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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.

Emerald Valley (edit)

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

Harani (edit)
Itharalis (edit)

Itharalis is the realm of unbroken winter, where the world is held in stillness beneath endless layers of frost. Here, the breath of Glacian, the Spirit of Preservation, coats every surface in ice, freezing not only the land but the very memory of time. Mountains of ancient snow, glaciers the size of kingdoms, and crystalline wastelands stretch into the horizon without change or decay.

To enter Itharalis is to step into the past—frozen ruins, buried relics, and long-forgotten beings lie entombed beneath its surface, perfectly preserved in silent slumber. It is a realm not of death, but of suspended life. Nothing rots. Nothing grows. Only the frost remains.

The recorded history of Itharalis is minimal due to the realm’s inhospitable climate and lack of long-term habitation. Most knowledge of its past is derived from preserved organic remains, fossilized structures, and elemental strata buried deep within the glacial layers. These findings indicate that Itharalis has remained geologically and climatically stable for tens of thousands of years, with few significant shifts in environmental conditions.

Frozen relics unearthed near the margins of the realm suggest that ancient peoples may have attempted temporary settlement or passed through during periods of broader climatic migration. However, no evidence of permanent civilization has been verified within its interior. The preservation of flora, fauna, and early tools in glacial vaults has made Itharalis a subject of study among scholars interested in ancient biospheres and elemental preservation.

Over time, certain spiritual orders and isolationist factions have established seasonal encampments near its periphery, drawn by the stillness and perceived purity of the land. These outposts rarely last more than a few generations, leaving minimal cultural impact on the region.

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

The central region, known as the Heartglacier, is a massive, continent-sized body of layered ice believed to be among the oldest continuously frozen formations in the world. Around its perimeter lie ridged ice valleys, crevasse fields, and permafrost cliffs, many of which remain unmapped due to hazardous conditions.

To the east, the Silent Coast borders a frozen ocean shelf, marked by thick floes and isolated icebergs that drift without current or wind. In the far north, the Vaulted Spires—massive vertical ice formations—rise hundreds of meters, forming natural barriers that limit overland travel. The southern edge of the realm gradually descends into the Frosted Expanse, a flat, open plain of fine snow and wind-hardened ice sheets.

Despite its uniform climate, Itharalis contains microenvironments within caves and crevasses where rare cryogenic flora and frozen relics are sometimes discovered.

Itharalis maintains a consistently cryogenic climate, with surface temperatures rarely rising above −40°C, and average lows reaching −80°C during prolonged dark periods. Solar illumination is minimal due to the realm’s high atmospheric albedo, as light reflects off ice and snow rather than being absorbed. The air is thin and dry, and precipitation occurs almost exclusively in the form of fine, crystalline snow that accumulates slowly over centuries.

The realm experiences a long-duration light-dark cycle rather than distinct seasons. Periods of dim polar light alternate with extended darkness, influencing visibility and temperature gradients. Atmospheric pressure remains low, and winds are infrequent but capable of transporting ice shards across great distances when they occur.

Glacial movements within the region are slow and almost imperceptible, contributing to the realm’s reputation for stasis and preservation. Ice structures remain intact for millennia, creating natural records of climatic history. The lack of thermal variation and biological activity makes Itharalis one of the most geothermally stable regions in Adaris.

Life in Itharalis is rare, highly specialized, and often found beneath the ice or within geothermal fissures. The biological ecosystem functions at a glacial pace, with organisms capable of surviving in lightless, frigid environments for centuries without surface contact.

Flora[edit source]

  • Frostvine Mycelia – Subterranean fungal networks that spread slowly through permafrost layers, feeding on mineral-rich ice deposits. Though invisible from the surface, they emit faint thermal signatures detectable only to specialized fauna.
  • Glacilumen Spores – Luminous fungal growths found deep within ancient ice corridors. They emit a cold, blue bioluminescence and are often mistaken for distant starlight reflected through frost.
  • Shardblossoms – Rare crystalline plants that form in geothermal steam crevices. Their petals, composed of layered ice and mineral salts, refract light and are harvested by native species for unknown purposes.

Fauna[edit source]

  • Iskari – Large, solitary predators adapted to blend seamlessly with the ice. Their translucent hides and body temperatures near ambient allow them to pass unnoticed by prey and predator alike.
  • Vyrash Owls – Silent, flightless avians with heat-absorbing plumage. They hunt through vibration sensing and dwell in wind-carved caves, rarely vocalizing outside of their hatching rituals.
  • Thassari Swimmers – Blind, eel-like creatures that drift through subglacial lakes. Their bodies store thermal energy absorbed from volcanic vents, allowing them to remain active for years without feeding.
  • Cryphid Motes – Insect-sized, wingless arthropods that survive suspended in stasis, awakening only during seismic activity. Their populations are used as environmental indicators by certain inhabitants.

Though the biosphere appears dormant, it sustains complex life systems adapted to conditions unseen elsewhere in Adaris.

Itharalis is home to two known Sophant species, each shaped by the unique metaphysical and environmental extremes of the frozen realm: the Sarnathi, who exist out of time, and the Nykrathi, primal dwellers of the glacier’s body.

Sarnathi – The Time-Buried[edit source]

Descendants of an ancient civilization thought lost to history, the Sarnathi were caught in a temporal collapse and preserved in stasis beneath the ice. Touched by the Primordial Spirit Kairos, they exist partially out of phase with the present, awakening at irregular intervals when the boundaries of time weaken. Their bodies bear crystalline inclusions, and their minds drift between centuries, making them enigmatic and revered by other inhabitants of Adaris.

The Sarnathi rarely intervene in the affairs of others, but their appearance is seen as an omen of repeating catastrophe or forgotten truths resurfacing.

Nykrathi – The Icebound Clans[edit source]

The Nykrathi are a resilient, territorial people native to the glacial interior of Itharalis. Stocky and armored with naturally forming ice-plate exoskins, they molt with the shifting seasons. They communicate through vibratory resonance and ice-chime patterns formed with breath and movement. Nomadic by nature, the Nykrathi follow deep glacial currents, constructing shifting shelters from resonant ice and snow-bone.

They see themselves not as rulers of the ice, but as its stewards—shards of Glacian’s will, moving with the flow of the frozen world. Ritualistic and survivalist, they maintain sacred “Echo Fields,” where the ice sings back the memories of their ancestors.

The spirits of Itharalis are not chaotic forces of nature, but crystallized echoes of memory, stillness, and time. As with all realms touched by a Primordial, they exist in a hierarchy of spiritual evolution: Nascent, Mature, and Ancestral—each reflecting deeper attunement to Glacian, the Spirit of Ice.

Nascent Spirits[edit source]

These spirits form from localized phenomena: frost forming on a forgotten relic, the momentary stillness of a snowfall, or the lingering breath of a dying traveler. They are brief and fragile, often appearing as:

  • Icewisps – Flickering motes that drift across frozen lakes, trailing light like starlight in snow.
  • Shardlings – Tiny crystalline forms that hum faintly in sub-zero caverns, drawn to preserved ruins.
  • Echobound – Flickering echoes of emotion trapped in permafrost, replaying fragments of speech, light, or motion in looping =

Mature Spirits[edit source]

These spirits embody broader concepts of isolation, endurance, and preservation. They persist across centuries and often inhabit specific regions or artifacts.

  • Frostweavers – Spirits that form web-like veils over ancient ruins and glacial tombs, believed to bind memory into the ice itself.
  • Vault-Keepers – Guardians of sunken sanctuaries, manifesting in towering forms of mirrored frost or living glacier.
  • Hollow-Whispers – Wind-borne spirits that speak through cracks in ancient ice, rumored to echo forgotten truths or temporal distortions.

Ancestral Spirits[edit source]

These rare and potent beings are said to be direct extensions of Glacian’s will, embodying entire epochs or frozen principles.

  • The Deep Chorus – A collective ancestral entity residing beneath the Pale Expanse, composed of countless souls sealed together in ancient ice.
  • The Pale Sleeper – A mythic presence said to slumber beneath the Glacier of Twelve Moons, whose awakening would halt time itself across the realm.
  • Kairos-Touched Echoes – Spirits believed to intersect with the domain of Kairos, the Spirit of Time, preserving not only memory but sequence—guarding the natural order of causality against unraveling.

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Despite its frozen isolation and inhospitable climate, Itharalis is home to numerous subterranean and glacial settlements, each shaped by the unique needs, philosophies, and adaptations of its native sophants. The Nykrathi and Sarnathi maintain distinct settlements with minimal overlap, unified only by their shared reverence for silence, resonance, and the enduring power of the cold.

Sarnathi Settlements[edit source]

  • Iskar-Thal – The first and largest Sarnathi city, constructed atop the Shardplain. Its crystalline towers emerge from a basin of glacial drift, encircling the Grand Archive—a semi-living vault that stores preserved memory through harmonic resonance. Considered the cultural heart of the Sarnathi Continuum.
  • Vauren-Voss – A citadel hollowed into a fault-glacier’s vertical face. It houses the Stillborn Circles, where Sarnathi in voluntary stasis serve as silent sentinels and temporal anchors. Access is limited and regulated by time-rhythm initiates.
  • Ysilin Hollow – Located beneath a high ridge of wind-shattered ice, this subterranean enclave hosts the Echo-Keepers, scholars who monitor vibration records and time-layer anomalies embedded in glacial formations.
  • Tharrask Vein – An outpost near the Fractured Scar, a region prone to temporal shifts. It functions as both a research and containment site, manned by a rotating cadre of Resonants and harmonic stabilizers.
  • Enclave of Varethis – A drifting settlement built atop a fractured coastal ice shelf that follows a seasonal circuit around Itharalis. Inhabited by itinerant scholars, dreamers, and unstable harmonics, it serves as a mobile sanctuary for those unable to remain rooted.

Nykrathi Settlements[edit source]

  • Tarskhel’Zuun – The oldest and most revered Nykrathi tunnelspire city, built around the legendary Echo-Pool. Carved within a submerged rift, its chambers echo with Glacian’s resonance. Reserved for the most spiritually attuned.
  • Vorr-Kaazhen – A fortified hive-city positioned along the volcanic corridor beneath the Black Scar Glacier. Known for its resonance defenders and frost-bound artisans who maintain ancient structural harmonics.
  • Krelekh Hollow – Situated in a bioluminescent under-ice basin, Krelekh Hollow cultivates deep fungi and maintains fluidic resonance archives. It is the spiritual center for the Dream-Scribes.
  • Shar’Molun – A minor outpost at the edge of a glacial faultline. Functions as a neutral contact zone for surface negotiations and as a seismic monitoring station.
  • The Ossuary Spires – A ceremonial necropolis where honored Nykrathi dead are calcified and enshrined in towering walls. Pilgrims come here to commune with ancestral echoes and the frozen memory of the deep.
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. Unlike realms bound to the continent, Noirra is a self-contained world, a place where darkness is not mere absence but 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.

Despite its isolation beyond Adaris, Noirra is not empty. It is inhabited, structured, and alive, filled with beings that thrive within the dark, unseen landscapes that stretch endlessly, and cities that exist without illumination. It is a place of veiled power, forgotten knowledge, and eternal silence, where existence itself is defined not by what is visible, but by what is felt and sensed in the absence of sight.

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 was shaped not as an opposite but as a balance, a space where the unseen could flourish.

  • The First Darkness – Noirra began as a realm of pure, undisturbed shadow, where form and thought blended together in an undifferentiated state.
  • The Shaping of the Unseen – Over time, the first inhabitants of Noirra came into being, sculpting the realm into vast, shadow-woven cities and landscapes of living darkness.
  • The Rift Between Worlds – When Adaris was formed, Noirra did not become a part of it, yet its presence was woven into existence, ensuring that the physical world would always have shadows, mysteries, and the unknown.

Noirra remains a realm apart, yet its influence touches all things—it is the reason shadows stretch, why darkness brings dreams, and why the unknown will always exist beyond the limits of knowledge.

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.

  • The Hollow Span – Vast, open stretches of undisturbed shadow, where motion can be felt but never seen.
  • The Echoing Chasms – Endless fissures in the world, where sound travels in eerie, warping patterns, revealing the depths of Noirra to those who can listen.
  • The Veilwinds – Silent currents of unseen force that drift across Noirra, carrying the whispers of forgotten things.

Noirra is not lifeless—it is shaped by those who live within it, but never fixed. Even mountains and rivers, if they exist, are fluid and shifting, as darkness itself never remains still.

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.

Despite its alien nature, Noirra is not devoid of life. Its inhabitants do not rely on light, but instead exist in complete attunement to the unseen. Flora

  • Voidweave Vines – A creeping, sinuous plant that extends unseen tendrils through the darkness, sensed only through its gentle touch.
  • Umbral Lichen – A growth that absorbs and silences sound, allowing beings to move without leaving echoes.

Fauna

  • Nytherin – Bat-like entities that see through sound alone, navigating the realm through pulses of vibration.
  • Vaelmur – Shadow-dwelling predators that move without a sound, striking before their prey can sense them.
  • Shroudborn – Entities of pure darkness, believed to be Noirra’s oldest inhabitants, existing in a form neither solid nor ephemeral.

Noirra is home to beings that exist beyond sight, their forms shaped by shadow rather than flesh.

  • The Sussurii – Ethereal beings that exist as breaths of air moving through the dark, their presence known only through soft murmurs.
  • The Vailun– Figures that appear humanoid but have featureless, empty faces, as if their identities were swallowed by the dark.
  • The Atryn- Towering figures wrapped in flowing, shadow-like cloaks, their forms impossible to define.

Some say that Noirra’s oldest beings remember the time before light existed, carrying knowledge older than the stars themselves.

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.

Across Adaris, Noirra is feared, respected, and revered in different ways.

  • To the followers of Arafia, Noirra is sacred, a place of wisdom, hidden truths, and eternal potential. Many of their rituals, meditations, and mystical practices involve attuning to its unseen nature.
  • To outsiders and surface dwellers, Noirra is often seen as dangerous and unknowable, a place where one’s own senses cannot be trusted and where things exist beyond understanding.
  • Arasiari, the practitioners of shadow attunement, believe that Noirra is a place of enlightenment, where those who embrace the unseen can gain wisdom beyond mortal perception.

Some scholars believe that dreams, visions, and subconscious thought all stem from Noirra, flowing into Adaris through the veil between worlds.

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

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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 the spirit of swampland.

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. In Pelagia, there are no shores and no fixed landmarks—only the ceaseless ebb and flow of currents, the pulse of tides, and the deep silence of unfathomable trenches.

This oceanic realm is not empty. Beneath its surface lies a living memory of the world—echoed in whirlpools, whispered in currents, and recorded in the drifting bones of ancient leviathans. Creatures and spirits formed from water itself glide through translucent vaults of pressure and darkness. Islands made of living coral, floating kelp forests, and bioluminescent reefs shimmer with radiant life, illuminated by the soft breath of Jala.

Pelagia is not a realm of chaos or storm, but of rhythm, resonance, and endless transformation. It reflects the mutable nature of water—capable of sustaining life, preserving memory, and reshaping land and spirit alike.

Pelagia has no continents, no mountains, and no sky in the conventional sense. It is a realm composed entirely of water—an infinite ocean stretching in every direction, without surface or floor. Depth, rather than distance, defines its geography. One descends rather than travels, and layers of current, pressure, and light mark the boundaries between regions.

The upper reaches of Pelagia shimmer with translucent life and drifting isles of kelp, coral, and silt. Here, bioluminescent plankton drift like stars, and shoals of spiritfish move in synchronized migration. These surface realms are ever-shifting, shaped by the breath of Jala and the pull of elemental tides.

Deeper still lie the Resonant Trenches—abyssal rifts of unfathomable depth, where time slows and pressure sings. It is said that here, memories of past ages crystallize into liquid echoes, forming spiraling maelstroms that preserve the voices of the drowned.

Pelagia's geography cannot be mapped in mortal terms. What appears still may flow; what seems shallow may plunge into the deep. Its only constants are motion and depth—layered like a melody that never ends, harmonized by the will of water itself.

The native inhabitants of Pelagia are not corporeal in the traditional sense. Within this realm of pure water and resonance, sapient life manifests as fluidic consciousness—entities shaped by currents, memory, and harmonic flow. These sophants do not build, age, or die as material beings do, but exist in constant transformation, guided by the essence of Jala.

Liraeth – Memory-Current Being[edit source]

The Liraeth are sentient expressions of memory and light, their forms composed of translucent ribbons of structured water. They manifest as fleeting aquatic silhouettes—sometimes resembling flowing fish, sometimes formless veils. Each Liraeth is a vessel of ancient experiences, their consciousness flowing between whirlpools of recollection and intention.

They sculpt the waters of Pelagia into memory-streams, places where past and present converge.

They communicate through ripple patterns and harmonic vibration, imprinting thought across tides.

Liraeth serve as guides, lore-bearers, and emissaries of emotional resonance. They are drawn to moments of transformation, often appearing during acts of healing, reflection, or rebirth.

Thal’kai – Abyssal Resonant Intelligences[edit source]

The Thal’kai are colossal, slow-thinking intelligences that dwell in the deepest reaches of Pelagia. Their forms are not bound to a single structure, but emerge across trench-lines, thermal vents, and sediment flows. Some appear as moving coral towers; others are no more than pulses of pressure, distributed across miles of current.

Their thoughts ripple through abyssal channels, detectable only through deep harmonic attunement.

They are ancient, inscrutable, and revered as custodians of Pelagia’s deepest truths.

Communication with a Thal’kai is a ritual act, requiring attunement to pressure-song and ancestral water-rhythm. Some Jalasiari claim to have received visions from these beings—tidal prophecies written in the undertow.

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.

Serithal (edit)

Serithal, the Hidden Current, is a vast inland lake-realm, where freshwater sustains all who live within its depths and upon its central island. Serithal is a realm of constant, unseen motion—currents that shift beneath the surface, shaping the world in ways not always perceived.

It is a domain of balance, where water and land embrace rather than oppose one another, creating a self-sustaining cycle of renewal.

Serithal is defined by its massive freshwater expanse, hidden underwater currents, and a singular, sacred island rising from its heart.

Serithal’s climate is gentle and temperate, where water and land shape the air, creating an atmosphere of renewal and vitality.

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.

Tahrzul is ruled by Tahrnath, the ascendant spirit of Ash and Ruin, embodying both destruction and creation. The land is hostile yet sacred, seen as both a place of punishment and transformation by those who dare to dwell within its borders. Few civilizations thrive here, but those who do have adapted to the choking ash, the shifting earth, and the ever-present threat of eruption.

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Tahrzul is a peninsula southeast 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.

Notable Features[edit source]

  • The Ashen Scar – A stretch of dry, cracked earth that seperates Tahr'Zul from the mainland. Deep crevices dot the landscape, where nothing grows.
  • Tahrnath's Crown – A massive circle of towering volcanoes, enclosing the heart of Tahrzul. Their eruptions form an ever-changing skyline, while rivers of molten rock cascade down their slopes, feeding the valley below.
  • The Obsidian Rivers – Once-molten lava flows that have cooled into jagged black rivers of obsidian, forming deadly, glass-like terrain. Some portions remain unstable, cracking underfoot or concealing hidden pockets of searing heat.
  • The Smoldering Wastes – A vast plain of scorched rock and sulfur-laced fissures, where superheated geysers erupt unpredictably. The ground shifts frequently, making it one of the most dangerous areas to traverse.
  • The Heart of Ruin – The central valley, where rivers of lava converge in an endless, churning sea of molten rock. The land here is constantly being remade, breaking apart and reforming in an eternal cycle of destruction and creation.

Tahrzul is an extreme environment, dominated by fire, heat, and ash rather than traditional weather patterns.

  • Perpetual Twilight – Thick volcanic ash darkens the skies, filtering sunlight into an eerie, reddish glow.
  • Sulfuric Storms – The air is thick with toxic gases and superheated winds, capable of scalding exposed flesh.
  • Unstable Ground – Frequent tremors and eruptions reshape the landscape, swallowing entire paths and creating new ones.

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Despite its hostile nature, some life has adapted to Tahrzul’s extreme conditions, thriving amidst the fire and ash.

Flora[edit source]

  • Pyrelight Thistle – A bioluminescent plant that grows in volcanic crevices, feeding on minerals from cooling lava. Its glowing, ember-like flowers serve as a beacon in the endless twilight.
  • Ashroot Vine – A deep-burrowing plant that absorbs sulfur and heat, sprouting only when the ground cools briefly between eruptions.
  • Glassfern – A razor-edged fern that grows in obsidian fields, its blackened fronds reflecting firelight in shimmering patterns.

Fauna[edit source]

  • Cindermaw – A burrowing predator with lava-resistant scales, emerging from fissures to ambush prey. Its glowing underbelly radiates intense heat, incinerating anything it coils around.
  • Emberhawk – A sleek, smoke-colored raptor that rides the superheated updrafts, its eyes able to see through thick ash clouds.
  • Ash Stalker – A shadowy, reptilian creature that lurks in the Smoldering Wastes, camouflaging itself in the swirling dust. It is said to be drawn to the heat of living bodies, stalking anything that lingers too long.

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Few beings can endure the relentless heat and instability of Tahrzul, but some have learned to live with the realm’s fury rather than against it.

  • The Korrash – A mysterious, fire-adapted people who build heat-resistant dwellings within volcanic caves, using the land’s natural heat to forge tools and weapons.
  • The Vosoli – Criminals, outcasts, and seekers of punishment who choose to live in Tahrzul’s merciless landscape, proving their strength against the ever-burning land.

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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 Rolling Meadows, is an endless expanse of golden grasslands and open skies, where the wind never ceases, and the land is in constant motion. Created by Vaelora, the spirit of grass and meadows, 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.

Vaelthar’s terrain is one of fluid stability, where the land stretches in endless rolling fields, broken only by pockets of woodlands and rising meadows that touch the sky. There are no towering mountains, only gentle highlands where the air is thin, and the flowers bloom in untamed abundance. The wind sculpts the land into an ever-shifting canvas, weaving patterns through the grass and scattering golden pollen across the fields.

Wild Flowers in Vaelthar

The realm is defined by its distinct regions, each shaped by the breath of Vaelora:

  • The Endless Plains – The heart of Vaelthar, an unbroken sea of golden grasses swaying in endless motion, shaped by the ceaseless wind.
  • The Whispering Groves – Scattered clusters of trees, where the wind hums through ancient branches, resonating like a distant song.
  • The Golden Drift – A vast stretch of alpine wildflower meadows, where the land is covered in shimmering pollen. As the wind rises, the pollen lifts into the air, creating a golden haze that lingers over the plains. During certain times, the entire sky glows with drifting motes, turning the landscape into an ethereal, dreamlike expanse.
  • The Wandering Streams – Thin, winding rivers that never follow the same path for long, shifting with the earth and carving new routes through the plains.
Highland Meadows

Vaelthar exits in a perfect equilibrium of warmth and renewal. The wind is ever-present, a constant but gentle force, shaping both the land and those who walk upon it. The air is filled with the scent of wildflowers, sun-warmed grass, and the distant promise of rain.

While storms occasionally roll across the plains, they do not bring destruction—only renewal. Rain falls softly, nourishing the land, while the wind disperses it in shimmering veils across the meadows. The sky is always vast, ever-changing, but never hostile.

Though unsettled and untamed, Vaelthar is home to those who embrace freedom and movement above all else.

  • The Vey’Lora, the nomadic Windborne, roam Vaelthar with no permanent homes, following the will of Vaelora. They believe that to stand still is to die, and only through constant movement can one truly live.
  • The Torinok, in contrast, are a people of stone and permanence, seeking to anchor themselves against the wind. They construct great fortresses, standing in defiance of Vaelora’s shifting paths—a philosophy that often puts them in direct conflict with the Vey’Lora.

Despite these differences, both peoples are shaped by the plains, their lives dictated by the ceaseless movement of wind and earth.

Vaelthar is steeped in stories, many of which speak of the wind’s eternal memory and the unseen paths it carves through the world.

  • The Wind’s Embrace – It is said that Vaelora welcomes all who enter Vaelthar, but those who fear movement and change will never find their way out.
  • The Song of the Plains – Legends claim that the winds of Vaelthar carry echoes of the past, allowing those who listen carefully to hear lost voices carried on the breeze.
  • The Dance of the Golden Drift – During the pollen blooms, some claim to see Vaelora herself dancing in the fields, wrapped in golden light.
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.