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{{Realm Infobox
{{Realms of Orethil Infobox
|Realm Name=Terasil
|Image=[[File:Terasil Citadel Mountains.jpg|center|frameless]]
|Image=[[File:Terasil - General 03.jpg|center|frameless]]
|Regions=Sanctuary Vale, Yalta Wastes, Minthal, Emerald Valley
|Size=1,278,911 Square Miles
|Spirit=[[Varunel]], [[Tehrum]]
|Spirit=Oras
|Inhabitants=[[Duranthi]], [[Capamnos]], [[Orasians]]
|Inhabitants=Orasians
|Notable Settlements=Kar-Thal
|Significance=The oldest physical realm, home to ancient societies and foundational spiritual influence.
|Significance=The realm of stone and memory.
|Realms of [[Orethil]] Name=Terasil
}}
}}
{{Realm Sections
{{Realms of Orethil Sections
|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.
|Introduction='''Terasil''' is a realm of mountains, highlands, and savannas situated within the wider physical plane of [[Orethil]]. At its center stands the [[Citadel Mountains]], a circular and impenetrable range that marks the boundary of the [[Domain of Oras]], regarded as the last remnant of a once vast sea of earth. Beyond this central barrier, the realm unfolds into valleys, hills, and further mountains before opening onto broad savannas.
|History=<noautolinks>{{See also|History of Terasil}}</noautolinks>


=== Formation of Terasil ===
During the [[Age of Ascendance]], several spirits came to dwell in Terasil and its surrounding valleys. Among them was Tehrum, spirit of strata, talus and loess, embodying the arid and rocky nature of the land. Varunel, the spirit of memory and history, also made a home there, along with the spirit of caverns and subterranean networks and a spirit associated with greed and desire.
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.
|History==== The Age of Ascendance (c. BME 100,000-50,000) ===
Following the stabilization of the realm, ascended spirits assumed dominion over the primordial earth, often working in pairs. Tehrum and Varunel settled in the valleys adjacent to the Domain of [[Oras]], with Tehrum shaping the tangible qualities of the land while Varunel shaped its intangible aspects. Similarly, the spirits of caverns and greed fashioned subterranean regions and the forces that dwell within them.


=== The Era of Isolation ===
=== The Great Migration (c. BME 50,000-20,000) ===
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.
During the [[Great Migration]], humans departed their ancestral home of [[Awenelir]] and spread across Orethil. In Terasil, these settlers became known as the Duranthi and the [[Minthari]]. The Duranthi primarily inhabited the Sanctuary Vale and the Alta Wastes, while the Minthari settled in the mountain ranges known as [[Minthal]]. Over generations, both groups were shaped by the spiritual influences of their environment. The Duranthi developed stony skin, exceptional memory, and extended lifespans, while the Minthari adapted to subterranean life, becoming pale, blind, and translucent in appearance.


=== The Great Erosion ===
=== The Age of Deep Roads (c. BME 20,000-0) ===
[[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]].
As erosion reshaped the surface, subterranean habitation expanded during the Age of [[Deep Roads]]. The Minthari constructed vast tunnel networks in cooperation with the Vemi, a worm-like sentient race long present in Terasil. These tunnels facilitated trade and cultural exchange with the Duranthi and allowed movement through previously inhospitable regions.


=== Arrival of the Other Elements ===
===Modern Terasil (0 ME-Present)===
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.
In the present age, Terasil remains defined by continuity and resilience. The Duranthi maintain traditions rooted in stone and memory, while the Minthari expand their subterranean networks in pursuit of wealth and resources. Alongside them dwell two additional sentient peoples: the Capamnos, an isolated goat-like race inhabiting the high mountains, and the Vemi, who occupy subterranean tunnels and are often associated with impulses of desire and greed, though they maintain generally amicable relations with other races.
|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 ===
Terasil is a predominantly mountainous and arid region with limited river systems. The terrain includes high peaks, valleys, plateaus, and stretches of savanna. Notable regions include the Sanctuary Vale, Emerald Valley, and the Minthal 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.
|Regions=The prime regions of Terasil are the valleys of [[Sanctuary Vale]], [[Yalta Expanse|Yalta Expanse,]] [[Emerald Valley]]. These are nestled between the mountain regions of the [[Citadel Mountains]], the [[Murazkar Range]], the [[Boundary Mountains]], the [[Teardrop Range]] and the [[Khargaath Range]].
* [[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.
|Climate=The climate of Terasil varies by region. Much of the land is arid, with minimal rainfall and sharp temperature extremes. Mountain peaks are cold year-round, while valleys such as Sanctuary Vale and Emerald Valley experience more temperate conditions and occasional seasonal rains. Highlands and plains remain harsh and sparsely habitable, while subterranean regions are characterized by stable, cool conditions.
* [[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.
|Flora and Fauna=[[File:Slateback Behemoth 01.jpg|thumb|A Slateback Behemoth]]
<noautolinks>{{See also|Flora and Fauna of Terasil}}</noautolinks>


=== Valleys and Plains ===
Terasil hosts ecosystems shaped by its geological age and alignment with elemental earth. Species are adapted to rocky and mineral-rich environments, often exhibiting traits influenced by the Domain of Oras itself. Proximity to the Citadel Mountains tends to impart stony characteristics to local life forms. Wildlife ranges from surface-dwelling herbivores to subterranean predators, many marked by unique adaptations to the realm's spiritual forces.
* Sanctuary Vale: The cultural heart of [[Orasian]] civilization; a semi-arid region marked by settlements and agricultural infrastructure.
|Inhabitants=Terasil is home to a number a sentient species. The [[Duranthi]], governed by a central council, inhabit the [[Sanctuary Vale]] and parts of the [[Yalta Waste]]. Some communities remain outside this authority, particularly in the wastes.
* 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 [[Minthari]] are divided between two factions, one in the [[Astrathal Range]] and another in Minthal.
* 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.
|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:Graniteback Behemoth - General 02.jpg|thumb|Graniteback Behemoth]]
<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 '''Capamnos''' are goat-like humanoids dwelling in small, isolated highland communities.
|Inhabitants=* 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.
** 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.


* Minthari: A younger population descended from spirits of greed. Though originally driven by acquisitiveness, their culture evolved to prioritize craftsmanship and community.
The '''Vemi''' are a worm-like species dwelling in the deep tunnels. While often associated with impulses of greed, they are independent beings rather than a hive mind, and their interactions with other races are generally cooperative.
** 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.
|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.
|Native Spirits=Spiritual life in Terasil is shaped by a complex hierarchy of native spirits, each reflecting the elemental nature of the realm and its enduring connection to the [[primordial spirit]] Oras. These spirits range from minor, recently-formed presences to ancient entities embedded in the cultural memory of its inhabitants.


=== Nascent Spirits ===
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 in Terasil are newly-formed entities of limited awareness and minimal influence. Typically emerging from minor geological or environmental features—such as shifting gravel, falling stones, or condensation on cavern walls—these spirits are highly responsive to external stimuli. Their presence is subtle, often sensed more than seen, and they are frequently drawn upon in basic ritual practices by initiates among the Orasians and Minthari.


Examples:
=== 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.


* Flickerlings – Spirits manifesting as faint glows within mineral veins.
=== Mature Spirits === 
* Dustforms – Ephemeral spirits shaped from disturbed soil or ash.
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.


=== Mature Spirits ===
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.
Mature spirits emerge from recurring experiences and collective recognition of localized phenomena. Though lesser in scope than ancestral spirits, they are semi-conscious and often associated with physical objects or places of symbolic significance. Unlike nascent spirits, mature spirits possess defined identities and are regularly invoked in cultural practices tied to memory, craftsmanship, or ritual grounding.


=== Ancestral Spirits ===
=== Ancestral Spirits ===
Ancestral spirits represent the oldest and most powerful entities within Terasil. Some are believed to predate the Great Erosion and embody collective memory or ancient identity. These spirits are often localized in singular sacred sites and rarely engage directly with mortals. Rituals involving ancestral spirits are restricted to elder practitioners and are performed to seek counsel, protection, or long-term omens.
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.


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


* Tharoz-Mir – Spirit of the Great Tunnels, Tharoz-Mir embodies the enduring memory of Terasil’s subterranean veins. Said to span the entirety of the Deep Roads, this vast [[Ancestral Spirit|ancestral spirit]] is less a single entity and more a presence felt in the stone itself—steady, resonant, and ancient. Orasians and Minthari alike revere it as a silent witness to all passage, trade, and migration beneath the earth.
Examples: 
* Orak-Thun – Revered in legend as the first sentient mountain, now a spiritual locus of Orasian lineage rites.


These spirits, together, form the spiritual ecology of Terasil—reflecting its role as the realm of endurance, continuity, and elemental consciousness.
* [[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>
|Notable Settlements=<noautolinks>{{See also|Cities and Towns of Terasil}}</noautolinks>
[[File:Terasil - General 05.jpg|thumb|The ancient city of Kar-Thal.]]
* [[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.
* [[Minthal]]: A concealed Minthari city within the Anvil Range, renowned for its luminous crystals and artisanal output.
** Notable Features: The Crystal Market and the Hall of Ages, centers for commerce and cultural education.
|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.
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.


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 [[Duranthi]] city carved into a mountain. It houses governing elders and sacred spaces.
}}
}}

Latest revision as of 18:51, 7 October 2025

Terasil
Image
RegionsSanctuary Vale Yalta Wastes Minthal Emerald Valley
SpiritVarunel Tehrum
Native RacesDuranthi Capamnos Orasians
Notable SettlementsKar-Thal
SignificanceThe realm of stone and memory.


Introduction

Terasil is a realm of mountains, highlands, and savannas situated within the wider physical plane of Orethil. At its center stands the Citadel Mountains, a circular and impenetrable range that marks the boundary of the Domain of Oras, regarded as the last remnant of a once vast sea of earth. Beyond this central barrier, the realm unfolds into valleys, hills, and further mountains before opening onto broad savannas.

During the Age of Ascendance, several spirits came to dwell in Terasil and its surrounding valleys. Among them was Tehrum, spirit of strata, talus and loess, embodying the arid and rocky nature of the land. Varunel, the spirit of memory and history, also made a home there, along with the spirit of caverns and subterranean networks and a spirit associated with greed and desire.

History

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

Following the stabilization of the realm, ascended spirits assumed dominion over the primordial earth, often working in pairs. Tehrum and Varunel settled in the valleys adjacent to the Domain of Oras, with Tehrum shaping the tangible qualities of the land while Varunel shaped its intangible aspects. Similarly, the spirits of caverns and greed fashioned subterranean regions and the forces that dwell within them.

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

During the Great Migration, humans departed their ancestral home of Awenelir and spread across Orethil. In Terasil, these settlers became known as the Duranthi and the Minthari. The Duranthi primarily inhabited the Sanctuary Vale and the Alta Wastes, while the Minthari settled in the mountain ranges known as Minthal. Over generations, both groups were shaped by the spiritual influences of their environment. The Duranthi developed stony skin, exceptional memory, and extended lifespans, while the Minthari adapted to subterranean life, becoming pale, blind, and translucent in appearance.

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

As erosion reshaped the surface, subterranean habitation expanded during the Age of Deep Roads. The Minthari constructed vast tunnel networks in cooperation with the Vemi, a worm-like sentient race long present in Terasil. These tunnels facilitated trade and cultural exchange with the Duranthi and allowed movement through previously inhospitable regions.

Modern Terasil (0 ME-Present)

In the present age, Terasil remains defined by continuity and resilience. The Duranthi maintain traditions rooted in stone and memory, while the Minthari expand their subterranean networks in pursuit of wealth and resources. Alongside them dwell two additional sentient peoples: the Capamnos, an isolated goat-like race inhabiting the high mountains, and the Vemi, who occupy subterranean tunnels and are often associated with impulses of desire and greed, though they maintain generally amicable relations with other races.

Geography


Terasil is a predominantly mountainous and arid region with limited river systems. The terrain includes high peaks, valleys, plateaus, and stretches of savanna. Notable regions include the Sanctuary Vale, Emerald Valley, and the Minthal ranges.

Regions

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

Climate

The climate of Terasil varies by region. Much of the land is arid, with minimal rainfall and sharp temperature extremes. Mountain peaks are cold year-round, while valleys such as Sanctuary Vale and Emerald Valley experience more temperate conditions and occasional seasonal rains. Highlands and plains remain harsh and sparsely habitable, while subterranean regions are characterized by stable, cool conditions.

Flora and fauna

A Slateback Behemoth

Terasil hosts ecosystems shaped by its geological age and alignment with elemental earth. Species are adapted to rocky and mineral-rich environments, often exhibiting traits influenced by the Domain of Oras itself. Proximity to the Citadel Mountains tends to impart stony characteristics to local life forms. Wildlife ranges from surface-dwelling herbivores to subterranean predators, many marked by unique adaptations to the realm's spiritual forces.

Native Races

Terasil is home to a number a sentient species. The Duranthi, governed by a central council, inhabit the Sanctuary Vale and parts of the Yalta Waste. Some communities remain outside this authority, particularly in the wastes.

The Minthari are divided between two factions, one in the Astrathal Range and another in Minthal.

The Capamnos are goat-like humanoids dwelling in small, isolated highland communities.

The Vemi are a worm-like species dwelling in the deep tunnels. While often associated with impulses of greed, they are independent beings rather than a hive mind, and their interactions with other races are generally cooperative.

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 Duranthi city carved into a mountain. It houses governing elders and sacred spaces.