By Tooth And Claw Dragons
World of Lizzarkyth
Erurost Naktuk Talosh Yosa Kyakih

Click on any of the names to be taken to the page of that continent.


Rituals for this Realm

Holidays for this Realm

Navigation

Common Knowledge Realm Connections Space and Stars Timezones Local Plantlife Trade Specialties Currency Accents Religion Politics Military

The Undying Realm

Lizzarkyth, called the Undying Realm, is a world of thick, lush jungles. Plants there don't die naturally, and any that are regrow swiftly. The Realm's native inhabitants have a deep spiritual connection to their home, and take only what they need to survive from it.

Lizzarkyth is covered by an almost completely unbroken jungle, with very few mountains breaking the unending green. Lakes and swamps can be found in various locations, and vast river systems run within the jungles. The Realm lacks oceans entirely.

Common Knowledge

Here is a listing of factions, native species, fauna and flora that can commonly be found in this Realm. Keep in mind, however, that these are not the only things that may be found within Lizzarkyth; different groups may travel, many species can be found abroad, and flora/fauna can be transferred with ease.

Mage Order
Circadian Lyzard Saurian Shriekan Zirus
Common Fauna Common Flora
Realm Connections

Lizzarkyth balances Millirand. The great Markers binding the Realm to its balance, and the great Void Hydra, are located in remote, hidden locations.

Lizzarkyth Marker Locations ::
Marker 1
Guardian: Fazku; a great raptor-Saurian as ancient as the Realm itself.
Location: Deep in the heart of the Unicorn Fronds. In the central dome, wreathed with enchantments to remain invisible to all who look upon it. Enchantments must be broken to destroy it - but with the unbinding of these, the central dome is rigged to explode in an intense release of energy gathered over centuries of careful work.
Marker 2
Guardian: Sel`quorra; a bipedal water Saurian.
Location: To the north, situated in a large swamp. Though not part of Mirasse, it feeds a swamp nearly as large, one that sucks the energy of all who approach it; save for its guardian alone.
Marker 3
Guardian: TBA; Marker Destroyed
Location: Settled in a deep pool of water within Halkion's Grove amidst a forest of kelp and other water plants. Long years underwater has made it nearly undetectable.
Marker 4
Guardian: Selthoras; a wise lyzard mage.
Location: At the top of Lizzarkyth's tallest mountain, at the very southern point of the Realm. Constantly obscured by clouds and icy snowstorms, and locked forever in a thick sheet of ice.



Click on the title to show information on this Realm's Markers!

Space and Stars

Lizzarkyth Constellations click on the link above to learn about this Realm's constellations!

Many of Lizzarkyth’s Realm stars are bright, and seem to have blue, silver, and greenish tints, unlike many other Realms. The Void stars can be most clearly seen in the skies of the Evergreen Realm, and its air is said to be the clearest of any, so that much of the night sky can be seen when the skies are clear and cloudless.

Lizzarkyth has two suns, and three moons. One sun is significantly larger than the other, and is considered normal sized; the other is minute, and often follows in the larger one’s path. They call the largest sun Ga'i Sci'raa, or ‘big sister’, and the little sun Li'i Scaa'ik, or ‘little brother’. The first of the two white moons is the largest: it is called Drii'avk Mu'aak, which means 'divine moon'. The second is named Zalk Mu'aak and is somewhat smaller; its name means ‘middle moon'. Lastly, the littlest moon, shining an odd green color, is Mu'aak'u Vuye - 'moon of change'.

Space around the world of Lizzarkyth’s Realm Sphere is filled with energy, though has very little in the way of blocking nebulae - what nebulas there are appear of greenish hues, with odd swirls of teal and blue. Its atmosphere is relatively thin compared to other Realms, though the oxygen around the Realm stretches farther, possibly due to the abundant flora.


Click on the title to show information on this Realm's space and stars!

Timezones
1. Farjungle time. 2. Alciniron time. 3. Draconn time. 4. Adiel time. 5. Daern time. 6. Gotajk time. 7. Brightglow time. 8. Aelia time.

This Realm's day/night cycle is split into eight distinct timezones, named for a notable city or landmark in that zone to differentiate from others in common speech. These timezones are split into eight sections due to time of day to avoid using numbered hours. They are as follows: dawn, midmorning, noon, afternoon, dusk, night, midnight, and predawn. Read more about the timezones on the time page and the current conditions thread.

The sky of Lizzarkyth are filled with suns and moons. Despite this abundance, the Realm experiences a fairly typical day and night cycle, with the smaller sun following closely behind the larger. Of the three moons, it is rare for there to not be at least one in the night sky, ensuring that night on Lizzarkyth is only very rarely truly dark.

Like Evylon, Lizzarkyth no longer has its own gods to alter the flow of time. Therefore, it is immensely rare - and dependent on the visit of a greater god. In recently recorded history spanning several thousand years, this has never happened.


Click on the title to show information about this Realm's timezones!

Local Plantlife

Lizzarkyth is a Realm replete with trees and plants that thrive in moist climates. Mosses, ferns, and many different fungi are as common as leaves in the jungle. Enormous vines extend upwards, and entwine around trees.


commonly found;; Tropical plants and herbs can be found in abundance, many unique to Lizzarkyth alone. Moss is a common sight, as are ferns and mushrooms, along with other types of fungi. Vines grow up and over many trees and stones.
rarely found;; Plants and trees that grow in more temperate climates are exceptionally rare, with a few found atop some of the sparse mountains.
doesn't exist;; Lizzarkyth is not a place for grass, as truly open ground is unheard of. Plants that grow in cold regions are likewise not to be found on this warm Realm.


Click on the title to show information about this Realm's common flora!

Trade Specialties

Most of Lizzarkyth's trade goods are fruits, plant fibers woven into rope or satchels, and various medicinal herbs and fungi. Myriad spices can also be found, and the bees of Lizzarkyth make honey richer and sweeter than that found on other Realms. Jewelry and curios made from polished bones, stones, and shells are common. Paints and dyes extracted from plants and local wildlife are likewise much sought-after.


Click on the title to show information on this Realm's trade specialties!

Currency

Lizzarkyth uses the currency of the Allied Realms, the jaden. They come in four denominations: the bronze coin, the silver coin, the gold coin, and the platinum coin. Each coin has a name, and these names have been shortened over time from their original labels; aelu was once aeslue, argel was once argentlue, aurle was once aurumlue, and ailu was once aithlu. These are known to have been crafted from the name of the coin's metal and the elven word for 'moon'. Prior to adopting the jaden, Lizzarkyth used a barter system, trading goods in mutually agreeable arrangements.

BRONZE: AELU (1j)
SILVER: ARGEL (25j)
GOLD: AURLE (50j)
PLATINUM: AILU (100j)



The conversion rate for jaden to USD is 1 jaden = 20 cents.

Average prices for common objects are listed below:

Loaf of bread; 20 jaden.
Sack of potatoes; 50 jaden.
Carrot; 80 jaden.
A pig;; 230 jaden.
A chicken; 60 jaden.
Horse; 5000 jaden.
Average-quality sword; 2000 jaden.
Wooden shield; 400 jaden.
Steel plate armor; 1900 jaden.
Building block; 70 jaden per ton.
Wooden log; 60 jaden.
Average rent; 200 jaden per month.


Click on the title to show information on this Realm's currency!

Accents and Dialects

Those who speak Common in this Realm often have location-based, regional accents. For ease of understanding, these accent names will be very loose, and will be referred to by their Earthrealm names! However, many of these accents may have Realm-based or the name of their region to refer to in-universe. Please do not use the Earthrealm language names ICly. Thanks!

The Undying Realm of Lizzarkyth is home to the lyzard, who speak Lizzarkythian, and other sapient species, such as the saurian. The land is lush and beautiful and the more populated areas are centered along rivers, thus the accents along riverways tend to be more coherent. Accents in this Realm are influenced as much by culture as by geography. The accents most resemble Earthrealm African languages, particularly those in the Earthrealm Niger-Congo family.

Erurost, the most well-known of Realm’s lands, is known for the prestige accent of Lizzarkyth. Those who speak in this accent are perceived to be well-educated and worldly and are often well-accommodated in other parts of the Realm. Lizzardkythian in this region features fewer, or much shorter, clicks and hisses than in other parts. Erurost’s accent may also sound more nasally in comparison to accents in other regions. It most resembles the Earthrealm Kongo language, with some elements of Earthrealm Khoekhoe, which features clicks.

In the centrally located land of Naktuk Talosh, accents are more varied by location and lose their consistency in comparison to Erurost. Those with accents from this region are often seen as naive or gullible when they travel beyond its borders. Naktuk Talosh’s accents tend to have more frequent clicks and more drawn-out hisses. These accents are closest to those in the Earthrealm Khosian language family, particularly Khoekhoe.

To the east lies Yosa Kyakih, whose waterways are disconnected from those of the other two regions. The Yosa Kyakih accent is markedly different from either of the other two lands, though the accents within the region are relatively similar. With a slight nasal sound and frequent clicks, the accent of Yosa Kyakih creates a sense of intrigue and mystery. Quite often, those with the Yosa Kyakih accent are encouraged to speak or tell tales. The accent of Yosa Kyakih are similar to Erurost in their resemblance to Earthrealm Kongo and Earthrealm Khoekhoe.


Click on the title to show information on this Realm's accents and dialects!

Religion

Long ago, when Lizzarkyth was still young, the Realm's gods communed with nature; this communion grew so deep and so intense that the gods willingly became one with the Realm. Since then, the lyzards have taken to dragon-worship, although whether they believe the dragons are gods themselves or merely emissaries of the gods varies depending on who one asks. However, the end result is the same. For their part, the saurians who dwell beneath the immortal trees tend to venerate Lizzarkyth itself, rather than worship the drakes of other Realms.

Drii'avk Z'krel

Worshipful Races: lyzards. Primarily Worshiped In: abroad in Lizzarkyth.

By and large, the majority of Lizzarkyth worships under the lyzard faith of Drii'avk Z'krel, or the 'Divine Path'. This religion is based around the belief that dragons are divine in nature, though the extent to which this is believed differs between the lyzard types and individual conviction. Most hold that dragons are in some way divine or godly, and each particular variant of dragon represents a virtue. The three lyzard breeds all have a handful of virtues - and dragon variants - that they hold above others, and each one is ranked by its importance to that breed.

Where all dragons are revered to some degree, those variants that are held above others are treated with more respect than those beneath them. For example, a western dragon that visits a kaza'inr settlement is seen as a omen of the greatest fortune, and may be thrown a feast or holiday in their honor, celebrations abound; but should a ouroboros visit, the response would be much less so. Likewise, if a dragon of a type and virtue held to a higher degree by another lyzard type visits, they will be treated as a divine and with great respect, but not with the same degree one of their own cherished virtues might be. This is commonly called 'path bias' by outsiders, though the term is extremely frowned upon by lyzards if overheard.

Lyzards hold the common belief that dragons of their specific types should represent the virtues hey have been assigned. If a dragon should not fit these virtues - and not express that they are the embodiment of such a virtue themselves - the lyzards will most often consider such an individual an outlier and not a representative of the rest of their race or breed. However, some may catch on - but this is greatly dissuaded by the Drii'avk Z'krel priests, and ill may come of it if they should find out.

Largest of the three-way faith is that of the Path of Light, worshiped by the priestly kaza'inr. They revere dragons as true gods, those who have taken the place of the Old Ones and treat them with a reverence found in few places elsewhere. Actual draconic gods, such as the Five, are held to an even higher degree. To a kaza'inr, the harming or killing of a dragon is blasphemous enough to inspire execution carried out by the priesthood's Inquisitors themselves, powerful magic users who have abilities geared towards extreme electrical shock via touch. The kaza'inr faith's hierarchy of dragon variants and their virtues is as follows:

1. Westerns: wisdom/prudence
2. Amphitheres: love/charity
3. Ourobori: peacefulness
4. Groundrakes: temperance/self-control
5. Cavewyrms: humility

The paladin-held worship of the Path of Glory is held by the rakazuor, and those that wish to dedicate themselves to a warrior's art. They revere dragons as deities, but not to the extravagant extent that their kaza'inr do, though the line tends to blend in older populations. Those that follow the Path of Glory protect the church and its beliefs fanatically, and will quickly imprison or kill anyone who attempts to derail this system, no matter their species, station, or power (unless they are a dragon; then, the rakazuor believe that such an individual is an outlier, a crazed god who cannot be listened to and thus they turn their backs). The rakazuor faith's hierarchy of dragon variants and their virtues is as follows:

1. Wyvern: justice/chivalry
2. Runnerdrake: honor
3. Knucker: loyalty
4. Hydra: diligence

There are few but the nizlhamr that worship the Path of Dawn, save for perhaps rogues and exiles that have little else to turn to. Those that follow the Dawn believe that dragons are divine in nature, but are not gods - though they are treated with respect and reverence nonetheless. Most believe that dragons were crafted in the image of gods, and thus they still hold certain types to be the embodiment of virtues. This is, however, not as adhering as the other two Paths. The nizlhamr faith's hierarchy of dragon variants and their virtues is as follows:

1. Hexadragon: courage
2. Sea-Serpent: compassion
3. Eastern: kindness/benevolence
4. Lindwyrm: patience


Clerics: Clerics where whatever color they hold the rank of in their robes and overall garb; however, they are also granted bright jewels and a medallion that depicts the god they are chosen for, along with iridescent, rainbow runes to separate themselves from the rest. Lyzard clerics are religious individuals bound to and granted power from the draconic gods.
Saints: Saints wear whatever color they hold the rank of, plus gold and silver decor, and a beautifully crafted ceremonial weapon. They are effigies of holiness; wandering figures that were seen as pillars of spirituality and beacons of perceived perfection.

Council of Stones Member: A Council of Stones member wears opalescent robes in white. The Council of Stones reigns over and oversees their religion and country; they control the church, oversee bishops, and maintain balance and direction of the religion's lesser leaders.
Bishops: Bishops wear white robes. They are esteemed nobles of the church. Many are lesser leaders in royal courts, often clerics, and are sometimes possessed of both the Sight and great magical power.
High Priests/Priestesses: High priests and priestesses wear robes of golds and oranges. They are priests and priestesses that have mastered their craft, and are esteemed in their knowledge of the gods, dragons, and their religion at large.
Inquisitors: Only found in the kaza'inr. Powerful mages who wear robes of iridescent black, and are trained to use their magic to protect the church and its beliefs with ruthless fanaticism.
Priests: Priests wear robes of blues and greens. They are local religious leaders and while most are not rich, they may be clerics of some power. They are teachers over all, and the heads of churches; also seen as protectors of a religion's members' spirituality.
Acolytes: Acolytes wear robes of light silvered emblazoned with runes depending on their knowledge and age. They are individuals still in training, assistants who perform various tasks and ceremonies those of higher rank do not.
Novices: Novices wear robes of unadorned grey. They are the newest to the church, and have not yet taken the vows that will bind them to their religion in its entirety.



Click on the title to show information on this Realm's religions!

Politics

Lizzarkyth is a Realm led by three tiered factions; the Council of Stones, the Council of Scales, and the Council of Leaves. Where all things pass the Council of Stones' approval, and they are considered the greatest power in the land, the other two factions lead under them and have differing tasks, serving differing peoples. The Council of Scales is a three-person assembly of overseers, all purebred lyzards, who are the heads of Lizzarkyth's three regions respectively. Lastly, the Council of Leaves is a loose group of representatives from each of the Realm's most populous races, save for lyzards, working as an oligarchy under the Scales and Stones.

While the Council of Stones is well-organized and works to further the Realm and its races, the other two tiers are much looser in organization. The Council of Leaves is known to be subject to the whims of rich donors, heavily affected by inner corruption and the selfish goals of its singular members.

Politics; Council of Stones

Current Capital: Alciniron. Nation: N/A.

The Council of Stones is the highest power on Lizzarkyth, both in government and religion. The Stones consist of five individuals, all purebred lyzards (or their subspecies), and cannot be hybrids or related species. They have a heavy hand in all of the Paths in Drii'avk Z'krel, and preach the worship of dragons beyond all; they use the church as their power, and act as a theocracy beyond all. All of the Stones' members hold religious rank, and the greater majority of them are older individuals involved in the church for many years before their joining. Clerics or saints that join the Stones are particularly venerable, and may win out in a debate through reverence alone.

They live largely apart from their underlings, preferring to limit their interactions with the mundane, though they will not refuse meeting with another country's leader should that individual be a dragon or lyzard in race. Any dragon they will treat with great respect, though they expect a similar level of honor in turn, due to their high rank. The Council of Stones is possibly the least corrupt of the Lizzarkythian tiered Councils, though some are called fanatics by those beneath them.


Stone Council Member: each of the five Council of Stones members are equal in rank to one another. all of the lyzard race, purebred, with no hybrid or inter-Clan heritage among them. governs the entire Realm and the two Councils underneath them, delegates government tasks, and leads the religious aspects of Drii'avk Z'krel as well as Lizzarkyth's political workings. assigns overseers to the Council of Scales.
Council Scribe: assistants to the councilmembers. they cater to the Stones' every whim, learning the Council's ways and the inner workings of the government. if a Council of Stones member is unable to serve due to illness, injury, or another outstanding reason, their scribe may speak in their stead.

Politics; Council of Scales

Current Capital: N/A. Nation: N/A.

Hand-selected by the Council of Stones, the Council of Scales is a group that collectively oversees the workings of the lyzard race in each of its three regions. They are only concerned with lyzards, and not any of Lizzaryth's other species; all others are left to the Council of Leaves. All Council of Scales members are purebred lyzards or their subspecies, and cannot be hybrids or related races.

As with the Council of Stones, the Council of Scales is a theocracy. It's leadership are often of high rank within the church, generally chosen from older bishops or (more rarely) high priests or priestesses. They view lesser races who do not share their worship of dragons through Drii'avk Z'krel distasteful, even going so far as to send Inquisitors after any that defy the faith should they so desire. These overseers choose other esteemed bishops to serve as regional leaders beneath them, though most of the Scales' decisions must be approved by the Stones before action may be taken.


Overseer (Scale Council Member): member of the Council of Scales. three members the Council of Stones chooses in a vote from existing bishops, representing the three lands of Lizzarkyth. these elected high-bishops serve as heads of state for the lyzard government, and are known as the overseers of the Council of Scales. they handle delegation of tasks, budget for most organized areas, listens to the peoples' complaints, distribution of priests and any standing military within their jurisdiction. however, as all must go by the Council of Stones before it passes, the members of the Scales have very little actual power. always a purebred lyzard.
Bishop: regional leaders who rule through the church, and often oversee smaller local city governments of lyzards; report to the overseers on all things. share their rank with the bishops in Lizzarkythian religion.
Inquisitor: enforcers that act as judicial and legislative powers, holding strict control over lyzard communities.

Politics; Council of Leaves

Current Capital: N/A. Nation: N/A.

The Council of Leaves is the least organized in Lizzarkythian government, and rarely holds meetings that come to greatly favorable outcomes. Each council member is a representative of Lizzarkyth's most populous races, such as saurians, Lizzarkythian humans, and circadian dragons. However, most of these individuals seek to better their own race beyond working towards a cohesive whole, their focus scattered and broken. They work as an oligarchy rather than a theocracy, and many of their elected officials are chosen for their wealth over their faith.

Corruption and greed run rampant in the Council of Leaves, and its members are routinely swayed to give local leaders more power, or to serve an end that they normally wouldn't, for money. The Leaves are also rife with racism; especially when it comes to inter-species laws and budgets.


Leaf Council Member: a member of the Council of Leaves. generally, each of the most populous races on Lizzarkyth has one representative on the Council, who all form a loosely organized group of governmental officials. they meet to delegate tasks to leaders in their own races, oversee disputes, budget for larger groups, and settle trade and commerce ties between the races.
Merchant Lord: powerful and rich merchants of various races who are chosen by the Council of Leaves as local leaders, often presiding over a single area, town, or city.
Blessed General: military leaders of lesser races that work for merchant lords; considered enforcers of local laws, though primarily only over the race that they belong to only.


Click on the title to show information on this Realm's politics!

Military

Although they have no formal military structure, and prefer peaceful mediation over open violence, the lyzards make formidable jungle fighters, commonly using poisoned arrows and spears from ambush, supplemented by strong magics. The various saurian clans, when stirred to anger, tend to attack their enemies with primal savagery and potent magic.


Click on the title to show information on this Realm's military!