View table: History
Table structure:
- Introduction - Wikitext
- History - Wikitext
- Geography - Wikitext
- Climate - Wikitext (allowed values: editor=visualeditor)
- Flora_and_Fauna - Wikitext
- Inhabitants - Wikitext
- Native_Spirits - Wikitext
- Factions - Wikitext
- Notable_Settlements - Wikitext
- Cultural_Significance - Wikitext
- Mythology_and_Legends - Wikitext
- See_Also - Wikitext
- Bibliography - Wikitext
This table has 18 rows altogether.
Page | Introduction | History | Geography | Climate | Flora and Fauna | Inhabitants | Native Spirits | Factions | Notable Settlements | Cultural Significance | Mythology and Legends | See Also | Bibliography |
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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. |
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Aurelion (edit) | [Show] Aurelion is the realm of Dharas, the Primordial Spirit of Light. It is a vast, radiant domain where light is omnipresent, and the concept of darkness is rendered obsolete by its overwhelming brilliance. Aurelion embodies the essence of purity, clarity, and truth, 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, the essence of illumination and clarity, shaped Aurelion as a realm of boundless radiance, where light is not merely illumination but a tangible force that sculpts reality itself. |
[Show]ContentsThe Birth of Aurelion[edit source]In the beginning, when Daathir stirred 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 radiance within the darkness of Astram. From this light, Aurelion was formed—a realm where illumination was no longer a fleeting spark but an eternal presence, a beacon of clarity within the newborn cosmos. Dharas wove the first structures of Aurelion from the purest essence of light, shaping crystalline landscapes, radiant spires, and flowing currents of golden brilliance. Unlike other realms, Aurelion did not arise from material elements but from the very force of illumination itself, rendering shadows and deception 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—not as an enemy, but 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. It was during this era that the Aelthari were created, not merely to guard Aurelion but to ensure that its radiance remained in harmony with the balance of Adaris. 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, allowing existence to unfold with both clarity and mystery. The Age of Illumination[edit source]With the balance restored, Aurelion became a center of wisdom and revelation. 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 sacred rites and philosophies centered on light as truth. The art of Lightweaving 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. It is said that the Lightborn—mortals who Ascendant into Aurelion—began their transition during this time, proving that enlightenment was not merely a divine state but one that could be attained through wisdom, purity, and devotion. The Celestial Veil and the Modern Era[edit source]As Adaris evolved, Aurelion became more distant from the material world, separated by the Celestial Veil, 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. Even now, the light of Aurelion touches every realm in subtle ways, revealing truth where deception lingers, offering warmth where darkness looms. It remains a realm of seekers and protectors, where the radiance of Dharas shines eternal, a beacon for those who strive toward enlightenment. |
[Show] 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 crystal, golden mists, and rivers of pure radiance. Notable locations[edit source]
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[Show] 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]
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[Show] Aurelion’s settlements do not follow the fixed, material logic of mortal realms. These radiant sanctuaries exist as harmonic constructs of light, shifting in response to the will and perception of their denizens. Many of these luminous domains do not have fixed locations and can only be reached by those attuned to the light of Dharas.
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[Show] 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.
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[Show] 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—but at a cost. Some legends speak of mortals who lost themselves in the light, their forms dissolving into pure energy. Artifacts said to hold fragments of Aurelion’s radiance include:
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Baelmarsh (edit) | [Show] Baelmarsh is not a land of conquest or wealth. It is a land of remnants—a place where nothing is truly lost, only waiting beneath the water, buried beneath the roots. Few come here willingly, and fewer still leave unchanged. Those who enter do so not for riches or power, but for answers, closure, or something long forgotten. Some seek the Half-Sunken Archive, a library whose ink shifts when read, revealing histories erased from time. Others follow the Hollow Procession, hoping to glimpse the faces of lost loved ones. The waters of the Mireglass Expanse do not reflect what is, but what was, drawing scholars, diviners, and the grieving to its shores. And some, desperate and reckless, seek out the Wraithroot Witches, offering their own memories in trade for knowledge, revenge, or secrets no mortal should know. Baelmarsh does not lure travelers with gold. It calls to those who cannot let go of the past. |
[Show] The history of Baelmarsh is not written—it is buried. Unlike other realms, whose pasts are shaped by war and conquest, Baelmarsh’s past is silent, sunken, and preserved beneath its waters. Once, there were cities here. The marsh did not destroy them—it simply kept them. Some say the ruins belonged to an ancient kingdom whose name has been swallowed by time, its rulers and poets lost beneath the reeds. Others whisper that Baelmarsh was always as it is now—a place where what is forgotten lingers, waiting to be unearthed. The deeper one goes, the more history is uncovered—not lost, merely waiting. |
[Show] Baelmarsh stretches across the southwestern edge of the continent, bordered by the plains of Vaelthar to the east and the forests of Celyndor to the north. Unlike the shifting dunes of Zanarak, Baelmarsh does not change—it holds. The land is a vast, stagnant expanse of sodden glades, flooded ruins, and still-black rivers whose waters seem to drink the light. Beneath the mire lie **entire cities**, their rooftops just visible beneath the surface, their streets waiting in silence. The deeper one goes, the more history is uncovered—not lost, merely waiting. Those who walk Baelmarsh do not merely tread over land—they walk upon **centuries of forgotten places, buried in time but never truly gone.** Notable Landmarks[edit source]
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[Show] Baelmarsh is heavy with moisture and heat, its air thick with mist and the scent of moss, earth, and still water. The seasons do not shift sharply—there is no true winter, only a colder wetness, no true summer, only a denser heat. Rain is frequent, but never in torrents—a slow, steady fall, as if the sky itself weeps for something long forgotten. Fog coils through the marsh even on clear days, and at night, the land is awash in dim, bioluminescent glows from unseen sources. |
[Show] Baelmarsh is filled with life that lingers, endures, and mutates in time. Flora[edit source]
Fauna[edit source]
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[Show] Baelmarsh does not welcome outsiders, and few truly live within it. Those who do are not merely residents; they are part of the land itself, shaped by its endless memory. The Lurathi – Keepers of the Unforgotten[edit source]The Lurathi are a strange and solemn people, their forms reminiscent of great, tusked beasts, their faces long and narrow, their curved tusks arching toward their foreheads like spirals of polished ivory. They do not build cities, nor do they carve their names into stone. Instead, they carry history **within themselves**, their memories passed down through word and ritual. Scholars and treasure-seekers often seek the Lurathi for guidance, hoping they will lead them to lost places. But the Lurathi do not share knowledge freely. They believe some things are meant to be forgotten—and some ruins are best left undisturbed. It is said that if you ask a Lurathi the name of a ruin, they can tell you not only what it was, but the color of its banners, the sound of its streets, and the words of the last prayer spoken within its walls. The Siltborn – Those Who Linger[edit source]The Siltborn are not a people. They are a fate. There are stories of **seekers who entered Baelmarsh searching for answers but never returned**. Sometimes, years later, their forms appear again—silent, cold, wandering the mire. A Siltborn does not decay. Their skin turns gray and wet, their voices become hushed, as if spoken through water. They do not seem to recognize their own names. Travelers fear the Siltborn not because they are hostile, but because they are a **reminder**—that those who seek too deeply into Baelmarsh may find themselves **becoming part of it.** |
[Show] Most who pass through Baelmarsh find only ruins—half-sunken villages, temples smothered in moss, roads leading nowhere. Yet some places still endure, not because they thrive, but because they have not yet been forgotten. ContentsBlackwater Rest – The Wayfarer's Refuge[edit source]A settlement that should have drowned long ago, yet still stands, its buildings half-built atop the ruins of something older. Blackwater Rest is a waystation for those traveling through Baelmarsh, built upon wooden piers and the remnants of past lives. Its walkways are lined with lanterns that never go out, fueled by something other than oil. Here, travelers trade stories rather than coin, exchanging what they know for the knowledge of others. The Lurathi pass through often, muttering forgotten names under their breath, while the occasional Siltborn lingers at the edge of the docks, listening but never speaking. It is said that if you sleep in Blackwater Rest, you may dream of the past—not your own, but of someone who walked the same streets long before you. Harrowmere – The Floating Village[edit source]Built upon clusters of vast, interwoven roots, Harrowmere drifts lazily across the mire, its movement dictated by forces unseen. It is home to the Lurathi, who do not anchor themselves to any single place. Instead, the village shifts as they will it, following the slow currents of history rather than the water. Harrowmere is more shrine than village, its people tending to great carved stones depicting things that no longer exist—cities that have fallen, people who have vanished, prayers that were never answered. The Lurathi say that the moment Harrowmere stops moving, it will be claimed by the past, its purpose fulfilled, its memory fading into the marsh. No one knows how long Harrowmere has drifted. Some say it has been there forever. The Weeping Hold – The Unfinished Fortress[edit source]A fortress that was never completed, its walls half-built, its gates still awaiting their final ironwork. It should not exist—no records speak of its construction, no kingdom lays claim to its foundations. Yet the stone stands firm, untouched by time, as if frozen in the moment before it could serve its purpose. At night, faint echoes ring through its empty halls—the hammering of unseen craftsmen, the murmurs of voices speaking plans that were never carried out. Some believe that if the Weeping Hold were ever finished, it would finally be allowed to crumble. Yet none dare lay the final stone. Dirgefen – The Silent Pilgrimage[edit source]A ruin, yet a city. Dirgefen is drowned beneath the marsh, its towers rising like jagged bones from the black water. No one lives here, yet it is never empty—figures walk its flooded streets, their lanterns bobbing in the mist. They do not speak, nor do they acknowledge those who watch from afar. The Lurathi claim they are pilgrims, returning to a city that refuses to be forgotten. Others believe they are echoes, memories retracing the same paths over and over, unable to break free from the past. No one who has entered Dirgefen has ever been found again. |
[Show] Baelmarsh is a land of unanswered questions, a place where history is preserved but never explained. To scholars, it is a realm of forbidden knowledge—to mystics, a place where the past speaks. Rituals and Beliefs[edit source]
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[Show] Baelmarsh is a place of lost things, and many who enter do so in search of something forgotten. The Half-Sunken Archive[edit source]Somewhere beneath the roots of a drowned tree lies a library that should not exist. Its books are preserved despite the water, and its scrolls contain things that were erased from history. Secrets thought lost—spells, forgotten kings, unfinished prophecies—are said to remain untouched within its halls. Many seek it. Few return. The Lurathi refuse to guide seekers to the Archive. They claim some knowledge is best left to drown. The Hollow Procession[edit source]A rare event, seen only on the thickest nights of mist—a ghostly parade moving along the water, figures in decayed finery, their faces obscured. It is said that if one walks with them, they may see a world that no longer exists. Some follow the procession in search of forgotten kingdoms. Others believe their lost loved ones walk among the figures, and they wish to bring them back. Those who try to speak to the Procession never return. The Whispering Graves[edit source]There is a place where the dead do not sink, where the marsh holds them just beneath the water. Their bodies do not rot, their lips remain parted, as if whispering. Scholars claim the Whispering Graves hold answers—secrets left unspoken, confessions unfinished. Those who place an offering in the water claim they hear words rising from the depths. But the Lurathi warn: **the marsh does not give without taking something in return.** |
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Caelum (edit) | [Show] Caelum is the realm of Shasae, the Primordial Spirit of Atmosphere, encompassing the vast expanse of sky above much of Adaris. It is a realm without solid ground, composed entirely of air, clouds, and wind currents that move in complex, ever-shifting patterns. Caelum is the source of all winds in Adaris, shaping the weather and carrying the breath of life across the world. It is inhabited by beings formed of mist and air, including the sentient cloud-like Caelites, the drifting and elusive Sky Drifters, and powerful storm-born entities. 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. It is viewed as a place of both harmony and unpredictability, where winds carry whispers of the past, and tempests serve as reminders of Shasae’s enduring presence. |
[Show] 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.
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[Show] Caelum exists as a vast, atmospheric realm, composed of air currents, drifting cloud formations, and volatile wind patterns. The realm is in constant motion, yet its defining features remain distinct, shaped by the unseen forces of the sky. Notable Regions[edit source]
Caelum lacks a fixed surface, and all travel within the realm depends on understanding its shifting atmospheric layers. The inhabitants of Caelum, particularly the Caelites, have developed methods of navigating these regions by sensing subtle changes in air pressure, temperature, and current. |
[Show] 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]
Caelum’s climate is in a constant state of flux, with wind patterns acting as the primary force shaping its environment. While some areas maintain stable conditions, others shift unpredictably, influenced by the greater atmospheric currents of Adaris. |
[Show] 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.
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. |
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[Show] 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 and rarely manifest in ways that can be directly perceived.
The spirits of Caelum are ever-present, shaping the movement of air and sky. While some interact directly with the realm’s inhabitants, others remain distant, their influence felt only through the shifting winds and unseen forces that govern the atmosphere. |
[Show] The inhabitants of Caelum are loosely organized into factions that represent different aspects of the sky, weather, and winds. These groups do not govern in a traditional sense but instead serve as custodians, scholars, or seekers of knowledge within the realm. ContentsThe Keepers of the Horizon[edit source]A collective of scholars, navigators, and wind-scribes who study the shifting patterns of Caelum. They believe that the winds hold knowledge of the past, present, and future, and dedicate themselves to understanding these movements. The Keepers map the Skyflow Expanse, track the migrations of Sky Drifters, and listen to the whispers of the Mistrays for traces of forgotten words carried by the wind. They are known for their intricate wind charts and their ability to interpret the subtle shifts in the atmosphere to predict future weather patterns. The Stormwardens[edit source]A faction devoted to maintaining the balance of Caelum’s weather systems. They believe that storms, winds, and calms must exist in harmony, and they act to prevent unnatural disruptions to the realm’s currents. The Stormwardens often gather in the Tempest Basin, where they observe and, when necessary, intervene in the formation of violent tempests. Some among them are said to have the ability to commune with Vaeliths, the spirits of storms, influencing their path or intensity. The Shroudcallers[edit source]A secretive order that dwells within the Umbral Drift, studying the nature of still air and the mysteries of silence. Unlike the Keepers of the Horizon, who seek knowledge in motion, the Shroudcallers believe that true wisdom is found in what the air does not carry. They are the guardians of the Breathless Gulf, ensuring that whatever force lingers there remains undisturbed. Some claim that the Shroudcallers can manipulate sound itself, creating moments of absolute silence that even the winds cannot break. The Aetherborn Concord[edit source]A loose alliance of Caelites and other sky-dwelling beings who advocate for free movement and the preservation of Caelum’s autonomy. They resist outside influences that may seek to control or harness the winds for personal gain, believing that the sky should remain untamed. The Aetherborn often travel between regions of Caelum, acting as messengers, mediators, and protectors of the realm’s natural balance. While they do not enforce laws, they are known to challenge those who attempt to disrupt the skies for their own purposes. Factions in Caelum are not rigid institutions but evolving collectives, their influence shifting with the winds. Many inhabitants drift between allegiances, their beliefs and duties changing as they move through the ever-flowing realm. |
[Show] 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. ContentsNimala – The Pillar of Winds[edit source]The largest and most well-known settlement in Caelum, Nimala is a sprawling metropolis of solidified cloudstone and condensed mist, held together by stabilizing wind currents. Positioned near the heart of the Skyflow Expanse, Nimala serves as a central hub for scholars, travelers, and those seeking the wisdom of Shasae’s domain. The city’s towering spires seem to grow and shift with the air, their shapes subtly changing as currents pass through them. Many believe Nimala to be the place where Shasae’s influence is strongest, and the Keepers of the Horizon often gather here to study the movement of the skies. Veythar – The Shifting Spire[edit source]A settlement that moves with the winds, Veythar is a spiraling, helix-like structure formed from hardened mist and crystallized vapor. Rather than remaining fixed, it follows the natural pathways of the Skyflow Expanse, appearing in different locations over time. Veythar is home to the Aetherborn Concord, who view its movement as a representation of Caelum’s free and unbound nature. Those who reside within Veythar are skilled navigators of the winds, relying on instinct and experience rather than fixed charts. The Thunderhold[edit source]A fortress of storm-forged stone and crackling energy, the Thunderhold drifts within the Tempest Basin, sustained by the powerful currents of Caelum’s most volatile region. It serves as a refuge for the Stormwardens, who monitor and influence the realm’s storms from within its charged halls. Lightning surges continuously through the structure, illuminating its jagged towers with flickering blue and violet light. Few outside the Stormwardens dare to enter, as the fortress exists in a constant state of atmospheric turbulence. Elysar – The Silent Refuge[edit source]Hidden within the Umbral Drift, Elysar is a city cloaked in perpetual twilight, where the air is thick with stillness. Built from dense, layered clouds that absorb sound, the settlement is home to the Shroudcallers, who believe that silence holds the key to understanding the sky’s deeper mysteries. Visitors describe Elysar as an eerie yet peaceful place, where voices seem to vanish into the air as soon as they are spoken. It is said that those who linger too long begin to feel the pull of the Breathless Gulf, as if the silence itself is calling them into its depths. Caelum’s settlements are not permanent in the traditional sense—some shift with the currents, while others remain tethered to specific regions of atmospheric stability. Despite their differences, they all exist in harmony with the ever-moving nature of the realm. |
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Celyndor (edit) | [Show] Celyndor is a vast, unbroken expanse of deep forests, where life exists in a delicate balance shaped by time and nature. Towering trees stretch beyond the horizon, their roots weaving through the land, while canopies form an endless green expanse that shelters the world below. Every leaf, vine, and creature is part of a vast, interconnected web, where survival depends on harmony rather than dominion. The northern reaches of Celyndor are dominated by dense pine forests, where mist drifts between the trunks and the air is thick with the scent of resin. The canopy here is thick, allowing little direct sunlight to reach the forest floor. In these shadowed groves, the Thryssin move unseen among the branches, and the Dralvir guard the ancient pathways. To the south, the forests shift into a realm of broadleaf trees, winding rivers, and seasonal transformations. Here, the Velkyn dwell in deep groves, their forms entwined with the very essence of the forest, while the Kaethari roam freely between the oaks and willows, existing between the boundaries of the mortal and the wild. Celyndor is not a wilderness in the absence of civilization—it is a living realm where the land shapes its inhabitants as much as they shape it. Its people, bound to the rhythm of the woods, serve as its caretakers, protectors, and messengers. |
[Show] The history of Celyndor is not recorded in stone or parchment but written in the growth rings of ancient trees and the quiet passage of time. It is a realm shaped by Kaelthorin, the Spirit of Growth and Forests, whose presence lingers in every branch, root, and leaf. Unlike other lands where history is marked by war and ruin, Celyndor’s past is one of slow transformation, cycles of renewal, and the enduring patience of the wild. The First Canopy[edit source]According to legend, Celyndor was once an open expanse of earth and sky, until Kaelthorin took root within the land, calling forth the first trees. From this act of creation, the forest began to spread, growing outward in all directions. The First Canopy, said to be formed of immense, towering trees, sheltered the land beneath, allowing life to flourish in the shadow of its boughs. The Verdant Accord[edit source]As the forest expanded, the first inhabitants emerged—beings woven from the land itself, bound to its rhythms and balance. The Dralvir took form from the oldest trees, standing as wardens of the sacred groves. The Velkyn grew from the heart of the deep woods, their bodies entwined with vines and bark. The Thryssin adapted to the heights, becoming swift and unseen among the towering pines. The Kaethari were the last to emerge, fluid in form, existing between the mortal and the wild. Though these peoples differed in nature, they shared an unspoken understanding—Celyndor was not a land to be conquered, but one to be tended. This agreement became known as the Verdant Accord, an ancient pact recognizing that all who dwelled within the forest were both its guardians and its children. The Silent Bloom[edit source]There was a time when Celyndor’s growth slowed, its trees no longer spreading beyond their borders. The reason remains unknown—some say Kaelthorin withdrew into slumber, while others believe the land itself chose to remain as it was. This period, known as the Silent Bloom, was marked by a stillness in the forest’s expansion. The Verdant Accord held firm, and Celyndor endured, untouched by the outside world. The Shadowed Roots[edit source]Though Celyndor has remained unbroken, there are whispers of places where the balance has faltered—groves where the trees grow twisted, where the land seems to resist the natural order. The Shadowed Roots are feared by many, spoken of in hushed tones as places where something other than Kaelthorin's will lingers. Some believe these areas are remnants of an ancient wound, while others claim they are simply another aspect of the forest—one that has yet to be understood. Celyndor’s history is not one of rise and fall, but of growth, change, and endurance. While other realms forge their legacies through war and ambition, Celyndor’s past is written in the silent, steady unfolding of leaves, the shifting of the seasons, and the wisdom carried in the heartwood of its oldest trees. |
[Show] Celyndor is an unbroken forest realm, stretching across vast distances in a seamless expanse of towering trees, winding rivers, and shadowed groves. Though undivided by mountains or borders, Celyndor is broadly separated into two distinct regions—the mist-laden, coniferous forests of the north and the vibrant, ever-shifting woodlands of the south. The northern forests are dense and shadowed, where towering pines reach skyward, and the canopy allows little sunlight to pierce through. These lands are shaped by the cool air that lingers in the trees, the weight of mist that drifts through the undergrowth, and the quiet presence of unseen watchers. The southern forests, by contrast, are vibrant and changing. Here, broadleaf trees shift with the seasons, rivers carve through lush glades, and the cycle of life is more visible—leaves burn red and gold before falling, only to return in endless renewal. Despite their differences, both halves of Celyndor are bound by the same rhythm of growth, balance, and patience. Northern Celyndor[edit source]
Southern Celyndor[edit source]
Celyndor’s geography is not marked by borders, but by the natural balance of its land. The north remains a place of stillness and patience, while the south thrives in motion and change. Yet through both, the will of Kaelthorin endures, guiding the endless growth of the wilds. |
[Show] Celyndor’s climate is shaped by its dense forests and natural isolation. The northern reaches are cool and humid, while the south experiences a milder, temperate climate.
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[Show] Celyndor is home to four distinct peoples, each embodying a different aspect of the forest’s balance. ContentsThe Dralvir – Guardians of the Old Growth[edit source]The Dralvir are large, solitary beings with bark-like skin and antlered crowns, resembling the great trees they protect. They are the oldest sentinels of Celyndor, watching over sacred paths and shielding the deep woods from harm. Though slow to act, they are nearly impossible to stop once roused. The Dralvir are most often found where the northern pines give way to the southern broadleaf forests, serving as wardens of the land’s transitions. Some claim that their very presence strengthens the trees around them, preventing decay and ensuring the endurance of the ancient groves. The Thryssin – Keepers of the High Canopy[edit source]The Thryssin are a semi-arboreal people, adapted to life high among the towering pines of Northern Celyndor. With elongated, flexible limbs and keen senses, they move effortlessly through the branches, rarely touching the forest floor. Their settlements are woven into the trees, connected by suspended bridges and branch tunnels, hidden from those who do not belong. Highly territorial, the Thryssin guard their domain with precision, striking unseen from the heights when threatened. Though reclusive, they are unparalleled in their knowledge of the canopy and its inhabitants. The Velkyn – The Rooted and the Wandering[edit source]The Velkyn are a plant-like people who exist in deep symbiosis with the forest, their bodies interwoven with vines, moss, and bark. They do not walk as others do; instead, some remain rooted within their chosen glades, while others move deliberately, growing with each step. They serve as keepers of the land’s memory, their sap preserving knowledge passed down through generations. The oldest among them are living archives, containing fragments of history woven into their being. Some Velkyn wander between the groves, while others have remained in place for centuries, becoming part of the landscape itself. The Kaethari – Wildborn of the Shifting Woods[edit source]The Kaethari are nomadic shapeshifters, existing between the mortal and wild aspects of Celyndor. Some bear only subtle bestial traits, while others fully take on the forms of wolves, stags, or great hunting cats. They are fluid in their connection to the forest, moving freely between its many regions, never bound to one place for long. The Kaethari are both feared and revered—omens of nature’s will, appearing where the forest's balance shifts. Some say their presence heralds change, while others believe they are the embodiment of the land’s untamed spirit. |
[Show] The spirits of Celyndor are woven into the fabric of the forest, their presence felt in the rustling of leaves, the shifting of roots, and the quiet stillness beneath ancient boughs. They do not govern the land, nor do they command its growth—they are the forest itself, bound to its endless cycle of renewal and decay. Nascent Spirits – The Whispering Growth[edit source]Nascent spirits are young, fleeting entities tied to seasonal change, new life, and momentary events within the woods. Many exist only briefly, dissolving as their purpose fades.
Mature Spirits – The Keepers of the Wilds[edit source]Mature spirits are more stable, manifesting within the deep groves, ancient trees, and unseen corners of the forest. They maintain the natural balance, neither guiding nor resisting change—only ensuring that the cycle continues.
Ancestral Spirits – The Echoes of Deep Time[edit source]Ancestral spirits are rare, immense presences that predate memory, their influence stretching across the entire realm. Some say they are the oldest roots of Celyndor itself, others that they are fragments of Kaelthorin’s earliest thoughts.
The spirits of Celyndor are neither benevolent nor hostile—they are as indifferent as the turning of the seasons, patient as the growth of roots. To walk within the forest is to be among them, though few ever truly see them. |
[Show] Celyndor is a vast and untamed realm, home to many factions, coalitions, and independent peoples. Though all recognize the presence of Kaelthorin, the Spirit of Growth and Forests, there is no single authority over the land—only competing interpretations of how best to live within its balance. ContentsThe Verdant Accord – The Silent Law of the Wild[edit source]The Verdant Accord is the oldest and most widely accepted principle in Celyndor. It dictates that the forest is not to be conquered, divided, or controlled—only tended, understood, and lived within. The Accord is not enforced by rulers, but by those who believe in its wisdom. Despite its influence, there are many who argue over its meaning. Some factions see it as a sacred truth that must never be broken, while others believe it allows for careful stewardship and controlled growth. These differences often lead to conflict between those who seek harmony with the wild and those who wish to shape it. Northern Celyndor: The Deep Wilds and the Unseen War[edit source]The north is the least touched by civilization, where the forests stand tall and ancient. Though it remains largely untamed, rivalries and alliances still shape the land.
Southern Celyndor: Civilization at the Forest’s Edge[edit source]The south is more open and temperate, where settlements exist among the trees and factions compete for influence over the land.
Conflicts and Power Struggles[edit source]Though Celyndor is a land of balance and patience, its factions do not always agree.
Celyndor’s balance is ever-changing. Though no single force rules the land, each faction leaves its mark, shaping the future of the endless forest. |
[Show] Despite its vast wilderness, Celyndor is home to settlements that have adapted to the forest in different ways. Some are nearly invisible, blending into the canopy or the deep groves, while others serve as gathering places where trade and tradition meet. Northern Celyndor: The Hidden and the Sacred[edit source]
Southern Celyndor: The Living Forest[edit source]
Lost and Forbidden Places[edit source]
The settlements of Celyndor do not dominate the land—they exist within it, shaped by the will of the forest and the traditions of its people. Some remain hidden, untouched by time, while others serve as places where different paths converge. |
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Delmora (edit) | [Show] Delmora is a realm defined by its rivers, where flowing water carves through fertile plains, valley systems, and ancient landscapes. 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. Prosperity in Delmora is closely tied to adaptability. Its inhabitants—whether river-dwelling or lake-bound—have long embraced the flow of change, understanding that to endure is to follow the current, not resist it. The river is not only a source of life, but a guide, a memory, and a power in its own right. |
[Show] 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 and spiritual conduits, 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 Ulshari 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. |
[Show] 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]
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[Show] 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 relatively mild temperatures and ample freshwater support a wide range of flora and fauna, but its people remain highly attuned to the unpredictability of water—a force that can nurture or erase with equal ease. |
[Show] 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. Flora[edit source]
Fauna[edit source]
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[Show] Delmora is inhabited primarily by two distinct sophant species, each shaped by their environment and relationship with water.
While both peoples share spiritual reverence for water and its cycles, the Ruvin tend to shape and guide the flow of the rivers, whereas the Ulshari endure within it, allowing time to carve its own legacy. |
[Show] The spirits of Delmora are closely tied to the flow of water and the cycles of flood, growth, erosion, and memory. Many are believed to dwell in rivers, springs, rainstorms, or the hidden depths of the Great Lake. They are invoked by both Ruvin and Ulshari communities for guidance, protection, and renewal. Nascent Spirits[edit source]
Mature Spirits[edit source]
Ancestral Spirits[edit source]
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[Show] Delmoran society is organized not through centralized kingdoms but through interlinked guilds, councils, and spiritual orders. These factions manage trade, infrastructure, law, and the spiritual balance of the land. The Ruvin Guildhouses[edit source]he Ruvin govern through a meritocratic system of guilds, each focused on a different discipline. While they often cooperate, competition for prestige and contracts is common.
The Ulshari Orders[edit source]The Ulshari operate under a more decentralized, tradition-bound structure, with authority rooted in age, memory, and spiritual proximity to the lake.
While the Ruvin and Ulshari maintain distinct societal models, they frequently collaborate on trade, flood management, and spiritual ceremonies during seasonal transitions. |
[Show] ?'"`UNIQ--noautolinks-00000001-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.
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[Show] Water is central to Delmoran identity, economy, and belief. It is treated not only as a resource, but as a force with memory, intent, and spiritual agency.
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[Show] Delmora’s myths revolve around the agency of water, its memory, and its capacity for transformation.
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Fendralis (edit) | [Show] The Realm of Fendralis is a vast tropical archipelago, once part of Orrakar, but now claimed by the sea. Towering plateaus rise from turquoise waters, their sheer cliffs remnants of a world before the flood. Coral reefs, submerged ruins, and tangled kelp forests hide the remnants of a lost age, while monsoons and rogue waves shape the ever-changing landscape. Fendralis is made up of seven main islands, each an autonomous member of the Fendralis Federation. These islands, though diverse in landscape and culture, are united by a shared heritage and a deep connection to the sea. Despite its beauty, Fendralis is not a land of peace—storms rage unpredictably, the depths hold forgotten secrets, and the Nahari who call this place home guard it fiercely. |
[Show] Fendralis is a fragmented world, where land and sea intertwine in a way unlike any other realm. The Seven Islands of the Fendralis Federation[edit source]Each island of the federation has its own unique landscape, culture, and role within the archipelago.
Landforms[edit source]
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[Show] Fendralis is a tropical realm, shaped by unpredictable weather patterns and a delicate balance between calm beauty and violent chaos.
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[Show] Despite its harsh and shifting nature, Fendralis is teeming with life, much of it dangerous, predatory, or deeply tied to the sea. Flora[edit source]
Fauna[edit source]
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Fendralis is a symbol of balance, beauty, and the power of even the smallest forces to shape the world. |
[Show] The ocean remembers what the land forgets, and the people of Fendralis do not trust the deep lightly.
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Itharalis (edit) | [Show] 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. |
[Show] 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. |
[Show] 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. |
[Show] 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. |
[Show] 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]
Fauna[edit source]
Though the biosphere appears dormant, it sustains complex life systems adapted to conditions unseen elsewhere in Adaris. |
[Show] 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. |
[Show] 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:
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.
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.
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[Show] ?'"`UNIQ--templatestyles-00000005-QINU`"'? See also: [[:Cities and Towns of Itharalis]]
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]
Nykrathi Settlements[edit source]
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Noirra (edit) | [Show] 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. |
[Show] 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.
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. |
[Show] 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 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. |
[Show] 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
Fauna
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[Show] Noirra is home to beings that exist beyond sight, their forms shaped by shadow rather than flesh.
Some say that Noirra’s oldest beings remember the time before light existed, carrying knowledge older than the stars themselves. |
[Show] 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.
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[Show] Across Adaris, Noirra is feared, respected, and revered in different ways.
Some scholars believe that dreams, visions, and subconscious thought all stem from Noirra, flowing into Adaris through the veil between worlds. |
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Orethil (edit) | [Show] Orethil is the name given to the physical world-plane within the greater structure of Adaris. It encompasses all material geography, including the landmasses, oceans, subterranean networks, and atmospheric layers that define lived experience across the Tangible Realms. 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 tectonic memory. It 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." Orethil does not include the Intangible realms of Adaris, but it is believed to exist in persistent contact with both. |
[Show] ?'"`UNIQ--noautolinks-00000007-QINU`"'? 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. |
[Show] 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. |
[Show] 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. |
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Orrakar (edit) | [Show] 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. |
[Show] ?'"`UNIQ--noautolinks-00000010-QINU`"'? 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. |
[Show]![]() ?'"`UNIQ--noautolinks-00000013-QINU`"'? 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]
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[Show] Orrakar is a land of extreme conditions, where temperature, wind, and water work together to shape the ever-changing landscape.
Survival in Orrakar demands adaptation, as the land is constantly being worn away, reshaped, and reformed. |
[Show]![]() ?'"`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. |
[Show] 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. |
[Show] ?'"`UNIQ--noautolinks-00000017-QINU`"'? 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. |
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Pelagia (edit) | [Show] 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. |
[Show] 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. |
[Show] 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. |
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Sataa (edit) | Sataa is the realm of time. Sataa exists as an intangible realm that encompasses most of the other realms of Terasil. |
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Serithal (edit) | [Show] 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. |
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Tahr’Zul (edit) | [Show] Tahr’Zul 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 Tahr’Zul one of the most inhospitable realms of Adaris. Tahr’Zul 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. |
[Show] ?'"`UNIQ--noautolinks-00000010-QINU`"'? Tahr’Zul 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]
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[Show] Tahr’Zul is an extreme environment, dominated by fire, heat, and ash rather than traditional weather patterns.
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[Show] ?'"`UNIQ--noautolinks-00000013-QINU`"'? Despite its hostile nature, some life has adapted to Tahr’Zul’s extreme conditions, thriving amidst the fire and ash. Flora[edit source]
Fauna[edit source]
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[Show] ?'"`UNIQ--noautolinks-00000015-QINU`"'? Few beings can endure the relentless heat and instability of Tahr’Zul, but some have learned to live with the realm’s fury rather than against it.
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?'"`UNIQ--noautolinks-00000017-QINU`"'? While permanent settlements are rare, a few strongholds have been carved into the volcanic rock, their inhabitants shaping their lives around the constant upheaval.
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Terasil (edit) | [Show] Terasil is a realm of enduring stone, fractured memory, and ancient presence—situated within the wider material plane of Orethil. While the primordial spirit Oras shaped the world itself, it is within Terasil that the principles of History, Memory, and conversely Stagnation have taken deepest root. Once shaped by the force of earth alone, Terasil has become a place where time is preserved in form, and where the past is not merely remembered—it is layered into the land. At the core of Terasil stands the Citadel Mountains, an unyielding range that forms the last untouched expression of Oras’s intent. Within these mountains lies the Last Bastion of Oras, a region of elemental stillness. Surrounding this sanctuary, the broader realm of Terasil unfolds in dry valleys, weathered hills, savannah expanses, and deep-cut gorges—all imprinted with the slow erosion of change and the stratification of events. Terasil is now mostly shaped by the influence of Varunelthe Ascendant Spirit of Memory. Unlike the silent permanence of Oras, Varunel’s domain is the record itself: events inscribed, truths preserved, and names carried forward through ritual and stone. Her presence is felt in memory caverns, inscribed ridgelines, petrified ruins, and in the daily practices of the realm’s mortal inhabitants—particularly the Duranthi, stone-skinned humans who serve as keepers of lineage and structured remembrance. To live in Terasil is to walk upon a living record. The stones carry not only names and moments, but also the burden of unalterable memory. While the realm provides stability and clarity, it also resists transformation. Innovation is viewed with suspicion, and even necessary change is often filtered through layers of precedent, ritual, and ancestral permission. Terasil’s cultural and spiritual structures reflect this duality. The realm is a bastion of memory, but also a mirror of spiritual inertia—a place where history both illuminates and weighs down the present. |
[Show]The Great Migration (c. BME 50,000-20,000)[edit source]Trueborn humans migrating from their ancestral home of Awenelir, moved throughout the newly formed Orethil. In Terasil humans formed two distinct races over time. The keepers of Memory, the Stoneborn Duranthi and the followers of Greed and Desire, the Minthari. The Age of Deep Roads (c. BME 20,000-0)[edit source]As surface erosion intensified, subterranean life expanded. The Minthari forged extensive tunnel networks. The development of the Deep Roads facilitated trade and cultural exchange between the Minthari and Duranthi. Modern Terasil (0 ME-Present)[edit source]Terasil today endures as a realm defined by continuity and resilience. Its landscapes—mountains, valleys, and underground cities—bear the imprint of aeons of transformation. While the Duranthi maintain ancestral customs rooted in spiritual attunement with stone, the Minthari continue to expand and explore the depths of the subterranean world. The realm stands as a testament to endurance in the face of elemental change. |
[Show] ?'"`UNIQ--noautolinks-00000001-QINU`"'? ![]() The geography of Terasil is a physical record—its terrain acting not just as space, but as a layered archive of history and memory. From the impenetrable stone flanks of the Citadel Mountains to the weathered expanses of its valleys and steppe lands, Terasil reflects not only geological time but cultural stillness. Its surface is inscribed by ancient movement, collapse, and ritual intervention, while its subterranean spaces carry the weight of passage and preservation. Its features hold both practical and spiritual significance. Duranthi communities treat the land as a medium for ancestral record, while the Minthari continue to navigate and reshape its lower strata through excavation and trade. Mountain Ranges[edit source]
Valleys and Plains[edit source]
Underground Networks[edit source]
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[Show] Terasil exhibits a range of climates based on altitude and terrain. Mountains experience cold, arid conditions, while valleys maintain temperate climates with seasonal rainfall. Plains are generally arid with sharp temperature variation. Subterranean regions retain consistent, cool temperatures year-round. |
[Show]![]() ?'"`UNIQ--noautolinks-00000004-QINU`"'? The biodiversity of Terasil reflects its elemental alignment and geological age. Its ecosystems are home to resilient species adapted to rocky, mineral-rich environments. Life forms range from surface-dwelling herbivores to deep-dwelling predators, with many possessing unique traits influenced by the realm’s spiritual energies. |
[Show]Orasians[edit source]The Orasians are ancient beings formed from conscious stone during the earliest moments of Terasil’s creation. Originally vast and immobile, their earliest forms were mountain-sized intelligences that communicated through seismic resonance and subterranean vibration. As Terasil’s environment evolved—shaped by erosion and the incursion of other elemental forces—most Orasians receded from the surface or diminished in form. Today, only a few are known to persist, believed to be embedded within the deepest chambers of the Citadel Mountains, still maintaining spiritual cohesion but rarely, if ever, interacting directly with mortals. Culturally, Orasians are revered but distant. They are considered the original record-bearers, their thoughts and memory embedded into the stone around them. Rituals invoking their presence are rare and solemn, typically led by Duranthi elders and only undertaken at sites where seismic stillness is preserved. Duranthi[edit source]The Duranthi are a human-descended people native to the high valleys, ridge cities, and plateaus of central Terasil. Shaped by prolonged exposure to memory-rich stone and the spiritual influence of the Ascendant Spirit Varunel, the Duranthi are marked by their stone-hardened skin, high endurance, and cultural dedication to remembrance and ritualized continuity. Duranthi society is organized around lineage, historical accuracy, and civic restraint. Memory is formalized through vocal rites, stone carving, and structured reenactment. Social advancement is not tied to wealth or conquest, but to custodianship of preserved truth. Elder-recorders serve as living repositories, and archival oaths are taken upon reaching civic maturity. Among all peoples of Orethil, the Duranthi are considered the most attuned to spiritual inertia and the weight of the past. Their settlements often align with geological formations believed to resonate with ancient truths—such as faultlines, memory-terraces, or echo caverns. Even everyday tools, dwellings, and paths are inscribed to function as living documents. Change, though not forbidden, is always processed through ritual context. Minthari[edit source]The Minthari are a subterranean people whose origins trace to human lineages spiritually altered by compact with lesser spirits of ambition and desire. Initially drawn to Terasil for its mineral wealth, the Minthari developed a deep kinship with stone—not as a vessel for memory, but as a medium of transformation, extraction, and refinement. Over time, their culture matured from acquisitive independence to one centered on mobility, craft, and spiritual containment. Today, Minthari society is marked by artisan traditions, decentralized governance, and a high value placed on negotiation, both economic and spiritual. The Minthari maintain a network of underground towns, trade outposts, and vaults woven into the Deep Roads, and serve as the realm’s primary facilitators of movement and exchange. While they are more adaptive than the Duranthi, they share a mutual respect for structured process. Trade between the two groups is often bound by multi-generational accords and ritualized forms of record, overseen by neutral tonekeepers or archive liaisons. |
[Show] 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 primordial spirit Oras anchors the foundation of Terasil, much of the realm’s living spiritual dynamic is mediated through the Ascendant Spirits—chief among them Varunel, the spirit of Memory and History, and Desame, a spirit of Desire and Accumulation, whose influence shapes the Minthari. Together, these forces define Terasil's spiritual logic: to remember, to preserve, and to reckon with the unchanging weight of what has been. 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—invoked in basic rites by novices or used as indicators of change in a deeply static world. Examples:
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 Minthari life to maintain social balance, craft legitimacy, or spatial continuity. 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. Examples might include:
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 layered rituals, intercessors, or environmental omens. Appeasement, not command, defines the relationship. Examples:
Together, these spirits define the spiritual ecology of Terasil. In contrast to realms where spirits are animated by vitality or conquest, Terasili spirits act as archives, anchors, and curators. They bear forward the full weight of what has come before, reinforcing Terasil’s identity as a realm where memory shapes matter—and forgetting is nearly impossible. |
[Show] ?'"`UNIQ--noautolinks-00000006-QINU`"'? ![]()
Notable Features: The Great Hall of Oras and the Catacombs of Eternity, both central to Orasian ritual and governance.
Notable Features: The Crystal Market and the Hall of Ages, centers for commerce and cultural education. |
[Show] Terasil is regarded as the foundational material realm within the cosmology of Adaris. As the first formed landscape and the place where matter held its shape, it represents more than endurance—it serves as a repository for memory, lineage, and spiritual inertia. Every stone ridge, chiseled vault, and faulted pathway contributes to an ongoing cultural and spiritual record. Nothing in Terasil is merely present; everything is layered, archived, or weighed against what has come before. The realm is shaped by two dominant spiritual influences: Varunel, the Ascendant Spirit of History and Memory, and Desame, the Ascendant Spirit of Desire and Accumulation. These two aspects are not seen as enemies, but as opposing poles within the structure of Terasili life. Varunel imparts stillness, clarity, and reverence for what is known and sealed. Desame introduces motion, ambition, and the potential for transformation. Together, they create a cultural tension that defines how the realm moves forward—cautiously, deliberately, and always in dialogue with the past. Among the Duranthi, this duality is formalized in civic ritual. Progress is encoded through annotation of precedent, and even minor public acts are inscribed, archived, or reenacted. Stone memory is considered a civic duty. Oral histories are repeated verbatim, and innovation requires documented lineage to prior wisdom. Among the Minthari, Desame’s influence permits greater flexibility—but even here, change must be negotiated through ritual acknowledgment of cost and disruption. Public monuments often reflect this balance: half-constructed bridges, sealed doors beside open stairwells, or mirrored inscriptions split by fissures. These are not artistic flourishes, but statements of unresolved cultural motion. The past is omnipresent in Terasil, and the future is built—stone by stone—only when the weight of memory can be responsibly borne. Outside Terasil, its influence is seen in practices of oathkeeping, stonecraft, and echo-based recordkeeping throughout Orethil. To other realms, Terasil represents the danger and the dignity of unbroken memory: a land where change is real, but slow; and where forgetting is never an option. |
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Vaelthar (edit) | [Show] 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. |
[Show] 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. ![]() The realm is defined by its distinct regions, each shaped by the breath of Vaelora:
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[Show]![]() 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. |
[Show] Though unsettled and untamed, Vaelthar is home to those who embrace freedom and movement above all else.
Despite these differences, both peoples are shaped by the plains, their lives dictated by the ceaseless movement of wind and earth. |
[Show] Vaelthar is steeped in stories, many of which speak of the wind’s eternal memory and the unseen paths it carves through the world.
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Zanarak (edit) | [Show] 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. |
[Show]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 Sunshifters—have adapted to its unpredictable nature, developing cultures based on survival, movement, and the mastery of illusion and transformation. |
[Show] Zanarak is a land of extremes, featuring towering sand dunes, ancient glass formations, and relentless sandstorms.
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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. |
[Show]Sunshifters[edit source]The Sunshifters are a nomadic society of alchemists and illusionists, using their skills to survive in the ever-changing desert.
Gilaari[edit source]The Gilaari are a four-limbed, adaptive race that thrives in the desert’s unpredictable conditions.
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