Terasil: Difference between revisions

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* Minthari: A younger population descended from spirits of greed. Though originally driven by acquisitiveness, their culture evolved to prioritize craftsmanship and community.
* Minthari: A younger population descended from spirits of greed. Though originally driven by acquisitiveness, their culture evolved to prioritize craftsmanship and community.
** 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.
** 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 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 ===
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:
* Flickerlings – Spirits manifesting as faint glows within mineral veins.
* Dustforms – Ephemeral spirits shaped from disturbed soil or ash.
=== Mature Spirits ===
Mature spirits are established entities tied to enduring geographical or elemental features. Often semi-conscious, they may appear as guardians of caves, ridges, or mining tunnels, and they maintain relationships with local communities. Their forms and behavior often reflect the geological forces that created them.
Examples:
* Hollow-Watchers – Spirits of subterranean voids known for their echoing voices.
* Stonewardens – Guardians of boundary ridges, invoked in Orasian stonecraft rites.
=== 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.
Examples:
* The Sleeper Beneath – A vast, dormant spirit located in the roots of the Citadel Mountains.
* 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.
|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.]]
[[File:Terasil - General 05.jpg|thumb|The ancient city of Kar-Thal.]]