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Skeletal Highway

The Skeletal highway is a 200-mile long territory of land, connecting the jungle's residents with the desert's Sand apes. Monolithic walls of bone running from one end to the next, serving as a divider on each end of the highway. Its name is derived from the many towns and resupply points strung about this patrolled and thoroughly monitored plain. Here a diverse array of species can be found from both sides, bartering, drinking, and conversing about their exploits.  While many warriors seek to gain employment as caravan guards, and guides offer their services. Each end of this stretch of land housing docks, used for sea transport and ferrying of merchandise. All goods are scrutinized thoroughly as everyone who does business agrees to a 10% tax of all products in exchange for the security the Verdant dynasty offers. There are no highwaymen, as they are cleansed with extreme prejudice, and the secured nature makes it difficult to sneak in any mildly sized force.

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The Outer Rim

Just beyond the skeletal highway lies a rocky swampland littered with the bones of fallen titans.  The Giants find this site to be sacred, outlawing any attempts at farming any of its natural resources. The Verdant dynasty believes that long ago, the first of the Jorgenskull to arrive, doing battle with a giant serpent to secure safe passage. The land is believed to possess healing properties, though this is just superstition, as the Order of the Red Sap and Mothkela ensures no traveler can deface their holy site. Within various spinal columns of such carcass, this reclusive cult dwells, growing what they call flesh trees to produce their famed blood elixirs. An ingredient used by the Mothkela to manufacture their addictive Moondust narcotic.

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The Boneyards

The heart of the Verdant Dynasty...A cluster of communal pyramid-like towers melded together by the skeletal remain of their brethren, victims, or prey. They are surrounded by fortified walls resting within the border of the Jungle. Like veins, a serious of marrow and cartilage roads connect these alien-like buildings.  Inside lurks their military academy, a bustling bazaar, the secrets of their craft, and many foreign wonderments.  Here, the Jungle forces meet as equals, debating policies, expressing grievances, and witnessing theoretical magical applications. Its streets are patrolled by sentries of all backgrounds, with tamed giant arachnids, reptiles, and Khans. Each is employing their signature weapons and equipment, as the offerings from the other factions are brought inside and then distributed where need be for the good of the Dynasty.

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The Lunar Veil

Home to the Mothkela, this bastion within the jungle's dense foliage is known for its plantations for fabrics. Also, the herding of their giant sloths, and the visible pinnacle of their pyramid subterranean hive worlds. The tip of these structures possessing long stairs leading into the gaped gullets; following those tunnels, one will eventually stumble into the open expanse they call their dwellings. Much like the giants, they also have etched communal homes, while those deemed academically inclined have private quarters suspended above so that they may research in peace. Along the edge are two rivers, with large wooden barricades that ward off the leeches prowling the muddy bottom.

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The Ironbark Towers

The home of the Slarkreen, a vast network of buildings embedded into the towering Ironbark trees, suspended high above the Jungle floor. They're connected by a series of vines, bridges, and spiraling planks of wood. To ascend, one must climb long ladders up the body leading toward their interconnected hamlets. Throughout the trunk, holes can be seen where the Slarkreen rest their dead, as lumber's exterior embellished in paintings and carvings reflecting their history. They also have elevators, though, climbing the rigidity ladder of rope and wood is a right of passage. They take advantage of the pulley system to lift goods or manure, which they use to make methane bombs for war/hunting.

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The Necrotic Swamplands

The homeland of the Toadlins, a hostile and toxic stretch of land. Where plants spew forth poisonous fumes and flesh-eating bacteria. The filthy waters patrolled by large leeches and the distant otherworldly croaks of the denizens perforate the natural ambiance. Their mud and root fused abodes are strung along the swamp's edge, with towers of wood being utilized by their guards. Their dead suspended onto the willow tree branches, as large turtle humanoids can be seen with Noxs parading throughout the thick smog. This alien, hostile patch, home to many secrets, but not for the faint of heart given the predators that lurk within this blighted bosom.

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Fingers of the Elders

These large columns of natural formations are often seen as the severed fingers of fallen elder ones.  On top of their skyward peaks, the Drumvar rest as a symbolical gesture of their metaphysical ascension. Puffing away at their jungle herb filled pipes, peering across the vast wilderness from within their dung brick homes. Their jagged peaks are connected by swinging bridges, as the insectoid inhabitants can be observed practicing their martial disciplines and mediating on the most precarious of positions. The only way to climb up is by following a dangerous, narrow pathway wrapping from the base to the top. Where many religious statures of their ancestors can be witnessed strung about, a pilgrimage their young take when of age to become enlightened toward their history

Architecture

 

The structures of the Verdant Dynasty are either stone, wood, or most common Bone with spider webbings. Their abodes are built like pyramids, keeping a triangle-like shape. Meanwhile, their windows are screened via the silk from their domesticate arachnids. The Jorgenskulls enhance the bone plating to be akin to steel. Their homes are sturdy, nearly fireproof, and the web system allows them to take them down and rebuild them up to relocate in the event of a looming disaster.

 

Transportation

 

The primary means of transportation besides foot are the following.

 

1) Reptilian mounts, Arachnids. (No Horses)

 

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

 

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

Verdant Dynasty Government

 

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

 

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

 

This confederation has led to the officials observing their southernly neighbors as progenitors of chaos. Cultural pollination has resulted from such dealings, further bolstering a sense of fellowship and universal identity. If a dispute should arise that leads to a tie, the Matron is called to shatter such standstills. Within their system, the role of "Queen" holds little power. The monarch's influence is kept at a minimum to prevent corruption within their senate. And while she can make proposals, the chieftain is beholden to the committee's determinations. The rationale behind such a unique leadership structure is that absolute power corrupts. And it's less likely that a collective of ambassadors will fall prey to such taints and that wisdom can be found within a multitude over a singular person.

 

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

 

 

Law/Order.

 

Below is a summary concerning law and how its upheld. The setting is old world. If caught violating a crime within the jungle, a guard (Another OC or a mod/admin will play the NPC.) will stand as the judge. The "trial" will be conducted on the spot. The player character will be given a chance to represent themselves. This isn't modern times, so the lack of evidence can work for or against you. If the character can verify their innocence by convincing the guard, they will be exonerated. If not, punishment will occur. 

Penalties include the removal of a limb/flesh, execution. Resisting or attacking a guard will lead to a swift termination unless you can defend or escape. The guards are seen as an extension of the crown, so disrespect or aggression is lumped as treason. Keep in mind metagaming and godmodding ARE NOT ALLOWED. If you write your OC is uncharismatic, suddenly becoming a silver tongue devil will be ignored given that isn't the character standing trial. Always stay IC.

The jungle differs as a trial is down with the alleged criminal bound. A scale is brought out, and weights are placed on it. For each charge cleared, the token will be removed. Whatever (if any is left) will be used to gauge the price. At which point, the guilty party will be given the choice of where to start cutting. A dull bone knife is used to strip flesh/limbs until the debt to society is paid. Below is a list of crimes.

 

All values are 3x if a giant. 2x for larger races such as Turzien. Base for smaller races. 


Tax evasion (.5-10 lbs)
Theft (1-5 lbs)
Assault (2-10 lbs)
Murder (Death)
Sexual misconduct/assault/pedophilia (Genital mutilation)
Slavery (Death)
Disturbing order (.5-2 lbs.)
Openly disrespecting the establishment (1-15lbs)
Terrorism (Death)
Slander (.5-3lbs)
Lying to a guard/Willingly withholding information (1-6 lbs)
Illegal arms transport/ Illegally possessing weapons not  authorized to civilians (A limb)
Militarized mounts without authorization (Death)
Tampering with the infrastructure/tech/genetic material or sabotage (A limb-death)
Property damage (.5-20lbs)
Arson (Death)
Kidnapping (Death)
Forced labor (Death)
Debt abuse (1-10lbs)
Interfering with state authorities (1-10lbs)
Trespassing (1-3 lbs)
Lockpicking (1-3lbs)
Illegal trafficking of any goods, animals, or people (Limb-death)
Cooking books (limb)
Replicating documentation (Death)
Defacing official documentation (Limb)
Environmental devastation (Limb-Death)

All those found guilty are branded. Treating any wounds sustained will result in both the healer and the offender being executed should it become known.