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Yorn: The Clay Region

It is advised that one should watch their footing with every step they take within the lands of the Clay Region if one chooses not to travel by boat, as there are countless pockets of varying steep slopes within the masses of murky water. One should also not assume by appearance that the small patches of land within the swamps and marsh are stable enough to support the weight of a whole person, as those patches of land have been known to give way almost immediately and send you right back into the murky depths. The only reliable salvation one can find in the wetlands of Yorn are trees that sprout out from under the water, if one is able to climb up them.

On the northern side, the swamps of Yorn are akin to jungles that have been completely submerged in water, and only the stronger and older trees peek above its surface. Though it is a tangled mess of moss and vines strewn about like nature didn’t have a care in the world. Despite the mess, all sorts of vegetation are interconnected in some shape or form, creating long channels among the foliage in coexistence. Many creatures lurk below the depths, and do be warned, the catfish aren’t the only things in the water that are able to drag people under.

While on the southern part of Yorn, closer to the Earth Region, large masses of land surrounded by the marsh make these parts of Yorn all the more inhabitable as opposed to its northern counterpart. Instead of trees, long tufts of grass and reeds sprout from the submerged ground. This has allowed river-like roads, similar to the Water Region’s, to be mapped out for simpler traversing by boat. Yorn's largest stretch of land resides on the borders of the Earth and Clay Region, effectively making it highly populated in comparison to the rest of Yorn.

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The Tree of Legend

Somewhere in the heart of the swamp, where it is believed that every single plant life organism is said to have been birthed from a single elder tree. If one were to take the time to trace the roots spread throughout the swamp, one could find that its origin point does indeed trace back to this specific tree. Its roots are submerged far beneath the water’s surface that it is said to have binded realms together. The water surrounding this tree is crystal clean, said to have been purified and magically blessed from the tree. The fabled Yggdrasil Tree, told from legend, the Tree of Life itself is believed to be the Yorn’s Gate of Clay. 

It is said that the leaves from this tree have mystical powers imbued into them, granting it powers to bring back people and animals from the brink of death or cure any illness or ailments. With such a dangerous potential of leaving this tree in the realm of men, knowing how corrupt and greedy they can be, a clay golem believed to have been crafted by the gods and left to protect the tree from anyone that might intrude upon the tree stands guard with its life. As the golem itself cannot sense a person’s intent, it will attack indiscriminately regardless of someone approaching with only good intent. A fail safe hotwired into the golem’s psyche to ensure that resources from the tree do not fall into the wrong hands.

Of course, this is all fabled.

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Rivarlant: Southern Yorn (river-lant)

Along the borders of the Clay and Earth Region is where most of the population of Rivarlant’s have made their homes. Rivarlant sits where the environmental range of the swamps begins to gradually fade into the marsh that it is today. Allowing the residents to build adobes made entirely out of clay or brick, or huts melded together by clay to keep the structure of it sturdier, all of it along the sides of the rivers. This alone has made for comfortable shelter and living conditions those of Rivarlant can hardly complain about, as it is a mixture of their tribal ancestry and modern practices.

With that being said, Rivarlant is a more established economy than its northern counterpart. It is highly recommended to stay here for the night if one wishes to traverse through the rest of the Yorn to reach the Water Region. For one thing, some parts of Rivarlant will accept metal coins as payment, and to a much lesser degree parchment money, but it is a step above the rest regardless. However, Rivarlant very much relies on what is called a Turnip System outside of Yorn. Riverlant’s choice of currency is literally trade among customer and merchant with what is seen as equal value. For example; five fish could be seen as the same worth as a small slab of mutton.

If there is a single thing Rivarlant is known for, it is their utilization and expertise in using clay magic to inscribe runic magic into nearly everything they are able to craft through clay. For an example; runic magic will be written into the foundation of an adobe made from clay to cast an everlasting fortify spell to enhance the structure of its walls. Or a dual affinity user of clay and fire will engrave runic magic into pottery that grants the holder to scoop up an active flame into the container and store it for later use. Clay users of Rivarlant are on a whole other level when it comes to using and understanding the runic magic language. 

When it comes to defending themselves from opposition, the residents of Rivarlant are more than willing to defend their lives and homes if all other options had been exhausted. This is not to be mistaken for weakness, as Rivarlant chooses to approach situations with diplomatic intent to avoid unnecessary bloodshed. Rivarlant possesses some standard weaponry, as well as semi-tribal ones. But Riverlant’s choice of weapon are slings and bolas with runic inscribed clay balls as ammunition that, once activated through mana being pushed into it, will explode upon contact after being thrown. They are not to be trifled with.

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Grotague: Northern Yorn (Graw-ta-gew)

At first glance, Grotague almost appears to be uninhabitable with an exception to a few stable land conditions, but aside from that more than 60% of its land has been overtaken by the bog. This alone was not enough to deter people from establishing upon this land, and making it their homes despite all the conditions it might come with. If one were to traverse deep enough into the great swamp, they will soon come across those that have made their homes there. Dens and shacks propped up over the water surface by strong wood tied together by vines and rope, huts built along the base of the roots or branches of the trees, or even trees that have been hollowed out as makeshift homes.

Along certains areas of northern Yorn, a collection of huts could be seen bearing similar crests or insignias painted on the walls. This is an indication of territory among established tribes, and those of opposing tribes should be warned. These tribes will only consist of a single race, and anyone different encroaching upon their land will always feel like they’re being watched. Among the tribe there is a selected person deemed worthy to lead the people, this person is referred to as Honcho. Whether they were selected by being an heir or someone among their people that holds high respect, they are seen as fit to carry out the wishes of their predecessor and surpass them.


These tribal ways that have carried throughout generations have led to a less established economy, and this is very much evident in their forms of currency. Or perhaps even their lack there being any. Grotague very much relies on the Turnip System. Instead of metal coins or parchment money, Grotague leans heavily on literal trade between customers and merchants. If someone wishes to buy something they must have something the merchant sees as equal value or something that interests them. High riches and dazzling trinkets will only get someone so far in life, and in Grotague is where that comes to a halt.

Regardless of their magical affinity with clay, tribes of Grotague seem to stray from using their clay magic if they can avoid it. A hunter who depends on magic is useless once mana is depleted or they are unable to cast. It also throws balance and order out the window when a young prideful person can’t be knocked back into position, because they can turn a village into a wildfire. So magic and those that use it are carefully watched and depending on the tribe. Better to kill a young person or destroy a magic artifact than let them destroy the village, tribe, or balance. 

Instead they rely on the more primitive type of weaponry such as hand crafted spears and arrows made from wood and sharp rocks. However, their lack of magical use should not be seen as a sign of weakness, as those of Grotague know how to use the swamps to their advantage. They will make use of the terrain to effectively ambush during hunts or give a warm tribal welcome to unwanted guests. Nothing says surprise like hitting a tripwire in the swamps and suddenly being surrounded by tribal warriors rising from the water or dropping from tree branches.

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Rituals and tributes

People of Grotague seem to reserve their affinity with clay magic for the purpose of ceremonies that they will occasionally hold, whether that might be paying their respect to the recently deceased by crafting a jar from clay to contain their soul and guiding them into the afterlife, or inscribing runic words into a clay tablet or gourd to their corresponding ceremony or god of worship. Afterwards this is usually followed by a feast and tribal dancing to signify moving past mourning and looking towards the future to be better, and a lot of chanting and fire being thrown around.

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