Thirasil: Difference between revisions

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  | name = Thirasil
  | name = Thirasil
  | capital = Silvenvine
  | capital = Silvenvine
| located in = Eastern Continent
  | population = 7100000
  | population = 7100000
  | geography = Thirasil is a slow-walking forest: colossal oaks whose roots unspool like caravan wheels, fern-dunes that drift on moss rafts, and orchid canopies that tilt toward ancestral constellations. The land itself meanders, guided—druids claim—by the slumbering will of the Elderseed, an aeon-old world-heart buried beneath the timber sea. The Federation of Thirasil spans the southwestern corner of the eastern continent, where taiga cliffs meet southern ice. Spruce ridges and tundra shelves stare west across the Bangrave Sea, while the southern shores fracture into icy marches and frost-fed estuaries. Winters lock the land beneath blue-white drift-ice; summers thaw the permafrost into wetlands alive with cloud-geese and sapphire frogs.
  | geography = Thirasil is a slow-walking forest: colossal oaks whose roots unspool like caravan wheels, fern-dunes that drift on moss rafts, and orchid canopies that tilt toward ancestral constellations. The land itself meanders, guided—druids claim—by the slumbering will of the Elderseed, an aeon-old world-heart buried beneath the timber sea. The Federation of Thirasil spans the southwestern corner of the eastern continent, where taiga cliffs meet southern ice. Spruce ridges and tundra shelves stare west across the Bangrave Sea, while the southern shores fracture into icy marches and frost-fed estuaries. Winters lock the land beneath blue-white drift-ice; summers thaw the permafrost into wetlands alive with cloud-geese and sapphire frogs.

Revision as of 23:25, 20 November 2025

Thirasil
Capital Silvenvine
Located in Eastern Continent
Population 7,100,000
Landmarks Amaranth World-Tree; Migratory Memory Groves
Settlements
Factions
Coordinates 0.0,0.0
Campaigns The Frost-Wraith of Frostglen Rest



Thirasil

Overview

Thirasil is not a kingdom so much as a **slow-walking forest**: colossal oaks whose roots unspool like caravan wheels, fern-dunes drifting upon moss rafts, and orchid canopies that tilt toward ancestral constellations. Maps grow obsolete within a season, for the land itself meanders—guided, druids claim, by the slumbering will of the **Elderseed**, an aeon-old world-heart buried deep beneath the timber sea. Those who listen hear its basso thrum echo through soil and bark, a rhythm mirrored in the migrations of deer, fauns, dusk-wolves, and even the rivers.

This is the ancestral realm of the **Elves**, who claim descent from the Elderseed’s first sprout. Their long memory and dusk-born sight shape a culture organized into federated dusk-courts that wander with the forests. Each court sings its laws into memory-groves, so even when the land drifts, the law remains alive beneath their feet.

Geography

The Federation of Thirasil spans the southwestern corner of the eastern continent, where the last reaches of taiga fringe against the southern ice sheets. Its spruce ridges and tundra shelves stare west across the Bangrave Sea, while its southern shores fracture into icy marches and frost-fed estuaries that vanish into polar mist.

Winters clamp the soil beneath blue-white drift-ice that hums when walked upon; summers melt the permafrost into **glittering wetlands** alive with cloud-geese and sapphire frogs.

People & Culture

Along the taiga edges and forest fringes:

  • Elves — Stewards of the wandering dominion; keepers of dusk-law and memory groves.
  • Halflings — Herd dusk-wolves and brew mushroom-wine.
  • Earthkin — Shore up griefglass quarries and avalanche walls.
  • Humans — Serve as traders, ferrying duskwood and pelts.
  • Fungril — Dwell within the oldest groves; sought for sporecraft.
  • Infernis — Hunted for the threat of uncontrolled fire.

Elven dusk-courts migrate with the forests. Law is woven into the roots of memory-groves, ensuring continuity despite the shifting terrain.

Seasonal Festivals & Memory Rituals

Throughout the thirty-hour cycle, Thirasil observes ancient rites:

Twilight Logging Rite

During deepglow, when sap slows under Tassaryn’s pearl light, foresters fell iron-pines with moon-rubbed axes and drag resin-rich logs to river-sledges before Cyressel completes her second arc.

Thirty-Hour Watchtowers

Solivar’s longbright is governed from watchtowers whose beacons flash census tallies, timber permits, and avalanche warnings. Mixed patrols staff them, though always led by Elves sworn by Wolf-Oath to defend the timber and the memory-law.

Capital — Silvenvine, the Living City

Silvenvine hangs suspended among the interlaced branches of the **Amaranth World-Tree**. Each vernal equinox the city ascends, revealing new terraces of bioluminescent lichen; each autumn it descends, allowing artisans to reinforce root-bridges and woven latticework. The city breathes with the tree, rising and lowering in a yearly cycle.

Hazards & Hospitality

Thirasil’s dangers range from natural to mystical:

  • **Undertow Shades** — Drowned memories manifesting as translucent figures that seize swimmers.
  • **Surge Quakes** — Tectonic “breaths” tilt districts by thirty degrees in minutes.
  • **Guest-Current** — Visitors must release a personal memory on a lantern-buoy or be plagued by Echo-Eels whispering secrets.
  • **Saltmirror Fever** — Still pools that reflect one’s soul; drinking from them risks exchanging places with a reflection.
  • **Shell-Tithe** — Every foreign merchant must donate a carved token of shell or bone to the Greatshell Archives.
  • **The Songless Wave** — A seasonal tide that arrives utterly silent, muting surf, song-magic, and even whispers.

Relations & Reputation

  • **Aurex** — Partners in lens-surveys of Solivar’s arc; engineers help calibrate Thirasil’s watchtowers.
  • **Aeterron** — Trades timber and vellum for embersteel and fireglass; Elves distrust flamecraft near wandering woods.
  • **Across the Bangrave Sea** — Fleaspark fur-buyers and Sunlash vellum-traders reach Thirasil’s western ports, but always as outsiders.

Ancestry Distribution

Predominant

  • **Elves** — Cultural majority; rulers of dusk-courts; caretakers of memory-law.

Integrated Minorities

  • **Halflings** — Dusk-wolf herders and brewers.
  • **Earthkin** — Maintain griefglass quarries and stone roads.
  • **Humans** — Trade intermediaries carrying goods abroad.

Marginalized / Outsiders

  • **Fungril** — Feared and valued sporecrafters.
  • **Infernis** — Fire-born outcasts.
  • **Orcs** — Dusk-raiders, sometimes hired as mercenaries.

Fauna of Thirasil

  • **Cloud-Goose** — Horse-sized geese skimming low mist.
  • **Sapphire Frog** — Cobalt frogs whose skin refracts blue halos.
  • **Silvershank** — Elk-scaled ungulates with chrome-grey legs.
  • **Moon-Marten** — Arboreal hunters with opalescent fur.
  • **Dusk-Wolf** — Apex predator with twilight-absorbing fur; iconic to Thirasil identity.

Memory, Land, and Law

In Thirasil, **memory is rooted in the earth**. Stories do not fade—they sprout, migrate, and return with the shifting forests, ensuring past wisdom never drifts far from those who will need it next.