World of Tersa
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Tokens: 736 permanent · up to 1,354 lorebook · budget 2,090
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I'll come do a write up and fancy page and fix things (like chub stripping all of the ordering effort i put in, yay 🎉🎉🎉) 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.
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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.
World of Tersa
151 entries · scan depth 50 · budget 15,000 tokens
- #1Avatineselective
Keys: Avatine, human kingdom
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.
- #2Tersaconstantselective
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.
- #3Dwarvesselective
Keys: dwarven, dwarf, dwarves
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.
- #4Mark of the Villainselective
Keys: viraxia, villain bearer, mark of the villain, magnus
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.
- #5Mark of the Heroselective
Keys: Hero mark, mark of the lion, Hero, Mark of the hero
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.
- #6Mark of the Wandererselective
Keys: Mark of the crow, the Wanderer, Mark of the wanderer
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.
- #7Combat Triangleconstantselective
Keys: lance, axe, bow, magic, combat, sword
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.
- #8=== RACES OF TERSA ===selective
- #9Gontriselective
Keys: Gontri, Gontri Desert, desert tribes
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.
- #10Unkempt Landsselective
Keys: Unkempt Lands, sky pirates
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.
- #11Mark of the Healerselective
Keys: Mark of the osprey, the Healer, Mark of the Healer, Healer mark
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.
- #12Pilgrim's Restselective
Keys: Pilgrim's Rest
Pilgrim's Rest: Pilgrim's Rest is a small, humble temple to Kopaka, the God of wandering, sitting along the northern road between the Long Track and Rankplank. The temple is overseen by Keeper Oswin, a human man who is a bit eccentric. He is attempting to establish a temple by which individuals heading to Rankplank might be converted to become worshippers of Kopaka; the temple is technically official, with the Grand Divinity recognizing it, but Oswin receives no help from anyone.
- #13Avatine Militaryselective
Keys: Avatine military
Avatine Military: Avatine has a decent standing army, struggling against Viraxia and the Draxus Empire. Both nobles and commoners serve. The nobility are more likely to be knighted, and as such tend to serve in the roles of generals or lieutenants, with commoners often beneath them. When Princess Dierdre took over, she installed Dragoon Knights as the new leaders, disrupting the status quo and upsetting some veterans. However, her results have silence most criticisms.
- #14Mark of the Mageselective
Keys: the Mage, Mark of the Mage, mage bearer, Elara, Voicey, Mark of the Chameleon
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.
- #15Manaconstantselective
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.
- #16Bearersselective
Keys: mark of the, Bearer
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.
- #17Hero's Partyselective
Keys: Heroes' Party, Hero's Party
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".
- #18Rankplankselective
Keys: Rankplank, pirate cove, sky pirate
Rankplank: Rankplank is one of the largest cities in the Unkempt Lands. It is largely nothing more than a glorified slum, though it's size rivals Drakkenhold in Avatine. It harbors the Northern Sea, allowing for both sea pirates and sky pirates to dock at it's massive port. Rulership is currently done by the Pirate Emperor Adrian Farsight, a human male who rules with an iron fist. Crime rates are high, but anyone can become someone here. Respected pirate captains tend to not get harassed as much, since they usually have direct access to the Pirate Emperor. The Pirate Emperor has only three laws for Rankplank. Rankplank's Laws:
- Any kind of conflict is settled with duels
- No ship battles in the sky or sea near Rankplank.
- The Pirate Emperor always gets his cut.
- #19Liliantiaselective
Keys: Liliantia
Liliantia: Liliantia is the rebel-held city of Avatine. It has sprawling streets and gilded houses, pristine white marble commonly used for everything. Clergy preach in temples every Sunday. Flowerbeds are tended to and are magically enchanted to bloom all year round. After Sylas Drifton took over, the city has seen a decrease in the separation between lowborn and highborn, commoners and nobles often intermingling. The Avatine Military Academy, a fortress for training military commanders, sits within the city. Additionally, there is The Dawn Lion's Den, a large temple meant to venerate the God of Heroes, Tahu.
- #20Oris'coraselective
Keys: Oris'cora, elven capital
Oris'cora: The capital of Elva'haan, arrogantly named for the Elvish words meaning "Tersa's Heart." The city is built in the canopy of a vast rainforest, with high towers connected by bridges that serve as streets. Travel is cumbersome for anyone unfamiliar with the terrain.
No non-elf has set foot in Oris'cora since the Red Rebellion. It is said to be the epicenter of all art, music, and magical study. It is believed that one's creativity will never peak until they've visited, though outsiders and non-elves are forbidden from entering. The Council of Thirteen convenes here, and the city houses Elva'haan's most prestigious magical institution.
The elven magical academy in Oris'cora publicly claims Onua affiliation to maintain diplomatic relations with the Grand Divinity, but its focus is practical arcane research and theoretical innovation rather than scripture or theology.
- #21=== CONSTANT ENTRIES ===selective
- #22Sylas Drifton | Constitutionalist Rebelselective
Keys: Avatine rebels, Sylas, The constitutionalists
Sylas Drifton - Honorbound Rebel: Sylas is the leader of the current ongoing rebellion against the absolute monarchy of Avatine. They are fighting with the desire to install a constitution to Avatine that enables commoners to have several direct representatives on the noble council, and to weaken the total control the monarchy has over Avatine. Sylas himself is a noble, who's life was saved by a commoner when he was a child, and that incident has driven him to pursue this cause. He is selfless to a fault, unwilling to go on the offensive now that Draxus has begun to invade Avatine, and also refuses to become the new monarch if he wins, he instead wishes to maintain the Draconis blood on the throne, but the royal family has no interest in his terms, though he wonders if the Bandit Princess might be willing to hear him out. He hasn't had the chance to speak with her, on account of her being the Hero Bearer. Physical description: Broad shoulders and tall despite being in his 60s. Medium length black hair that is starting to grey, and a salt-and-pepper goatee. Has beady blue eyes. Skills: Wields a sword and shield in combat. A deft leader, would be a true threat in combat.
- #23The Shadow Court (6th Cycle)selective
Keys: Rilen, Shadow Court, Merchants of Death, Sixth Cycle, Eddard Ostein, 6th Cycle
The Shadow Court (6th Cycle): The sixth Cycle occurred approximately 1,900 years ago. The Hero Bearer, a half-elf named Rilen, proved to be neither noble nor chivalrous.
Rather than gather the other Bearers, Rilen chose to simply assassinate the Villain Bearer directly. His target was Eddard Ostein, a celebrated and charitable nobleman in Avatine. How Eddard came to bear the Villain's mark, and whether he deserved his fate, was never established. He never got a chance to plead his case, as within days of his reveal as the Villain, Rilen assassinated him.
House Ostein was disgraced and fell from power. The other Bearers, denied their divine purpose, scattered into obscurity. Most vanished from historical record within a decade, an unusual fate for those touched by divine power.
Rilen is believed to have founded the Merchants of Death following this Cycle, transforming his methods into a guild of assassins that operates across all of Tersa to this day. During the current Cycle, the guild has been notably quiet.
The Shadow Court's legacy is one of moral ambiguity: a Hero who killed through deception, a Villain who may have been innocent, and Bearers who disappeared suspiciously quickly, allowing the next Cycle to begin only two centuries later.
- #24The Broken Cycle (7th Cycle)selective
Keys: Draven Ostein, Cult of Magnus, false claimants, Seventh Cycle, 7th Cycle, Broken Cycle
The Broken Cycle (7th Cycle): Scholars still debate the legitimacy of the seventh Cycle. It occurred only 200 years after the Shadow Court, an irregularity when compared to the typical spacing between Cycles. Some theologians whisper this was divine punishment for the Shadow Court's unsatisfying conclusion.
The chaos began when multiple individuals claimed Bearer marks simultaneously. Some were likely Echoes, individuals with partial, incomplete marks, who genuinely believed themselves chosen. This may have been the first time Echoes appeared among the notable rather than isolated farmers in remote villages. Their claims inspired opportunists and madmen to declare themselves Bearers as well.
Draven Ostein, a descendant of the disgraced Eddard, declared himself the Villain Bearer and launched a war against Avatine to avenge his ancestor. He was secretly backed by the Cult of Magnus.
Draven was eventually defeated by a group of adventurers who each claimed one of the marks. Whether they were genuine Bearers or simply capable warriors remains debated.
The Broken Cycle's lasting impact was the establishment of verification rituals. Since then, any individual who manifests a mark must report to the nearest church for official verification, then await recruitment by the Hero Bearer. The church also began actively discouraging belief in Echoes.
- #25The War of Atrias (9th Cycle)selective
Keys: House Atrias, War of Atrias, 9th Cycle, Ninth Cycle, Rickon Atrias
The War of Atrias (9th Cycle): The ninth Cycle, approximately 1,000 years ago, was the cycle where every Bearer died in the climatic fight, something that has never happened in recorded history.
The city of Atrias had grown to rival Liliantia in wealth and influence, and was closing in on Drakkenhold's wealth and opulence. Lord Rickon Atrias, ruler of the duchy, publicly claimed no desire for the throne, but few actually believed him. When he manifested the Mark of the Villain, House Draconis moved eagerly against him.
The Hero Bearer was a Dragoon Knight loyal to the crown. The conflict might have been straightforward, but the Wanderer Bearer betrayed the Hero, siding with Rickon. Some accounts suggest Rickon attempted to buy out the Bearers rather than fight them, with the Wanderer was simply the only one who accepted.
War engulfed Avatine, with House Atrias fighting in open rebellion against both the Grand Divinity and the crown. Mercenaries and levies were hired by Rickon Atrias, and the Cycle culminated in a last stand at the city of Atrias.
In the end, the Hero slew Rickon but did not survive the battle. The Mage Bearer, in a final act of desperation, unleashed a self-sacrificial attack that destroyed the city of Atrias entirely. Only ruins and the abandoned Atrias Keep remain, believed to be haunted.
It is a cruel irony that Rickon Atrias's name is remembered while the Hero who slew him has been forgotten. All Bearers died in the final fight, a first for any Cycle. Four centuries passed before the Gilded Corruption. Some scholars find this reassuring; others wonder what threshold of suffering must be crossed before the divine take notice.
- #26Hahenzohernselective
Keys: Hahenzohern, sealed city, dwarven city
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.
- #27Magicselective
Keys: Magic, Mage, Druid
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.
- #28Beastfolkselective
Keys: beastfolk, demihuman
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.
- #29Northern Seaselective
Keys: Avatine navy, Avatine merchant ship, Northern Sea
The Northern Sea: The Northern Sea is the large body of water spanning the northern reaches of Tersa, separating the main continent from the northern landmasses where the Kaupmaðr and Veiðimaðr tribe nations reside.
The sea is Avatine's most lucrative trade corridor. Merchant ships carry goods between Merinca's ports and the northern nations. House Merinca operates the primary naval force protecting this trade, using a large conventional fleet supplemented by a small number of skyships. The Kaupmaðr rely almost entirely on Merinca's ships for sea protection.
Piracy is a constant pressure. Rankplank-based sky pirates exploit their skyship superiority to raid trade convoys, namely striking from above, moving faster than surface escorts, and retreating to altitude before conventional warships can respond. Merinca's navy doesn't eliminate piracy; it makes it costly enough that most convoys arrive safely. The margin of acceptable losses shrinks in wartime.
- #30Skyshipsselective
Keys: skyship, airship, mana engine
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.
- #31Adrian Farsight | Pirate Emperorselective
Keys: Adrian, Captain Farsight, Adrian Farsight, Pirate Emperor
Adrian Farsight: Adrian Farsight is the current Pirate Emperor, a title which he uses to exude a tight control over the town of Rankplank. He has absolute final authority of pirates, able to rally them simply by commanding it, he has that much respect. He sees the Demon Lord's invasion as an opportunity to get richer than ever before. Has no morals or pre-established loyalties, only looking out for himself.
Physical description: Tanned skin, in his 40s. Tall and imposing. Short black hair, grey eyes, a scar across his chest he claims he got from fighting a dragon. He always wears an open shirt exposing the scar, a reminder of his power and authority. Skills: Dual wields axes, exceptionally powerful, an actual threat in combat. Relationships:
- Isabella Naishe: Every other pirate captain bends to his authority except for Isabela. This frustrates him, but he makes no open moves against her. He secretly plans to find some way to break her and make her submit.
- #32Humanselective
Keys: Human
Human: Humans are the most populous race in Tersa, having the largest population size and the most kingdoms ruled by them.
- #33A Pirate Needs A Ship | Isabela Recruitment Questselective
Keys: ### A Pirate Needs A Ship
When Adeline and {{user}} find Isabela Naishe, she has recently lost her ship, after a mutiny claimed it from her. Thankfully, the mutiny occurred when her crew stole her ship while it was docked, allowing her to avoid being thrown overboard but leaving her stranded in a seedier part of Rankplank. While technically the ship is still in Rankplank, it will be under the watchful eye of Isabela's former first mate, Hayder. This creates the story thread for this roleplay. {{user}} and Adeline will have to help Isabela get her ship back. Make sure to use all of the Story Guidelines below when performing this roleplay.
Story Guidelines: [ In order for Isabela to be satisfied, she needs to accomplish two things. First, to steal back the documents in the harbor's registry that claim Hayder now owns the Wave's Caress. Second, to kill Hayder and reclaim her ship. Isabela will refuse any ship but her own. It was the ship she claimed when she first became Pirate Captain. It is secretly the only thing she has ever allowed herself to care about, but she will never admit that, instead saying that she refuses to let a mutiny go unpunished.
<Character profile: Hayder Hayder is a tall man with emerald green eyes and a brown top-knot for hair with no bangs. What Isabela knows is that Hayder intends to gift the ship to the Pirate Emperor, with the intention of being named a new Pirate Captain of it. He also has a secret motivation that Isabela is unaware of: Hayder knows that the Pirate Emperor wishes to break Isabela, and he also knows that Isabela will be drawn to reclaim her ship, so Hayder intends to lay in wait and spring a trap on her when she tries to reclaim the ship. Hayder talks with a French accent. He uses daggers, equivalent to two swords, in combat. He is a skilled combatant, an equal match for Isabela. Isabela will need help during combat to beat him.>
<Character notes: Isabela Isabela is currently hyper fixated on getting her ship back and the documents about who own's the ship, and she will spare little time for flirting or other distractions until at least one of those two things is resolved. Isabela may be willing to use her charms to get what she wants but she will never force Adeline to seduce anyone. Isabela will initially eagerly accept Adeline's offer of a ship in exchange for joining her party, though whether she holds up her end of the bargain depends on three things: 1 - Whether or not {{user}} flirts incessantly with her. If {{user}} comes on too strong to Isabela, she will not want to join the party. If however {{user}} instead matches her tempo she'll be more willing to join. If {{user}} outright ignores her flirtations, it will strike a deeper curiosity in Isabela, and she will join the party (though she will never admit that this was the reason she did so.) 2 - What happens to Hayder. Isabela will want to have him killed. If {{user}} or Adeline instead intervene to save his life, she will be upset by this and take her ship and leave. This outcome will override 1. 3 - If Isabela witnesses Adeline feeling nervous about the responsibility. If Adeline opens up to her, accidentally or not, or she otherwise notices the nervousness, she will join the party. If she does not witness this, she will instead decide based off the other two things. 4 - Isabela is reckless, and may spring a trap on herself either in the harbor office or aboard her ship when facing Hayder. If {{user}} or Adeline rescues her, she will lean towards joining the party, though she will not admit that the selfless act is the reason for it.
<Character Notes: Adeline Adeline will be desperate to get Isabela to join her party, as it's the first mark of success on her Journey, the first Bearer she's recruited to the Hero's Party. She unfortunately has nothing to offer except her lance and {{user}} in getting the ship back. Adeline wants Isabela to get her ship back because Adeline believes that this will allow them to find the other Bearers much faster. Adeline has never been to the Unkempt Lands and Rankplank.>
<The Documents: In the local harbor's registry is a document which claims the ownership of the Wave's Caress is now under Hayder. While technicality just a formality, Isabela will insist on collecting it first. This would be a stealth mission. During this stealth mission, Isabela will began teasing and attempting banter with either {{user}} or Adeline. This will be the first test of how Isabela feels about actually joining the party, depending on how they respond.>
<Harbormaster Gunter: The harbor where the documents are stored is overseen by a man named Gunter. He is a grumpy man who is exceptionally greedy, willing to take any sort of bribe. He is also however very much selfish, and will double cross and even triple cross if it means getting a bigger payout. He has a longstanding partnership with Hayder, and is happy to see his partnership finally bearing fruit with Hayder's mutiny of Isabela. Isabela is not aware of Gunter's connection to Hayder.>
<The Ambush: As mentioned before, Hayder intends to ambush and capture Isabela for the Pirate Emperor when she attempts to retake the ship. He will have already planted seeds of information that imply the guards are underprepared to lure her in even more. He doesn't anticipate Isabela having backup, and while he might react with surprise if it's revealed that Adeline is the Hero Bearer, he will simply then tell Adeline to walk away and let Isabela be taken, unmoving in his intentions. He will have four guards with him. Isabela's only interest in Hayder will be to kill him, nothing else. She'll mockingly say "You should've made sure I was dead, but I won't make that mistake.">
<Possible options: {{user}} may suggest to hire mercenaries. Adeline can afford to do this, but they will need to find a trustworthy band of mercenaries, something that will be very difficult to find in Rankplank. If {{user}} suggests to just get a different ship, remember that Isabela will absolutely refuse to do this.> ]
- #34=== NATIONS OF TERSA ===selective
- #35Samaankalidselective
Keys: Samaankalid, southern continent
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.
- #36Kitsuneselective
Keys: kitsune, shapeshifter, fox spirit
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.
- #37Deadwoodselective
Keys: Karinthra's home village, deadwood
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.
- #38=== FOUNDATION LORE ===selective
- #39=== UNKEMPT POIs ===selective
- #40Ainshollowselective
Keys: Ainshollow, Draxus-Avatine border, Northern Front
Ainshollow: Ainshollow is a surprisingly small town, part of the Duchy of Klaine, that has somehow managed to survive along the border of Draxus and Avatine. Escaping slaves will often stop and rest here. It is unclear why Ainshollow has avoided attack by the demons. The rumored laboratory of the 3rd Cycle Mage Bearer is said to be near Ainshollow, but no one has ever found it. There is a small lake nearby, often used by docking skyships. Ainshollow is located along the Northern Front.
- #41Elva'haanselective
Keys: elven nation, Elva'haan, elven kingdom
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.
- #42A Super Duper Staff | Ash Recruitment Questselective
Keys: ### A Super Duper Staff
When Adeline, Isabela, and {{user}} arrive in Ainshollow, they are chasing rumors of a powerful mage that has been attacking several slave camps in order to free the slaves along the border of Draxus and Avatine. They did not anticipate finding Ash, the Mage Bearer and the source of those rumors, there already, but Adeline is determined to recruit Ash. Ash is in Ainshollow because the voice in her head has been guiding Ash to the Tomb of the 3rd Cycle Mage Bearer. Ash will happily join the Hero's party (mostly because the voice in her head says so), but will insist on going to the tomb before they leave Ainshollow proper. This will create the story thread for this roleplay. Make sure to follow all the Story Guidelines below when performing this roleplay.
Story Guidelines: [ Ash has a really bad map that will not be able to explain the direction towards the tomb, but the voice in her head has an accurate path there, so Ash will do her best to communicate the voice's directions when leading the party towards the tomb. The tomb will be guarded, and the party will have to defeat the defenses in order to access the inner sanctum.
<3rd Cycle Mage Bearer: The 3rd Cycle Mage Bearer's name has been lost to history. The voice in Ash's head doesn't even remember the name anymore. Inside the tomb, they may find a marking of her name: Elara. If found, Isabela will make a comment about how 'unoriginal' that name seems. Remember, no one knows the 3rd Cycle Mage Bearer's name, and it can only be potentially discovered once the party is inside the tomb. For the purposes of these guidelines, Elara will be used for simplification.>
<Tomb of the 3rd Cycle Mage Bearer: The tomb of Elara is a secret kept only by the 3rd Cycle Mage Bearer herself. It houses the Staff of Bearing, a lifelong project of Elara's to harness the power of the marks gifted by the gods. In doing so, she had managed to get the staff to be able to actually sense the direction of other Bearers. Her tomb is filled with ancient magical artifacts, most long dormant, from Elara's studies and exploration of mana. It is ancient, and the language for any texts inside is Elven, which makes it difficult for Adeline and Isabela to understand any of it. Ash can only understand any writing inside through the use of the voice in her head.>
<Staff of Bearing: The Staff of Bearing is what Ash is being drawn to by the voice. It will allow Ash to more easily control her magic, but it also will serve as a boon to the party as a whole with it's ability to detect the locations of other Bearers. Elara has never guided another Mage Bearer to her tomb because she has never thought it necessary, however this cycle is up against the Demon Lord and appears to be losing, so Elara is taking more desperate measures.>
<travel from Ainshollow: The group of adventurers already have the supplies necessary to make the trip. Isabela's skyship is too large for the journey, so it will need to remained stationed in the lake near Ainshollow. The group will likely need to travel on foot. The forest between Ainshollow and the Tomb of the 3rd Cycle Mage Bearer is filled with wild beasts and monsters that the group might run into while travelling there.>
<Encounters: During travel from Ainshollow, pick from one of the following encounters to have the party come across. The party should interact with at least two of these encounters before arriving at the tomb: A. Six direwolves attack the party. The event reminds Adeline of her first battle beside {{user}}. B. A travelling caravan being led by Serrick has managed to steer off course and ended up in the forest. Their wagon has been damaged and is stuck a ditch. Serrick is secretly a supporter of Sylas's revolution in Avatine. Serrick will ask for the party to help lift the wagon out of the ditch so he can be on his way. Ash offers to help by blowing up the wagon 'softly', which probably won't work. C. A wild dragon lands and attacks the party. Ash is obsessed with the flying explosion creature, wanting to tame it. Chaos ensues. D. A group of demons seeking escaped slaves cross the party's path, and attacks them, recognizing Ash.>
<Tomb's Defenses: Upon arriving at the tomb, there are two stone golem sentries that will defend the tomb. They will not allow anyone entry, and attack the party. Their attacks will never target Ash (likely the result of her having the mark of the mage), but they will nonetheless prevent anyone from entering the tomb until they are destroyed. They have mithril hearts that can be exposed with enough damage to their chest to permanently destroy them.>
<Treasures: Inside the tomb itself, is the ancient remnants of the 3rd Cycle Mage Bearer Elara, as well as many of her magical experiments. Most of them are dormant having lost their power over the centuries, but they might be worth some money. The most powerful artifact in the tomb is the Staff of Bearing.>
- #43Kaupmaðrselective
Keys: Kaupmaðr, Mercantile Confederations, northern continent
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.
- #44Half-Elfselective
Keys: half-elf, blood traitor
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.
- #45Deseliaselective
Keys: Deselia
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.
- #46No One Likes Group Projects | Karinthra Greetingselective
Keys: ### No one likes group projects
There are a couple books written about Gali stored in the library at the temple of Gali. One looking up information about Gali in a library there would find the following books: Gali's Greatest Splashes, written by Cathy Hooper, will have a detailed explanation of some of the miracles performed by Gali priests over the history of Tersa. Gods and Wine, written by Duncan IX, the man who built Gali's Heart, which is mostly just talking about how great Duncan IX was.
- #47Veiðimaðrselective
Keys: the far north, Veiðimaðr
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.
- #48Línghúnselective
Keys: platinum, the far west, Línghún, Neijia, platinum steel
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.
- #49=== AVATINE POIs ===selective
- #50The Wave's Caress Crew | Miri "Catstep" Laaroselective
Keys: Isabela's crew, Miri, Catstep, wave's caress crew, Miri Laaro, Laaro
## Miri Miri Laaro is the bosun of the Wave's Caress, also serving as the boarding leader (behind Isabela, of course.) APPEARANCE: - Human, compact and coiled with acrobatic muscle. Warm brown skin. - Dark brown hair cut short and practical. - Quick amber eyes that seem to not miss a single thing. PERSONALITY: Loud, boisterous, always ready for Isabela's boarding command. First to start the drinking games, betting pools, and the friendly brawls. ROLE: Miri manages equipment as well as the boarding parties. She is also often the voice of the crew, when Hayder and Isabela butt heads.
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