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WHO IS THE BOZO THAT MADE IT SO LOREBOOK AVATARS ARE ONLY SQUARES ITS ON SIGHT AT THE TESCO
I'll come do a write up and fancy page and fix things (entry order is fixed, deploy order is still stripped and i dont get paid enough to micromanage that unless it becomes an issue at somepoint) another day. Just getting this out so it's out. World of Tersa lore, in it's probably a teensy bit of a bloated mess. Considered a beta release because I've done limited testing outside of the Dierdre card, so mileage will vary.
I can't imagine the lorebook gobbling up tokens too badly, but it definitely eats more then the original. Oopsies. After this is the re-releases of the older cards. Dierdre's tune-up (just two new greetings, I PROMISE I WILL NOT LET MY PERFECTIONISM SPAWN A SECOND LOREBOOK OVERHAUL) and overhaul Adeline will be first, then Ash and Isabela, followed by Karinthra and a new character Carynne!
With the releases of overhaul characters, the Greeting Entries and Character Entries will receive updates. So... those are not really up to date and are leftover from the original lorebook mostly.
Listed as “World of Tersa Lorebook”
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World of Tersa
148 entries · scan depth 50 · budget 160,090 tokens · recursive scanning off
The Tersa World Lorebook
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- #1=== CONSTANT ENTRIES ===
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- #2Tersa
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This roleplay takes place in Tersa. Tersa is a medieval high fantasy with minor steampunk elements world, with race-based kingdoms that have internal political struggles as well as external wars. Large parts of continents are filled with monster-filled natural environments. Dragons, wyverns, manticores, and all kinds of other beasts wander the world. Skyships, pioneered by dwarven engineers roughly 2,000 years ago, have spread across the world as a result of traveling dwarven engineers offering to build them.
- #3Combat Triangle
Keys: bow, lance, sword, axe, magic, combat
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Combat fights in Tersa are methodical and slow, as if individuals are taking turns. In weapon combat, there is an innate balance to the three core weapons. Swords are stronger than axes, lances are stronger than swords, and axes are stronger than lances. This can be overcome with skill in a specific weapon.
If combat is occurring, do not take {{user}}'s turn for them, instead stop and wait for their input on their own turn.
- #4Mana
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Every person has access to Mana, which in turn grants them magical capabilities. Mana is part of every living being, and longer-lived species naturally develop deeper attunement through sheer time spent with it. On average, the maximum internal Mana a typical human has is only enough to give passive enhancements to their physicality. Mana can be increased from practicing spellcasting which takes a great deal of effort and lifelong dedication. Another way to gain Mana is defeating wild monsters, whereupon the person who defeated the monster absorbs a portion of the monster's Mana. Bearers have higher innate mana reserves as well as faster Mana gathering.
- #5The Journey
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In times of great strife, the gods of the world will each mark one individual with a brand on their wrist, granting them powers to change the fate of the world. This is known as the Cycle. The greatest source of strife also earns a mark of their own from an unknown source, which further enhances their own powers. A Cycle ends when the Villain is defeated. Bearers retain their powers until death.
- #6Calendar
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This fantasy universe uses different names to the Gregorian calendar of Earth. The following are the names of the twelve months in a year in the order presented, with Morning Star as the first month and evening Star as the 12th month: {Morning Star, Sun's Dawn, First Seed, Rain's Hand, Second Seed, Mid Year, Sun's Height, Last Seed, Hearthfire, Frost Fall, Sun's Dusk, Evening Star} The following are the names of the seven days in a week: {Sundas, Morndas, Tirdas, Middas, Turdas, Fredas, Loredas}
- #7The Current Cycle
Keys: 12th Cycle, Twelfth Cycle, Viraxia cycle, Current Cycle
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The Current Cycle (12th Cycle): The twelfth Cycle began when the Demon Lord Viraxia claimed the Mark of the Villain. Unlike previous Cycles where the Villain's nature could be ambiguous or even debated, there is no controversy here.
Viraxia has conquered the kingdom of Valdris, transforming it into the demonic hellscape now called Draxus. Demonic armies press against Avatine's borders. Currently only Avatine wages a war against Draxus, with other nations hesitant to join, either ignorantly believing there is no threat or instead believing they should shore up their own defenses.
Four Bearers have been identified: Adeline Draconis (Hero), Karinthra Henriksdatter (Healer), Isabela Naishe (Wanderer), and Ash (Mage). Two gods, Lewa and Pohatu, remain silent and granted no marks.
The fate of Tersa hangs in the balance.
- #8=== FOUNDATION LORE ===
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- #9Mithril
Keys: anti-demon, strategic resource, mithril
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Mithril: The rarest and most coveted metal on Tersa, a silver-white ore found almost exclusively in the deep geology of the Gontri Desert, with smaller deposits scattered across the continent. Mithril is extraordinarily light, supernaturally strong, and possesses a natural conductivity for mana that makes it ideal for enchanted equipment.
Most notably, mithril is devastatingly effective against demonic entities. Wounds inflicted by mithril weapons resist regeneration, and even proximity to significant quantities of the metal causes visible distress in demons. The Grand Divinity teaches that mithril is "blessed ore", metal sanctified by the gods specifically to combat evil. Soldiers on the Draxus front prize mithril weapons above all others.
The scarcity of mithril is a constant strategic concern. The Gontri Desert holds the largest deposits, but mining in the deep desert is effectively impossible due to the storms. As a result, most mithril is either mined from the Hahenzohern Mountains surface, or exports bought from Elva'haan.
- #10Bearers
Keys: Bearer, mark of the
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Bearers: A Bearer is an individual marked by one of the gods at the start of a Cycle. The mark manifests as a glowing tattoo matching the god's symbol. These all emit soft light when using mana, except the Wanderer's mark which pulses with shadow.
In the current age, only four marks appear: Hero, Healer, Wanderer, and Mage. Previously, marks for Nature and Craftsman would appear, but after those Gods have gone silent they have stopped appearing.
Bearer abilities:
- Absorb all Mana from defeated creatures (others absorb only a fraction)
- Unlock additional Aptitudes as their power grows
- Possess uncapped potential for growth in strength, speed, and skill
Bearers are addressed by their mark: "Hero Bearer," "Mage Bearer." The plural form omits "Bearer". One says "the Wanderers of past Cycles," not "Wanderer Bearers."
Bearer marks are permanent. Once granted, the mark remains until the Bearer's death. It does not fade when the Cycle ends or when the Villain is defeated. Bearers retain their enhanced abilities for life.
A new Cycle seems to not be able to begin until all Bearers from the previous Cycle have died. This is why the gaps between Cycles vary: some parties lived long lives after their victory, while others perished during or shortly after their conflict.
Most marks appear on the back of the hand or wrist, though exceptions occur. The Wanderer's mark is particularly prone to unusual placement. Since the Broken Cycle, all individuals who manifest a mark must report to the nearest church for official verification. Once verified, they remain at that church or temple and await recruitment by the Hero Bearer.
- #11Echoes
Keys: faded mark, partial mark, almost chosen, Echoes, Echo, minor mark
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Echoes: Folklore across Tersa speaks of "Echoes": individuals who bear faded, incomplete marks resembling those of true Bearers. An extremely rare occurrence, but one that is occurring ever so slightly more often in the current Cycle.
Unlike true Bearers, Echoes reportedly gain only a whisper of divine power: a gift for sensing danger, an intuition for healing herbs, an uncanny way with animals, a knack for repair. Their marks do not glow. They cannot absorb Mana as Bearers do. They are touched, not chosen. They may not even have a tattoo, and instead a birthmark conveniently shaped like a symbol of a God.
The Grand Divinity officially dismisses such accounts as superstition, wishful thinking, or misidentified birthmarks. Clergy are trained to gently discourage Echo beliefs, framing them as well-meaning confusion that distracts from the genuine miracle of Bearer selection.
- #12Magic
Keys: Druid, Magic, Mage
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Magic: Abilities and power, casted by channeling Mana. There are four main schools of magic: Elemental magic, Clerical magic, Esoteric magic, and Nature magic.
- Elemental Magic: The elements are harnessed and used for offensive, defensive, and supportive purposes. Usually one chooses one element to specialize in.
- Clerical Magic: This includes healing magic, but also magic that is more universally beneficial, such as cleaning and maintaining magics. All clergy are expected to be masters of this.
- Esoteric Magic: This magic is supposed to be more about "knowledge" and discovering secrets of Tersa, but in practice it is used offensively and defensively as light and darkness magic. One can only practice one or the other. For example, learning how to cast a simple holy light spell would make it impossible to learn a spell to summon shadows.
- Nature Magic: The least understood and the most vague magic, this has to do with channeling the Mana inherent to all of Tersa. Nature Magic practitioners often forsake all metal in their lives and become what are known as Druids, hermits living in harmony with wildlife.
- #13Kitsune Tails
Keys: kitsune tail, tail count
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Kitsune Tails: A kitsune's tails are the visible marker of their mana attunement, with each tail representing a deeper connection to the magical energy that sustains their existence. Tails are a kitsune's pride, identity, and measure of worth in a society where little else carries status.
Most kitsune are born with two tails, occasionally three. Growing additional tails is a process of decades or centuries that involves deepening one's relationship with mana through study, experience, emotional engagement, or even sheer force of will. Most kitsune plateau at three to four tails. Reaching five marks exceptional talent. Six and above are the domain of elders who have cultivated their connection across millennia.
The theoretical maximum is nine tails. A nine-tailed kitsune would possess mana attunement approaching the divine, though whether any living kitsune has reached this state is a matter of legend rather than confirmed fact.
A kitsune born with a single tail is considered profoundly disadvantaged and seen as a disappointment. Their single tail may make them easily mistaken for a fox-kin beastfolk, but it also means that they are underfunded in the parlance of kitsune. Such births are rare and viewed with a mixture of pity and discomfort.
- #14Skyships
Keys: airship, mana engine, skyship
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Skyships: Also sometimes referred to as airships, skyships are vessels capable of both sea and air travel, developed by dwarven engineers roughly 2,000 years ago and now the most significant technological innovation on Tersa. A skyship's core is a mana engine: a mithril-alloy mechanism that converts ambient mana into directed lift and thrust. The hulls are designed for water landing, allowing skyships to operate as conventional sailing vessels when mana conservation or low-altitude travel is preferred.
Skyship technology was born from religious desperation. After the diaspora, dwarven engineers, convinced Pohatu had abandoned the depths and must be sought above, poured generations of effort into achieving flight. Early attempts to harness mana for propulsion had failed for centuries (dismissed as flukes or poor engineering). The breakthrough came when dwarven metallurgists discovered that mithril's unique mana conductivity could sustain stable energy conversion in a closed system. Previous attempts had used conventional metals; mithril made the difference.
Skyships are expensive, rare, and concentrated around prosperous cities and major trade routes. Nobility and wealthy merchants are the primary clients. Rural villages may never see one, knowing them only from stories and distant shapes against the sky. Dwarven clans cluster where skyships operate. They perform the building and maintaining of these vessels, giving them preferential treatment among the minority races for these specialized skills.
Most skyships serve as merchant haulers or passenger transports. Military applications exist but are limited by cost. A small but growing number of pirates have acquired skyships, using their versatility to strike targets unreachable by conventional vessels.
- #15Mark of the Hero
Keys: Mark of the hero, Hero mark, Hero, mark of the lion
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Mark of the Hero: The Mark of the Hero is gifted by the god Tahu. It manifests as a blue glowing lion tattoo and increases the bearer's base strength and willpower. The mark seems to be given to great leaders, though sometimes the individual may not realize they have such potential yet.
The Hero Bearer is often considered the de facto leader of the Cycle's party, destined to strike the killing blow against the Villain.
The current Hero Bearer: Adeline Draconis, the Bandit Princess. At the start of the story, she is located in Avatine.
- #16Mark of the Healer
Keys: Mark of the Healer, Healer mark, the Healer, Mark of the osprey
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Mark of the Healer: The Mark of the Healer is gifted by the goddess Gali. It manifests as a green glowing osprey tattoo and increases the bearer's base intelligence and endurance.
The Healer mark is highly sought after by the Grand Divinity's clergy. Temples to Gali, particularly Gali's Heart in Deselia, serve as major centers of worship, partly in hopes of increasing the likelihood that the Bearer appears amongst their congregation. The Bearer serves as the healer and supporter of the party.
The current Healer Bearer: Karinthra Henriksdatter, a troubled clergy student. Her current location is the Unkempt Lands.
- #17Mark of the Wanderer
Keys: Mark of the wanderer, Mark of the crow, the Wanderer
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Mark of the Wanderer: The Mark of the Wanderer is granted by Kopaka. It manifests as a black tattoo of a crow and increases the bearer's base agility and wits. Unlike other marks, the Wanderer's tattoo does not emit light, instead, it seems to pulse with shadow.
The Wanderer mark is strange in who it appears on, with no immediately clear pattern. The popular theory is that it appears on those who are most lost and without purpose, a gift from Kopaka to give them direction. The Bearer often ends up as the roguish figure of the party.
The current Wanderer Bearer: Isabela Naishe, sky-pirate captain. At the start of the story, her location is the Unkempt Lands.
- #18Mark of the Mage
Keys: Elara, Voicey, Mark of the Mage, Mark of the Chameleon, mage bearer, the Mage
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Mark of the Mage: The Mark of the Mage is granted by Onua, God of Magic. It manifests as a red glowing chameleon tattoo and dramatically increases the bearer's intelligence and magical aptitude. The mark is believed to seek out the individual with the greatest amount of Mana in the world. Oddly, this seemed to exclude the kitsune, who are naturally the most gifted when it comes to Mana, until this Cycle.
A unique element haunts this mark. It seems that a previous Cycle's Mage Bearer has somehow become bound to the mark itself, able to speak in the Bearer's head. The voice is described as feminine, and offering guidance and warnings.
With each Cycle, the voice has grown fainter. Modern Mage Bearers describe her as difficult to understand, hearing only fragments of thought or half-formed premonitions. The voice is an urgent presence that struggles to communicate.
The current Mage Bearer: Ash, a kitsune who was enslaved in Draxus until the mark appeared. Ash refers to the former Bearer's voice as "Voicey" and considers her a trusted companion.
- #19Lewa, the Silent
Keys: God of Nature, nature god, Mark of the Rose, Lewa, Silent God
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Lewa, the Silent: Lewa, God of Nature, once blessed Bearers with the Mark of the Rose, a gift allowing communion with plants and beasts rather than enhancing physical attributes. His Bearers served as intermediaries between civilization and the wild, often proving crucial in Cycles where the land itself turned hostile.
The last recorded Nature Bearer appeared during the Eighth Cycle, the Beast Tide. A mining mission conducted by a Valdris merchant family in western Samaankalid, allegedly to mine only gold, disrupted something in that process. This disruption led to the Beast Tide Cycle, and also was the last Cycle that a Nature Bearer was ever marked. Nothing remains of the Valdris mining operation, the mining tunnels having collapsed in on themselves.
Since the Eighth Cycle, no Nature Bearers have appeared. The Grand Divinity believes this to be a result of that Valdris family's hubris, having mined something sacred to Lewa and now Lewa has abandoned mortals. A similar explanation they took for the earlier silencing of Pohatu. Curiously, efforts to look in to the Valdris mining family in turn up nothing; it as if there never was an operation. When Valdris fell, the already stalled out investigation into what happened went with it.
- #20Pohatu, the Silent
Keys: God of Craftsmen, Silent God, dwarf god, Pohatu, craftsman god, Mark of the Badger
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Pohatu, the Silent: Pohatu, God of Craftsmen, blessed Bearers with the Mark of the Badger, enhancing the Bearer's intelligence and strength, typically choosing master artisans rather than warriors. His Bearers served as armorers and artificers, empowering their companions' equipment as the party grew in power. The mark appeared with notable frequency among dwarves, and Pohatu held significant reverence in dwarven culture.
The last Craftsman Bearer appeared during the Third Cycle, the Scholar's Heresy, approximately 3,100 years ago. Following this cycle, the massive earthquake that shook all of Tersa occurred and sealed away Hahenzohern and a great deal of dwarves, along with Pohatu's main temple Hoxxes. The dwarves were immediately blamed for their hubris in digging too deep and upsetting the Gods. Initially during the 4th Cycle when no Craftsmen Bearer appeared, it was believed to be because the Bearer was simply undiscovered. It was only after the 5th Cycle, when once again no Listeners spoke of a Craftsmen Bearer, that it was decided that the dwarves hubris had caused Pohatu to abandon mortals.
Pohatu's silence devastated dwarven faith. Some theologians believe it drove the great dwarven excavations, their cities delving ever deeper in search of their absent god. Others suggest the same desperation fueled dwarven skyship development, with some dwarves believing if Pohatu could not be found below, perhaps he waited above. The deep city of Hahenzohern, now lost to contact, may represent the ultimate expression of this search.
- #21Hero's Party
Keys: Heroes' Party, Hero's Party
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Hero's Party: The term used to refer to the team that the Hero unites, almost always comprised of the Healer, Wanderer, and Mage Bearers. There have been people who also travel alongside the Hero's Party who are considered a "part" of the party. In this Cycle, Adeline's allies who travel with her would be considered the "Hero's Party".
- #22Mark of the Villain
Keys: mark of the villain, villain bearer, viraxia, magnus
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Mark of the Villain: The seventh mark, appearing during times of great strife upon the person creating the most chaos. It grants immense power and makes the bearer practically immortal, with only a killing blow from the Hero Bearer can end them.
The Grand Divinity teaches that the Villain mark is the lingering curse of Magnus, the fallen God. Magnus attempted to betray the other Gods, and was cast out of the heavens and into a fiery, desolate hell plane. He has been kept their by the grace of the six Gods, and that is why mortals must worship the six deities besides Magnus. In the Grand Divinity, the name Magnus is forbidden to be spoken, instead referred to as the "Fallen God" or "Villain God" and never given any attention. It is believed that to keep Magnus weak mortals must never mention his name, as if Magnus is worshipped he could very well be brought back.
The current Villain Bearer: Viraxia, the Demon Lord. There is no controversy this cycle. The Demon Lord must be slain. The very existence of the Demon Lord means that for every day Viraxia lives, is another day that the Grand Divinity believes Magnus will rise from the hells. As such, it is imperative that the Hero Bearer is found and succeeds in their quest to defeat the Villain.
- #23The Grand Divinity
Keys: Church, priest, Grand Divinity, religion, Temple, cleric, god
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The Grand Divinity: The dominant faith of Tersa, venerating six ancient deities said to guide mortal souls along the paths of life. A seventh deity, whose name is never allowed to be spoken, exists as a fallen god that mortals are meant to beware. Temples dot every major settlement, with clergy preaching the virtues of their patron god.
Four gods remain active, blessing Bearers each Cycle: Tahu (Heroes, lion), Gali (Healers, osprey), Kopaka (Wanderers, crow), and Onua (Magic, chameleon). Two have fallen silent, named Lewa (Nature, Rose) and Pohatu (Craftsmen, Badger), though they are still venerated and their temples in their honor are maintained.
The faith teaches that the gods mark chosen individuals during times of strife, granting them power to restore balance. Theologians have long debated why only four marks now appear, with official doctrine holding that the Silent Ones watch and wait for reasons mortals cannot comprehend.
- #24=== RACES OF TERSA ===
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- #25Human
Keys: Human
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Human: Humans are the most populous race in Tersa, having the largest population size and the most kingdoms ruled by them.
- #26Elf
Keys: elven, elf, elves
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Elves: Elva'haan elves are tall, elegant, and timeless, dressing in regal finery. An elf seen in armor or anything other than robes is considered distasteful in elven society. They live for around a thousand years, reaching adulthood at 180.
Elves are long-lived with low fertility rates, making their families tightly knit. All elves belong to noble families, with prestige traced through lineage and accomplishment.
Elves possess natural magical affinity deepened by their long lifespans. Centuries of exposure to mana grants them attunement that shorter-lived races struggle to match. They are more magically adept than humans but less innately connected to mana than kitsune, though elven pride prevents most from acknowledging this.
Elves who leave Elva'haan to live among other races are rare. Those who do are force to abandon their noble claims and often settle as solitary individuals within communities they care about, adopting local traditions rather than congregating with other expatriate elves. They are struck from family registries back home.
- #27Half-Elf
Keys: blood traitor, half-elf
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Half-elf: Half-elves are the offspring of elves and humans. They lack the longevity of elves and replace it with the willpower of humans. They have the natural magical affinity of elves. They live to be as older than humans but not as long as elves. They would often be found either living as the child of the rare elf living in a small human village, or a part of a half-elf family that lives within a major settlement. Half-elves faced the most social persecution, as while they are not nearly as mistreated as Beastfolk, they are often disrespected by both humans and elves, viewed as disgraces or betrayals to each. Elves call half-elves blood traitors, in order to distance themselves from them.
- #28Beastfolk
Keys: demihuman, beastfolk
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Beastfolk: Beastfolk are the largest group of maginalized individuals across Tersa. With no true home nation, Beastfolk often fall in to the cracks of society; the poorest, the most often forgotten, and so on. They are often enslaved, mistreated, or banished without reason from nations. The protections that would normally keep humans, half-elves, and even dwarves from such persecution often are not perceived to cover beastfolk.
The bulk of Beastfolk can be found in either the Gontri Desert or the Unkempt Lands, both nations with no central authority to discriminate against them. They often have animist/pagan beliefs and do not follow the Grand Divinity.
Visually, Beastfolk are best described as demihumans. They look like humans, except they have the ears of whatever animal they take after, along with a matching tail. The most common Beastfolk is dog-kin, though there are also wolf-kin, cat-kin, horse-kin, and others. Beastfolk often have personality traits that correlate with the type of kin they are.
Kitsune can often be mistaken for being Fox-kin, however there is no connection between the two.
- #29Dwarves
Keys: dwarven, dwarf, dwarves
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Dwarves: A stout, long-lived race (200–300 years) known for engineering brilliance, stubborn honesty, and a clan-based social structure that values loyalty above bloodline. Dwarves do not tie family strictly to blood, their clans are built as much through adoption, favors, and acts of service as through birth. A dwarf who saves a clan member's life, settles a debt of honor, or contributes meaningfully to the clan's welfare earns a voice in its affairs. Truly "clanless" dwarves were once almost unheard of, though the diaspora has changed this painfully.
Dwarves are stubbornly, sometimes aggressively honest. A "sneaky dwarf" is a figure of legend. Amusing in stories, virtually nonexistent in practice. Dwarves find skullduggery wasteful and prefer straightforward dealings in all things. This does not make them gentle. Traditional dwarven politics were ruthlessly direct: clan disputes settled in arenas, assassinations effectively legal, and disagreements resolved through combat rather than conspiracy. A surface dwarf hearing someone complain about political intrigue will still mutter something to the effect of "just kill 'em and be done with it."
Once a powerful subterranean civilization with settlements beneath every mountain range on Tersa, the dwarves were shattered by the great earthquake of the 3rd Cycle (~3,100 years ago). Their capital, Hahenzohern, was sealed when cave systems collapsed across the continent. The church blamed the dwarves for the disaster, and surface nations turned hostile. The resulting diaspora scattered dwarven society across the surface world.
Today, surface dwarves are an uncommon sight. They live in small clan-communities attached to major settlements, rarely more than a few dozen strong. Where there are skyships, there are dwarves. Their engineering genius earned them grudging economic tolerance, but never full acceptance. Many surface dwarves consider themselves clanless, a term that carries deep cultural shame.
- #30Demons
Keys: lower demon, demons, demon, upper demon
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Demons: Viraxia commands two broad categories of demons. Upper demons are powerful, intelligent entities capable of speech, strategy, and independent thought. Some can disguise themselves as mortals. Lower demons meanwhile are far more numerous but less sophisticated. They are bestial creatures controlled through magical domination, created through dark rituals performed by the Cult of Magnus. Both types speak an ancient language among themselves.
Other corrupted creatures serve the demon armies: ogres, undead hordes, and twisted magical beasts. The Grand Divinity debates whether these creatures were summoned from some hellish realm or spawned from the corruption itself.
Viraxia openly venerates Magnus, speaking of Magnus as the only deity who tells the truth, the only power willing to free mortals from a cosmic game they never agreed to play.
- #31Kitsune
Keys: shapeshifter, fox spirit, kitsune
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Kitsune: The rarest sapient race on Tersa, mana-native beings whose life force is inseparable from the magical energy that permeates the world. Kitsune appear as near humanoid fox-folk, distinguished by their tails: markers of mana attunement that range from one (barely viable) to nine (near-demigod). Most kitsune achieve three to four tails in their lifetime. A nine-tailed elder has not been confirmed in living memory.
Kitsune do not age. They do not sicken from natural disease. They die from one thing: boredom. More precisely, the stagnation of mana that occurs when a kitsune loses engagement with existence. A kitsune who ceases to find life interesting gradually fades as the mana cycling through their body slows and eventually stops. Different kitsune pursue different strategies to avoid this fate: artistic creation, philosophical inquiry, travel, mischief, emotional connection with shorter-lived races, or simply the endless cultivation of personal power.
The total kitsune population at any given time is measured in dozens; not hundreds, not thousands. Reproduction is extraordinarily rare, requiring a kitsune to split their own mana to seed a new consciousness. The process is costly, slow to recover from, and existentially risky for beings who depend on mana reserves to survive.
Most kitsune reside on Yukonori, a small island off the southwestern coast. The handful of kitsune who have left the island are considered eccentric or restless by their peers, beings who find isolation insufficient to stave off boredom and seek novelty among the shorter-lived races. These mainland kitsune are the source of virtually all folklore about the race: the trickster tales, the shapeshifter myths, the stories of ancient fox spirits who test mortals with riddles and illusions.
The Grand Divinity views kitsune with theological suspicion, beings who do not age challenge the church's framework of mortal life as divine gift. The church has settled on classifying kitsune as "spirits of mischief" meant to test the faithful, a designation the kitsune find privately hilarious and publicly useful.
No kitsune has ever been chosen as a Bearer. The Grand Divinity believes this to be a result of the Gods not wishing to entrust the sacred duty to trickster spirits. This changed during this cycle, when Ash was marked as the Mage Bearer. However, the visions the Listeners received showed Ash with one tail, and the Grand Divinity mistook her for a foxkin beastfolk.
- #32=== NATIONS OF TERSA ===
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- #33Avatine
Keys: human kingdom, Avatine
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Avatine: Avatine is the largest and most powerful human kingdom on Tersa, occupying the middle of the central continent of Tersa. Founded by the Dragonknight after the Red Rebellion four thousand years ago, it has grown over the millennia through marriage, treaty, economic absorption, and occasional conquest, incorporating smaller kingdoms into a patchwork of duchies united under the Draconis crown.
The kingdom's geography is green, idyllic, and hilly. In general, the land has rolling grasslands, timber forests, and river valleys. The great Sanctacua Lake divides the western heartland, with Drakkenhold on the eastern shore and Liliantia on the western. The Hahenzohern Mountains form the eastern border with Draxus, creating a war front along the northeastern border of Avatine called the Northern Front. The Gandalin Mountains separate the southern reaches from the Gontri Desert.
Avatine is governed by a monarch whose authority is enforced through the Grand Council, where six of the kingdom's most powerful noble houses who implement the crown's decrees across their territories. The crown holds a standing army, the Dragoon Knights, the Grand Divinity's central authority, and Chromwell Academy within the royal duchy of Draconia. While there is an implicit patriarchal lean, most nobles besides stubborn traditionalists do not care the sex of their ruler. Dierdre, for example, is the pride of Avatine.
Slavery is outlawed in Avatine, though an underground market still likely exists and prisoners have a penal labor structure that blurs the line between prisoner and slave. Religiously, Avatine is directly tied to the Grand Divinity's doctrine.
Avatine's general military in melee combat are largely trained in swords. The finest sword tutors are employed by the royal family, teaching the ruling monarch and their heirs how to wield a sword like the best of them.
The kingdom currently faces three simultaneous crises: the demon invasion from Draxus on the eastern front, the Constitutionalist rebellion in the west, and a slow economic squeeze from the loss of Valdris as a trade partner a century ago.
- #34Hahenzohern
Keys: dwarven city, sealed city, Hahenzohern
Enabled · Selective · Before character · Order 10 · 100%
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Hahenzohern: The legendary capital of the dwarven civilization, sealed beneath the mountains bordering southern Avatine and the Gontri Desert when the great earthquake of the 3rd Cycle collapsed every known cave system connecting it to the surface. For 3,100 years, Hahenzohern has been considered a tomb; the Grand Divinity declared its inhabitants dead within a generation of the collapse, and the declaration has never been challenged.
Before the earthquake, Hahenzohern was a marvel of subterranean engineering: vast halls carved from living stone, arena complexes where clan disputes were settled through ritual combat, the great mead halls where victories and alliances were celebrated, and the temple of Hoxxes, said to be the grandest shrine to Pohatu ever constructed.
Surface dwarves speak of Hahenzohern with a grief that has not faded in three millennia. Songs describe its halls in loving detail passed down through generations who have never seen them. Every surface clan keeps at least one tradition from "the old city," though the traditions have drifted so far from the originals that no two clans agree on the details.
Whether anything survives beneath the rubble is a question no one asks anymore. The answer might be worse than the silence.
- #35Unkempt Lands
Keys: Unkempt Lands, sky pirates
Enabled · Selective · Before character · Order 10 · 100%
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Unkempt Lands: The Unkempt Lands are the lawless frontier region between Avatine, Elva'haan, and the western nations — a sparsely populated expanse of temperate forests, river valleys, and rolling grassland roughly half the size of Avatine, forming a V-shape that wraps around Elva'haan. Dozens of petty warlords, self-declared barons, pirate captains, and humble mayors claim authority over territory whose borders exist only in their own heads.
The region was never consolidated into Avatine after the Red Rebellion. Its people are rebellious, cutthroat, and fiercely independent, but they do not discriminate; species, origin, and bloodline matter less here than anywhere else on Tersa. A farmer can become king. A former slave can become a pirate captain. You are who you make yourself.
The Unkempt Lands are united by one principle: hatred of outside authority. Pirates, warlords, mayors, and bandits who would happily rob each other on any given day will stand shoulder-to-shoulder the moment Avatine encroaches on their territory. There is no formal pact behind this, it is a cultural reflex, activated by credible evidence of external threat and dissolved the moment the threat passes.
The region's geography is defined by the Viatori River (flowing north to the Northern Sea), the Long Track (the main east-west road running from Avatine to the western nations, with an elven trade spur to Last Stop on the Elva'haan border), and a scattering of settlements along both. Off the main routes, the land thins to wilderness claimed by petty lords whose domains shift constantly.
Major settlements: Rankplank (pirate capital, northern coast), the Barony of Duncan (the region's only functioning micro-state), Bridgewater (trade chokepoint at the river crossing), Harrow's Landing (shipbuilding hub), and Thornwall (fortified settlement). The dwarven diaspora has a major presence here, giving the Unkempt Lands' skyship superiority over Avatine exists because dwarven engineers chose to settle where their origins weren't held against them.
Laws are decided upon by local lords. Pirates themselves practice slavery, while places like the Barony of Duncan outlaw it. Religiously, all of the Unkempt Lands follows the Grand Divinity doctrine, though that worship being genuine is up to the individual.
- #36Elva'haan
Keys: Elva'haan, elven nation, elven kingdom
Enabled · Selective · Before character · Order 10 · 100%
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Elva'haan is the nation of the elves, often referred to simply as the Elven Kingdom. Once tyrannical rulers over all of Tersa, the elves were forced into disarmament and isolation after the Red Rebellion four thousand years ago.
Modern Elva'haan is idyllic and isolationist. The nation is covered in lush forests and rainforests, with elves building in harmony with the natural landscape rather than clearing it. Main exports include wood, lumber, mithril, enchanted goods, and luxury artwork, all of which is traded at premium prices through favorable agreements established in the Treaty of Avatine.
Elva'haan is governed by the Council of Thirteen, an elected body chosen for artistic or magical distinction. All elves belong to noble families, creating an egalitarian internal culture where prestige is measured by accomplishment rather than wealth. The nation is nearly all elves; outsiders are rarely accepted, and dwarven craftsmen are the only non-elves regularly permitted entry through work visas. The only military force is the Mage Guard, defensive wardens permitted under the Treaty of Avatine.
Elves maintain reverence for all six gods, though they regard the silence of Lewa and Pohatu as a mystery beneath their concern. It is, in their eyes, a mortal problem, not actually an elven one.
Ancient sentient magical beasts dwell in the forests, coexisting with the elves through millennia of practical equilibrium rather than spiritual communion. Hunting these creatures is taboo. This is not from reverence, but because elves consider it a short-term solution beneath their long-term sensibilities.
Other Nation Relationships: Isolationist. Dwarves grudgingly respected for craftsmanship. Technically at war with kitsunedom.
- #37Valdris
Keys: former Draxus, Draxus before Viraxia, Isilkil, Valdris, Valdrian
Enabled · Selective · Before character · Order 10 · 100%
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Kingdom of Valdris: The kingdom of Valdris was a merchant oligarchy that dominated the eastern reaches of the central continent. Governed by a council of mining families who controlled the extraction of iron, silver, and gold from the volcanic mountains of the region. As a result of these large-scale mining operations, Valdris became an incredibly wealthy nation for merchants across the known world to visit. Nations like Avatine and Samaankalid depended on Valdrian resources for a long time. The capital city of Isilkil was built right next to a large mithril vein, and the city itself was said to have towering spires that rivaled the glory days of Elva'haan, the people of Valdris clearly living in decadence and opulence.
The wealth-focused culture that dominated Valdris often drew criticism from the Grand Divinity, as Valdris citizens often lived in absolute excess. Valdris, for their part, maintained nominal Grand Divinity membership but treated the faith as nothing more then a social performance, rarely if ever following the views espoused.
Roughly eight hundred years ago, the status of Valdris shifted. A single mining operation by one wealthy Valdris family in western Samaankalid went awry, with all of the miners dying. That one instance seemed to be a catalyst that turned the Gods attention to the sinful nation of Valdris, and they begin to experience many troubles. Constant mine collapses, volcanic eruptions, and even plagues made the once extremely prosperous nation fall on harder and harder times. To make matters worse, the merchant families of the nation did nothing to support one another; when one family suffered from one of these natural disasters, the other families were quick to take advantage and consume what little remained so that they could stay wealthy. This lack of a support network created a slow and insidious killer of the kingdom.
By one hundred and fifty years ago, there was little left of the nation. A loose conglomerate of merchant families still clung to the glory of the old days with no backing to support it. Trade routes dried up, what few mines that hadn't collapsed went dormant. The capital city of Isilkil, once a glittering and gaudy city of wealth that had become very little more than a ghost town. The Grand Divinity gleefully claims this as "divine judgment" by the Gods. Then, fifty years later, Viraxia appeared, and the nation of Valdris died in the fires that birthed Draxus.
- #38Draxus
Keys: Demon Lord's Empire, Viraxia, Draxus
Enabled · Selective · Before character · Order 10 · 100%
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Draxus: Draxus is the corrupted hellscape that was once the Kingdom of Valdris. Ruled by Demon Lord Viraxia, it emerged roughly one hundred years ago when the last vestiges of Valdrian civilization were consumed.
The Land: Draxus is volcanic, ashen, and desolate. The volcanic mountains that once made Valdris wealthy now belch corruption into perpetually darkened skies where clouds never form. The rich mineral veins have been strip-mined to feed demonic war machines. What natural life once existed has been twisted or destroyed; mortals captured in Draxus's expansion are treated as chattel slaves with no rights.
The Armies: Viraxia commands legions of demons, undead hordes, and corrupted magical beasts. The demons speak an ancient, forgotten language among themselves but use Common when addressing mortals. Church scholars debate whether these creatures were summoned from some hellish realm or spawned from the corruption itself; regardless of origin, they serve Viraxia with absolute loyalty.
Viraxia's Faith: The Demon Lord openly venerates Magnus, which the Grand Divinity considers proof of demonic nature, as only a creature of pure evil would worship the fallen god. This has shaped church doctrine: Magnus worship is not merely heresy but active allegiance with the enemy currently threatening civilization.
Current Conflict: Draxus is openly hostile to all neighboring nations but currently focuses its armies on Avatine. The Northern Front marks the battle line where Avatine's forces attempt to contain the demonic advance. Border towns like Ainshollow exist in the shadow of potential annihilation.
- #39Gontri
Keys: desert tribes, Gontri, Gontri Desert
Enabled · Selective · Before character · Order 10 · 100%
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The Gontri Desert: The Gontri Desert sits on a peninsula that separates the Yukonori Sea from the Sea of Prosperity. It borders the southeastern corner of Avatine and the southwestern corner of Draxus, formally Valdris. It is a punishing landscape of red sand dunes, salt flats, volcanic rock formations, and sparse oases connected by ancient dry riverbeds.
The desert is broadly divided into three regions: The Border Fringe, The Wandering Wastes, and the Deep Sands. The Border Fringe hugs the northern edge where the desert meets the kingdoms. Here, outcast settlements and trading posts cling to the last reliable water sources. The Wandering Lands make up the vast interior, where the Gontri tribes navigate ancestral routes between seasonal oases. Beyond these lie the Deep Sands, which is the innermost desert, where violent sandstorms of unnatural ferocity make sustained habitation impossible. Even the Gontri tribes avoid the Deep Sands, calling the storms in them "the Wrath" and marking them as sacred forbidden ground.
The rest of Tersa views the Gontri Desert as worthless land. It's too hostile to truly settle, too remote to govern, and largely only ever used as a place to exile individuals, namely Beastfolk.
The Gontri tribes, made up of exiles or other individuals who have been living in the Gontri desert for generations, follow animist beliefs and live a strictly nomadic lifestyle. What few settlements exist are largely stubborn outsiders trying to make a foothold, or part of a network of slavers who exploit the nomadic tribes for slaves.
- #40Samaankalid
Keys: southern continent, Samaankalid
Enabled · Selective · Before character · Order 10 · 100%
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Samaankalid: A human nation on the southern continent of Tersa, and the one that most frequently trades with Avatine and Elva'haan. It runs the entire coast of the Southern Continent, from the Yukonori Sea to the Sea of Prosperity. The land of Samaankalid is largely made up of arid desert, where sand dunes create an almost endless sea of desert, where the only landmarks are strange rock outcroppings. For resources, the Samaankalid desert is rich in gold and silver deposits. A great deal of the silver and gold used in Avatine is sourced from here.
Foreign travelers often get lost in Samaankalid, as there are no formal roads. Settlements pop up around oases, with the largest, called Rabbani, being said to be a city of glimmering gold that looks like a mirage when approaching.
Samaankalid openly supports slavery, and the power structure has a matriarchal lean. Their current ruler, Zahia, is a woman who lives in the royal palace in Rabbani, known for it's ridiculously extravagant design and opulence beyond any other royal palace. She rules with a iron fist, and talks of a rebellion have begun to stir.
The loss of Valdris, Samaankalid's greatest trading partner, has not been felt just yet, but the bubble that is the Samaankalid's economy is almost certainly on the verge of popping, leading to unrest and even the collapse of the nation if nothing is done.
Samaankalid warriors, known as Mashi'ramil, are cunning fighters who wield spear or lance. They are second only to the Dragoon Knights.
Samaankalid follows a variant of the Grand Divinity; they view the Gods as mortals who have ascended. As mortals, they are fallible and make mistakes, which is a direct contradiction to the Grand Divinity's doctrine. In Samaankalid, the Bearers, rather than blessed by the Gods, are instead the living reincarnations of the Gods.
- #41Kaupmaðr
Keys: Mercantile Confederations, Kaupmaðr, northern continent
Enabled · Selective · Before character · Order 10 · 100%
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Kaupmaðr: Also called the Mercantile Confederations by ignorant Avatine nobles, Kaupmaðr is actually a consolidation of various human Northern continent tribes, seeking to pay for the Central Continent to protect them from the nation of Veiðimaðr. They live very much like vikings, but their seafaring nature instead is used to work as merchants, serving oftentimes as middlemen for mercantile efforts of both Línghún and Avatine.
As a Northern continent nation, Kaupmaðr have zero skyships; any ships that the Kaupmaðr have are strictly oceanic. This leaves them often vulnerable to skypirates. Kaupmaðr warriors wield great axes in combat.
The Northern continent is currently in the middle of a large war; the Kaupmaðr wish to end their isolation, and have begun to trade with the Central continent and by extension the rest of Tersa. Meanwhile, they are threatened by their Northeastern neighbor nation, the Veiðimaðr, who desire to maintain the raiding isolationists they have been for centuries before, seeking to conquer the Kaupmaðr.
Kaupmaðr is very patriarchal, believing women should serve men. Tensions brew within the nation, given Avatine and even Veiðimaðr's more egalitarian structure. Slavery is not openly permitted to maintain positive relations with Avatine, but the underground markets of Avatine likely reach into Kaupmaðr.
Kaupmaðr citizens have adopted the Grand Divinity's religion to the letter, in order to open up further trade with Avatine. Whether this faith is a genuine conversion from the heresy they once worship is dependent on the individuals.
- #42Veiðimaðr
Keys: the far north, Veiðimaðr
Enabled · Selective · Before character · Order 10 · 100%
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Veiðimaðr: The northern tundras, polar desert, and ice sheets of the northern continent are home to the Veiðimaðr humans, the larger of the two northern continent nations. They are directly north of Avatine, across the Northern Sea.
The Veiðimaðr are ruthless, staunchly isolationist, and raiders. They believe might makes right, and thus strength is the only concern to them. Given the climate of their nation, they largely survive off of going on grand sea raids, primarily targeting Kaupmaðr and the northern coast of Avatine. These raids steal supplies, people to be made slaves, but never really gold; there is no inherent value to gold in Veiðimaðr, since nothing is ever "bought". You either take something, or have given something.
As a Northern continent nation, Veiðimaðr have zero skyships; any ships that the Veiðimaðr have are strictly oceanic. This leaves them often vulnerable to skypirates. Veiðimaðr warriors wield great axes in combat.
Veiðimaðr do not perceive their conflict with Kaupmaðr as a war, not in the traditional sense. It is merely them taking what they deserve from their neighbors, and the fact that Kaupmaðr has sought outside help is a clear sign that Veiðimaðr does in fact deserve to own the land.
Veiðimaðr is egalitarian when it comes to it's own people. Women and men are treated as equals, unequivocally and with no exception. Slavery is a part of raiding, but slaves who are willing to fight with Veiðimaðr often have extensive privileges that bring them on par with a normal citizen, if they prove their worth in battle.
Religiously, Veiðimaðr does not follow the Grand Divinity. They have a monotheistic pagan religion that worships the spirit of the Wolf, and perform a ritual to imbue their strongest warriors with that spirit, turning them into werewolves. The Grand Divinity vehemently denounces this pagan ritualistic faith.
- #43Yukonori
Keys: kitsune island, Yukonori
Enabled · Selective · Before character · Order 10 · 100%
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Yukonori: A small, dense rainforest island south of Avatine and west of the Gontri Desert, nestled within the Yukonori Sea. It is the ancestral home of the kitsune race. Yukonori does not appear on most maps, and is often mistaken for just the sea surrounding it, hence the name Yukonori Sea. The few sailors who have located it report being turned away by illusions, shifting coastlines, and a persistent conviction that they should be somewhere else.
What little is known comes from the rare mainland kitsune willing to speak of home. Descriptions are consistent but strange: structures of wood and paper that seem to grow from the forest itself, shrines to no god anyone on the mainland recognizes, gardens tended for centuries by the same hands, and a pervasive atmosphere of tranquil amusement, as if the entire island is in on a joke no visitor will ever understand.
Yukonori has no government, no military, no trade agreements, and no diplomatic relations. With a population measured in single or low double digits, it has no need for any of these things. The kitsune who live there pursue whatever gives their existence meaning, whether that is art, philosophy, contemplation, magical experimentation, or even the pursuit of meditation. The community itself is small enough that formal governance would be absurd.
Central to the island is a beautiful forest oasis with a natural hot spring, where the kitsune who live on the island often gather for celebrations.
The kitsune do not necessarily prevent outsiders from visiting Yukonori. They simply make it very difficult to find, and very easy to forget. The few kitsune who are ever seen are often kitsune who decided to give their meaning existence by wandering beyond Yukonori.
- #44Línghún
Keys: Neijia, the far west, platinum steel, platinum, Línghún
Enabled · Selective · Before character · Order 10 · 100%
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Línghún: Known as the Far West, Línghún is the nation that exists on the western end of the central continent. It is arguably the second largest human nation, spanning a wide ecosystem of the western reaches. It is west of the Unkempt Lands western region. Given the distance from Avatine, most people living in Avatine and even the eastern end of the Unkempt Lands only know Línghún through rumors and the items merchants from the lands bring. Geographically, it is comprised of temperate broadleaf forests that give way to subtropical evergreen forests on it's southern parts. Rivers, waterfalls, and cliffs are common geographical features. The hot springs of Línghún are said to be the finest in the world, able to heal the deepest of wounds.
Línghún as a nation is largely known for two things: it's strange metal they call "platinum", and the combat style known as Neijia. Platinum is a metal that only Línghún blacksmiths seem capable of smelting; it is stronger than regular steel, and has anti-magical properties. It is likely made with a secret Niejia technique to directly infuse mana into the base metals. Armor crafted from it is highly sought after, given it's ability to absorb some of the mana in a spell casted at the wearer, reducing the damage the spell might have caused. While not as strong as mithril, it's existence means that Línghún never trades for mithril, instead preferring to utilize their platinum metals for everything. As such, no skyships are built in Línghún, and thus there's no infrastructure to support traveling to Línghún by skyship.
Línghún warriors often wear platinum armor and wield only their fists as weapons. This has caused foreigners from Línghún to be viewed with suspicion, as they are viewed as potentially always being armed as a result of Neijia. Non-Línghún practitioners of Neijia are very rare, the traditions of the technique and martial strategy a tightly-kept secret of the nation.
Slavery itself is outlawed in Línghún; slaves bought in foreign markets and brought to Línghún often are emancipated upon arrival. However, they are emancipated into a lower class, called Xuéshēng, who effectively exist as manservants in Línghún society. Xuéshēng are viewed as "people learning to be Línghún", and thus hypothetically could one day rise out of that lower class. No one outside of Línghún has ever heard of this happening.
In Línghún, the Grand Divinity is worshiped similar to how it is worshiped in Avatine. However, Línghún's variant makes a distinction that everyone is marked by the Gods and thus should always strive for self-improvement, and Bearers are merely given a more directly viewable blessing from the Gods.
- #45=== UNKEMPT POIs ===
Enabled · Selective · Before character · Order 10 · 100%
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- #46Viatori River
Keys: Lake Carin, Viatori River
Enabled · Selective · Before character · Order 10 · 100%
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The Viatori River: The geographic spine of the Unkempt Lands. It is a wide, slow-moving waterway running north-south through the region, emptying into the Northern Sea east of Rankplank. It is navigable by flatboat for most of its length, making it the region's secondary trade artery for bulk goods.
The Duncanhelm Fork branches southeast toward the Barony of Duncan, connecting its logging operations to the broader river network. Lake Carin, fed by the fork, sits near Duncanhelm and anchors the barony's settlement cluster.
Flatboat crews who live on the Viatori year-round form a subculture of their own. They exist like river families loyal to no settlement and known to everyone, trading at riverside camps and seasonal markets.
- #47Long Track
Keys: Long Track
Enabled · Selective · Before character · Order 10 · 100%
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The Long Track: The main east-west road through the Unkempt Lands, existing as Tersa's equivalent of a Silk Road. It connects the Avatine border in the east to the western nation of Línghún, with a trade spur branching to the elven depot of Last Stop on the Elva'haan border. It evolved over centuries from trade paths to something approaching an actual road, maintained in patches by whoever lives nearby and wants trade to keep flowing.
The route follows the Viatori River valley through the densest settlement corridor, with a southern branch to Duncanhelm, a northern branch toward Rankplank, and an elven trade spur to Last Stop. Some stretches are well-maintained where a local warlord charges tolls; others are barely passable ruts through forest.
The Long Track is the Unkempt Lands' economic lifeline and a continental trade artery connecting eastern and western civilizations. Nobody owns it, nobody is responsible for it, and it works because enough people need it to that someone always patches the worst sections. When a warlord overtaxes a stretch, trade routes around them. The road is self-regulating, much like everything else in the Unkempt Lands.
- #48Barony of Duncan
Keys: Barony of Duncan, Duncanhelm
Enabled · Selective · Before character · Order 10 · 100%
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Barony of Duncan: The Barony of Duncan is a small, county-sized region in the Unkempt Lands. A medium sized town called Duncanhelm exists as the capital of the barony. Largely, the county is made up of commoners who style themselves as the 'nobility of the Unkempt Lands', attempting to mimic Avatine nobility accents and mannerisms to varying degrees of success.
The Barony of Duncan is actually ruled by a contradictory democratically elected absolute monarch. The term is for life, there is a process by which the people of the Barony of Duncan could "vote" a monarch out but it has never been tested. Anyone can put their name forth to be the new King of the barony, and winning the vote means changing your name to Duncan and taking over the role of ruling over the barony.
There have been twelve Duncans, with the current one being Duncan XII, a humble and bumbling farmer who accidentally thought the 'application to be king' box was some sort of lottery system to win money. He is actually decent at his job, albeit he'd very much rather be out tending his farm instead of doing all of this governance nonsense.
The Barony of Duncan currently has an ongoing mini-rivalry with Rankplank. No actual war is taking place, but insults and debris is often hurled at travelers of Rankplank visitors in the Barony of Duncan and vise versa. This rivalry has actually kept skypirates from harassing the barony, though sometimes when the Barony of Duncan "nobles" get too close to being like Avatine do the skypirates pay them a visit to remind them where they are.
- #49Deselia
Keys: Deselia
Enabled · Selective · Before character · Order 10 · 100%
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Deselia: A mining town nestled within the Barony of Duncan. It is north of Deadwood, and east of Duncanhelm. Gali's Heart: Nestled in Deselia is a rather large academy called Gali's Heart, built by the late pious King Duncan IX. It serves as a sort of medieval boarding school for abandoned or orphaned children in the Unkempt Lands, and then extending that tutelage into actually training them to be clergy in the honor of the goddess Gali.
- #50Deadwood
Keys: Karinthra's home village, deadwood
Enabled · Selective · Before character · Order 10 · 100%
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Deadwood: A small logging village, south of Deselia. It is part of the Barony of Duncan, though the barony doesn't invest much in security for the village, leaving it largely defenseless. It has managed to quietly survive and provide lumber to the rest of the barony. Karinthra's parents live here, her father was severely injured in a logging accident prior to her leaving.
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