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{{Template:Realm
{{Template:Realm
|title=Jala
|title=Terasil
|subtitle=The Flow of Water
|subtitle=The Primordial Realm of Earth
|image=[[File:Terasil.jpg|thumb]]
|image=[[File:Terasil.jpg|thumb]]
|caption=A serene river flowing through a lush forest, symbolizing the nourishing and adaptable nature of Jala
|caption=The towering peaks of the Citadel Mountains, guarding the heart of Terasil.
|label1=Name
|label1=Name
|data1=Terasil
|data1=Terasil
Line 11: Line 11:
|data3=Orasians, Minthari, Earthbound Spirits
|data3=Orasians, Minthari, Earthbound Spirits
|label4=Notable Features
|label4=Notable Features
|data4=Celestial Peaks, Ironclad Mountains, Emerald Valley, Dusty Plains, Deep Roads, Caverns of Echoes
|data4=Citadel Mountains, Anvil Range, Emerald Valley, Yalta Expanse, Deep Roads, Caverns of Echoes
|label5=Significance
|label5=Significance
|data5=The oldest realm, home to ancient societies and powerful Earthbound Spirits
|data5=The oldest realm, home to ancient societies and powerful Earthbound Spirits
}}
}}


'''Terasil''' is the realm of '''Oras''', the Primordial Spirit of Earth, and the oldest physical realm in Adaris. Created directly from the chaotic energies of Astram within the [[Primordial Void]], Terasil embodies stability, endurance, and the unyielding nature of the earth. Its landscapes are rugged and diverse, characterized by towering mountains, deep caverns, fertile valleys, and arid plains. As the birthplace of tangible elements, Terasil holds a significant place in the cosmology of Adaris, shaping not only the land itself but also influencing the surrounding regions, including the Zanarak Desert through its powerful rain shadow effect.
'''Terasil''' is the realm of '''[[Oras]]''', the [[Primordial Spirit|'''Primordial Spirit''']] of Earth, and the oldest physical realm in '''[[Adaris]]'''. Created directly from the chaotic energies of '''[[Astram]]''' within the [[Primordial Void|'''Primordial''' '''Void''']], Terasil embodies stability, endurance, and the unyielding nature of the earth. Its landscapes are rugged and diverse, characterized by towering mountains, deep caverns, fertile valleys, and arid plains. As the birthplace of tangible elements, Terasil holds a significant place in the cosmology of Adaris, shaping not only the land itself but also influencing the surrounding regions, including the [[Zanarak Desert|'''Zanarak Desert''']] through its powerful rain shadow effect.


== Inhabitants ==
== History ==
{{See also|History of Terasil}}


'''Orasians:'''
=== Formation of Terasil ===


The Orasians are ancient beings formed directly from the earth of Terasil by Oras at the realm’s inception. Initially as tall as mountains, many Orasians have diminished in size over millennia due to natural erosion. However, legends speak of Orasians who have remained sheltered from the elements, preserving their immense size and power.
'''Terasil''' was the first physical realm to form in '''[[Adaris]]''', shaped by '''[[Oras]]''' from the chaotic energies of '''[[Astram]]'''. In its earliest state, Terasil was an infinite expanse of stark, primordial land where only shadow and light existed alongside the solid earth. This vast landscape was untouched by the other elements, creating a unique environment that would serve as the foundation for all subsequent realms.


* '''Culture''': The Orasians’ culture is deeply rooted in the land, valuing tradition, honor, and patience. They see themselves as the stewards and protectors of Terasil, embodying its enduring strength and stability. Their society is structured around ancient practices of stonecraft and earth magic, allowing them to manipulate rock and soil. Rituals and ceremonies are slow, deliberate, and often involve communion with the earth, reflecting their deep reverence for the unchanging nature of their homeland.
=== The Era of Isolation ===


'''Minthari:'''
During this time, Terasil existed in solitude, isolated from the influences of water, fire, and air. It was a land of contrasts, where light and shadow played across barren rock and soil. The '''[[Orasians]]''' emerged during this era, developing a society that reflected the eternal and unchanging nature of their environment. Their culture and civilization were built on the principles of endurance, stability, and harmony with the earth.


The Minthari are relatively new inhabitants of Terasil, living on the outskirts of the realm. Birthed from spirits of greed, the Minthari are driven by a strong desire to mine the earth for its precious minerals and metals. Despite their origins, they are not inherently malicious, and their culture has evolved to value community and cooperation.
=== The Great Erosion ===


* '''Culture''': Minthari society revolves around exploration, mining, and craftsmanship. They are cautious of the deeper parts of Terasil, wary of the powerful Earthbound Spirits and the immense Orasians. Their settlements are often temporary, designed to move as needed for new mining opportunities. The Minthari have a complex relationship with the Orasians, often seeking permission to mine and trading resources in exchange. They perform rituals and offer tributes to the Earthbound Spirits to maintain harmony and avoid conflict.
[[The Great Erosion|'''The Great Erosion''']] marked a pivotal event in Terasil’s history. With the advent of water, fire, and air in [[Adaris]], Terasil began to undergo significant changes. Rivers carved through stone, winds wore down mountains, and fire reshaped the land, gradually reducing the once-infinite expanse of Terasil to what is now known as the continent of '''[[Elemara]]'''. The core of the original realm now lies within the heart of the continent, in the modern realm of Terasil, protected by the '''[[Citadel Mountains]]'''.


'''Earthbound Spirits:'''
=== Arrival of the Other Elements ===


These spirits are manifestations of the earth’s essence, ranging from small elemental beings to mighty earth golems. They inhabit the most sacred and remote areas of Terasil, particularly around ancient stone circles, mountain peaks, and deep caverns.
As water, fire, and air continued to shape the world, the societies of Terasil faced the slow but inevitable integration of these new elements. The [[Orasians]], true to their nature, adapted gradually, integrating these forces into their way of life while maintaining their fundamental nature. This period of adaptation brought about the emergence of new landscapes and climates, diversifying Terasil and enriching its cultural heritage.


* '''Culture''': While Earthbound Spirits do not have a culture in the human sense, they play a crucial role in the spiritual life of Terasil’s inhabitants. The Orasians and Minthari perform rituals and offer tributes to these spirits, believing they are guardians of the realm and keepers of its natural order.
== Geography ==
{{See also|Geography of Terasil}}


== History ==
'''Terasil''' is characterized by its rugged and varied landscapes, which reflect the realm’s history and its ongoing struggle against the erosive forces of the other elements.


'''Formation of Terasil:'''
=== Mountain Ranges ===


Terasil was the first physical realm to form in Adaris, shaped by Oras from the chaotic energies of Astram. In its early days, Terasil was a stark, primordial land where only shadow and light existed alongside the solid earth. The absence of water, fire, and wind defined the realm, creating a unique environment that would later serve as the foundation for the other elements.
*'''[[Citadel Mountains]]''': The Citadel Mountains form the heart of Terasil and are considered the last bastion of the original primordial realm. These ancient, towering mountains are sacred to the [[Orasians]], who believe them to be the birthplace of their kind. The Citadels create a natural barrier, shielding the inner realms from external influences and contributing to the rain shadow effect that defines the [[Zanarak Desert]].  


'''The Era of Isolation:'''
*'''[[Anvil Range]]''': Located to the east of the Citadel Mountains, the Anvil Range is rich in minerals and metals. These mountains are heavily mined by the '''[[Minthari]]''', who have carved extensive tunnel networks over millennia, creating a labyrinthine underworld of trade routes and hidden communities. The Anvil Range is known for its connection to craftsmanship and ancient metalworking traditions, embodying the forging spirit of Terasil.


During this time, Terasil existed in solitude, untouched by other elemental forces. It was a land of contrasts, where light and shadow danced across bare rock and soil. The Orasians began to emerge during this era, developing a society that reflected the eternal and unchanging nature of their environment.
*'''[[Terraces of Mist]]''': Situated to the west of the Citadel Mountains, this range is known for its perpetual mist and lush, verdant landscapes. The mists are said to be a result of ancient elemental forces still at play, creating a unique ecosystem that thrives on the border between earth and water.


'''The Great Stone War:'''
===Valleys and Plains===


A pivotal event in Terasil’s history, the Great Stone War was fought between the Orasians and an invading force of shadow creatures seeking to dominate the realm. With the aid of Earthbound Spirits, the Orasians triumphed, solidifying their role as protectors of Terasil. This conflict further entrenched the values of endurance, resilience, and a deep respect for the earth among the Orasians.
*'''Emerald Valley''': Once a barren stretch of rock, Emerald Valley has become fertile over time, shaped by slow geological processes and the careful cultivation of the Orasians. It represents the gradual but inevitable change that even Terasil experiences, a reminder of the resilience and adaptability of the land.


'''Arrival of the Elements:'''
*'''Yalta Expanse''': An arid expanse on the edge of Terasil, the Yalta Expanse is a direct result of the rain shadow effect caused by the Citadel Mountains. Despite its harsh conditions, some Orasian communities thrive here, drawing strength from the earth itself.


The advent of water, fire, and wind in Adaris marked a new chapter for Terasil. As these elements began to influence the land, the societies of Terasil faced the slow introduction of change. True to their nature, the Orasians adapted at a glacial pace, integrating the new elements into their way of life while maintaining their fundamental nature.
===Underground Networks ===


== Geography ==
*'''The Deep Roads''': An ancient system of tunnels carved by the Minthari, the Deep Roads serve as transportation routes and places of trade and cultural exchange. These tunnels are also home to many Earthbound Spirits, who guard them jealously and are believed to be manifestations of the earth’s deepest energies.


'''Mountain Ranges:'''
*'''The Caverns of Echoes''': Known for their unique acoustics, these caverns are used for meditation and rituals by the Orasians. The echoes are believed to be the voices of the earth, communicating with those who listen and serving as a source of spiritual guidance and wisdom.


* '''Celestial Peaks''': These ancient, towering mountains are considered the birthplace of the Orasians and are revered as sacred. Their high altitudes create a natural barrier that blocks moisture from reaching the eastern side, contributing to the rain shadow effect that defines the Zanarak Desert.
=== Climate ===
{{See also|Climate of Terasil}}


* '''Ironclad Mountains''': Rich in minerals and metals, these mountains are heavily mined by the Minthari. The extensive tunnel networks, carved over millennia, are a testament to the Minthari’s industrious nature and are considered marvels of ancient engineering.
=== Flora and fauna ===
{{See also|Flora and Fauna of Terasil}}
TBD


'''Valleys and Plains:'''
=== Cities and Towns ===
{{See also|Cities and Towns of Terasil}}


* '''Emerald Valley''': Once a barren stretch of rock, this valley has become fertile over time, shaped by slow geological processes and the careful cultivation of the Orasians. It represents the gradual but inevitable change that even Terasil experiences.
[[File:Karnak-Thal.jpg|thumb|The ancient city of Kar-Thal.]]
*'''Kar-Thal''': The ancient capital of Terasil, Kar-Thal is a city of stone, built into the heart of a mountain. It is a place of great power and tradition, where the [[Orasians|Orasian]] elders uphold the timeless laws of their people. The city’s design reflects its inhabitants’ deep connection to the earth, with buildings carved directly from the mountain rock.
**'''Notable Features''': The Great Hall of Oras, where elders meet to discuss the realm’s affairs and where important rituals are performed; The Catacombs of Eternity, where past leaders are laid to rest, reflecting the Orasians’ reverence for ancestry and continuity.


* '''Dusty Plains''': An arid expanse on the edge of Terasil, these plains are a direct result of the rain shadow effect caused by the Celestial Peaks. Despite the harsh conditions, some Orasian communities thrive here, drawing strength from the earth itself.
*'''Minthal''': A hidden [[Minthari]] city within the Anvil Range. Minthal is renowned for its glowing crystal structures that light up the caverns. It is a center of craftsmanship and trade, especially known for its metalwork and magical artifacts.
**'''Notable Features''': The Crystal Market, where rare minerals and crafted items are sold; The Hall of Ages, a place where Minthari elders teach the young about their long history and the unchanging ways of their people.


'''Underground Networks:'''
*'''Seh-Kal''': A fortress city located on the border of the Yalta Expanse, Seh-Kal serves as a bastion against external threats and as a reminder of the Orasians’ role as guardians of Terasil. The city’s walls and towers are made of thick stone, making it nearly impenetrable.
**'''Notable Features''': The Wall of Vigilance, a massive stone barrier that protects the city from potential threats; The Earthforge, where the finest weapons and tools are crafted by the Minthari.


* '''The Deep Roads''': An ancient system of tunnels carved by the Minthari, the Deep Roads serve as transportation routes and places of trade and cultural exchange. These tunnels are also home to many Earthbound Spirits, who guard them jealously.
==Inhabitants==
{{See also|Orasians|Minthari}}


*'''The Caverns of Echoes''': Known for their unique acoustics, these caverns are used for meditation and rituals by the Orasians. The echoes are believed to be the voices of the earth, communicating with those who listen. [[File:Cavern of Echoes.jpg|thumb|Cavern of Echoes]]
'''[[Orasians]]:''' The Orasians are ancient beings formed from the energy of consciousness within the earth of Terasil. Over time, the grains of conscious earth began to coalesce, merging together to form beings with greater awareness and intelligence, the Orasians. Initially as tall as mountains, many Orasians have diminished in size over millennia due to natural erosion. However, legends speak of Orasians who have remained sheltered from the elements, preserving their immense size and power.  


'''Rain Shadow Effect:'''
*'''Culture''': The Orasians’ culture is deeply rooted in the land, valuing tradition, honor, and patience. They see themselves as the stewards and protectors of Terasil, embodying its enduring strength and stability. Their society is structured around ancient practices of stonecraft and earth osia, allowing them to manipulate rock and soil. Rituals and ceremonies are slow, deliberate, and often involve communion with the earth, reflecting their deep reverence for the unchanging nature of their homeland.


* '''Impact on Zanarak Desert''': The towering Celestial Peaks create a significant rain shadow, blocking moisture from reaching the eastern lands and resulting in the arid climate of the Zanarak Desert. This geographic feature has profound implications for both realms, highlighting Terasil’s role as a natural barrier that influences the broader ecosystem of Adaris.
'''[[Minthari]]:''' The Minthari are relatively new inhabitants of Terasil, living on the outskirts of the realm. Birthed from spirits of greed, the Minthari are driven by a strong desire to mine the earth for its precious minerals and metals. Despite their origins, they are not inherently malicious, and their culture has evolved to value community and cooperation.


== Cities and Towns ==
* '''Culture''': Minthari society revolves around exploration, mining, and craftsmanship. They are cautious of the deeper parts of Terasil, wary of the powerful Earthbound Spirits and the immense Orasians. Their settlements are often temporary, designed to move as needed for new mining opportunities. The Minthari have a complex relationship with the Orasians, often seeking permission to mine and trading resources in exchange.


'''Karnak-Thal:'''
'''Earthbound Spirits:'''


The ancient capital of Terasil, Karnak-Thal is a city of stone, built into the heart of a mountain. It is a place of great power and tradition, where the Orasian elders uphold the timeless laws of their people. The city’s design reflects its inhabitants’ deep connection to the earth, with buildings carved directly from the mountain rock.
These spirits are manifestations of the earth’s essence, ranging from small elemental beings to mighty earth golems. They inhabit the most sacred and remote areas of Terasil, particularly around ancient stone circles, mountain peaks, and deep caverns.


* '''Notable Features''': The Great Hall of Oras, where elders meet to discuss the realm’s affairs and where important rituals are performed; The Catacombs of Eternity, where past leaders are laid to rest, reflecting the Orasians’ reverence for ancestry and continuity.
* '''Culture''': While Earthbound Spirits do not have a culture in the human sense, they play a crucial role in the spiritual life of Terasil’s inhabitants. The Orasians and Minthari perform rituals and offer tributes to these spirits, believing they are guardians of the realm and keepers of its natural order.
 
'''Gemlight Haven:'''
 
A hidden Minthari city within the Ironclad Mountains, Gemlight Haven is renowned for its glowing crystal structures that light up the caverns. It is a center of craftsmanship and trade, especially known for its metalwork and magical artifacts.
 
* '''Notable Features''': The Crystal Market, where rare minerals and crafted items are sold; The Hall of Ages, a place where Minthari elders teach the young about their long history and the unchanging ways of their people.
 
'''Stonewatch:'''
 
A fortress city located on the border of the Dusty Plains, Stonewatch serves as a bastion against external threats and as a reminder of the Orasians’ role as guardians of Terasil. The city’s walls and towers are made of thick stone, making it nearly impenetrable.
 
* '''Notable Features''': The Wall of Vigilance, a massive stone barrier that protects the city from potential threats; The Earthforge, where the finest weapons and tools are crafted by the Minthari.
 
== Summary ==


'''Terasil''', the realm of Oras, stands as the oldest and most enduring realm in Adaris. Its societies, shaped by the unyielding nature of the earth, have remained largely unchanged for millennia, reflecting the glacial pace at which progress occurs. Terasil’s geography and history are deeply intertwined with its elemental nature, providing stability and balance to the world of Adaris. As the creator of the rain shadow that influences the Zanarak Desert, Terasil’s role as a natural barrier highlights its significance in the broader ecosystem, showcasing the interplay between earth, light, and shadow that defined its earliest days.
[[Category:Realms of Adaris]]

Latest revision as of 18:53, 14 September 2024

Terasil is the realm of Oras, the Primordial Spirit of Earth, and the oldest physical realm in Adaris. Created directly from the chaotic energies of Astram within the Primordial Void, Terasil embodies stability, endurance, and the unyielding nature of the earth. Its landscapes are rugged and diverse, characterized by towering mountains, deep caverns, fertile valleys, and arid plains. As the birthplace of tangible elements, Terasil holds a significant place in the cosmology of Adaris, shaping not only the land itself but also influencing the surrounding regions, including the Zanarak Desert through its powerful rain shadow effect.

History[edit | edit source]

Formation of Terasil[edit | edit source]

Terasil was the first physical realm to form in Adaris, shaped by Oras from the chaotic energies of Astram. In its earliest state, Terasil was an infinite expanse of stark, primordial land where only shadow and light existed alongside the solid earth. This vast landscape was untouched by the other elements, creating a unique environment that would serve as the foundation for all subsequent realms.

The Era of Isolation[edit | edit source]

During this time, Terasil existed in solitude, isolated from the influences of water, fire, and air. It was a land of contrasts, where light and shadow played across barren rock and soil. The Orasians emerged during this era, developing a society that reflected the eternal and unchanging nature of their environment. Their culture and civilization were built on the principles of endurance, stability, and harmony with the earth.

The Great Erosion[edit | edit source]

The Great Erosion marked a pivotal event in Terasil’s history. With the advent of water, fire, and air in Adaris, Terasil began to undergo significant changes. Rivers carved through stone, winds wore down mountains, and fire reshaped the land, gradually reducing the once-infinite expanse of Terasil to what is now known as the continent of Elemara. The core of the original realm now lies within the heart of the continent, in the modern realm of Terasil, protected by the Citadel Mountains.

Arrival of the Other Elements[edit | edit source]

As water, fire, and air continued to shape the world, the societies of Terasil faced the slow but inevitable integration of these new elements. The Orasians, true to their nature, adapted gradually, integrating these forces into their way of life while maintaining their fundamental nature. This period of adaptation brought about the emergence of new landscapes and climates, diversifying Terasil and enriching its cultural heritage.

Geography[edit | edit source]

Terasil is characterized by its rugged and varied landscapes, which reflect the realm’s history and its ongoing struggle against the erosive forces of the other elements.

Mountain Ranges[edit | edit source]

  • Citadel Mountains: The Citadel Mountains form the heart of Terasil and are considered the last bastion of the original primordial realm. These ancient, towering mountains are sacred to the Orasians, who believe them to be the birthplace of their kind. The Citadels create a natural barrier, shielding the inner realms from external influences and contributing to the rain shadow effect that defines the Zanarak Desert.
  • Anvil Range: Located to the east of the Citadel Mountains, the Anvil Range is rich in minerals and metals. These mountains are heavily mined by the Minthari, who have carved extensive tunnel networks over millennia, creating a labyrinthine underworld of trade routes and hidden communities. The Anvil Range is known for its connection to craftsmanship and ancient metalworking traditions, embodying the forging spirit of Terasil.
  • Terraces of Mist: Situated to the west of the Citadel Mountains, this range is known for its perpetual mist and lush, verdant landscapes. The mists are said to be a result of ancient elemental forces still at play, creating a unique ecosystem that thrives on the border between earth and water.

Valleys and Plains[edit | edit source]

  • Emerald Valley: Once a barren stretch of rock, Emerald Valley has become fertile over time, shaped by slow geological processes and the careful cultivation of the Orasians. It represents the gradual but inevitable change that even Terasil experiences, a reminder of the resilience and adaptability of the land.
  • Yalta Expanse: An arid expanse on the edge of Terasil, the Yalta Expanse is a direct result of the rain shadow effect caused by the Citadel Mountains. Despite its harsh conditions, some Orasian communities thrive here, drawing strength from the earth itself.

Underground Networks[edit | edit source]

  • The Deep Roads: An ancient system of tunnels carved by the Minthari, the Deep Roads serve as transportation routes and places of trade and cultural exchange. These tunnels are also home to many Earthbound Spirits, who guard them jealously and are believed to be manifestations of the earth’s deepest energies.
  • The Caverns of Echoes: Known for their unique acoustics, these caverns are used for meditation and rituals by the Orasians. The echoes are believed to be the voices of the earth, communicating with those who listen and serving as a source of spiritual guidance and wisdom.

Climate[edit | edit source]

Flora and fauna[edit | edit source]

TBD

Cities and Towns[edit | edit source]

The ancient city of Kar-Thal.
  • Kar-Thal: The ancient capital of Terasil, Kar-Thal is a city of stone, built into the heart of a mountain. It is a place of great power and tradition, where the Orasian elders uphold the timeless laws of their people. The city’s design reflects its inhabitants’ deep connection to the earth, with buildings carved directly from the mountain rock.
    • Notable Features: The Great Hall of Oras, where elders meet to discuss the realm’s affairs and where important rituals are performed; The Catacombs of Eternity, where past leaders are laid to rest, reflecting the Orasians’ reverence for ancestry and continuity.
  • Minthal: A hidden Minthari city within the Anvil Range. Minthal is renowned for its glowing crystal structures that light up the caverns. It is a center of craftsmanship and trade, especially known for its metalwork and magical artifacts.
    • Notable Features: The Crystal Market, where rare minerals and crafted items are sold; The Hall of Ages, a place where Minthari elders teach the young about their long history and the unchanging ways of their people.
  • Seh-Kal: A fortress city located on the border of the Yalta Expanse, Seh-Kal serves as a bastion against external threats and as a reminder of the Orasians’ role as guardians of Terasil. The city’s walls and towers are made of thick stone, making it nearly impenetrable.
    • Notable Features: The Wall of Vigilance, a massive stone barrier that protects the city from potential threats; The Earthforge, where the finest weapons and tools are crafted by the Minthari.

Inhabitants[edit | edit source]

Orasians: The Orasians are ancient beings formed from the energy of consciousness within the earth of Terasil. Over time, the grains of conscious earth began to coalesce, merging together to form beings with greater awareness and intelligence, the Orasians. Initially as tall as mountains, many Orasians have diminished in size over millennia due to natural erosion. However, legends speak of Orasians who have remained sheltered from the elements, preserving their immense size and power.

  • Culture: The Orasians’ culture is deeply rooted in the land, valuing tradition, honor, and patience. They see themselves as the stewards and protectors of Terasil, embodying its enduring strength and stability. Their society is structured around ancient practices of stonecraft and earth osia, allowing them to manipulate rock and soil. Rituals and ceremonies are slow, deliberate, and often involve communion with the earth, reflecting their deep reverence for the unchanging nature of their homeland.

Minthari: The Minthari are relatively new inhabitants of Terasil, living on the outskirts of the realm. Birthed from spirits of greed, the Minthari are driven by a strong desire to mine the earth for its precious minerals and metals. Despite their origins, they are not inherently malicious, and their culture has evolved to value community and cooperation.

  • Culture: Minthari society revolves around exploration, mining, and craftsmanship. They are cautious of the deeper parts of Terasil, wary of the powerful Earthbound Spirits and the immense Orasians. Their settlements are often temporary, designed to move as needed for new mining opportunities. The Minthari have a complex relationship with the Orasians, often seeking permission to mine and trading resources in exchange.

Earthbound Spirits:

These spirits are manifestations of the earth’s essence, ranging from small elemental beings to mighty earth golems. They inhabit the most sacred and remote areas of Terasil, particularly around ancient stone circles, mountain peaks, and deep caverns.

  • Culture: While Earthbound Spirits do not have a culture in the human sense, they play a crucial role in the spiritual life of Terasil’s inhabitants. The Orasians and Minthari perform rituals and offer tributes to these spirits, believing they are guardians of the realm and keepers of its natural order.