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  1. Introduction - Wikitext
  2. Topography - Wikitext
  3. Climate - Wikitext
  4. Ecology - Wikitext
  5. Environment - Wikitext
  6. Settlement - Wikitext
  7. Mountain_Ranges - Wikitext
  8. Watersheds - Wikitext

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Page Introduction Topography Climate Ecology Environment Settlement Mountain Ranges Watersheds
Geography of Terasil (edit)

The realm of Terasil, the domain of Oras, the Primordial Spirit of Earth, is known for its rugged and varied landscapes, shaped by millennia of geological and elemental activity. Dominated by towering mountain ranges, vast valleys, and extensive underground networks, Terasil is the oldest and most enduring physical realm in Adaris. The geography of Terasil reflects its unyielding nature, offering a diverse environment that sustains the ancient cultures and societies that have lived there for eons.

Terasil's geography is defined by its mountainous terrain, fertile valleys, arid plains, and extensive cave systems. Each feature of Terasil's landscape plays a crucial role in the cultural and economic life of its inhabitants, particularly the Orasians and Minthari.

Valleys and Plains edit

While the mountains define Terasil’s overall topography, its valleys and plains provide the fertile land necessary for agriculture and settlements.

Emerald Valley: This fertile valley lies in the shadow of the Citadel Mountains. Once barren rock, it has become a lush agricultural hub due to centuries of careful cultivation by the Orasians. It is named for the rich green hue of its fields, which stand in stark contrast to the surrounding rocky landscape.

Yalta Expanse: An arid plain on the eastern edge of Terasil, the Yalta Expanse is shaped by the rain shadow effect of the Citadel Mountains. Though it lacks the fertility of Emerald Valley, hardy crops are still cultivated here by resourceful Orasian communities.

Saltmirror Basin:Located West of theKhargath Range, the Saltmirror Basin is a vast expanse of shimmering salt flats. Once an ancient inland sea, it evaporated over millennia, leaving behind layers of salt and minerals that create a mirror-like surface under the sun. The basin is both a natural wonder and a resource-rich area; the Orasians harvest rare salts and minerals here, which are essential for various rituals and craftsmanship. The reflective landscape is also known to produce mesmerizing mirages, making navigation challenging without experienced guides.

Minthal Valley: Nestled between the Anvil Range and the Astralith Range, the Minthal Valley is the ancestral homeland of the Minthari. This valley is abundant in mineral resources, making it a hub for mining and metallurgy. The Minthari have established intricate underground cities and forge-temples within the valley walls, showcasing their exceptional skills in stonework and metalcraft. The valley is also the cultural heart of the Minthari people, where traditional festivals and ceremonies are held to honor the spirits of the earth.

Sanctuary Vale: Deep in the heart of Terasil lies the Sanctuary Vale, a secluded and sacred valley and the homeland of the Orasians.

Graveyard of the Fallen: Situated at the eastern edge of the Cairnwal Range, the Graveyard of the Fallen is a solemn plain dotted with towering and weathered stone boulders. Legend holds that this is the hallowed ground where ancient Orasian warriors made their last stand against a cataclysmic force threatening Terasil. The area is considered sacred, and massive stone statues carved in the likenesses of the fallen heroes stand as eternal guardians. The Orasians hold annual remembrance ceremonies here, paying homage to the sacrifices made to protect their realm.

Mountains dominate the geography of Terasil, serving as natural barriers, spiritual symbols, and resources for the inhabitants of the realm. These ranges form the backbone of Terasil, offering both protection and challenges to those who live within them.

Citadel Mountains: Located at the heart of Terasil, the Citadel Mountains are the oldest and most sacred range in the realm. These mountains are home to the capital city of Kar-Thal and are considered the birthplace of the Orasians. The peaks of the Citadels tower above the rest of Terasil, creating a natural fortress around the realm's heartland.

Anvil Range: To the east of the Citadel Mountains, the Anvil Range is known for its rich deposits of minerals and metals, making it a key region for Minthari mining and craftsmanship. The range is heavily tunnelled, creating a vast network of mines and caverns.

Terraces of Mist: Located to the Southwest of the Citadel Mountains, the Terraces of Mist are perpetually shrouded in fog. These mountains are known for their lush landscapes and serve as a transition zone between the realm of earth and water.

Khargaath Range:: West of the Citadel Mountains, these impassible mountains form the Western edge of Sanctuary Vale, these sharp, dark mountains are remnants of ancient volcanic activity. The Khargaath Range are treacherous, with jagged cliffs and deep ravines. The town of Djes-Val sits nestled in its eastern slope.

Astralith Range: Located west of the Anvil Range, and once part of the Anvil Range, the Astralith Range is known for its reflective black stone, which absorbs light and creates a mysterious, shadowy landscape.

Scarspire Range: This mountain range lies to the east of the Yalta Expanse, bordering the Zanarak desert. The Scarspires appear scorched and weathered, shaped by harsh desert winds.

Cairnwall Range: Southwest of Seh-Kal and bodering the Zanarak desert, this range is famous for its massive boulder fields. The Cairnwall Range is a rugged and broken landscape, with shifting stones and scattered boulders.

Tearfall Range: Surrounding the Emerald Valley, the tearfall range is named after the shape of the Emerald Valley.

The Boundary Mountains: This range borders the western highlands of Terasil and is famous for its impenetrable, iron-rich peaks. The Boundary Mountains are a natural defense against external threats and are often associated with the strength and resilience of the Orasians.

Geography of Zanarak (edit)

The Geography of Zanarak is defined by ever-changing landscapes, where towering dunes, razor-sharp glass formations, and relentless sandstorms shape the terrain. Located between the Terasil Heartlands to the north and the volcanic wastelands of Tahr’Zul to the southeast, Zanarak is a land of both illusion and survival, where only the most skilled can navigate its treacherous expanse.

Zanarak’s geography is shaped by elemental forces, particularly the interplay of wind and heat, which continuously reshape the land.

The Sea of Dunes edit

A vast, shifting expanse of towering sand dunes, stretching across most of central Zanarak.

  • The dunes are unstable, moving with the desert winds, making navigation nearly impossible without a skilled guide.
  • Hidden within the dunes are ancient ruins, buried cities, and lost caravans, swallowed by the sands over centuries.
  • Some regions of the dunes are infused with illusionary magic, creating mirages and phantom landmarks that mislead travelers.

The Glass Fields of Zanarak edit

Where the heat of Tahr’Zul met the sands of Zanarak, an unearthly landscape of jagged glass formations was forged.

  • Towering glass spires rise from the sand, refracting sunlight into brilliant colors.
  • The ground is littered with razor-sharp shards, making it dangerous to traverse without specialized footwear or magical protection.
  • The glass formations trap heat, creating areas where temperatures can melt unprepared travelers' gear.
  • Some glass holds latent magic, sought by Sunshifters and alchemists for crafting enchanted objects.

The Canyonlands (Unnamed) edit

A maze of deep, shadowed canyons marking the eastern border of Zanarak.

  • Created by millennia of wind erosion, these canyons provide rare shade and hidden water sources.
  • Smugglers, outcasts, and exiles use these canyons to avoid major trade routes.
  • Some canyons contain ancient carvings and forgotten shrines, hinting at civilizations lost to the sands.

The Borderlands of Ash edit

Where Zanarak meets the volcanic lands of Tahr’Zul, the desert takes on a scorched, blackened appearance.

  • The sands here are streaked with obsidian from past eruptions.
  • Geysers of superheated steam occasionally erupt from the ground.
  • The air is thick with ash, making travel difficult without protective coverings.

Zanarak experiences extreme and unpredictable weather conditions.

  • Daytime temperatures can soar to deadly levels, while nighttime temperatures drop to near freezing.
  • Sandstorms can appear without warning, reducing visibility to nothing and stripping unprotected travelers to the bone.
  • Some regions experience Glassstorms, where windborne shards of glass tear through the land.
  • Rare rainfalls create temporary oases, which become gathering points for nomadic travelers and desert wildlife.

Zanarak is one of the deadliest regions of Adaris, with natural and supernatural hazards awaiting the unprepared.

  • Glassstorms – Gale-force winds that send razor-sharp glass fragments flying through the air.
  • Mirage Fields – Areas where the very fabric of reality seems to shift, leading travelers in endless circles.
  • Dune Beasts – Predators adapted to the ever-changing sands, often striking from below.
  • Lost Ruins – Some ancient structures are said to be cursed, filled with illusions, forgotten magic, or spectral guardians.

Zanarak is home to a handful of permanent settlements, each adapted to the desert’s unforgiving nature.

  • Mirajhar – The City of Shifting Sands

A mystical settlement that appears and disappears like a mirage, serving as the cultural and spiritual heart of the desert.

  • Orundahl – The Last Bastion Before the Sands

A fortified trade town north of the dunes, serving as the final waypoint before travelers enter the deep desert.

  • Azirith – The Shattered Port of Glass

A port city surrounded by towering shards of translucent glass, where sea trade meets desert commerce.

  • Arenam’s Quarry – The Heart of the Glass Trade

A rugged mining settlement, where Gilaari and Sunshifters extract raw mirage glass and obsidian from the land.