Toneru Islands
Several islands to the south of Djama filled with immense trees akin to ancient Redwoods. Many ships are lost in the seas north of the islands due to the extremely rocky terrain and the sunken logs of the giant trees that call the islands home.
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Politics
Each tribe in Toneru Islands has its own laws. If a law is broken within the territory of one tribe and the perpetrator flees to another tribe, cooperation between the law enforcement of the two tribes is possible and they often work together to bring the criminal to justice in the tribe where the crime was committed. The punishments in Toneru Islands are not particularly merciful, either, and though there are some mild differences between the individual tribes, a thief in Toneru might find themselves missing a paw as punishment for their crimes soon enough. Several of the tribes also have their own executioners, for the most serious of offenses.
Toneru Islands are divided into 12 territories, each belonging to one tribe. Each tribe is governed by a king or queen and has its own laws and militia and forms a separate entity from all the other tribes. Together, the leaders of the twelve tribes form the Council of Neomenia, which represents Toneru Islands in any dealings with other nations.
- The Ebonbrand - Toneru Islands are one of Djama's main trade partners. It would be a foolish opportunity to pass up. As a result, not every merchant sailing to Toneru from Djama is a real merchant, but in the end, business among international criminals is still international business, right?
- The Garden of the Moon Thread - It's secluded enough...
- The Obsidian Accord - A government-funded faction created in order to provide each of the tribe's rulers with their own personal guards, spies and advisors. The Obsidian Accord are the best of the best in terms of combat abilities and secrecy, and disloyalty within the organization is punishable by execution.
Economy
Toneru does not rely on international trade for crucial resources and is fairly independent in terms of agriculture and materials. They import certain spices and more advanced technologies from Djama, but their trade is limited in this regard as they want to maintain their independence as much as they can. Each tribe specializes in a certain craft to help keep the archipelago afloat, and they put their differences aside to work together on making sure the nation does not have to rely on importing goods to survive.
In terms of technology, Toneru is not particularly advanced. One would be hard-pressed to find paved roads outside the main ones connecting the tribe strongholds, and the architecture in the region is primarily built alongside its natural features instead of combating the local fauna and flora. Wood and stone are the most common building materials, though metal is also used to some extent for smaller features such as door hinges. One feature unique to Toneru are its small settlements built inside carved out fallen redwood trees.
- Obsidian Accord membership is the most prestigious job outside of ruling positions. If your Niravar is a skilled fighter, spy, or even assassin, this might be the job for them.
- The wealthiest Niravar in Toneru (besides the tribe rulers and the Obsidian Accord) are shipbuilders. This is one of the most prestigious professions on the archipelago, and the hardest one to obtain, as it requires skill and expertise.
- Barrel-making
- Tanning
- Fishing
- Leatherworking
- Sailing
Culture
Education in Toneru is primarily focused on practical skills, such as shipbuilding or leatherworking. Most Niravar and humans living on the archipelago gain their skills as apprentices working under master craftsmen. Regular schools are few and far between, though most tribes have one or two volunteers who have traveled to Toneru from abroad and are willing to share their knowledge with the others.
The Twelve Tribes of Toneru
Mirdrak
Probably among the most mysterious of all of Toneru's tribes. The members of Mirdrak have made the Nirmuda Square their primary focus, and often dive into its treacherous waters in search of survivors, treasure, and sunken ships. Calvieth, their queen, is an experienced ship captain and is prone to punching anyone who gets on her nerves too much. Members of the Mirdrak tribe commonly wear necklaces and other accessories made of seashells and other underwater treasures. |
Grelbrug Rid
Whatever wood that Aren Begh does not sell typically winds up in Grelbrug Rid. There, it is carved, chopped and shaped into everything and anything imaginable, beginning with furniture and ending with the most intricate of tools. Be it wooden roof tiles, wooden beams or wooden furniture, Grelbrug Rid has it all and is ready to supply it to anyone who's willing to pay. Grelbrug Rid's king is named Rashuzur, and values practical skills above everything else. |
Vuk-tu
This is where the agricultural heart of Toneru Islands lies. Vuk-tu provides crops and supplies to all surrounding tribes, and its members focus on little else besides agriculture as a result. Vegetables are near the top of its list of exports to the other tribes as they are capable of withstanding Toneru's cold winters. Vuk-tu members commonly wear accessories consisting of woven wheat stalks. Vuk-tu's queen is named Arneca, and is typically the voice of reason at Council meetings, quick to calm the situation down should a conflict arise. |
Nanshua
Toneru Islands' trading hub. Nanshua utilizes the ships that Igmareg builds. Its sailors and ship captains are among the best in the archipelago, well-equipped and prepared for long journeys across Terran. Many say that Nanshua is Toneru Islands' link to the outside world. Its leader prefers diplomatic solutions over violence, and its members are fairly easy to recognize as they typically wear accessories and clothing only available abroad. The members of this tribe commonly worship the god of Space, due to their affinity for maritime travel. Tuvro, their king, rarely makes an appearance at Council meetings and prefers to communicate exclusively through mail. |
Igmareg
The oldest of the twelve tribes and by far the most influential. Igmareg holds the centuries old traditions and secrets of shipbuilding, the craft that no other nation can surpass Toneru Islands in. Due to this, it remains the most respected and valued tribe out of all of Toneru. Its members typically wear clothing and accessories with patterns related to the sea, ships and marine life. Tanlan, queen of the tribe, is a little short-tempered, but adored by her people nonetheless. |
Ubikh
Most of Toneru Islands' fishing happens in Ubikh's territory. The tribe members are extremely skilled fishermen and helmsmen, and hunters accompany the fishing boats whenever possible to ward off hungry Crested Sen that may try to attack them. Ubikh tries to remain neutral in any and all conflicts that arise on Toneru, though the king of the tribe, Farnall, is curious to a fault. Members of Ubikh typically wear accessories made of dyed fish scales. |
Vilbati
Another material commonly found in Toneru Islands is clay, and Vilbati members make full use of it. They've got it all, from pots to bricks, and are slowly working on providing Noca with the necessary building materials to cut Toneru's dependence on wood as a primary building material. They wear heavy, chunky jewellery made of dyed clay. Rhemdryk is their king, and while he's quick to anger, he is one of the oldest members of the Council, possessing the most experience of all of the members. |
Aren Begh
One of the newest tribes in the archipelago that makes up for its lack of experience with extremely aggressive politics. Its militia is fairly weak, but Aren Begh compensates for this with lucrative trade deals linking it to not only other tribes in Toneru, but also other nations in Terran. Lumbering is Aren Begh's primary business, and most of the tribe members carry axes on them as a result. Those who do not participate in the work themselves sometimes opt to have the axe tattooed on their body alongside their date of birth, as it has become the tribe's symbol over the years. Ingdal, Aren Begh's ruler, is as ruthless as they get. |
Shuja
Members of the Shuja tribe are especially skilled at delicate, detailed carving of the wood that Aren Begh supplies them with. Using this wood, they create jewellery and decorations, which they themselves wear on the daily. Uniform, flat wooden slabs are passed off to the tribe's painters to be made into beautiful art pieces, while wood with irregularities and patterns that would disrupt the flow of a painting are given to the other tribe members to carve into colored wooden beads, toys, and other ornaments. Viola, their queen, can seem a little stuck-up at first, but is quick to warm up to people regardless of their status or wealth. |
Hungaak
Hungaak's militia is the strongest out of all of Toneru's tribes, but their economy is heavily reliant on trading with their neighbors. They typically "export" services in the form of mercenaries, most often used by Ubikh and Nanshua to protect their trading ships and boats. Hungaak's tribe members value physical strength, but place religion above even that. They worship the spirits of nature, similarly to the citizens of Urus, and often wear flowers or floral patterns wherever they can to show their appreciation of them. Their leader, Ziless, is among the most vocal at council meetings and typically will not take 'no' for an answer. |
Va Marre
All of Toneru Islands' scribes and scholars have studied in the territory of the Va Marre tribe. Its members are poorly equipped for battle or tough manual labor, but they possess most of the knowledge Toneru Islands holds as a whole. Historians, scribes, and scholars are a common sight in Va Marre, and most members like to wear brooches with book or writing motifs to show their loyalty to the tribe. Khelvyth, their ruler, has never missed a single Council meeting but rarely speaks up during the usually heated debates. |
Noca
Most of Toneru Islands' architecture comes from Noca. The tribe's architects have spent years learning how to create buildings alongside Toneru's massive redwood trees, and the building style in Toneru is like no other in Terran as a result. The settlements in this tribe's territory are commonly carved into fallen trees, with entire communities populating a single fallen tree due to its sheer size. Noca's king is named Garzoc, and he rarely contacts the other members at all, though he's very cooperative and helpful nonetheless. |
Toneru Date-of-Birth Bodypaint
Each tribe is also assigned a 'Host of Lineages'. This Niravar maintains the records of every cub and baby born in the tribe and, if needed, can verify whether or not an individual belongs to their tribe by looking at the glyphs on their body and checking the records for a matching set.
Niravar who are completing the Toneru Islands Storyline may have a date comprised of these glyphs added as a free paint edit!
- The glyphs follow Vial of Paint rules color-wise, and are usually the size of the Niravar's paw.
- The glyphs can be applied for free as soon as your Niravar completes Prompt n.1 of the Toneru Storyline. Just list "Toneru Storyline" in place of the items used!
Factions
Obsidian Accord
Chaotic NeutralDecades ago, the twelve monarchs of Toneru Islands signed a document known as The Obsidian Accord, establishing the eponymous faction and beginning its activity on the archipelago. The Obsidian Accord consists of twelve Arrays, each loyal to one of the monarchs. Within each Array are countless guards, spies, agents, advisors, and...assassins. Their loyalties align with those of their assigned monarch precisely and without question. To the public, the Accord presents itself professionally, without hesitation or error.
Those who join the Obsidian Accord, however, soon find the reality of the organization is drastically different from its public presentation. Though all of the faction's members are colleagues in theory, in practice, it is not at all uncommon for Accord agents to be pitted against one another by their respective monarchs. Former friends serving the Accord have no qualms with fighting to the death if they just so happen to serve opposing sides in a minor conflict.
Toneru Islands' monarchs wield their Arrays much like they would a weapon, sending out agents to eliminate other Obsidian Accord agents in opposing tribes, or assigning spies to their opponents to always know what the people and Niravar around them are planning. This is the reality of the Accord, and any opposition to the rules that were set in place when the faction was founded is punishable by death.
In spite of its reputation, the Obsidian Accord has no shortage of ambitious, foolish Niravar who seek glory and influence through membership in the organization. The primary requirement for joining the Accord is Toneru Islands citizenship – the tribe the Niravar belongs to matters very little, as the Accord chooses their placement based on their current requirements and demands and not at all based on the individual's preference. To serve the Obsidian Accord is to serve the Toneru Islands as a whole, and the organization's leaders seem to be clinging to a strange sense of neutrality.
Aside from citizenship, any Niravar seeking to join the Accord must prove themselves in battle. This is typically done through a test conducted by one of the Accord's senior members. Niravar must fight other candidates for membership in the Accord. If they lose, they are simply assigned to fight another candidate, until the Accord's ranks are filled or the Niravar wins and gains a spot among the organization's members.
After all, as new recruits are cheerfully told by the healers called in to patch them up after the duels, this is not at all the first time they will get seriously injured for the organization.
- Members are to never speak of the Accord's inner workings to outsiders, even other members outside of their Array.
- Members cannot be neutral - they must serve in one of the Accord's Arrays, and their interests must precisely align with the ones officially adopted by that Array. In private, they can think whatever they want, but their public presentation must always match the Array's interests.
- Any members who betray their Array will be executed to prevent them spreading information outside of the organization. The execution will be 'public' to other Accord members, but never to the public.
Accord Leaders ◈
The true leaders of the Accord are the monarchs of Toneru Islands. The organization has no individual leader or ruler.
Advisors ◈
The Advisors do not only assist their monarch with day-to-day tasks and decisions, but also direct all other Accord activity in the Array. They make sure all the members, regardless of their role, are acting in compliance with the rules, and are expected to act immediately should they suspect that any members are beginning to question the Accord's actions.
Gauntlets ◈
The second most crucial members of the organization aside from the Advisors. Gauntlets supervise operations, politics, and executive and legislative decisions throughout the tribe's territory. Toneru Islands cities typically have their own rulers, but everyone is aware that there is likely a Gauntlet nearby who is truly in charge. In a crisis, it is the Gauntlets that come forth to take charge of the situation.
Spears of the Accord
Spears of the Accord, or Spears for short, act as personal guards for not only the monarch, but also the Accord Advisor. They are excellent fighters, quick to react, and fiercely loyal to the cause. They typically wear heavy armor adorned with obsidian decorations or jewelry.
Daggers of the Accord
Daggers for short. Are typically sent out in groups of three into opposing tribes to act as spies. Wear no distinguishable gear.
Fangs of the Accord
If a mission into opposing tribe territory requires for a target to be eliminated, a group of three is sent out - but instead of it consisting of three Daggers, one of the spies is replaced by a Fang. Fangs of the Accord are trained assassins, expected to leave the scene quietly and with no evidence. When they do reveal their identity, they are expected to present themselves as Daggers, even among other Accord members. This way, it is harder for opposing Accord agents to remove them, should they infiltrate their Array's ranks.
International Relations
Toneru Islands is neutral towards most other nations.
Notable Characters
Queen TanlanQueen Tanlan of Igmareg is a menace at just about any Council meeting, insisting on bringing her warhammer, aptly named "Compelling Argument", with her everywhere in case a fight breaks out and she needs to quickly end it. She exudes an aura of authority and intimidation, but is incredibly friendly towards just about anyone and everyone she meets. |
XyrisThe diplomat of Aren Begh. Witty and quick to retort regardless of how tense the situation is, he is easily among the most skilled individuals deciding the tribe's politics and its relations with the rest of the archipelago. Outside of the meeting rooms and strongholds, Xyris is rarely seen during the day, and prefers to only come out after sunset. When asked about this habit, he explains with his ever-present charming smile that the sunlight simply gets in his eyes when he's flying, and being outside at night is therefore safer. Some say he has an affinity for the arts, though what arts those are exactly remains a mystery, as does Xyris himself. |
King IngdalRuthless and without even the slightest modicum of good manners, King Ingdal of Aren Begh will not stop before anything or anyone on his journey to make Aren Begh into a prosperous, independent tribe. The only individual he seems to respect is Xyris, who acts as his advisor at times. |
Void Reaper Presence
Geography & ArchitectureToneru Islands is a region covered in sprawling, towering redwoods. It can be difficult to navigate as a result, and newcomers are often advised to ask a local to come with them should they wish to venture into the wild.
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AshborneUbikh's capital. Well-known among travelers, as the tribe's king often invites them inside for a casual chat about the meaning of life, the nature of good and bad, and the importance of fishing. The waterfront is seemingly always busy, filled with fishermen and small fishing boats, and the occasional Crested Sen that has to be fought off before it steals a basket of fresh seafood. |
Nirmuda SquareA strange area of ocean geography where many ships have sunk beneath the waves. Evidence points to wrecks as old as before the Cataclysm and many treasure hunters and historians seek to investigate the area. |
Led ArbredhThe capital of Nanshua. A busy port with ships coming in and out of the docks constantly. Newcomers to Toneru Islands are likely to find themselves here when beginning their journey through the archipelago. |
DzhavzodaraA small town that was recently under siege by a massive void reaper. It is still recovering from the attack. |