Terasil: Difference between revisions
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|Inhabitants=Orasians, Duranthi, Minthari | |Inhabitants=Orasians, Duranthi, Minthari | ||
|Significance=The oldest physical realm, home to ancient societies and foundational spiritual influence. | |Significance=The oldest physical realm, home to ancient societies and foundational spiritual influence. | ||
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{{Realms of Orethil Sections | {{Realms of Orethil Sections | ||
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=== Mountain Ranges === | === Mountain Ranges === | ||
* Citadel Mountains: The central range and the heart of the Domain of Oras, these mountains are the most ancient and spiritually inert landforms in Terasil. Largely untouched since the Great Erosion, they house the last of the [[Orasians]] and remain inaccessible to most. Their imposing elevation casts a literal and metaphysical shadow over the realm, generating the rain shadow that created the [[Zanarak Desert]] to the east. | * Citadel Mountains: The central range and the heart of the Domain of Oras, these mountains are the most ancient and spiritually inert landforms in Terasil. Largely untouched since the [[Great Erosion]], they house the last of the [[Orasians]] and remain inaccessible to most. Their imposing elevation casts a literal and metaphysical shadow over the realm, generating the rain shadow that created the [[Zanarak Desert]] to the east. | ||
* [[Anvil Range]]: A mineral-rich range located east of the Citadels. Over generations, Minthari mining has transformed these mountains into a web of extraction tunnels and processing chambers. The range’s surfaces are scarred with abandoned shafts and smelter ruins—some now regarded as haunted by forgotten contracts or dishonored spirits. | * [[Anvil Range]]: A mineral-rich range located east of the Citadels. Over generations, Minthari mining has transformed these mountains into a web of extraction tunnels and processing chambers. The range’s surfaces are scarred with abandoned shafts and smelter ruins—some now regarded as haunted by forgotten contracts or dishonored spirits. | ||
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While they are more adaptive than the Duranthi, they share a mutual respect for structured process. Trade between the two groups is often bound by multi-generational accords and ritualized forms of record, overseen by neutral tonekeepers or archive liaisons. | While they are more adaptive than the Duranthi, they share a mutual respect for structured process. Trade between the two groups is often bound by multi-generational accords and ritualized forms of record, overseen by neutral tonekeepers or archive liaisons. | ||
|Native Spirits=Spiritual life in Terasil is | |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 [[primordial spirit]] [[Oras]] anchors the foundation of Terasil, much of the realm’s living spiritual dynamic is mediated through the Ascended Spirits—chief among them Varunel, the spirit of Memory and History, and Desame, a spirit of Desire and Accumulation, whose influence shapes the Minthari. Together, these forces define Terasil's spiritual logic: to remember, to preserve, and to reckon with the unchanging weight of what has been. | ||
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. | |||
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=== 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. | |||
Examples: | |||
* Flickerlings – Subtle glimmers along mineral [[veins]], associated with small shifts in the stone’s memory field. | |||
* Dustforms – Ghostlike movements or shapes formed from freshly disturbed ash or sand; often interpreted as signs of spiritual agitation or misalignment. | |||
* Slope-Runners – Brief spirits that race along gravel inclines, seen as erratic messengers or expressions of unanchored intent. | |||
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=== 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 Minthari life to maintain social balance, craft legitimacy, or spatial continuity. | |||
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. | |||
Examples might include: | |||
* The spirit of a particular quarry that yields flawless stone. | |||
* A vault-door guardian spirit bound to a family’s ancestral record chamber. | |||
* A stone-spindle spirit who guides precision in tool-making or stone-carving. | |||
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=== 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 layered rituals, intercessors, or environmental omens. 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. | |||
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Together, these spirits define the spiritual ecology of Terasil. In contrast to realms where spirits are animated by vitality or conquest, Terasili spirits act as archives, anchors, and curators. They bear forward the full weight of what has come before, reinforcing Terasil’s identity as a realm where memory shapes matter—and forgetting is nearly impossible. | |||
|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.]] | ||
* [[Kar-Thal]]: An ancient Orasian city carved into a mountain. It houses governing elders and sacred spaces. | * [[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. | Notable Features: The Great Hall of Oras and the Catacombs of Eternity, both central to Orasian ritual and governance. | ||