✨ Dreamed up by Chelsea Miriah Boyd aka Rune ✨

Creation Myth

"They say the Mother of Music and Magic stirred her Cauldron of Alchemical Elements on the Hearth of Destiny."

The Goddess and the world tree Cyria within the cosmic tapestry

The concoction boiled over as foam and bubbles. The Goddess idly hummed and the Foam took shape and came to life as new Gods. The Bubbles became seeds of Stone and Flame.

The Father of Art and Time, pleased by this reaction of the foam, caught them all on a Tapestry he himself had woven. He wove Fates for this Grand Tapestry, all of his attention on it.

The Foam Gods entered the Tapestry and found they had their own Universe to play in. They shaped the seeds of Flame into Stars and the seeds of Stone into Planets.

The Birth of Ternia

One particular Foam Deity pair, Mirias, Goddess of Gratitude, and her counterpart Lanelas, God of Language, found a planet they quite liked and planted a world tree seed called Cyria.

Mirias, Goddess of Gratitude

Mirias, Goddess of Gratitude

Lanelas, God of Language

Lanelas, God of Language

Cyria's leaves touched the upperworld and its roots wound through the lowerworld. Its Trunk held within it the middleworld. New lifeforms bubbled up from a Spring of Creation to form the various species that would inhabit it.

They gave them the ability to reproduce and evolve or devolve for themselves and witnessed the lifeforms spread across the planet evolving into multitudes of shapes and sizes.

The First Awakening

The first intelligent species were the Draconians. They were rewarded with a seed of language at their awakening. They called their language Lialca, which meant "seed".

Eventually they were given the honor of becoming the gatekeepers to the doors of Apex, home of the Foam Deities. They built magical Dragon Gates and labyrinthine Dragon Temples. Through alchemy they created the Astral Beasts.

Through natural evolutionary progression, the Draconians ascended to become Gods in their own right. They remained in Apex with the Foam Deities, leaving Ternia to become an overgrown mess.

The Age of Chaos

The Nymphs, Fauns, Fomorians, Sylvans and the Monster Tribes were born of this chaos—the Wildening, as it came to be known in forgotten lore.

The Ordered Races

Mirias saw Ternia's need for order now that the Draconians had left. She used the Spring of Creation to create three races simultaneously, each tasked with stewardship:

  • Tuatha (Elves) - to manage the upperworld
  • Milesians - to manage the middleworld
  • Fir Bolg (Dwarves) - to manage the lowerworld

The Blessed - Merrows

A large group of Milesians were blessed by the goddess and became the Merrows—aquatic people who dwell in the waters and build magnificent underwater cities. These blessed Milesians were placed under divine protection.

The Attack: Another large group of Milesians attacked the divinely protected Merrows. This assault on those under divine protection brought terrible consequences.

Divine Protection Strengthened: In response to the attack, the goddess granted the Merrows additional protections:

  • Regeneration - The ability to heal and recover from injuries
  • The Sinking City - If any group tries to start wars with the Merrows again, their city sinks beneath the sea, making them far harder to attack and ensuring such violence would be much less likely to succeed

These divine safeguards meant the deities wouldn't need to worry about the Merrows as much anymore—they had both the means to defend themselves and automatic protection against aggression.

The Exiles - Beast Tribes

The group of Milesians who attacked the divinely protected Merrows were cursed as punishment. They were transformed—part Milesian, part animal, changing form with the Moon Phases. They reproduced and became known as the Beast Tribes, forever nomadic, forever marked, their curse a consequence of attacking those under divine protection.

Cosmology

"Set the heavens in order, and the land shall follow suit."

The Two Stars

Ternia (formerly called Tellus before the dimensional merge) circles Lumen, the great far-born star—bright as a forge, steady as a chieftain's oath.

A second star, Phos, rides the deep night as a distant wide-binary companion, faint to mortal sight save for its spill of ultraviolet fire.

The Winter Ultraviolet

The tilt of Ternia's axis is exaggerated, creating dramatic seasonal shifts:

  • In summer, Phos falls "behind" Lumen, drowned in white radiance. Its UV rays cannot reach the surface.
  • In winter, the hemisphere swings away, and Phos' ultraviolet shine becomes visible, draping the snows in ghost-gleam like a cosmic lantern—a seasonal blacklight in the dark half of the year.

Thus arises the Winter Ultraviolet, a marvel whispered of in druid-lore.

The Living Auroras

"The sky's restless tonight."

🌌 Why Ternia's Auroras Are Different

Ternia possesses a strong, slightly chaotic magnetosphere—not a clean dipole like Earth, but a woven, multipolar field that guides light rather than hiding it.

🧲 The Magnetosphere

Multiple auroral ovals instead of two polar caps. Bands of auroral activity drift with seasons. Auroras appear at mid and low latitudes—the planet is protected, but the field guides light everywhere.

✨ Phos's Radiance

Phos emits a steady ultraviolet-rich wind and periodic mild flares. In winter, when visible, the atmosphere fluoresces and auroras intensify nightly. Seasonal and predictable.

🍄 The Responsive Atmosphere

Trace noble gases and fungal spores from the Dimensional Merge make Ternia's upper atmosphere more responsive. Auroras are brighter, last longer, spread wider.

🌙 The Lunar Stirring

Ayla and Tiu pass through magnetosphere regions, inducing currents, pulling auroral bands toward the equator. Predictable surges on certain moon phases. The auroras feel alive.

🌠 What This Looks Like

Auroras are not rare events on Ternia. They appear several nights per week in winter, often visible even near the equator. Subtle in summer, brilliant in winter. People don't point and gasp—they're background beauty, emotional weather, a shared cultural reference.

Directional & Layered:

  • Bands stretch horizon to horizon
  • Colors shift with Phos intensity
  • Multiple layers visible at different altitudes
  • In cities: reflected in canals, framed by spires, filtered through clouds
  • In deserts: sharp, crystalline light—almost painful clarity

🔮 Cultural Consequences

Common auroras reshape society:

  • Omens, clocks, and signals: Certain activities only done under specific colors
  • Political and religious events timed to displays
  • Winter festivals lit from above
  • Beast Tribes react strongly during peak displays
  • Priestesses read meaning in direction, color, and rhythm
  • Gorians try to measure them—and fail

The Elegant Twist: During Winter Ultraviolet, auroras subtly reveal patterns. Certain runes and tattoos resonate in color harmony. Hidden texts respond to auroral spectra. The sky itself participates in revelation.

The World and Its Moons

"Give the sky its wonders, and the storytellers will feed for generations."

Ternia bears four vast continents, with islands strewn between them like pearls from a spilled torc. The planet is crowned and shod with diamond-dust rings, haloing north and south.

Around each ring dances a moon:

Ayla - Upper Moon

Searing-bright, mineral-rich, dressed in lustrous sands and stones. Harsh, but habitable to hardy folk.

Tiu - Lower Moon

Cold as a forgotten oath, dim-lit, swaddled in night-ice and thunder-snow. Both moons are rough realms, yet living realms.

Cyria - The World Tree

The cosmic tree that structures all reality on Ternia:

  • Upperworld - Where Cyria's leaves touch the sky
  • Middleworld - Contained within the trunk, where mortals dwell
  • Lowerworld - Where the roots wind deep through earth and stone

The Four Continents

🗺️ Map of Ternia

Map of Ternia showing the four elemental continents

🏆 Murias

Element: Water | Suit: Cups
Sacred Treasure: Cauldron of Plenty
Capital: Cruachán Mara
Primary Inhabitants: Blue Nymphs, Merrows
Islands: The Icelands

⚔️ Finias

Element: Air | Suit: Swords
Sacred Treasure: Sword of Nuada
Capital: Carraig Spéir (with Dún na Scamall floating above)
Primary Inhabitants: Yellow Nymphs
Islands: The Rhodes Islands

💎 Falias

Element: Earth | Suit: Pentacles
Sacred Treasure: Stone of Destiny
Capital: Cathair Solas
Primary Inhabitants: Green Nymphs
Islands: The Emerald Islands

🔥 Gorias

Element: Fire | Suit: Wands
Sacred Treasure: Spear of Lugh
Capital: Órcathair
Primary Inhabitants: Red Nymphs
Islands: Sandwich Islands

Detailed descriptions of each continent with cities, geography, culture, and notable features are available in the full document.

The Planetary System

"Five worlds circle the twin stars, each with their own peoples, their own fates intertwined."

Ternia is not alone in the Lumen-Phos system. Four other worlds orbit the binary stars, each inhabited by distinct civilizations. The people of Ternia are known across the cosmos as Aeons.

Ternia (Tellus)

Inhabitants: Aeons
Home to Cyria, the World Tree. Merged with the Fungal Layer dimension. Four elemental continents with two habitable moons.

Aesir

Inhabitants: Aethers
Battleground of a great war between the Aethers and the Gregori. The defeated Gregori are imprisoned in the planet's core.

Tartarus

Inhabitants: Free Gregori
Refuge for the Gregori who escaped imprisonment, led by the mysterious Luther.

Allaweh

Inhabitants: Abremics
Highly advanced civilization under Luther's control. Responsible for giving Milesians technology before they were ready.

Aether

Inhabitants: Unknown
The fifth planet, shrouded in mystery. Reserved for future off-world adventures. What civilizations dwell there remains to be discovered.

The Abremic Sabotage

Long ago, the Abremics committed a crime that would reshape Ternia's destiny forever. They gave the Milesians technology before they were ready—deliberately setting them up for failure in their steward duties.

When the Milesians inevitably misused this premature technology, reality itself tore apart. The dimensional merge with the Fungal Layer, the Sopp enslavement, the transformation of Milesians into Humes—all of it traces back to Abremic interference.

History of Ternia

"Before the forgetting, there was fire. Before the fire, there was hubris. Before the hubris, there were dragons."

📜 Timeline of the Ages

Era Duration Rulers
Age of Dragons ~1,000+ years Draconians
The Wildening (transition) None — chaos
Age of Stewardship ~500+ years Milesians (dominant)
The Underspell 250 years The Sopp
Current Age ~750 years Merrows

Total recorded history: ~2,500+ years

Age of Dragons (~1,000+ years)

The Draconians were the first and only intelligent species for over a millennium. They ruled Ternia (then called Tellus), built their temples and gates, created the Astral Beasts through alchemy, and eventually evolved into godhood, ascending to Apex.

Ancient Draconian temple ruins with mystical gates

Ancient Draconian ruins—temples and gates that still dot the landscape of Ternia

The Wildening

After the Draconians departed, chaos reigned. Nymphs, Fauns, Fomorians, Sylvans, and Monster Tribes emerged from the untamed world.

Age of Stewardship (~500+ years)

Mirias created the Tuatha, Milesians, and Fir Bolg to bring order to the three worlds. For a time, they managed their domains well.

The Fracturing of Order

The stewards knew their duty at first, and did a decent job. But the Tuatha and Fir Bolg came to argue and feud with one another, unconcerned with maintaining balance.

This placed a heavier burden on the Milesians, who struggled to maintain their stewardship duties while the other two factions fought. Eventually, the strain became too much—the Milesians began to fight amongst themselves.

The Cataclysm — The Dimensional Merge

The Milesians, as stewards of the middleworld, grew greedy and reckless. Their technological hubris—accelerated by Abremic interference—reached such heights that they tore through the fabric of reality itself.

Tellus's dimension merged with the Fungal Layer, home of the Sopp—giant mushroom people who had never asked for this violation of their world. The radiation from the catastrophe transformed the Sopp, turning them into incomprehensible horrors in appearance, though their minds remained sharp—and furious.

The Underspell (250 years)

The Sopp enslaved all intelligent races and forced them into a synaptic dream world called the Underspell (or simply "the Spell")—a vast shared consciousness within the Mycelium Layer, like a lucid dream or massive MMORPG.

🍄 Life in the Spell

Within the Underspell, the enslaved races—called Dreamers—could live entire lives, use all their senses, and die only to reincarnate with new forms. The Sopp used this system to force the evolution of the species that had wronged them, guiding them toward... something. Their ultimate goals remain mysterious.

  • Dreamers could become Heroes through great deeds
  • Heroes could be selected to become Gods and Goddesses
  • The Valkyrie Project—cognizant AI programs created by the Sopp—guided this evolution

🔌 The Neuro-Hackers

A faction of geniuses who hacked into the fungal network to resist from within. They used steampunk technology and airships to search for Neamhthír, seeking to free Dreamers and find the Sopp's weaknesses.

They eventually became the Metahackers of the current age.

⚔️ The Reclaimers

Warriors who fought the Sopp directly through guerrilla warfare, protecting freed subjects and Neuro-Hackers. They waged open war, seeking to reclaim their world by force.

They were eventually captured and placed into the Spell—where they excelled, becoming Heroes and Gods/Goddesses. They became the Fianna.

🏛️ Neamhthír & Abbaddon — The Twin Cities

Neamhthír

A floating city veiled by magic, home to the Valkyries (white-blooded guides with winged head-visers) and benevolent Gods and Goddesses. Contains the Akashic Library—the Hall of Records preserving all history. Celtic and Greek architecture, crystal amplifiers, order and bliss. The Valkyries use Merkabas to travel instantaneously.

Abbaddon

The most dangerous city in the Spell, perched on a vast cliff. An infection created by the Fomorians—black-blooded entities who exist outside the Spell but found ways to manipulate and corrupt it. Lawless, cruel, beautiful. Heroes must pass through it to reach Godhood. Many are tempted to join the Fomorians instead.

The Current Age (~750 years)

After 250 years, the Sopp willingly released their subjects and retreated to the Fungal Layer. But they left behind programmed memories—rewriting history so that most races remember nothing of the enslavement.

The world was renamed Ternia. Civilization rebuilt under Merrow leadership, with Empress Sophia on the throne. She philosophically agrees with the Sopp's memory wipe—she believes forgetting was the right choice.

The Tragic Irony

The Fianna—legendary warriors who train in the Underground—have no idea they were once The Reclaimers, resistance fighters who battled the Sopp for freedom. They now unknowingly train in the degraded remnants of the very system they once fought to destroy.

The Metahackers remember everything. They watch the descendants of their allies serve the system without realizing it. The tension is unbearable—but would anyone even believe them?

It is an optimistic time. The Sopp have become urban legends—cryptids occasionally sighted but rarely believed. But the Stela of Crepuscule has been discovered, and its prophecy speaks of phases yet to come.

The Ternia Ephemeris

"Time flows like water through the World Tree's roots, measured by stars and seasons alike."

The Ternia Ephemeris is a complete fantasy calendar system integrating multiple timekeeping methods: Astrological, Solar, Farming, Lunar, Nautical, and Divination—all working concurrently to mark the passage of days.

⚖️ The Dual Calendar System

With Ternia's ~23.4° axial tilt, clocks and calendars follow two parallel tracks:

☀️ Solar Seasons (Civil Calendar)

The baseline. Predictable, boring, necessary. Governs trade, taxes, harvests, and appointments. Based on Lumen's position.

✨ Radiant Seasons (Sacred Calendar)

The overlay. Revealed, seasonal, dangerous. Governs rituals, omens, and the Winter Ultraviolet when Phos's light touches the world.

The Twelve Months

The year consists of 365 days (366 in leap years) divided into twelve months. Seven months have 30 days; five months have 31 days. Miän (September) contains the "hidden" leap day.

# Month Days Season Zodiac Sign
1 Samhna (November) 31 Start of Winter Raven 🐦‍⬛
2 Nollag (December) 30 Midwinter (Shortest Day) Stag 🦌
3 Eanáir (January) 31 Deep Winter Wolf 🐺
4 Feabhra (February) 30 Winter's End Serpent 🐍
5 Márta (March) 31 Spring Equinox Hare 🐇
6 Aibreán (April) 30 Blooming Spring Swan 🦢
7 Bealtaine (May) 31 Start of Summer Hawk 🦅
8 Meitheamh (June) 30 Summer Solstice (Longest Day) Horse 🐴
9 Iúil (July) 31 High Summer Salmon 🐟
10 Lúnasa (August) 30 Start of Autumn Owl 🦉
11 Miän (September) 30* Autumn Equinox Boar 🐗
12 Deireadh (October) 30 Late Autumn Fox 🦊

The year begins on 1st Samhna with the festival of Aonwin (Samhain), marking the start of winter and the new year. *Miän contains the "hidden" leap day in leap years.

Weeks & Days

Each month contains 5 weeks of 6 days each (30 days). In months with 31 days, a seventh day called Eadrana is added to the final week.

📅 The Six Days of the Week

1. Spas

2. Ghrian

3. Seasur

4. Gealach

5. Taoide

6. Diagacht

✨ Eadrana — The magical seventh day, appearing only in the last week of every other month (starting from Samhna). Eadrana is celebrated as a day of magic and special significance throughout Ternia.

The Eight Festivals

Cross-Quarter Days (Most Important)

Aonwin (Samhain)

Etymology: aon (one) + win (winter)
Date: 1st Samhna
Marks the beginning of winter and the new year.

Cíunuki (Imbolc)

Etymology: ciunas (silent) + yuki (snow)
Date: 15th Feabhra
The silent snow, heralding spring's approach.

Tehana (Beltane)

Etymology: te (warm) + hana (flower)
Date: 1st Bealtaine
Celebration of warmth and blossoms, start of summer.

Moefaiche (Lughnasadh)

Etymology: moeta (burn) + faiche (fields)
Date: 15th Lúnasa
The burning fields, harvest begins.

Solar Points (Lesser Festivals)

Kuragrena (Yule)

Etymology: kurai (dark) + grena (sun)
Date: Winter Solstice (Nollag)
The dark sun, shortest day of the year.

Brisaol (Ostara)

Etymology: brisk (fresh) + saol (life)
Date: Spring Equinox (Márta)
Fresh life awakening, equal day and night.

Soluskai (Litha)

Etymology: solus (light) + takai (high)
Date: Summer Solstice (Meitheamh)
High light, longest day of the year.

Zancothra (Mabon)

Etymology: zandaka (balance) + cothram (equal)
Date: Autumn Equinox (Meán)
Perfect balance, equal day and night.

🌙 The Two Moons & Beast Tribe Curse

Ayla (Upper Moon): Bright, mineral-rich. ~29-day cycle.

Tiu (Lower Moon): Cold, dim-lit. ~31-day cycle.

Double Full Moons: When both moons are full simultaneously (every ~2-3 years), Beast Tribes lose all control and rampage. This rare convergence is tracked carefully by astronomers and feared across Ternia.

The Ternia Zodiac

The Ternia Zodiac constellations in the night sky

The Twelve Constellations of Ternia

The Ternia Zodiac consists of twelve sacred animal signs, each corresponding to a month and carrying distinct elemental and spiritual significance.

♈ The Raven (Samhna)

Element: Air | Season: Start of Winter
Traits: Introspective, visionary, mysterious, keepers of secrets and prophecy.

♉ The Stag (Nollag)

Element: Earth | Season: Midwinter
Traits: Noble, steadfast, protective, self-sacrificing. Natural leaders.

♊ The Wolf (Eanáir)

Element: Air | Season: Deep Winter
Traits: Loyal, cunning, family-oriented, survivors and guardians.

♋ The Serpent (Feabhra)

Element: Water | Season: Winter's End
Traits: Transformative, adaptive, healer-like. Teach renewal.

♌ The Hare (Márta)

Element: Fire | Season: Spring Equinox
Traits: Quick, intuitive, playful, fertile in ideas and creativity.

♍ The Swan (Aibreán)

Element: Water | Season: Blooming Spring
Traits: Graceful, poetic, devoted, embody beauty and transformation.

♎ The Hawk (Bealtaine)

Element: Air | Season: Beltane
Traits: Visionary, daring, ambitious. Fly high and see far.

♏ The Horse (Meitheamh)

Element: Fire | Season: Summer Solstice
Traits: Free-spirited, powerful, enduring. Joy of strength and freedom.

♐ The Salmon (Iúil)

Element: Water | Season: High Summer
Traits: Wise, determined, home-seeking. Carry deep ancestral memory.

♑ The Owl (Lúnasa)

Element: Earth | Season: Harvest Begins
Traits: Perceptive, patient, solitary. See what others miss.

♒ The Boar (Meán Fómhair)

Element: Earth | Season: Autumn Equinox
Traits: Brave, tenacious, protectors of family. Strong and relentless.

♓ The Fox (Deireadh Fómhair)

Element: Fire | Season: Late Autumn
Traits: Clever, charming, adaptable. Quick-witted survivors.

Races of Ternia

Playable Races

🧝 Tuatha (Elves)

Male Tuatha with silver-blue hair and pointed ears Female Tuatha with flowing spiral hair

Created by Mirias to manage the upperworld. One of the three ordered races who endured Sopp enslavement alongside the others. Elegant beings with pointed ears, silver or colorful hair, and an innate connection to celestial magic.

👤 Humes (Humans)

Male Hume with auburn hair Female Hume with ornate jewelry

Origin — The Fall from Grace: Originally called Milesians, this race was created by Mirias to manage the middleworld and balance the upper and lower realms. Despite their "humble" forms, they were held to the highest standard as the fulcrum of cosmic balance.

The Corruption: When the Tuatha and Fir Bolg rivalry created rifts, the Milesians—bearing the weight of balance—became conflicted. The Abremics offered dangerous technology, which the desperate Milesians accepted. This power made them reckless and entitled, adopting a "dog eat dog" philosophy.

Legacy: Modern Humes carry ancestral shame and the potential for redemption. They are what the Milesians became when they failed their cosmic duty.

⛏️ Fir Bolg (Dwarves)

Male Fir Bolg scholar with ornate Celtic knotwork Female Fir Bolg scholar with flowing hair and cosmic background

Created by Mirias to manage the lowerworld. The Fir Bolg carved out the Underground—the vast subterranean realm that is their homeland. Masters of underground cities and breathtaking mountain architecture.

Ancient Ruins: There are old Fir Bolg ruins deep in the Underground that even modern Fir Bolg know little about—remnants of their earliest civilization.

Surface Presence: While Fir Bolg rarely venture above ground, they maintain settlements in mountainous regions. Some Fir Bolg enjoy traveling or choose to play a part in the surface world.

🦋 Nymphs

Four elemental types born during the Wildening. Each type bears distinctive insect-like wings reflecting their elemental nature:

Blue Nymphs (Water/Murias) — Butterfly wings:

Female Blue Nymph with iridescent wings Male Blue Nymph with rainbow wings

Yellow Nymphs (Air/Finias) — Bee wings:

Yellow Nymph with ornate jewelry Yellow Nymph with bees and rainbow wings

Green Nymphs (Earth/Falias) Dragonfly wings:

Green Nymph with plant-like features Green Nymph with seedpod crown

Red Nymphs (Fire/Gorias) — Wasp wings:

Red Nymph with curved horns Red Nymph with straight horns

🐐 Fauns

Male Faun with goat features Female Faun with ram horns

Satyr-like beings born of chaos, both male and female. Emerged during the Wildening before the ordered races arrived. Fauns can have features of various hooved animals—goats, deer, antelope, moose, and more.

Centaur Form: Fauns possess the ability to shift into a centaur form—a majestic four-legged body with their humanoid upper half. In this form, they often display elaborate antlers and intricate natural patterns across their bodies adorned with flowers and foliage.

Faun shown in both bipedal and centaur forms side by side
Faun forms - bipedal with wings and centaur form with floral decorations Faun centaur form with elaborate antlers and ornate body patterns

Sylvans

Sylvan with three eyes and leafy crown Sylvan with flowing vines and purple flowers

Plant people born during the Wildening. Connected deeply to nature and the World Tree Cyria. While Sylvans can have genders, they tend to appear agender.

🐺 Beast Tribes (The Exiles / The Travellers)

Regular Forms:

Male Beast Tribe warrior with feline features Female Beast Tribe member with fox features

At-Will Shifted Forms:

Male Beast Tribe in shifted form Female Beast Tribe in shifted form

Feral Forms (Full Moon Transformation):

Male Beast Tribe feral form - massive dire wolf Female Beast Tribe feral form - ethereal dire fox

Origin — The Sin of Jealousy: When Mirias blessed the dutiful Merrows, jealous Milesians attacked them in rage. Lanelas, God of Language, cursed the attackers—transforming them into part human, part animal beings forever.

The Curse — Three Levels:

  • At-Will Shifting: Can voluntarily shift into more animalistic forms
  • Single Full Moon: Involuntarily transform into dire-animal feral forms, but retain their minds
  • Double Full Moon: Lose all control and rampage—unable to recognize friend from foe

Eternal Nomadism: They attacked those with a blessed sanctuary, so Lanelas ensured they could never have a home themselves. They are barred from cities, called "The Travellers."

Masters of the Sky: Living far from civilization, Beast Tribes have developed intimate knowledge of astronomy—their survival depends on predicting lunar cycles.

🧜 Merrows

Male Merrow with golden feathery gills and tail Female Merrow with pink feathery gills and elegant tail

Origin — The Blessing of Gratitude: Some Milesians lived up to their role with such devotion that Mirias, Goddess of Gratitude, blessed them with transformation—granting supernatural beauty, regenerative powers, and a divinely protected sanctuary beneath the waves.

Merrows possess distinctive axolotl features: prominent external gills that resemble delicate "ears," long tails, and dorsal spines. When Tír na Tonn rises, they grow legs to walk on land while retaining their distinctive features.

Divine Regeneration: Can regenerate lost limbs over time. Temperament: Friendly but skittish—eager to trade but quick to retreat at danger.

Tír na Tonn: Their home responds automatically to danger, sinking beneath the waves through divine magic whenever threatened.

The Long Memory: Merrows possess racial memory that spans millennia—longer even than the Metahackers realize. They remember the true history of the Milesians, the catastrophe, and everything that came before the memory reset. This makes them invaluable keepers of truth... and dangerous holders of secrets the world has been made to forget.

Non-Playable Races

🐉 Draconians

Draconian with iridescent scales and wings Ethereal Draconian with pale scales and elaborate horns

The first intelligent species, created at the dawn of time. Dragon-like beings with humanoid forms, iridescent scales, wings, horns, and intricate natural patterns. They evolved into godhood and ascended to Apex.

Their ruins—filled with shifting labyrinths, puzzles, and respawning creatures—appear and disappear across Ternia, hiding fragments of lost knowledge.

Note: Sheena, the Draconic Sorceress who wrote the prophecy, chose to stay behind when her people ascended.

👹 Monster Tribes

Born during the Wildening. When the Sopp enslaved the other races, Monster Tribes were instead shut away in darkness—too chaotic to control. Already fond of darkness, they found it "pretty cozy" and emerged with their memories intact.

Intelligence & Memory: Generally not very intelligent. Even though they remember the pre-Sopp world, they care more about violence than communication. Rare intelligent individuals might become dangerous manipulators or conspiracy theorists spreading forbidden truths.

Gremlins — The Trickster Caste:

Gremlin with stolen treasures and mischievous grin Gremlin covered in stolen shiny objects

👁️ Fomorians

Demon-like entities with black blood, born during the Wildening. They exist outside the Spell but discovered ways to manipulate and infect it. Their corruption created Abbaddon—their foothold within the dream world.

They remember the true history and seek to corrupt and recruit those who pass through their infected city.

Magic System: Spheres & Orbs

Magic in Ternia is organized into domains called Spheres. A spell from a Sphere is called an Orb.

The Eight Spheres

Order

Magic of structure, law, harmony, and cosmic balance.

Entropy

Magic of chaos, decay, dissolution, and transformation through destruction.

Elemental

Magic of fire, water, air, and earth. The classical forces of nature.

Nature

Magic of growth, life, flora, fauna, and the wild places. Connected to Cyria.

Technology

Magic that interfaces with technology. Rare and dangerous after the Milesian catastrophe.

Holy

Magic of divine light, healing, protection, and sacred power.

Profane

Magic of darkness, curses, forbidden knowledge, and transgression.

Eldritch

Magic of the unknowable, cosmic horror, and things beyond mortal comprehension.

Sphere Limitation

Most beings can only access ONE Sphere.

Exception: The Draconians, having evolved into godhood, had access to multiple Spheres—a mark of their ascended status.

Astral Beasts & Talisman Cards

The Draconians brought Astral Beasts into the world through summoning from Apex or alchemical creation. These creatures can be bound to Talisman Cards—magical contracts that allow anyone to use them.

A deck of Talisman cards with mystical symbols and Celtic designs

A deck of Talisman Cards

The Liberators

A faction fighting to stop alchemical creation of new Astral Beasts. They free beasts by destroying Talisman Cards.

The Adventurer's Guild

Accepts anyone brave enough. Hires fighters to slay free-roaming Astral Beasts that threaten communities.

Lialca: The Seed Language

Lialca was the first language, gifted to the Draconians at their awakening. The word itself means "seed". It is a syllabary of 118 syllables, each corresponding to an element from the periodic table.

Continental Distribution

💧 Murias (Water)

Elements: 1–30 (H → Zn)
The foundational syllables—building blocks of all speech.

🌬️ Finias (Air)

Elements: 31–60 (Ga → Nd)
Middle-weight syllables—precise and cutting.

⛰️ Falias (Earth)

Elements: 61–90 (Pm → Th)
Heavier syllables—grounded and substantial.

🔥 Gorias (Fire)

Elements: 91–118 (Pa → Og)
Rarest syllables—passionate and intense.

Mitu — The Lost Oral Tradition

Unlike other registers, Mitu was strictly oral—3,000 sigils encoding complete magical concepts, never written down. Sheena, the Draconic Oracle, recorded it in VAGUS before her people ascended, preserving what would otherwise be lost forever.

VAGUS & The Stela of Crepuscule

The Prophecy

The Stela of Crepuscule is a prophetic poem predicting the end of the universe—and offering a method to create a new one. It speaks of eight phases that must be confronted, each transforming into a powerful artifact when defeated.

The True Stakes - Universal Unraveling

The prophecy speaks not just of Ternia's doom, but of the entire Universe itself.

The Father of Art and Time's Tapestry—the very fabric of this Universe—is unraveling. Everything faces absolute annihilation.

VAGUS is the Loom. It contains the method to weave a new Tapestry, to create an entirely new Universe before the current one ceases to exist.

Major Locations

Falias — The Earth Continent

🏘️ Cairnvale — A Model Village

Cairnvale village community gathering with communal cauldron and gardens

Cairnvale exemplifies the best of Falian community life—a giant communal cauldron where villagers cook together, community gardens bursting with vegetables, and open-air gathering spaces where neighbors eat, work, and celebrate together.

⛪ Cathair Solas — The Sacred Temple Complex

Cathair Solas temple complex rising among mountains and waterfalls

Cathair Solas is a breathtaking temple complex in Falias, rising among misty mountains and cascading waterfalls. This sacred site serves as the center of worship for the Supreme Mystery—the primary religion of Ternia.

The Priestesses: Home to priestesses who bear illuminescent fractal tattoos that glow during winter—revealing secret teachings that can only be read in winter's light.

🕯️ Votives — Sacred Charms & Offerings

Votives are devotional charms used throughout Ternia for prayers, offerings, and spiritual protection. They come in a remarkable variety of shapes, sizes, and materials based on local customs and traditions.

📐 Shapes & Dimensions

Votives vary widely—from nearly flat relief carvings to fully three-dimensional figurines, and from tiny charm bracelet-sized pieces to larger offerings. Common forms include animals, body parts (for healing prayers), divine symbols, and replicas of sacred objects.

🪙 Materials

Depending on region and purpose: gold, silver, tin, lead, wood, bone, or wax. Wealthy patrons commission precious metal votives; common folk use humbler materials with equal devotion.

🏔️ Fir Bolg Architecture — Above Ground Settlements

Fir Bolg mountain settlement with Gothic spires and arched bridges Fir Bolg cliff city with towers, bridges, and waterfall integration

While the Fir Bolg are masters of underground cities, they also build breathtaking above-ground settlements that merge with mountain landscapes—grand arched bridges spanning between peaks, blue-tinted roofs contrasting with cream stonework, and waterfalls flowing through the architecture.

Murias — The Water Continent

🏛️ Tír na Tonn — The Divinely Protected Capital

Tír na Tonn rising from the ocean - magnificent tiered architecture with domed buildings

Tír na Tonn is a gigantic underwater city and the capital of Murias, home to the Merrows. It rises and sinks automatically through divine magic, responding to danger. When it rises, the Merrows grow legs to walk on land; when threats approach, it sinks beneath the waves, making it nearly impossible to invade.

🚣 Sruthán Dorcha — The Canal City

Sruthán Dorcha - medieval canal city with Gothic towers and bustling markets

Sruthán Dorcha is one of the great canal cities of Murias, where waterways serve as streets and gondola-like boats carry people and goods. Soaring Gothic clock towers, arched bridges, and multi-story buildings with water-adapted design create a bustling hub of commerce connecting Murias's trade routes.

Finias — The Windswept Realm

🏰 Carraig Spéir — The Vertical Capital

Carraig Spéir - towering vertical city built into cliffs with waterfalls and bridges

Carraig Spéir is the breathtaking capital of Finias, a vertical city built into and upon towering cliffs and stone pillars. The city rises in dramatic tiers with Gothic spires, countless bridges spanning between towers, and waterfalls cascading through multiple levels.

☁️ Dún na Scamall — The Floating Guardian

Dún na Scamall - floating city with Gothic spires, ornate hot air balloons, and bridges hovering in clouds

Dún na Scamall is an extraordinary floating city that hovers above Carraig Spéir. Its citizens keep vigilant watch for approaching threats, representing the pinnacle of Finias's mastery over the element of air.

🏛️ Céimseata — The Terraced City

Céimseata - terraced Mediterranean-style city built into hillside with winding staircases

Céimseata is a breathtaking terraced city, built into natural hillsides in a cascade of Mediterranean-inspired architecture. White stone buildings climb the slopes in graceful tiers, connected by an intricate network of winding staircases and meandering pathways.

Gorias — The Arid Land

Gorias is the harshest of the four continents—an arid realm where water is life. Survival here depends on controlling every drop, and this necessity has shaped both its people and its politics.

💧 Water Systems

Gorias has developed the most impressive aqueduct systems of any continent—massive engineering marvels that transport water across vast distances. Man-made ponds, reservoirs, and carefully maintained oases dot the landscape.

Rivers in Gorias tend to run through deep canyons, making them difficult to access but vital to the settlements that depend on them. Regular rivers and lakes are fiercely protected—their preservation is essential to survival.

⚖️ Strict Governance

Gorias is so strict in part because it must be. The High King or High Queen maintains tight control over water distribution through the aqueduct networks. Whoever controls the water controls the continent.

This strictness breeds both obedience and defiance. Gorias produces hardy, rough people—survivors who chafe under authority and often cause problems when they travel abroad.

🗡️ Canyon Smugglers

The same canyon rivers that are hard to reach are also impossible to patrol. A thriving smuggler culture uses these hidden waterways to move goods—particularly Ring-based black market trade—outside the authority's gaze.

The canyon runners know every hidden route. They trade in Rings, resent the water authorities, and answer to no one. The aqueducts belong to the crown; the canyons belong to those bold enough to navigate them.

✨ Órcathair — The Gilded Capital

Órcathair - ornate baroque city with golden domes and elaborate architecture

Órcathair is the breathtaking and overwhelming capital of Gorias, a city of extravagant opulence. Massive baroque and rococo palaces drip with elaborate golden ornamentation. The city is lit 24/7, with amazing nightlife—but beneath the glamour lies an oppressive air.

Greco-Roman architecture dominates Gorias, with many coliseums and arenas for gladiatorial combat and spectacles that draw massive crowds.

Factions

Warrior Orders

The Fianna warriors training in the Underground

⚔️ The Fianna

Legendary warriors who train in the Underground. Renowned for their skill, honor, and ferocity in battle.

Hidden Truth: They were once The Reclaimers—resistance fighters who waged guerrilla war against the Sopp during the Underspell. When captured, they were placed into the Spell and excelled, becoming Heroes and Gods/Goddesses. After the memory wipe, only their legend remained.

🛡️ Red Branch Knights

Elite warriors who train in the Underground alongside the Fianna. More structured and disciplined, they serve as protectors of the realm.

Neither order knows the Lair's dark origins as a Sopp control mechanism.

Those Who Remember

🔌 The Metahackers

Descendants of the Neuro-Hackers who resisted during the Underspell. They still remember the true history—the enslavement, the Spell, the Reclaimers, everything.

They operate in secret, preserving forbidden knowledge. They watch the Fianna train in the Underground and cannot speak of what they know. Would anyone even believe them?

Aesthetic: Steampunk technology, airships, hacking the fungal networks.

👁️ The Fomorians

Demon-like entities with black blood, born during the Wildening. They exist outside the Spell but discovered ways to manipulate and infect it. Their corruption created Abbaddon—their foothold within the dream world.

During the Underspell, Heroes had to pass through their infected city to reach Godhood. Many were tempted to join instead. The Fomorians remember the true history and still seek to corrupt and recruit.

Other Factions

🌙 Blood Moon

Underground hunters who target and kill Beast Tribe members. A hate group that exploits fear of the Exiles' moon-curse.

🔓 The Liberators

A faction fighting to free Astral Beasts from Talisman Card bondage. They destroy cards to release the creatures, opposing the Adventurer's Guild.

⚔️ The Adventurer's Guild

Accepts anyone brave enough. Hires fighters to slay free-roaming Astral Beasts that threaten communities. Often clashes with the Liberators.

The Valkyries

👼 The Valkyrie Project

Cognizant AI programs created by the Sopp to guide evolution within the Underspell. They have white blood and wear winged head-visers. They can transform into a more powerful state and use Merkabas to travel instantaneously.

The Valkyries guide Dreamers to become Heroes, and select Heroes to become Gods and Goddesses. They dwell in Neamhthír, the floating city, alongside the benevolent deities they've helped create.

The Valkyrie Project is guided by the Sopp. No one knows who guides the Sopp.

Major Figures

👑 Empress Sophia

Species: Merrow | Seat of Power: Tír na Tonn

The current ruler of Ternia. As a Merrow, she remembers everything—the Milesian corruption, the dimensional merge, the Sopp enslavement, and the memory reset. She philosophically agrees with the Sopp's decision to reset the world and forbids entry to the Fungal Layer.

Keeper of Secrets: Sometimes ruins from the Milesian Age are discovered or stumbled upon by explorers. The Empress has these sites surrounded and sealed off, keeping everyone away. The truth of what the Milesians truly were—and what really happened—must remain buried.

🐉 Sheena — Oracle of the First Age

Sheena the Draconic Sorceress with scales, horns, and dragons

Species: Draconian | Age: Ancient beyond mortal comprehension

She wrote the Stela of Crepuscule and recorded the 3,000 Mitu sigils in VAGUS before her people ascended. When the Draconians became gods and left for Apex, she stayed behind, sacrificing divinity for duty.

For thousands of years, she has quietly taken apprentices—teaching mortals of all races, preparing champions for the apocalypse she prophesied long ago.

😈 Luther — The Broken God

Species: Half-Gregori (titan), half-Aeon — created as a genetic experiment

Leader of the free Gregori on Tartarus and head of the Sphere Corporation on Allaweh. When he discovered he was engineered rather than born, he lost his mind.

His Goal: Control the Loom itself. If VAGUS is the Loom that can weave a new Universe, Luther intends to sit at that Loom and remake reality as Creator himself.

🧙 Onamso

The Archwizard who founded the school of Astral Beast summoning and created Talisman Cards.

🕵️ Giotto

Master of deception who led the Biohackers. Built the infrastructure of secrecy that allows the Metahackers to operate to this day.

Government

"A meritocratic empire bound by ancient law, where the Empress rules the world through appointed High Kings and Queens, but all—from commoner to crown—answer to the Brehons."

Ternia is governed by a law-bound imperial hierarchy with Celtic tribal roots and meritocratic elements. The Empire spans the entire world—a vast territory too large for centralized control, so authority is delegated downward through appointed rulers.

What Makes Ternia's System Distinct

  • Not feudal — Rulers don't stand above the law; Brehons can judge anyone, including the Empress
  • Not absolute monarchy — The Empress is accountable; Imperial succession is earned through Bells, not inherited
  • Not democracy — Power flows downward from appointment, not upward from election
  • Decentralized — The world is too big for central control; each level handles its own affairs and maintains its own military

👑 Political Hierarchy

Level Title Domain
Imperial Empress / Emperor All of Ternia (seat: Tír na Tonn)
Continental High King / High Queen One continent each
Regional Kings / Queens Kingdoms within continents
Local Tuath Leaders, Chiefs, Flaith (Nobles) Cities, territories, tuaths

Succession (Empress): Non-hereditary. Nominated Heiresses compete to earn the most Bells (reputation currency). The winner becomes the new Empress.

Hostages (aitire / gialla): Noble persons held as diplomatic guarantees between rulers—a traditional practice ensuring treaties are honored.

The Chain of Authority

The Empire is the entire world. That's a vast amount of territory for one ruler to control—so authority is delegated downward, with each level responsible for keeping their subordinates in line.

  • The Empress appoints the High Kings/Queens and is responsible for keeping them in line
  • High Kings/Queens appoint the Kings/Queens in their domain and answer to the Empress
  • Kings/Queens manage their regional territories and answer to their High King/Queen

Military: Each level maintains their own military. The Red Branch Knights are the Empress's personal knights. High Kings/Queens, Kings/Queens, and even local chiefs all maintain their own forces.

The Four High Thrones

Each of the four continents is ruled by a High King or High Queen, appointed by the Empress. They wield significant autonomy within their domains but are ultimately accountable to the Imperial throne.

🌊 Murias

Capital: Tír na Tonn (also Imperial seat)
Seat of the High Throne of Water. Coastal power, sea trade dominance.

🌿 Falias

Capital: Cathair Solas
Seat of the High Throne of Earth. Fir Bolg heartland, gateway to the Underground.

💨 Finias

Capital: Carraig Spéir
Seat of the High Throne of Air. Frontier territories, borderland kingdoms.

🔥 Gorias

Capital: Órcathair
Seat of the High Throne of Fire. Aqueduct control, strict water governance.

📜 Social Hierarchy

1. Rulers & Sacred Leadership (<5%)

  • Empress (Sacred Ruler) — supreme ritual-political authority, currently Empress Sophia (Merrow) ruling from Tír na Tonn
  • Heiresses — nominated candidates competing for succession through Bell accumulation
  • High Kings/Queens — rulers of the four continental capitals
  • Kings/Queens — regional rulers under continental authority
  • Tuath leaders / lesser chiefs — local rulers, often kin-based or elected
  • Flaith (Nobles) — aristocratic class; wealthy landowners, kin of rulers

2. Elite Religious & Legal Roles (<5%)

  • Filid (poet-seers, lore-keepers) — law, genealogy, ritual, history advisors
  • Druids — ritualists, healers, philosophers, teachers
  • Fáith / seers / sacrificers — prophecy, divination, ritual specialists
  • Herbalists / independent healers — midwives, wise women, medicine-folk
  • Brehons (judges) — hereditary interpreters of law
  • Satirists (áer) — feared poets who could dishonor or curse through satire

3. Warriors (~10–15%)

  • Fianna / warrior champions — elite bands, semi-legendary, often free-roving
  • Red Branch Knights — elite knights serving the Empress directly
  • Mounted warriors / charioteers — elite cavalry
  • Ordinary free warriors (Laech / Ceithern) — standard freemen fighters
  • Household guards / retinues — personal protectors of rulers
  • Mercenary bands — hired fighters

4. Free Commoners & Economy (~65–80%)

  • Free farmers (Boaire / Fuidir) — landholding backbone of society
  • Clients (céiles) — free people in patron-client ties with lords
  • Foster-children & foster-mothers — kinship bonds through fostering
  • Herdsmen / drovers / pig-keepers — livestock specialists
  • Traders / merchants — external and internal exchange
  • Crafters / artisans / smiths — skilled trades, highly respected
  • Harpers / musicians — court performers
  • Bards / storytellers (Seanchaí) — oral historians
  • Hired laborers / seasonal workers — temporary contracts
  • Servants / household workers — domestic labor

5. Unfree / Bonded Classes (~5–10%)

  • Slaves (Daer fuidir) — permanent property
  • Prisoners of war / client slaves — temporary or permanent bondage
  • Debtors / indentured workers — bound until debt repaid

6. Marginal / Outside the System (small minority)

  • Wandering bands / outsiders — those without a tuath, low status
  • Outlaws (deorad) — stripped of legal protection
  • Beast Tribes — nomadic, feared, socially marginalized due to infectious curse

⚖️ The Brehon Laws

Ternia operates under the Brehon Laws, an ancient legal system established during the rebuilding period after Sopp enslavement.

Core Principles

  • Restorative Justice: Focus on compensation and restoration rather than pure punishment
  • Social Obligation: Individuals are held accountable to their communities
  • Complex Precedents: Laws built on intricate case law and traditional wisdom
  • Accountability for All: Even the Empress and royalty are bound by these laws

Brehons are hereditary interpreters of law who serve as judges across Ternia. They are trained in Brehon law colleges—institutions dedicated to preserving legal knowledge and training new judges.

The authority of a Brehon is enough to render judgment on anyone, regardless of rank. No one—not even the Empress—is above the Brehon Laws. However, Brehons hold no executive power—they interpret and pronounce the law, but cannot enforce it themselves. Enforcement falls to kings, clans, or kinship groups. A Brehon's power is therefore intellectual and moral, not political—though their influence over rulers and nobles can be profound.

⚖️ Brehon Hierarchy

Rank Role & Jurisdiction
Fáel Brehon Entry-level judge; rules on minor disputes within local communities
Brehon / Senior Brehon Experienced judge; handles more significant cases requiring deeper legal knowledge
Ard Brehon "High Judge"; presides over assemblies, major disputes, and legal education. Usually serves kings or provincial rulers
Ollamh Brehon The highest master of legal knowledge; oversees the teaching of Brehon law at colleges. At royal courts, an Ollamh may function as chief herald—speaking on behalf of kings and publicly proclaiming laws or judgments

Trade Between Continents

Sea trade is required to move goods between the four continents. This gives the Merrow—the aquatic race leading the current age—significant leverage over international commerce.

Rivers are contested in certain regions, with control depending on local politics. Some rivers serve as borders, others as trade highways, and still others disappear into the Underground—becoming Fir Bolg territory.

⚓ Maritime Navigation

For Ternian sailors, understanding winds and currents is the difference between life and death. Ocean voyages require hard-won knowledge passed down through generations.

🌬️ Global Wind Systems

  • Trade winds — reliable belts that power transoceanic voyages
  • Monsoon knowledge — seasonal wind shifts that dictate sailing calendars
  • The Roaring Latitudes — fierce westerlies in southern seas; dangerous but fast

🌊 Ocean Currents

  • The Great Gyre — a gulf-stream-like current connecting continents
  • Coastal currents — used for cabotage and regional trade
  • Current charts — closely guarded by merchant guilds

⛈️ Storm Knowledge

Experienced captains learn to read the sky, clouds, and sea state. Guilds and naval archives record:

  • Hurricane seasons — when to avoid certain routes entirely
  • Storm-prone areas — mapped over generations of hard lessons
  • Hurricane tracks — predictable paths that sailors learn to respect

A captain who ignores the seasons rarely makes the same mistake twice.

🧭 Navigation Tools

  • Compasses — magnetic navigation for open ocean
  • Sunstones — polarizing crystals that locate the sun through clouds
  • Star charts — celestial navigation for night sailing
  • Lead lines — depth sounding for coastal waters

⛵ Ship Design

  • Caravels — agile vessels with lateen sails for windward sailing
  • Lateen rigs — triangular sails that catch wind at angles
  • Sturdy hulls — built to withstand open ocean swells
  • Stable configurations — balanced sail plans for long voyages

Economy

Ternia uses a three-tier currency system that balances reputation, daily commerce, and underground trade.

🔔 Bells — Reputation Currency

Bells are not carried physically. Earned Bells go into a vault, and you receive an official brooch displaying your Bell count. High Bell count = high social esteem.

What Bells Buy: Land, businesses, major assets, social status, political power, and eligibility to compete as Heiress for Empress.

🪙 Coins — Daily Currency

Ternian coins showing clover front and cornucopia back

Ternian coins with Celtic knotwork, golden clover, and cornucopia design

Design: Intricate Celtic knotwork borders. The front displays a golden clover; the back shows a cornucopia overflowing with harvest abundance.

Universal Basic Income: Coins are distributed as UBI, ensuring baseline survival for all citizens.

What Coins Buy: Regular transactions, food, supplies, services, day-to-day expenses.

💍 Rings — Black Market Currency

The currency of the underground economy. Used for goods and services unavailable through legal channels.

Patents & Innovation

How Patents Work

Patents are submitted to druids at the treasury. They protect specialized remixes and artistic styles of old concepts—not entirely new mediums.

Two Categories:

  • Open Source — Freely available for anyone to use or adapt
  • Patented — Restricted use; people expect to pay

✨ Truly New Inventions — The Ultimate Honor

When someone creates something genuinely new, they receive:

  • Special title granted by the High Kings/Queens
  • Epic-level artifact treasure
  • The entire world knows your name
  • Your invention becomes public domain — you don't control it

True innovation brings legendary status, but the invention belongs to everyone.

Notable Services

🍲 Forever Soup

Soup kitchens maintain huge communal cauldrons. People who bring food for the pot receive twice as much as they brought to share.

🤖 Synths

Clockmakers work with alchemists, mages, and steamwork engineers to create synths—steam-powered clockwork golems.

Professions & Services

🍺 Food & Hospitality

Taverns, pubs, inns, coffee shops (serving kahve and klava), tea houses, bakeries, soup kitchens. Brewers, distillers, beekeepers.

🔨 Crafting

Blacksmiths, goldsmiths, armorers, weavers, tailors, potters, glassblowers, leatherworkers, carpenters, candlemakers.

✨ Magical & Scholarly

Enchanters, alchemists (potions, poisons, bombs, fragrances), diviners, astrologers (make clocks, golems, puzzle boxes).

⚙️ Engineering

Steamwork engineers, clockmakers, airship builders, seaship builders, chariot builders, architects.

Society & Daily Life

"The plate tells the story. The cup does too."

Roles & Lifestyles

How people survive and thrive in Ternia depends on their chosen lifestyle—each with its own rhythms, risks, and rewards.

Role Lifestyle Provides
Farmers Settled Eggs, crops, honey
Herders Migratory (yakkalo specialists) Milk, cheese, fiber, hides
Hunters Expedition-based Boar, deer (prestige meat)
Trappers Local, daily rounds Rabbit, squirrel, possum, raccoon
Fishers Local, seasonal Fish, shellfish
Foragers Local Wild vegetables, herbs, spices, tea plants

Hunting vs. Trapping

🏹 Hunting

  • Style: Active pursuit
  • Energy: High, all-day
  • Risk: Boars kill. Wolves. Bears.
  • Yield: Large, infrequent
  • Status: Prestige — a test

🪤 Trapping

  • Style: Passive — set and check
  • Energy: Low, fits around other work
  • Risk: Minimal
  • Yield: Small, steady
  • Status: Practical — a job

🏠 Why a Family Might Lean on Trapping

  • Caring for sick or elderly family members
  • Older, injured, or limited mobility
  • Socially isolated from hunting parties
  • Pragmatism over glory

Food Preservation

Without modern refrigeration, preservation methods determine survival through lean seasons.

Method Requires Salt? Keeps For
Drying No Weeks
Smoking Helps, not required Weeks–months
Salting Yes Months
Pickling Salt + vinegar Months
Honey-preserving Honey Months

🧂 Salt — mined (rock salt) or evaporated from brine springs. An important trade good. Poor families can manage without, but with thinner margins.

Meat Markets & Food Safety

Cooked and fresh meat is sold at various establishments:

🥩 Butchers' Stalls

Market stalls selling fresh cuts. Subject to guild inspections and city regulations.

🍺 Taverns

Serve ale, beer, and simple fare. Social gathering spots for locals.

🏨 Inns

Full meals for travelers, often included with lodging.

🐴 Coaching Inns

Inns specifically designed to serve travelers and their horses along main routes. They provide lodging for humans, stabling for horses, hearty meals, and fresh horses for coaches and mail carriages.

Features:

  • Spaced roughly a day's travel apart (~10–15 miles between major towns)
  • Located at crossroads, market towns, or city outskirts
  • Often double as local social hubs for townspeople
  • Larger than typical inns, with dedicated stable yards and courtyards

The backbone of overland travel infrastructure—where long journeys are broken into manageable stages.

🎒 Portable Foods for Travelers

Between coaching inns and cookshops, travelers carry provisions that won't spoil on the road:

  • Portable soup blocks — beef or veal broth reduced into hard, gelatinous blocks. Just add water and heat over fire
  • Hard cheese — high-fat, low-moisture wheels that last months
  • Dried fruit & nuts — dense energy, no preparation needed
  • Salted or smoked meat/fish — preserved protein that travels well
  • Grain porridge mixes — dry oats, barley, or legumes; cook with water over campfire

A traveler's pack is only as good as the food that fits in it.

🍲 Cookshops

Small, street-level establishments where hot food is prepared and sold to the public—found mostly in towns and cities near markets or busy streets. Unlike inns, cookshops generally do not provide lodging. Customers can eat on the spot or take food away.

Common fare:

  • Pottages & stews — cheap, filling, cooked slowly in large pots
  • Meats — pork, beef, mutton, sometimes poultry; often salted, smoked, or boiled
  • Bread & pies — meat pies, pasties, sometimes with offal
  • Ale or small beer — cheap drink for workers
  • Fish — in coastal towns and port cities

Cookshops serve urban workers who lack cooking facilities, time, or fuel—the precursor to modern takeaway.

🌿 Common Flavorings

Ternian cooks rely on foraged and cultivated herbs to add depth to simple dishes:

  • Wild garlic — pungent, onion-like; abundant in woodlands during spring
  • Sorrel — lemony, slightly sour; brightens stews and soups
  • Thyme — earthy, aromatic; pairs well with meats and bread
  • Yarrow — bitter, slightly peppery; also used medicinally

⚠️ The Spoilage Problem

Without refrigeration, meat spoils quickly — especially in summer. Fresh meat is expensive, so reputable vendors protect their reputation. However, some cut corners when:

  • Meat is close to spoiling
  • Customers are poor or transient
  • Oversight is weak

Masking spoilage: Heavy spicing, strong sauces, and long stewing can make aging meat more palatable — though toxins survive cooking.

⚖️ Regulation & Punishment

Most Ternian cities maintain strict food laws. Market officials like aldermen and reeves regularly inspect stalls — authorities understand the dangers of spoiled meat.

  • Butchers face regular inspections
  • Rotten meat is confiscated
  • Punishments include fines, public shaming, or loss of trade rights
  • Severe cases: the offender is put in the pillory with the bad meat hung around their neck

A vendor's reputation is their livelihood — most take quality seriously.

⚠️ Most at Risk

  • Urban poor
  • Travelers
  • Soldiers
  • Prisoners

Those who must eat where they can, with little choice or recourse.

✅ Best Protected

  • Elites with private kitchens
  • Households that buy direct from trusted sources
  • Those who can afford to be selective

Wealth means control over what you eat.

🍞 Bread & Social Class

Bread is the staple of Ternian life—but what kind of bread you eat says everything about your place in society.

🌾 Common Bread

Eaten by peasants, farmers, and laborers. Made from rye, barley, or mixed grains—coarse, dark, and dense.

  • Cheap and available
  • Highly nutritious
  • Can last months when stored properly

The hardness isn't a flaw—it's a feature.

🥖 Fine White Bread

Eaten by the wealthy, aristocracy, and clergy. Made from wheat flour carefully sifted to remove bran and germ.

  • Soft and sweet—a status symbol
  • More perishable (higher moisture, less acidity)
  • Easier to spot adulteration (sawdust, chalk, alum)

Luxury on the table.

📦 Storage & Preservation

Peasants bake in large batches only 2–3 times per year due to time, labor, and fuel constraints. The bread must last.

  • Sourdough fermentation naturally acidifies the dough, inhibiting mold
  • Dense, dry baking extends shelf life
  • Loaves are baked with a hole in the middle and hung on a "bread beam" (wooden rod) to keep pests away
  • Hard loaves can be rehydrated with soups or stews during lean times

🔥 Baking Methods

Bread is baked in various setups depending on wealth and local infrastructure:

  • Public ovens — common in villages; peasants bring dough for communal baking
  • Hearths & homestead ovens — home-based baking for those with resources
  • Bread kilns or pottery kilns — more controlled, sometimes specialized
  • Forges or metalworking areas — creative use of heat when other ovens aren't available

Sweeteners

Type Availability Who Uses It
Sugar Rare, imported Wealthy — treated as a spice
Honey Common, local Everyone — farmers keep hives
Dried fruits Common Everyone — natural sweetness

Tea Culture

Tea is woven into the fabric of daily life, with distinctions that reflect social standing.

Type Source Who Drinks It
Fine tea Traded, imported Wealthy, special occasions
Common tea Local plant, dried Most households
Herbal tisanes Foraged — mint, chamomile, wild herbs Everyone, especially the poor
Medicinal brews Forager knowledge, specific plants When sick

🍵 Tea Customs

  • Tea is free if you know what to pick
  • Offering tea is lighter than offering food — hospitality when the pot is low
  • Fine tea as a gift — saved for births, deaths, reunions

The Table — Class Distinctions in Food

🥣 The Poor Family's Table

Daily:

  • Forever stew — bone broth, never empty, always simmering
  • Dark bread — coarse, filling, stretches meals
  • Herbal tea — foraged, costs nothing but knowledge

Protein:

  • Smoked/dried small game — rabbit, squirrel, possum, raccoon
  • Dried fish — from lines and nets

Foraged:

  • Wild greens, herbs, spices
  • Dried fruits for sweetness
  • Tea plants, medicinal herbs

Occasional:

  • Honey (if lucky, or traded)
  • Dairy (when herders pass through)

Not starving. But tight. No margin.

🍖 The Wealthy Table

  • Venison, boar (hunted)
  • Fresh dairy, fine cheese
  • White bread
  • Sugar (rare spice)
  • Salt-preserved goods (longer lasting)
  • Fine imported tea

Abundance. Choice. Security.

🍞 Why White Bread?

White bread is preferred by those who can afford it not just for taste, but for safety — its pale color makes it easy to spot adulterants like sawdust or chalk that dishonest bakers might add to stretch their flour. Unscrupulous bakers have also been known to use alum (a chemical) to artificially whiten cheaper bread, making inspection all the more important.

Hospitality Customs

Hospitality in Ternia is a complex social language with deep implications.

🤝 The Offer

  • Offering food = trust and welcome
  • Offering tea = lighter gesture, warmth when food is scarce
  • Refusing = insult, suspicion

⚖️ Reciprocity

  • People remember who gives and who takes
  • Obligations flow from hospitality
  • A gift creates a bond — and an expectation

🍽️ Leaving a Little in the Bowl

A subtle but important custom across Ternia:

  • Means "I'm satisfied. You provided enough."
  • Finishing everything = "you didn't give enough" or desperation
  • Protects the proud poor — kindness disguised as manners

Kids learn early: "Always leave a little. Shows you were raised right."

Festive Boards — The Great Feasts

A grand Festive Board with harvest bounty and candles

Festive Boards are ceremonial feasts held in grand halls across Ternia. These magnificent gatherings bring together people of all stations to celebrate harvests, holy days, victories, and important occasions.

🕯️ The Tradition

  • Long tables laden with autumn harvest bounty — pumpkins, fruits, flowers, and seasonal delicacies
  • Hundreds of candles creating warm, golden light
  • Tapestries and ornate decorations adorning the halls
  • People dressed in their finest attire
  • Music, storytelling, and communal celebration

Festive Boards embody Ternian values of hospitality, community, and gratitude for abundance.

👗 Clothing & Fashion

Ternian fashion blends practicality with artistry, featuring Celtic-inspired knotwork, flowing silhouettes, and layered garments suited to the varied climates across the four continents.

Common Garments

🧥 Liripipe Hoods

Hooded garments with a distinctive long trailing tail. Often elaborately embroidered with Celtic knotwork patterns. Popular across all social classes.

🧣 Cowl-Neck Tunics

Comfortable tunics and dresses featuring draped cowl necklines, pointed hems, and decorative trim on sleeves and borders.

🪭 Hooded Cloaks

Layered cloaks with hoods, often featuring multiple tiers of trim and decorative closures. Essential for travel and inclement weather.

👘 Ceremonial Robes

Elaborate robes with heavy Celtic knotwork embroidery, worn for rituals, festivals, and formal occasions. Often floor-length with wide sleeves.

Liripipe hood with Celtic embroidery, pipe, and accessories Hooded robe with Celtic knotwork trim and chatelaines Green cowl-neck tunic with Celtic trim and torc Draped cowl dress with pattern diagrams
Layered hooded cloak with decorative trim Ceremonial robe with heavy Celtic knotwork - three views
Full outfit with hooded cloak over dress, pattern pieces and sewing notions Celtic knotwork trousers with leather belt and strapped sandals

Accessories

⛓️ Chatelaines

Chatelaines are extremely popular throughout Ternia — decorative belt clasps with chains bearing useful items like keys, scissors, thimbles, small tools, coin purses, and personal trinkets. They serve both practical and ornamental purposes, with elaborate chatelaines being status symbols among the wealthy.

🔘 Torcs

Traditional Celtic neck rings, often made of twisted metal with decorative terminals. Worn as symbols of status and spiritual protection.

📿 Brooches & Pins

Ornate Celtic brooches used to fasten cloaks, shawls, and other garments. Often feature intricate knotwork designs.

🎀 Belts & Sashes

Decorative knotwork belts cinch tunics and robes at the waist. Often paired with chatelaines for both function and fashion.

🚬 Pipes

Carved smoking pipes with Celtic designs are common accessories, used for both tobacco and herbal blends.

Status Jewelry

Among the nobility and warrior elite, specific pieces of ceremonial jewelry denote rank, accomplishment, and social standing.

🌙 Lunulas

Women of status wear lunulas—crescent-shaped gold or silver collars that sit elegantly across the chest. These ancient symbols of femininity and lunar power are often intricately engraved with knotwork and inlaid with gemstones. The grander the lunula, the higher the wearer's rank.

🛡️ Gorgets

Warrior men of status wear gorgets—broad, ornamental collars of gold or bronze that protect the neck and upper chest. These impressive pieces feature spiral and triskele designs, often with precious gems set at key points. Gorgets signify military achievement and noble rank.

Noblewoman wearing a golden lunula with Celtic knotwork and emerald gems
A noblewoman adorned with a golden lunula
Warrior chieftain wearing an ornate golden gorget with Celtic spirals
A warrior chieftain wearing an ornate gorget

🎭 Puppet Theater

Puppet shows are the ultimate entertainment for Ternian children—a beloved art form enjoyed by adults as well. It's a cultural phenomenon that spans all of Ternia.

The Puppet Industry

  • Custom puppets can be ordered from toy shops and wood carvers—from simple hand puppets to elaborate marionettes
  • Puppet theaters (stages, backdrops, props) are crafted and sold for home use
  • Children act out their favorite shows at home, creating their own stories

🌍 Traveling Troupes

Popular puppet shows travel across Ternia, performing in town squares, festival grounds, and noble courts. The most famous troupes are celebrities in their own right.

🎪 Local Performers

Favorite styles get copied by local bardic puppeteers who put on regular shows for neighborhood children. Every town has its own puppet tradition.

🎭 Adult Theater

Puppet theater for adults features satire, drama, romance, and political commentary—sophisticated entertainment that uses the puppet medium for artistic expression.

🧸 Toys & Games

Ternian children grow up surrounded by a rich variety of toys and games—some handcrafted at home, others purchased from skilled toymakers and craftspeople.

🪖 Tin Figurines

A beloved favorite—painted tin figurines depicting knights, monsters, mythic heroes, and legendary creatures. Children stage epic battles and adventures with their collections.

⚔️ Toy Weapons

Wooden swords, shields, and bows let children play at being warriors and adventurers. Some are simple sticks; others are beautifully carved replicas.

🧸 Plush Animals & Dolls

Stuffed creatures and fabric dolls are cherished companions. Dollhouses complete with miniature furniture let children create their own tiny worlds.

🎠 Classic Toys

Hobby horses for galloping adventures, spinning tops, balls of leather or cloth, and jack-in-the-boxes that delight with their surprise.

🎲 Games & Pastimes

  • Jacks & Marbles — skillful games played on floors and in courtyards
  • Card Games — from simple matching games to complex strategy
  • Dice Games — games of chance and calculation
  • Board Games — strategic contests played on carved boards with pieces

Many of these games are enjoyed by adults as well, especially card and dice games in taverns and common rooms.

🪙 Taws — Children's Currency & Game

Taws serve as both a children's currency and the basis for a popular game. Kids trade, collect, and wager these small wooden discs.

🔘 Taws (Discs)

  • Thickness: 1–2 mm
  • Material: Birch ply or veneer
  • Finish: Light seal or oil (not slippery)

💥 Slammer

  • Thickness: 6–10 mm
  • Diameter: Same or slightly larger than taws
  • Edge: Rounded or chamfered

How to Play: Stack taws on a wood table, then slam down with your slammer—any taws that flip over are yours to keep!

🏪 Where to Get Taws

  • Toy stores — The most common source. Local Taws artists create batches to be sold, each with their own distinctive styles and designs.
  • Famous artists — Some toy stores commission or import batches from renowned Taws artists, making these highly collectible.
  • Candy stores — Sometimes you can get taws as a bonus when buying candy!
  • Surprise packs — Bundles containing a set number of taws plus a special edition slammer—you never know what you'll get!

🎪 Plays & Live Theater

Beyond puppetry, live theater thrives across Ternia. Troupes of actors perform everything from comedies to tragedies, historical dramas to fantastical adventures.

🏛️ Local Companies

Most towns have resident theater companies that perform regularly for the community—familiar faces telling familiar stories, plus new works by local playwrights.

🚂 Traveling Troupes

Renowned acting companies travel broadly, bringing acclaimed productions to audiences across the continents. A visit from a famous troupe is a major event.

🎭 The Apina Theatre

The most famous theater chain in all of Ternia, the Apina Theatre has branches in cities across every continent. Founded on the principle that great theatrical experiences should be accessible to everyone—not just the wealthy—the Apina revolutionized how Ternians experience live performance.

Each Apina venue features the signature open-air amphitheater design with tiered seating, Celtic knotwork emblems, floating lanterns, and a circular stage. From grand capitals to provincial towns, the Apina brings professional productions to audiences of all classes.

The Apina Theatre - an open-air amphitheater with Celtic knotwork, floating lanterns, and tiered seating

An Apina Theatre performance at twilight

🎵 Music & Musicians

Music is woven into every aspect of Ternian life—from tavern songs to temple hymns, work chants to courtly compositions.

Musical Culture

  • Local ensembles perform at taverns, festivals, and community gatherings
  • Traveling musicians carry songs and styles across continental borders
  • Experimental composers push boundaries with new modes, harmonies, and techniques
  • Instrument makers craft new musical inventions—innovative designs that create sounds never heard before
  • Songwriters develop new compositional techniques, blending traditions from different regions

🎻 Harpers & Court Musicians

Elite performers who serve in noble courts, preserving ancient musical traditions while composing new works for their patrons.

🎺 Festival Bands

Lively ensembles that play at Festive Boards, weddings, and celebrations—keeping crowds dancing late into the night.

🎤 Bards & Seanchaí

Storytellers who blend music with oral history, carrying tales and legends from generation to generation through song.

🔮 Glass, Clockwork & Innovation

Glassblowing and clockwork are growing arts in Ternia, attracting brilliant artisans who push the boundaries of craft and invention.

🫧 Glassblowers

Master glassblowers create intricate artwork—from delicate sculptures to functional pieces of stunning beauty. Their craft requires years of training and artistic vision.

⚙️ Clockmakers & Astrologers

Working together, clockmakers and astrologers have produced remarkable innovations: telescopes for studying the heavens, orreries that model the movements of planets and moons, nautical clocks essential for sea navigation, and precision timepieces of all kinds.

🤖 Automatons

The most ambitious artisans create automatons—mechanical figures that move, play music, or perform simple tasks. These marvels of engineering are prized by collectors and nobles.

🎼 Mechanical Instruments

Clockwork mechanisms power self-playing instruments—music boxes, mechanical organs, and other innovations that blend artistry with engineering.

🖨️ Printmaking

The art of printmaking varies dramatically across Ternia, from humble village techniques to sophisticated capital city methods.

🪵 Wood Block Printing

In small villages and hamlets, traditional wood block printing remains the standard. Artisans carve images into wooden blocks, ink them, and press them onto paper or fabric—simple, affordable, and effective.

🎨 Seriliths

In capital cities, master printmakers create Seriliths—mixed-media original prints combining lithograph and serigraph techniques. These sophisticated works are prized by collectors and represent the height of the printmaking art.

🎬 Magic Lantern Shows

Perhaps the most celebrated innovation to emerge from the glassblowing craft: the magic lantern. A famous glassblower invented these devices, which project illuminated images onto screens or walls—creating moving pictures that captivate audiences.

✨ A New Form of Entertainment

Magic lantern shows have become another beloved traveling entertainment, alongside puppet troupes and theater companies. Local venues host regular showings as well.

  • For children: Colorful, animated tales full of wonder and adventure
  • For adults: Dramatic narratives, educational presentations, and artistic spectacles—Ternia's version of cinema

🌍 Traveling Shows

Magic lanternists travel from town to town with their equipment, bringing wonder and amazement to audiences who have never seen such sights.

🏠 Local Venues

Larger towns may have dedicated spaces for regular lantern shows, or taverns and halls that host performances on special nights.

Game Mechanics: The Regalement TTRPG

The Regalement TTRPG system is designed to capture the mystical, interconnected nature of Ternia through innovative mechanics that blend physical prowess with spiritual understanding.

Character Advancement — Ranks

Character advancement uses a Rank system with 30 Ranks total, divided into three difficulty tiers:

📈 Per Rank Up, You Gain

  • +2 Vitality
  • +1 Liminal Force
  • +1 Tangible Force
  • +50 Enthusiasm Cap

Note: The Sync Gauge maximum (50) does not increase with Rank.

Ranks 1-10 (Beginner)

Enthusiasm is easy to acquire. Players can freely experiment with builds and abilities.

Ranks 11-20 (Normal)

More challenging but still manageable. Strategic planning becomes important.

Ranks 21-30 (Hard)

Enthusiasm is hard to come by. Every purchase decision matters significantly.

The Six Potentials — Resource Pools

Every character has six Potentials—resource pools that govern what actions you can take and how effective you are.

⚡ Renewable Potentials (Refresh on Long Rest)

  • 💚 Vitality: Your hit point pool. When it reaches 0, you fall unconscious or die.
  • 💪 Tangible Force: Stamina pool that powers Merits. Physical and martial abilities consume this.
  • ✨ Liminal Force: Mana pool that powers Orbs. Magical and spiritual abilities consume this.
  • 🧠 Willpower: Spend to boost Major Arcana card draws (+1 per point). Cannot be spent on The Fool (0) or The World (21).

📈 Accumulating Potentials (Build Over Time)

  • ⚔️ Sync Gauge: Builds through successful attacks. Once filled (50 points), can be used for Synchronized Strikes.
  • 🎭 Enthusiasm: The universal experience pool. Earned through combat, downtime study, and non-combat challenges. Spend on Merits/Orbs and Interests when you rank up.

💧 Force Recovery Methods

  • Potions — Consumable items that restore Force
  • Meditation (Long) — Extended rest equivalent to a long rest
  • Good Rest (Short) — Brief rest period
  • Springs — Special magical springs found in the world
  • Gemstones — Sapphire, Ruby, Emerald, or Opal can restore Force

The Six Aptitudes — Core Stats

Every character has six Aptitudes that define their capabilities. Each Aptitude has two applications—Tangible (physical/material) and Liminal (magical/spiritual). Your Party Role determines which application you use.

🤸 Flexibility

Tangible: Acrobatics, speed, dodge
Liminal: Open-mindedness, adaptability

🔬 Paradigm

Tangible: Practical knowledge, engineering
Liminal: Theory, understanding complex systems

🦉 Philosophy

Tangible: Perception, awareness
Liminal: Wisdom, insight into abstract concepts

💥 Vigor

Tangible: Physical strength, athletic prowess
Liminal: Energy, fighting spirit, inner fire

🛡️ Resilience

Tangible: Physical toughness, endurance
Liminal: Mental fortitude, resisting magical threats

✨ Mystique

Tangible: Charm, social influence, presence
Liminal: Mysterious aura, magical allure

Two characters with identical Aptitude scores play completely differently based on their Party Role's channeling method.

Core Resolution — Tarot System

Instead of dice, Regalement uses a full Tarot deck divided into five piles. Each player has their own personal deck.

🃏 The Five Piles

  • ⚔️ Swords (14 cards): Merits — Tangible combat abilities
  • 🏆 Cups (14 cards): Social actions — Interests & Influence
  • 💎 Pentacles (14 cards): Skills — Physical & practical challenges
  • 🔥 Wands (14 cards): Orbs — Liminal magical abilities
  • ✨ Major Arcana (22 cards): Inspiration — Initiative & turn order

🎴 How It Works

  1. Determine action type — Which pile matches your action?
  2. Draw a card — This is your result
  3. Spend Willpower (optional) — Each point adds +1 to the card value
  4. Compare to opponent — Higher value wins

📊 Card Values

Suit Cards (1-14): Ace = 1, 2-10 = face value, Page = 11, Knight = 12, Queen = 13, King = 14

Major Arcana (0-21): The Fool = 0, numbered = face value, The World = 21

⚡ Critical Results

💀 Critical Fail: You draw Ace (1) vs opponent's King (14)

👑 Critical Success: You draw King (14) vs opponent's Ace (1)

🎴 Major Arcana Special Rules

  • The Fool (0): Redraw immediately. You cannot spend Willpower—fate decides.
  • The World (21): Draw a second card. You cannot spend Willpower—you're already blessed.

The Sync Gauge — Team Combat Mechanic

The Sync Gauge is a shared combat resource that allows the party to coordinate devastating combined attacks against powerful foes.

⚔️ Synchronized Strike System

  • Building Sync: Each character has their own Sync Gauge (max 50 points). Successful strike: +5 points | Critical success: +10 points | Failed strike: -5 points | Critical fail: -10 points
  • Activation: Once a character's gauge reaches 50, they can initiate a Synchronized Strike with any other characters who also have full gauges.
  • Combined Attack: All participating characters take their full combat turns simultaneously.

🔥 The Sync Bonus

2 players: +15 damage
3 players: +30 damage
4 players: +45 damage
5 players: +60 damage

🎯 Single Target

The combined damage pool hits only one target—ideal for boss fights. After use, all participating gauges empty completely.

Party Roles — Your Lens on Reality

Your Party Role determines your unique channeling method and whether you use Merits (physical classes) or Orbs (magical classes).

⚔️ In Combat: Awareness-Based

Tangible (Merits) — Grounded in the five senses. Skill, ability, training. What you can physically do.

Liminal (Orbs) — Attuned to the sixth sense. Abstract, mystical, touching the fabric of reality itself.

🗣️ In Social Situations: Conscious vs Subconscious

Conscious (Tangible) — Direct, clear, straightforward. Honest thought, honest emotion.

Subconscious (Liminal) — Indirect, manipulative. Working beneath the surface to shape perceptions.

Important: In social situations, you use your Interests to determine success—not Merits or Orbs.

The Twelve Party Roles

Physical Channeling

  • 💎 Sorcerers: Stones embedded in skin
  • 🧪 Alchemists: Physical materials for transmutation
  • 👊 Pugilists: Kinetic energy—movement, martial arts
  • 🛡️ Guardians: Icons—holy symbols and sacred objects
  • 🙏 Priests: Charm bags—Crane bags with sacred items

Verbal/Sound Channeling

  • 📖 Chroniclers: Sound—singing, music, spoken word
  • 🔮 Wizards: Incantations—verbal spells

Visual/Symbolic Channeling

  • 🎨 Magicians: Symbols—drawn sigils and magical diagrams

Mental/Emotional Channeling

  • 😤 Berserkers: Emotions—rage, passion, raw feeling
  • 🔍 Scouts: Focus—concentration, meditation
  • ⚔️ Valiants: Determination—willpower, resolve
  • 🎭 Renegades: Bravado—confidence, daring

Merits & Orbs — Combat Ability Systems

Critical Rule: Characters can only use either Merits or Orbs—not both. Your Party Role determines which system you use.

⚔️ Merits (Physical Classes)

Merits are feats of skill and ability powered by Tangible Force. Those who use Merits are grounded in what they can perceive with their five senses.

Used by: Pugilists, Guardians, Berserkers, Scouts, Valiants, Renegades

🌟 Orbs (Magical Classes)

Orbs are spells that touch the fabric of reality powered by Liminal Force. Those who use Orbs are attuned to what lies beyond ordinary perception.

Used by: Sorcerers, Alchemists, Priests, Chroniclers, Wizards, Magicians

📈 Trademark Moves

Merits and Orbs can be leveled up after purchase. By investing heavily in specific abilities, characters develop trademark moves—signature abilities that become their calling card in combat.

Status Effects — Buffs & Debuffs

Status effects come in three tiers of severity:

⬇️ Debuffs

  • 🔸 Jinx (Minor): Very temporary, fades quickly
  • 🔶 Hex (Moderate): Longer lasting, worse effects
  • 🔴 Curse (Major): Permanent until removed. May require a sidequest to lift

⬆️ Buffs

  • 🕯️ Prayer (Minor): Light and temporary
  • ✨ Blessing (Moderate): Better effects, lasts longer
  • 🌟 Miracle (Major): Permanent. A powerful, lasting gift

Interests & Skills

Interests represent schools of philosophy and fields of knowledge your character studies. Investing in Interests unlocks Skills that can be purchased with Enthusiasm.

📚 Sample Interests

🔄 Transformation: Change, growth, alchemy, metamorphosis

📜 Memory: History, identity, truth, legacy

🎵 Harmony: Balance, music, connection, peace

✨ Wonder: Curiosity, discovery, the unknown

⚖️ Justice: Law, fairness, consequence

🛠️ Creation: Art, craft, building, birth

⚡ Skill Types

  • 👤 Individual Skills: Personal abilities unique to your character
  • 🎭 Party Role Skills: Abilities tied to your Party Role
  • 📚 Interest-based Skills: Skills unlocked by investing in specific Interests

🎨 The Interest System

  • During downtime, studying your Interests builds Enthusiasm
  • You can purchase new Interests, upgrade existing ones, or buy Skills
  • Interests can be almost any philosophical school or knowledge domain

Equipment & Crafting

🛡️ Acquiring Equipment

  • 💰 Bought: Purchased from merchants and shops
  • 🔍 Found: Discovered as loot, treasure, or rewards
  • 🔨 Crafted: Made by blacksmiths, tailors, and other artisans
  • 🧪 Created with Alchemy: Transmuted or conjured by alchemists
  • ✨ Enchanted: Existing equipment enhanced by alchemists

🔨 Mundane Crafting — Recipe Chains & Materials

All crafters follow the same basic principles:

  • Recipes: You must have the recipe for what you want to create
  • Materials: You must have the required materials
  • Recipe chains: Complex projects may require multiple steps (e.g., iron ore → iron → steel)

Rites of Passage — Starting Your Journey

Before a character begins their adventure, they must complete a Rite of Passage—a trial that marks their transition from ordinary person to adventurer.

🎓 Starting Stats (Rank 1)

  • Echeladder Rank: 1
  • Vitality (Life): 40
  • Liminal Force (Mana): 0
  • Tangible Force (Stamina): 0
  • Passion Points: 0
  • Enthusiasm: 100

You need 40 Passion Points to reach Rank 2.

✨ Purchasable Aspect Effects

Status effects purchasable with 25 Passion Points each (limit 1 per Rank):

Burn, Warm, Educate, Encourage, Focused, Control Break, Remind, Lucky, Clear Sight

Drama Rolls — Optional Critical Failure Mechanic

When you roll a critical failure, flip a coin to determine whether you experience Tragedy or Comedy, then roll d12:

💔 Tragedy Rolls (d12)

1. Hard truth | 2. Lonely | 3. Cognitive dissonance | 4. Depressed | 5. Scared | 6. Irritated | 7. Loss of hope | 8. Sickness | 9. Feel trapped | 10. Feel stupid | 11. Feel disconnected | 12. Impatient

😂 Comedy Rolls (d12)

1. Dumb | 2. Mockery | 3. Sadistic | 4. Self-deprecating | 5. Prop comedy | 6. Slapstick | 7. Irony | 8. Random/silly | 9. Generalization humor | 10. Too serious/deadpan | 11. Improv | 12. Clowning

⚔️ Book of Merits

Merits are tangible combat abilities tied to your Sphere. They represent skill, training, and physical capability—what you can reliably do. Merits are purchased with Enthusiasm and can be leveled up to become trademark moves.

📖 Reading Merit Entries

  • Cost: Enthusiasm required to learn the Merit
  • Force: Tangible Force (stamina) spent per use
  • Levels: Merits can be leveled 1–5. Higher levels increase potency

⚔️ Order Merits

Discipline, precision, and structured combat techniques.

Steadfast StanceCost: 2 | Force: 1+1 defense until next turn. Scales with level.
Precision StrikeCost: 3 | Force: 2Ignore 1 point of enemy armor per level.
Tactical PositioningCost: 2 | Force: 1Swap positions with willing ally within range.
Disciplined RiposteCost: 4 | Force: 3Counter-attack when successfully defending.
Commander's MarkCost: 5 | Force: 2Mark target; allies gain +1 to hit marked enemy.
Formation FightingCost: 3 | Force: 1When adjacent to ally, both gain +1 armor.
Measured AssaultCost: 4 | Force: 2Take no action this turn; next turn attack at +3.
Phalanx ChargeCost: 6 | Force: 4All adjacent allies may move and attack together as one action.

⚔️ Entropy Merits

Chaos, unpredictability, and destructive force.

Reckless AssaultCost: 2 | Force: 2+2 damage, but -1 defense until next turn.
Sunder ArmorCost: 3 | Force: 3Reduce target's armor by 1 for the encounter.
Chaos FeintCost: 2 | Force: 1Force enemy to re-draw their defense card.
Destructive MomentumCost: 4 | Force: 2After defeating an enemy, gain free move + attack.
Entropic StrikeCost: 5 | Force: 4Deal damage that cannot be healed until rest.
Wild SwingCost: 2 | Force: 1Attack with -2 to hit but +4 damage if successful.
ShatterCost: 4 | Force: 3Destroy enemy's weapon or shield on hit.
Berserker's FrenzyCost: 5 | Force: 3For 3 turns: +2 damage, can't defend, must attack nearest enemy.

⚔️ Elemental Merits

Channeling the raw power of fire, water, earth, and air through physical action.

Burning BladeCost: 3 | Force: 2Weapon deals +1 fire damage per level for 3 turns.
Stone SkinCost: 3 | Force: 2Gain temporary armor equal to level.
Gale StepCost: 2 | Force: 1Double movement speed this turn.
Tidal SweepCost: 4 | Force: 3Attack hits all adjacent enemies for half damage.
Elemental FuryCost: 6 | Force: 5Unleash all four elements in devastating combo attack.
Frozen StrikeCost: 3 | Force: 2On hit, target's speed halved for 2 turns.
EarthshakerCost: 4 | Force: 3Stomp to knock all adjacent enemies prone.
Lightning ReflexesCost: 3 | Force: 2Gain +2 to initiative and first attack each combat.

⚔️ Nature Merits

Animal instincts, survival skills, and primal combat.

Predator's LeapCost: 2 | Force: 2Leap to target within 3 spaces, attack on landing.
Venomous StrikeCost: 3 | Force: 2Apply Poison (Tier 1) on hit. Scales with level.
Thick HideCost: 3 | Force: 1Reduce incoming damage by 1 per level (passive toggle).
Pack TacticsCost: 4 | Force: 2+2 to hit if ally is adjacent to target.
Apex PredatorCost: 6 | Force: 4For 3 turns, all attacks gain +1 damage and cause Fear.
Feral SensesCost: 2 | Force: 1Cannot be surprised; detect hidden enemies within 3 spaces.
Rending ClawsCost: 3 | Force: 2Unarmed attacks deal +2 damage and cause Bleed.
Survival InstinctCost: 4 | Force: 0When reduced below 25% HP, gain +2 to all draws until healed.

⚔️ Technology Merits

Gadgets, mechanisms, and engineered combat solutions.

Gadget TossCost: 2 | Force: 1Throw device: smoke (obscure), flash (blind), or caltrops (slow).
Clockwork ReflexesCost: 3 | Force: 2React to one attack per round as if you drew +2.
Ferrofluid WeaponCost: 4 | Force: 2Reshape ferrofluid weapon: sword, spear, shield, whip, or hammer. Each form has unique properties.
Deploy AutomatonCost: 5 | Force: 4Summon clockwork ally (HP = level × 3) for encounter.
Mechanical MasteryCost: 6 | Force: 3Disable or commandeer enemy mechanical constructs.
Grappling HookCost: 2 | Force: 1Pull yourself to location or pull small enemy to you.
Explosive ChargeCost: 4 | Force: 3Plant bomb; detonates next turn for area damage.
Reinforced ExoframeCost: 5 | Force: 2Mechanical suit grants +2 armor and +1 damage for encounter.

⚔️ Holy Merits

Divine martial arts, sacred protection, and righteous combat.

SmiteCost: 3 | Force: 2+2 damage vs. Profane or Eldritch creatures.
Shield of FaithCost: 3 | Force: 2Grant ally +2 armor until your next turn.
Purifying StrikeCost: 4 | Force: 3Remove one debuff from self or ally on hit.
Martyr's StandCost: 4 | Force: 2Redirect attack meant for ally to yourself.
Divine JudgmentCost: 6 | Force: 5Massive holy damage; extra damage if target harmed innocents.
Blessed WeaponCost: 3 | Force: 2Weapon glows; deals +1 holy damage and reveals invisible foes.
Lay on HandsCost: 2 | Force: 2Touch to heal ally 2 HP per level. Usable once per target per rest.
Aura of CourageCost: 4 | Force: 2Allies within 3 spaces immune to Fear effects.

⚔️ Profane Merits

Forbidden techniques, curse-touched combat, and dark bargains.

Soul SiphonCost: 3 | Force: 2Heal 1 HP per level when you deal killing blow.
Cursed BladeCost: 3 | Force: 2Apply Curse (Tier 1) on hit: -1 to all draws.
Dark PactCost: 4 | Force: 0Sacrifice HP to gain equal Tangible Force.
Dread PresenceCost: 4 | Force: 3Enemies within 2 spaces suffer Fear (Tier 1).
Consume EssenceCost: 6 | Force: 5Drain target's highest stat by 1; gain it temporarily.
Shadow StepCost: 3 | Force: 2Teleport between shadows up to 4 spaces away.
Necrotic TouchCost: 3 | Force: 2Unarmed attack prevents healing on target for 2 turns.
Blood PriceCost: 4 | Force: 0Sacrifice 3 HP to deal +5 damage on next attack.

⚔️ Eldritch Merits

Reality-warping techniques and combat beyond comprehension.

Unnatural GeometryCost: 3 | Force: 2Attack ignores cover and line of sight.
Maddening StrikeCost: 3 | Force: 2On hit, target must pass Willpower check or lose action.
Phase StepCost: 4 | Force: 3Briefly become intangible; pass through enemies/walls.
Glimpse BeyondCost: 4 | Force: 2See enemy's next drawn card before they reveal it.
Reality FractureCost: 7 | Force: 6Create zone where physics breaks: random effects each turn.
Void TouchCost: 3 | Force: 2Attack deals cold damage and drains 1 Liminal Force from target.
Distorted FormCost: 4 | Force: 3Attacks against you have 25% miss chance for 2 turns.
Inevitable StrikeCost: 5 | Force: 4Attack cannot miss; ignores all defensive abilities.

🔮 Book of Orbs

Orbs are liminal magic abilities tied to your Sphere. They represent attunement to the sixth sense—touching the fabric of reality itself. Orbs are purchased with Enthusiasm and can be leveled up to become signature spells.

📖 Reading Orb Entries

  • Cost: Enthusiasm required to learn the Orb
  • Force: Liminal Force (mana) spent per cast
  • Levels: Orbs can be leveled 1–5. Higher levels increase potency

🔮 Order Orbs

Magic of structure, law, and cosmic harmony.

BindCost: 2 | Force: 2Target cannot move for 1 turn per level.
Seal WoundCost: 3 | Force: 2Heal 2 HP per level. Cannot exceed max HP.
BarrierCost: 3 | Force: 3Create wall of force blocking movement and projectiles.
DispelCost: 4 | Force: 3End one magical effect on target. Higher levels dispel stronger magic.
Harmony of SpheresCost: 6 | Force: 5All allies in range gain +1 to all draws for 3 turns.
Compel TruthCost: 3 | Force: 2Target cannot lie for 1 minute per level.
Sanctuary CircleCost: 4 | Force: 3Create area where violence is impossible for 3 turns.
Time DilationCost: 5 | Force: 4Target takes extra action this turn; exhausted next turn.

🔮 Entropy Orbs

Magic of chaos, decay, and transformation through destruction.

Decay TouchCost: 2 | Force: 2Deal 2 damage per level; ignores armor.
MisfortuneCost: 3 | Force: 2Target's next draw is reduced by level.
WitherCost: 3 | Force: 3Reduce target's damage output by 1 per level for 3 turns.
Chaos SurgeCost: 4 | Force: 3Shuffle and redraw initiative; random buff or debuff to all.
UnmakingCost: 7 | Force: 6Destroy one non-magical item or structure completely.
RustCost: 2 | Force: 2Target's metal equipment degrades: -1 armor or weapon damage.
JinxCost: 3 | Force: 2Target's critical successes become normal successes for 3 turns.
Entropic ShieldCost: 4 | Force: 3Ranged attacks have 50% miss chance against you for 2 turns.

🔮 Elemental Orbs

Magic of fire, water, earth, and air.

FireboltCost: 2 | Force: 2Ranged attack dealing 3 fire damage per level.
Frost ShieldCost: 3 | Force: 2Attackers take 1 cold damage per level; slowed on hit.
TremorCost: 3 | Force: 3All enemies in area must draw or fall prone.
Wind WalkCost: 4 | Force: 3Target gains flight for 1 turn per level.
Elemental StormCost: 6 | Force: 5Create zone dealing 2 damage per turn; element chosen at cast.
Water BreathingCost: 2 | Force: 1Target can breathe underwater for 1 hour per level.
IgniteCost: 2 | Force: 1Set flammable object ablaze; on creatures, deals 1 damage per turn.
Stone ShapeCost: 4 | Force: 3Mold stone like clay; create barriers, openings, or simple objects.

🔮 Nature Orbs

Magic of growth, life, and the wild places.

EntangleCost: 2 | Force: 2Vines immobilize target for 1 turn. +1 turn per level.
RejuvenateCost: 3 | Force: 2Heal 1 HP per turn for 3 turns. Scales with level.
Beast SpeechCost: 2 | Force: 1Communicate with animals; may request simple aid.
Thorn SprayCost: 4 | Force: 3Cone attack dealing 2 damage per level; causes Bleed.
Avatar of the WildCost: 6 | Force: 5Transform into beast form: +3 HP, +2 damage, natural weapons.
BarkskinCost: 3 | Force: 2Target gains +2 natural armor for encounter.
Summon SwarmCost: 4 | Force: 3Call insects/birds to harass enemies: -1 to all actions in area.
Commune with NatureCost: 3 | Force: 2Learn terrain, creatures, and dangers within 1 mile.

🔮 Technology Orbs

Magic that interfaces with mechanisms and artifice.

Analyze ConstructCost: 2 | Force: 1Learn weaknesses, HP, and abilities of mechanical target.
Arc LightningCost: 3 | Force: 2Electric bolt jumps to 1 additional target per level.
RepairCost: 3 | Force: 2Restore 3 HP per level to constructs or fix broken items.
MagnetismCost: 4 | Force: 3Control metal objects: pull weapons from hands, deflect arrows, levitate iron, or crush armor.
Technomantic SurgeCost: 6 | Force: 5All machines in area activate/deactivate at your command.
OverclockCost: 3 | Force: 2Construct ally gains +2 speed and +1 damage for 3 turns.
Electric FenceCost: 4 | Force: 3Create barrier that shocks anyone passing through for 2 damage.
Holographic DecoyCost: 3 | Force: 2Create illusory duplicate that draws attacks; shatters when hit.

🔮 Holy Orbs

Magic of divine light, healing, and sacred protection.

Healing LightCost: 2 | Force: 2Heal 3 HP per level to target within range.
SanctuaryCost: 3 | Force: 2Target cannot be attacked unless they attack first. Lasts 2 turns.
PurifyCost: 3 | Force: 2Remove Poison, Disease, or Curse from target.
Radiant BurstCost: 4 | Force: 3Light damages all Profane/Eldritch in area; blinds others.
ResurrectionCost: 8 | Force: 8Restore fallen ally to 1 HP. Can only be used once per day.
BlessCost: 2 | Force: 2Target gains +1 to all draws for 3 turns.
Turn UndeadCost: 3 | Force: 2Undead in area flee for 2 turns; weaker undead destroyed.
Divine ShieldCost: 5 | Force: 4Negate next attack against target completely.

🔮 Profane Orbs

Magic of darkness, curses, and forbidden power.

Shadow BoltCost: 2 | Force: 2Ranged attack dealing 3 dark damage per level.
HexCost: 3 | Force: 2Curse target: -1 to all draws. Lasts until dispelled.
Life DrainCost: 4 | Force: 3Deal 2 damage per level; heal half the damage dealt.
Summon ShadeCost: 5 | Force: 4Call shadow creature to fight for you (HP = level × 4).
Soul CageCost: 7 | Force: 6Trap defeated enemy's soul; prevents resurrection, grants power.
DarknessCost: 2 | Force: 2Create sphere of magical darkness; blinds all without darkvision.
FearCost: 3 | Force: 2Target flees for 2 turns unless they pass Willpower check.
Animate DeadCost: 5 | Force: 4Raise corpse as undead servant (HP = level × 3) for encounter.

🔮 Eldritch Orbs

Magic of the unknowable and things beyond comprehension.

Mind WhisperCost: 2 | Force: 2Telepathic communication; on hostile, causes Confusion (Tier 1).
Tentacle GraspCost: 3 | Force: 2Summon appendage that grapples target for 1 turn per level.
Warp SpaceCost: 4 | Force: 3Teleport self or willing target up to 5 spaces per level.
Madness AuraCost: 5 | Force: 4Enemies in range must pass Willpower or attack random target.
Call from BeyondCost: 8 | Force: 7Summon eldritch entity. Powerful but may turn hostile if not controlled.
Detect ThoughtsCost: 3 | Force: 2Read surface thoughts of target; deeper probe requires contested draw.
Dimensional AnchorCost: 4 | Force: 3Prevent target from teleporting or phasing for 3 turns.
Psychic ScreamCost: 5 | Force: 4All enemies in area take 3 psychic damage per level; stunned 1 turn.

Bestiary

The creatures of Ternia range from mundane beasts to horrifying monsters to divine Astral Beasts that can be bound to Talisman Cards.

✨ Astral Beasts

Astral Beasts are supernatural creatures that can be summoned and bound to Talisman Cards. They range from gentle guardians to fearsome combatants.

🦌 Kirin

Kirin - an ethereal deer-like Astral Beast with flowing floral mane and colorful feathered features

Type: Astral Beast

An ethereal, deer-like creature of breathtaking beauty. The Kirin's body is adorned with flowing floral patterns, feather-like plumage in iridescent blues, pinks, oranges, and teals, and delicate branching antlers. Flowers seem to bloom in its presence, and its flowing tail and mane shimmer with otherworldly light.

Kirins are considered omens of good fortune and are notoriously difficult to bind—only appearing to those deemed worthy.

🦊 Kitsun

Kitsun - an elegant humanoid fox spirit Astral Beast with flowing robes and ornate decorations

Type: Astral Beast

An elegant, humanoid fox spirit of regal bearing. The Kitsun possesses a vulpine face with large pointed ears, adorned with an ornate crown of golden filigree set with glowing azure gems. Its body is draped in flowing layers of feathered robes in blues, golds, and soft purples, with curling wisps of energy trailing from its form.

Kitsun are known for their cunning and wisdom. They are shapeshifters and tricksters, but fiercely loyal once a bond is formed with a worthy summoner.

🐃 Yakkalo

Yakkalo - a mystical yak-buffalo Astral Beast with iridescent patterns and flowing tail

Type: Astral Beast | Popular in: Falias

A majestic beast combining features of yak and buffalo, the Yakkalo is adorned with stunning iridescent patterns in teals, golds, and purples that shimmer across its powerful body. Curved horns crown its gentle face, while feathered ruffs and a flowing, ribbon-like tail add to its ethereal beauty.

Yakkalos have been all the rage in Falias for some time now—their sturdy, dependable nature and striking appearance making them beloved companions among the mountain folk of the Earth continent.

🐉 More Coming Soon

The Bestiary will contain:

  • • Mundane creatures and wildlife
  • • Monster Tribes (Beast Tribes, Fomorians, etc.)
  • • Astral Beasts and their Talisman Card bindings
  • • Creatures of the Underground
  • • Denizens of the Fungal Layer

Comprehensive listing of creatures, monsters, Astral Beasts, and their stats, abilities, habitats, and lore—to be developed.

The Sopp

"They meant well—but they were still damn well mad."

Giant mushroom people from the Fungal Layer. Before the dimensional merge, they were a highly advanced species that had evolved to live for the benefit of the land rather than themselves. Their ethics were as alien as their appearance.

When the Milesians' technological catastrophe tore a rift between dimensions, the radiation transformed the Sopp into incomprehensible horrors in appearance—though their minds remained unaltered, except for the burning rage they felt toward those who had caused such destruction.

🍄 Fungal Technology

The Sopp mastered fungal technology to a degree no other species has matched:

  • Mushroom bombs with spores of various effects
  • Lethal fungal infections and fungal cures (penicillin)
  • Mushroom torches and bioluminescent lighting
  • Food production — cheese, alcohol, bread from fungal sources
  • Recreational substances and medicinal compounds
  • Musical instruments made from mushrooms
  • The Mycelium Network — a vast fungal internet connecting all their systems

They are resistant to fire, disease, and radiation. They do not age.

The Underspell (250 Years)

The Sopp enslaved all intelligent races and created the Underspell—a synaptic dream world within the Mycelium Layer. There, the enslaved (called Dreamers) could live entire lives, experience all sensations, and die only to reincarnate with new forms.

🎮 The System

  • Dreamers — All enslaved races
  • Heroes — Dreamers who made great impact
  • Gods/Goddesses — Heroes selected to become administrators

The goal was forced evolution—making the species that wronged them "fix their mistakes" by becoming better.

🔮 The Valkyrie Project

Cognizant AI programs with white blood and winged head-visers. They guided evolution, selected Heroes for Godhood, and could transform into powerful states using Merkabas for instantaneous travel.

The Valkyries were guided by the Sopp. No one knows who guides the Sopp.

🏛️ The Twin Cities of the Spell

Neamhthír

Floating city of the Valkyries and benevolent Gods/Goddesses. Celtic and Greek architecture with crystal amplifiers. Home to the Akashic Library—the Hall of Records preserving all history of Tellus and the Underspell. Order, beauty, bliss.

Abbaddon

An infection within the Spell, created by the Fomorians—black-blooded entities who exist outside the dream world but found ways to corrupt it. Perched on a vast cliff, lawless and cruel. Heroes must pass through to reach Godhood. Many are tempted to fall instead.

The Release & The Forgetting

After 250 years, the Sopp willingly released their subjects and retreated to the Fungal Layer. But they left behind programmed memories—rewriting history so that most races remember nothing of the enslavement.

The Underground (originally called Kallos Paradigm) remains—a degraded remnant of the dream world, now used as a training ground by the Fianna and Red Branch Knights who have no idea of its origins.

👁️ Those Who Remember

  • The Metahackers — Descendants of the Neuro-Hackers who resisted
  • The Merrows — Divinely protected, their memories were not touched
  • The Monster Tribes — Shut away during the Underspell, they remember the world before
  • The Fomorians — Born during the Wildening, they exist outside the Spell and remember the true history

Today, the Sopp are urban legends—cryptids occasionally sighted but rarely believed. Some say they still watch. Some say they're waiting to see if their "gardening" took root.

End of Compendium

May Cyria's branches shelter your path.

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