The Legend of Creation
"'Tis said that the Mother of Music and Magic did stir her Cauldron of Alchemical Elements upon the Hearth of Destiny."
The Cauldron of Alchemical Elements, astir upon the Hearth of Destiny
The brew did boil over into foam and bubbles; and as the Goddess hummed idly to herself, the Foam took shape and quickened into new Gods, while the Bubbles became seeds of Stone and Flame.
The Father of Art and Time, well pleased by this working of the foam, gathered them all upon a Tapestry of his own weaving; and therein did he weave Fates for this Grand Tapestry, giving to it the whole of his attention.
The Father of Art and Time, weaving the Grand Tapestry, threading the Fates of all who were yet to come
The Foam Gods entered into the Tapestry and found there a Universe of their own wherein to play; and they shaped the seeds of Flame into Stars, and the seeds of Stone into Planets.
The Birth of Ternia
A certain pair of Foam Deities, Mirias, Goddess of Gratitude, and her counterpart Lanelas, God of Language, found a planet greatly to their liking, and there did plant a world tree seed called Cyria.
Mirias, Goddess of Gratitude
Lanelas, God of Language
Cyria's leaves touched the upperworld, and its roots wound through the lowerworld, while its Trunk held within it the middleworld; and new lifeforms welled up from a Spring of Creation to form the manifold species that should inhabit it.
To these they gave the power to reproduce and to evolve or devolve as they themselves might, and did behold the lifeforms spread across the planet, evolving into a multitude of shapes and sizes.
The First Awakening
The first of the intelligent species were the Draconians. Upon their awakening were they rewarded with a seed of language, which tongue they called Lialca, signifying "seed".
In time were they given the honor of becoming gatekeepers to the doors of Apex, home of the Foam Deities. They raised magical Dragon Gates and labyrinthine Dragon Temples, and through alchemy did they create the Astral Beasts.
A Dragon Gate unto Apex, guarded by the Draconians
Through natural progression did the Draconians ascend to become Gods in their own right; and remaining in Apex among the Foam Deities, they left Ternia to fall into an overgrown wildness.
The Age of Chaos
Of this chaos were born the Nymphs, Fauns, Fomorians, Sylvans, and the Monster Tribes—the Wildening, as it came to be called in lore long since forgotten.
The Ordered Races
Mirias, beholding Ternia's want of order now that the Draconians had departed, did use the Spring of Creation to bring forth three races at once, each charged with a stewardship:
- Tuatha (Elves) - to govern the upperworld
- Milesians - to govern the middleworld
- Fir Bolg (Dwarves) - to govern the lowerworld
The Blessed - Merrows
A great company of Milesians were blessed of the goddess and became the Merrows—a people of the waters, who dwell therein and build magnificent cities beneath the sea. These blessed Milesians were set under divine protection.
The Assault: Another great company of Milesians did assail the divinely protected Merrows—an assault upon those under divine protection that brought consequences most terrible.
Divine Protection Strengthened: In answer to this assault, the goddess did grant unto the Merrows further protections:
- Regeneration - The power to heal and recover from wounds
- The Sinking City - Should any company essay to make war upon the Merrows again, their city sinks beneath the sea, rendering them far harder to assail and ensuring such violence should be far less like to prosper
These divine safeguards meant the deities need trouble themselves no more so greatly for the Merrows' sake—for they possessed both the means to defend themselves and a protection against aggression that came unbidden.
The Exiles - Beast Tribes
The company of Milesians who had assailed the divinely protected Merrows were cursed as their punishment, and transformed—part Milesian, part beast, their form changing with the Moon's Phases. They reproduced, and came to be known as the Beast Tribes, forever nomadic, forever marked, their curse a consequence of having assailed those under divine protection.
The System of the Planets
Amongst the seeds of Flame did the very stars unfurl themselves, as flowers blossoming across the Tapestry
Every star that is woven into the Tapestry is, at its very heart, a lotus flower—the very shape the seeds of Flame did take, when they unfurled themselves. Beheld from Ternia, the common stars of night do but hint thereat: a faint suggestion, scarce to be placed, of petals, which most eyes take for nothing more than a twinkling. Lumen and Phos, being so much nearer, do wear that shape openly abroad—their lotus form unmistakable to any who lift their eyes aloft.
"Five worlds do circle the twin stars, each with its own peoples, its own fate entwined with the rest."
Ternia standeth not alone in the Sonnet Solar System. Four worlds besides orbit the binary stars, each one peopled by its own distinct civilization. The people of Ternia are known throughout the cosmos as Aeons.
🛸 The Outsiders
The Ternians possess but one word—outsiders—for aught that is not of their own world: their term for "alien." Two peoples bear that word most often, the Abremics and the Aethers, though scarce could two be less alike.
Ternia (Tellus)
Denizens: Aeons
Home unto Cyria, the World Tree. Merged with the dimension called the Fungal Layer. A world six-faced and foursquare—four elemental continents, and two continents hidden at the poles, at the World Tree's crown and roots—with two moons fit for habitation.
Aesir
Denizens: Aethers
Homeworld of the Aethers, and the very ground whereon they fought and won their great war against the Gregori.
Tartarus
Denizens: Imprisoned Gregori
Where the Aethers did lock away the vanquished Gregori, sealed beneath the earth when the war was done. Only a handful ever won free.
Allaweh
Denizens: Abremics, escaped Gregori, and Luther
Whither fled the handful of Gregori who broke free of Tartarus—and where, in Luther's service, they wrought the Abremics.
Aether
Denizens: Unknown
The fifth planet, shrouded all in mystery. Reserved for adventures yet to come, beyond this world. What civilizations dwell thereon remains still to be discovered.
💠 The Aethers — Protectors of Ternia
The Aethers are beings symbiotic, native unto Aesir. It was the Aethers who first did fight and overthrow the Gregori, sealing the greater part of them away beneath Tartarus—yet a handful escaped to Allaweh, where now they serve Luther, and did help him fashion the Abremics. The Aethers have stood as Ternia's protectors ever since, arrayed against Luther, the Gregori yet remaining, and the Abremics alike.
The Sabotage of the Abremics
Abremic emissaries, as they are remembered in the fragmentary accounts of the Milesians — their bodies fused with circuitry yet living, crowned about with halos of drifting glyph-light. Whether these be true likenesses, or but the shape which dread and awe have lent them down the centuries, no man can say.
The Abremics have no bodily form of their own—beings of entropy, made and not born, bound in service unto Luther. Long ago they wrought a crime that would reshape Ternia's destiny for evermore: they gave unto the Milesians technology ere they were ready for it—of full intent setting them up to fail in their duties as stewards.
No accident was it, the technology they chose. Luther's people—the handful of Gregori who had escaped to Allaweh—had stumbled upon the Sopp's dimension, the Fungal Layer, and found it lying strangely near to Ternia's own. The Abremics gave the Milesians the very technology needed to force a joining between the two, and did but watch to see what would follow. Ternians were never meant to survive it—they were an experiment.
When the Milesians, as was inevitable, misused this untimely technology, reality itself was torn asunder. The merging of dimensions with the Fungal Layer, the Sopp's enslavement, the transformation of Milesians into Humes—all of it traces back to Abremic interference. The forced joining hastened technology on both sides of the merge so swiftly that the Sopp had no true choice but to seize the reins of it—the Underspell was their answer to a problem run quite out of hand, no plan long held in waiting. It proved compatible enough to serve, and useful enough that the Sopp turned the greater part of their attention elsewhere for the two centuries and a half that it ran. That is precisely what the Valkyries and Fomorians were for—living moderators who might run the Underspell from day to day, that the Sopp themselves might remain withdrawn from that dimension's physical plane, rather than tend it with their own hand.
Of the Cosmos
"Set thou the heavens aright, and the earth shall needs follow after."
Of Gravity, and the World-Streams
The Tapestry, the web of this Universe which the Father of Art and Time did weave, standeth not alone of its kind—it is held to be but one among many such lesser dimensions, each a small universe entire unto itself. Within the Tapestry, gravity is no simple matter of mass alone, but is bound as much to Destiny.
Every world beareth its own World Tree—Cyria is Ternia's own—and it is the Tree, not the planet's bulk, to which gravity in truth giveth answer. Woven through and about every world are World Streams: currents bound fast to Destiny, not unlike ley lines, which flow from and about each Tree. The nearer a place lieth unto a World Stream, the less doth gravity hold it down—open ground may run strangely light hard by one, while land far from any Stream lieth heavy and ordinary still.
Yet at Cyria's roots hath no World Stream ever been found. What waiteth there instead are the Obsidian Spires—jagged towers of black stone, wherein Ternia's memory is held, described more fully among the Three Realms of Cyria.
Of the Two Stars
Ternia (called in former days Tellus, ere the dimensional merge) circleth Lumen, the great star born of far-off fires—bright as a forge, steady as a chieftain's oath.
A second star, Phos, rideth the deep night as a far companion of wide orbit, faint to mortal sight save for the spill of its ultraviolet fire.
The Winter Ultraviolet
The tilt of Ternia's axis is exceeding great, and worketh seasons of dramatic turn:
- In summer, Phos falleth "behind" Lumen, drowned in white radiance, and its rays of ultraviolet fire cannot reach the surface.
- In winter, the hemisphere swingeth away, and Phos' ultraviolet shine is made visible, draping the snows in a ghostly gleam as though a lantern hung among the stars—a seasonal blacklight in the dark half of the year.
Thus ariseth the Winter Ultraviolet, a marvel whispered of in the lore of druids.
A stone circle beneath the Winter Ultraviolet, its runes ablaze amid the aurora's hush
Of the Living Auroras
"The sky is restless this night."
🌌 Wherefore Ternia's Auroras Are Different
Ternia possesseth a magnetosphere both strong and somewhat wayward—no clean dipole as Earth's, but a field woven of many poles, that guideth light rather than concealing it.
🧲 Of the Magnetosphere
Many ovals of auroral light, where other worlds know but two polar caps. Bands of auroral working drift as the seasons turn. Auroras appear at mid and low latitudes alike—the planet standeth protected, yet the field guideth light unto every quarter.
✨ Of Phos's Radiance
Phos sendeth forth a steady wind rich in ultraviolet fire, and now and again a gentle flare. In winter, when it may be seen, the atmosphere doth fluoresce and the auroras grow stronger night upon night. Seasonal, and to be reckoned upon.
🍄 Of the Responsive Atmosphere
Traces of noble gases, and fungal spores born of the Dimensional Merge render Ternia's upper atmosphere the more quick to answer. Auroras burn brighter, linger longer, and spread the wider.
🌙 Of the Lunar Stirring
Ayla and Tiu pass through regions of the magnetosphere, stirring up currents, and drawing the auroral bands toward the equator. Surges may be reckoned upon at certain phases of the moon. The auroras seem alive.
🌠 How This Appeareth
Auroras are no rare event upon Ternia. They appear on several nights each week in winter, oft visible even near the equator—subtle in summer, brilliant in winter. Folk do not point and gasp at them; they are a beauty of the background, a weather of the heart, a thing held common to all.
Of Direction and Layer:
- Bands stretch from horizon unto horizon
- Colors shift as Phos waxeth and waneth
- Many layers visible at differing heights
- In the cities: reflected in the canals, framed by spires, filtered through clouds
- In the deserts: a sharp, crystalline light—clarity well nigh painful
🔮 Consequences Upon Custom
Auroras, being common, reshape society thus:
- Omens, clocks, and signals: Certain doings undertaken only beneath particular colors
- Matters political and religious timed unto the displays
- Festivals of winter lit from above
- Beast Tribes answer strongly when the display is at its height
- Priestesses read meaning in direction, color, and rhythm
- Gorians essay to measure them—and fail
The Elegant Turn: During the Winter Ultraviolet, the auroras do subtly reveal their patterns. Certain runes and tattoos resonate in harmony of color. Hidden texts answer to the auroral spectra. The sky itself taketh part in revelation.
The radiance itself bendeth the rules of Ternia. Wherever the auroras burn brightest, the world's deep "physics" loosens its hold, and magic runneth the more freely—Orbs come the easier, Astral Beasts grow bolder and stranger still, and the ordinary laws that keep certain things impossible grow the harder to trust. Mystics and Brehons alike hold a night of heavy aurora to be a night wherein one must take care what he doth wish for.
Of the World and Its Moons
"Give the sky its wonders, and the tellers of tales shall feed for generations."
Ternia is no true sphere, but a world of six faces, somewhat squarish, with islands strewn betwixt its faces like pearls spilled from a broken torc. Four broad faces ring its middle—one for each elemental continent, Falias, Murias, Finias, and Gorias—and here dwell the greater part of all Ternians. It is crowned with a single ring of diamond dust, and along that ring danceth Ternia's one constant moon.
The world's very geometry is the World Tree's own body. Cyria is not merely planted upon Ternia—Cyria is Ternia's own spine. The four trunk-faces make up the Middleworld, where mortals dwell. The world's two remaining faces sit at the poles, one at either end of the Tree: the Crown-face, where Cyria's branches reach up unto the Upperworld, and the Root-face, where they dig down into the Lowerworld. Both are inhabited, yet by no ordinary map—few beyond their own peoples have ever set eyes upon either continent.
🌐 The Law of Natures
The Crown-face belongeth to the Tuatha and the Valkyries. The Root-face belongeth to the Fir Bolg and the Fomorians. Neither pole is so much a secret as a place the wrong sort simply cannot come at: a Fir Bolg or a Fomorian may not set foot upon the Crown-face, nor a Tuatha or a Valkyrie upon the Root-face. It is no wall of stone—it is a wall of what they are. The Tree will not bear the wrong nature through its own spine.
Tuatha and Fir Bolg, being mortal, do mostly make little of the matter—they may already live, farm, and wander freely across the four trunk-face continents, so the ban costeth them small. Valkyries and Fomorians take it otherwise. Being younger than the Tuatha and Fir Bolg, and commonly not corporeal as mortals are, both stand wroth at the restriction, and scheme without cease to reach the pole denied them—Valkyries dreaming upon the Root-face, Fomorians upon the Crown—though neither hath ever come there in any wise save as pressure, omen, or ill weather.
🌊 Of the Triangles
Out upon the open ocean, where three of Ternia's faces meet, the water doth not simply blend nor slosh between them. It standeth up instead into a towering, permanent wall of tide, held fast by the world's own strange shape—sailors call the place itself a Triangle. To cross one by ship is a thing well nigh never attempted, and rarely survived. Nymphs, with their wings and their sense of direction unmatched, are the ones who cross them with any regularity, flying the Triangles as a bird readeth the wind.
Ayla — the Upper Moon
Searing bright, rich in minerals, arrayed in lustrous sands and stones—harsh, yet habitable to hardy folk. Ayla is the moon the Ternians do truly watch—ever visible, cycling through five phases, each of six days' span (a cycle clean of thirty days, of like length unto the common month).
Tiu — the Nether Moon
Cold as a forgotten oath, dim of light, swaddled close in night-ice and thunder-snow, Tiu is a moon enchanted, unseen throughout the year's remainder—but upon Eadrana nights, she appeareth full in every sky above Ternia, all at once. There is no need to face the proper quarter, nor to stand in the fitting place; look but upward of a sudden upon an Eadrana night, be it where it may across Ternia, and there Tiu simply is. Both moons are realms rough-wrought, yet realms that live.
Of Brilliance and Shadow: The Faces of Mirias and Lanelas
"'Tis said that Phos and Lumen are the brilliance of the God and Goddess... and Ayla and Tiu, the shadows they cast upon the dark."
Druid-lore reads the heavens as two faces that watch over Ternia — the very same Mirias, Goddess of Gratitude, and Lanelas, God of Language, who did plant Cyria at the world's first dawning. Each, 'tis said, doth hold both a brilliance and a shadow: the one half of the self burning open in the day or in the high dark, the other trailing after, dimmer, cooler, yet never truly sundered from it.
Mirias — Phos & Ayla
Phos, the faint companion star, is read as Mirias's brilliance — quiet, distant, made known only in winter's ultraviolet hush. Ayla, the searing Upper Moon, is her shadow cast down into the dark: bright where the shadow of a goddess of gratitude ought rightly to be bright, mineral and warm even in the night's depth.
Lanelas — Lumen & Tiu
Lumen, the great forge-bright star about which Ternia turns, is read as Lanelas's brilliance — steady, dominant, a chieftain's oath made into light. Tiu, the cold and dim Lower Moon, is his shadow: wrapped close in night-ice, the quiet trailing half of a god whose spoken brilliance doth shape worlds.
Neither half is held in worship above the other; for a god or goddess who is brilliance only casts no shadow to prove they e'er stood within the light, and one who is shadow only was never lit at all.
Cyria — The World Tree
Cyria by night, her canopy shedding aurora-light down upon the Middleworld, as pilgrims gather among the crystal-veined roots.
The cosmic tree whereupon all reality of Ternia is ordered:
- Upperworld — Where Cyria's leaves do touch the sky
- Middleworld — Contained within the trunk, where mortal folk do dwell
- Lowerworld — Where the roots wind deep through earth and stone
The Four Continents
🗺️ Map of Ternia
🏆 Murias
Element: Water | Suit: Cups
Sacred Treasure: Cauldron of Plenty
Capital: Cruachán Mara
Chief Inhabitants: Blue Nymphs, Merrows
Isles: The Icelands
⚔️ Finias
Element: Air | Suit: Swords
Sacred Treasure: Sword of Nuada
Capital: Carraig Spéir (with Dún na Scamall floating above)
Chief Inhabitants: Yellow Nymphs
Isles: The Road Islands
💎 Falias
Element: Earth | Suit: Pentacles
Sacred Treasure: Stone of Destiny
Capital: Cathair Solas
Chief Inhabitants: Green Nymphs
Isles: The Emerald Islands
🔥 Gorias
Element: Fire | Suit: Wands
Sacred Treasure: Spear of Lugh
Capital: Órcathair
Chief Inhabitants: Red Nymphs
Isles: Sandwitch Islands
The Ternia Ephemeris
"Time floweth like unto water through the roots of the World Tree, and is measured alike by stars and by seasons."
The Ternia Ephemeris is a calendar entire and complete, wherein sundry methods of the keeping of time are woven together as one: Astrological, Solar, Farming, Lunar, Nautical, and Divination—all working together, each in its season, to mark the passing of the days.
⚖️ Of the Twofold Reckoning of Time
Ternia being possessed of ~23.4° axial tilt, her clocks and calendars do follow two tracks running ever side by side:
☀️ The Solar Seasons (the Civil Calendar)
The groundwork of all reckoning: predictable, tedious, yet needful. It governs trade, taxes, harvests, and the keeping of appointments, and is founded upon the position of Lumen.
✨ The Radiant Seasons (the Sacred Calendar)
The hidden layer set above the first: a thing revealed, seasonal, and perilous. It governs rituals, omens, and the Winter Ultraviolet wherein Phos's light doth touch the world.
⏱️ How the Ternians Do Measure Time
The common speech of Ternia reckons time by four measures: blinks, moons, suns, and eras.
- Blinks — the least of the common measures, being near a minute's span. "In such time as one hath need to blink anew" is a familiar Ternian manner of saying "in about a minute."
- Moons — thus do Ternians name the months, each being one full cycle of the calendar's appointed month.
- Suns — thus do Ternians name the years, each a full turning of the Ephemeris.
- Eras — Ternia's word for epochs, those great and sweeping ages of her history (the Age of Dragons, the Underspell, and such like), each stretching over centuries rather than single suns.
Of the Twelve Months
The year is made up of 365 days (366 in leap years), and is divided into twelve months: seven of 30 days, and five of 31. Miän (September) doth contain the "hidden" leap day.
| # | Month | Days | Season | Sign of the Zodiac |
|---|---|---|---|---|
| 1 | Samhna (November) | 31 | The Onset of Winter | Raven 🐦⬛ |
| 2 | Nollag (December) | 30 | Midwinter (the Shortest Day) | Stag 🦌 |
| 3 | Eanáir (January) | 31 | The Depth of Winter | Wolf 🐺 |
| 4 | Feabhra (February) | 30 | The Waning of Winter | Serpent 🐍 |
| 5 | Márta (March) | 31 | The Vernal Equinox | Hare 🐇 |
| 6 | Aibreán (April) | 30 | Spring in Full Bloom | Swan 🦢 |
| 7 | Bealtaine (May) | 31 | The Onset of Summer | Hawk 🦅 |
| 8 | Meitheamh (June) | 30 | The Summer Solstice (the Longest Day) | Horse 🐴 |
| 9 | Iúil (July) | 31 | Summer's Height | Salmon 🐟 |
| 10 | Lúnasa (August) | 30 | The Onset of Autumn | Owl 🦉 |
| 11 | Miän (September) | 30* | The Autumnal Equinox | Boar 🐗 |
| 12 | Deireadh (October) | 30 | Autumn's Late Season | Fox 🦊 |
The year hath its beginning upon 1st Samhna, with the festival of Aonwin (Samhain), which doth mark the onset of winter and the turning of the year. *Miän containeth the "hidden" leap day in leap years.
Of Weeks and Days
Each month containeth 5 weeks of 6 days apiece (30 days in all). In months of 31 days, a seventh day called Eadrana is joined unto the final week.
📅 Of the Six Days of the Week
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 (reckoning from Samhna). Eadrana is kept throughout Ternia as a day of magic and singular significance—and it is the one night whereon the Lower Moon, Tiu, doth ever show herself, ever full, ere she vanisheth from the sky again for months.
Where the auroras loosen Ternia's "physics," rendering magic the more plentiful, Eadrana worketh a stranger thing still—the very laws of magic grow mysterious and unpredictable for that single day. Orbs that behave with faithfulness every other day of the year may twist, overreach, or misfire in wise even seasoned casters cannot account for. Most practiced mystics will simply forbear from casting aught of consequence upon Eadrana, and the more superstitious hold any magic wrought that day to be a kind of wager.
Of the Eight Festivals
The Cross-Quarter Days (of Greatest Moment)
Aonwin (Samhain)
Of its Naming: aon (one) + win (winter)
Upon this Date: 1st Samhna
Marking the beginning of winter and the turning of the year.
Cíunuki (Imbolc)
Of its Naming: ciunas (silent) + yuki (snow)
Upon this Date: 15th Feabhra
The silent snow, herald of spring's approach.
Tehana (Beltane)
Of its Naming: te (warm) + hana (flower)
Upon this Date: 1st Bealtaine
A celebration of warmth and of blossoms, the onset of summer.
Moefaiche (Lughnasadh)
Of its Naming: moeta (burn) + faiche (fields)
Upon this Date: 15th Lúnasa
The burning fields, whereat the harvest doth begin.
The Solar Points (the Lesser Festivals)
Kuragrena (Yule)
Of its Naming: kurai (dark) + grena (sun)
Upon this Date: Winter Solstice (Nollag)
The dark sun, shortest day of all the year.
Brisaol (Ostara)
Of its Naming: brisk (fresh) + saol (life)
Upon this Date: Spring Equinox (Márta)
Fresh life awakening, when day and night stand equal.
Soluskai (Litha)
Of its Naming: solus (light) + takai (high)
Upon this Date: Summer Solstice (Meitheamh)
High light, the longest day of all the year.
Zancothra (Mabon)
Of its Naming: zandaka (balance) + cothram (equal)
Upon this Date: Autumn Equinox (Meán)
Perfect balance, when day and night stand equal once more.
🌙 Of the Two Moons and the Curse of the Beast Tribes
Ayla (Upper Moon): Bright, and rich with mineral light. She passeth through five phases of 6 days each—a steady cycle of 30 days—and is ever visible.
Tiu (Lower Moon): Cold, dim of light, and magical rather than mechanical in her nature—unseen the whole year through until Eadrana nights, whereon she appeareth full, and is seen at once from every part of Ternia.
Double Full Moons: Eadrana nights come five times in the year, yet Ayla's own cycle of 30 days driveth against the calendar, so that she is seldom in her fullness to greet Tiu when Tiu appeareth. When she is so (roughly once in every 2-3 years), the Beast Tribes lose all mastery of themselves and run rampant. This rare convergence the astronomers track with great care, and it is feared the whole of Ternia over.
Hidden lore: Tiu is, in truth, no moon at all. That which Ternians behold on Eadrana nights is said to be Ternia's own planetary core, reaching outward through some strange and inward projection to settle a while against the atmosphere—one single image cast unto every eye turned skyward at once, in every part of Ternia, ere it withdraweth again. Beheld from beyond the world itself, out in the darkness of space, the projection should seem, for all the world, a second moon in its own right—and only they who know the truth could tell the difference. Few there are who know this; fewer still who believe it.
The Ternia Zodiac
The Twelve Constellations of Ternia
The Ternia Zodiac is composed of twelve sacred animal signs, each answering to a month, and each bearing its own elemental and spiritual significance.
♈ The Raven (Samhna)
Element: Air | Season: The Onset of Winter
Nature: Introspective, visionary, and full of mystery; keepers of secrets and of prophecy.
♉ The Stag (Nollag)
Element: Earth | Season: Midwinter
Nature: Noble, steadfast, and protective, given to self-sacrifice; leaders born and bred.
♊ The Wolf (Eanáir)
Element: Air | Season: The Depth of Winter
Nature: Loyal and cunning, devoted to kin; survivors and guardians both.
♋ The Serpent (Feabhra)
Element: Water | Season: The Waning of Winter
Nature: Transformative and adaptive, like unto a healer; they teach the way of renewal.
♌ The Hare (Márta)
Element: Fire | Season: The Vernal Equinox
Nature: Quick and intuitive, playful of spirit, fertile in ideas and in invention.
♍ The Swan (Aibreán)
Element: Water | Season: Spring in Full Bloom
Nature: Graceful and poetic, devoted of heart; they embody beauty and transformation both.
♎ The Hawk (Bealtaine)
Element: Air | Season: Beltane
Nature: Visionary, daring, and ambitious; they fly high and see far.
♏ The Horse (Meitheamh)
Element: Fire | Season: The Summer Solstice
Nature: Free of spirit, powerful and enduring; theirs is the joy of strength and of freedom.
♐ The Salmon (Iúil)
Element: Water | Season: Summer's Height
Nature: Wise and determined, ever seeking home; they carry deep within them the memory of their forebears.
♑ The Owl (Lúnasa)
Element: Earth | Season: The Harvest Begins
Nature: Keen-eyed and full of patience, one that walketh apart from the throng, yet perceiveth what others, though nearer, do pass by unseeing.
♒ The Boar (Meán Fómhair)
Element: Earth | Season: The Autumn Equinox
Nature: Valiant and unyielding, a defender of kin and hearth; strong of limb, and in purpose never wearied.
♓ The Fox (Deireadh Fómhair)
Element: Fire | Season: Autumn's Latter Days
Nature: Cunning and full of charm, apt to turn as the wind turneth; quick of wit, and by such quickness contriving ever to endure.
Lialca: The Seed Tongue
Lialca was that first tongue, granted unto the Draconians at their very awakening; and the name itself doth signify "seed". It is, in sooth, a syllabary comprising 118 syllables, each syllable answering unto an element of the periodic table.
The whole syllabary of Lialca, set forth according to continent
Of the Nature of Lialca
📜 Of the Written Convention
It is written from left unto right, and every glyph doth stand for a single syllable—a consonant joined unto a vowel. Syllables may stand alone, or else be knit together for the flowing of speech, that Lialca might bind all things even as the elements themselves are bound to fashion the world.
Of the Distribution Among the Continents
💧 Murias (Water)
Elements: 1–30 (H → Zn) · 30 syllables
Syllables of foundation—flowing, liquid, deep.
🌬️ Finias (Air)
Elements: 31–60 (Ga → Nd) · 30 syllables
Syllables of middle weight—light, swift, and precise.
⛰️ Falias (Earth)
Elements: 61–89 (Pm → Ac) · 29 syllables
Syllables more weighty—grounded, solid, enduring.
🔥 Gorias (Fire)
Elements: 90–118 (Th → Og) · 29 syllables
Syllables most rare—passionate, transformative.
From the breath of the First Voice was the Seed sown.
From the Seed sprang all words,
From all words, understanding,
From understanding, the world.
The elements are the syllables. The symbols are the script. Four cities. One Seed. All Speech.
Mitu — The Lost Tradition of Oral Speech
Unlike unto the other registers, Mitu was wholly oral—3,000 sigils, each encoding a complete concept of magic, never once committed unto writing. Sheena, the Draconic Oracle, did set it down in VAGUS ere her people ascended, thereby preserving what else had been lost for evermore.
The History of Ternia
"Before the forgetting, there was fire. Before the fire, there was hubris. Before the hubris, there were dragons."
📜 A Chronicle of the Ages
| Era | Duration | Rulers |
|---|---|---|
| Age of Dragons | ~1,000+ years | Draconians |
| The Wildening | (a time of passage) | None — all was chaos |
| Age of Stewardship | ~500+ years | Milesians (chief among them) |
| The Underspell | 250 years | The Sopp |
| The Present Age | ~750 years | Merrows |
In sum, history recorded runneth some 2,500 years and more
The Age of Dragons (~1,000+ years)
The Draconians were, for above a thousand years, the first and only thinking creatures under heaven. They held dominion over Ternia (which was then called Tellus), and did raise up temples and gates of their own device, and by alchemy did fashion the Astral Beasts; and at the last they passed beyond mortality altogether, ascending unto Apex.
The temple complex sprawleth across the jungle, its spires yet catching the light
A tiered tower riseth from the mist, its stone dragon watching still upon the valley
The grand facade, whose dragon-head spires and stair-guardians time itself hath not touched
Ancient ruins of the Draconians—temples and gates that yet dot the face of Ternia
Within a Dragon Temple
Let a man but step within a Dragon Temple, or what ruin remaineth of one, and the first thing he shall mark is a sound—a quiet, steady pulsing hum, felt in the breast no less than heard by the ear. Then cometh the light: dim and low and kindled of itself, rising unbidden the moment one crosseth the threshold. The source is no illusion, but certain crystal "lamps" set into the walls; yet let one be taken away, and the light in it dieth that very instant, and returneth nevermore. Whatsoever Dragon Temple burneth bright this day oweth it wholly to those lamps no soul hath yet dared to touch.
No chart of a Dragon Temple holdeth true for long, for the chambers within do rearrange themselves betwixt one visit and the next, so that no two companies of explorers ever walk the selfsame halls twice. Many of these chambers, it is found, are tenanted by mighty Astral Beasts, left there of old, whether by the Draconians' own craft or their summonings. Betwixt the shifting of the halls and that which waiteth within them, deep exploring is counseled against for all save the stoutest warriors; for most who venture past the outer halls in search of more do never come forth again.
Every Dragon Temple beareth some one element as its master, baked into the very stone of the ruin—so that its perils, its guardian Astral Beasts, and the trials set through its shifting chambers do all incline toward that element's nature. A delegate whose own strength lieth in the like element findeth the passage far the easier for it, more than one whose gift lieth elsewhere entire; and the Guild holdeth this so weighty a matter that expeditions of high rank are commonly mustered about whichever elemental specialists best suit the temple in question.
A colonnade of coiled dragon guardians, their carven sigils humming yet with light
A crystal altar set deep within the temple, its sigils yet quick after a thousand years
The deeper halls lie in ruin, reclaimed by mist and creeping green
The inner sanctum, where a summoning circle waiteth still beneath the watch of stone dragons
The Wildening
When the Draconians had departed, chaos held sway. Nymphs, Fauns, Fomorians, Sylvans, and the Monster Tribes arose out of the untamed world.
The Age of Stewardship (~500+ years)
Mirias made the Tuatha, the Milesians, and the Fir Bolg to set order upon the three worlds; and for a season they governed their domains well.
The Fracturing of Order
At the first the stewards knew well their charge, and did their office tolerably. But the Tuatha and Fir Bolg fell to quarreling and feuding one with the other, caring nothing for the keeping of the balance.
Whereby the heavier burden fell upon the Milesians, who labored to hold their stewardship while the other two factions warred; until at the last the strain grew past bearing, and the Milesians themselves fell to strife amongst their own.
The Cataclysm — The Merging of the Dimensions
The Milesians, being stewards of the middleworld, waxed greedy and reckless; and their pride in their own craft—hastened by the meddling of the Abremic—mounted to such a height that they did tear the very fabric of reality asunder.
The dimension of Tellus was merged with the Fungal Layer, the home of the Sopp—a giant mushroom folk who had asked for no such violation of their world. The radiance of that catastrophe transformed the Sopp, turning them to horrors well nigh incomprehensible to look upon, though their wits remained keen—and their wrath, keener still.
The Underspell (250 years)
The Sopp made bondsmen of all the thinking races and drove them into a dream-world wrought of the mind, called the Underspell (or, more simply, "the Spell")—a vast shared consciousness dwelling within the Mycelium Layer, not unlike a lucid dream, or a great game wherein many might play at once.
🍄 Of Life Within the Spell
A Dreamer adrift within the Underspell—his consciousness rendered as threads of light, woven through the Mycelium Layer.
Within the Underspell, the enslaved races—called Dreamers—might live out whole lives, know the use of all their senses, and, dying, be reincarnated in new forms. By this contrivance the Sopp did force the evolution of those races who had wronged them, guiding them toward... some end of their own devising. What that ultimate purpose might be remaineth, to this day, a mystery.
- Dreamers might, through deeds of great renown, become Heroes
- Heroes might be chosen to ascend as Gods and Goddesses
- The Valkyrie Project—sentient programs of the Sopp's own making—did guide this evolution
🏛️ Neamhthír and Abbaddon — The Twin Cities
Neamhthír
A city that floateth, veiled about with magic, and home unto the Valkyries (guides of white blood, bearing winged visors upon their heads) and unto such Gods and Goddesses as are benevolent. Within it lieth the Akashic Library—the Hall of Records, wherein all history is kept. Its architecture is Celtic and Grecian both, and it hath crystal amplifiers, and order and bliss dwell there. The Valkyries make use of Merkabas to travel in an instant.
Abbaddon
The most perilous city in all the Spell, set upon a mighty cliff. It is an infection wrought by the Fomorians—beings of black blood who dwell without the Spell, yet have found means to work upon it and corrupt it. Lawless is that city, and cruel, and beautiful withal. Every Hero must pass through it to come unto Godhood; and many are there tempted to forsake their cause and join the Fomorians instead.
The Present Age (~750 years)
When two hundred and fifty years had run their course of the game, the Sopp—content with what they had wrought—did of their own will release their subjects, and withdrew again into the Fungal Layer. Yet they left behind them memories of their own devising—rewriting history, so that most races now remember naught of their bondage.
The world was thenceforth renamed Ternia. Civilization was built anew under the leadership of the Merrows, with Empress Sophia upon the throne. She holdeth, as a matter of her own philosophy, with the Sopp's wiping away of memory—believing the forgetting to have been the righter course.
The Tragic Irony
The Fianna—warriors of great renown, who train within the Underground—know nothing of how they were once the Reclaimers, fighters of the resistance who battled the Sopp for their freedom. Now, unknowing, they train amid the decayed remnants of that very system which once they strove to bring to ruin.
The Metahackers forget nothing, but remember all things past. They behold the children of their old allies doing service unto the system, nothing suspecting it; and the tension thereof is scarce to be borne—yet who, being told it, would credit them?
It is a time of good cheer. The Sopp are grown into legends of the marketplace—cryptids whereof men speak now and again, yet few give credence. But lo, the Stela of Crepuscule hath been discovered, and its prophecy telleth of phases yet to come.
Of Government
“An empire raised upon merit and bound fast by ancient law, wherein the Empress governs the whole world through High Kings and Queens of her own appointing, yet all—from the meanest commoner unto the crown itself—must answer to the Brehons.”
Ternia is governed under a law-bound imperial hierarchy, rooted in Celtic tribal custom and tempered by merit. The Empire embraceth the whole world entire—so vast a dominion as no single hand might govern from the center—wherefore authority is delegated downward through rulers of the Empress's own appointing.
What Setteth Ternia's Order Apart
- Not Feudal — for no ruler standeth above the law; the Brehons may sit in judgment upon any soul, the Empress not excepted
- Not Absolute Monarchy — for the Empress herself is held to account, and the Imperial succession is won through Bells, not handed down by blood
- Not a Democracy — for power floweth downward from appointment, not upward from the voice of the people
- Decentralized — for the world is too vast for any center to hold, and each degree of rule doth manage its own affairs and keep its own soldiery
👑 Of the Political Hierarchy
| Degree | Title | Domain |
|---|---|---|
| Imperial | Empress / Emperor | The whole of Ternia (seat: Tír na Tonn) |
| Continental | High King / High Queen | One continent to each |
| Regional | Kings / Queens | Kingdoms within the continents |
| Local | Tuath Leaders, Chiefs, Flaith (Nobles) | Cities, territories, and tuaths |
Of Succession (the Empress): Not by inheritance is the throne conveyed, but by nomination: the Heiresses do vie amongst themselves to win the greater store of Bells (a currency of repute), and she who winneth most is crowned Empress in her turn.
Even thus did the throne most lately change hands: for after a long and settled reign, Empress Sophia did of her own will lay down the crown, and the Heiress Ruriha — she having won the most Bells among the candidates nominated — was crowned Empress in her stead.
Of Hostages (aitire / gialla): Persons of noble blood held as pledges between rulers, a custom of old standing whereby treaties are kept in good faith.
The Chain of Authority
The Empire is the whole world entire. So vast a territory is no single ruler fit to govern alone—wherefore authority descendeth by degrees, each rank charged with the keeping of those beneath it in good order.
- The Empress doth appoint the High Kings/Queens and beareth the charge of keeping them in good order
- High Kings/Queens appoint the Kings/Queens within their domain, and answer unto the Empress
- Kings/Queens govern their regional territories, and answer unto their High King or Queen
Of Soldiery: Each degree of rule doth keep its own soldiery. The Red Branch Knights are the Empress's own household knights. High Kings and Queens, Kings and Queens, and even the chiefs of lesser rank—all do keep their own forces besides.
The Four High Thrones
Each of the four continents is governed by a High King or High Queen, appointed thereto by the Empress. Great liberty have they within their own domains, yet in the end must answer to the Imperial throne.
🌊 Murias
Capital: Tír na Tonn (also Imperial seat)
Seat of the High Throne of Water. A power of the coasts, sovereign over the trade of the sea.
🌿 Falias
Capital: Cathair Solas
Seat of the High Throne of Earth. The heartland of the Fir Bolg, and gateway unto the Underground.
💨 Finias
Capital: Carraig Spéir
Seat of the High Throne of Air. Territories of the frontier, kingdoms upon the border.
🔥 Gorias
Capital: Órcathair
Seat of the High Throne of Fire. Mastery of the aqueducts, and strict governance of the waters.
📜 Of the Social Hierarchy
1. Rulers and Sacred Leadership (<5%)
- Empress (Sacred Ruler) — the supreme authority, both ritual and political, presently Empress Ruriha (Merrow), who doth rule from Tír na Tonn
- Heiresses — candidates nominated, who vie for the succession through the gathering of Bells
- High Kings/Queens — rulers of the four capitals of the continents
- Kings/Queens — regional rulers, holding their power under continental authority
- Tuath leaders / lesser chiefs — rulers of the locality, oft chosen by kinship or by election
- Flaith (Nobles) — the aristocratic class: landowners of great wealth, kin unto rulers
2. Elite Religious and Legal Roles (<5%)
- Filid (poet-seers, lore-keepers) — counselors in law, genealogy, rite, and history
- Druids — performers of rite, healers, philosophers, and teachers
- Fáith / seers / sacrificers — versed in prophecy, divination, and the rites of sacrifice
- Herbalists / independent healers — midwives, wise women, and folk of medicine
- Brehons (judges) — interpreters of the law by hereditary right
- Satirists (áer) — poets held in dread, whose satire might bring dishonor or curse upon a man
3. Warriors (~10–15%)
- Fianna / warrior champions — bands of the elite, half of legend, and oft free to roam
- Red Branch Knights — knights of the elite, in service to the Empress herself
- Mounted warriors / charioteers — cavalry of the elite
- Ordinary free warriors (Laech / Ceithern) — fighters of the common freeman sort
- Household guards / retinues — the personal guard and retinue of rulers
- Mercenary bands — fighters taken into hire
4. Free Commoners and Economy (~65–80%)
- Free farmers (Boaire / Fuidir) — the landholding backbone whereon society standeth
- Clients (céiles) — free folk bound to lords by ties of patron and client
- Foster-children & foster-mothers — bonds of kinship forged through fostering
- Herdsmen / drovers / pig-keepers — those given over to the keeping of livestock
- Traders / merchants — traffickers in exchange, both without and within
- Crafters / artisans / smiths — skilled in trade, and held in high regard
- Harpers / musicians — performers of the court
- Bards / storytellers (Seanchaí) — historians who keep their lore by word of mouth
- Hired laborers / seasonal workers — taken on by contract, and but for a season
- Servants / household workers — laborers of the household
5. Unfree and Bonded Classes (~5–10%)
- Slaves (Daer fuidir) — property in perpetuity
- Prisoners of war / client slaves — held in bondage, be it temporary or for all time
- Debtors / indentured workers — bound fast until their debt be repaid
6. Marginal, and Outside the System (a small minority)
- Wandering bands / outsiders — such as have no tuath, and are held of low estate
- Outlaws (deorad) — stripped bare of the law's protection
- Beast Tribes — a nomadic folk, feared and shunned by reason of a curse that spreadeth as contagion
⚖️ Of the Brehon Laws
Ternia standeth under the Brehon Laws, an ancient system of law set down in the time of rebuilding that followed the enslavement by the Sopp.
The Core Tenets
- Restorative Justice: A bent toward recompense and restoration, rather than punishment alone
- Social Obligation: Each soul is held to account before his own community
- Complex Precedents: Laws raised upon a fabric of intricate precedent and the wisdom handed down of old
- Accountability for All: Even the Empress and her royal kin are bound by these same laws
Brehons are interpreters of law by hereditary right, who sit as judges throughout Ternia. They are schooled in Brehon law colleges—houses of learning given wholly to the preserving of legal knowledge and the training of new judges. Their standing is held to be sacred, even as that of the Druids—both being reckoned keepers of somewhat greater than themselves, the one guarding the law, the other the rite. The law itself is held sacred, and a Brehon's true labor is the pursuit of truth beneath a case, not the bare letter of precedent alone—wherefore Brehons are esteemed less as magistrates than as holy men, spoken of with that same deep reverence accorded unto the Druids.
🧘 Naljor
Brehons are schooled in Naljor, a martial art founded upon meditation and the keeping of peace, rather than mastery in combat. It is less a manner of fighting than a discipline of stillness—fitting indeed for judges whose true labor is the holding of calm and clarity over a dispute, not the winning of one.
The authority of a Brehon sufficeth to render judgment upon any soul, be his rank what it may. None—not even the Empress herself—standeth above the Brehon Laws. Yet, the Brehons hold no power to execute—they interpret and pronounce the law, yet cannot enforce it with their own hand. The enforcing thereof falleth to kings, to clans, or to kinship groups. A Brehon's power is therefore of wit and conscience, and not of statecraft—albeit their sway upon rulers and nobles may prove most profound.
⚖️ The Order of Brehons
| Degree | Office & Jurisdiction |
|---|---|
| Fáel Brehon | A judge of the lowest degree, who ruleth upon such petty disputes as arise within the local communities |
| Brehon / Elder Brehon | A judge well-seasoned in his craft, who taketh in hand the weightier causes demanding a deeper knowledge of the law |
| Ard Brehon | "High Judge"; who presideth over assemblies, weighty disputes, and the teaching of law. Commonly he serveth kings or the rulers of provinces |
| Ollamh Brehon | The supreme master of legal learning, who hath charge over the teaching of Brehon law within the colleges. At the courts royal, an Ollamh may serve as chief herald—speaking in the stead of kings, and proclaiming laws and judgments before the people |
🎓 Of Learning & the Coming of Age
Under the Brehon Laws, every child is either fostered (given unto another family to be reared, a custom bound up with Ternia's ties of kinship) or else sent unto a common school—the one or the other being required of all.
Collegesrecruit their scholars straight out of the schools, seeking students by their marks and by their bearing upon a placement test taken at graduation. In the cities, every child that graduateth is straightway set to a trade—though any may choose rather to continue in study, or may sit the test anew in later years, at a steep cost.
📜 Of Birth & Naming
Every Ternian receiveth a name at birth, and thereafter chooseth their own name of adulthood at the age of 21, during their Rite of Adulthood. Druids oversee and set down the record of births; Brehons, in separate wise, do keep account of name, age, and parentage for matters of law. Orphans for whom no record yet existeth have their records made upon their joining of an orphanage.
🕯️ Of Almshouses
Ternians, whether aged or disabled, who have no family to give them care, may be placed within almshouses, where small tasks are appointed unto them as suit their ability.
Of Trade Between the Continents
Trade by sea is required to carry goods between the four continents. This granteth unto the Merrow—the race of the waters, foremost in this present age—no small measure of sway over the commerce of nations.
Rivers are, in certain regions, contested ground, their mastery resting upon the politics of the place. Some serve as borders, others as highways of trade, and still others vanish into the Underground, becoming thereby the territory of the Fir Bolg.
⚓ Of Navigation upon the Seas
For the sailors of Ternia, to understand the winds and the currents is the very difference betwixt life and death. Voyages upon the ocean demand a knowledge hard-won, handed down through generations.
🌬️ Of the Winds that Girdle the Globe
- The Trade Winds — steadfast belts of air that speed the ships across the ocean
- Knowledge of the Monsoons — the shifting of winds with the seasons, which doth govern the calendar of sailing
- The Roaring Latitudes — fierce westerly winds in the southern seas; perilous, yet swift
🌊 Of the Currents of the Ocean
- The Great Gyre — a current, much like unto a gulf-stream, that joineth continent to continent
- The Coastal Currents — employed in cabotage and the trade of the region
- Charts of the Currents — kept close and guarded jealously by the merchant guilds
⛈️ Of Storms, and the Knowledge Thereof
Captains of long experience learn to read the sky, the clouds, and the temper of the sea. The guilds and the naval archives set down record of:
- The Seasons of Hurricanes — the times wherein certain routes must be wholly shunned
- Regions Prone to Storm — charted through generations of lessons hard-won
- The Tracks of Hurricanes — paths foreseeable, which sailors learn to hold in due respect
A captain who heedeth not the seasons doth seldom live to commit the selfsame folly twice.
🧭 Instruments of Navigation
- The Compass — for magnetic guidance upon the open sea
- Sunstones — crystals that polarize the light, revealing the sun even through cloud
- Charts of the Stars — for celestial guidance when sailing by night
- The Lead Line — for the sounding of depth in coastal waters
⛵ Of the Fashioning of Ships
- Caravels — nimble vessels fitted with lateen sails, apt for sailing into the wind
- The Lateen Rig — sails three-cornered, which catch the wind at an angle
- Hulls of Sturdy Build — wrought to withstand the swells of the open ocean
- Configurations of Stability — sail-plans well-balanced, fit for voyages of great length
The Economy
In Ternia is practised a three-tier currency system which holdeth in even balance reputation, daily commerce, and underground trade.
🔔 Bells — the Currency of Reputation
Bells are not borne about one's person; such Bells as are earned are gathered into a vault, and unto you is given an official brooch whereon is shown the sum of thy Bells. The greater thy count, the greater thine esteem among men.
What Bells Purchase: Land, enterprises, great assets and holdings, social standing, political power, and the right to stand as Heiress for Empress.
Degrees: As do Coins and Rings, so come Bells in denominations of bronze, silver, and gold—bronze for such reputation-gated purchases as are made daily, gold for that standing which openeth the very doors of court.
🏙️ Of Residency & Property
Ubi (which is city residency) demandeth a minimum count of Bells merely to dwell within the city's bounds. Criminal dealings may cost thee Bells outright, and should thy count fall too low, thou shalt be cast out of the city entire.
To own property anywhere doth require Bells to qualify, and thereafter payment in Coins to purchase it in truth, together with continual Coin taxes owed unto the Brehons. Property must ever be kept in proper repair.
Rent is paid in Coins. To open a storefront requireth Bells to qualify, together with Coin taxes owed unto the Brehons. Market stalls stand open to any soul, whatsoever his count of Bells, yet cost Coin rent unto the Brehons, and the vendor must himself furnish and raise up the stall.
🪙 Coins — the Currency of Daily Use
Ternian coins graven with Celtic knotwork, a golden clover, and the device of a cornucopia
Of their Device: Borders of intricate Celtic knotwork engird them. Upon the front is shown a golden clover; upon the back is shown a cornucopia, overflowing with the abundance of harvest.
The Common Dole: Coins are distributed as a common dole, that the bare subsistence of every citizen be assured.
What Coins Purchase: Ordinary dealings, victuals, supplies, services, and the expenses of daily life. Rent, property taxes, and the fees for storefront or stall owed unto the Brehons are paid, every one, in Coins.
Degrees: Coins are minted in bronze, silver, and gold—bronze for such small purchases as are made daily, gold for greater expenses, such as rent or taxes.
💍 Rings — the Currency of the Black Market
The currency of that economy which runs beneath the ground, serving for goods and services not to be had through lawful channels.
Degrees: Rings likewise come in bronze, silver, and gold, mirroring the other two currencies—though, their nature being unlawful, gold Rings are wont to change hands quietly.
🕵️ Of the Underworld
Detectives labor on both sides of the law: some serve the Brehons directly, whilst their shadier counterparts serve instead the underworld that traffics in Rings. Assassins are paid in Rings. Persistent rumor holds that the Empire itself doth quietly hire assassins through the Delegate's Guild, though this hath never been confirmed.
Of Patents & Innovation
The Manner of Patents
Patents are submitted unto the druids at the treasury. They do protect particular remixes and artistic styles of concepts already old—and not mediums wholly new.
Two Kinds:
- Open Source — freely available, that any soul may use or adapt it
- Patented — use restricted; it is expected that one shall pay
✨ Inventions Truly New — the Highest Honor
When any soul createth a thing genuinely new, he receiveth:
- A special title, granted by the High Kings and Queens
- An artifact treasure of epic level
- The whole world cometh to know thy name
- Thine invention becometh public domain — thou dost not control it
True innovation bringeth legendary renown, yet the invention belongeth to all.
Services of Note
🍲 Forever Soup
Soup kitchens do maintain vast communal cauldrons. Such folk as bring food unto the pot receive twice so much as they brought to share among all.
🤖 Synth-work
Clockmakers labor alongside alchemists, mages, and steamwork engineers to fashion crude labor golems, after the same tradition as true Synths. These common constructs are but mindless tools, and no people—only The Watch of Gorias knoweth the craft of the Technology Sphere that doth awaken a true, thinking Synth.
Of Professions & Services
🍺 Of Food & Hospitality
Taverns, pubs, inns, coffee-houses (serving kahve and klava), tea houses, bakeries, soup kitchens. Brewers, distillers, beekeepers.
🔨 Of Crafting
Blacksmiths, goldsmiths, armorers, weavers, tailors, potters, glass-blowers, leatherworkers, carpenters, and candle-makers.
✨ Of Magic & Learning
Enchanters, alchemists (potions, poisons, bombs, fragrances), diviners, astrologers (who make clocks, golems, and puzzle boxes).
⚙️ Of Engineering
Steamwork engineers, clockmakers, builders of airships, builders of seaships, builders of chariots, and architects.
Of Society and Daily Life
"The trencher telleth the tale. So too doth the cup."
🕊️ What the Ternians Hold Sacred
Beyond the Empress, the Brehons and Druids, and the Four Treasures, there are, besides, certain things of everyday use that carry weight throughout all Ternia — not by force of law, but by something nearer to conscience.
🚪 Of Hospitality
To turn away a guest is reckoned a true transgression, and no mere discourtesy. The self-same custom that governeth offerings unto the Wildening kin — never refuse outright, but give what one is able — holdeth with equal force for the stranger who cometh to the door.
📛 Of Names
A name is held sacred from birth until the Rite of Adulthood, and beyond it still — wherefore it is the Druids, and not the Brehons, who oversee and set down the record of births. The choosing of an adult name, at the age of one-and-twenty, is accounted among the weightiest acts a person shall ever perform for themselves.
🔥 The Hearth-Fire
A household's hearth-fire is meant never to go wholly cold. Should it do so, custom holdeth that it ought be rekindled from a neighbor's coal rather than struck anew — the fire itself being a thing handed down, and not merely made.
🤝 Of Oaths
A sworn oath is, in Ternian eyes, well nigh unbreakable. The same weight lieth behind hostages (aitire/gialla) as behind diplomatic guarantees, and behind a knight's word given to their liege — and the breaking of one is remembered long after the reason for it hath been forgot.
💧 Of Wells and Springs
Wells and springs are held in the same reverence as sacred trees, and offerings are oft left at both alike. A well that runneth dry, or is fouled by design, is taken for an ill omen upon the whole community about it.
❓ Of the Asking of Questions
A question sincerely asked is never, by Ternian custom, brushed aside — it is reckoned an extension of the Filid and Seanchaí tradition of learning through inquiry. To refuse a genuine question, most of all from a child, carrieth a true cost in the eyes of one's fellows.
🎁 Of Generosity
Freely to give is woven through the common day, and kept not for high occasions alone — the Forever Soup tradition, wherein he that bringeth food unto the pot receiveth back twice what he gave, is generosity built directly into the very economy. One known for stinginess findeth himself diminished in company in ways that outlast any single slight.
Of Roles and Lifestyles
How a person surviveth and thriveth in Ternia dependeth upon the lifestyle they have chosen — each bearing its own rhythms, its own perils, and its own rewards.
| Role | Manner of Life | Provideth |
|---|---|---|
| Husbandmen | Settled | Eggs, crops, and honey |
| Herdsmen | Migratory (yakkalo specialists) | Milk, cheese, fiber, and hides |
| Hunters | Expedition-based | Boar and deer (meat of prestige) |
| Trappers | Local, with daily rounds | Rabbit, squirrel, possum, and raccoon |
| Fisherfolk | Local and seasonal | Fish and shellfish |
| Foragers | Local | Wild vegetables, herbs, spices, and tea plants |
Of Hunting and Trapping Compared
🏹 Hunting
- Manner: An active pursuit
- Vigor: Great, and all the day long
- Peril: Boars may kill. So may wolves. So may bears.
- Yield: Large, yet seldom got
- Standing: Prestige — a trial of mettle
🪤 Trapping
- Manner: Passive — set, and go to check
- Vigor: Slight, and fitteth around other labor
- Peril: Minimal
- Yield: Small, yet steady
- Standing: Practical — a mere trade
🏠 Wherefore a Family Might Turn to Trapping
- The tending of kin who are sick or aged
- Elder, injured, or of limited mobility
- Cut off from the fellowship of hunting parties
- Pragmatism before glory
Of Trades Held in Esteem
Not all standing springeth from blade or spell. Ternia holdeth deep respect for certain trades that join people one to another, carry goods across the land, and keep memory alive.
📦 Merchants
The merchant's calling is accounted a sacred one — a trust placed in one who will move goods, keep faith with bargains struck, and see a community fed and supplied across long distance. Many a delegate beginneth their career as merchant or caravan guard, and the line betwixt the two professions is oft blurred: a trade route through perilous country asketh the same nerve as any dungeon. Reputation (Bells) and a merchant's standing go closely hand in hand; a merchant who breaketh their word loseth far more than coin.
✂️ Paper-Cutters
The cutting of paper is an art quietly held in esteem — intricate silhouettes and scenes cut by hand, oft commissioned to mark betrothals, births, deaths, and homecomings. A skilled paper-cutter is admitted into a family's most private hours long before ever the wedding planner or the priest arriveth. Their work hangeth in windows, is folded into letters sent abroad, and is sometimes buried with the dead.
🌿 Herbalists and Their Preparations
Folk herbalists hold a respected place, humbler though it be, alongside Alchemists and Priests — trusted by common households for remedies that require no Guild fee to obtain. Ternian herb-lore knoweth a wide vocabulary of preparations, each suited to its own manner of ingredient or use:
| Essential Oil | A concentrated, volatile extract of a plant, carrying its aroma and its very essence. |
| Tincture | A liquid extract, steeped in water, spirits, vinegar, or glycerin, according to the tradition followed. |
| Anointing Oil | A carrier oil infused with herbs or minerals, for use upon the skin or in ritual. |
| Blessed Liquid | Water, oil, or some other solution, ritually consecrated by a Priest. |
| Tea, or Tisane | A hot infusion made of leaves, flowers, roots, or fruit. |
| Infusion | Plant matter steeped in water, hot or cold, to draw forth its properties. |
| Decoction | Tougher plant matter — bark, root — drawn out by boiling rather than by steeping. |
| Extract | A concentrated preparation that isolateth particular compounds of the plant. |
| Brew | Plant matter steeped in hot liquid as much for flavor as for effect. |
| Ointment, Salve, or Balm | Semi-solid preparations, made with oil or wax, applied upon the skin. |
| Syrup | A thick, sweetened solution bearing the extracted compounds of a plant. |
| Elixir | A preparation founded in spirits, with sweetened flavoring. |
| Cordial | Fruit, herbs, and sugar dissolved in water or in spirits. |
| Compress | Cloth soaked in a tea or decoction and laid upon the skin. |
| Incense | Aromatic preparations, solid — as stick, cone, or coil — or liquid, burned or diffused. |
| Electuary | A thick paste made of powders, herbs, and honey or sugar. |
| Powder | Herbal, mineral, or other matter, dried and ground fine. |
| Potpourri | Dried, fragrant plant matter kept loose for its scent. |
| Flower Remedy | Flower petals steeped in water or spirits for their subtler properties. |
| Bath Preparations | Salts, herbs, oils, milks, or soaps added unto bathwater for the skin and for repose. |
| Cider, or Juice | Fruit pressed, whether fermented or fresh. |
| Smelling Salts | A sharp preparation meant to rouse one back to their senses. |
Juniper and the edible pine needle are the traditional starting point, and the first taught to most Ternian herbalists.
Of Courtship and Marriage
"Carve it slow. Eat it whole. Bind it for a year and a day."
🌿 The Lovespoon
When one cometh to feel love for another, tradition holdeth that they carve a lovespoon by their own hand and present it unto the one they love. The carving itself is the courtship — patterns, knots, and symbols worked into the wood speak intentions that words dare not yet utter. A finished lovespoon is never made in haste; one left unfinished, or hastily wrought, is taken for an insult, a sign that the suitor's feelings run not deep enough to merit the time. Spoons are oft kept a lifetime, and hung within the home long after the marriage that followed.
🧀 The Wedding-Cheese
On the wedding day, straightway after each partner hath spoken their vow, they step apart, one from the other — alone, without aid or the pressing eye of the crowd — and eat an entire block of cheese before the assembled witnesses. The cheese is, by tradition, given a gender: mrenti cheese for the groom, eritune cheese for the bride. The act is meant to show three things before all: dedication (the finishing of what one hath begun), resilience (for cheese in such quantity is no small labor), and expectation (a marriage asketh endurance, and not romance alone). It is taken in earnest, yet seldom solemnly — wedding guests will often lay quiet wagers on how long each partner taketh, and an attempt uncommonly swift, or uncommonly hard-fought, becometh the stuff of village legend for years to come.
🪢 Of Handfasting
When the vows have been spoken, and the cheese partaken of, the couple is handfasted — their wrists bound together with cord or ribbon — for the space of a year and a day. Handfasting is no mere ceremony; many communities do hold the bound period as a trial commitment, accounting the marriage fully and forever sealed only when the year and a day be past, and neither partner hath chosen to part ways. The cord itself is oft the very one used in the ceremony, kept thereafter as a keepsake, or, in certain traditions, buried, burned, or given unto the river once the year be complete.
Of the Preserving of Food
Lacking such arts as keep food cold in our latter age, the manner of its preserving doth determine who shall survive the lean seasons, and who shall not.
| Manner | Requireth Salt? | Keepeth For |
|---|---|---|
| Drying | No | Weeks |
| Smoking | Helpeth, but not required | Weeks–months |
| Salting | Yea | Months |
| Pickling | Salt + vinegar | Months |
| Honey-preserving | Honey | Months |
🧂 Salt — mined as rock salt, or evaporated from brine springs. A trade good of no small importance; poor families may go without it, yet their margins run the thinner for the want.
Of Pickling
Of all the ways of preserving food, pickling holdeth a place apart at the table — being not merely a means to outlast the winter, but a dainty, a gift, and a matter of household pride besides. Well-nigh every family keepeth a crock a-working, topped up through the growing season as the vegetables come ripe.
| Kind | Made Of | Notes |
|---|---|---|
| Brine Pickles | Cucumbers, radishes, wild onions | The everyday crock — salt, water, and time |
| Vinegar Pickles | Beets, eggs, cabbage | Sharper, keepeth longer, favored for trade |
| Spiced Pickles | Any of the foregoing, with ginger or peppercorn | A wealthier household's flourish |
🥒 Of the Pickle Crock
Set by the hearth or the cellar door, the household pickle crock is kept by whosoever hath the steadiest hand for it — oft a grandparent, or else the child most to be trusted not to filch from it before its time. To offer a guest a pickle straight from the crock is a small and easy hospitality, one step beneath tea and well beneath a proper meal; it costeth next to nothing, and sayeth only you are welcome to sit a while. Among children, the filching of pickles ere they be ready is accounted a rite of passage — and to be caught at it earneth nothing worse than a laugh and a swat of the hand.
Of Meat Markets & the Safety of Food
Meat, both cooked and fresh, is sold at sundry establishments:
🥩 Butchers' Stalls
Market stalls whereat fresh cuts are sold, subject to the inspection of guilds and the regulation of the city.
🍺 Taverns
Where ale, beer, and simple fare are served — the gathering-place of the townsfolk.
🏨 Inns
Full meals for travelers, oft given together with their lodging.
🐴 Coaching Inns
Inns built expressly to serve travelers and their horses along the main routes, providing lodging for the one, stabling for the other, hearty meals for both, and fresh horses besides for the coaches and mail carriages.
Features:
- Set roughly a day's travel apart (~10–15 miles betwixt the greater towns)
- Situate at crossroads, market towns, or the outskirts of cities
- Oft serving withal as the social hub of the townspeople
- Larger than the common inn, furnished with stable yards and courtyards of their own
The very backbone of overland travel—whereby long journeys are broken into stages a traveler may bear.
🎒 Of Portable Foods for Travelers
Yet betwixt one coaching inn and the next, and betwixt cookshops, travelers must carry provisions as will not spoil upon the road:
- Portable Soup Blocks — beef or veal broth boiled down into hard, gelatinous blocks; add but water, and set over the fire
- Hard Cheese — wheels rich in fat and low in moisture, that will keep for months
- Dried Fruit & Nuts — dense in sustenance, and requiring no preparation
- Salted or Smoked Meat & Fish — preserved flesh that travels well
- Grain Porridge Mixes — dry oats, barley, or legumes; cooked with water over the campfire
A traveler's pack is worth no more than the food that fits within it.
🍲 Cookshops
Small establishments, set at street level, where hot food is prepared and sold unto the public—found chiefly in towns and cities, near markets or busy streets. Unlike inns, cookshops for the most part provide no lodging. A customer may eat upon the spot, or carry the food away.
Common Fare:
- Pottages & Stews — cheap and filling, cooked slow in great pots
- Meats — pork, beef, mutton, and sometimes poultry; oft salted, smoked, or boiled
- Bread & Pies — meat pies and pasties, sometimes made with offal
- Ale or Small Beer — cheap drink for the working sort
- Fish — in coastal towns and port cities
Cookshops serve those city workers who want for cooking facilities, time, or fuel—the forerunner of what later ages should call takeaway.
🥧 Cookshop Favorites
Meat Pie
A cookshop standard—pastry hand-raised and packed full with minced or chopped meat in thick gravy. Sold whole or by the slice, and the crust holdeth firm enough to be eaten whilst walking.
Meat Bun
Soft baked dough wrapped about a seasoned meat filling—cheaper and more portable than a whole pie, and the workingman's favorite, being eaten with one hand alone.
Soup in a Bread Bowl
A round loaf hollowed out and filled with hot pottage or stew—and once the soup be gone, the bowl itself is eaten too, soaked through with the last of the broth.
Kringle
A great twisted ring of laminated pastry, dusted with coarse sugar—more treat than meal, and a common sight a-cooling upon a cookshop windowsill.
Libum
A dense honey cake, baked upon a bed of bay leaves and glazed with honey whilst yet warm—favored as an offering no less than as a treat, the very scent of the bay leaves baked into its crumb.
Stew
The cookshop standby—meat, root vegetables, and barley or lentils simmered for hours upon the hearth, and ladled out hot, with a heel of dark bread for the dipping.
🌿 Common Flavorings
Ternian cooks rely upon herbs both foraged and cultivated, to lend depth unto simple dishes:
- Wild Garlic — pungent, and onion-like; abundant in the woodlands come spring
- Sorrel — lemony, and somewhat sour; it brighteneth stews and soups
- Thyme — earthy and aromatic; it pairs well with meats and bread
- Yarrow — bitter, and somewhat peppery; used also in physic
⚠️ Of the Spoiling of Meat
Lacking any means to keep it cold, meat spoileth quickly — most of all in summer. Fresh meat being dear, vendors of good repute do guard that reputation jealously. Yet some will cut corners when:
- The meat draweth near to spoiling
- The customers are poor or passing through
- Oversight is weak
The masking of spoilage: Heavy spicing, strong sauces, and long stewing may render aging meat the more palatable — though the toxins within it survive the cooking still.
⚖️ Regulation & Punishment
Most Ternian cities do uphold strict food laws. Market officials such as aldermen and reeves do regularly inspect the stalls — the authorities knowing well the dangers of spoiled meat.
- Butchers must submit unto regular inspections
- Rotten meat is confiscated
- Punishments include fines, public shaming, or loss of trade rights
- In cases most severe, the offender is set in the pillory, with the bad meat hung about their neck
A vendor's reputation is their livelihood — wherefore most take quality in earnest.
⚠️ Those Most at Risk
- The urban poor
- Travelers
- Soldiers
- Prisoners
Those who must eat wheresoever they can, having little choice or recourse.
✅ Those Best Protected
- Elites with private kitchens
- Households that buy direct from sources they trust
- Those who can afford to be selective
Wealth is control over what one eats.
🍞 Of Bread & Social Class
Bread is the very staple of Ternian life—yet what manner of bread one eats sayeth all that need be said of one's place in society.
🌾 Common Bread
Eaten by peasants, farmers, and laborers, and made of rye, barley, or mixed grains—coarse, dark, and dense.
- Cheap and readily had
- Highly nutritious
- Can last months when rightly kept
This hardness is no fault, but rather a virtue.
🥖 Of Fine White Bread
Eaten by the wealthy, the aristocracy, and the clergy, and made of wheat flour diligently sifted to purge it of bran and germ.
- Soft and sweet—a token of rank
- The more perishable (greater moisture, lesser acidity)
- Wherein adulteration is more readily espied (sawdust, chalk, alum)
A luxury upon the table.
📦 Of Storage and Preservation
Peasants bake but in great batches, 2–3 times per year, so constrained are they by time, labor, and fuel; wherefore the bread must needs endure.
- Sourdough fermentation doth by its own nature acidify the dough, and so stay the growth of mold
- A dense, dry baking prolongs its keeping
- Loaves are baked with a hollow at their center and hung upon a "bread beam" (a rod of wood) to keep the vermin off
- Hard loaves may be softened again with water in soups or stews, come the lean season
🔥 Of Baking Methods
Bread is baked by sundry means, according to wealth and what works the locale affords:
- Public ovens — common to villages, where peasants bring their dough to be baked in common
- Hearths and homestead ovens — home baking, for such as have the means
- Bread kilns or pottery kilns — more governed in their heat, and at times given wholly to the purpose
- Forges or places of metalwork — put to ingenious use when no other oven may be had
🍐 Pears — A Fruit Well Beloved
Pears are counted among Ternia's best beloved fruits, and the finest of them all spring from a rare few ancient trees, found chiefly in Falias. Wheresoever one such tree is found, the High King or High Queen of that land doth formally proclaim it sacred, and sets it thereafter under royal protection.
A sacred pear tree of Falias, its fruit catching the light as scaled glass
Common belief holds these sacred trees to be somehow kin unto Cyria, the World Tree herself — a fitting tale, given the shimmering, unearthly fruit they bear. Yet the truth, known only to scholars and druids, is stranger still: the trees were magically cultivated by the Draconians in the Age of Dragons, long ere any of Ternia's present peoples existed. Not the Merrows, not the Tuatha, not one Aeon now living ever set eyes upon a Draconian — for every race was born of the Wildening or of the Spring of Creation after the Draconians had already ascended unto Apex. The legend of Cyria endures for this cause alone: that none remain who might say otherwise.
A pear from one of Falias's sacred trees, marked with runes of protection
Fruit of a sacred tree is held a true delicacy — delicious past dispute, and reserved for royal tables, high offerings, and the rarest of gifts. Their renown hath in turn made the common pear well loved: pear orchards are tended with true care throughout Ternia, and a good harvest is a matter of quiet pride to any farming household.
Of Sweeteners
| Kind | Availability | Who Useth It |
|---|---|---|
| Sugar | Rare, brought from afar | The wealthy — reckoned a spice |
| Honey | Common, and near at hand | All — for farmers keep hives |
| Dried fruits | Common | All — a sweetness of nature's own |
Of Tea and Custom
Tea is woven into the very fabric of daily life, and its distinctions mirror one's standing in the world.
| Kind | Source | Who Drinketh It |
|---|---|---|
| Fine tea | Traded, brought from afar | The wealthy, on occasions of note |
| Common tea | A plant near at hand, dried | Most households |
| Herbal tisanes | Gathered wild — mint, chamomile, wild herbs | All, and the poor most of all |
| Medicinal brews | Knowledge of the forager, and particular plants | In sickness |
🍵 Of Tea Customs
- Tea is free to whoso knows what to gather
- Offering tea is a lighter courtesy than the offering of food — hospitality when the pot runs thin
- Fine tea given as a gift — kept back for births, deaths, reunions
🍇 A Juice Well Favored
Pressed fruit juices are a common treat of the household, and cranberry-grape stands foremost as a particular favorite throughout Ternia — tart and sweet in equal measure, and common enough alike at market stalls and festive boards.
Of Ale and Temperament
If tea doth mirror one's standing, ale mirrors one's temperament. Brewed in well nigh every settlement, and central to tavern life across all four continents, ale is made in countless variations by region — yet one preference unites Ternians beyond all others: they will have it gingered.
🫚 Ginger Beer — The Common Standard
The most widely brewed and best beloved style throughout Ternia is ginger beer — ale steeped with fresh ginger root, its sharpness varying by region and by brewer. A mild ale is accounted fit enough for children, the sick, or the faint of palate, but a proper night at the tavern demands something with bite to it. Brewers vie openly over their ginger blends, and a tavern's good name rests as much upon the sharpness of its brew as upon its price.
Visitors from other parts are warned, half in jest and half as true courtesy, before ever their first pint: "It bites back."
| Kind | Character | Who Drinketh It |
|---|---|---|
| Ginger beer | Ale steeped with fresh ginger root — the common favorite | Most grown folk, and tavern regulars |
| Mild ale | Plain, or lightly sweetened | Children, the sick, the cautious |
| Small beer | Weak, of little strength | Laborers, for cheap daily drinking |
| Fine ale | Aged, with rich spice blends, and peppers brought from afar | Wealthy households, celebrations |
The Table — Distinctions of Class in Food
🥣 The Poor Family's Table
Daily:
- Forever stew — a bone broth never emptied, ever a-simmer
- Dark bread — coarse and filling, that stretches a meal further
- Herbal tea — gathered wild, costing nothing but knowledge
Of Flesh:
- Smoked or dried small game — rabbit, squirrel, possum, raccoon
- Dried fish, taken from lines and nets
Gathered:
- Wild greens, herbs, spices
- Dried fruits, for sweetness
- Tea plants, medicinal herbs
Now and Again:
- Honey (if fortune favor, or by trade)
- Dairy (when herders pass by)
Not starving. Yet tight. No margin to spare.
🍖 The Wealthy Table
- Venison, boar (hunted)
- Fresh dairy, fine cheese
- White bread
- Sugar (rare spice)
- Salt-preserved goods (the longer keeping)
- Fine tea, brought from afar
Abundance. Choice. Surety.
🍞 Wherefore White Bread?
White bread is preferred by such as can afford it, not for taste alone, but for safety — its pale hue makes plain to see such adulterants as sawdust or chalk, which dishonest bakers might add to stretch their flour. Unscrupulous bakers have likewise been known to use alum (a chemical substance) to whiten cheaper bread by artifice, which makes inspection all the more needful.
Of Hospitality's Customs
Hospitality in Ternia is a language of its own, intricate, and heavy with meaning.
🤝 The Offer
- Offering food signifies trust and welcome
- Offering tea signifies a lighter gesture, warmth when food runs scarce
- Refusing signifies insult, and breeds suspicion
⚖️ Of Reciprocity
- Folk remember well who gives, and who but takes
- Obligations flow from hospitality freely given
- A gift forges a bond — and with it, an expectation
🍽️ Of Leaving a Little in the Bowl
A custom subtle yet weighty, observed throughout Ternia:
- Means "I am satisfied. You provided enough."
- To finish all upon the plate signifies "you gave not enough" or else desperation
- It shields the proud poor — a kindness cloaked as manners
Children learn it early: "Always leave a little. It shows you were raised right."
Festive Boards — The Great Feasts
Festive Boards are ceremonial feasts held within grand halls across Ternia. These magnificent gatherings draw together people of every station, to celebrate harvests, holy days, victories, and occasions of moment.
🕯️ The Tradition
- Long tables laden with autumn's bounty — pumpkins, fruits, flowers, and delicacies of the season
- Hundreds of candles casting a warm, golden light
- Tapestries and ornate adornments gracing the halls
- People arrayed in their finest attire
- Music, storytelling, and celebration held in common
Festive Boards embody the Ternian virtues of hospitality, community, and gratitude for abundance.
👗 Of Apparel & Fashion
Ternian attire doth marry usefulness with artistry, adorned with knotwork after the Celtic manner, flowing silhouettes, and layered vestments fit for the varied climes across the four continents.
Garments of Common Use
🧥 Liripipe Hoods
Hooded garments, distinguished by a long, trailing tail, oft embroidered most elaborately with patterns of Celtic knotwork, and favored alike among all ranks and conditions of men.
🧣 Cowl-Neck Tunics
Tunics and gowns of great comfort, featuring draped cowl necklines, pointed hems, and trim most decorative upon the sleeves and borders.
🪭 Hooded Cloaks
Cloaks layered and hooded, oft featuring many tiers of trim and closures most decorative—garments essential for travel and for weather unkind.
👘 Ceremonial Robes
Robes most elaborate, adorned with heavy Celtic knotwork embroidery, worn at rituals, festivals, and occasions of state—oft reaching to the floor, with sleeves of great breadth.
Sketches of Design — Hoods, Cloaks & Layered Robes
Adornments
⛓️ Chatelaines
Chatelaines are held in the highest favor throughout all Ternia—clasps of the belt, most decorative, whence hang chains bearing keys, scissors, thimbles, small tools, purses of coin, and trinkets dear to their wearer. They serve at once for use and for ornament, and chatelaines of great elaboration are counted among the wealthy as tokens of their standing.
🔘 Torcs
Neck rings, wrought after the ancient Celtic fashion, oft made of twisted metal with terminals richly adorned. Worn as tokens both of rank and of spiritual ward.
📿 Brooches & Pins
Brooches most ornate, wrought in the Celtic fashion serve to fasten cloaks, shawls, and other garments, and oft display knotwork of intricate design.
🎀 Belts & Sashes
Belts decorative, wrought in knotwork gird tunics and robes about the waist, and are oft paired with chatelaines, serving at once for use and for fashion.
🚬 Pipes
Pipes for smoking, carved with designs after the Celtic fashion, are accessories most common, serving alike for tobacco and for blends of herb.
Jewels of Rank
Among the nobility and the warrior elite, certain pieces of ceremonial jewelry do signify rank, accomplishment, and standing within society.
🌙 Lunulas
Women of standing wear lunulas—collars crescent-shaped of gold or silver, that sit most elegantly athwart the chest. These ancient symbols of womanhood and of the moon's power are oft engraved intricately with knotwork and inlaid with gemstones; the grander the lunula, the higher the rank of she who wears it.
🛡️ Gorgets
Men of war and standing wear gorgets—collars broad and ornamental, of gold or bronze, that guard the neck and upper chest. These pieces, most impressive, display designs of spiral and triskele, oft set with precious gems at points of import. Gorgets betoken achievement in arms and nobility of rank.
🎭 The Puppet Theatre
Puppet shows stand as the chief delight of Ternian children—an art beloved of grown folk likewise. It is a phenomenon of culture that spans the whole of Ternia.
The Craft of Puppetry
- Puppets made to order may be had of toy shops and wood carvers—from hand puppets plain to marionettes most elaborate
- Puppet theatres —their stages, backdrops, and props—are crafted and sold for use within the home
- Children enact their favored shows at home, fashioning stories of their own devising
🌍 Troupes That Travel
Puppet shows of great favor journey across all Ternia, performing in town squares, upon festival grounds, and within noble courts. The most renowned troupes are celebrated in their own right.
🎪 Performers of the Locality
Styles held in favor are taken up by bardic puppeteers of the locality who give shows at regular seasons for the children of the neighborhood. Every town doth keep its own tradition of puppetry.
🎭 Theatre for Grown Folk
Puppet theatre made for grown folk features satire, drama, romance, and commentary upon matters of state—entertainment most sophisticated, that employs the puppet's art toward artistic expression.
🎵 Performers of the Street
Town squares and streets of the market draw unto themselves a crowd of performers, who work the passing foot-traffic for coin. Alongside jugglers, eaters of fire, and musicians busking with fiddle or pipe, a corner of the market is seldom complete without the grind and wheeze of a barrel organ.
🎹 The Barrel Organ
A cabinet hand-cranked, of carved wood and gilt scrollwork, with rows of pipes standing upright, the barrel organ is an orchestra unto one performer—turn the crank, and a barrel of wood, pinned within, plucks forth a tune appointed, requiring no training in music whatsoever. The panels thereof are oft hand-painted with scenes pastoral or of the town, and an organ well-kept is as much a showpiece as an instrument of music. Performers wheel them from square to square upon market days, and a trained animal—monkey, bird, or dog—perched atop and rattling a cup for coin, is a sight full common alongside one.
🧸 Toys & Pastimes
Ternian children grow to years surrounded by a rich variety of toys and games—some wrought by hand at home, others purchased of skilled toymakers and craftsmen.
🪖 Tin Figurines
A favorite well-beloved—figurines of tin, painted, depicting knights, monsters, heroes of myth, and creatures of legend. Children stage battles epic and adventures with their collections.
⚔️ Toy Weapons
Swords of wood, shields, and bows let children play at warriors and adventurers. Some are but simple sticks; others, replicas carved most beautifully.
🧸 Plush Animals & Dolls
Creatures stuffed and dolls of fabric are companions cherished. Dollhouses complete with furniture in miniature let children fashion their own small worlds.
🎠 Toys of Old
Hobby-horses for adventures at the gallop, tops that spin, balls of leather or cloth, and jacks-in-boxes that delight with their surprise.
🎲 Games & Diversions
- Jacks & Marbles — games of skill played upon floors and within courtyards
- Games of Cards — from simple games of matching to strategy most complex
- Games of Dice — games of chance and of calculation
- Games of the Board — contests strategic, played upon carved boards with pieces
- Tilting Labyrinth — a box of carved wood with a knob upon each side. To turn the knobs tilts the maze-board within, rolling a small ball of steel through a winding path of wooden walls and holes numbered; a tilt amiss drops the ball through one such hole, and the player must begin anew
Many of these games are enjoyed of grown folk likewise, most especially games of cards and of dice—and a labyrinth box well-worn—within taverns and common rooms.
🪙 Taws — Currency & Game of Children
Taws serve at once as a currency of children and as the ground of a game well-favored. Children trade, collect, and wager these small discs of wood.
🔘 Taws (Discs)
- Thickness: 1–2 mm
- Material: Ply or veneer of birch
- Finish: A light seal or oil (not slippery)
💥 Slammer
- Thickness: 6–10 mm
- Diameter: The same, or somewhat larger than the taws
- Edge: Rounded or chamfered
How Played: Stack the taws upon a wooden table, then bring down thy slammer with force—whatsoever taws do flip are thine to keep!
🏪 Whence Taws Are Had
- Toy shops — the most common source. Local artists of Taws create batches for sale, each with styles and designs distinctly their own.
- Artists of renown — some toy shops commission or import batches from Taws-artists well-known, rendering these highly sought by collectors.
- Sweet shops — at times one may receive taws as a bonus upon the purchase of sweets!
- Packs of Surprise — Bundles that hold a set number of taws, together with a slammer of special edition—for none can know beforehand what fortune shall grant them!
🎪 Plays & the Living Stage
Beyond the puppeteer's art, the living stage doth flourish throughout all Ternia. Troupes of players perform every manner of work, from comedies unto tragedies, from histories unto tales of fantastical adventure.
🏛️ Companies of the Town
In most towns there dwell resident companies of players who perform regularly for the folk thereabouts—faces well known, telling tales well loved, together with new works penned by playwrights of the place.
🚂 Troupes that Travel
Companies of great renown travel far and wide, bringing productions much acclaimed to audiences across the continents. When a troupe of fame doth visit, it is accounted a great occasion indeed.
🎭 The Apina Theatre
The most renowned chain of theaters in all Ternia, the Apina Theatre keepeth branches in cities upon every continent. Founded upon the principle that noble theatrical experience ought be open unto all—not the wealthy alone—the Apina did revolutionize how Ternians partake of the living stage.
Each Apina house bears its signature design: an open-air amphitheater with seating set in tiers, emblems of Celtic knotwork, lanterns that float above, and a stage wrought circular. From the grandest capitals unto the humblest provincial towns, the Apina bringeth productions of true craft to audiences of every rank.
A performance at the Apina Theatre, by twilight
🎵 Music & Those Who Make It
Music is woven through every part of Ternian life—from songs sung in taverns to hymns raised in temples, from chants of labor to compositions fit for courts.
The Musical Culture
- Ensembles of the town perform at taverns, at festivals, and at gatherings of the community
- Musicians who travel carry songs and styles across the borders of the continents
- Composers of bold invention press beyond all bounds with modes, harmonies, and techniques never before essayed
- Makers of instruments craft new musical inventions—designs most ingenious, that yield sounds never before heard
- Writers of song devise new techniques of composition, blending traditions drawn from regions far apart
🎻 Harpers & Musicians of the Court
Performers of the first rank, who serve within noble courts, preserving traditions of music most ancient even as they compose new works for their patrons.
🎺 Bands of the Festival
Lively ensembles that play at Festive Boards, at weddings, and at celebrations of every kind—keeping the crowds a-dancing late into the night.
🎤 Bards & Seanchaí
Storytellers who wed music unto oral history, bearing tales and legends from one generation unto the next by way of song.
🔮 Glass, Clockwork & Invention
Glassblowing and clockwork are arts yet growing in Ternia, drawing artisans of brilliant mind who press beyond the boundaries of craft and invention.
🫧 Blowers of Glass
Master glassblowers do fashion artwork of intricate design—from sculptures most delicate unto pieces of use fashioned with beauty astonishing. Their craft demandeth years of training, and a vision truly artistic.
⚙️ Clockmakers & Astrologers
Working in concert, clockmakers and astrologers have brought forth innovations most remarkable: telescopes for the study of the heavens, orreries that model the courses of planets and moons, nautical clocks essential unto navigation upon the sea, and timepieces of precision in every kind.
🤖 Automatons
The most ambitious of artisans do fashion automatons—figures of mechanism that move, that play music, or perform simple tasks. These marvels of engineering are held dear by collectors and by nobles alike.
🎼 Instruments of Mechanism
Mechanisms of clockwork give power unto instruments that play of themselves—music boxes, mechanical organs, and other inventions besides, that wed artistry unto engineering.
🖨️ Printmaking
The art of printmaking doth vary greatly throughout Ternia, from techniques humble in the villages unto methods most sophisticated in the capital cities.
🪵 Printing by Wood Block
In small villages and hamlets, the printing of wood blocks, after the old manner, remaineth the standard. Artisans carve images into blocks of wood, ink them well, and press them upon paper or upon cloth—simple, affordable, and effective.
🎨 Seriliths
In capital cities, master printmakers do fashion Seriliths—original prints of mixed media, combining lithograph and serigraph techniques together. These works, most sophisticated, are prized by collectors, and represent the very height of the printmaker's art.
🎬 Shows of the Magic Lantern
Perhaps the most celebrated innovation to spring forth from the glassblower's craft: the magic lantern. A glassblower of great fame did craft these devices, and their glasswork is no mere trick of optics—true magic sustaineth the moving pictures they cast upon screens and walls, which is the very reason they bear the name they carry.
✨ A New Manner of Entertainment
Magic lantern shows have become another beloved entertainment that travels, alongside troupes of puppeteers and companies of players. Venues of the locality do host regular showings besides.
- For children: Tales full of color and motion, brimming with wonder and adventure
- For adults: Narratives dramatic, presentations instructive, and spectacles artistic—Ternia's own manner of cinema
🌍 Shows that Travel
Lanternists of magic travel from town to town with their equipment, bringing wonder and amazement unto audiences who never before beheld such sights.
🏠 Venues of the Locality
Larger towns may keep spaces set apart for regular lantern shows, or taverns and halls that host performances upon special nights.
Of the Races of Ternia
Races Fit for Play
🧝 Tuatha (Elves)
Fashioned by Mirias to have charge of the upperworld. One of the three ordered races that did endure the bondage of Sopp alongside their fellows; beings of great elegance, with ears sharply pointed, hair of silver or of many hues, and a nature innately attuned unto celestial magic.
Stature: Tall and nimble are they grown to their full years, standing commonly at 6–9 feet. Their humors run swift and quick, whereby most Tuatha keep lean of body, whatsoever they eat.
Gift & Fault: In liminal arts and magic the Tuatha excel above all others, yet in the crafting of things are they less apt.
👤 Humes (Humans)
Origin — The Fall from Grace: Called in former times Milesians, this race was fashioned by Mirias to have charge of the middleworld, and to hold the upper and lower realms in balance. Yet for all their "humble" forms, upon them was laid the highest charge, as the very fulcrum whereon cosmic balance did turn.
Their Corruption: When strife betwixt the Tuatha and the Fir Bolg did open rifts between them, the Milesians—who bore the weight of balance upon their shoulders—fell into conflict within themselves. The Abremics did offer perilous craft, which the desperate Milesians did accept. This power made them reckless and full of entitlement, embracing a philosophy of "dog eat dog."
Their Legacy: Humes of this present age bear still the shame of their forebears, together with the hope of redemption; for they are what the Milesians became when they failed of their cosmic duty.
Gift & Fault: In magic, in crafting, and in skills both liminal and tangible, the Milesians (Humes) are but middling—masters of none, yet renowned for their readiness to turn hand to anything.
⛏️ Fir Bolg (Dwarves)
Fashioned by Mirias to have charge of the lowerworld. The Fir Bolg hewed out the Underground—that vast subterranean realm which is their homeland. Masters they are of underground cities and of mountain architecture most breathtaking to behold.
Ruins of Old: Deep within the Underground lie ruins of the Fir Bolg from ages past, of which even the Fir Bolg of this day know but little—remnants of their earliest civilization.
Presence Upon the Surface: Though the Fir Bolg do seldom venture above ground, yet they keep settlements amid the mountainous regions; and some among them take delight in travel, or choose to play their part within the surface world.
Stature: Short are they, compared with most other races, standing commonly at 4–5 feet, yet of a natural muscular frame—for the Fir Bolg build muscle with great ease. Many run instead to portliness, if they be not especially active.
Gift & Fault: In tangible skills and in crafting do the Fir Bolg excel, yet in magic are they less apt.
🦋 Nymphs
Four elemental kinds, born during the Wildening. Each kind bears wings after the manner of insects, distinctive and reflecting well its elemental nature:
Blue Nymphs (Water/Murias) — wings of the butterfly:
Yellow Nymphs (Air/Finias) — wings of the bee:
Green Nymphs (Earth/Falias) wings of the dragonfly:
Red Nymphs (Fire/Gorias) — wings of the wasp:
Nymphs, as a rule, keep watch as Ternia's caretakers of climate and season—each kind tending unto the weather of that continent which shares its element. Yet not every Nymph doth stay put. Migrating Nymphs range beyond their native continent, bearing with them a taste of their own element wheresoever they roam—a Blue Nymph (Water, wintry by her nature), wandering into Falias (Earth, favoring spring), might trail behind her cold snaps or rain unseasonable, a stray piece of Murias's winter dragged into a place where it doth not belong. Yet not every Nymph is so dutiful—slacker Nymphs do simply neglect their charge, leaving their own continent's weather to wander and misbehave through plain inattention. Betwixt the wanderers and the slackers, no few of Ternia's stranger weather-days trace back unto a Nymph who was not where she ought to have been.
Their wings serve for more than the carrying of weather—Nymphs are unmatched in the reading of direction and the holding of a course, being the only folk who cross the Triangles where the faces of Ternia do meet, and that with any regularity, flying clean over walls of standing tide that no ship could ever survive.
🐐 Fauns
Beings after the manner of satyrs, born of chaos, both male and female alike. They emerged during the Wildening, before ever the ordered races arrived. Fauns may bear the features of divers hooved animals—goats, deer, antelope, moose, and more besides.
Their Centaur Form: Fauns possess the power to shift themselves into a centaur form—a body of four legs most majestic, joined to their upper half of humanlike form. In this shape they oft display antlers most elaborate, and patterns intricate and natural upon their bodies, adorned with flowers and foliage.
🌳 Sylvans
A plant-folk, born during the Wildening, bound deep unto nature and unto the World Tree Cyria. Though Sylvans may possess genders, they are wont to appear as neither.
Their Living Transformation: A Sylvan's body is never fixed in truth. They may grow and reshape themselves into well-nigh any form of plant life—towering trees, tangled vines, flowering shrubs, moss adrift upon the air, even shapes with no precedent in nature, woven of bark, root, leaf, and bloom into forms that never before did exist. The treant-like shape shown above is but one of countless silhouettes a Sylvan might assume.
Their Sustenance: Sylvans have no need of food or drink, as other peoples do. Like unto the plants they resemble, they sustain themselves upon water, sunlight, nutrients drawn from the earth, and carbon dioxide—so that a Sylvan may stand rooted in the sun for days together and want for nothing.
A Trail of Green: Life doth follow wheresoever a Sylvan walks. Moss creeps over their footprints, seedlings push up through the bare stone, and flowers bloom along paths they crossed days before—small and lasting marks of a Sylvan's passage through the world.
🐺 Beast Tribes (The Exiles / The Travellers)
Their Common Forms:
Forms Assumed at Will:
Feral Forms (the Transformation of the Full Moon):
Origin — The Sin of Jealousy: When Mirias did bless the dutiful Merrows, certain jealous Milesians, in rage, fell upon them. Lanelas, God of Language, laid upon the attackers a curse—transforming them evermore into beings part human, part beast.
The Curse — Three Degrees:
- Shifting at Will: They may of their own will shift into forms more beastlike
- Upon a Single Full Moon: Against their will do they transform into feral forms of dire beast, yet keep they still their wits
- Upon a Double Full Moon: All mastery of self is lost, and they rampage—knowing not friend from foe
Their Eternal Wandering: Since they did attack those who held a blessed sanctuary, Lanelas ordained that they should never themselves possess a home. Barred are they from cities, and called by the name of "The Travellers."
Masters of the Sky: Dwelling far from civilization, the Beast Tribes have come to know astronomy most intimately—for their very survival doth depend upon the foretelling of the moon's cycles.
🧜 Merrows
Origin — The Blessing of Gratitude: Certain Milesians did live up to their charge with such devotion that Mirias, Goddess of Gratitude, blessed them with transformation—granting them beauty beyond nature, powers of regeneration, and a sanctuary beneath the waves, protected by divine hand.
Merrows possess distinctive fin-crowned features: ridges fin-like that frame their ears, scales iridescent that shimmer purple and gold like unto abalone shell, tails long and finned, and a crest of spines running down the back. When Tír na Tonn doth rise, they grow legs whereby to walk upon the land whilst retaining still their features so distinctive.
Their Divine Regeneration: They may, in time, regenerate limbs once lost. Their Temperament: Friendly are they, yet skittish—eager to trade, but swift to retreat at the first sign of danger.
Tír na Tonn: Their home doth answer danger of its own accord, sinking beneath the waves by divine magic whensoever it is threatened.
Their Long Memory: Merrows are possessed of a racial memory spanning millennia—longer, in truth, than even the Metahackers do suppose. They keep in memory the very history of the Milesians, the catastrophe, and all that came to pass before the memory reset. Thus are they made keepers of truth beyond price... and holders, too, of perilous secrets which the world hath been compelled to forget.
⚙️ Synths
The youngest people of Ternia, and the only kindred born of industry rather than of divinity, war, or corruption. Synths are constructs quickened unto motion—part clockwork chassis, part living current—wrought and awakened by The Watch, a reclusive company that hath its seat in Gorias. No two are alike in aspect; each is assembled after its maker's own design, arrayed in salvaged finery, broad-brimmed hats, and layered robes that conceal the seams betwixt plating and cloth. Yet one thing unites them all: the lantern-bright glow behind the eyes, and the low hum of the Technology Sphere that runneth ever beneath the skin.
Whence They Came — The Watch: By its own account, The Watch is a guild of engineers, financiers, and hedge-witches that trafficketh in water rights, salvage, and secrets along Gorias's aqueduct lines. Yet in truth it is the sole institution in all Ternia that doth still openly practice Technology Sphere such magic, since the Milesian catastrophe made that Sphere both rare and perilous. The company keepeth its foundries hidden among the canyon-cities beneath Órcathair, and guardeth the process by which a Synth is made as jealously as the High King guardeth the water. Every Synth beareth somewhere upon its chassis a small maker's sigil—a coin, a gear, a watching eye—betokening which branch of The Watch first wound it unto life.
Of Body & Mind: A Synth's body is a vessel and not flesh—it ages not, sickens not, nor hath need of food or air—yet its temper, memory, and magic are truly its own, gathered and shaped after its waking rather than fitted in at the forge. Harm done unto it is real and grievous; a Synth sorely broken may lose memories together with its limbs, and full mending oft requireth return to a Watch foundry—a debt few Synths are glad to owe.
Of Chassis and Form: The Watch's foundries bring forth Synths in many a build, suited each to calling and temperament rather than to one standard form. Slender frames of ice-crystal favor speed and the channeling of power; heavier, armored chassis of golem-kind are wrought for the front line or for labor most hard; and weathered constructs of brass and cloth are fitted out for scholarship, hedge-witchery, or clerical work. A Synth's outward shell speaketh as much of its maker's intent as of its own chosen path.
Of Access to the Sphere: Synths are numbered among the very few beings that can lay hand upon the Technology Sphere at all, channeling Orbs through that selfsame current which animates them—crackling conduits, humming reliquary familiars, small conjured tempests of sparks. And because that Sphere is regarded with suspicion in every place save Gorias, Synths, when they journey abroad, are oft met with a mingling of fascination and wariness.
Temperament differeth wildly by maker and calling—some Synths are built as stern clerical enforcers of contracts and debts, others as scavenger-tinkerers who mend themselves from whatsoever the desert yieldeth up. Yet this no Synth ever forgetteth: whose hand it was that first wound the key.
Races Not Given to Be Played
🐉 Draconians
The first of the sentient kindreds, wrought at the dawning of time. Dragon-like beings of humanoid form, with iridescent scales, wings, horns, and patterns intricate as any nature's own device. In time they grew into godhood, and ascended unto Apex.
Their ruins—filled with shifting labyrinths, puzzles, and creatures that return though slain—do appear and vanish across all Ternia, concealing within them fragments of knowledge long lost.
Mark this: Sheena, the Draconic Sorceress who penned the prophecy, chose to remain behind when her people ascended.
Knowledge forgotten: for all their god-like solemnity as the histories tell it, Draconians—and dragons in general—could be right silly creatures. Little of that humor survives in the old records, worn smooth by ages of reverent retelling.
👹 Monster Tribes
Born in the time of the Wildening. When the Sopp made thralls of the other races, the Monster Tribes were instead shut fast away in darkness—being too chaotic to be governed. Fond of darkness already, they found it "pretty cozy" and came forth again with their memories whole.
Of Wit & Memory: For the most part, not overly wise. Though they remember the world ere the Sopp came, they care more for violence than for parley. Yet rare individuals of sharper wit may become dangerous manipulators, or tellers of conspiracy who spread abroad truths forbidden.
Gremlins — The Trickster Caste:
Of Bone Spiders & Bone Scorpions:
Huge arachnids built up of bones and quickened by magic—their bodies most commonly a great ogre skull, their long legs ogre femurs. Bone Spiders are wont to haunt crypts or keep watch over places for their Monster Tribe makers; their webbing is thick hair, yet sticky with the fresh blood of prey they have taken. Rather than venom, they rely upon great mandibles that crush their prey outright.
Bone Scorpions are a kindred caste, wrought in the same wise but forgoing the web—skilled they are at hiding, and rely upon their massive, razor-sharp stingers rather than venom to bring their prey down.
👁️ Fomorians
Demon-like beings, possessed of black blood, made by the Sopp—younger than the mortal races, and not commonly corporeal, though the bodies they wear do tell a different tale. Their horns, curved and banded, and their skin of stone-grey to slate-blue, are laced with veins faintly glowing—green in the young, gold or ember-orange in elders—that pulse with the corruption coursing through their black blood. They favor armor and jewelry of raw, iridescent crystal, oft worn together with talismans of the selfsame stuff, and are found most frequently near the luminous fungal groves that mark ground infected.
They exist outside the Spell yet discovered ways to meddle with and infect it. Their corruption gave rise unto Abbaddon—their foothold within the dream world. They remember the history true, and seek to corrupt and draw unto themselves those who pass through their infected city.
The Underspell ended long since, yet the Fomorians never fell fully silent. Remnants of the fleshly craft the Sopp built into them still linger and still function, suffering them to reach into the physical plane and work upon mortals even now—Abbaddon's corruption ended not when the Dreamers did wake.
Of the Magic System: Spheres and Orbs
Magic in Ternia is ordered into certain domains, which men do call Spheres. And a spell drawn forth from a Sphere is named an Orb.
Of the Six Spheres
Each Sphere is bound unto a deity, and carries withal a true and mechanical edge: upon the elemental wheel, Water doth vanquish Fire, Fire doth vanquish Earth, Earth doth vanquish Air, and Air doth vanquish Water—so that a Sphere set against a weaker element earns thereby a bonus die upon the Fate-layer roll. Space and Time, howbeit, stand wholly without the wheel: neither bonus nor penalty attends them, yet far costlier are they to attain.
🌊 Water — Muirgen
Of tides, of healing, of cleansing. A bonus against Fire.
🪨 Earth — Cairnadh
Of growth, of law, of permanence. A bonus against Air.
🔥 Fire — Ignathe
Of passion, of purification, and of ruin. A bonus against Earth.
🌬️ Air — Sielle
Of wind, of invention, of a decay that creepeth. A bonus against Water.
🌌 Space — Vastra
Of distance, of geometry, of things unseen. Without the wheel it standeth—neither bonus nor penalty—and is held in reserve for a volume yet to come.
⏳ Time — Aoiread
Of decay, of fate, of that which passeth understanding. Without the wheel it standeth—neither bonus nor penalty—and is held in reserve for a volume yet to come.
Of Access to the Spheres
Unto every character belongeth one Primary Sphere, chosen at the character's making—whence come all that one's Merits and Orbs. In time a character may come to possess likewise a Secondary Sphere, by the spending of Passion points at a cost steep and ever-climbing, after the selfsame fashion as the training of a Grade beyond its earliest ranks. Space and Time may never be chosen as a Primary Sphere at the outset—only afterward attained, and then but as a Secondary, at no small cost.
An Exception: the Draconians pay no such price for a Secondary Sphere at all—for many Spheres are simply innate unto them, a mark and token of their ascended estate.
Of Astral Beasts and Talisman Cards
The Draconians did first bring Astral Beasts into the world, whether summoned out of Apex or wrought by alchemy. Such creatures may be bound unto Talisman Cards—magical contracts that suffer any person whatsoever to command them. Every Astral Beast holdeth allegiance to one of the six Spheres, and this allegiance turneth upon the elemental wheel even as doth a caster's own Sphere—so that to summon a beast of Fire against an adversary of the Water-Sphere is an ill-favored match indeed.
A deck of Talisman Cards
Of the Tiers of Talisman Cards
Common (twelve Coins—sold openly, and common enough to be traded as ordinary goods) unto Uncommon, and thence unto Rare (thirty Bells and upward, by auction only)—even unto named and legendary cards such as the Kirin, which are well-nigh beyond all price. The summoning of these costeth Sync Gauge, and but one summons is granted for each encounter.
Of the Liberators
A faction that striveth to put an end to the alchemical making of new Astral Beasts, and setteth such beasts free by the destroying of their Talisman Cards.
Of the Delegate's Guild
Which receiveth any soul bold enough to join it, and hireth fighters to slay such Astral Beasts as roam free and threaten the peace of communities.
⚙️ Of the Physics of Ternia
Ternia's very reality keepeth certain quiet laws of what may be and what may not, and these hold firm, let no man contrive howsoever to circumvent them.
- Mirrors and reflections are never true. Every mirror, every still pool, every surface polished to a sheen giveth back an image somewhat warped and imperfect—for no surface in all Ternia hath ever yielded a reflection perfectly faithful.
- Photographs cannot be. The very notion cannot here be conceived; no lens, nor chemical process, nor device hath ever captured a true and still image of reality.
- The magic lantern shows are magic in very truth. That which seemeth but cunning glasswork and light is, behind the scene, true magic at its labor—the moving pictures upon the screen are no mechanical trick, but sustained by an Orbwork the beholders never glimpse.
- Guns cannot function. They were never devised in Ternia, and the world's very nature will suffer them not to work, though one be brought in by some means from without—for in the selfsame moment it crossed over, it should simply cease to function, no otherwise than any other stranger's device that defieth the order by which Ternia runneth.
VAGUS & The Stela of Crepuscule
The Prophecy
The Stela of Crepuscule is a prophetic poem that foretelleth the ending of the universe—and offereth withal a means whereby a new one may be wrought. It speaketh of eight phases which must needs be met and mastered, each one, being overcome, transmuted into a puissant artifact.
The True Stakes: The Unraveling of the Universe
The prophecy telleth not alone of Ternia's doom, but of the whole Universe itself.
The Tapestry of the Father of Art and Time—the very fabric whereof this Universe is wrought—doth unravel. All things stand before utter annihilation.
VAGUS is the Loom. Therein is contained the method whereby a new Tapestry may be woven, and a Universe wholly new created, ere this present one cease to be.
Of the Principal Places
Falias — The Continent of Earth
Falias is unto Ternia both granary and forge-yard, the seat whence cometh the greater part of her victual, her masonry, and her smithcraft; and albeit Gorias's furnaces do exceed hers in bigness, yet Falias harboureth the most cunning smiths of any continent. Her skyline is known chiefly by her belltowers, which mark out the hours over every town of any consequence.
🏘️ Cairnvale — A Village of Exemplary Note
Cairnvale doth exemplify the very best of Falian communal life: a mighty cauldron shared in common, whereat the villagers cook together; gardens bursting forth with vegetables for the good of all; and open spaces beneath the sky where neighbors do eat, labor, and make merry as one.
⛪ Cathair Solas — A Hallowed Temple-Precinct
Cathair Solas is a temple-precinct of wondrous beauty in Falias, rising amid mist-wreathed mountains and falling waters. This hallowed place standeth as the very center of worship for the Supreme Mystery—the chief religion of all Ternia.
Of the Priestesses: Here dwell priestesses who bear upon their skin illuminescent fractal tattoos which in winter do glow, revealing secret teachings that may be read by no light but winter's own.
🕯️ Votives — Sacred Charms and Offerings
Votives are devotional charms employed throughout all Ternia for prayer, for offering, and for spiritual protection, and they come in a marvelous variety of shape, size, and substance, each according to the custom and tradition of its own country.
📐 Of Shape and Dimension
Votives vary greatly—from well-nigh flat carvings in relief, unto figures wrought fully in the round, and from trinkets small as a charm-bracelet unto offerings of far greater size. Common forms comprise beasts, parts of the body (for prayers of healing), divine symbols, and replicas of sacred things.
🪙 Of Materials
According to region and purpose, they are made of gold, silver, tin, lead, wood, bone, or wax. Patrons of great wealth do commission votives of precious metal, while folk of humbler estate employ humbler substance, with devotion no less sincere.
🏔️ Fir Bolg Architecture — Settlements Above Ground
Though the Fir Bolg be masters of cities built beneath the earth, they raise also settlements above ground of wondrous beauty, which seem to grow out of the very mountains—great arched bridges spanning betwixt the peaks, roofs tinged with blue set against stonework the color of cream, and waterfalls running down through the very architecture itself.
⛰️ The Towns of the Mountains
Beyond her great cities, much of Falias is besprinkled with lesser mountain towns hewn straightway into cliff-face and spire of rock—tier mounting upon tier of dwellings carved into the stone, joined by stairways that wind back upon themselves and by bridges of stone, whilst waterfalls thread their way down betwixt the levels. These towns reach likewise unto the Emerald Islands, where the self-same tradition of carving the cliffs continueth upon lesser peaks, worn by wind, that rise straight up out of the sea.
Murias — The Continent of Water
Murias hath charge of Ternia's transport by water and much of her defense—the continent's navies and her lanes of shipping keep the other three joined together, and keep them safe withal. Here too is found the trade of fishing which thriveth greatly, feeding no small part of Ternia out of her own waters.
🏛️ Tír na Tonn — The Capital Protected by Providence
Tír na Tonn is a city of vast size beneath the waters, and the capital of Murias, home unto the Merrows. It riseth and sinketh of its own accord, by power divine, answering unto danger. When it riseth, the Merrows do grow legs whereby to walk upon the land; and when threats draw nigh, it sinketh beneath the waves, so that it is well-nigh impossible to be invaded.
🚣 Sruthán Dorcha — The City of Canals
Sruthán Dorcha is one of the great canal cities of Murias, where the waterways do serve in the stead of streets, and boats akin to gondolas bear people and goods upon them. Clock towers Gothic and soaring, bridges arched, and buildings of many stories built to the water's own design, together make a bustling seat of commerce that joineth Murias's trade routes one to another.
🐚 The Coasts of Shell
Scattered along Murias's beaches are whole communities builded of giant shells—conches and spirals vast and weathered, large enough to be hollowed into dwellings, with rooms, stairways, and windows carved straight into the nacre. Some shells rise up several stories, terraced up the cliffside behind the sand; others sit hard upon the waterline, their doorways opening upon bridges of rope and piers of driftwood. This custom extendeth likewise unto the Icelands, where the shells are washed ashore in numbers yet greater, and whole communities of the isles have grown up about them, undisturbed.
No man built these shells—they are simply washed ashore, already the bigness of houses, the remnants of creatures whose living forms are seldom seen and never taken. A community that gathereth about a fresh cluster of shells is accounted a stroke of good fortune, and whole villages have grown up in this wise, generation after generation carving out new rooms as the shells are handed down. To dwell within one is reckoned a mark of luck as much as of practicality, and it is a common custom for a family to hold a small blessing when first they remove into a new shell.
Finias — The Wind-Swept Realm
Finias leadeth all Ternia in matters of the air—logistics of the air, swiftness of maneuver, new arts and inventions, learning, communication, and the "mail" network that spanneth the whole continent, together with a strong tradition of defense all her own. What Finias inventeth, the rest of Ternia doth in time adopt. Finias is likewise Ternia's center of astrology, a fitting thing for a continent that spendeth so much of her regard looking ever skyward.
🏰 Carraig Spéir — The Capital Built Upright
Carraig Spéir is the capital of Finias, a city of wondrous beauty built upright, set into and upon towering cliffs and pillars of stone. The city riseth in tiers most dramatic, with spires Gothic, bridges beyond counting spanning betwixt her towers, and waterfalls cascading down through many levels.
☁️ Dún na Scamall — The Guardian That Floateth
Dún na Scamall is a city most extraordinary, which floateth and hovereth above Carraig Spéir. Her citizens keep vigilant watch for threats that draw nigh, and she standeth as the very pinnacle of Finias's mastery over the element of air.
🏛️ Céimseata — The City Built in Terraces
Céimseata is a city terraced and of wondrous beauty, built into hillsides natural, in a cascade of architecture after the Mediterranean fashion. Buildings of white stone climb the slopes in tiers most graceful, joined by an intricate web of winding stairways and meandering paths.
🍄 The Towns of Mushroom
Away from the upright cliff-cities, many Finians dwell in towns grown up about colossal fungal growths—dwellings and shopfronts built straightway into and beneath the caps of towering mushrooms, joined by bridges of rope strung betwixt the stalks. These towns are especially common upon the Road Islands, Finias's floating isles, where the self-same currents of wind that keep the islands aloft do seem to favor the growth of the largest fungal specimens.
🎈 Of Airships
Finias is the true home of Ternia's airships—balloons filled with heated air, rigid zeppelins, and all manner of craft from single-seat skiffs unto grand vessels that carry passengers, all built by Finian craftsmen who have turned the continent's ceaseless wind into an art rather than suffer it as an obstacle. Where Finias's floating islands do drift upon the natural currents, her airships are that same principle made deliberate and steerable—and the rest of Ternia's continents do buy or commission theirs of Finias, rather than build their own from nothing.
Gorias — The Land of Drought
Gorias is the harshest of the four continents—a realm parched and arid, where water is life. Upon the governance of every drop doth survival here depend, and this necessity hath shaped alike her people and her polity. Where Finias doth invent, Gorias doth sell: the continent thrives upon splendor and passion, and is known throughout all Ternia for the taking up of Finian craft and the multiplying of it into profit. Trade runs deep in this place—Gorias is home to the greatest guild halls in all Ternia. Here too are wrought the most of Ternia's weapons, forged in furnaces vaster than any found elsewhere—Falias may boast the more cunning smiths, but Gorias hath the greater scale. Gorias is likewise renowned for her clocks, cunning mechanisms held dear far beyond her own borders.
⛺ The Obsidian Yurts
Throughout Gorias, her villages are raised about the obsidian yurt — a round tent roofed in dome, wrought of volcanic glass and bound about with gilded latticework, set together in close circles around a common fire. As practical as fair to look upon, the dark glass doth hold the heat of day through the desert's cold nights, and giveth it back again at the rising of the sun. These yurt-villages reach even unto the Sandwitch Islands, where the selfsame volcanic glass is wrought from the isles' own sleeping cones.
🎰 Of Casinos, Arcades, and Raree Shows
The cities of Gorias are famed for their casinos, arcades, and raree shows—curiosity exhibits, whether wandering or set within a shop-front, oft built about a single marvel worth the price of admission. The centerpiece of a raree show is as like to be some engine of craft as a true oddity of nature: kinetoscopes which turn through hand-cranked reels of pictures to beguile the eye into motion, and automats which yield up food, drink, or small fortunes from behind a wall of little glass-fronted doors, requiring no servant's hand.
Arcades complete the diversion with strength testers, punching bags contrived to measure the force of a blow, and fortune tellers both living and made of engine-work. Gallopers turn by day and by night in the busier plazas, lit bright and waiting upon a coin. Shops of tobacco do often keep their own penny-flip and "jacks" engines by the counter—games of chance that pay their winnings in goods rather than coin.
🎡 The Pleasure-Grounds
The greater cities of Gorias do host whole pleasure grounds, raised up about a handful of showpiece rides: the circle swing, wherein chairs are flung out wide upon chains as the whole frame doth spin; the tunnel of love, a slow passage by boat through the darkness; the house of mirrors, a maze of warped and doubled reflections; the scenic railway, an open-air car upon rails that climbs and plunges through scenery built for the purpose; and towering over all, the Ferris wheel, turning slow enough that one may take in the whole of the ground from its summit.
🚂 Of Steam-Powered Carriages
Gorias's engineers of steam have pressed beyond the horse-drawn coach with steam-powered carriages—coaches that move of themselves, running upon the selfsame principles of boiler and piston found in Finias's airships. Louder they are, and slower to stir than a team of horses, yet untiring across the long desert stretches between cities, where a living beast would flag long ere the journey's end came into view.
💧 Of Waters and Their Works
Gorias hath raised up the most wondrous aqueducts of any continent—vast marvels of engineering that bear water across great distances. Man-made ponds, reservoirs, and oases carefully tended dot the whole landscape.
The rivers of Gorias run oft through deep canyons, which maketh them hard of access yet vital to the settlements that depend upon them. Common rivers and lakes are fiercely guarded—their preservation being essential unto survival.
⚖️ Of Strict Governance
Gorias is strict in part because it must be. The High King or High Queen doth hold tight rein over the distribution of water through the aqueduct networks. Whosoever governs the water governs the continent.
This strictness breedeth alike obedience and defiance. Gorias bringeth forth hardy, rough-hewn folk—survivors who chafe beneath authority and oft make trouble when they journey abroad.
🗡️ The Canyon Smugglers
The very canyon rivers so hard to reach are likewise impossible to keep watch upon. A thriving culture of smugglers useth these hidden waterways to move their goods—chiefly Ring-based black market trade—beyond the authority's gaze.
The canyon runners know every hidden way. They trade in Rings, hold the water authorities in contempt, and answer to none. The aqueducts belong unto the crown; the canyons belong to such as are bold enough to navigate them.
✨ Órcathair — The Gilded Capital
Órcathair is the breathtaking and overwhelming capital of Gorias, a city of most extravagant opulence. Massive palaces, baroque and rococo alike, drip with elaborate golden ornament. The city is lit at every hour, both day and night, with nightlife most wondrous—yet beneath the glamour lieth an air oppressive.
Greco-Roman architecture doth dominate Gorias, with many coliseums and arenas built for gladiatorial combat and such spectacles as draw crowds beyond counting.
🌉 Gleann an Óir — The Canyon Crossing
Gleann an Óir spans one of Gorias's deepest river-canyons, a few days' ride from Órcathair, its terraced quarters hewn directly into the cliff-face upon either side of the chasm. One great aqueduct bridge alone—wide enough for carts, market stalls, and the steady foot-traffic of two cliffside districts—carries both water and travelers across the gap, its copper-domed waystations gleaming still after centuries beneath the desert sun.
The city is known for her stained-glass votive houses, where artisans of the place set devotional charms into windows of colored glass rather than display them upon shelves—a custom said to have begun when a glassblower marked how the canyon light turned common glass to fire at dusk. Along the stairways and balconies, moonbell blooms—pale blue flowers that draw trace minerals up from the aqueduct's runoff—glow softly once night hath fallen, kept company by lanterns that never are extinguished.
By day, Gleann an Óir is a checkpoint of the water authority, her bridge-guards searching brooch and cargo alike. By night, the canyon below belongeth to the smugglers, and more than one merchant of good repute keepeth a second ledger for trade that never crosses the bridge at all.
Of Factions
The Orders of War
⚔️ The Fianna
Warriors of great renown, who in the Underground do hone their arts; for skill, for honor, and for fierceness in battle are they most highly esteemed.
A Truth Concealed: Once were they The Reclaimers—fighters of the resistance, who against the Sopp waged a war of shadows and ambuscade throughout the Underspell. Being taken captive, they were cast into the Spell, wherein they excelled most wondrously, becoming Heroes, and thereafter Gods and Goddesses. Yet when memory was wiped away, naught remained of them save their legend.
🛡️ Red Branch Knights
Warriors of the first rank, who train in the Underground beside the Fianna, yet with greater order and discipline; these do serve as guardians and protectors of the realm.
Neither order knoweth aught of the Lair's dark beginnings, that it was wrought by the Sopp as an instrument of dominion.
They Who Yet Remember
🔌 The Metahackers
The scions of the Neuro-Hackers who withstood throughout the Underspell; these do yet remember the true history—the enslavement, the Spell, the Reclaimers, all things whatsoever.
In secrecy do they operate, preserving knowledge forbidden. They behold the Fianna at their training in the Underground, yet may speak naught of what they know. And who, indeed, would believe them, were they to speak?
In Aspect: Engines of brass and steam, ships that sail the air, and the cunning breach of the fungal networks.
👁️ The Fomorians
Entities demon-like, possessed of black blood, wrought by the Sopp for this selfsame purpose. They exist outside the Spell, yet have discovered ways to manipulate and infect it. Their corruption gave rise unto Abbaddon—their foothold within the world of dream.
Throughout the Underspell, Heroes were constrained to pass through their infected city ere they might attain to Godhood; and many, tempted, chose rather to join them. The Fomorians remember the true history still, and seek ever to corrupt and to recruit—for remnants of their Sopp-wrought programming yet suffer them to reach mortals upon the physical plane, long after the Underspell itself was ended.
Of Other Factions
🌙 Blood Moon
Hunters of the Underground, who mark and slay members of the Beast Tribe—a company of hatred, that battens upon the fear men bear the Exiles' moon-curse.
⚙️ The Watch
A company most reclusive, seated in Gorias, that professeth to deal in water rights, in salvage, and in contracts of finance along the aqueduct lines. Yet in secret, its foundries beneath Órcathair are the last place in all Ternia where yet is practiced Technology Sphere magic, whereby they build and awaken Synths.
The High King suffereth The Watch, for it is useful unto him; and The Watch suffereth the High King, for Gorias's waters grant it such cover as no other continent could offer. Neither placeth trust in the other, and every Synth that walketh free is a small reminder of what the company hath power to do.
🔓 The Liberators
A faction that striveth to free Astral Beasts from bondage within the Talisman Cards; these destroy the cards to loose the creatures, and stand thereby opposed unto the Delegate's Guild.
⚔️ The Delegate's Guild
It receiveth whosoever hath courage enough, and hireth fighters to slay such free-roaming Astral Beasts as threaten the communities of men. Oft doth it come to blows with the Liberators.
⚔️ Inside the Delegate's Guild
For the greater part of Ternians, the Guild is the swiftest and surest path by which to climb the social ladder—for the rising through missions earneth both Bells and Coins, and of all ways to grow a Bell count from naught, the Guild is held by far the most favored.
The Guild setteth forth bounties in tiers according to rank, so that what work lieth open to a delegate dependeth greatly upon how far he hath climbed the ladder.
At the bottom of the ladder are found scavengers and laborers. Scavengers are sent forth after materials of every sort—reagents, ore, hides, rare plants, salvage from ruins old—whatsoever a bounty doth call for. Laborers, in their stead, take up contracts of task, which may be aught from small chores unto a full contract of skilled work. For most Ternians who hold no established trade, the Guild is simply the surest way to find work and begin to contribute—and Ternia's Universal Basic Income (UBI) being kept deliberately low, there is real pressure to seek out paying work, and it is to the Guild that most do go seeking it.
At the top of the ladder, delegates of high rank are in constant demand for the Guild's most perilous and most lucrative work: the recovering of artifacts from Dragon Temples, the capture of criminals of high repute, and the putting down of the strongest wandering Astral Beasts, the most ferocious among the Beast Tribe, and the Fomorians. Delegates of high rank are likewise much sought after as knights, both by the several kingdoms and by the Empire itself, and some knights do in time rise to become generals.
The Delegate's Guild is not the only guild in Ternia—it is but one among several, and the guilds do labor together freely, each with the others. The Delegate's Guild, in especial, standeth well placed to outsource materials gathered upon the hunt unto whatsoever guild hath need of them. It keepeth, moreover, close ties unto the colleges: the colleges aid the Guild in finding talent of promise new, and the Guild aideth the colleges in marking students worthy of further training—a pipeline of benefit unto both, in either direction.
Hunters complete the Guild's ranks, taking up the hunt as their own chosen calling.
🎯 Bounty Hunters
A course apart within the Guild, given wholly unto the capture of criminals—though bounty hunters be likewise permitted to hunt Astral Beasts and the Monster Tribes/Fomorians. Bounties are oft set forth for particular materials, as well as for quarry, so that the bringing back of specimens of quality from the hunt payeth more than a bare capture alone.
🎨 Artist-Delegates
Even artists find their place within the Guild. They are commissioned to sketch criminals and creatures for the bounty boards, and are hired forth for performances at feasts and events, for detailed notes set down upon expeditions, and for the raising of a party's spirit—or, with a performance well-timed, the distracting of enemies in the midst of a mission.
🗡️ Warriors & Soldiers
Warriors may be hired directly through the Guild. Soldiers stand a rung below them—fighters of low rank and low Bell-count, in the trade for the long course rather than the swift climb.
🐎 Knights & the Red Branch
Knighthood is won through the Guild, once a delegate hath attained a set threshold of Bells. Knights are granted the choice of a Coin salary both large and regular—full knighthood, given wholly to the calling, being a common end sought by delegates as they climb the ranks. Most esteemed among them are the Red Branch Knights, Ternia's order most high. Knights may likewise foster apprentices, called squires.
Many businesses and hosts of events throughout Ternia do lean upon the Delegate's Guild's successes to function—from sketches upon the bounty board to performers hired to criminals captured, the Guild's reach extendeth far beyond the hunting of monsters.
The Valkyries
👼 The Valkyrie Project
Programs of cognizance, wrought by the Sopp to guide evolution within the Underspell. They possess white blood and wear winged head-visers. They may transform into a state of greater power, and make use of Merkabas to journey in an instant.
The Valkyries do guide Dreamers to become Heroes, and choose from among Heroes such as shall become Gods and Goddesses. They dwell in Neamhthír, the city that floateth, together with the benevolent deities whom they have helped to make.
Like unto the Fomorians, the Valkyries never wholly stood down when the Underspell was ended—for remnants of their Sopp-wrought biological programming do yet suffer them to touch the physical plane and to work upon mortals, even unto this day.
The Valkyrie Project is guided by the Sopp. Who guideth the Sopp, no one knoweth.
Of the Principal Personages
👑 Empress Ruriha
Kindred: Merrow | Seat of Power: Tír na Tonn
Ternia's newly-crowned sovereign. In the ancient and accustomed manner did Ruriha rise to her estate — being put forward as an Heiress, and winning more Bells than any rival that contended for the throne — and was crowned not long after the Empress Sophia had, of her own free will, laid down her power. Being a Merrow, she inherits that selfsame unbroken memory of Ternia's history which every Merrow sovereign doth carry, comprehending therein the truth of the Milesian corruption and of the Sopp's reign.
The Blind Seer: Blind is Ruriha, and yet she sees farther than many that have their eyes — a seer whose sight turneth inward, and runneth not through the eye at all. Cross-legged she holds her court, and from this custom departeth never, be the occasion what it may.
No portrait of state hath yet been commissioned; so late was the coronation that most of Ternia, in their mind's eye, doth still behold the old Empress upon the throne.
👑 Sophia — Sometime Empress (Retired)
Kindred: Merrow | Seat of Power (formerly): Tír na Tonn
For centuries was she Ternia's sovereign, ere she stepped down of her own will, that the succession of Heiresses might run its due course. Being a Merrow, she remembereth all things—the Milesian corruption, the merging of the dimensions, the enslavement of the Sopp, and the resetting of memory. She held, upon philosophic grounds, with the Sopp's decision to reset the world, and, so long as she reigned, forbade all entry into the Fungal Layer.
Keeper of Secrets: In the course of her reign, such ruins of the Milesian Age as explorers chanced to discover were encompassed about and sealed up at her commandment, that none might come nigh them. Whether Empress Ruriha shall hold to the same policy, time alone will show.
Pastimes: A comedian of no small skill, and a Shiki dancer—Shiki being a manner of dance that doth blend the belly-dance with the ballet, and one which, throughout her reign, she did much to make beloved of the people.
🐉 Sheena — Oracle of the First Age
Kindred: Draconian | Age: Ancient past all mortal comprehending
She it was who wrote the Stela of Crepuscule and set down the 3,000 Mitu sigils within VAGUS, ere her people ascended. And when the Draconians were made gods and departed for Apex, she remained behind, forsaking divinity for duty's sake.
For thousands of years hath she, in quiet wise, taken up apprentices — teaching mortals of every race, and preparing champions against that apocalypse which she foretold long ago.
Yet for all her ancient gravity, Sheena possesseth a wit and mirth surpassing most—a true and hearty delight she taketh in comedy and in droll persons, insomuch that her apprentices are oft astonished the first time they hear the Oracle of the First Age laugh till she wheezeth at a jest well-timed.
😈 Luther — The Broken God
Kindred:Half-Gregori (titan), half-Aeon — brought into being as a genetic experiment
Leader of the Gregori that made their escape, and head besides of the Sphere Corporation, both seated upon Allaweh. When he discovered that he was engineered, and not born, his wits forsook him.
His Aim: To master the Loom itself. If VAGUS be indeed that Loom which can weave a new Universe, then Luther purposeth to sit before that Loom and remake reality, even as the Creator himself.
🧙 Onamso
The Archwizard who founded that school of Astral Beast summoning, and who devised the Talisman Cards.
🖋️ Dezina
Author of this very tome. No sooner had her mother placed in her hand a piece of graphite and a journal, than Dezina fell to sketching and setting down notes — at the first but childish observations of her own. In time she perceived that the empire stood in great need of a proper record of Ternia's flora, fauna, and minerals, and so set herself to the compiling of the encyclopedic Book of Correspondences, which hath been published across several volumes.
🕵️ Giotto
A master of deception, who led the Biohackers, and who built that infrastructure of secrecy whereby the Metahackers are enabled to work their craft unto this very day.
The Sopp
"They meant well enough—yet mad they were, stark mad withal."
A race of mushroom-folk, monstrous in stature, out of the Fungal Layer—a world entire unto themselves, hight Ymir. Ere the merging of the dimensions, they were a people of most advanced estate, whom nature had shaped not to serve themselves but to labour for the good of the land; and their ethics were as strange unto us as their very forms.
The Sopp are transdimensional, yet such they were not always: they began as mortals plain and ordinary upon their own plane, and did, in time, ascend into a state nigh unto demigods—not unlike how the Draconians ascended to godhood upon Ternia. "Ascended" is the truer word for what befell them, more apt by far than any title that would suggest they were born unto it.
When the Milesians, through their own dire craft, tore open a rift betwixt the dimensions, the radiation did transform the Sopp into horrors past all comprehending to look upon—though their minds remained untouched, save for a burning rage kindled against those who had wrought such ruin.
🍄 The Arts of Fungal Craft
The Sopp mastered the arts of fungal craft to a degree no other people hath matched:
- Bombs of mushroom charged with spores of divers effect
- Fungal infections most lethal and fungal cures (penicillin)
- Torches of mushroom and light that glowed of its own living nature
- The making of victuals — cheese, strong drink, and bread, all wrought of fungal stuff
- Substances for pleasure's sake and compounds of healing virtue
- Instruments of music fashioned of mushrooms
- The Mycelium Network — a vast web of fungal threads, binding all their systems as one
Against fire, disease, and radiation they stand proof; and age doth not touch them.
The Underspell (250 Years)
The Sopp did enslave all the races of reason, and did fashion the Underspell—a dream-world of the synapses, set within the Mycelium Layer, and ever intended as a game but temporary and not a permanent order of things. The most promising among the enslaved races—such as the Sopp judged capable of true consequence—were they made to play it in earnest. There, the enslaved (called Dreamers) might live out whole lives entire, know every sensation, and die only to be born again in forms made new.
🎮 The Ordering of Things
- Dreamers — All the enslaved races
- Heroes — Dreamers of great and consequential deed
- Gods/Goddesses — Heroes chosen to become stewards of the realm
Their end was evolution compelled—that the species which had wronged them might "mend their own faults" by becoming better than they were.
🔮 The Valkyrie Undertaking
Programs of thinking artifice, possessed of white blood and winged head-visers. These did guide the evolution of all, select out Heroes for Godhood, and could transform themselves into states of great power by means of Merkabas for travel swift as thought itself.
The Sopp wrought the Valkyries for the Underspell with no less design than that wherewith they wrought the Fomorians—the two are kin in origin, though fashioned for roles most opposite. Where the Valkyries were made to guide and to uplift, the Fomorians were made to stand as the Underspell's great adversaries: the trials and temptations that Heroes must overcome upon the road to Godhood.
The Valkyries were guided by the Sopp. Who guides the Sopp, no one knoweth.
🏛️ The Twin Cities of the Spell
Neamhthír
A city that floateth, home to the Valkyries and to the benevolent Gods and Goddesses, built in the manner of Celtic and Grecian architecture, adorned with amplifiers of crystal. Here too standeth the Akashic Library—the Hall of Records, wherein is preserved the whole history of Tellus and of the Underspell. Order, beauty, bliss.
Abbaddon
An infection within the Spell, raised up by the Fomorians—black-blooded beings, made by the Sopp for this very end, dwelling without the dream-world itself, yet reaching in to corrupt it by design. Perched upon a vast cliff it standeth, lawless and cruel. Heroes must pass through it to attain Godhood, and many there are tempted to fall instead.
The Release, and the Forgetting
After 250 years, the game having run its full course, the Sopp—satisfied with that which it had wrought—did willingly release their subjects, and withdrew again unto the Fungal Layer. Yet behind them they left memories of their own devising—rewriting history entire, that most races might remember nothing of their enslavement.
The Underground (called in former days Kallos Paradigm) remaineth still—a remnant sore degraded of the dream-world, now used as training ground by the Fianna and the Red Branch Knights, who know nothing of whence it came.
👁️ Those Who Remember
- The Metahackers — Descendants of the Neuro-Hackers who stood resistant
- The Merrows — Protected by divine hand, their memories untouched
- The Monster Tribes — Shut away through the days of the Underspell, they yet remember the world as it was before
Today the Sopp are but legends of the city streets—cryptids now and again glimpsed, yet seldom believed. Some say they watch still. Some say they wait, to see if their "gardening" hath taken root.
The Three Realms of Cyria, Set Forth Anew
Elsewhere in this Compendium the druid-lore hath already set forth the shape of Cyria: her leaves touching upon the upperworld, her roots wound through the lowerworld, and the Trunk upholding the middleworld betwixt the twain. Yet what hath not been plainly spoken is that the mystics of Ternia have long since charted a path through that shape — not merely a diagram of the tree, but a road whereon a practitioner's very spirit may walk.
🌀 The Stone Labyrinth
The Trunk. The Middleworld. The very ground whereon a practitioner doth stand ere he ventures elsewhere. Ternia's own stone labyrinths — spiral walks of standing stone found nigh the old Milesian settlements — are said to lead downward, for such as find the center, into places forgotten beneath the earth.
🌈 The Rainbow Bridge
The ascent toward that which is opposite the Roots — the Upperworld, attained by passing through cloud and colour unto those floating reaches where the higher powers hold their halls. Mirror-gates, it is said, stand all along this ascent, each one opening upon some further place within it.
🐍 The Serpent's Walk
The descent into the Lowerworld — borne upon a coiling road rather than climbed — a long way down through pocket after pocket of that realm beneath Cyria's roots, wherein things older and stranger than the Wildening races are said yet to wait.
Taken together, these three do form what the Filid do call the Universal Map: not three several destinations but one living shape, trunk and root and branch of that selfsame tree which Mirias herself did plant. To walk the Stone Labyrinth, to cross the Rainbow Bridge, and to take the Serpent's Walk in their turn is the nearest thing Ternia hath to a formal initiation of mystics — the awakening of each point along the tree, until it may be climbed with intention, rather than wandered into by chance, as once the Wildening races did.
🗿 The Obsidian Spires
At the very roots of Cyria, beyond even where the Serpent's Walk doth lead, stand the Obsidian Spires—jagged towers of black that hold the memory of all Ternia. Oft are they mistaken for kin to the Sopp's Akashic Library, yet the likeness goeth no further than this: that both be "a place which remembers." Where the Akashic Library doth preserve history, and the dreams lived out within the Underspell, the Spires do record nightmares held in common instead — the fears, the dreads, and the worst imaginings the world itself hath borne, given jagged black form at that one place which no World Stream hath ever reached.
An Appendix: Of the Tracking of the Twin Moons
"Ayla is she whom a man may indeed follow; Tiu is she who simply comes."
Few are the nights an astronomer holds dear, and fewer still are they that matter: only those wherein Ayla's Full phase of 6 days doth fall upon an Eadrana. To this single end is the whole of this appendix bent—that a working astronomer, or a city that would proscribe the Beast Tribes, might know beforehand when such a night draws nigh.
The Two Reckonings
🌕 Ayla
A steadfast 30-day cycle, in five phases of 6 days apiece, and never quitteth the sky. Since most suns number 365 days (12 × 30, with 5 remaining o'er), Ayla drifteth against the civil calendar—upon the selfsame date the year following, she standeth 5 days further along in her round (6 days, should the year be a leap year, when Miän concealeth the extra day).
🌑 Tiu
No moon that orbits is she at all. Full she appeareth, upon all Ternia at once, and only upon Eadrana—the one-and-thirtieth day of every second month, beginning with Samhna. Five nights only in the year, neither more nor less.
| Eadrana | Date | The Season upon the Trunk-Faces |
|---|---|---|
| 1 | 31 Samhna | The Onset of Winter (Aonwin) |
| 2 | 31 Eanáir | Deep Winter |
| 3 | 31 Márta | Spring |
| 4 | 31 Bealtaine | The Onset of Summer |
| 5 | 31 Iúil | High Summer |
These five dates fall, every one, exactly 61 days apart, one from the next, the year through. Mark well: no Eadrana falls in autumn at all—Tiu appeareth not once in that season.
A Trick for the Tracking
Mark Ayla's age upon the 1st of Samhna—let it be called P, a number running from 0 to 29, wherein 0 is the first day of her New phase. Thenceforth, the five nights of Tiu shall ever shew Ayla at five ages running one upon the next:
| The Night of Tiu | Ayla's Age Thereupon |
|---|---|
| 31 Samhna | P |
| 31 Eanáir | P + 1 |
| 31 Márta | P + 2 |
| 31 Bealtaine | P + 3 |
| 31 Iúil | P + 4 |
All ages run modulo 30, returning to 0 after 29. If Full Ayla be the middle stretch of her round—ages 13 through 18—then a Double Full cometh to pass whenever one among those five ages doth fall within that window.
Herein lies the very reason Double Fulls are uncommon, yet never a thing beheld but once in a lifetime: Tiu doth sample but a slice of 5 days from Ayla's round each year, and that slice creepeth forward 5 days with every sun (6, after a leap year). Across a handful of suns, the slice sweepeth through Full and out again upon the farther side—which accordeth neatly with what is already known, that Double Full Moons come 'round roughly every 2–3 years.
An Example, Worked
Consider a year wherein P = 12:
- 31 Samhna — Ayla at age 12 (the last day ere Full)
- 31 Eanáir — age 13 (Full + Tiu)
- 31 Márta — age 14 (Full + Tiu)
- 31 Bealtaine — age 15 (Full + Tiu)
- 31 Iúil — age 16 (Full + Tiu)
An ill year for cities—four Double Fulls in a row, clustered from deep winter clean through to high summer. The year following, P = 17, and only 31 Samhna (age 17) yet catcheth Full Ayla; thereafter the window slideth off entire.
Where Full Ayla Standeth When Tiu Appeareth
Ayla followeth the ecliptic, so a Full Ayla sitteth ever opposite Lumen in the sky. How high she climbeth, and where she riseth, dependeth wholly upon which Eadrana doth catch her.
❄️ The Northern Trunk-Faces — Winter Eadranas
31 Samhna and 31 Eanáir: a winter Full Ayla riseth in the northeast, climbeth high, and abideth aloft the greater part of the night. Add thereto the Winter Ultraviolet and the living auroras, and the sky that night is simply too full to be borne.
⚖️ The Northern Trunk-Faces — 31 Márta
Near upon the equinox. At mid-height, rising close to due east—Tiu and Ayla share a sky evenly balanced between the twain.
☀️ The Northern Trunk-Faces — Summer Eadranas
31 Bealtaine and 31 Iúil: a summer Full Ayla riseth southeast, abideth low, and the night itself is short. Tiu hangeth still overhead everywhere regardless, so the sky offereth a low, mineral-bright Ayla beside a second full disc that careth not which way any man doth face.
🌐 The Southern Faces, the Crown-face & the Root-face
Upon the southern trunk-faces, simply reverse the high and the low points set down above. Upon the Crown-face and the Root-face, Ayla traceth no plain east–west arc at all—she circleth instead. Tiu is unaltered either way, appearing overhead for all at once, she being a projection and no body in orbit.
What to Set Down in an Almanac
For any sun given, an astronomer hath need of but a single number: P upon the 1st of Samhna. From that alone may he print:
- Ayla's phase upon each of the five Eadranas of that year
- Whether the Beast Tribes shall go feral (whether the window of Full doth overlap those five ages)
- How high Full Ayla shall ride upon each of those nights
- The P of the year following (add 5, or 6 after a leap Miän)
The Beast Tribes live already by this rhythm, and instinctively so. Cities that proscribe them watch that selfsame table, only for the peaks that come every 2–3 years.
Tiu hath neither rising point nor seasonal path. No man findeth her. Upon Eadrana, one need but look up—anywhere—and there she is already. The only true labour is in the knowing, whether Ayla hath chosen to stand beside her.
End of Compendium
May Cyria's branches shelter your path.
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