Dresxi Enclaves

Summary

Although technically predating Toi'drinn, the rise of the vampyr's fortress-city put everyone else in Etzli Cuauhtla into a different perspective. The titular name of these isolated civilizations thus came to be referred as the Dresxi Enclave(s). The underpinning idea is a place of 'stagnant water', which can mean either safety or great danger depending on where it is.   It is no simple feat building a civilization within Etzli Cuauhtla, and harder still keeping a grip upon it. Disease, wildlife, weather, the Relentless, and even those once consumed but undying and hateful all pose very real, existential threats. The intensity of them all certainly far strips other continents, almost undoubtedly one of the deadliest places on all of Veltrona. Its people, thusly, had to become even more capable and hardier to overcome it.   Their first fortunes came whenever they could find ideal places to throw up walls and fortifications. Valleys, mountain passes, cliffside alcoves, and more dotted with primitive structures and clever, sinisterly capable traps. Purpose-built engineering met magical inventiveness, creating bizarre and unorthodox settlements that meticulously handled problem after problem. The successful enclaves became unto themselves fortresses, purpose-built from the very first stone to resist any attempts to assault them. They succeeded and more, but as one set of problems was solved, others gladly struck in their place. Disease, especially, brought many to their knees and more still to the grave.   When Toi'drinn arose, their success shone like a beacon in a dark and moonless night. Many more, inspired by their audacity, dared to reach higher themselves. Trade, especially, boomed as Toi'drinn and the various enclaves made active efforts to cooperate and work together. Blood magic, more than anything else, reversed the tide against disease and sickness. Innovations once kept secret or out of reach spread, and the fortress homes reshaped to better, stronger bastions. The peoples found health and safety, infant mortality dropping dramatically, and populations growing to truly never-before-seen sizes.   Etzli Cuauhtla resisted them as it ever did, sending its poxes and monsterosities upon them time and again. Through shared cooperation and struggle, however, the peoples of the jungle broke it upon their mighty walls and stalwart warriors. A new age dawned slowly, one where for the first time, they could look toward the future far more hopefully than they ever had before.   In such times, there are roughly six particularly large and prosperous enclaves that can be named. Many more surround them or are scattered throughout Etzli Cuauhtla, generally smaller and more reclusive–by choice or necessity, typically.  

Largest Known Enclaves

Budduqol
Located in the central-northern expanse of Etzli Cuauhtla, Budduqol is one of the closest enclaves to Toi'drinn, relatively speaking. Principally ran by a mussuba matriarchy, it's situated in a small, purposefully closed off valley that they've lived within for generations. A calamity nearly wiped them out, many choosing to emigrate to still-rising Toi'drinn at the time.   Later, some chose to return along with renewed trade and migrants, revitalizing the decaying Budduqol into a prosperous enclave. Its location and access to regeants made the newer Budduqol a hotspot for alchemy, medicine, and blood magic research by mages. The mussuba themselves opened their doors much more, and many different kinds of people live within their coiled embrace.  
Luloajer'enki
In the far western regions of Etzli Cuauhtla, on the opposite side of the great mountains, Luloajer'enki stands upon their slopes. Famous for its U-shaped appearance, a mighty stormwall stands at the front of the enclave, shielding it from the terrifying western storms. Sprawling beneath it, its mertakan mistresses have long burrowed into the mountains themselves, leaving half the enclave outside and inside.   Their sophisticated digging and engineering solutions spread out far and wide, drawing many would-be engineers to their ranks. In turn, some would emigrate back out again, spreading the knowledge across the jungles. A lot of architectural designs post-revision have their roots from Luloajer'enki as a result. Their remoteness makes trade more of an issue, but their engineering works are both prized and coveted.  
Munhia
On the eastern side of the great mountains, Munhia stands on a great plateau overseeing an immense lake at the base of the mountains. Once a hunter-gatherer camp site, it slowly turned into a more permanent, everlasting fortification as it outlasted other camps. In time their hunters flexed into the role of warriors, stretching across the jungles in search of game as much as to suppress the Relentless.   Their traditional wares and garments are very animal-centric as a result, carrying bones, skins, and bloody ritualistic markings that denote one's accomplishments. Since their hunter-warriors range far and wide across Etzli Cuauhtla, they're often found working for other enclaves and nomadic tribes. Munhia itself is often referred to as a guardian enclave, easy to hire if one has the means to pay for what a hunter-warrior band might want. While not majorly based around them, a lot of rachtoh call Munhia home.  
Iokoko
Upon the far eastern fringes of Etzli Cuauhtla, Iokoko is situated on the jungle border where what used to be great plains were. It has the distinction of once being a servant-colony to the Imperium, and was largely founded to serve as a base to exploit the jungles from. Since the Imperium's downfall and the great plains being replaced by Tyrant's Sea, it became isolated and those who could abandoned it.   The survivors eventually mingled with local tribes, reviving the enclave in a curious mixture of native and Imperium-era draconic cultures. Overseen by a war-queen, she and her people seek expansion, and possibly recreating an entire new national body through absorbing tribes and lands.  
Gurrgurr
A reasonably isolated enclave in the southwestern regions, bordering Golden Tides. Gurrgurr's principally nebusah and muurun populace have long been competitive with each other as much as anyone else. Martially minded, they take to ritualistic forms with utmost seriousness, anything from playing sports games to actual blood-drawing matches. A lively and spirited people, they've become troubled by raiders and foreigners making landfall in the southern coastline.   Those from Dorvar and Tensokari in particular have harassed and harmed them greatly, making them even more mistrustful and belligerent toward outsiders. Other enclaves have made a mission of coming to their aide, as these same foreign raiders are becoming problems to them as well.  
Shiholga
Built on a pennisula on eastern Etzli Cuauhtla that juts out into Golden tides, 'relatively' sandwiched between Iokoko and Munhia, Shihola is the largest port on its part of the continent. Generally safe from storms passing through Golden Tides, ships from Dorvar and Honokom often make stops there for repairs, supplies, and shelter before heading out again. The enclave itself largely existed as a fishing culture, prowling the coastlines and living beside the shermadi.   Foreign traders, realizing its strategic value, largely occupied and took over the territory for themselves. Unready for the dangers of Etzli Cuauhtla, disease and hardship quickly did them in, and the natives took over once again. Having learned of their ways, though, they now run Shiholga according to their needs, and make business with foreigners who come and go.   Many more independent enclaves are cropping up recently, usually attached to trade routes or areas of particular value and safety. While they may not command the same history as others, their experienced and capable populace make for quite the sturdy little bastions. In time, Etzli Cuauhtla will most likely be settled and domesticated more and more thanks to them.   At the same time, however, foreigners are encroaching more upon their lands. People seeking wealth, fame, or the peoples' many arts and secretive magics, for better or worse. They may all have to adjust and change far, far faster than they're ready to–all while the jungles continue to conspire around them.

Structure

While each enclave runs on their own independent structures, a common theme between them is 'effective' and 'longterm' leadership. For example, powerful warriors or priestesses act as the main leader, managing affairs and coordinating operations across the enclave. However, as they're expected to be frontline fighters because of that capability, death or ending up maimed are frequent outcomes. Elders and others with wisdom or ability, but nothing to fight with, are the longterm leadership that helps keep everything together and running. Such a manner ultimately leaves the enclave functional, but the loss of a main leader is a damaging blow until a suitable replacement shows up.   Priestesses and mages tend to command the most respect, and so wield the most political influence throughout an enclave. Anyone who can heal, especially, is valued in being able to save people from terrifying wounds or deadly sicknesses. It can form an interesting tug-o-war between them and the warriors, though for the most part the groups work toward common goals without much issue.

Demography and Population

  • Vampyr
  • Humans
  • Mussuba
  • Rachtoh
  • Mertakan
  • Bieneren
  • Petrakin
  • Harpy
  • Nebusah
  • Muurun
  • Etzli Cuauhtla at large has an insane number of species and people, being one of the most eco-diverse locations on Veltrona. The various enclaves reflect this fact, having large and dynamic populations that are used to frequent, inter-species contact. Some do remain in isolation or reclusive, so tracking all of them is largely impossible with how dangerous the jungles are.

    Military

    The fighting potential of the enclaves, and others of the jungles, at large is differently framed than the militaries of places like the Aerthen Imperial Federation. Each warrior blends together the idea of soldier, fighter, and hunter together into one diverse package, well-suited to handling environment, beast, and people. They come to learn the jungles as naturally as they breathe, finding safe paths in the endless, wild verdant maze they live within. So it is a veteran warrior of this nature is a greatly capable person, and often has more individual prowess than most other nations' soldiers.   Their equipment often reflects their capability as well. Each warrior usually has an allowance to the various craftswomen, smiths, and enchanters, fine-tuning their arsenal to what they need and can be provided. How each warrior equips themself and trains is a matter of preference and circumstance; some join warrior bands similar to themselves, others practice individually. Most mages tend to operate in groups as a rule, not due to any weakness but rather they're usually the same study/research group in the first place. A lot of freelancing warriors tag along with them, having both a job as a guard and the flexibility to do their own work as they please.

    Religion

    Kurshii, Toi'drinn's dominant faith, largely spread throughout the lands and the Dresxi Enclaves are no different. They ended deviating greatly, each enclave and/or region changing its tenets to suit their own pre-existing notions. While they are similar, some are only superficially so, and others are even more bizarre. There are those who maintained their own distinct religious ideas, but kurshii's dominance has left them mostly limited to their native enclaves.

    Agriculture & Industry

    Foraging, hunting, and farming largely filled out the diet of the enclaves. The jungles' natural bounty is indeed great, but dangerous, so any goods retrieved from them often entails risk. Farming as a whole is tricky because land reclamation is a constant, ongoing upkeep problem that can result in farm damage or bad crop yields. The whole affair had been, for many years, a balancing act that never really worked out favorably. When Toi'drinn innovated vertical farms, however, that engineering know-how spread like wildfire across Etzli Cuauhtla. It solved the constant problems where farms were concerned, allowing even the smallest enclaves to create effective food production areas. Ranching soon followed as a viable strategy, previously precious farm space cleared up for animals instead.   With stable food production, famines receeded, and less lives had to be risked braving the jungles. Many different industries received fresh surges in capable hands with time to spare, making the likes of tailors, craftswomen, smiths, armorers, masons, and more quite lively. Good fortunes beget more, and the once-strained industries of the enclaves started escalating stronger and stronger. While none of them had the titanic prowess of Toi'drinn, they came into their own quite comfortably, meeting not only local needs, but producing surplus for trade.   Some, more than others, had unique benefits to play off of. Luloajer'enki and Munhia, for example, had vast mineral wealth in their mountainous territories, creating massive selections of weapons, armors, and functional pieces of metal work. Their economies took off from that, as many other enclaves gladly trade all sorts of goods for such reliable items. Gurrgurr and Shiholga, by contrast with their access to the ocean, had all sorts of unique foods and trade opportunities with the shermadi.   Magic, as a whole, took on a much broader perspective once the strain of survival lessended. Although blood magic is often seen as the greatest pinnacle thanks to its life saving abilities, the enclaves are not slouches elsewhere. Capable fire, wind, water, and veltron mages alike expanded their arts in newer, unexpected ways. Curious steam engines started appearing, running massive water pump systems throughout the enclaves while veltron mages enhanced stone into unbreakable, but aesthetically beautiful pieces of work. Wind mages took to the skies, creating small-craft blimps that could navigate over the dangerous jungles, opening the air itself as a means of travel. Much to the surprise of the foreign interests coming to the jungles; they expected primitives, and although very different in many ways, their capabilities are indeed quite formidable.

    Education

    While elders in the family and tribe usually passed on traditional knowledge, as the enclaves expanded, they started to face very constrained limitations. Most priestesshoods and mage groups, their jobs requiring educated understanding in the first place, ended up being co-opted into the role of 'teacher'. As they got dragged into it, they also dragged veteran warriors with them so that everyone could learn from their capable understanding as well. A messy and often cumbersome method of 'wider' education resulted, and for the most part suited their needs. Those who visited or lived in Toi'drinn, however, took great notes on how the immense city ran its education.   Virtually all of the enclaves simply copied off of it, creating massive schools overseen by learned individuals. While the initial adoptions faced issues, Toi'drinns success meant little innovation was needed. The bigger problem came to be that the enclaves at large had smaller populations and less knowledge stockpiled, so they came to greatly desire purchasing books, scrolls, and anything else worth learning from. Thanks to their due diligence, many are experiencing intellectual golden ages the likes of which few can scarcely ever remember having before.
    Type
    Geopolitical, Tribe
    Training Level
    Trained
    Veterancy Level
    Experienced
    Demonym
    Drexian(s)
    Government System
    Tribalism
    Power Structure
    Autonomous area
    Economic System
    Barter system
    Location
    Neighboring Nations

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