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Bluster

Name: Bluster
Region: Taverne
Demonym: Blusterer
Former Owner: Wane
Political System: None (Modern), Federal Monarchy (Pre-Zone Death)
Population:
Scientists/researchers/workers of varying species (Modern), primarily mothlies (Pre-zone death)
Population Density:
Distant outposts (Modern), sparse but extremely populated settlements (Pre-zone death)
Religious Demographics:
Primarily Wane worshipers, lesser amounts of other Taverne gods (except Spit)
Project Appearances: Incoming Transmission
Pinterest Board: https://www.pinterest.com/skinstealers/bluster/


This article contains mentions of Spit's cult and mass death.

Bluster is located in Taverne, and was formerly owned by Wane prior to their death in ???? FE. It features in the Punch Clock Animal category of projects, primarily in Incoming Transmission. The zone was arctic in nature even before its zone death, and is completely devoid of atmosphere in modern day due to being completely unclaimed by any god for centuries.

Bluster's terrain is un-traversable without specialized vehicles and equipment, akin to those ideal for space travel (if Morbitian space travel were possible). In modern day, distant outposts made for scientific research remain in the frigid landscape, accessible through roads marked only with flags and shred-powered lights.

Origin/History

Bluster was created by Wane in year ???? CHE, and has mothlies as a native species. It was claimed by Wane and said claim remained in place up until Wane's death in year ???? FE, after which the zone went unclaimed and began to undergo complete zone death. At the current point in modern day (316 RE), the zone is considered completely dead, and would need centuries of being reclaimed by a powerful god (likely at high tier) to be restored.

Bluster had multiple small scale wars/scuffles over the course of its existence, mainly over boasting rights and inter-clan arguments. These wars did not amount to particularly high death tolls or significantly noteworthy events, mainly due to them being more about displays of strength than actual conquest or material gain, and were generally resolved with only inter-clan grudges left behind. Actual deaths in combat were mostly reserved for formal fights where individual participants agreed to the risks beforehand, versus an event where any able bodied individual in a clan is drafted into fighting.

Climate/Geography

Bluster pre-zone death was extremely cold and best suited for mothlies and more thick furred species, with heavy snow and ice present. The zone itself was heavily forested and rocky, with mountains surrounding the entire zone and making it secluded from the rest of Taverne. Traversal was difficult even before the zone's death, and mothlies either flew on days not clouded by snowstorms, or did their best to clear paths between settlements for sled-like vehicles.

Wane's choice in day/night cycle fit the Morbitian standard in terms of timing, but featured an aurora borealis in most seasons, tinted in metallic colors. The snow found on the ground often glittered in the evenings, making for a beautiful sight to those unfamiliar with it.

Bluster did not have much in the way of seasons, and was in a perpetual state of winter. Snow did not melt frequently (with wind and a concerted effort from the populace being mainly responsible for clearing away the result of blizzards), and any life there did not adjust well to warmer climates. Mothlies native to Bluster suffered shock when brought outside of the zone, but would eventually adjust with the help of special accommodations.

Wildlife

Flora

The majority of Bluster's flora was evergreen in nature, trees and shrubbery able to survive the cold temperatures and rocky terrain. Vegetables were near-impossible to grow due to the temperatures, and the population mainly survived on meat.

Fauna

Some examples of Bluster fauna include ????, a worm-like creature, ????, a predatory, jackalope like creature with blade-like horns, small mouse-like fauna named ???? that burrowed under the snow, and a wolf-like fauna named ???? known for hunting in the forests at night (particularly the aforementioned mice).

Government/Politics

Bluster pre-zone death could best be described as a Federal Monarchy, and was run by Wane and a council of elders on varying levels of hierarchy, composed of both lesser gods created by Wane (namely Chella, Fletching, Kindling, Temperament), and a mothlie demon on a state level, and a myriad of clan ambassadors on a town/city level. These clan ambassadors were not inherently the leaders of said clans, but were often spouses or children chosen by said leaders. Lawmaking and decisions were decided on at meetings of these government leaders, with people higher on the hierarchy having more sway over what went into practice (Wane at the top, then state level, and then town/city level). That said, the lower tiers on the hierarchy were (hypothetically) able to voice their concerns during meetings and keep the higher tiers in check, able to (hypothetically) ensure that their populace are kept in good condition.

Money was not an aspect of Blusterer life, and all economy was handled through bartering and trading of goods and services. However, due to the fact that skills and labor were a way to obtain things in barter and trade, those with disabilities or lack of skills did suffer in terms of obtaining what they needed in life, and often had to be supported by their clan (if they had one). Trade with outside zones/regions involved exchanging imports/exports, with a particular interest in things like vegetation and spices (often impossible to grow), different kinds of weapons (culturally important), and new stories to tell.

Wane did not ask for active worship from their followers, and was more interested in people revering them as a political leader than a god. They wanted people to see them as a figure of strength and look up to them, finding power, honor and inspiration in their presence. People were devoted to them in this sense and often considered them to be a strong, respectable leader, and very infrequently questioned their decisions, despite their impulsive and brash nature. Their dedication to “the truth” gained them much favor among their followers, and were generally considered a highly trustworthy person before their death.

Law was typically handed down by the council, and then enforced by the head clan of individual towns/cities/settlements. Citizens could report their neighbors to the heads of the clan and actions would be decided upon from there, with punishments varying from place to place. Some clans believed in fair trials, while others would veer towards more severe consequences. Wane promoted the idea that anyone could be redeemed should they choose to live honestly, however, and those who were caught committing acts of sadism or torture towards wrongdoers were dealt with swiftly by the rest of the council.

Bluster was on good terms with its immediate zone neighbors of Hearth, Solitude, and Wonder, and did not have any direct conflict with its borders. Its relations with Precipice and Whimsy were equally pleasant, although Grind did not always agree with Wane's impulsive and proud nature of running things. Despite Wane's positive relationship with Wretch, Bluster's relationship with Hoopla was strained at times, mainly due to the actual government finding their lack of money to work with frustrating and difficult to work with. Bluster's relationship with Consumption ranged from strained to near-war depending on how bold Spit's cult got with their behavior and intrusions on Wane's territory, with Wane heavily disapproving of their murderous nature- there was no sport in the way they killed and hunted, and doing so for the sake of sadism was against what their ideals stood for. This intensified severely after Wane's death at Spit's hand, and mothlies were targeted en masse by Spit's cult, likely to have caused a war if not for the mass death and sickness causing chaos as a result of the zone's decay and horror attacks.

Due to being a dead zone, there is no government currently residing in Bluster, and any outposts are currently owned by Hearth and Wonder.

Culture

Spoken word was one of the main forms of entertainment in Bluster, with large feasts around a table spent sharing stories (particularly those told in a boastful tone) being a common pastime, especially among mothlie clans. This was incredibly important to mothlie culture and considered an important way of upholding mothlie history, even if the truth of said stories was considerably warped over time, especially in part due to their boastful nature.

Combat was considered incredibly important to the Bluster way of life, and typically all able-bodied individuals of Bluster society were taught how to fight by adolescence (in the case of mothlies, after emerging from their cocoons). They used these skills for both the small scale, low stakes “wars” between clans over claims of greatness and various prizes, and more high stakes organized bloodsports, as well as training with weaponry. Fighting with their zone neighbors was uncommon due to their positive relationships with Whimsy, Hearth, and Solitude, but strained tensions with Consumption led to many Blusterers considering fighting preparations necessary should Spit's cult ever choose to invade.

Bluster had a big hunting culture both for sport and for sustenance pre-zone death, with any produce being imported from nearby regions. The “cheapest” meals that people would often look down upon were those made with unspiced dried meat, as spices were difficult to trade for from other zones and fresh meat indicated a recent hunt. Homecooked roasts were the way to go for gifts.

Due to Wane being a god of Truth, being honest was considered a major ideal of not just mothlies, but all Blusterer culture. While this may seem to conflict with the boastful nature of Bluster storytelling and the way that stories got warped over time through said spoken word, a Blusterer that believes in their traditional cultural ideals truly believes that being proud of your accomplishments and personal story is sticking to your truth, even if said truth does not line up with the events that happened. Many Blusterers were able to find confidence in this ideal, but many fights started as a result of two Blusterers disagreeing on events that took place, with either individual fiercely believing that their interpretation of the situation was the truth and being unwilling to compromise either of their feelings or admit nuance to the situation.

Housing in Bluster pre-zone death typically took the form of lodge-like residencies to accommodate for the large family clans, with non-mothlie residents either taking up lodging within adoptive clans' homes or smaller buildings. These buildings were spacious and often featured multiple fireplaces and woodstoves to keep their residents warm, and were built by the members of the community, for the members of the community. Bedding consisted of either singular beds (typically adorned with furs) or large communal sleeping areas for those comfortable with it. Overall, spaces were open and inviting, and often often featured areas for large gatherings or clan meetings.

Careers in Bluster were far less formal than other Taverne zones, mainly due to the lack of monetary system. People were able to work where they were needed or to obtain something they desired, and trained their skills on their own time, typically with a mentor. Many found fulfillment in pursuing a trade and filling a niche in their community despite the lack of money to motivate them, and were content to accept barter in exchange for their goods and services. Common careers included builders, blacksmiths/weaponsmiths, tanners, tailors, chefs, miners, hunters, distillers, and craftsmen.

Education was handled through a mentorship system, with children raised by whatever adult members of their clan were willing to pitch in. Modern mothlie systems have more taken on a homeschooling system to reflect a mix of this system and more formal systems from other species/zones.

Healthcare was handled through the community in Bluster, with medics trained as best as they could with the knowledge the community had developed throughout their history. Due to the lack of monetary system, healthcare was not something people typically were considered indebted for, and it was considered a service of the community to care for each other when they were sick.

Scientific/academic knowledge in Bluster mainly focused on preservation of food, survival tactics, creation of weaponry, war/combat tactics, storytelling/spoken word, history, hunting/gathering, and trade. Solely academics were rare, and many people focusing on such things were also skilled in more tactile/practical trades. In modern day, Bluster is considered a scientific marvel due to its dead zone research stations, though said scientific prowess is brought in from other zones- mainly Hearth and Wonder.

Transport was handled typically through dogsled-like vehicles pulled by large, reindeer-sized fauna, or in the case of mothlies, clear days, and short distances, flight.

Aesthetic

Coats of arms and heraldic imagery were very popular in traditional Blusterer art, especially when depicting clan-specific imagery and family crests. Clans were commonly responsible for creating (or commissioning) designs and symbols that were unique to their lineage and represented something important or special to them, typically of an event in their history. Carvings or etchings in wood and stone were also very common, and sculptures set into the mountains were especially seen in large cities.

Paisley patterns were sometimes seen on fabrics and tapestries when experienced weavers were able to make them, and were considered valuable goods well worth important trades. Stained glass windows were considered even more valuable due to the time and craftsmanship involved, and were often featured in important buildings to large clans. Leatherwork was considered important if not necessary for all Blusterers to have in their homes both as an aspect of furniture, various goods and regular wear. Weaponry was valued on the same if not even more important value, and every home had at least some level of an armory available- even if it was a single blade hung readily on the wall. Scientific instruments were incredibly rare and considered unnecessary by most Blusterers, but some were known to leak in from trades from Wonder, and preserved imagery from the zone pre-decay sometimes features alchemy sets and devices used to (attempt to) track the skies.

Fashion in Bluster was kept warm and often times layered, with a focus on enduring the cold temperatures and harsh winds. Leather armor and ruffles were common, as well as furs and large coats. Metals, especially in the form of armors, were also present in places where mining was common and ores could be easily obtained. Jewelry was also seen in these areas, but was often considered superfluous, and either something to be saved for something for a family crest/heirloom, or for trading to another area that valued it more. Weaponized wear was also incredibly common.

Bluster architecture varied depending on whether it was near mountains or in the more open, forested areas, with the former being staggered, stone buildings on rocky cliffs, and the latter being more stave church-like buildings interspersed throughout the woods.

Both types of lodging were as large as they could be to accommodate for large Blusterer family clans, and often had multiple floors. Stone walkways, archways, and winding steps were common sights in the mountain cities, and carvings were often inlaid into the mountain sides.

Locations

Threshold

The capital state of Bluster, located in the midwest of the zone in a primarily mountainous area. This state was run by Wane, and was considered a prosperous place where people could share their skills and prove their worth among others.

Mantle

The capital city of Bluster, located in Threshold and the location of Wane's mountain. Formerly a bustling city run by Wane and a hub for trading, but now only ruins. Some of the city extends onto the mountain itself, while that which remained on the ground is buried in snow.

Coliseum

A state to the direct south of Threshold and half covered in mountains, Coliseum was run by a demon of Wane's, and had a heavy focus on organized bloodsport and arena style combat. Some of its arenas are still visitable in the mountains, but are ideal places for horrors to rest due to the large amount of scraps they contain.

Strip

A long, thin state on the coast of Bluster, to the west of Threshold and Coliseum. Run by an elk-like deity by the name of Fletching, focusing mostly on out-of-zone trade and diplomatic matters.

Evergreen

A smaller state to the north and formerly overseen by Chella, Wane allowed this state to be slightly warmer than the others around it to match Chella's motifs, even providing out of place hot springs place sparingly around the mountains.

Prism

A smaller state in the northern corner of Bluster and formerly overseen by Chella, this state boasted colorful wildlife in a tribute to Chella's appearance. Some mortals argued that along with Evergreen, this revealed favoritism towards Chella, but Wane denied this claim up until their death.

Bite

A large state on the southmost point of Bluster and half of what is now considered “The Lost Valley”, Bite was run by a lesser god by the name of Kindling. Bite's population was known for their hunting prowess even moreso than Coliseum, and trophies and tournaments were common.

Loch

A large state on the eastern side of Bluster and half of what is now considered “The Lost Valley”, Loch was run by a lesser god by the name of Temperament. This state was known for its large amount of frozen lakes and rivers, all long since buried under the snow.

The Lost Valley

Bite and Loch now make up The Lost Valley, an area designated untraversible and the single most dangerous area of Bluster. Any ruins are completely covered in snow and ice, and any movement or presence of scraps or shreds is potentially enough to attract the horrors that lurk burrowing underneath.