The pools bubble with radiant color from the natural minerals. While toxic to many other species, they are a popular vacation destination among ignii. A good long soak in the springs helps during shedding season.&lt;br /&gt;
&lt;br /&gt;
====Bromus Peak====&lt;br /&gt;
An agricultural community located on the southwestern edge of the range. Long suffering from a [https://toyhou.se/32878924.rook neglectful ruler], a [https://toyhou.se/~forums/34679.roleplay/645196.event-fall-of-the-mountain-king recent coup] has put it under the new leadership of [https://toyhou.se/~forums/34680.journals/486167.c-rayleigh-the-ignii Rayleigh] and [https://toyhou.se/~forums/34680.journals/486172.c-cirrus-the-ignii Cirrus]. Several players proved themselves essential in this resistance effort: [https://toyhou.se/~forums/34680.journals/645230.c-boomslang-the-caelian Boomslang], [https://toyhou.se/~forums/34680.journals/493785.c-rhodes-the-ignii Rhodes], [https://toyhou.se/14766686.lv-4016-foreigner/26726001.enchiron-au Foreigner], [https://toyhou.se/26711935.hermes-logios Hermes], [https://toyhou.se/27364697.eira-ivory Eira], [https://toyhou.se/27644934.raelene-ivory Raelene], [https://toyhou.se/28934549.elena-ivory Elena], [https://toyhou.se/25200396.irvin-foreigner Irvin], [https://toyhou.se/28911764.arbor-heliodor Arbor], [https://toyhou.se/31494240.morgan-leviathan-locke Morgan], [https://toyhou.se/27541904.fury Fury], [https://toyhou.se/25158724.cinnabar Cinnabar], [https://toyhou.se/29172784.pip Pip], [https://toyhou.se/14877459.ajax Ajax], [https://toyhou.se/28995427.citrine Citrine], [https://toyhou.se/26703674.leon Leon], [https://toyhou.se/16233954.uriel/31833897.caelian-au Uriel], and [https://toyhou.se/11803724.ryder-reid/31848558.enchiron-au Ryder].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
They worshiped dragons for their strength and majesty, almost like gods. They considered them the superior creature. Their fevered passion was not well-accepted in Eniya, so many of these acolytes opted to migrate up into the mountains to live among the dragons.&lt;br /&gt;
&lt;br /&gt;
===Technology===&lt;br /&gt;
Armor and weaponry.&lt;br /&gt;
&lt;br /&gt;
==Politics==&lt;br /&gt;
Might is right.&lt;br /&gt;
&lt;br /&gt;
===Justice System===&lt;br /&gt;
An eye for an eye.&lt;br /&gt;
&lt;br /&gt;
===International Relations===&lt;br /&gt;
Isolationist.&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
Barter and sale.&lt;br /&gt;
&lt;br /&gt;
===Dragon Taming===&lt;br /&gt;
Dragon taming is a time-tested and honorable career for an ignii. Dragons are revered in Coric society, so being able to befriend one is a huge mark of honor--all the more so if you can do that for many. Dragon parents are able to leave a tamer at any time if they find the tamer&#039;s home substandard, so  a successful career in taming requires a mountain of trust and an intimate knowledge of the chosen dragon species&#039;s preferences. Different people specialize in different species, and they raise the dragons for different purposes. Some are raising pets, and others raise working dragons (ex: mounts, blacksmith assistants, chef assistants, disability supports, herding, etc). Some people who run rescues for injured dragons, and other people run shelters for dragons that want a new home. (Sometimes, a homeless dragon will just return to the wilderness, but some aren&#039;t capable or--having lived in the company of ignii--prefer it.) Dragons have a long memory and recognize faces, and they&#039;ll point out ignii that can be trusted or are to be avoided to others in their family pod.&lt;br /&gt;
&lt;br /&gt;
Different tamers have different strategies for taming dragons, and some are very secretive about their methods. Dragon breeding generally happens without ignii intervention. There&#039;s a certain subset of people who are convinced egg thieving and imprinting on the hatchling is the only way to successfully tame certain species of dragons--particularly for the more challenging species. While it is effective, improper socialization causes major issues when these dragons encounter others of their kind, and they often flounder if ever released back to the wild. Egg thieving is considered abusive in the modern day. &lt;br /&gt;
&lt;br /&gt;
The most common method of taming involves spending time around a dragon and offering it things it likes (usually either food or things it hoards) until it begins to show an interest in you. It&#039;s a very dangerous process, however, because if anything gets pushed too far too quickly, or a dragon&#039;s invisible rule is broken, they may attack. Younger dragons are easier to tame, but parent dragons can be very protective of nests. Older, successful tamers are friends with parent dragons, allowing them access to hatchlings, and thus they can foster a whole family line.&lt;br /&gt;
&lt;br /&gt;
===Cuisine===&lt;br /&gt;
The rich volcanic soil makes for great farming, allowing Coric farmers to grow a huge variety of crops at lower elevations. At higher elevations, farming becomes more restricted as the air gets thinner and the weather colder, but a robust trade system means those living higher rarely lack. Their diets typically are savory and salty, with more vegetables than you might expect. Grilling is the most common form of cooking, as is braising. Coronus has mastered spit and pit roasting. Coronus loves big, bold flavors and spicy foods. At higher elevations, cheese and cream based dishes become more popular, as more herding occurs there.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
The great dragon that anointed them the worthy.&lt;br /&gt;
&lt;br /&gt;
===Guardian Dragons===&lt;br /&gt;
Coric civilizations exist in a constant tension with the larger dragons they call neighbors. Large dragons tend to be antisocial, and in the worst of cases, they can be actively antagonistic to Coric settlements in their territories. But, at the same time, large dragons most embody the might and heat that Corics so worship. The bigger they are, the longer their lives, and the closer they&#039;re considered to be to their collective Mother. &lt;br /&gt;
&lt;br /&gt;
Dragons that have maintained a peaceful relationship with their Coric neighbors or appeared at an auspicious moment in a community&#039;s history are often adopted as the Guardian of that community. The Guardian is given the community&#039;s name, and pious ignii will make pilgrimages to visit it. Offerings to the Guardian are akin to offerings to the Mother, and they are thought to bring good fortune. Occasionally, if one cultivates enough of a positive relationship with the Guardian, it may grant a boon. There are many legends of Guardian Dragons saving towns from disaster or granting a supplicant just the gift or omen they needed to navigate a conflict.&lt;br /&gt;
&lt;br /&gt;
Guardianship can be revoked if the dragon turns on its community, and this is typically treated as a failing on the part of the town to appropriately honor it, rather than the whims of the dragon. Fallen Guardians are considered creatures of tragedy. When a Guardian dies, the entire community goes into mourning, and the position will remain vacant until another worthy dragon appears. While Guardians are almost universally large, there have been a few notable cases where a small dragon was chosen.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Hedonistic.&lt;br /&gt;
&lt;br /&gt;
===Strength===&lt;br /&gt;
Coric culture values strength and athleticism above all else. The strongest person in the room is the one who can protect those they love; they can defend themself from anyone who seeks to trample them; and they have shown a patience and dedication to improvement of the self that is to be respected. Coronus is a dangerous place: for all the love ignii show to dragons, large species of dragons can and do see them as potential prey. &lt;br /&gt;
&lt;br /&gt;
That said, strength is incompatible with cruelty. Cruelty is selfish, lazy, and antithetical to society. Coric people have a very strong sense of justice and how things ought to be, and they will band together to take out anyone they perceive to be abusing their power.&lt;br /&gt;
&lt;br /&gt;
That said, this single-minded focus on strength has cultivated a rift in society. Children who are averse to fighting struggle. Often, they face bullying from their peers that gets compounded by worried parents who want them to be able to defend themselves. While things are better once grown--adults don&#039;t have such a desperate need to prove themselves, and many places in Coric society include no fighting at all--these reputations can follow.&lt;br /&gt;
&lt;br /&gt;
===Arts and Entertainment===&lt;br /&gt;
Mosaics are a common art form. Drums are important in their music.&lt;br /&gt;
&lt;br /&gt;
===Romance===&lt;br /&gt;
Hot dating tips: challenge your future spouse to a duel.&lt;br /&gt;
&lt;br /&gt;
Polyamory is fairly common in Coronus. The heart wants what the heart wants, and if that&#039;s multiple people, then the more the merrier.&lt;br /&gt;
&lt;br /&gt;
===Family===&lt;br /&gt;
Ignii love their dragon brethren and nearly all will, at some point in their life, befriend a dragon and develop a companionship of some sort. Dragons are part of the family: they might be pets, pests, mounts, assistants, guides, or more.&lt;br /&gt;
&lt;br /&gt;
===Death===&lt;br /&gt;
Return them to the volcano.&lt;br /&gt;
&lt;br /&gt;
=== Disability ===&lt;br /&gt;
Parents ought to work within your abilities to enable you to defend yourself.&lt;br /&gt;
&lt;br /&gt;
== Holidays ==&lt;br /&gt;
Coronus loves holidays.&lt;br /&gt;
&lt;br /&gt;
=== Fumir ===&lt;br /&gt;
Come autumn, as the leaves die and the weather cools, a favorite festival lights up the Coronus Mountains: Fumir. Fumir is the Coric new year, where you say goodbye to the past and release your regrets, your grudges, and your fears. Anything that holds you back is thrown to the fires so you may enter the new year unburdened and free. This is a time when enemies reconcile, secret admirers confess their feelings, and sour relationships reach their close, although many choose to simply remember. All bring their offerings to the bonfire.&lt;br /&gt;
&lt;br /&gt;
Most importantly, however, Fumir is about eating lots and lots of delicious food. Fumir food is rich in flavor: heavily spiced soups, pockets of bread full of cheese and nuts, and skewers covered in sweet, spicy, sticky meat. Street food stalls pop up everywhere during the holiday, offering their wares to anyone roaming the plazas.&lt;br /&gt;
&lt;br /&gt;
=== Ashfall ===&lt;br /&gt;
Great dragons are a subset of rare, notably large dragons that occupies the Coronus mountains, and they are especially revered by their Coric neighbors. Typically, there is a small group that tends to these dragons like priests, and when one is ready to pass, it is a funeral for the entire community. A pyre is built, and the corpse is dismantled and returned to the community and the earth: scales and skin become leather and armor; bones and claws become weapons;  and every part is utilized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Places]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://enchiron.autre.world/index.php?title=Coronus&amp;diff=422</id>
		<title>Coronus</title>
		<link rel="alternate" type="text/html" href="http://enchiron.autre.world/index.php?title=Coronus&amp;diff=422"/>
		<updated>2025-06-04T05:19:47Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Guardian Dragons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Coronus mountain range cuts across the heart of the continent. With a volcano at its center, it&#039;s a hotbed of geological activity, and atop its peaks, dragonkind makes its home. They rule skies, vistas, and all below; everything in their sight is part of their horde. Ignii count themselves among these masters: they oversee their domain from grand sparkling pavilions, so all may look up and view their majesty.&lt;br /&gt;
==Geography==&lt;br /&gt;
Coronus is a scattered country, with villages spread all across the mountains. Because the mountain range curls around the continent, its climates match The lowlands tend to be lush, green, and temperate: they&#039;re mostly fieldland, interspersed with stretches of forest and copses of trees. The ignii that live here tend to be more mild-mannered and social, and less violent than their neighbors at higher elevations. Those uninterested in the daredevil lifestyle tend to descend here. A majority of the farming happens in the lowlands.&lt;br /&gt;
&lt;br /&gt;
As you go higher into the mountains, the fields become scrubby and rocky. Veins of stone rise to sharp cliffsides, and caves down to Dolsia or infested with wyrms lay bare in the open. Most Coric villages and cities are on this level, clustered around cliffsides, waterfalls, and lava flows. Ignii tend to favor locations with a view.&lt;br /&gt;
&lt;br /&gt;
The mountain summits are a rocky, barren tundra. For most of the year, they&#039;re snowed over, and little lives there except the largest and strongest of dragons. Ignii who take matters of strength to their greatest extreme tend to live in this frozen wasteland. Training themselves to breathe the thin air, they build their homes atop spires that reach ever higher into the heavens.&lt;br /&gt;
&lt;br /&gt;
===Architecture===&lt;br /&gt;
The Coric love large, open architecture. They love to live in places that dwarf them. Their cities are majestic places of marble pavilions and large, towering columns and archways. Their homes--any made to last, at least--are similarly made of stone, often with little gardens in the center. Occasionally, you see reliefs of mighty warriors set into buildings, but typically the Coric prefer to show off the natural grain of the stone, or to make mosaics of out of sparkling stone.&lt;br /&gt;
&lt;br /&gt;
Building these magnificent buildings, however, takes a lot of resources and assistance. Many Coric people live semi-permanently in inns or log or mud cabins. These homes are much more modest, often just a collection of single rooms built around a hearth.&lt;br /&gt;
&lt;br /&gt;
===Notable Locations===&lt;br /&gt;
There are a wide variety of landmarks within Coronus, from its snowy peaks to the fertile lowlands. A selection of some of its most well known ones are as follows.&lt;br /&gt;
&lt;br /&gt;
====Crysentis====&lt;br /&gt;
The capital city of Coronus is the biggest in the nation. Wide expanses of shining marble pavilions and breezy open air buildings form steps up to the magnificent castle where the King of Coronus resides.&lt;br /&gt;
&lt;br /&gt;
====Volcano====&lt;br /&gt;
The active volcano Crysentis was built on. Rivets and valleys allow its flows to pass safely through the city, while leaders gather for ceremony at its peak. The volcano is considered to be the still-beating heart of the Mother of Dragons.&lt;br /&gt;
&lt;br /&gt;
====Mother&#039;s Maw====&lt;br /&gt;
An active volacano shaped like a dragon&#039;s head. The Coric faithful believe this to be the face of the Mother, and the rest of her sleeping body forms the mountain range they live on. The city in the Maw is full of the faithful, and pilgrims come to tell the Mother their troubles and secrets.&lt;br /&gt;
&lt;br /&gt;
====The Paint Pots====&lt;br /&gt;
A collection of hot springs on the inner ring of the mountains. The pools bubble with radiant color from the natural minerals. While toxic to many other species, they are a popular vacation destination among ignii. A good long soak in the springs helps during shedding season.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
They worshiped dragons for their strength and majesty, almost like gods. They considered them the superior creature. Their fevered passion was not well-accepted in Eniya, so many of these acolytes opted to migrate up into the mountains to live among the dragons.&lt;br /&gt;
&lt;br /&gt;
===Technology===&lt;br /&gt;
Armor and weaponry.&lt;br /&gt;
&lt;br /&gt;
==Politics==&lt;br /&gt;
Might is right.&lt;br /&gt;
&lt;br /&gt;
===Justice System===&lt;br /&gt;
An eye for an eye.&lt;br /&gt;
&lt;br /&gt;
===International Relations===&lt;br /&gt;
Isolationist.&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
Barter and sale.&lt;br /&gt;
&lt;br /&gt;
===Dragon Taming===&lt;br /&gt;
Dragon taming is a time-tested and honorable career for an ignii. Dragons are revered in Coric society, so being able to befriend one is a huge mark of honor--all the more so if you can do that for many. Dragon parents are able to leave a tamer at any time if they find the tamer&#039;s home substandard, so  a successful career in taming requires a mountain of trust and an intimate knowledge of the chosen dragon species&#039;s preferences. Different people specialize in different species, and they raise the dragons for different purposes. Some are raising pets, and others raise working dragons (ex: mounts, blacksmith assistants, chef assistants, disability supports, herding, etc). Some people who run rescues for injured dragons, and other people run shelters for dragons that want a new home. (Sometimes, a homeless dragon will just return to the wilderness, but some aren&#039;t capable or--having lived in the company of ignii--prefer it.) Dragons have a long memory and recognize faces, and they&#039;ll point out ignii that can be trusted or are to be avoided to others in their family pod.&lt;br /&gt;
&lt;br /&gt;
Different tamers have different strategies for taming dragons, and some are very secretive about their methods. Dragon breeding generally happens without ignii intervention. There&#039;s a certain subset of people who are convinced egg thieving and imprinting on the hatchling is the only way to successfully tame certain species of dragons--particularly for the more challenging species. While it is effective, improper socialization causes major issues when these dragons encounter others of their kind, and they often flounder if ever released back to the wild. Egg thieving is considered abusive in the modern day. &lt;br /&gt;
&lt;br /&gt;
The most common method of taming involves spending time around a dragon and offering it things it likes (usually either food or things it hoards) until it begins to show an interest in you. It&#039;s a very dangerous process, however, because if anything gets pushed too far too quickly, or a dragon&#039;s invisible rule is broken, they may attack. Younger dragons are easier to tame, but parent dragons can be very protective of nests. Older, successful tamers are friends with parent dragons, allowing them access to hatchlings, and thus they can foster a whole family line.&lt;br /&gt;
&lt;br /&gt;
===Cuisine===&lt;br /&gt;
The rich volcanic soil makes for great farming, allowing Coric farmers to grow a huge variety of crops at lower elevations. At higher elevations, farming becomes more restricted as the air gets thinner and the weather colder, but a robust trade system means those living higher rarely lack. Their diets typically are savory and salty, with more vegetables than you might expect. Grilling is the most common form of cooking, as is braising. Coronus has mastered spit and pit roasting. Coronus loves big, bold flavors and spicy foods. At higher elevations, cheese and cream based dishes become more popular, as more herding occurs there.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
The great dragon that anointed them the worthy.&lt;br /&gt;
&lt;br /&gt;
===Guardian Dragons===&lt;br /&gt;
Coric civilizations exist in a constant tension with the larger dragons they call neighbors. Large dragons tend to be antisocial, and in the worst of cases, they can be actively antagonistic to Coric settlements in their territories. But, at the same time, large dragons most embody the might and heat that Corics so worship. The bigger they are, the longer their lives, and the closer they&#039;re considered to be to their collective Mother. &lt;br /&gt;
&lt;br /&gt;
Dragons that have maintained a peaceful relationship with their Coric neighbors or appeared at an auspicious moment in a community&#039;s history are often adopted as the Guardian of that community. The Guardian is given the community&#039;s name, and pious ignii will make pilgrimages to visit it. Offerings to the Guardian are akin to offerings to the Mother, and they are thought to bring good fortune. Occasionally, if one cultivates enough of a positive relationship with the Guardian, it may grant a boon. There are many legends of Guardian Dragons saving towns from disaster or granting a supplicant just the gift or omen they needed to navigate a conflict.&lt;br /&gt;
&lt;br /&gt;
Guardianship can be revoked if the dragon turns on its community, and this is typically treated as a failing on the part of the town to appropriately honor it, rather than the whims of the dragon. Fallen Guardians are considered creatures of tragedy. When a Guardian dies, the entire community goes into mourning, and the position will remain vacant until another worthy dragon appears. While Guardians are almost universally large, there have been a few notable cases where a small dragon was chosen.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Hedonistic.&lt;br /&gt;
&lt;br /&gt;
===Strength===&lt;br /&gt;
Coric culture values strength and athleticism above all else. The strongest person in the room is the one who can protect those they love; they can defend themself from anyone who seeks to trample them; and they have shown a patience and dedication to improvement of the self that is to be respected. Coronus is a dangerous place: for all the love ignii show to dragons, large species of dragons can and do see them as potential prey. &lt;br /&gt;
&lt;br /&gt;
That said, strength is incompatible with cruelty. Cruelty is selfish, lazy, and antithetical to society. Coric people have a very strong sense of justice and how things ought to be, and they will band together to take out anyone they perceive to be abusing their power.&lt;br /&gt;
&lt;br /&gt;
That said, this single-minded focus on strength has cultivated a rift in society. Children who are averse to fighting struggle. Often, they face bullying from their peers that gets compounded by worried parents who want them to be able to defend themselves. While things are better once grown--adults don&#039;t have such a desperate need to prove themselves, and many places in Coric society include no fighting at all--these reputations can follow.&lt;br /&gt;
&lt;br /&gt;
===Arts and Entertainment===&lt;br /&gt;
Mosaics are a common art form. Drums are important in their music.&lt;br /&gt;
&lt;br /&gt;
===Romance===&lt;br /&gt;
Hot dating tips: challenge your future spouse to a duel.&lt;br /&gt;
&lt;br /&gt;
Polyamory is fairly common in Coronus. The heart wants what the heart wants, and if that&#039;s multiple people, then the more the merrier.&lt;br /&gt;
&lt;br /&gt;
===Family===&lt;br /&gt;
Ignii love their dragon brethren and nearly all will, at some point in their life, befriend a dragon and develop a companionship of some sort. Dragons are part of the family: they might be pets, pests, mounts, assistants, guides, or more.&lt;br /&gt;
&lt;br /&gt;
===Death===&lt;br /&gt;
Return them to the volcano.&lt;br /&gt;
&lt;br /&gt;
=== Disability ===&lt;br /&gt;
Parents ought to work within your abilities to enable you to defend yourself.&lt;br /&gt;
&lt;br /&gt;
== Holidays ==&lt;br /&gt;
Coronus loves holidays.&lt;br /&gt;
&lt;br /&gt;
=== Fumir ===&lt;br /&gt;
Come autumn, as the leaves die and the weather cools, a favorite festival lights up the Coronus Mountains: Fumir. Fumir is the Coric new year, where you say goodbye to the past and release your regrets, your grudges, and your fears. Anything that holds you back is thrown to the fires so you may enter the new year unburdened and free. This is a time when enemies reconcile, secret admirers confess their feelings, and sour relationships reach their close, although many choose to simply remember. All bring their offerings to the bonfire.&lt;br /&gt;
&lt;br /&gt;
Most importantly, however, Fumir is about eating lots and lots of delicious food. Fumir food is rich in flavor: heavily spiced soups, pockets of bread full of cheese and nuts, and skewers covered in sweet, spicy, sticky meat. Street food stalls pop up everywhere during the holiday, offering their wares to anyone roaming the plazas.&lt;br /&gt;
&lt;br /&gt;
=== Ashfall ===&lt;br /&gt;
Great dragons are a subset of rare, notably large dragons that occupies the Coronus mountains, and they are especially revered by their Coric neighbors. Typically, there is a small group that tends to these dragons like priests, and when one is ready to pass, it is a funeral for the entire community. A pyre is built, and the corpse is dismantled and returned to the community and the earth: scales and skin become leather and armor; bones and claws become weapons;  and every part is utilized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Places]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://enchiron.autre.world/index.php?title=Coronus&amp;diff=421</id>
		<title>Coronus</title>
		<link rel="alternate" type="text/html" href="http://enchiron.autre.world/index.php?title=Coronus&amp;diff=421"/>
		<updated>2025-06-04T05:19:32Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Coronus mountain range cuts across the heart of the continent. With a volcano at its center, it&#039;s a hotbed of geological activity, and atop its peaks, dragonkind makes its home. They rule skies, vistas, and all below; everything in their sight is part of their horde. Ignii count themselves among these masters: they oversee their domain from grand sparkling pavilions, so all may look up and view their majesty.&lt;br /&gt;
==Geography==&lt;br /&gt;
Coronus is a scattered country, with villages spread all across the mountains. Because the mountain range curls around the continent, its climates match The lowlands tend to be lush, green, and temperate: they&#039;re mostly fieldland, interspersed with stretches of forest and copses of trees. The ignii that live here tend to be more mild-mannered and social, and less violent than their neighbors at higher elevations. Those uninterested in the daredevil lifestyle tend to descend here. A majority of the farming happens in the lowlands.&lt;br /&gt;
&lt;br /&gt;
As you go higher into the mountains, the fields become scrubby and rocky. Veins of stone rise to sharp cliffsides, and caves down to Dolsia or infested with wyrms lay bare in the open. Most Coric villages and cities are on this level, clustered around cliffsides, waterfalls, and lava flows. Ignii tend to favor locations with a view.&lt;br /&gt;
&lt;br /&gt;
The mountain summits are a rocky, barren tundra. For most of the year, they&#039;re snowed over, and little lives there except the largest and strongest of dragons. Ignii who take matters of strength to their greatest extreme tend to live in this frozen wasteland. Training themselves to breathe the thin air, they build their homes atop spires that reach ever higher into the heavens.&lt;br /&gt;
&lt;br /&gt;
===Architecture===&lt;br /&gt;
The Coric love large, open architecture. They love to live in places that dwarf them. Their cities are majestic places of marble pavilions and large, towering columns and archways. Their homes--any made to last, at least--are similarly made of stone, often with little gardens in the center. Occasionally, you see reliefs of mighty warriors set into buildings, but typically the Coric prefer to show off the natural grain of the stone, or to make mosaics of out of sparkling stone.&lt;br /&gt;
&lt;br /&gt;
Building these magnificent buildings, however, takes a lot of resources and assistance. Many Coric people live semi-permanently in inns or log or mud cabins. These homes are much more modest, often just a collection of single rooms built around a hearth.&lt;br /&gt;
&lt;br /&gt;
===Notable Locations===&lt;br /&gt;
There are a wide variety of landmarks within Coronus, from its snowy peaks to the fertile lowlands. A selection of some of its most well known ones are as follows.&lt;br /&gt;
&lt;br /&gt;
====Crysentis====&lt;br /&gt;
The capital city of Coronus is the biggest in the nation. Wide expanses of shining marble pavilions and breezy open air buildings form steps up to the magnificent castle where the King of Coronus resides.&lt;br /&gt;
&lt;br /&gt;
====Volcano====&lt;br /&gt;
The active volcano Crysentis was built on. Rivets and valleys allow its flows to pass safely through the city, while leaders gather for ceremony at its peak. The volcano is considered to be the still-beating heart of the Mother of Dragons.&lt;br /&gt;
&lt;br /&gt;
====Mother&#039;s Maw====&lt;br /&gt;
An active volacano shaped like a dragon&#039;s head. The Coric faithful believe this to be the face of the Mother, and the rest of her sleeping body forms the mountain range they live on. The city in the Maw is full of the faithful, and pilgrims come to tell the Mother their troubles and secrets.&lt;br /&gt;
&lt;br /&gt;
====The Paint Pots====&lt;br /&gt;
A collection of hot springs on the inner ring of the mountains. The pools bubble with radiant color from the natural minerals. While toxic to many other species, they are a popular vacation destination among ignii. A good long soak in the springs helps during shedding season.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
They worshiped dragons for their strength and majesty, almost like gods. They considered them the superior creature. Their fevered passion was not well-accepted in Eniya, so many of these acolytes opted to migrate up into the mountains to live among the dragons.&lt;br /&gt;
&lt;br /&gt;
===Technology===&lt;br /&gt;
Armor and weaponry.&lt;br /&gt;
&lt;br /&gt;
==Politics==&lt;br /&gt;
Might is right.&lt;br /&gt;
&lt;br /&gt;
===Justice System===&lt;br /&gt;
An eye for an eye.&lt;br /&gt;
&lt;br /&gt;
===International Relations===&lt;br /&gt;
Isolationist.&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
Barter and sale.&lt;br /&gt;
&lt;br /&gt;
===Dragon Taming===&lt;br /&gt;
Dragon taming is a time-tested and honorable career for an ignii. Dragons are revered in Coric society, so being able to befriend one is a huge mark of honor--all the more so if you can do that for many. Dragon parents are able to leave a tamer at any time if they find the tamer&#039;s home substandard, so  a successful career in taming requires a mountain of trust and an intimate knowledge of the chosen dragon species&#039;s preferences. Different people specialize in different species, and they raise the dragons for different purposes. Some are raising pets, and others raise working dragons (ex: mounts, blacksmith assistants, chef assistants, disability supports, herding, etc). Some people who run rescues for injured dragons, and other people run shelters for dragons that want a new home. (Sometimes, a homeless dragon will just return to the wilderness, but some aren&#039;t capable or--having lived in the company of ignii--prefer it.) Dragons have a long memory and recognize faces, and they&#039;ll point out ignii that can be trusted or are to be avoided to others in their family pod.&lt;br /&gt;
&lt;br /&gt;
Different tamers have different strategies for taming dragons, and some are very secretive about their methods. Dragon breeding generally happens without ignii intervention. There&#039;s a certain subset of people who are convinced egg thieving and imprinting on the hatchling is the only way to successfully tame certain species of dragons--particularly for the more challenging species. While it is effective, improper socialization causes major issues when these dragons encounter others of their kind, and they often flounder if ever released back to the wild. Egg thieving is considered abusive in the modern day. &lt;br /&gt;
&lt;br /&gt;
The most common method of taming involves spending time around a dragon and offering it things it likes (usually either food or things it hoards) until it begins to show an interest in you. It&#039;s a very dangerous process, however, because if anything gets pushed too far too quickly, or a dragon&#039;s invisible rule is broken, they may attack. Younger dragons are easier to tame, but parent dragons can be very protective of nests. Older, successful tamers are friends with parent dragons, allowing them access to hatchlings, and thus they can foster a whole family line.&lt;br /&gt;
&lt;br /&gt;
===Cuisine===&lt;br /&gt;
The rich volcanic soil makes for great farming, allowing Coric farmers to grow a huge variety of crops at lower elevations. At higher elevations, farming becomes more restricted as the air gets thinner and the weather colder, but a robust trade system means those living higher rarely lack. Their diets typically are savory and salty, with more vegetables than you might expect. Grilling is the most common form of cooking, as is braising. Coronus has mastered spit and pit roasting. Coronus loves big, bold flavors and spicy foods. At higher elevations, cheese and cream based dishes become more popular, as more herding occurs there.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
The great dragon that anointed them the worthy.&lt;br /&gt;
&lt;br /&gt;
==Guardian Dragons==&lt;br /&gt;
Coric civilizations exist in a constant tension with the larger dragons they call neighbors. Large dragons tend to be antisocial, and in the worst of cases, they can be actively antagonistic to Coric settlements in their territories. But, at the same time, large dragons most embody the might and heat that Corics so worship. The bigger they are, the longer their lives, and the closer they&#039;re considered to be to their collective Mother. &lt;br /&gt;
&lt;br /&gt;
Dragons that have maintained a peaceful relationship with their Coric neighbors or appeared at an auspicious moment in a community&#039;s history are often adopted as the Guardian of that community. The Guardian is given the community&#039;s name, and pious ignii will make pilgrimages to visit it. Offerings to the Guardian are akin to offerings to the Mother, and they are thought to bring good fortune. Occasionally, if one cultivates enough of a positive relationship with the Guardian, it may grant a boon. There are many legends of Guardian Dragons saving towns from disaster or granting a supplicant just the gift or omen they needed to navigate a conflict.&lt;br /&gt;
&lt;br /&gt;
Guardianship can be revoked if the dragon turns on its community, and this is typically treated as a failing on the part of the town to appropriately honor it, rather than the whims of the dragon. Fallen Guardians are considered creatures of tragedy. When a Guardian dies, the entire community goes into mourning, and the position will remain vacant until another worthy dragon appears. While Guardians are almost universally large, there have been a few notable cases where a small dragon was chosen.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Hedonistic.&lt;br /&gt;
&lt;br /&gt;
===Strength===&lt;br /&gt;
Coric culture values strength and athleticism above all else. The strongest person in the room is the one who can protect those they love; they can defend themself from anyone who seeks to trample them; and they have shown a patience and dedication to improvement of the self that is to be respected. Coronus is a dangerous place: for all the love ignii show to dragons, large species of dragons can and do see them as potential prey. &lt;br /&gt;
&lt;br /&gt;
That said, strength is incompatible with cruelty. Cruelty is selfish, lazy, and antithetical to society. Coric people have a very strong sense of justice and how things ought to be, and they will band together to take out anyone they perceive to be abusing their power.&lt;br /&gt;
&lt;br /&gt;
That said, this single-minded focus on strength has cultivated a rift in society. Children who are averse to fighting struggle. Often, they face bullying from their peers that gets compounded by worried parents who want them to be able to defend themselves. While things are better once grown--adults don&#039;t have such a desperate need to prove themselves, and many places in Coric society include no fighting at all--these reputations can follow.&lt;br /&gt;
&lt;br /&gt;
===Arts and Entertainment===&lt;br /&gt;
Mosaics are a common art form. Drums are important in their music.&lt;br /&gt;
&lt;br /&gt;
===Romance===&lt;br /&gt;
Hot dating tips: challenge your future spouse to a duel.&lt;br /&gt;
&lt;br /&gt;
Polyamory is fairly common in Coronus. The heart wants what the heart wants, and if that&#039;s multiple people, then the more the merrier.&lt;br /&gt;
&lt;br /&gt;
===Family===&lt;br /&gt;
Ignii love their dragon brethren and nearly all will, at some point in their life, befriend a dragon and develop a companionship of some sort. Dragons are part of the family: they might be pets, pests, mounts, assistants, guides, or more.&lt;br /&gt;
&lt;br /&gt;
===Death===&lt;br /&gt;
Return them to the volcano.&lt;br /&gt;
&lt;br /&gt;
=== Disability ===&lt;br /&gt;
Parents ought to work within your abilities to enable you to defend yourself.&lt;br /&gt;
&lt;br /&gt;
== Holidays ==&lt;br /&gt;
Coronus loves holidays.&lt;br /&gt;
&lt;br /&gt;
=== Fumir ===&lt;br /&gt;
Come autumn, as the leaves die and the weather cools, a favorite festival lights up the Coronus Mountains: Fumir. Fumir is the Coric new year, where you say goodbye to the past and release your regrets, your grudges, and your fears. Anything that holds you back is thrown to the fires so you may enter the new year unburdened and free. This is a time when enemies reconcile, secret admirers confess their feelings, and sour relationships reach their close, although many choose to simply remember. All bring their offerings to the bonfire.&lt;br /&gt;
&lt;br /&gt;
Most importantly, however, Fumir is about eating lots and lots of delicious food. Fumir food is rich in flavor: heavily spiced soups, pockets of bread full of cheese and nuts, and skewers covered in sweet, spicy, sticky meat. Street food stalls pop up everywhere during the holiday, offering their wares to anyone roaming the plazas.&lt;br /&gt;
&lt;br /&gt;
=== Ashfall ===&lt;br /&gt;
Great dragons are a subset of rare, notably large dragons that occupies the Coronus mountains, and they are especially revered by their Coric neighbors. Typically, there is a small group that tends to these dragons like priests, and when one is ready to pass, it is a funeral for the entire community. A pyre is built, and the corpse is dismantled and returned to the community and the earth: scales and skin become leather and armor; bones and claws become weapons;  and every part is utilized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Places]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://enchiron.autre.world/index.php?title=Fauna&amp;diff=420</id>
		<title>Fauna</title>
		<link rel="alternate" type="text/html" href="http://enchiron.autre.world/index.php?title=Fauna&amp;diff=420"/>
		<updated>2025-03-17T01:42:25Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Gryphons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Enchiron is a rich land that&#039;s full of many creatures.&lt;br /&gt;
&lt;br /&gt;
== Dragons ==&lt;br /&gt;
&lt;br /&gt;
Dragons primarily reside in the [[Coronus]] Mountains and the Honeyed Valley. They come in a huge variety of shapes, sizes, and temperaments: there are tiny species that hang around like seagulls in Coric cities, and large ones that want nothing to do with people of any sort. Most dragons are sensitive, social creatures who will befriend anyone who earns their respect. Many can learn verbal commands, and one or two species are capable of language mimicry. However, like parrots, it&#039;s not true speech, and they do not have human-level intelligence. Universally, they all share territorial and hoarding behavior, elemental breath, and a presumption they can win any fight they&#039;re involved in.&lt;br /&gt;
&lt;br /&gt;
== Gryphons ==&lt;br /&gt;
&lt;br /&gt;
Gryphons are a hugely varied family of beaked, winged mammalian chimeras that mostly live in the Coronus mountains. They range in size from small sparrowmice to massive eaglions. Gryphons are considered to be dragon&#039;s natural enemies. While gryphons are predators themselves, dragons are one step above and prey on them. Gryphons, on the whole, are far less interested in people than dragons are, and thus are far more difficult to befriend and tame.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://enchiron.autre.world/index.php?title=Enchiron_Wiki&amp;diff=419</id>
		<title>Enchiron Wiki</title>
		<link rel="alternate" type="text/html" href="http://enchiron.autre.world/index.php?title=Enchiron_Wiki&amp;diff=419"/>
		<updated>2025-03-17T01:42:09Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Index */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center; font-size: x-large; padding: 1em;&amp;quot;&amp;gt;&#039;&#039;&#039;Welcome to {{SITENAME}}!&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enchiron is a multispecies fantasy world used in the Enchiron CS and RP group. Dive in to learn about this rich and varied land: to the east burns a desert, and to the west sprawls untouched forest. Mountains split the continent in two, towering above networks of caverns below. Ice coats the north, while lush rainforest covers the south. Each of these six major areas have become the home of a different civilization and coaelsced in the countries that stand there today: [[Coronus]], [[Dolsia]], [[Eniya]], [[Olitskur]], [[Sayil]], and [[Theriad Caravans|all]] that lives in the spaces between.  &lt;br /&gt;
&lt;br /&gt;
Occupying these places lives an endless variety of fauna, but only six form the building blocks of each civilization that lives and thrives here: [[caelians]], of the stars; [[humans]], of the earth; [[ianthina]], of the seas; [[ignii]], of the flames; [[theriads]], of the fauna; and [[heliamores]], of the flora.  &lt;br /&gt;
&lt;br /&gt;
==Index==&lt;br /&gt;
Regions:&lt;br /&gt;
* [[Enchiron]] (as a whole)&lt;br /&gt;
* [[Coronus]]&lt;br /&gt;
* [[Dolsia]]&lt;br /&gt;
* [[Eniya]]&lt;br /&gt;
* [[Kimarel]]&lt;br /&gt;
* [[Olitskur]]&lt;br /&gt;
* [[Sayil]]&lt;br /&gt;
* [[Theriad Caravans]] and Other Borderlands&lt;br /&gt;
&lt;br /&gt;
Species:&lt;br /&gt;
* [[Caelians]]&lt;br /&gt;
* [[Ghosts]]&lt;br /&gt;
* [[Heliamores]]&lt;br /&gt;
* [[Humans]]&lt;br /&gt;
* [[Ianthina]]&lt;br /&gt;
* [[Ignii]]&lt;br /&gt;
* [[Theriads]]&lt;br /&gt;
&lt;br /&gt;
Mechanics:&lt;br /&gt;
* [[Fauna]]&lt;br /&gt;
* [[Magic]]&lt;br /&gt;
* [[Materials]]&lt;br /&gt;
* [[Mementos]]&lt;br /&gt;
&lt;br /&gt;
Religion:&lt;br /&gt;
* [[Godbeasts]]&lt;br /&gt;
* [[The Heart-in-Hand]]&lt;br /&gt;
* [[The Void Mother&#039;s Congregation]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
</feed>