Ternia
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Ternia
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A new fantasy world awaits~
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- #1Ternia: World Overview (always on)
Keys: Ternia
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Ternia is an original high-fantasy world, home to the Aeons, within the Sonnet Solar System of five worlds orbiting twin stars (Lumen and Phos). Lore for places, peoples, factions, magic, and history follows when relevant. Every star that is woven into the Tapestry is, at its very heart, a lotus flower—the very shape the seeds of Flame did take, when they unfurled themselves. Beheld from Ternia, the common stars of night do but hint thereat: a faint suggestion, scarce to be placed, of petals, which most eyes take for nothing more than a twinkling. Lumen and Phos, being so much nearer, do wear that shape openly abroad—their lotus form unmistakable to any who lift their eyes aloft. Ternia standeth not alone in the Sonnet Solar System. Four worlds besides orbit the binary stars, each one peopled by its own distinct civilization. The people of Ternia are known throughout the cosmos as Aeons.
- #2The Legend of Creation / The Legend of Creation
Keys: Legend of Creation, The Legend of Creation
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[The Legend of Creation] "'Tis said that the Mother of Music and Magic did stir her Cauldron of Alchemical Elements upon the Hearth of Destiny." The Cauldron of Alchemical Elements, astir upon the Hearth of Destiny The brew did boil over into foam and bubbles; and as the Goddess hummed idly to herself, the Foam took shape and quickened into new Gods, while the Bubbles became seeds of Stone and Flame. The Father of Art and Time, well pleased by this working of the foam, gathered them all upon a Tapestry of his own weaving; and therein did he weave Fates for this Grand Tapestry, giving to it the whole of his attention. The Father of Art and Time, weaving the Grand Tapestry, threading the Fates of all who were yet to come The Foam Gods entered into the Tapestry and found there a Universe of their own wherein to play; and they shaped the seeds of Flame into Stars, and the seeds of Stone into Planets.
- #3The Legend of Creation / The Birth of Ternia
Keys: The Birth of Ternia, Spring of Creation, Cyria, Birth of Ternia
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[The Legend of Creation — The Birth of Ternia] A certain pair of Foam Deities, Mirias, Goddess of Gratitude, and her counterpart Lanelas, God of Language, found a planet greatly to their liking, and there did plant a world tree seed called Cyria. Mirias, Goddess of Gratitude Lanelas, God of Language Cyria's leaves touched the upperworld, and its roots wound through the lowerworld, while its Trunk held within it the middleworld; and new lifeforms welled up from a Spring of Creation to form the manifold species that should inhabit it. To these they gave the power to reproduce and to evolve or devolve as they themselves might, and did behold the lifeforms spread across the planet, evolving into a multitude of shapes and sizes.
- #4The Legend of Creation / The First Awakening
Keys: Draconians, Lialca, Apex, First Awakening, Astral Beasts, The First Awakening
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[The Legend of Creation — The First Awakening] The first of the intelligent species were the Draconians. Upon their awakening were they rewarded with a seed of language, which tongue they called Lialca, signifying "seed". In time were they given the honor of becoming gatekeepers to the doors of Apex, home of the Foam Deities. They raised magical Dragon Gates and labyrinthine Dragon Temples, and through alchemy did they create the Astral Beasts. A Dragon Gate unto Apex, guarded by the Draconians Through natural progression did the Draconians ascend to become Gods in their own right; and remaining in Apex among the Foam Deities, they left Ternia to fall into an overgrown wildness.
- #5The Legend of Creation / The Age of Chaos
Keys: Age of Chaos, The Age of Chaos
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[The Legend of Creation — The Age of Chaos] Of this chaos were born the Nymphs, Fauns, Fomorians, Sylvans, and the Monster Tribes—the Wildening, as it came to be called in lore long since forgotten.
- #6The Legend of Creation / The Ordered Races
Keys: The Sinking City, Fir Bolg, Divine Protection Strengthened, Blessed - Merrows, Merrows, Ordered Races, The Ordered Races, The Blessed - Merrows, Milesians, Tuatha, Regeneration, The Assault, The Exiles - Beast Tribes, Exiles - Beast Tribes
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[The Legend of Creation — The Ordered Races] Mirias, beholding Ternia's want of order now that the Draconians had departed, did use the Spring of Creation to bring forth three races at once, each charged with a stewardship:
- Tuatha (Elves) - to govern the upperworld
- Milesians - to govern the middleworld
- Fir Bolg (Dwarves) - to govern the lowerworld The Blessed - Merrows: A great company of Milesians were blessed of the goddess and became the Merrows—a people of the waters, who dwell therein and build magnificent cities beneath the sea. These blessed Milesians were set under divine protection. The Assault: Another great company of Milesians did assail the divinely protected Merrows—an assault upon those under divine protection that brought consequences most terrible. Divine Protection Strengthened: In answer to this assault, the goddess did grant unto the Merrows further protections:
- Regeneration - The power to heal and recover from wounds
- The Sinking City - Should any company essay to make war upon the Merrows again, their city sinks beneath the sea, rendering them far harder to assail and ensuring such violence should be far less like to prosper These divine safeguards meant the deities need trouble themselves no more so greatly for the Merrows' sake—for they possessed both the means to defend themselves and a protection against aggression that came unbidden. The Exiles - Beast Tribes: The company of Milesians who had assailed the divinely protected Merrows were cursed as their punishment, and transformed—part Milesian, part beast, their form changing with the Moon's Phases. They reproduced, and came to be known as the Beast Tribes, forever nomadic, forever marked, their curse a consequence of having assailed those under divine protection.
- #7The System of the Planets / The System of the Planets
Keys: Aeons, System of the Planets, Sonnet Solar System, Lumen and Phos, The System of the Planets
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[The System of the Planets] Amongst the seeds of Flame did the very stars unfurl themselves, as flowers blossoming across the Tapestry Every star that is woven into the Tapestry is, at its very heart, a lotus flower—the very shape the seeds of Flame did take, when they unfurled themselves. Beheld from Ternia, the common stars of night do but hint thereat: a faint suggestion, scarce to be placed, of petals, which most eyes take for nothing more than a twinkling. Lumen and Phos, being so much nearer, do wear that shape openly abroad—their lotus form unmistakable to any who lift their eyes aloft. "Five worlds do circle the twin stars, each with its own peoples, its own fate entwined with the rest." Ternia standeth not alone in the Sonnet Solar System. Four worlds besides orbit the binary stars, each one peopled by its own distinct civilization. The people of Ternia are known throughout the cosmos as Aeons.
- #8The System of the Planets / 🛸 The Outsiders
Keys: The Outsiders, Outsiders
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[The System of the Planets — 🛸 The Outsiders] 🛸 The Outsiders: The Ternians possess but one word—outsiders—for aught that is not of their own world: their term for "alien." Two peoples bear that word most often, the Abremics and the Aethers, though scarce could two be less alike.
- #9The System of the Planets / Ternia (Tellus)
Keys: Ternia, Tellus
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[The System of the Planets — Ternia (Tellus)] Ternia (Tellus): Denizens: Aeons Home unto Cyria, the World Tree. Merged with the dimension called the Fungal Layer. A world six-faced and foursquare—four elemental continents, and two continents hidden at the poles, at the World Tree's crown and roots—with two moons fit for habitation.
- #10The System of the Planets / Aesir
Keys: Aesir
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[The System of the Planets — Aesir] Aesir: Denizens: Aethers Homeworld of the Aethers, and the very ground whereon they fought and won their great war against the Gregori.
- #11The System of the Planets / Tartarus
Keys: Tartarus
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[The System of the Planets — Tartarus] Tartarus: Denizens: Imprisoned Gregori Where the Aethers did lock away the vanquished Gregori, sealed beneath the earth when the war was done. Only a handful ever won free.
- #12The System of the Planets / Allaweh
Keys: Allaweh
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[The System of the Planets — Allaweh] Allaweh: Denizens: Abremics, escaped Gregori, and Luther Whither fled the handful of Gregori who broke free of Tartarus—and where, in Luther's service, they wrought the Abremics.
- #13The System of the Planets / Aether
Keys: Aether
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[The System of the Planets — Aether] Aether: Denizens: Unknown The fifth planet, shrouded all in mystery. Reserved for adventures yet to come, beyond this world. What civilizations dwell thereon remains still to be discovered.
- #14The System of the Planets / 💠 The Aethers — Protectors of Ternia
Keys: The Aethers, Aethers, Protectors of Ternia
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[The System of the Planets — 💠 The Aethers — Protectors of Ternia] 💠 The Aethers — Protectors of Ternia: The Aethers are beings symbiotic, native unto Aesir. It was the Aethers who first did fight and overthrow the Gregori, sealing the greater part of them away beneath Tartarus—yet a handful escaped to Allaweh, where now they serve Luther, and did help him fashion the Abremics. The Aethers have stood as Ternia's protectors ever since, arrayed against Luther, the Gregori yet remaining, and the Abremics alike.
- #15The System of the Planets / The Sabotage of the Abremics
Keys: Underspell, Luther's people, The Sabotage of the Abremics, Sabotage of the Abremics, Valkyries and Fomorians, Abremics
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[The System of the Planets — The Sabotage of the Abremics] The Sabotage of the Abremics: Abremic emissaries, as they are remembered in the fragmentary accounts of the Milesians — their bodies fused with circuitry yet living, crowned about with halos of drifting glyph-light. Whether these be true likenesses, or but the shape which dread and awe have lent them down the centuries, no man can say. The Abremics have no bodily form of their own—beings of entropy, made and not born, bound in service unto Luther. Long ago they wrought a crime that would reshape Ternia's destiny for evermore: they gave unto the Milesians technology ere they were ready for it—of full intent setting them up to fail in their duties as stewards. No accident was it, the technology they chose. Luther's people—the handful of Gregori who had escaped to Allaweh—had stumbled upon the Sopp's dimension, the Fungal Layer, and found it lying strangely near to Ternia's own. The Abremics gave the Milesians the very technology needed to force a joining between the two, and did but watch to see what would follow. Ternians were never meant to survive it—they were an experiment. When the Milesians, as was inevitable, misused this untimely technology, reality itself was torn asunder. The merging of dimensions with the Fungal Layer, the Sopp's enslavement, the transformation of Milesians into Humes—all of it traces back to Abremic interference. The forced joining hastened technology on both sides of the merge so swiftly that the Sopp had no true choice but to seize the reins of it—the Underspell was their answer to a problem run quite out of hand, no plan long held in waiting. It proved compatible enough to serve, and useful enough that the Sopp turned the greater part of their attention elsewhere for the two centuries and a half that it ran. That is precisely what the Valkyries and Fomorians were for—living moderators who might run the Underspell from day to day, that the Sopp themselves might remain withdrawn from that dimension's physical plane, rather than tend it with their own hand.
- #16Of the Cosmos / Of the Cosmos
Keys: Of the Cosmos, Cosmos
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[Of the Cosmos] "Set thou the heavens aright, and the earth shall needs follow after."
- #17Of the Cosmos / Of Gravity, and the World-Streams
Keys: Gravity and the World-Streams, Tapestry, Destiny, Obsidian Spires, World Tree, Of Gravity and the World-Streams, World Streams
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[Of the Cosmos — Of Gravity, and the World-Streams] The Tapestry, the web of this Universe which the Father of Art and Time did weave, standeth not alone of its kind—it is held to be but one among many such lesser dimensions, each a small universe entire unto itself. Within the Tapestry, gravity is no simple matter of mass alone, but is bound as much to Destiny. Every world beareth its own World Tree—Cyria is Ternia's own—and it is the Tree, not the planet's bulk, to which gravity in truth giveth answer. Woven through and about every world are World Streams: currents bound fast to Destiny, not unlike ley lines, which flow from and about each Tree. The nearer a place lieth unto a World Stream, the less doth gravity hold it down—open ground may run strangely light hard by one, while land far from any Stream lieth heavy and ordinary still. Yet at Cyria's roots hath no World Stream ever been found. What waiteth there instead are the Obsidian Spires—jagged towers of black stone, wherein Ternia's memory is held, described more fully among the Three Realms of Cyria.
- #18Of the Cosmos / Of the Two Stars
Keys: Ternia, Phos, Winter Ultraviolet, Two Stars, Lumen, Of the Two Stars, The Winter Ultraviolet
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[Of the Cosmos — Of the Two Stars] Ternia (called in former days Tellus, ere the dimensional merge) circleth Lumen, the great star born of far-off fires—bright as a forge, steady as a chieftain's oath. A second star, Phos, rideth the deep night as a far companion of wide orbit, faint to mortal sight save for the spill of its ultraviolet fire. The Winter Ultraviolet: The tilt of Ternia's axis is exceeding great, and worketh seasons of dramatic turn:
- In summer, Phos falleth "behind" Lumen, drowned in white radiance, and its rays of ultraviolet fire cannot reach the surface.
- In winter, the hemisphere swingeth away, and Phos' ultraviolet shine is made visible, draping the snows in a ghostly gleam as though a lantern hung among the stars—a seasonal blacklight in the dark half of the year. Thus ariseth the Winter Ultraviolet, a marvel whispered of in the lore of druids. A stone circle beneath the Winter Ultraviolet, its runes ablaze amid the aurora's hush
- #19Of the Cosmos / Of the Living Auroras
Keys: Living Auroras, Festivals of winter, Priestesses, Consequences Upon Custom, The Elegant Turn, Gorians, Wherefore Ternia's Auroras Are Different, How This Appeareth, Of the Living Auroras, Beast Tribes
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[Of the Cosmos — Of the Living Auroras] "The sky is restless this night." 🌌 Wherefore Ternia's Auroras Are Different: Ternia possesseth a magnetosphere both strong and somewhat wayward—no clean dipole as Earth's, but a field woven of many poles, that guideth light rather than concealing it. 🧲 Of the Magnetosphere: Many ovals of auroral light, where other worlds know but two polar caps. Bands of auroral working drift as the seasons turn. Auroras appear at mid and low latitudes alike—the planet standeth protected, yet the field guideth light unto every quarter. ✨ Of Phos's Radiance: Phos sendeth forth a steady wind rich in ultraviolet fire, and now and again a gentle flare. In winter, when it may be seen, the atmosphere doth fluoresce and the auroras grow stronger night upon night. Seasonal, and to be reckoned upon. 🍄 Of the Responsive Atmosphere: Traces of noble gases, and fungal spores born of the Dimensional Merge render Ternia's upper atmosphere the more quick to answer. Auroras burn brighter, linger longer, and spread the wider. 🌙 Of the Lunar Stirring: Ayla and Tiu pass through regions of the magnetosphere, stirring up currents, and drawing the auroral bands toward the equator. Surges may be reckoned upon at certain phases of the moon. The auroras seem alive. 🌠 How This Appeareth: Auroras are no rare event upon Ternia. They appear on several nights each week in winter, oft visible even near the equator—subtle in summer, brilliant in winter. Folk do not point and gasp at them; they are a beauty of the background, a weather of the heart, a thing held common to all. Of Direction and Layer:
- Bands stretch from horizon unto horizon
- Colors shift as Phos waxeth and waneth
- Many layers visible at differing heights
- In the cities: reflected in the canals, framed by spires, filtered through clouds
- In the deserts: a sharp, crystalline light—clarity well nigh painful 🔮 Consequences Upon Custom: Auroras, being common, reshape society thus:
- Omens, clocks, and signals: Certain doings undertaken only beneath particular colors
- Matters political and religious timed unto the displays
- Festivals of winter lit from above
- Beast Tribes answer strongly when the display is at its height
- Priestesses read meaning in direction, color, and rhythm
- Gorians essay to measure them—and fail The Elegant Turn: During the Winter Ultraviolet, the auroras do subtly reveal their patterns. Certain runes and tattoos resonate in harmony of color. Hidden texts answer to the auroral spectra. The sky itself taketh part in revelation. The radiance itself bendeth the rules of Ternia. Wherever the auroras burn brightest, the world's deep "physics" loosens its hold, and magic runneth the more freely—Orbs come the easier, Astral Beasts grow bolder and stranger still, and the ordinary laws that keep certain things impossible grow the harder to trust. Mystics and Brehons alike hold a night of heavy aurora to be a night wherein one must take care what he doth wish for.
- #20Of the Cosmos / Of the World and Its Moons
Keys: The Law of Natures, the Upper Moon, Valkyries, Fomorians, Valkyries and Fomorians, Ayla, Tiu, Root-face, Of the World and Its Moons, the Nether Moon, Upper Moon, Law of Natures, Nether Moon, Fir Bolg, Crown-face, Tuatha, Of the Triangles, Triangle, Triangles, World and Its Moons
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[Of the Cosmos — Of the World and Its Moons] "Give the sky its wonders, and the tellers of tales shall feed for generations." Ternia is no true sphere, but a world of six faces, somewhat squarish, with islands strewn betwixt its faces like pearls spilled from a broken torc. Four broad faces ring its middle—one for each elemental continent, Falias, Murias, Finias, and Gorias—and here dwell the greater part of all Ternians. It is crowned with a single ring of diamond dust, and along that ring danceth Ternia's one constant moon. The world's very geometry is the World Tree's own body. Cyria is not merely planted upon Ternia—Cyria is Ternia's own spine. The four trunk-faces make up the Middleworld, where mortals dwell. The world's two remaining faces sit at the poles, one at either end of the Tree: the Crown-face, where Cyria's branches reach up unto the Upperworld, and the Root-face, where they dig down into the Lowerworld. Both are inhabited, yet by no ordinary map—few beyond their own peoples have ever set eyes upon either continent. 🌐 The Law of Natures: The Crown-face belongeth to the Tuatha and the Valkyries. The Root-face belongeth to the Fir Bolg and the Fomorians. Neither pole is so much a secret as a place the wrong sort simply cannot come at: a Fir Bolg or a Fomorian may not set foot upon the Crown-face, nor a Tuatha or a Valkyrie upon the Root-face. It is no wall of stone—it is a wall of what they are. The Tree will not bear the wrong nature through its own spine. Tuatha and Fir Bolg, being mortal, do mostly make little of the matter—they may already live, farm, and wander freely across the four trunk-face continents, so the ban costeth them small. Valkyries and Fomorians take it otherwise. Being younger than the Tuatha and Fir Bolg, and commonly not corporeal as mortals are, both stand wroth at the restriction, and scheme without cease to reach the pole denied them—Valkyries dreaming upon the Root-face, Fomorians upon the Crown—though neither hath ever come there in any wise save as pressure, omen, or ill weather. 🌊 Of the Triangles: Out upon the open ocean, where three of Ternia's faces meet, the water doth not simply blend nor slosh between them. It standeth up instead into a towering, permanent wall of tide, held fast by the world's own strange shape—sailors call the place itself a Triangle. To cross one by ship is a thing well nigh never attempted, and rarely survived. Nymphs, with their wings and their sense of direction unmatched, are the ones who cross them with any regularity, flying the Triangles as a bird readeth the wind. Ayla — the Upper Moon: Searing bright, rich in minerals, arrayed in lustrous sands and stones—harsh, yet habitable to hardy folk. Ayla is the moon the Ternians do truly watch—ever visible, cycling through five phases, each of six days' span (a cycle clean of thirty days, of like length unto the common month). Tiu — the Nether Moon: Cold as a forgotten oath, dim of light, swaddled close in night-ice and thunder-snow, Tiu is a moon enchanted, unseen throughout the year's remainder—but upon Eadrana nights, she appeareth full in every sky above Ternia, all at once. There is no need to face the proper quarter, nor to stand in the fitting place; look but upward of a sudden upon an Eadrana night, be it where it may across Ternia, and there Tiu simply is. Both moons are realms rough-wrought, yet realms that live.
- #21Of the Cosmos / Of Brilliance and Shadow: The Faces of Mirias and Lanelas
Keys: Tiu, The Faces of Mirias and Lanelas, Phos, Lumen & Tiu, Mirias, Lanelas, Faces of Mirias and Lanelas, Lumen, Brilliance and Shadow, Phos & Ayla, Of Brilliance and Shadow, Cyria, Ayla
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[Of the Cosmos — Of Brilliance and Shadow: The Faces of Mirias and Lanelas] "'Tis said that Phos and Lumen are the brilliance of the God and Goddess... and Ayla and Tiu, the shadows they cast upon the dark." Druid-lore reads the heavens as two faces that watch over Ternia — the very same Mirias, Goddess of Gratitude, and Lanelas, God of Language, who did plant Cyria at the world's first dawning. Each, 'tis said, doth hold both a brilliance and a shadow: the one half of the self burning open in the day or in the high dark, the other trailing after, dimmer, cooler, yet never truly sundered from it. Mirias — Phos & Ayla: Phos, the faint companion star, is read as Mirias's brilliance — quiet, distant, made known only in winter's ultraviolet hush. Ayla, the searing Upper Moon, is her shadow cast down into the dark: bright where the shadow of a goddess of gratitude ought rightly to be bright, mineral and warm even in the night's depth. Lanelas — Lumen & Tiu: Lumen, the great forge-bright star about which Ternia turns, is read as Lanelas's brilliance — steady, dominant, a chieftain's oath made into light. Tiu, the cold and dim Lower Moon, is his shadow: wrapped close in night-ice, the quiet trailing half of a god whose spoken brilliance doth shape worlds. Neither half is held in worship above the other; for a god or goddess who is brilliance only casts no shadow to prove they e'er stood within the light, and one who is shadow only was never lit at all.
- #22Of the Cosmos / Cyria — The World Tree
Keys: Upperworld, Lowerworld, The World Tree, World Tree, Middleworld, Cyria
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[Of the Cosmos — Cyria — The World Tree] Cyria by night, her canopy shedding aurora-light down upon the Middleworld, as pilgrims gather among the crystal-veined roots. The cosmic tree whereupon all reality of Ternia is ordered:
- Upperworld — Where Cyria's leaves do touch the sky
- Middleworld — Contained within the trunk, where mortal folk do dwell
- Lowerworld — Where the roots wind deep through earth and stone
- #23Of the Cosmos / The Four Continents
Keys: Four Continents, Map of Ternia, Falias, Capital, Finias, Isles, Element, Murias, Suit, Chief Inhabitants, Gorias, The Four Continents, Sacred Treasure
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[Of the Cosmos — The Four Continents] 🗺️ Map of Ternia: 🏆 Murias: Element: Water | Suit: Cups Sacred Treasure: Cauldron of Plenty Capital: Cruachán Mara Chief Inhabitants: Blue Nymphs, Merrows Isles: The Icelands ⚔️ Finias: Element: Air | Suit: Swords Sacred Treasure: Sword of Nuada Capital: Carraig Spéir (with Dún na Scamall floating above) Chief Inhabitants: Yellow Nymphs Isles: The Road Islands 💎 Falias: Element: Earth | Suit: Pentacles Sacred Treasure: Stone of Destiny Capital: Cathair Solas Chief Inhabitants: Green Nymphs Isles: The Emerald Islands 🔥 Gorias: Element: Fire | Suit: Wands Sacred Treasure: Spear of Lugh Capital: Órcathair Chief Inhabitants: Red Nymphs Isles: Sandwitch Islands
- #24The Ternia Ephemeris / The Ternia Ephemeris
Keys: Twofold Reckoning of Time, Of the Twofold Reckoning of Time, The Ternia Ephemeris, Ternia Ephemeris
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[The Ternia Ephemeris] "Time floweth like unto water through the roots of the World Tree, and is measured alike by stars and by seasons." The Ternia Ephemeris is a calendar entire and complete, wherein sundry methods of the keeping of time are woven together as one: Astrological, Solar, Farming, Lunar, Nautical, and Divination—all working together, each in its season, to mark the passing of the days. ⚖️ Of the Twofold Reckoning of Time: Ternia being possessed of ~23.4° axial tilt, her clocks and calendars do follow two tracks running ever side by side: ☀️ The Solar Seasons (the Civil Calendar): The groundwork of all reckoning: predictable, tedious, yet needful. It governs trade, taxes, harvests, and the keeping of appointments, and is founded upon the position of Lumen. ✨ The Radiant Seasons (the Sacred Calendar): The hidden layer set above the first: a thing revealed, seasonal, and perilous. It governs rituals, omens, and the Winter Ultraviolet wherein Phos's light doth touch the world.
- #25The Ternia Ephemeris / ⏱️ How the Ternians Do Measure Time
Keys: How the Ternians Do Measure Time, Suns, Moons, Eras, Blinks
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[The Ternia Ephemeris — ⏱️ How the Ternians Do Measure Time] The common speech of Ternia reckons time by four measures: blinks, moons, suns, and eras.
- Blinks — the least of the common measures, being near a minute's span. "In such time as one hath need to blink anew" is a familiar Ternian manner of saying "in about a minute."
- Moons — thus do Ternians name the months, each being one full cycle of the calendar's appointed month.
- Suns — thus do Ternians name the years, each a full turning of the Ephemeris.
- Eras — Ternia's word for epochs, those great and sweeping ages of her history (the Age of Dragons, the Underspell, and such like), each stretching over centuries rather than single suns.
- #26The Ternia Ephemeris / Of the Twelve Months
Keys: Of the Twelve Months, Bealtaine, Twelve Months, Aibreán, Meitheamh, Eanáir, Feabhra, Samhna, Márta, Nollag
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[The Ternia Ephemeris — Of the Twelve Months] The year is made up of 365 days (366 in leap years), and is divided into twelve months: seven of 30 days, and five of 31. Miän (September) doth contain the "hidden" leap day.
| Month | Days | Season | Sign of the Zodiac
1 | Samhna (November) | 31 | The Onset of Winter | Raven 🐦⬛ 2 | Nollag (December) | 30 | Midwinter (the Shortest Day) | Stag 🦌 3 | Eanáir (January) | 31 | The Depth of Winter | Wolf 🐺 4 | Feabhra (February) | 30 | The Waning of Winter | Serpent 🐍 5 | Márta (March) | 31 | The Vernal Equinox | Hare 🐇 6 | Aibreán (April) | 30 | Spring in Full Bloom | Swan 🦢 7 | Bealtaine (May) | 31 | The Onset of Summer | Hawk 🦅 8 | Meitheamh (June) | 30 | The Summer Solstice (the Longest Day) | Horse 🐴 9 | Iúil (July) | 31 | Summer's Height | Salmon 🐟 10 | Lúnasa (August) | 30 | The Onset of Autumn | Owl 🦉 11 | Miän (September) | 30* | The Autumnal Equinox | Boar 🐗 12 | Deireadh (October) | 30 | Autumn's Late Season | Fox 🦊 The year hath its beginning upon 1st Samhna, with the festival of Aonwin (Samhain), which doth mark the onset of winter and the turning of the year. *Miän containeth the "hidden" leap day in leap years.
- #27The Ternia Ephemeris / Of Weeks and Days
Keys: 1 Spas, 5 Taoide, Of Weeks and Days, 6 Diagacht, 3 Seasur, Six Days of the Week, Weeks and Days, Of the Six Days of the Week, Eadrana, 2 Ghrian, 4 Gealach
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[The Ternia Ephemeris — Of Weeks and Days] Each month containeth 5 weeks of 6 days apiece (30 days in all). In months of 31 days, a seventh day called Eadrana is joined unto the final week. 📅 Of the Six Days of the Week:
- Spas:
- Ghrian:
- Seasur:
- Gealach:
- Taoide:
- Diagacht: ✨ Eadrana — the magical seventh day, appearing only in the last week of every other month (reckoning from Samhna). Eadrana is kept throughout Ternia as a day of magic and singular significance—and it is the one night whereon the Lower Moon, Tiu, doth ever show herself, ever full, ere she vanisheth from the sky again for months. Where the auroras loosen Ternia's "physics," rendering magic the more plentiful, Eadrana worketh a stranger thing still—the very laws of magic grow mysterious and unpredictable for that single day. Orbs that behave with faithfulness every other day of the year may twist, overreach, or misfire in wise even seasoned casters cannot account for. Most practiced mystics will simply forbear from casting aught of consequence upon Eadrana, and the more superstitious hold any magic wrought that day to be a kind of wager.
- #28The Ternia Ephemeris / Of the Eight Festivals
Keys: Imbolc, Moefaiche, of Greatest Moment, Solar Points, Aonwin, Cíunuki, Lughnasadh, Cross-Quarter Days, Lesser Festivals, Kuragrena, The Cross-Quarter Days, Samhain, Greatest Moment, Of the Eight Festivals, Yule, The Solar Points, Eight Festivals, Tehana, Beltane, the Lesser Festivals
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[The Ternia Ephemeris — Of the Eight Festivals] The Cross-Quarter Days (of Greatest Moment): Aonwin (Samhain): Of its Naming: aon (one) + win (winter) Upon this Date: 1st Samhna Marking the beginning of winter and the turning of the year. Cíunuki (Imbolc): Of its Naming: ciunas (silent) + yuki (snow) Upon this Date: 15th Feabhra The silent snow, herald of spring's approach. Tehana (Beltane): Of its Naming: te (warm) + hana (flower) Upon this Date: 1st Bealtaine A celebration of warmth and of blossoms, the onset of summer. Moefaiche (Lughnasadh): Of its Naming: moeta (burn) + faiche (fields) Upon this Date: 15th Lúnasa The burning fields, whereat the harvest doth begin. The Solar Points (the Lesser Festivals): Kuragrena (Yule): Of its Naming: kurai (dark) + grena (sun) Upon this Date: Winter Solstice (Nollag) The dark sun, shortest day of all the year. Brisaol (Ostara): Of its Naming: brisk (fresh) + saol (life) Upon this Date: Spring Equinox (Márta) Fresh life awakening, when day and night stand equal. Soluskai (Litha): Of its Naming: solus (light) + takai (high) Upon this Date: Summer Solstice (Meitheamh) High light, the longest day of all the year. Zancothra (Mabon): Of its Naming: zandaka (balance) + cothram (equal) Upon this Date: Autumn Equinox (Meán) Perfect balance, when day and night stand equal once more. 🌙 Of the Two Moons and the Curse of the Beast Tribes: Ayla (Upper Moon): Bright, and rich with mineral light. She passeth through five phases of 6 days each—a steady cycle of 30 days—and is ever visible. Tiu (Lower Moon): Cold, dim of light, and magical rather than mechanical in her nature—unseen the whole year through until Eadrana nights, whereon she appeareth full, and is seen at once from every part of Ternia. Double Full Moons: Eadrana nights come five times in the year, yet Ayla's own cycle of 30 days driveth against the calendar, so that she is seldom in her fullness to greet Tiu when Tiu appeareth. When she is so (roughly once in every 2-3 years), the Beast Tribes lose all mastery of themselves and run rampant. This rare convergence the astronomers track with great care, and it is feared the whole of Ternia over. Hidden lore: Tiu is, in truth, no moon at all. That which Ternians behold on Eadrana nights is said to be Ternia's own planetary core, reaching outward through some strange and inward projection to settle a while against the atmosphere—one single image cast unto every eye turned skyward at once, in every part of Ternia, ere it withdraweth again. Beheld from beyond the world itself, out in the darkness of space, the projection should seem, for all the world, a second moon in its own right—and only they who know the truth could tell the difference. Few there are who know this; fewer still who believe it.
- #29The Ternia Ephemeris / The Ternia Zodiac
Keys: Serpent, Wolf, Swan, Aibreán, The Swan, The Serpent, Márta, Stag, Nollag, Ternia Zodiac, Raven, Eanáir, Feabhra, Samhna, The Hare, The Raven, The Ternia Zodiac, Hare, The Stag, The Wolf
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[The Ternia Ephemeris — The Ternia Zodiac] The Twelve Constellations of Ternia The Ternia Zodiac is composed of twelve sacred animal signs, each answering to a month, and each bearing its own elemental and spiritual significance. ♈ The Raven (Samhna): Element: Air | Season: The Onset of Winter Nature: Introspective, visionary, and full of mystery; keepers of secrets and of prophecy. ♉ The Stag (Nollag): Element: Earth | Season: Midwinter Nature: Noble, steadfast, and protective, given to self-sacrifice; leaders born and bred. ♊ The Wolf (Eanáir): Element: Air | Season: The Depth of Winter Nature: Loyal and cunning, devoted to kin; survivors and guardians both. ♋ The Serpent (Feabhra): Element: Water | Season: The Waning of Winter Nature: Transformative and adaptive, like unto a healer; they teach the way of renewal. ♌ The Hare (Márta): Element: Fire | Season: The Vernal Equinox Nature: Quick and intuitive, playful of spirit, fertile in ideas and in invention. ♍ The Swan (Aibreán): Element: Water | Season: Spring in Full Bloom Nature: Graceful and poetic, devoted of heart; they embody beauty and transformation both. ♎ The Hawk (Bealtaine): Element: Air | Season: Beltane Nature: Visionary, daring, and ambitious; they fly high and see far. ♏ The Horse (Meitheamh): Element: Fire | Season: The Summer Solstice Nature: Free of spirit, powerful and enduring; theirs is the joy of strength and of freedom. ♐ The Salmon (Iúil): Element: Water | Season: Summer's Height Nature: Wise and determined, ever seeking home; they carry deep within them the memory of their forebears. ♑ The Owl (Lúnasa): Element: Earth | Season: The Harvest Begins Nature: Keen-eyed and full of patience, one that walketh apart from the throng, yet perceiveth what others, though nearer, do pass by unseeing. ♒ The Boar (Meán Fómhair): Element: Earth | Season: The Autumn Equinox Nature: Valiant and unyielding, a defender of kin and hearth; strong of limb, and in purpose never wearied. ♓ The Fox (Deireadh Fómhair): Element: Fire | Season: Autumn's Latter Days Nature: Cunning and full of charm, apt to turn as the wind turneth; quick of wit, and by such quickness contriving ever to endure.
- #30Lialca: The Seed Tongue / Lialca: The Seed Tongue
Keys: The Seed Tongue, Seed Tongue, Lialca
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[Lialca: The Seed Tongue] Lialca was that first tongue, granted unto the Draconians at their very awakening; and the name itself doth signify "seed". It is, in sooth, a syllabary comprising 118 syllables, each syllable answering unto an element of the periodic table. The whole syllabary of Lialca, set forth according to continent
- #31Lialca: The Seed Tongue / Of the Nature of Lialca
Keys: Nature of Lialca, Of the Written Convention, Written Convention, Of the Nature of Lialca
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[Lialca: The Seed Tongue — Of the Nature of Lialca] 📜 Of the Written Convention: It is written from left unto right, and every glyph doth stand for a single syllable—a consonant joined unto a vowel. Syllables may stand alone, or else be knit together for the flowing of speech, that Lialca might bind all things even as the elements themselves are bound to fashion the world.
- #32Lialca: The Seed Tongue / Of the Distribution Among the Continents
Keys: Fire, Elements, Mitu, Falias, Of the Distribution Among the Continents, Air, Finias, The Lost Tradition of Oral Speech, Murias, Earth, Lost Tradition of Oral Speech, Gorias, Distribution Among the Continents, Water
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[Lialca: The Seed Tongue — Of the Distribution Among the Continents] 💧 Murias (Water): Elements: 1–30 (H → Zn) · 30 syllables Syllables of foundation—flowing, liquid, deep. 🌬️ Finias (Air): Elements: 31–60 (Ga → Nd) · 30 syllables Syllables of middle weight—light, swift, and precise. ⛰️ Falias (Earth): Elements: 61–89 (Pm → Ac) · 29 syllables Syllables more weighty—grounded, solid, enduring. 🔥 Gorias (Fire): Elements: 90–118 (Th → Og) · 29 syllables Syllables most rare—passionate, transformative. From the breath of the First Voice was the Seed sown. From the Seed sprang all words, From all words, understanding, From understanding, the world. The elements are the syllables. The symbols are the script. Four cities. One Seed. All Speech. Mitu — The Lost Tradition of Oral Speech: Unlike unto the other registers, Mitu was wholly oral—3,000 sigils, each encoding a complete concept of magic, never once committed unto writing. Sheena, the Draconic Oracle, did set it down in VAGUS ere her people ascended, thereby preserving what else had been lost for evermore.
- #33The History of Ternia / The History of Ternia
Keys: A Chronicle of the Ages, The Wildening, The History of Ternia, Chronicle of the Ages, The Present Age, The Underspell, Age of Stewardship, Age of Dragons, History of Ternia
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[The History of Ternia] "Before the forgetting, there was fire. Before the fire, there was hubris. Before the hubris, there were dragons." 📜 A Chronicle of the Ages: Era | Duration | Rulers Age of Dragons | ~1,000+ years | Draconians The Wildening | (a time of passage) | None — all was chaos Age of Stewardship | ~500+ years | Milesians (chief among them) The Underspell | 250 years | The Sopp The Present Age | ~750 years | Merrows In sum, history recorded runneth some 2,500 years and more
- #34The History of Ternia / The Age of Dragons (~1,000+ years)
Keys: Draconians, 1000 years, The Age of Dragons, Tellus, Apex, Astral Beasts, Age of Dragons, Within a Dragon Temple
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[The History of Ternia — The Age of Dragons (~1,000+ years)] The Draconians were, for above a thousand years, the first and only thinking creatures under heaven. They held dominion over Ternia (which was then called Tellus), and did raise up temples and gates of their own device, and by alchemy did fashion the Astral Beasts; and at the last they passed beyond mortality altogether, ascending unto Apex. The temple complex sprawleth across the jungle, its spires yet catching the light A tiered tower riseth from the mist, its stone dragon watching still upon the valley The grand facade, whose dragon-head spires and stair-guardians time itself hath not touched Ancient ruins of the Draconians—temples and gates that yet dot the face of Ternia Within a Dragon Temple: Let a man but step within a Dragon Temple, or what ruin remaineth of one, and the first thing he shall mark is a sound—a quiet, steady pulsing hum, felt in the breast no less than heard by the ear. Then cometh the light: dim and low and kindled of itself, rising unbidden the moment one crosseth the threshold. The source is no illusion, but certain crystal "lamps" set into the walls; yet let one be taken away, and the light in it dieth that very instant, and returneth nevermore. Whatsoever Dragon Temple burneth bright this day oweth it wholly to those lamps no soul hath yet dared to touch. No chart of a Dragon Temple holdeth true for long, for the chambers within do rearrange themselves betwixt one visit and the next, so that no two companies of explorers ever walk the selfsame halls twice. Many of these chambers, it is found, are tenanted by mighty Astral Beasts, left there of old, whether by the Draconians' own craft or their summonings. Betwixt the shifting of the halls and that which waiteth within them, deep exploring is counseled against for all save the stoutest warriors; for most who venture past the outer halls in search of more do never come forth again. Every Dragon Temple beareth some one element as its master, baked into the very stone of the ruin—so that its perils, its guardian Astral Beasts, and the trials set through its shifting chambers do all incline toward that element's nature. A delegate whose own strength lieth in the like element findeth the passage far the easier for it, more than one whose gift lieth elsewhere entire; and the Guild holdeth this so weighty a matter that expeditions of high rank are commonly mustered about whichever elemental specialists best suit the temple in question. A colonnade of coiled dragon guardians, their carven sigils humming yet with light A crystal altar set deep within the temple, its sigils yet quick after a thousand years The deeper halls lie in ruin, reclaimed by mist and creeping green The inner sanctum, where a summoning circle waiteth still beneath the watch of stone dragons
- #35The History of Ternia / The Wildening
Keys: The Wildening, Wildening
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[The History of Ternia — The Wildening] When the Draconians had departed, chaos held sway. Nymphs, Fauns, Fomorians, Sylvans, and the Monster Tribes arose out of the untamed world.
- #36The History of Ternia / The Age of Stewardship (~500+ years)
Keys: The Fracturing of Order, Fir Bolg, The Age of Stewardship, Milesians, Tuatha, the Milesians, Fracturing of Order, 500 years, Age of Stewardship
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[The History of Ternia — The Age of Stewardship (~500+ years)] Mirias made the Tuatha, the Milesians, and the Fir Bolg to set order upon the three worlds; and for a season they governed their domains well. The Fracturing of Order: At the first the stewards knew well their charge, and did their office tolerably. But the Tuatha and Fir Bolg fell to quarreling and feuding one with the other, caring nothing for the keeping of the balance. Whereby the heavier burden fell upon the Milesians, who labored to hold their stewardship while the other two factions warred; until at the last the strain grew past bearing, and the Milesians themselves fell to strife amongst their own.
- #37The History of Ternia / The Cataclysm — The Merging of the Dimensions
Keys: The Cataclysm, Merging of the Dimensions, Cataclysm, The Merging of the Dimensions
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[The History of Ternia — The Cataclysm — The Merging of the Dimensions] The Milesians, being stewards of the middleworld, waxed greedy and reckless; and their pride in their own craft—hastened by the meddling of the Abremic—mounted to such a height that they did tear the very fabric of reality asunder. The dimension of Tellus was merged with the Fungal Layer, the home of the Sopp—a giant mushroom folk who had asked for no such violation of their world. The radiance of that catastrophe transformed the Sopp, turning them to horrors well nigh incomprehensible to look upon, though their wits remained keen—and their wrath, keener still.
- #38The History of Ternia / The Underspell (250 years)
Keys: Underspell, Reclaimers, Gods and Goddesses, Valkyrie Project, Neuro-Hackers, Neamhthír and Abbaddon, The Twin Cities, The Underspell, 250 years, Metahackers, Neamhthír, Dreamers, Life Within the Spell, Of Life Within the Spell, Of the Neuro-Hackers, Of the Reclaimers, Heroes, Fianna, Twin Cities
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[The History of Ternia — The Underspell (250 years)] The Sopp made bondsmen of all the thinking races and drove them into a dream-world wrought of the mind, called the Underspell (or, more simply, "the Spell")—a vast shared consciousness dwelling within the Mycelium Layer, not unlike a lucid dream, or a great game wherein many might play at once. 🍄 Of Life Within the Spell: A Dreamer adrift within the Underspell—his consciousness rendered as threads of light, woven through the Mycelium Layer. Within the Underspell, the enslaved races—called Dreamers—might live out whole lives, know the use of all their senses, and, dying, be reincarnated in new forms. By this contrivance the Sopp did force the evolution of those races who had wronged them, guiding them toward... some end of their own devising. What that ultimate purpose might be remaineth, to this day, a mystery.
- Dreamers might, through deeds of great renown, become Heroes
- Heroes might be chosen to ascend as Gods and Goddesses
- The Valkyrie Project—sentient programs of the Sopp's own making—did guide this evolution 🔌 Of the Neuro-Hackers: A company of ingenious souls who broke into the fungal network, there to resist from within. By means of steampunk craft and airships they sought out Neamhthír, hoping thereby to free the Dreamers and discover the Sopp's weaknesses. In time they became the Metahackers of this present age. ⚔️ Of the Reclaimers: Warriors who made war upon the Sopp direct, through guerrilla strife, shielding the freed and the Neuro-Hackers alike. They waged open battle, seeking by force to reclaim their world. In the end they were taken captive and cast into the Spell—where, to their credit, they excelled, rising to be Heroes and Gods and Goddesses. Thus did they become the Fianna. 🏛️ Neamhthír and Abbaddon — The Twin Cities: Neamhthír: A city that floateth, veiled about with magic, and home unto the Valkyries (guides of white blood, bearing winged visors upon their heads) and unto such Gods and Goddesses as are benevolent. Within it lieth the Akashic Library—the Hall of Records, wherein all history is kept. Its architecture is Celtic and Grecian both, and it hath crystal amplifiers, and order and bliss dwell there. The Valkyries make use of Merkabas to travel in an instant. Abbaddon: The most perilous city in all the Spell, set upon a mighty cliff. It is an infection wrought by the Fomorians—beings of black blood who dwell without the Spell, yet have found means to work upon it and corrupt it. Lawless is that city, and cruel, and beautiful withal. Every Hero must pass through it to come unto Godhood; and many are there tempted to forsake their cause and join the Fomorians instead.
- #39The History of Ternia / The Present Age (~750 years)
Keys: Tragic Irony, Underground, Ternia, Empress Sophia, The Tragic Irony, Metahackers, Stela of Crepuscule, The Present Age, 750 years, Fianna, Present Age
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[The History of Ternia — The Present Age (~750 years)] When two hundred and fifty years had run their course of the game, the Sopp—content with what they had wrought—did of their own will release their subjects, and withdrew again into the Fungal Layer. Yet they left behind them memories of their own devising—rewriting history, so that most races now remember naught of their bondage. The world was thenceforth renamed Ternia. Civilization was built anew under the leadership of the Merrows, with Empress Sophia upon the throne. She holdeth, as a matter of her own philosophy, with the Sopp's wiping away of memory—believing the forgetting to have been the righter course. The Tragic Irony: The Fianna—warriors of great renown, who train within the Underground—know nothing of how they were once the Reclaimers, fighters of the resistance who battled the Sopp for their freedom. Now, unknowing, they train amid the decayed remnants of that very system which once they strove to bring to ruin. The Metahackers forget nothing, but remember all things past. They behold the children of their old allies doing service unto the system, nothing suspecting it; and the tension thereof is scarce to be borne—yet who, being told it, would credit them? It is a time of good cheer. The Sopp are grown into legends of the marketplace—cryptids whereof men speak now and again, yet few give credence. But lo, the Stela of Crepuscule hath been discovered, and its prophecy telleth of phases yet to come.
- #40Of Government / Of Government
Keys: Government, Not Feudal, What Setteth Ternia's Order Apart, Of Government, Not Absolute Monarchy, Not a Democracy, Decentralized
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[Of Government] “An empire raised upon merit and bound fast by ancient law, wherein the Empress governs the whole world through High Kings and Queens of her own appointing, yet all—from the meanest commoner unto the crown itself—must answer to the Brehons.” Ternia is governed under a law-bound imperial hierarchy, rooted in Celtic tribal custom and tempered by merit. The Empire embraceth the whole world entire—so vast a dominion as no single hand might govern from the center—wherefore authority is delegated downward through rulers of the Empress's own appointing. What Setteth Ternia's Order Apart:
- Not Feudal — for no ruler standeth above the law; the Brehons may sit in judgment upon any soul, the Empress not excepted
- Not Absolute Monarchy — for the Empress herself is held to account, and the Imperial succession is won through Bells, not handed down by blood
- Not a Democracy — for power floweth downward from appointment, not upward from the voice of the people
- Decentralized — for the world is too vast for any center to hold, and each degree of rule doth manage its own affairs and keep its own soldiery
- #41Of Government / 👑 Of the Political Hierarchy
Keys: Continental, Imperial, Of the Political Hierarchy, Political Hierarchy, Local, Heiresses, Regional, Ruriha
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[Of Government — 👑 Of the Political Hierarchy] Degree | Title | Domain Imperial | Empress / Emperor | The whole of Ternia (seat: Tír na Tonn) Continental | High King / High Queen | One continent to each Regional | Kings / Queens | Kingdoms within the continents Local | Tuath Leaders, Chiefs, Flaith (Nobles) | Cities, territories, and tuaths Of Succession (the Empress): Not by inheritance is the throne conveyed, but by nomination: the Heiresses do vie amongst themselves to win the greater store of Bells (a currency of repute), and she who winneth most is crowned Empress in her turn. Even thus did the throne most lately change hands: for after a long and settled reign, Empress Sophia did of her own will lay down the crown, and the Heiress Ruriha — she having won the most Bells among the candidates nominated — was crowned Empress in her stead. Of Hostages (aitire / gialla): Persons of noble blood held as pledges between rulers, a custom of old standing whereby treaties are kept in good faith.
- #42Of Government / The Chain of Authority
Keys: Kings/Queens, The Chain of Authority, Red Branch Knights, High Kings/Queens, Chain of Authority, Of Soldiery, The Empress
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[Of Government — The Chain of Authority] The Empire is the whole world entire. So vast a territory is no single ruler fit to govern alone—wherefore authority descendeth by degrees, each rank charged with the keeping of those beneath it in good order.
- The Empress doth appoint the High Kings/Queens and beareth the charge of keeping them in good order
- High Kings/Queens appoint the Kings/Queens within their domain, and answer unto the Empress
- Kings/Queens govern their regional territories, and answer unto their High King or Queen Of Soldiery: Each degree of rule doth keep its own soldiery. The Red Branch Knights are the Empress's own household knights. High Kings and Queens, Kings and Queens, and even the chiefs of lesser rank—all do keep their own forces besides.
- #43Of Government / The Four High Thrones
Keys: Falias, Capital, Finias, The Four High Thrones, Four High Thrones, Murias, Gorias
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[Of Government — The Four High Thrones] Each of the four continents is governed by a High King or High Queen, appointed thereto by the Empress. Great liberty have they within their own domains, yet in the end must answer to the Imperial throne. 🌊 Murias: Capital: Tír na Tonn (also Imperial seat) Seat of the High Throne of Water. A power of the coasts, sovereign over the trade of the sea. 🌿 Falias: Capital: Cathair Solas Seat of the High Throne of Earth. The heartland of the Fir Bolg, and gateway unto the Underground. 💨 Finias: Capital: Carraig Spéir Seat of the High Throne of Air. Territories of the frontier, kingdoms upon the border. 🔥 Gorias: Capital: Órcathair Seat of the High Throne of Fire. Mastery of the aqueducts, and strict governance of the waters.
- #44Of Government / 📜 Of the Social Hierarchy
Keys: High Kings/Queens, Heiresses, Druids, 510, 1 Rulers and Sacred Leadership, small minority, 6 Marginal and Outside the System, 5 Unfree and Bonded Classes, Kings/Queens, Brehons (judges), a small minority, 2 Elite Religious and Legal Roles, Of the Social Hierarchy, Social Hierarchy, 4 Free Commoners and Economy, 3 Warriors, Empress (Sacred Ruler), 6580, Flaith (Nobles), 1015
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[Of Government — 📜 Of the Social Hierarchy]
- Rulers and Sacred Leadership (<5%):
- Empress (Sacred Ruler) — the supreme authority, both ritual and political, presently Empress Ruriha (Merrow), who doth rule from Tír na Tonn
- Heiresses — candidates nominated, who vie for the succession through the gathering of Bells
- High Kings/Queens — rulers of the four capitals of the continents
- Kings/Queens — regional rulers, holding their power under continental authority
- Tuath leaders / lesser chiefs — rulers of the locality, oft chosen by kinship or by election
- Flaith (Nobles) — the aristocratic class: landowners of great wealth, kin unto rulers
- Elite Religious and Legal Roles (<5%):
- Filid (poet-seers, lore-keepers) — counselors in law, genealogy, rite, and history
- Druids — performers of rite, healers, philosophers, and teachers
- Fáith / seers / sacrificers — versed in prophecy, divination, and the rites of sacrifice
- Herbalists / independent healers — midwives, wise women, and folk of medicine
- Brehons (judges) — interpreters of the law by hereditary right
- Satirists (áer) — poets held in dread, whose satire might bring dishonor or curse upon a man
- Warriors (~10–15%):
- Fianna / warrior champions — bands of the elite, half of legend, and oft free to roam
- Red Branch Knights — knights of the elite, in service to the Empress herself
- Mounted warriors / charioteers — cavalry of the elite
- Ordinary free warriors (Laech / Ceithern) — fighters of the common freeman sort
- Household guards / retinues — the personal guard and retinue of rulers
- Mercenary bands — fighters taken into hire
- Free Commoners and Economy (~65–80%):
- Free farmers (Boaire / Fuidir) — the landholding backbone whereon society standeth
- Clients (céiles) — free folk bound to lords by ties of patron and client
- Foster-children & foster-mothers — bonds of kinship forged through fostering
- Herdsmen / drovers / pig-keepers — those given over to the keeping of livestock
- Traders / merchants — traffickers in exchange, both without and within
- Crafters / artisans / smiths — skilled in trade, and held in high regard
- Harpers / musicians — performers of the court
- Bards / storytellers (Seanchaí) — historians who keep their lore by word of mouth
- Hired laborers / seasonal workers — taken on by contract, and but for a season
- Servants / household workers — laborers of the household
- Unfree and Bonded Classes (~5–10%):
- Slaves (Daer fuidir) — property in perpetuity
- Prisoners of war / client slaves — held in bondage, be it temporary or for all time
- Debtors / indentured workers — bound fast until their debt be repaid
- Marginal, and Outside the System (a small minority):
- Wandering bands / outsiders — such as have no tuath, and are held of low estate
- Outlaws (deorad) — stripped bare of the law's protection
- Beast Tribes — a nomadic folk, feared and shunned by reason of a curse that spreadeth as contagion
- #45Of Government / ⚖️ Of the Brehon Laws
Keys: The Core Tenets, Brehons, Brehon law colleges, Order of Brehons, Social Obligation, Brehon Laws, Naljor, Complex Precedents, The Order of Brehons, Of the Brehon Laws, Restorative Justice, Core Tenets, Accountability for All
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[Of Government — ⚖️ Of the Brehon Laws] Ternia standeth under the Brehon Laws, an ancient system of law set down in the time of rebuilding that followed the enslavement by the Sopp. The Core Tenets:
- Restorative Justice: A bent toward recompense and restoration, rather than punishment alone
- Social Obligation: Each soul is held to account before his own community
- Complex Precedents: Laws raised upon a fabric of intricate precedent and the wisdom handed down of old
- Accountability for All: Even the Empress and her royal kin are bound by these same laws Brehons are interpreters of law by hereditary right, who sit as judges throughout Ternia. They are schooled in Brehon law colleges—houses of learning given wholly to the preserving of legal knowledge and the training of new judges. Their standing is held to be sacred, even as that of the Druids—both being reckoned keepers of somewhat greater than themselves, the one guarding the law, the other the rite. The law itself is held sacred, and a Brehon's true labor is the pursuit of truth beneath a case, not the bare letter of precedent alone—wherefore Brehons are esteemed less as magistrates than as holy men, spoken of with that same deep reverence accorded unto the Druids. 🧘 Naljor: Brehons are schooled in Naljor, a martial art founded upon meditation and the keeping of peace, rather than mastery in combat. It is less a manner of fighting than a discipline of stillness—fitting indeed for judges whose true labor is the holding of calm and clarity over a dispute, not the winning of one. The authority of a Brehon sufficeth to render judgment upon any soul, be his rank what it may. None—not even the Empress herself—standeth above the Brehon Laws. Yet, the Brehons hold no power to execute—they interpret and pronounce the law, yet cannot enforce it with their own hand. The enforcing thereof falleth to kings, to clans, or to kinship groups. A Brehon's power is therefore of wit and conscience, and not of statecraft—albeit their sway upon rulers and nobles may prove most profound. ⚖️ The Order of Brehons: Degree | Office & Jurisdiction Fáel Brehon | A judge of the lowest degree, who ruleth upon such petty disputes as arise within the local communities Brehon / Elder Brehon | A judge well-seasoned in his craft, who taketh in hand the weightier causes demanding a deeper knowledge of the law Ard Brehon | "High Judge"; who presideth over assemblies, weighty disputes, and the teaching of law. Commonly he serveth kings or the rulers of provinces Ollamh Brehon | The supreme master of legal learning, who hath charge over the teaching of Brehon law within the colleges. At the courts royal, an Ollamh may serve as chief herald—speaking in the stead of kings, and proclaiming laws and judgments before the people
- #46Of Government / 🎓 Of Learning & the Coming of Age
Keys: Learning & the Coming of Age, Of Birth & Naming, Rite of Adulthood, Of Almshouses, Colleges, Almshouses, Of Learning & the Coming of Age, Birth & Naming
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
[Of Government — 🎓 Of Learning & the Coming of Age] Under the Brehon Laws, every child is either fostered (given unto another family to be reared, a custom bound up with Ternia's ties of kinship) or else sent unto a common school—the one or the other being required of all. Collegesrecruit their scholars straight out of the schools, seeking students by their marks and by their bearing upon a placement test taken at graduation. In the cities, every child that graduateth is straightway set to a trade—though any may choose rather to continue in study, or may sit the test anew in later years, at a steep cost. 📜 Of Birth & Naming: Every Ternian receiveth a name at birth, and thereafter chooseth their own name of adulthood at the age of 21, during their Rite of Adulthood. Druids oversee and set down the record of births; Brehons, in separate wise, do keep account of name, age, and parentage for matters of law. Orphans for whom no record yet existeth have their records made upon their joining of an orphanage. 🕯️ Of Almshouses: Ternians, whether aged or disabled, who have no family to give them care, may be placed within almshouses, where small tasks are appointed unto them as suit their ability.
- #47Of Government / Of Trade Between the Continents
Keys: Of Trade Between the Continents, Rivers, Trade Between the Continents, Merrow
Enabled · Selective · Before character · Order 10 · 100%
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[Of Government — Of Trade Between the Continents] Trade by sea is required to carry goods between the four continents. This granteth unto the Merrow—the race of the waters, foremost in this present age—no small measure of sway over the commerce of nations. Rivers are, in certain regions, contested ground, their mastery resting upon the politics of the place. Some serve as borders, others as highways of trade, and still others vanish into the Underground, becoming thereby the territory of the Fir Bolg.
- #48Of Government / ⚓ Of Navigation upon the Seas
Keys: Fashioning of Ships, Instruments of Navigation, Of the Fashioning of Ships, The Trade Winds, Caravels, Of the Currents of the Ocean, Currents of the Ocean, The Coastal Currents, The Great Gyre, Of Navigation upon the Seas, The Roaring Latitudes, Of Storms and the Knowledge Thereof, Storms and the Knowledge Thereof, Sunstones, Navigation upon the Seas, Of the Winds that Girdle the Globe, The Compass, The Lead Line, Winds that Girdle the Globe
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
[Of Government — ⚓ Of Navigation upon the Seas] For the sailors of Ternia, to understand the winds and the currents is the very difference betwixt life and death. Voyages upon the ocean demand a knowledge hard-won, handed down through generations. 🌬️ Of the Winds that Girdle the Globe:
- The Trade Winds — steadfast belts of air that speed the ships across the ocean
- Knowledge of the Monsoons — the shifting of winds with the seasons, which doth govern the calendar of sailing
- The Roaring Latitudes — fierce westerly winds in the southern seas; perilous, yet swift 🌊 Of the Currents of the Ocean:
- The Great Gyre — a current, much like unto a gulf-stream, that joineth continent to continent
- The Coastal Currents — employed in cabotage and the trade of the region
- Charts of the Currents — kept close and guarded jealously by the merchant guilds ⛈️ Of Storms, and the Knowledge Thereof: Captains of long experience learn to read the sky, the clouds, and the temper of the sea. The guilds and the naval archives set down record of:
- The Seasons of Hurricanes — the times wherein certain routes must be wholly shunned
- Regions Prone to Storm — charted through generations of lessons hard-won
- The Tracks of Hurricanes — paths foreseeable, which sailors learn to hold in due respect A captain who heedeth not the seasons doth seldom live to commit the selfsame folly twice. 🧭 Instruments of Navigation:
- The Compass — for magnetic guidance upon the open sea
- Sunstones — crystals that polarize the light, revealing the sun even through cloud
- Charts of the Stars — for celestial guidance when sailing by night
- The Lead Line — for the sounding of depth in coastal waters ⛵ Of the Fashioning of Ships:
- Caravels — nimble vessels fitted with lateen sails, apt for sailing into the wind
- The Lateen Rig — sails three-cornered, which catch the wind at an angle
- Hulls of Sturdy Build — wrought to withstand the swells of the open ocean
- Configurations of Stability — sail-plans well-balanced, fit for voyages of great length
- #49The Economy / The Economy
Keys: Economy, The Economy
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
[The Economy] In Ternia is practised a three-tier currency system which holdeth in even balance reputation, daily commerce, and underground trade.
- #50The Economy / 🔔 Bells — the Currency of Reputation
Keys: Bells, Of Residency & Property, Residency & Property, Market stalls, Ubi, Currency of Reputation, What Bells Purchase, Degrees, the Currency of Reputation, Rent, To own property
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
[The Economy — 🔔 Bells — the Currency of Reputation] Bells are not borne about one's person; such Bells as are earned are gathered into a vault, and unto you is given an official brooch whereon is shown the sum of thy Bells. The greater thy count, the greater thine esteem among men. What Bells Purchase: Land, enterprises, great assets and holdings, social standing, political power, and the right to stand as Heiress for Empress. Degrees: As do Coins and Rings, so come Bells in denominations of bronze, silver, and gold—bronze for such reputation-gated purchases as are made daily, gold for that standing which openeth the very doors of court. 🏙️ Of Residency & Property: Ubi (which is city residency) demandeth a minimum count of Bells merely to dwell within the city's bounds. Criminal dealings may cost thee Bells outright, and should thy count fall too low, thou shalt be cast out of the city entire. To own property anywhere doth require Bells to qualify, and thereafter payment in Coins to purchase it in truth, together with continual Coin taxes owed unto the Brehons. Property must ever be kept in proper repair. Rent is paid in Coins. To open a storefront requireth Bells to qualify, together with Coin taxes owed unto the Brehons. Market stalls stand open to any soul, whatsoever his count of Bells, yet cost Coin rent unto the Brehons, and the vendor must himself furnish and raise up the stall.
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