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{{Realm Infobox
{{Realms of Orethil Infobox
|Realm Name=Terasil
|Realms of Orethil Name=Terasil
|Image=[[File:Terasil 2.jpg|center|frameless]]
|Image=[[File:Terasil Citadel Mountains.jpg|center|frameless]]
|Spirit=[[Oras]]
|Regions=Sanctuary Vale, Yalta Expanse, Fractured Wedge, Citadel Mountains, Murazkar Range, Boundary Mountains, Khargaath Range
|Inhabitants=[[Orasians]], [[Minthari]]
|Spirit=[[Varunel]], [[Tehrum]]
|Significance=The oldest physical realm, home to ancient societies and powerful spirits.
|Inhabitants=Duranthi, [[Capamnos]]
|Notable Settlements=Kar-Thal
|Significance=A realm of stone and memory.
}}
}}
{{Realm Sections
{{Realms of Orethil Sections
|Introduction='''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.
|Introduction=Terasil is a realm of mountains and memory situated within the wider material plane of [[Orethil]]. At the core of Terasil stands the [[Citadel Mountains]], an unyielding range that forms the boundary of the Domain of [[Oras]], the last untouched expression of Oras’s intent. Surrounding this sanctuary, the realm of Terasil unfolds in dry valleys, weathered hills, massive mountains and savannah expanses.
|History={{See also|[[History of Terasil]]}}


=== Formation of Terasil ===
During the [[age of ascendance]], Tehrum, the spirit of mountains and stone and Varunel the spirit of memory made Terasil their home and shaped the realm we know today. 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 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.
|History==== The Age of Ascendance (c. BME 100,000-50,000) ===
After the realms stabilized, the ascendant spirits took over the primordial realms in pairs. Varunel and Tehrum settled in central Orethil but the domain of Oras. Tehrum, shaped the tangible aspects of the realms. The mountains and highlands, but also geographic instability. Varunel the intangible aspects. Imbuing the land with memory but also stagnation.  


=== The Era of Isolation ===
=== The Great Migration (c. BME 50,000-20,000) ===
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.
[[Trueborn]] humans migrating from their ancestral home of [[Awenelir]] during the [[Great Migration]], moved throughout the newly formed Orethil. In Terasil humans became the Duranthi.


=== The Great Erosion ===
=== The Age of Deep Roads (c. BME 20,000-0) ===
[[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]].
As surface erosion intensified, subterranean life expanded from nearby [[Minthal]]. The [[Minthari]] forged extensive tunnel networks. The development of the [[Deep Roads]] facilitated trade and cultural exchange between the Minthari and Duranthi.


=== Arrival of the Other Elements ===
===Modern Terasil (0 ME-Present)===
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.
Terasil today endures as a realm defined by continuity and resilience. Its landscapes—mountains, valleys, and underground cities—bear the imprint of transformation. While the [[Duranthi]] maintain ancestral customs rooted in spiritual [[attunement]] with stone and memory, the [[Capamnos]] continue to maintain their isolation in the mountains of Terasil.
|Notable Settlements={{See also|Cities and towns of Terasil}}
|Geography=<noautolinks>{{See also|Geography of Terasil}}</noautolinks>
[[File:Terasil_4.jpg|link=Special:FormEdit/Realms/File:Terasil_4.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 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.
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.
** 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.
|Regions=The prime regions of Terasil are the valleys of [[Sanctuary Vale]], [[Yalta Expanse|Yalta Expanse,]] and the Fractured Wedge. These are nestled between the mountain regions of the Citadel Mountains, the [[Murazkar Range]], the [[Boundary Mountains]], and the [[Khargaath Range]].
|Climate=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.
|Flora and Fauna=[[File:Slateback Behemoth 01.jpg|thumb|A Slateback Behemoth]]
<noautolinks>{{See also|Flora and Fauna of Terasil}}</noautolinks>


* 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.
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.
** 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==== Duranthi === 
|Geography={{See also|[[Geography of Terasil]]}}
The Duranthi are a human-descended people native to the high valleys, ridge cities, and plateaus of central Terasil.


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.
=== Capamnos ===
[[File:Citadel_Mountains_2.jpg|link=Special:FormEdit/Realms/File:Citadel_Mountains_2.jpg|thumb|Citadel Mountains]]
The Capamnos are natives who live high in mountain villages of various ranges of Terasil.
|Native Spirits=Spiritual life in Terasil is governed by a stratified ecology of spirits that reflects the realm’s deep alignment with earth, memory, and the burden of continuity. While the spirit Tehrum anchors the physical foundation of Terasil, Varunel, the spirit of Memory and History anchors the metaphysical. Together, these forces define Terasil's spiritual logic.


=== Mountain Ranges ===
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.


* 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.
=== Nascent Spirits === 
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.


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


* [[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.
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.


=== Valleys and Plains ===
=== Ancestral Spirits ===
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.


* Santuary Vale: The center of Orasian Civilization. A semi-arid valley dotted with cities, towns and rock-farms.
They are rarely invoked directly. Most communication occurs through rituals. Appeasement, not command, defines the relationship.
* 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.
Examples:


=== Underground Networks ===
* [[Tharoz-Mir]] – The spirit of the Deep Roads and the memory of every journey beneath the realm. Felt more than seen, Tharoz-Mir listens across distances, recording the passage of all who travel the underpaths.
* [[Orak-Thun]] – Revered as the first sentient mountain, Orak-Thun serves as a point of lineage realignment and generational reckoning. Its presence is marked not by voice, but by seismic stillness and unchanging shadow.
|Notable Settlements=<noautolinks>{{See also|Cities and Towns of Terasil}}</noautolinks>


* 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 [[Special:FormEdit/Realms/Spirits|Spirits]], who guard them jealously and are believed to be manifestations of the earth’s deepest energies.
* [[Kar-Thal]]: An ancient [[Orasian]] city carved into a mountain. It houses governing elders and sacred spaces.
 
Notable Features: The Great Hall of Oras and the Catacombs of Eternity, both central to Orasian ritual and governance.
* 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=Terasil experiences a diverse range of climates, shaped by its mountainous terrain and deep valleys. The high-altitude regions are cold and dry, with frequent snowfall in the upper reaches. Fertile valleys provide temperate conditions with moderate rainfall, supporting dense vegetation. The arid plains, exposed to intense sunlight, see minimal precipitation and extreme temperature variations between day and night. Subterranean caverns maintain a cool, stable climate year-round, providing refuge for many of Terasil’s underground dwellers.
|Flora and Fauna=[[File:Graniteback_Behemoth_2.jpg|link=Special:FormEdit/Realms/File:Graniteback_Behemoth_2.jpg|thumb|Graniteback Behemoth]]
{{See also|[[Flora and fauna of Terasil]]}}
The realm of Terasil, governed by Oras, the [[Primordial spirit|Primordial Spirit]] of Earth, is characterized by its rugged terrain, including towering mountains, fertile valleys, vast underground caverns, and arid plains. The flora and fauna of this ancient land have adapted to its unique geological and elemental influences, making it home to a wide variety of resilient species deeply connected to the land itself.
|Inhabitants=Orasians: The Orasians are ancient beings formed from the energy of [[Special:FormEdit/Realms/Consciousness|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.
}}
}}

Latest revision as of 17:03, 25 April 2025

Terasil
RegionsSanctuary Vale Yalta Expanse Fractured Wedge Citadel Mountains Murazkar Range Boundary Mountains Khargaath Range
SpiritVarunel Tehrum
Native RacesDuranthi Capamnos
Notable SettlementsKar-Thal
SignificanceA realm of stone and memory.

Terasil is a realm of mountains and memory situated within the wider material plane of Orethil. At the core of Terasil stands the Citadel Mountains, an unyielding range that forms the boundary of the Domain of Oras, the last untouched expression of Oras’s intent. Surrounding this sanctuary, the realm of Terasil unfolds in dry valleys, weathered hills, massive mountains and savannah expanses.

During the age of ascendance, Tehrum, the spirit of mountains and stone and Varunel the spirit of memory made Terasil their home and shaped the realm we know today. 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.

History

The Age of Ascendance (c. BME 100,000-50,000)

After the realms stabilized, the ascendant spirits took over the primordial realms in pairs. Varunel and Tehrum settled in central Orethil but the domain of Oras. Tehrum, shaped the tangible aspects of the realms. The mountains and highlands, but also geographic instability. Varunel the intangible aspects. Imbuing the land with memory but also stagnation.

The Great Migration (c. BME 50,000-20,000)

Trueborn humans migrating from their ancestral home of Awenelir during the Great Migration, moved throughout the newly formed Orethil. In Terasil humans became the Duranthi.

The Age of Deep Roads (c. BME 20,000-0)

As surface erosion intensified, subterranean life expanded from nearby Minthal. 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)

Terasil today endures as a realm defined by continuity and resilience. Its landscapes—mountains, valleys, and underground cities—bear the imprint of transformation. While the Duranthi maintain ancestral customs rooted in spiritual attunement with stone and memory, the Capamnos continue to maintain their isolation in the mountains of Terasil.

Geography


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.

Regions

The prime regions of Terasil are the valleys of Sanctuary Vale, Yalta Expanse, and the Fractured Wedge. These are nestled between the mountain regions of the Citadel Mountains, the Murazkar Range, the Boundary Mountains, and the Khargaath Range.

Climate

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.

Flora and fauna

A Slateback Behemoth

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.

Native Races

Duranthi

The Duranthi are a human-descended people native to the high valleys, ridge cities, and plateaus of central Terasil.

Capamnos

The Capamnos are natives who live high in mountain villages of various ranges of Terasil.

Native Spirits

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

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

Nascent Spirits

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.

Mature Spirits

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

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

Ancestral Spirits

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

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

Examples:

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

Notable settlements

  • Kar-Thal: An ancient Orasian city carved into a mountain. It houses governing elders and sacred spaces.

Notable Features: The Great Hall of Oras and the Catacombs of Eternity, both central to Orasian ritual and governance.