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{{Realm Infobox
{{Realms of Orethil Infobox
|Realm Name=Terasil
|Realms of Orethil Name=Terasil
|Image=[[File:Terasil - General 03.jpg|center|frameless]]
|Image=[[File:Terasil Citadel Mountains.jpg|center|frameless]]
|Size=1,278,911 Square Miles
|Regions=Sanctuary Vale, Yalta Expanse, Fractured Wedge, Citadel Mountains, Murazkar Range, Boundary Mountains, Khargaath Range
|Spirit=Oras
|Spirit=[[Varunel]], [[Tehrum]]
|Inhabitants=Orasians, [[Minthari]]
|Inhabitants=Duranthi, [[Capamnos]]
|Notable Settlements=[[Kar-Thal]]
|Notable Settlements=Kar-Thal
|Significance=The oldest physical realm, home to ancient societies and foundational spiritual influence.
|Significance=A realm of stone and memory.
}}
}}
{{Realms of Orethil Sections
|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.


{{Realm Sections
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.
|Introduction=Terasil is the realm of [[Oras]], the primordial [[spirit]] of earth, and the earliest physical realm in [[Adaris]]. Formed directly from the chaotic energies of [[Astram]] within the [[Primordial Void]], Terasil represents endurance, structure, and the stabilizing aspect of the material world. Its diverse landscapes include mountain ranges, expansive plains, subterranean caverns, and fertile valleys. Terasil plays a foundational role in Adaris’s cosmology, shaping the continent of [[Elemara]] and influencing adjacent regions, such as the [[Zanarak]] Desert through orographic effects.
|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.  


|History=<noautolinks>{{See also|History of Terasil}}</noautolinks>
=== 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.


=== Formation of Terasil ===
=== The Age of Deep Roads (c. BME 20,000-0) ===
Terasil was the first physical realm to materialize in Adaris. Shaped by Oras from Astram’s primordial energy, it initially existed as a vast expanse of solid terrain, unaltered by the elements of water, fire, or air. This elemental exclusivity formed a unique environment where early forms of matter and consciousness emerged.
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.
 
=== The Era of Isolation ===
For an extended period, Terasil remained untouched by other elemental forces. During this era, the [[Orasians]] emerged—beings formed from conscious grains of earth. Their early society developed principles rooted in endurance and equilibrium, mirroring the static and resilient nature of the realm.
 
=== The Great Erosion ===
[[The Great Erosion]] marked a transformative period in Terasil's history. With the emergence of additional elements, the realm underwent geological change. Water carved canyons, wind sculpted rock, and fire redefined landscapes. The formerly boundless terrain was gradually diminished, consolidating into what is now the continent of [[Elemara]]. The core of ancient Terasil remains protected within the [[Citadel Mountains]].
 
=== Arrival of the Other Elements ===
As elemental diversity increased, Terasil’s societies integrated new environmental factors while maintaining cultural continuity. This transition resulted in a broader range of ecosystems and reinforced Terasil’s adaptability within Adaris's evolving geography.


===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=<noautolinks>{{See also|Geography of Terasil}}</noautolinks>
|Geography=<noautolinks>{{See also|Geography of Terasil}}</noautolinks>
[[File:Citadel Mountains - General 02.jpg|thumb|Citadel Mountains]]
Terasil is defined by its varied terrain—mountains, valleys, plains, and extensive subterranean networks. These features have cultural and economic importance for its inhabitants, especially the Orasians and Minthari.
=== Mountain Ranges ===
* Citadel Mountains: Located at Terasil’s center, these mountains preserve the core of the primordial realm. Considered sacred by the Orasians, they create a natural rain shadow influencing the [[Zanarak]] Desert.
* [[Anvil Range]]: East of the Citadels, these mineral-rich peaks support vast Minthari mining operations. Generations of excavation have resulted in a complex underground infrastructure.
* [[Terraces of Mist]]: A mist-covered western range shaped by lingering elemental forces. It supports an unusual blend of flora and fauna along the earth-water boundary.
=== Valleys and Plains ===
* Sanctuary Vale: The cultural heart of [[Orasian]] civilization; a semi-arid region marked by settlements and agricultural infrastructure.
* Emerald Valley: Once barren, now fertile through geological processes and Orasian cultivation—symbolizing Terasil’s adaptive potential.
* Yalta Expanse: A harsh, arid plain shaped by the Citadel’s rain shadow. Despite conditions, some Orasian communities endure here through deep spiritual and geological ties.


=== Underground Networks ===
* The Deep Roads: An ancient tunnel network built by the Minthari, used for trade and travel. These are also believed to house Earthbound [[Special:FormEdit/Realms/Spirits|Spirits]] linked to the realm's deeper energies.
* Caverns of Echoes: Noted for their unique acoustics, these caverns serve ritual and meditative purposes, especially among the Orasians, who view them as spiritual conduits.


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|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.
|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]]
|Flora and Fauna=[[File:Graniteback Behemoth - General 02.jpg|thumb|Graniteback Behemoth]]
<noautolinks>{{See also|Flora and Fauna of Terasil}}</noautolinks>
<noautolinks>{{See also|Flora and Fauna of Terasil}}</noautolinks>


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


|Inhabitants=
=== Capamnos ===
* Orasians: Ancient beings formed from conscious earthen matter. Initially colossal in form, many have diminished in size over time due to elemental exposure. Legends speak of remaining giants hidden deep within the mountains.
The Capamnos are natives who live high in mountain villages of various ranges of Terasil.
** Culture: Orasians are characterized by their deep ties to tradition, stonecraft, and earth-based [[osia]]. Their rituals emphasize patience, reflection, and symbiosis with the land.
|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.


* Minthari: A younger population descended from spirits of greed. Though originally driven by acquisitiveness, their culture evolved to prioritize craftsmanship and community.
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.
** Culture: Minthari life revolves around mobility, mining, and artisan traditions. While cautious of the deeper realm, they maintain a working relationship with the Orasians through trade and negotiation.


|Notable Settlements=<noautolinks>{{See also|Cities and Towns of Terasil}}</noautolinks>
=== Nascent Spirits === 
[[File:Terasil - General 05.jpg|thumb|The ancient city of Kar-Thal.]]
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.


* Kar-Thal: An ancient Orasian city carved into a mountain. It houses governing elders and sacred spaces.
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.
** Notable Features: The Great Hall of Oras and the Catacombs of Eternity, both central to Orasian ritual and governance.


* [[Minthal]]: A concealed Minthari city within the Anvil Range, renowned for its luminous crystals and artisanal output.
=== Ancestral Spirits === 
** Notable Features: The Crystal Market and the Hall of Ages, centers for commerce and cultural education.
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.


* Seh-Kal: A fortress city guarding Terasil’s arid borderlands.
They are rarely invoked directly. Most communication occurs through rituals. Appeasement, not command, defines the relationship.
** Notable Features: The Wall of Vigilance and the Earthforge, where strategic defense and craftsmanship converge.


|Cultural Significance=Terasil is regarded as the foundational material realm within the cosmology of [[Adaris]]. Its creation marked the transition from formless potential to structured existence. The presence of [[Oras]] imparts continuity and stability not only within Terasil but across Adaris.
Examples: 


To its inhabitants—especially the [[Orasians]]—Terasil is more than territory; it is a spiritual and existential anchor. Its natural features are seen as sentient entities or repositories of memory. Life in Terasil follows the rhythm of stone, echo, and deliberate transformation.
* [[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>


Outside Terasil, its geomantic influence persists. All realms intersect with stone in some form, affirming Terasil’s symbolic centrality. As such, Terasil is seen as both foundation and frame—unchanging in essence yet receptive to the forms layered upon it.
* [[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.
}}
}}