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Table structure:

  1. Introduction - Wikitext
  2. History - Wikitext
  3. Geography - Wikitext
  4. Climate - Wikitext (allowed values: editor=visualeditor)
  5. Flora_and_Fauna - Wikitext
  6. Inhabitants - Wikitext
  7. Native_Spirits - Wikitext
  8. Factions - Wikitext
  9. Notable_Settlements - Wikitext
  10. Cultural_Significance - Wikitext
  11. Mythology_and_Legends - Wikitext
  12. See_Also - Wikitext
  13. Bibliography - Wikitext

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Page Introduction History Geography Climate Flora and Fauna Inhabitants Native Spirits Factions Notable Settlements Cultural Significance Mythology and Legends See Also Bibliography
Angarik (edit)

Angarik is the realm of fire. It sits below the physical world of Orethil. It occasionally interacts directly with orethil through volcanoes, geothermal vents, and the general use of fire among the populations.

Angarik emerged after the Age of Isolation, where Orethil remained an endless landscape of barren earth. Tejas emerged as a chaotic energy and quickly a realm formed underneath Orethil. Angarik scale and position meant that it had less influence on Orethil during the Great Erosion.

A land of endless flame although geography does exist. Much like how Orethil is shaped by the other elements, so is Angarik although only by earth.

Hot

The Kupisa are creatures born of flame. Essentially immortal, they exist in a relaxed state of play. Occasionally it is rumored that some have occasionally come to the surface, although reports of sightings are unconfirmed.

Aurelion (edit)

Aurelion is the realm of Dharas, the Primordial Spirit of Light. It is a vast, radiant domain of endless overflowing light. Aurelion embodies the very essence of light itself, serving as the eternal counterbalance to the realm of darkness, Noirra.

Aurelion was formed in the wake of Daathir's awakening when the Primordial Elements emerged from the Primordial Void. Dharas, shaped Aurelion as a realm where light is not merely illumination but a tangible force that sculpts reality itself.

The Birth of Aurelion[edit source]

In the beginning, when Daathir awoke within the Primordial Void, the interplay of consciousness and imagination brought forth the Primordial Elements. Among them was Dharas, the Spirit of Light, whose awakening ignited the first light within the darkness of Astram. From this light, Aurelion was formed.

Dharas wove the first structures of Aurelion from the purest essence of light, shaping landscapes. Unlike other realms, Aurelion did not arise from material elements but from the very force of illumination itself, rendering darkness nonexistent.

The Dawn Wars and the Balance of Light[edit source]

As the realms of Adaris took shape, the balance between light and darkness became an essential force of existence. Arafia, the Spirit of Darkness, emerged alongside Dharas, as the counterpart through which contrast and perception could exist.

However, in the early epochs of creation, conflicts arose when the light of Aurelion threatened to expand unchecked, consuming realms beyond its own. Some ancient texts speak of a time when Dharas’s radiance nearly overpowered the fledgling cosmos, threatening to dissolve all into pure illumination.

In response, Arafia forged Noirra, the Realm of Darkness, to act as the counterweight to Aurelion. This established the Great Equilibrium, a cosmic principle ensuring that neither light nor darkness would eclipse the other.

The Age of Illumination[edit source]

With the balance restored, the first of the Lioris emerged, their forms sculpted from Dharas’s own radiance. These beings became keepers of cosmic knowledge, guiding souls and seekers toward enlightenment.

During this age, mortals across Adaris began to perceive Aurelion’s influence, leading to the development of cults and philosophies centered on light as truth. The art of weaving light itself, was first practiced in Aurelion, granting artisans the ability to shape illumination into physical forms, creating structures of light that could be carried beyond the realm.

The Celestial Veil and the Modern Era[edit source]

As Adaris evolved, Aurelion became more distant from the material world, separated by the Celestial Gulf, a luminous boundary that only the worthy can traverse. Some scholars believe this shift was intentional, a way to prevent the overwhelming purity of Aurelion from interfering too greatly with mortal affairs.

Aurelion is defined by its unending brilliance. Every surface emanates light, and shadows cannot form, for light bends and flows like a tangible force. The landscapes are ethereal, sculpted from luminous crystals, golden fields, and rivers of pure light.

Notable locations[edit source]

  • The Brilliance: A boundless sea of luminous energy, where light flows like liquid across an endless horizon..
  • The Prismic Mountains: A breathtaking crystalline mountain range that refracts Dharas’s light into endless beams, scattering illumination across all of Aurelion.
  • The Celestial Gulf: A shimmering, mist-like boundary where Aurelion meets the cosmic expanse.

Unlike realms bound by physical matter, Aurelion’s lifeforms are composed of light, thought, and harmonic energy. The flora and fauna of this radiant domain do not rely on sustenance or natural cycles but instead exist in a state of perpetual luminescence, embodying the purity and resonance of Dharas’s essence.

Flora[edit source]

Fauna[edit source]

Lioris - Ethereal beings composed of pure light.

Aurelion’s settlements do not follow the fixed, material logic of mortal realms. These radiant sanctuaries exist as constructs of light, shifting in response to the will and perception of their denizens.

  • Elytharion, The City of Radiance: A great expanse of shifting spires woven from cascading light. Elytharion is not bound to one location; it flickers across Aurelion.

Aurelion holds a vital place in the cosmology of Adaris, representing the ideals of purity, truth, and enlightenment. It is revered as a realm of revelation, where all things are seen in their truest form. Many cultures regard it as a domain of wisdom and healing, where light purifies both body and spirit.

Cultural Practices and Beliefs[edit source]

Aurelion’s influence extends into mortal traditions throughout Adaris. Many religious and mystical practices invoke the realm’s light for guidance, protection, and transformation. Rituals often involve reflective surfaces, crystals, and sunlit altars to channel the illumination of Dharas.

  • Dawn Vigils: Devotees greet the first light of dawn in silent meditation, seeking insight from Aurelion’s radiance.
  • Sunfire Baptisms: Initiates bathe in sacred pools infused with Aurelion’s energy, symbolizing the purification of the soul.
  • Rites of Reflection: Mirrors and prisms are used in sacred ceremonies to reveal hidden truths, believed to channel Aurelion’s power.

The pursuit of Aurelion’s mysteries is a lifelong endeavor for scholars, mystics, and seekers of truth. Many believe prolonged exposure to the realm’s radiance can be overwhelming, stripping away falsehoods and illusions. Some legends speak of mortals who lost themselves in the light, their forms dissolving into pure energy.

  • Noirra: The Realm of Darkness and the counterpart to Aurelion.
  • Cosmology of Adaris: A comprehensive overview of the universe's structure and beliefs within Adaris.
  • The Chronicles of Light – A collection of ancient Adarian texts exploring the mysteries of Aurelion.
  • Aurelion: The Light Within – A philosophical work on the symbolism and significance of the realm of light.
  • Songs of the Sun – A study of the luminous inhabitants of Aurelion and their influence on Adaris.
Bahuras (edit)

Bahuras is a group of small islands and atolls of the coast of the mainland.

Caelum (edit)

Caelum is the realm of Shasae, the Primordial Spirit of Atmosphere, encompassing the vast expanse of sky above Orethil and Pelagia. It is a realm without solid ground, composed entirely of air, clouds, and wind currents that move in complex patterns.

Caelum is the source of all winds in Orethil and Pelagia and responsible for shaping the weather. It is inhabited by beings formed of mist and air, including the sentient cloud-like Wayra. The realm is defined by its intangible geography, with settlements formed from dense cloud masses and invisible air currents serving as natural pathways.

Though in constant motion, Caelum is considered one of the fundamental realms of Adaris, tied to the natural cycles of the world.

Caelum’s history is shaped by the creation of the atmosphere, the formation of its inhabitants, and the great storms that have influenced its balance.

Shasae came into being when Daathir, the Primordial Spirit of Earth, recognized the need for an atmosphere to create dynamism and life. Shasae emerged from the Primordial Void, creating the first winds and filling the world with air.

Caelum exists as a vast, atmospheric realm, composed of air currents, drifting cloud formations, and volatile wind patterns. The realm is in constant motion.

Notable Regions[edit source]

  • The Saelcom– A dense, stratified region of the upper sky where the air is thin, and the light bends into auroras. The Saelcom is known for its prismatic beauty, which refracted colors swirl unpredictably.

Caelum lacks a fixed surface, and all travel within the realm depends on understanding its shifting atmospheric layers. The inhabitants of Caelum, have developed methods of navigating these regions by sensing subtle changes in air pressure, temperature, and current.

Caelum’s climate is defined by continuous atmospheric movement, fluctuating air pressures, and localized weather phenomena. The realm lacks fixed seasons, instead experiencing cyclical shifts in wind intensity, temperature gradients, and cloud density.

Climate Zones[edit source]

  • The Saelcom – The highest reaches of Caelum, where the air is thin and the temperature remains frigid. Winds here are weak and light refracts unpredictably, creating auroral waves that ripple across the sky.
  • The Belt – The most stable region of Caelum, where temperate wind streams regulate airflow. This zone is home to consistent breezes, moderate cloud formations, and occasional drifting mist. The Mid-Current Belt serves as the primary navigational route for Caelum’s inhabitants and is considered the safest area for travel.
  • The Swirling Depths – A dense atmospheric layer where heavy cloud masses churn in slow, spiraling currents. This region is prone to rolling fog banks, sudden shifts in wind direction, and intermittent downbursts.
  • The Great Tempest – A highly unstable region where rapid shifts in air pressure generate near-constant storm activity.
  • The Stagnation– A rare anomaly within Caelum where wind activity has ceased entirely. The air here is heavy and unmoving.

The flora and fauna of Caelum are adapted to an existence without solid ground, thriving within air currents, cloud formations, and atmospheric pressure shifts. Many of these lifeforms are ephemeral, shifting with the winds, while others are semi-solid, composed of condensed mist and energy.

  • Skalnoa – Solitary creatures that float or glide through the skies for decades at a time. These beings are varied in form, some resembling earthbound animals, while others are more abstract, like floating ribbons of light or clusters of glowing orbs. Skalnoa are mysterious and elusive, often appearing and disappearing without warning.
  • Faelno– A rare atmospheric plant that forms from dense mist.
  • Waelks– Agile, gliding creatures that navigate the realm by riding air currents. Their elongated forms shift with the wind, allowing them to maneuver effortlessly.
  • Maelonex – Massive, storm-born entities composed of thunderclouds and volatile energy. Rare and formidable, Maelonex manifest within the Great Tempest Basin are believed to be self-sustaining storms given form.

The ecosystem of Caelum is fluid and ever-changing, with its inhabitants relying on the currents and temperature shifts to sustain their existence. Many forms of life in the realm appear transient, existing only as long as conditions remain favorable before dissipating into the winds.

  • Wayra: Sentient beings composed of water vapor, the Wayra are the primary sentient inhabitants of Caelum. They have a ghostly, translucent appearance and can shift their forms at will. The Wayra are deeply connected to the winds and are able to manipulate the air around them. They live in floating cloud cities and have a communal culture.

Caelum is inhabited by spirits that embody the forces of the atmosphere, existing within the currents of wind, storm, and air. These spirits are categorized into three stages of manifestation: nascent, mature, and ancestral.

Nascent Spirits[edit source]

These are newly formed spirits, often ephemeral and fleeting, bound to the smallest motions of air. They exist briefly before either dissipating or growing into more stable forms.

Mature Spirits[edit source]

More defined and stable, these spirits influence weather patterns, maintaining balance within Caelum’s shifting currents. They are commonly revered as caretakers of the realm’s natural order.

Ancestral Spirits[edit source]

Ancestral spirits are rare, powerful beings that have existed since Caelum’s earliest formation. They are tied to the fundamental forces of the realm.

Caelum’s settlements are formed from dense cloud formations, wind-forged structures, and suspended atmospheric phenomena. These cities and sanctuaries drift through the sky, shaped by the ever-moving nature of the realm.

Nimala – The Pillar of Winds[edit source]

The largest and most well-known settlement in Caelum, Nimala is a sprawling metropolis of solidified clouds and condensed mist, held together by stabilizing wind currents.

Celyndor (edit)

Celyndor is a vast, unbroken expanse of deep forests. Towering trees stretch beyond the horizon, their roots weaving through the land, while canopies form an endless expanse. Every leaf, vine, and creature is part of a vast, interconnected web.

The northern reaches of Celyndor are dominated by dense pine forests.

To the south, the forests shift into a realm of broadleaf trees, winding rivers, and seasonal transformations. Here, the Selathi dwell in deep groves.

Delmora (edit)

Delmora is a realm defined by its rivers, where flowing water carves through fertile plains. It is a land shaped by renewal, in which seasonal floods restore the soil, and the rhythms of water dictate patterns of trade, agriculture, and settlement.

The history of Delmora is inseparable from its rivers. Early civilizations emerged along their banks, where fertile floodplains enabled agriculture and sustained the first permanent settlements. Over time, rivers became trade routes, linking communities across the realm and facilitating the exchange of goods, knowledge, and traditions.

The Ruvin were among the earliest engineers of Delmora, transforming the waterways into structured networks of canals, levees, and irrigation systems. In contrast, the Odrak developed a more reserved and enduring culture along the Great Lake, building stone cities that withstood both flood and time.

Archaeological evidence and submerged ruins suggest the existence of older, possibly pre-Ruvin cultures now lost beneath the lake and river deltas. Whether these civilizations were destroyed by floods or gradually absorbed into later societies remains the subject of both scholarship and myth.

Delmora is a land defined by water, where rivers and lakes shape not only the terrain but the lives of its inhabitants. The region’s most prominent geographic feature is its twin river systems, which converge near the realm’s center before flowing eastward into the Great Lake. These waterways form the foundation of Delmora’s economy, ecology, and settlement patterns.

Major Geographic Features[edit source]

  • The Twin Rivers – Two major rivers, one descending from the [[[Niseth Range]] in the west and the other from the Northern White Mountains, intersect near the heart of Delmora. Their confluence is a hub of agriculture, trade, and governance, and is home to the Ruvin capital of Kelmarin.
  • The Great Lake – A vast inland freshwater body, bordered by Odrak settlements. Its fog-covered surface conceals submerged cities and spiritual monuments. The lake serves as a cultural and spiritual counterbalance to the rivers, emphasizing stillness and depth over motion.

Delmora experiences a temperate and river-driven climate, shaped less by temperature fluctuations and more by seasonal changes in water flow. Its weather patterns are closely tied to the rhythms of the rivers and the influence of the Great Lake, resulting in a cycle of flood, drought, and mist that defines life across the realm.

Delmora’s fertile plains, floodplains, and inland lake support a diverse and adaptive ecosystem. Life here is shaped by the movement of water—plants must endure submersion or drought, and animals follow migratory paths guided by seasonal flow.

?'"`UNIQ--noautolinks-00000007-QINU`"'? Delmora’s major cities are strategically positioned along its river systems and the Great Lake, serving as centers of trade, governance, and spiritual practice. These cities are built to endure the cycles of flood and drought, shaped by a deep understanding of the land’s hydrology.

  • Kelmarin – The capital of the Ruvin, situated at the confluence of the Twin Rivers. It is the largest and most economically influential city in Delmora, renowned for its guildhalls, waterworks, and role as the realm’s political center.
  • Braskir’s Hold – A fortified dam-city overseeing the outflow into the Great Lake. It functions as both a hydraulic control point and a military stronghold, balancing flood regulation with regional defense.
  • Zelmari Wharf – A bustling river city famous for its shipyards and floating markets. It serves as a cultural crossroads between Ruvin engineers and traders from surrounding realms.
  • Varul’Kai – The capital of the Ulshari, a semi-submerged city built within the Great Lake. Known for its underwater halls, submerged temples, and the Sunken Archives, it is the spiritual heart of Ulshari civilization.
  • Kel’Ruun – A nomadic raft-city of the Ulshari that drifts across the lake with the seasons. It embodies the values of mobility, reflection, and adaptation, hosting trade delegations and spiritual ceremonies.
  • Mara’s Reach - Mara’s Reach is Delmora’s southernmost city and its primary seaport, where the inland riverways meet the ocean. Mara’s Reach is a fortified delta-city, resting on an artificial foundation of sunken stone platforms and canal locks. It operates as Delmora’s maritime gateway, funneling riverborne goods into international trade routes.
Domain of Oras (edit)

The Domain of Oras, also known as the Last Bastion of Oras, is said to be the remnant of the once boundless physical realm governed by the primordial spirit of earth Oras. Now confined entirely within the Citadel Mountains, it is the final fragment of the original land that once extended endlessly across existence.

According to mythic accounts, the world of Oras was the first domain, composed entirely of the physical realm. When the other primordial elements emerged, their arrival began to erode this eternal land. The process accelerated with the rise of the Ascendant Spirit of Time, Kyros, whose influence introduced decay and change.

The resulting conflict, known as the Great Erosion War, marked the struggle between Oras and the encroaching forces of the new elements. To defend the physical realm, Oras created the Orasians, beings said to embody his enduring essence. Despite their efforts, the war ended in retreat, and both Oras and the Orasians withdrew within the Citadel Mountain Range.

It is said that Oras then shaped the Citadel Mountains into nearly impassable barriers, concealing his final refuge. Legends claim that the Orasians remain within these circular mountain massifs, preserving the last essence of their creator.

The internal geography of the Domain of Oras remains unknown. Scholars and explorers speculate that it consists of vast, featureless plains of solid earth, untouched by erosion, wind, or rain. The terrain is believed to be entirely stable and unchanging.

The climate of the domain is uncertain. Due to the presumed absence of water and atmospheric elements, it is often described as hot, dry, and still. No weather phenomena are thought to occur within its boundaries.

The Orasians are believed to be the native inhabitants born from the realm of earth. Their current status is uncertain; some traditions claim they continue to dwell within the Citadel Mountains, while others hold that they have long since vanished.

The Domain of Oras and the surrounding Citadel Mountains hold great importance in Duranthi mythology.

In many accounts, the Domain of Oras itself is considered partly mythical. The Citadel Mountains have been mapped, and it is known that a vast central region lies within them, but no expedition has successfully entered or returned from the interior.

It is believed that at the very heart of the domain stands Oras’ own dwelling: the first fragment of earth ever formed.

Dostad (edit)

Dostad is a large city state off the coast of the Eastern Continent. The city encompasses the entire island of Dostad along with a small portion of the mainland.

Dostad has a oceanic climate with rainy and mildly cold winters and warm summers.

Emerald Valley (edit)

Emerald Valley is a smaller realm of Orethil, composed of the valley located within the Teardrop Range.

Harani (edit)

Harani is a large island region in the Southern Ocean.

Itharalis (edit)

Itharalis is the realm of snow and ice, where the world is held in stillness beneath endless layers of frost. Here, the breath of Dintar, the Spirit of Ice, coats every surface. Mountains of ancient snow, glaciers the size of kingdoms, and crystalline wastelands stretch into the horizon.

Itharalis is defined by its glacial topography, consisting primarily of icebound plateaus, frozen seas, and towering ice formations shaped by persistent sub-zero temperatures. Its terrain is characterized by stability and geological inactivity, with little volcanic or tectonic movement recorded in recent eras.

Itharalis maintains a consistently freezing climate.

Niseth (edit)

Niseth is a realm of thermal springs and geysers.

Noirra (edit)

Noirra is the primordial realm of darkness, a vast and unknowable expanse that exists outside the physical world of Adaris. Noirra is a place where darkness is a tangible, living force. Within Noirra, light does not exist, there is no sun, no stars, only the eternal shifting of shadow, silence, and unseen movement.

Noirra was formed when Arafia, the primordial spirit of darkness, emerged from the Primordial Void. As the counterpart to Aurelion, the realm of light.

Noirra is a world unlike any other—without light, its geography is known only through presence, form, and movement. Those who dwell here do not navigate by sight, but through a deep awareness of shifting shadows, distant reverberations, and the subtle stirrings of unseen forces.

Noirra has no sun, moon, or weather in the traditional sense, but that does not mean it is without change. The realm has its own cycles, currents, and movements. Noirra moves in unseen cycles, where the density of shadows thickens and thins, creating waves of deeper blackness and open voids.

Though light does not exist in Noirra, civilization thrives without it. The beings of Noirra do not see in the way mortals do; instead, they perceive through vibration, sound, movement, and presence, making their cities and structures alien to those accustomed to sight.

  • Vaerithis, the City Without Form – A metropolis of fluid architecture, where structures are shaped from living shadow and shift over time.
  • Nyvoss, the Silent Citadel – A vast fortress built into the heart of Noirra’s deepest void, where the most ancient beings of darkness dwell in meditation.
  • Elessath, the Veiled Crossing – A border-realm between Noirra and Adaris, believed to be a place where the barriers between worlds are thin. Some Arasiari claim to have stepped into Noirra through its unseen gates.
Orethil (edit)

Orethil is the name given to the physical realm of earth within the greater structure of Adaris. It encompasses all material geography that define lived experience on land. Realms such as Terasil, Vaelthar, and Zanarak exist within Orethil’s bounds, connected by overland paths, deep roads, and spiritual corridors.

Orethil is shaped by physical processes and is considered the foundational plane from which many other tangible realms diverge.

The name is derived from Oras, the spiritual emobiement of earth, and -ethil, an archaic stem meaning "held" or "shaped."

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Orethil emerged during the early stabilization of Adaris, following the creation of time by the Ascendant Spirit Kairos. As the primordial elements sought to impose order on the chaotic void of Astram, Oras anchored the material world into place. From this anchor, the first lands and structures of Orethil coalesced—mountains, valleys, and the enduring crust of the physical world.

The intrusion of Jala into the forming plane led to the catastrophic event known as the Great Erosion, fracturing the borders of the elemental realms and forever altering Orethil’s structure. This marked the beginning of true geological memory, as layers of trauma and change became embedded in stone.

In the aftermath, Orethil became the site of balance and containment—a place where multiple forces converged but were held stable through the enduring will of Oras. It was within this realm that the first mortal civilizations formed, guided by ascendant spirits. Over time, these early cultures shaped the surface and subsurface of Orethil.

Orethil’s landmasses are divided into continental subrealms, each shaped by distinct spiritual and environmental characteristics. Though grounded in the dominion of Oras, the spirit of earth, Orethil remains in continual contact with the surrounding influence of other elemental forces.

Watercourses and surface oceans exist within Orethil, but they are expressions of intrusion rather than origin. The world-plane is encircled by Pelagia, the endless sea formed by Jala, the spirit of water. Jala’s influence seeps inland along coastlines and river systems, softening and reshaping the terrain but never fully claiming it.

Forests, deserts, and highland ecosystems have developed in isolated zones where elemental balance allows—often along the shifting boundaries between earth and the other elemental realms. These intersections generate ecological diversity, though always filtered through the dominant presence of stone and memory.

Despite its grounding in matter, Orethil is a dynamic landscape—continually shaped by the slow, resonant dialogue between elemental forces. Its changes are layered rather than abrupt, shaped by time, erosion, and the spiritual pressures that flow beneath the visible world.

Orethil spans a wide range of latitudes and elevations, resulting in diverse and stratified climates across its surface and subsurface regions. The northernmost reaches are dominated by frigid highlands, glacial shelves, and permafrost basins, where temperature extremes and spiritual stillness foster hardy, slow-adapting lifeforms. In contrast, the southern regions give way to sun-scorched deserts, eroded basins, and heat-cracked plateaus where survival depends on scarcity-driven adaptation.

Between these extremes, temperate valleys, mountain-ringed basins, and seasonal steppes form pockets of stability. These regions often serve as cradles for major settlements and trade corridors. Orographic effects caused by massive mountain ranges such as the Citadels and the Murazkar Range produce microclimates—ranging from mist-fed forests to dry shadows and wind-carved rocklands.

Subterranean zones, while shielded from atmospheric fluctuation, maintain their own internal climate systems driven by geothermal gradients, air circulation through natural chimneys, and proximity to elemental rifts. These underground climates are generally cool, consistent, and humid, supporting fungal ecologies and bioluminescent life adapted to darkness.

Orrakar (edit)

Orrakar is a vast land of deep chasms, labyrinthine valleys, and towering cliffs, shaped over millennia by the patient forces of wind, water, and time. A place of both endurance and transformation, Orrakar stands as a testament to the inevitability of erosion, proving that even the strongest stone will yield to the persistence of the elements.

Orrakar is a realm of slow yet inevitable transformation, where vast passages are carved through stone, and the echoes of time linger in weathered canyon walls. The realm is a domain of patience and change, ruled by the ascendant spirit of erosion, Varethor, whose presence is felt in every wind-sculpted ridge and every river-worn passage.

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Orrakar is a realm shaped by the slow and relentless march of time and carved by wind and water, its deep canyons and towering cliffs standing as testaments to erosion’s quiet dominion.

Throughout history, nomadic peoples, wanderers, and exiles have passed through Orrakar, seeking refuge in its hidden valleys and winding ravines. Among those who made the land their home, the Kuthar claimed the windswept mesas. The Drahari, by contrast, carved homes into the sheer canyon walls, their settlements hidden in the depths where the wind howls but the stone offers shelter.

Yet even for them, nothing remains unchanged. Time wears away even the strongest foundations, and both the Kuthar and Drahari have learned that to endure in Orrakar is to move with the land, never against it. The ruins of past dwellers—long-eroded cliff dwellings and sunken pathways—serve as quiet reminders that nothing in this realm is permanent.

The Endless Rift

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Orrakar is a land of deep canyons, sheer cliffs, and towering mesas, its terrain shaped by winds, rivers, and the slow march of erosion. The land is fractured and winding, with hidden valleys, labyrinthine passageways, and rock formations sculpted into impossible shapes.

Notable Features[edit source]

  • The Endless Rift – A canyon so deep that its bottom is rarely touched by sunlight, with walls that bear the etched history of ages long past. Some believe it has no true end, as anything that falls into its depths is never seen again.
  • Zareth Cascade – A mighty waterfall fed by the highlands of Delmora, its torrents plunging into the depths of the Endless Rift. During the dry season, the cascade thins into mist, but in the storm season, it becomes a relentless force, carving the canyon deeper with every passing year. Some say its waters vanish into hidden underground lakes, while others whisper of a buried abyss where the river never truly ends.
  • The Pinnacles of Mourn – A collection of towering, needle-like rock formations rising from the canyon floor. Their bases erode over time, causing them to collapse one by one. Some of the spires bear faint, unreadable inscriptions, their origins long forgotten. The Kuthar use the highest peaks as wind-watching outposts, while the Drahari believe these formations are gravestones left by the land itself.
  • The Winding Sepulcher – A twisting maze of ravines and gorges that shift unpredictably due to rockfalls and flash floods. Paths that exist one season may be buried the next, making navigation treacherous. The Drahari claim that forgotten ruins and artifacts lie hidden within, but few dare to linger, fearing the canyon will entomb them.
  • The Drowned Steps – A vast series of terraced rock formations descending toward the eastern coast near Fendralis. During flood season, cascading water fills the steps, briefly transforming them into a shimmering descent toward the ocean. Some believe they once led to an ancient coastal city, now lost to time, swallowed by the shifting land and the encroaching tides.

Orrakar is a land of extreme conditions, where temperature, wind, and water work together to shape the ever-changing landscape.

  • Scorching Days & Frigid Nights – With little to no cloud cover, heat lingers in the canyons by day, only to vanish into bone-chilling cold by night.
  • Unpredictable Wind Currents – Strong, howling winds race through the ravines, reshaping rock faces and carving new formations over time.
  • Seasonal Rains & Flash Floods – While much of Orrakar is dry, sudden seasonal storms bring violent, short-lived rivers, scouring the canyon floors and shifting the terrain.

Survival in Orrakar demands adaptation, as the land is constantly being worn away, reshaped, and reformed.

The Zareth Cascade vanishes into the Endless Rift

?'"`UNIQ--noautolinks-00000015-QINU`"'? Despite its harsh and shifting nature, Orrakar is home to a variety of resilient life. Flora such as the Kethra Thorn and Cinderplume Grass anchor themselves in the ever-eroding rock, while creatures like the Vorthak Cliffstrider and Krezul Hawk have mastered the winds and sheer cliffs. In Orrakar, survival is not about resisting change—it is about moving with it.

Orrakar is home to those who have learned to live with its ever-changing nature, rather than resist it. The Kutharen, skilled gliders and cultivators, inhabit the windswept mesas, where they weave hanging gardens and build suspended settlements that shift with the land. In contrast, the Drahari carve their homes into the sheer canyon walls, scavenging the depths for what erosion reveals and preserving the remnants of the past.

Few outsiders settle in Orrakar, for survival demands constant adaptation. Those who endure do so by understanding that nothing in this realm remains unchanged forever.

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While few permanent settlements exist in a land that is always shifting and eroding, some strongholds and sanctuaries have been carved into the canyons over time.

Orrakar is not a realm meant for permanence, but those who learn to move with the land rather than against it may find sanctuary within its depths.

Payalwa (edit)

Payalwa is the realm of swamps and bogs in southwest Orethil. It is the realm of the spirit Moevra and Tragget.

Pelagia (edit)

Pelagia is the boundless realm of water, a plane of endless ocean stretching far beyond mortal horizons. It is the domain of Jala, the Primordial Spirit of Water, and serves as the source of all rivers, lakes, tides, and rain within the world of Adaris.

Sataa (edit)

Sataa is the realm of time. Sataa exists as an intangible realm that encompasses most of the other realms of Terasil.

Senyala (edit)

Senyala is the land before the frozen north, a land of fjords and permafrost.

Sirel Coast (edit)

The Sirel Coast is the realm of emotions, inhabitted by the Thavariin.

Tahrzul (edit)

Tahrzul is the Realm of Volcanoes and Ash, a land shaped by the relentless upheaval of the earth. Towering volcanoes dominate the skyline, their molten veins splitting the land, spewing fire and smoke into the ashen skies. Rivers of hardened obsidian twist through the valleys, remnants of ancient eruptions, while geysers of superheated steam burst from fractured earth, releasing the fury of the world below.

The air is thick with ash, turning daylight into a perpetual twilight, and the ground trembles with the restless movements of magma beneath the surface. Sulfur-streaked wastelands, jagged basalt cliffs, and unstable lava plains make Tahrzul one of the most inhospitable realms of Adaris.

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Tahrzul is a peninsula east of Zanarak, separated from the mainland by a stretch of dry, cracked earth known as the Ashen Scar. Its defining feature is a vast ring of volcanoes, forming a natural fortress around the central valley where lava rivers flow continuously. The land is a shifting battlefield of fire and stone, sculpted by eruptions, quakes, and time.

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While permanent settlements are rare, a few strongholds have been carved into the volcanic rock, their inhabitants shaping their lives around the constant upheaval.

  • Varkath
  • Drak's Citadel
Terasil (edit)

Terasil is a realm of mountains, highlands, and savannas situated within the wider physical plane of Orethil. At its center stands the Citadel Mountains, a circular and impenetrable range that marks the boundary of the Domain of Oras, regarded as the last remnant of a once vast sea of earth. Beyond this central barrier, the realm unfolds into valleys, hills, and further mountains before opening onto broad savannas.

During the Age of Ascendance, several spirits came to dwell in Terasil and its surrounding valleys. Among them was Tehrum, spirit of strata, talus and loess, embodying the arid and rocky nature of the land. Varunel, the spirit of memory and history, also made a home there, along with the spirit of caverns and subterranean networks and a spirit associated with greed and desire.

The Age of Ascendance (c. BME 100,000-50,000)[edit source]

Following the stabilization of the realm, ascended spirits assumed dominion over the primordial earth, often working in pairs. Tehrum and Varunel settled in the valleys adjacent to the Domain of Oras, with Tehrum shaping the tangible qualities of the land while Varunel shaped its intangible aspects. Similarly, the spirits of caverns and greed fashioned subterranean regions and the forces that dwell within them.

The Great Migration (c. BME 50,000-20,000)[edit source]

During the Great Migration, humans departed their ancestral home of Awenelir and spread across Orethil. In Terasil, these settlers became known as the Duranthi and the Minthari. The Duranthi primarily inhabited the Sanctuary Vale and the Alta Wastes, while the Minthari settled in the mountain ranges known as Minthal. Over generations, both groups were shaped by the spiritual influences of their environment. The Duranthi developed stony skin, exceptional memory, and extended lifespans, while the Minthari adapted to subterranean life, becoming pale, blind, and translucent in appearance.

The Age of Deep Roads (c. BME 20,000-0)[edit source]

As erosion reshaped the surface, subterranean habitation expanded during the Age of Deep Roads. The Minthari constructed vast tunnel networks in cooperation with the Vemi, a worm-like sentient race long present in Terasil. These tunnels facilitated trade and cultural exchange with the Duranthi and allowed movement through previously inhospitable regions.

Modern Terasil (0 ME-Present)[edit source]

In the present age, Terasil remains defined by continuity and resilience. The Duranthi maintain traditions rooted in stone and memory, while the Minthari expand their subterranean networks in pursuit of wealth and resources. Alongside them dwell two additional sentient peoples: the Capamnos, an isolated goat-like race inhabiting the high mountains, and the Vemi, who occupy subterranean tunnels and are often associated with impulses of desire and greed, though they maintain generally amicable relations with other races.

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Terasil is a predominantly mountainous and arid region with limited river systems. The terrain includes high peaks, valleys, plateaus, and stretches of savanna. Notable regions include the Sanctuary Vale, Emerald Valley, and the Minthal ranges.

The climate of Terasil varies by region. Much of the land is arid, with minimal rainfall and sharp temperature extremes. Mountain peaks are cold year-round, while valleys such as Sanctuary Vale and Emerald Valley experience more temperate conditions and occasional seasonal rains. Highlands and plains remain harsh and sparsely habitable, while subterranean regions are characterized by stable, cool conditions.

A Slateback Behemoth

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Terasil hosts ecosystems shaped by its geological age and alignment with elemental earth. Species are adapted to rocky and mineral-rich environments, often exhibiting traits influenced by the Domain of Oras itself. Proximity to the Citadel Mountains tends to impart stony characteristics to local life forms. Wildlife ranges from surface-dwelling herbivores to subterranean predators, many marked by unique adaptations to the realm's spiritual forces.

Terasil is home to a number a sentient species. The Duranthi, governed by a central council, inhabit the Sanctuary Vale and parts of the Yalta Waste. Some communities remain outside this authority, particularly in the wastes.

The Minthari are divided between two factions, one in the Astrathal Range and another in Minthal.

The Capamnos are goat-like humanoids dwelling in small, isolated highland communities.

The Vemi are a worm-like species dwelling in the deep tunnels. While often associated with impulses of greed, they are independent beings rather than a hive mind, and their interactions with other races are generally cooperative.

Spiritual life in Terasil is governed by a stratified ecology of spirits that reflects the realm’s deep alignment with earth, memory, and the burden of continuity. While the spirit Tehrum anchors the physical foundation of Terasil, Varunel, the spirit of Memory and History anchors the metaphysical. Together, these forces define Terasil's spiritual logic.

The spirits of Terasil range from momentary flickers of awareness to enduring entities inscribed in cultural and geological memory. Their interaction with mortal life is structured and deliberate—spirits are neither worshiped casually nor summoned lightly, and all rituals are shaped by archival precedent.

Nascent Spirits[edit source]

Nascent spirits are newly formed, unstable presences. Often tied to minor geological actions, they manifest from shifting sediment, mineral formation, or momentary resonance. These spirits are brief and reactive, they are often invoked in basic rites by novices or used as indicators of change.

Mature Spirits[edit source]

Mature spirits arise from repeated patterns and communal recognition. Unlike nascent spirits, they possess defined personality traits and limited agency. They are invoked in everyday Duranthi and Capamos life.

These spirits are neither fully autonomous nor entirely symbolic, they occupy the middle realm between presence and concept, often entangled with local rites or vocational traditions.

Ancestral Spirits[edit source]

Ancestral spirits are the oldest and most deeply rooted entities in Terasil, often embodying events, lineages, or epochs. Unlike gods or elemental lords, they are not omnipotent, but they are vast, weighty, and embedded in the realm’s long memory.

They are rarely invoked directly. Most communication occurs through rituals. Appeasement, not command, defines the relationship.

Examples:

  • Tharoz-Mir – The spirit of the Deep Roads and the memory of every journey beneath the realm. Felt more than seen, Tharoz-Mir listens across distances, recording the passage of all who travel the underpaths.
  • Orak-Thun – Revered as the first sentient mountain, Orak-Thun serves as a point of lineage realignment and generational reckoning. Its presence is marked not by voice, but by seismic stillness and unchanging shadow.

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  • Kar-Thal: An ancient Duranthi city carved into a mountain. It houses governing elders and sacred spaces.
Vaelthar (edit)

Vaelthar, the realm of meadows, is an endless expanse of golden grasslands and open skies, where the wind never ceases, and the land is in constant motion. Vaelthar is a realm of gentle, ceaseless movement, where nothing is permanent, and every path is open. The plains ripple like an ocean beneath the wind’s touch, shaping the land in an eternal dance between earth and air.

Zanarak (edit)

Zanarak is the realm of Arenam, the Spirit of Sand and Glass, and one of the great elemental realms of Adaris. Born from the union of the primordial spirits Shasae and Oras, Zanarak is a land of shifting sands, illusions, and extremes. Its landscape is ever-changing, sculpted by relentless desert winds and the ceaseless dance of erosion and transformation.

Formation of Zanarak[edit source]

Zanarak was formed when the primordial elements of Shasae and Oras, combined, bringing forth Arenam, the Spirit of Sand and Glass. Unlike the Primordial Spirits, Arenam is the first of the next generation of Ascendant Spirits, emerging from the conscious concept of wind-eroded earth. Arenam represents erosion, illusion, and the ever-changing nature of the desert, symbolizing both destruction and transformation.

The Great Erosion[edit source]

The emergence of Zanarak marked a new era in Adaris, one where the interplay between elements created new forms of life and landscapes. The relentless winds carved out the desert from the land once connected to Terasil, leaving behind a vast, arid expanse. Over time, the desert expanded, its dunes shifting unpredictably, swallowing settlements and reshaping itself continuously.

Cultural Significance[edit source]

Zanarakis is both a physical and a spiritual realm, where reality often blurs with illusion. The desert’s inhabitants—the Gilaari and Galihi—have adapted to its unpredictable nature, developing cultures based on survival, movement, and the mastery of illusion and transformation.

Zanarak is a land of extremes, featuring towering sand dunes, ancient glass formations, and relentless sandstorms.

  • Sand Dunes – The vast dunes of Zanarak are in constant motion, shifting with the desert winds. Some reach towering heights, making navigation perilous.
  • The Glass Fields of Zanarak – Intense heat from the nearby land of Tahrzul have created towering spires, jagged ridges, and smooth, reflective plains of glass

Zanarak experiences scorching days and freezing nights, with unpredictable sandstorms and periods of extreme drought.

Despite its harsh environment, Zanarak is home to unique desert flora and fauna, many of which have adapted to the shifting landscape.

Galihi[edit source]

The Galih are a nomadic society of alchemists and illusionists, using their skills to survive in the ever-changing desert.

  • Culture – They live in roaming caravans, constantly on the move. Their mastery of illusion and transformation allows them to navigate and shape the desert to their advantage.
  • Skills – Galihi use alchemy and desert magic to craft glass tools, find water, and manipulate mirages.

Gilaari[edit source]

The Gilaari are a four-limbed, adaptive race that thrives in the desert’s unpredictable conditions.

  • Culture – The Gilaari see Mirajhar as a living entity, shaping their traditions around its movements. They are skilled artisans, crafting intricate works from sand and stone.
  • Abilities – They can walk on all fours or stand upright, using their limbs interchangeably as hands or feet.