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| regions = Forest, plains, mountains, foothills, drylands, swamp, wetlands, boreal forest, tundra, desert |
| regions = Forest, plains, mountains, foothills, drylands, swamp, wetlands, boreal forest, tundra, desert |
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| intelligent_species = [[Vridin]] |
| intelligent_species = [[Vridin]] |
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| nations = [[The Everturning City|The Everturning City,]] [[Where Roads Hang High|Where The Roads Hang High,]] [[The City of |
| nations = [[The Everturning City|The Everturning City,]] [[Where Roads Hang High|Where The Roads Hang High,]] [[The City of Discovery|The City of Discovery,]] [[The Great Sea Spirit’s Empire|The Great Sea Spirit’s Empire,]] [[The Moonlit Empire]] |
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:Societies across Xanglu vary greatly in structure, and not all fit neatly into a single category. However, the following broad classifications serve as useful umbrella terms for the most common types of civilizations in the world of Tamed. |
:Societies across Xanglu vary greatly in structure, and not all fit neatly into a single category. However, the following broad classifications serve as useful umbrella terms for the most common types of civilizations in the world of Tamed. |
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:'''Empire:''' Though empires are rare in Xanglu, the few that exist are the largest and most expansive societies in the world, making them particularly significant. These civilizations are typically ruled by a single empress, governing vast territories and diverse populations. Many empires control distant colonies and actively expand their borders. Notable examples include the Great Sea Spirit’s Empire along the Northern Coast and the Moonlit Empire in the Land of Dust and Bones. |
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:'''City-State:''' One of the most common societal structures across Xanglu, city-states are self-governing settlements, many of which have endured for generations. Their size and political systems vary widely, with populations typically ranging from 5,000 to 80,000. Some notable city-states include Where the Roads Hang High, the City of Knowledge, and the Everturning City. |
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:'''Stationary Clan:''' Another prevalent civilization type, these societies tend to have a less centralized government and smaller populations. They are often culturally cohesive, typically originating from alliances between a few families. While most have populations in the hundreds, some grow into the thousands. Stationary clans can be found throughout Xanglu, such as Where They Don’t Trust the Spirits and the Land of Dust and Bones, but also just about anywhere else. |
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:'''Nomadic Band:''' Slightly less common than stationary clans but still widespread, nomadic bands do not remain in a single location, instead traveling across the land in search of resources. Many follow migratory patterns of game animals, though some practice herding and animal husbandry. Due to their mobility, agriculture is uncommon, but their deep knowledge of the land allows them to manage resources effectively. Populations rarely exceed 100. Nomadic societies are particularly prevalent in Where the Vridin Ride Beasts, though they can be found scattered throughout Xanglu. |
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;Major Civilizations |
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:Xanglu is home to a vast array of civilizations, each with its own history, culture, and way of life. Some are sprawling empires with far-reaching influence, while others are small but enduring societies that have thrived for generations. The following is a list of the most significant civilizations across the lands of Xanglu. |
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:'''[[The Great Sea Spirit’s Empire]]:''' Across the northern coast and throughout the Land With a Hundred Rivers, you’ll find scattered colonies of the Great Sea Spirit’s Empire. Between the main nation and the colonies, the total population of the empire is around 2,000,000. The empire is particularly known for its use of ships for fishing, trade, and military, as well as ports in all their seaside cities to go along with them. They’re known for their magic division, an army of over 100 druids. |
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:'''[[The Moonlit Empire]]:''' Throughout the Land of Dust and Bones, and particularly occupying around the Eastern River is the Moonlit Empire. Its population is around 1,200,000. They’re known to revere the stars, using them for fortune telling, praying to the spirits of constellations for blessing, and making tall observatory towers. They highly protect their control over the river to keep its farmland and the clean water from it purely to themselves unless they’re traded something they find worthwhile for some access to it. |
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:'''[[The Everturning City]]:''' In the Land of Dust and Bones, next to Xanglu’s Wall. The Everturning City is the largest city-state in the world, as well as the largest city overall. It has a population of around 250,000. The Everturning City is known for its 4 blessed mills, which each turn 14,400 times everyday, as well as its wall, which stretches for miles around the whole city, including the farmland and oasis the city was built around. The Everturning city is ruled by a council of druids, which are seen as divinity.These druids use their magic to maintain the farmland around the oasis, as well as to provide the city with a plethora of other blessings. |
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:'''[[The City of Discovery]]:''' To the west of the mountain peaks, the City of Discovery lies carved into a valley nestled into Xanglu’s Wall. It's a city-state, one of the major central nations of the mountain vridin, with a population near 60,000 people. The city is known particularly for their library, the biggest in the world, filled with knowledge from across the world, available to any who come. The citizens of the city-state are particularly known for their desire for knowledge, which led to the creation of their library. |
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:'''[[Where the Roads Hang High]]:''' Where the Roads Hang High is the largest City in the Cradle of Life. Though it’s generally thought of as a city state, some identity it as a kingdom, because it has a royal family and claims the surrounding villages as part of its land. The population of this city is around 35,000, or nearly 50,000 if you count the outer villages. Where the Roads Hang High is named after its large amount of raised architecture, and though it’s not the only vridin city built in the trees, it is the largest, most impressive one. Their culture enjoys feasting and hunting, seeing the latter as a show of power over the dangerous beasts that surround them, and as something women are respected for doing. |
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Latest revision as of 06:31, April 7, 2025
Tamed is a Bronze Age fantasy setting that takes place on the supercontinent of Xanglu, a land full of majestic mountains, sprawling plains, a vast desert, ancient forests of towering trees and of course, the Vridin, short, fluffy humanoids who have built societies across the world. However, this land however is not without its dangers. The untamed wilds of Xanglu are home to more than just the Vridin; colossal beasts roam these lands, driven by the need to defend their territory, protect themselves, or hunt for their next meal. In a feral world, civilizations need to adapt to survive, whether this means advancing technologies, working together, or fighting over resources. In this savage world, the little ones who inhabit it need to work each and every day so they can they not only survive, but truly thrive.
Xanglu
MythHooked
Tamed
MythHooked
Forest, plains, mountains, foothills, drylands, swamp, wetlands, boreal forest, tundra, desert
Xanglu Overview

- General Features
- Xanglu, the vast supercontinent of Tamed, where prowling kestofren stalk ancient towering forests, and the qu’islu’s howl carries over the vast desert. A land that the Vridin call home, and the spirits roam.
- Primal magics course their way through the world, giving power to the druids but also imbuing the wild beasts and arcane spirits with strength, ensuring that civilization must remain ever vigilant if it wishes to survive in the savage world in which it lays.
- Environments
- The expansive lands of Xanglu house an array of environments, each hosting their own challenges for the Vridin that inhabit them.
- Running through the center of the continent is Xanglu’s Wall, the great mountain range which separates lands from one another.
- To the east of Xanglu’s Wall, you’ll find the Land of Dust and Bones, the vast desert where most can only survive due to the Great Eastern River running through it, providing clean water and fertile land.
- West of Xanglu’s Wall lies the Cradle of Life, a forest older than any recorded history, where trees grow thicker than two Vridin standing side by side and tower more than fifty stacked atop one another.
- Further beyond the Cradle of Life is known as Where the Vridin Ride Beasts, a verdant grassland where a Vridin can be hidden just by standing still in the grasses.
- Past the northern side of Xanglu’s Wall lies the Land With a Hundred Rivers, an area full of swamps and wetlands, south of of Northern Coast, known not only for its many rivers, but also for its wet grasslands where the grasses and flora act as a filter, causing the water to only need to be boiled to be safe to drink.
- East and north of the Land With a Hundred Rivers is Where They Don’t Trust the Spirits, a boreal forest dense with evergreens. As the trees thin and the air grow colder further north, the land gives way to a vast tundra, where frost clings to the earth year-round and the frigid winds whisper the cries of spirits long forgotten.
- Where Villages Hide, south and west of Xanglu’s Wall, is a region full of foothills, gentle rises and secluded valleys that cradle humble hamlets, where you can hear the howling of beasts on cold nights.
- Further south from Where Villages Hide lies Where No One Lives, a desolate region known for its lack of Vridin settlements and absence of rivers, making survival here a near impossibility. This region consists of dry lands, which lead into a boreal forest as you approach the Southern Coast.
- Inhabitants
- The vridin are the most widespread inhabitants of Xanglu, found wherever clean water is available, particularly along rivers. Vridin are a furred, humanoid species, standing between 107 cm (3’6”) and 122 cm (4’) tall. Men are typically smaller and more brightly colored, while women are larger with more muted tones. Beyond the vridin, Xanglu is home to a vast array of towering flora and fauna, many of which dwarf the vridin in size. Xanglu is also inhabited by powerful spirits, ranging from wrathful wardens of nature to ancient void-born destroyers older than creation itself, as well as benevolent guardians who bestow blessings upon civilization.
Magic Overview
- Druids
- Druids are a rare phenomenon, with only one in ten thousand vridin awakening to primal magic at some point in their life. Rather than studying spells through formulas, druids wield magic intuitively, guided by their innate connection to nature and the spirits. Every awakened druid possesses a Nature’s Gift, a unique magical ability that reflects their soul. This gift begins as something small but can grow immensely with training and experience. Additionally, it influences which spells a druid can learn most easily, as magic closest to their Nature’s Gift always feels most natural to them.
- A druid’s magic is tied to the season in which they hatched; spring, summer, autumn, or winter. A druid’s season is another determiner in what spells come naturally to them, as a druid has an easier time learning spells of their own season, and can never learn spells of the opposing season (IE, summer druids can’t learn winter spells). Additionally, this connection shapes not only their magical abilities, but also affects a druid’s personality as well, since druids tend to be bonded to their season and the things it symbolizes.
- Even before a druid’s magic awakens, it lies dormant within them. Because of this, they often display subtle signs of their connection to nature; animal like noises, a preference for the outdoors and nature, a love of plants or animals, esc. Once a druid’s gift awakens, their blood turns green, and many seek the guidance of older druids, wishing to master their newfound magic.
- Spirits
- Xanglu is a land teeming with primal energies, inhabited by a wide variety of spirits, from those who bring mischief and mayhem, to others who bless the land, civilization, or life they watch over, and everything else in between. Each spirit is driven by its own concerns and objectives, whether it be ancestral spirits seeking the prosperity of their descendants or nature spirits that protect and nurture the verdant wilds. While some spirits aid the vridin, others stand in direct opposition to them.
- Spirits are deeply embedded in the everyday life of vridinkind. From festivals held to honor or appease them, to rituals meant to ward them off. Some cultures see the spirits as benevolent beings essential for life in the world, full of ancient wisdoms untold: others view them as wild monsters, directly opposing civilization and all that it represents.
- Certain vridin families claim to be blessed by their ancestral spirits, with lineages bound by unspoken bonds that grant them wisdom or protection in times of need. Others leave offerings to the nature spirits, to pray for food, abundance, good weather, or any number of other blessings. Regardless of their intentions, the presence of spirits can profoundly shape the course of vridin history.
- Blessings and Curses
- The power of druids and spirits can extend beyond mere one-time interaction: those who gain the favor of magical beings may receive extraordinary blessings, and those who anger them may suffer terrible curses. These longer term spells can manifest in a plethora of manners, from subtle shifts in fortune, to more blatant shows of power, like raging storms, supernatural powers, or physical transformations.
- Depending on the culture, druids typically grant blessings in exchange for rank and reverence, or simply as a societal responsibility which is expected of them. Spirits generally give blessings as a response to devotion, offerings, or acts of service.
- The nature of a blessing often depends on the being that grants it. In others words, a fire spirit may grant a city an ever lit flame for light, warmth, and a place to cook food. A spring druid may bless the land’s soil so that every seed planted within it will sprout. The spirit of an ancient warrior may bless their descendants with heightened reflexes in battle. Some blessings are passed down through generations, while others may be temporary, only lasting as long as the recipient, or until the granter of the blessing chooses to revoke it.
- Curses, on the other hand, are the result of wrathful magic meant to cause harm that is not easily undone; if it can be broken at all. Similarly to blessings, curses are highly dependent on the caster, from a storm spirit cursing a region with non stop bad weather; or a fall druid cursing an individual with misfortune for the rest of their lifetime; to a betrayed nature spirit turning fertile fields to lifeless dust where nothing can be grown. Many fear angering powerful magical beings, wary of the curses they might bring, and take great care to honor them in hopes of avoiding such a fate.
- Blessings and curses are no small feats of magic, they’re highly strenuous to cast, and may require even more labor to maintain. Because of this, druids or spirits don’t tend to cast these kinds of spells unless they’re highly concerned with the people they’re doing so to. However, not all blessings are pure gifts, nor are all curses without purpose: both are woven into the intricate fabric of fate, shaping the future as surely as any other force.
Civilizations Overview
- Types of Civilizations in Tamed
- Societies across Xanglu vary greatly in structure, and not all fit neatly into a single category. However, the following broad classifications serve as useful umbrella terms for the most common types of civilizations in the world of Tamed.
- Empire: Though empires are rare in Xanglu, the few that exist are the largest and most expansive societies in the world, making them particularly significant. These civilizations are typically ruled by a single empress, governing vast territories and diverse populations. Many empires control distant colonies and actively expand their borders. Notable examples include the Great Sea Spirit’s Empire along the Northern Coast and the Moonlit Empire in the Land of Dust and Bones.
- City-State: One of the most common societal structures across Xanglu, city-states are self-governing settlements, many of which have endured for generations. Their size and political systems vary widely, with populations typically ranging from 5,000 to 80,000. Some notable city-states include Where the Roads Hang High, the City of Knowledge, and the Everturning City.
- Stationary Clan: Another prevalent civilization type, these societies tend to have a less centralized government and smaller populations. They are often culturally cohesive, typically originating from alliances between a few families. While most have populations in the hundreds, some grow into the thousands. Stationary clans can be found throughout Xanglu, such as Where They Don’t Trust the Spirits and the Land of Dust and Bones, but also just about anywhere else.
- Nomadic Band: Slightly less common than stationary clans but still widespread, nomadic bands do not remain in a single location, instead traveling across the land in search of resources. Many follow migratory patterns of game animals, though some practice herding and animal husbandry. Due to their mobility, agriculture is uncommon, but their deep knowledge of the land allows them to manage resources effectively. Populations rarely exceed 100. Nomadic societies are particularly prevalent in Where the Vridin Ride Beasts, though they can be found scattered throughout Xanglu.
- Major Civilizations
- Xanglu is home to a vast array of civilizations, each with its own history, culture, and way of life. Some are sprawling empires with far-reaching influence, while others are small but enduring societies that have thrived for generations. The following is a list of the most significant civilizations across the lands of Xanglu.
- The Great Sea Spirit’s Empire: Across the northern coast and throughout the Land With a Hundred Rivers, you’ll find scattered colonies of the Great Sea Spirit’s Empire. Between the main nation and the colonies, the total population of the empire is around 2,000,000. The empire is particularly known for its use of ships for fishing, trade, and military, as well as ports in all their seaside cities to go along with them. They’re known for their magic division, an army of over 100 druids.
- The Moonlit Empire: Throughout the Land of Dust and Bones, and particularly occupying around the Eastern River is the Moonlit Empire. Its population is around 1,200,000. They’re known to revere the stars, using them for fortune telling, praying to the spirits of constellations for blessing, and making tall observatory towers. They highly protect their control over the river to keep its farmland and the clean water from it purely to themselves unless they’re traded something they find worthwhile for some access to it.
- The Everturning City: In the Land of Dust and Bones, next to Xanglu’s Wall. The Everturning City is the largest city-state in the world, as well as the largest city overall. It has a population of around 250,000. The Everturning City is known for its 4 blessed mills, which each turn 14,400 times everyday, as well as its wall, which stretches for miles around the whole city, including the farmland and oasis the city was built around. The Everturning city is ruled by a council of druids, which are seen as divinity.These druids use their magic to maintain the farmland around the oasis, as well as to provide the city with a plethora of other blessings.
- The City of Discovery: To the west of the mountain peaks, the City of Discovery lies carved into a valley nestled into Xanglu’s Wall. It's a city-state, one of the major central nations of the mountain vridin, with a population near 60,000 people. The city is known particularly for their library, the biggest in the world, filled with knowledge from across the world, available to any who come. The citizens of the city-state are particularly known for their desire for knowledge, which led to the creation of their library.
- Where the Roads Hang High: Where the Roads Hang High is the largest City in the Cradle of Life. Though it’s generally thought of as a city state, some identity it as a kingdom, because it has a royal family and claims the surrounding villages as part of its land. The population of this city is around 35,000, or nearly 50,000 if you count the outer villages. Where the Roads Hang High is named after its large amount of raised architecture, and though it’s not the only vridin city built in the trees, it is the largest, most impressive one. Their culture enjoys feasting and hunting, seeing the latter as a show of power over the dangerous beasts that surround them, and as something women are respected for doing.