Sunlash Coast: Difference between revisions
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From upland deserts to cliff-lined coasts, Sunlash is a realm of '''star-beacons''' and '''chronomantic rites'''. Polished crystal lighthouses channel sunlight into resonant pulses that mark hours and seasons, linking every village to a beacon’s flare. Dream-schools teach manipulation of temporal perception; caravans navigate dunes by shining pulse alone. Sunlash is a people who live by the rhythm of light, where even hospitality and punishment follow the increments of Solivar’s arc. | From upland deserts to cliff-lined coasts, Sunlash is a realm of '''star-beacons''' and '''chronomantic rites'''. Polished crystal lighthouses channel sunlight into resonant pulses that mark hours and seasons, linking every village to a beacon’s flare. Dream-schools teach manipulation of temporal perception; caravans navigate dunes by shining pulse alone. Sunlash is a people who live by the rhythm of light, where even hospitality and punishment follow the increments of Solivar’s arc. | ||
Neighbors respect and fear the Coast in equal measure. Gravenreach prizes its beacon-law; Scorval Blight loathes its order. Sunlash endures not through armies or walls, but through the certainty of its faith: nothing withstands the relentless measure of light. | Neighbors respect and fear the Coast in equal measure. [[Gravenreach]] prizes its beacon-law; Scorval Blight loathes its order. Sunlash endures not through armies or walls, but through the certainty of its faith: nothing withstands the relentless measure of light. | ||
The major event that takes place in Sunlash Coast is the [[Solstice of Glass]]. | The major event that takes place in Sunlash Coast is the [[Solstice of Glass]]. | ||
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== Geography == | == Geography == | ||
The Sunlash Coast spans Mellheiller-facing cliffs, upheaved dunes, salt-grass plains, comet-sown sands, and beacon-studded headlands. Desert hinterlands slope southward until they vanish into glare; inland lies a lattice of dream-schools and chronal shrines. Every settlement is wired to star-beacon pulses that maintain chronology and guide caravans safely through time-warped sands. The coastline itself fractures into lagoons, tidal gates, and coral shelves singing with chronal resonance. | The Sunlash Coast spans Mellheiller-facing cliffs, upheaved dunes, salt-grass plains, comet-sown sands, and beacon-studded headlands. Desert hinterlands slope southward until they vanish into glare; inland lies a lattice of dream-schools and chronal shrines. Every settlement is wired to star-beacon pulses that maintain chronology and guide caravans safely through time-warped sands. The coastline itself fractures into lagoons, tidal gates, and coral shelves singing with chronal resonance. | ||
== Regions and Landmarks == | == Regions and Landmarks == | ||
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=== Major Exports === | === Major Exports === | ||
* '''Chrono-Pearls''' | * '''Chrono-Pearls''': Shells showing after-images of their divers; charms of memory and identity. | ||
* '''Mangrove-Aged Rum''' | * '''Mangrove-Aged Rum''': Fermented under reversing tides; used in [[Lexharrow]] debates to “slow the tongue.” | ||
* '''Star-Sand Hourglasses''' | * '''Star-Sand Hourglasses''': Sacred timekeepers polished from comet-sown sands. | ||
* '''Lunasilk''' | * '''Lunasilk''': Ethereal fabric woven from moon-blossoms that bloom for sixty seconds. | ||
* '''Chronal Clepsydras''' | * '''Chronal Clepsydras''': Crystal siphons that store “spare minutes.” | ||
* '''Dawn-Amber Gems''' | * '''Dawn-Amber Gems''': Petrified sunrise glowing with heatless warmth. | ||
* '''Star-Iron Ingots''' | * '''Star-Iron Ingots''': Meteoric alloy sifted from comet-shard beaches. | ||
* '''Tempus-Wine''' | * '''Tempus-Wine''': Chronal fermentation that ages the drinker then reverses the effect. | ||
=== Major Imports === | === Major Imports === | ||
* Windsteel rigging from Velkar | * Windsteel rigging from [[Velkar Spires|Velkar]] | ||
* Dusk-wolf pelts from Thirasil | * Dusk-wolf pelts from [[Thirasil]] | ||
* Nokhul Way-Sap varnish for resonant catamarans | * [[Nokhul Vale|Nokhul]] Way-Sap varnish for resonant catamarans | ||
At deepglow, Tidekin children release sky-lanterns seeded with ember-iron dust. The lanterns drift against the breeze for a heartbeat before snapping back, proof that even the wind must negotiate with time. | At deepglow, Tidekin children release sky-lanterns seeded with ember-iron dust. The lanterns drift against the breeze for a heartbeat before snapping back, proof that even the wind must negotiate with time. | ||
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== Trade Networks == | == Trade Networks == | ||
* '''Celestine Clippers''' | * '''Celestine Clippers''': Lunasilk-sailed ships that skip across Mellheiller’s swells. | ||
* '''Azure Estuary Barges''' | * '''Azure Estuary Barges''': Marshcraft trading along [[Scorval Blight|Scorval]]’s border, vulnerable to lost hours. | ||
* '''Star-Beacon Ferries''' | * '''Star-Beacon Ferries''': Navigate reefs guided by pulsating lighthouses. | ||
* '''Solar Dhow Convoys''' | * '''Solar Dhow Convoys''': Catamarans using mirrored sails to channel Solivar’s blaze eastward. | ||
== Hazards & Hospitality == | == Hazards & Hospitality == | ||
# '''Chronal Corsairs''': Outlaws using stolen Aether Maps to ambush ships mid-skip. | |||
# '''Chronal Corsairs''' | # '''Moment-Moths''': Memory-feeding insects that steal days of recollection. | ||
# '''Moment-Moths''' | # '''Guest-Oaths''': Every visitor must swear the Hour-Pledge for a Temporal Seal. | ||
# '''Guest-Oaths''' | # '''Beacon Flares''': Overloaded lighthouses projecting blinding light. | ||
# '''Beacon Flares''' | # '''Chronarch Audits''': Courts seize outsiders for “time-debt” efficiency reviews. | ||
# '''Chronarch Audits''' | # '''Heat-Mirages''': Duplicated coastlines luring caravans astray. | ||
# '''Heat-Mirages''' | # '''Tide-Echoes''': Repeated scenes trapping outsiders in loops of chronal resonance. | ||
# '''Tide-Echoes''' | |||
== Relations & Outlook == | == Relations & Outlook == | ||
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! Neighbor !! Ties !! Notes | ! Neighbor !! Ties !! Notes | ||
|- | |- | ||
| Scorval Blight || Tense Symbiosis || Fear of resonance storms corrupting star-iron veins. | | [[Scorval Blight]]|| Tense Symbiosis || Fear of resonance storms corrupting star-iron veins. | ||
|- | |- | ||
| Gravenreach || Beacon–Forge Alliance || Joint efforts to stabilize echo-storms. | | [[Gravenreach]]|| Beacon–Forge Alliance || Joint efforts to stabilize echo-storms. | ||
|- | |- | ||
| Velkar Spires || Celestial-Wind Pact || Trade lunasilk for stormglass; chart jetwind ley-streams. | | [[Velkar Spires]]|| Celestial-Wind Pact || Trade lunasilk for stormglass; chart jetwind ley-streams. | ||
|- | |- | ||
| Aeterron || Chrono-Technological Exchange || Logic-cores used in beacon stabilization. | | [[Aeterron]]|| Chrono-Technological Exchange || Logic-cores used in beacon stabilization. | ||
|- | |- | ||
| Fleaspark Union || Mercantile Rivalry || Patent loopholes distort trade-time. | | [[Fleaspark Union]]|| Mercantile Rivalry || Patent loopholes distort trade-time. | ||
|} | |} | ||
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=== Integrated Minorities === | === Integrated Minorities === | ||
* Humans | * Humans: Merchants and coastal traders. | ||
* Halflings | * Halflings: Renowned fishers and smoked-fish vendors. | ||
* Goblins | * Goblins: Salvagers, loophole merchants, night-market operators. | ||
* Elves | * Elves" Archivists and maritime treaty-keepers. | ||
=== Marginalized or Outsiders === | === Marginalized or Outsiders === | ||
* Infernis | * Infernis: Feared for fire disrupting chronal flows. | ||
* Ribbet | * Ribbet: Mocked as “mudborn” but valued as ferrymen. | ||
* Clanks | * Clanks: Rare, sometimes stationed as lighthouse anchors or time-keepers. | ||
Sunlash Coast is a land where hours bend like reeds and the night sky serves as both compass and scripture. Those who master its shifting rhythms earn wealth measured not only in coin but in time itself; those who falter may find a single lost minute strands them between tides, watching days slide past like distant stars. | Sunlash Coast is a land where hours bend like reeds and the night sky serves as both compass and scripture. Those who master its shifting rhythms earn wealth measured not only in coin but in time itself; those who falter may find a single lost minute strands them between tides, watching days slide past like distant stars. | ||
Revision as of 22:30, 22 November 2025
| Sunlash Coast | |
|---|---|
| Capital | Elaro’s Grasp |
| Located in | Western Continent |
| Population | 950,000 |
| Landmarks | Chronal Veldt; Star-Strand Island; Star-Beacons; Horologian Courts; Night-Market Rings |
| Settlements | |
| Factions |
|
| Coordinates | |
| Campaigns | |
Sunlash Coast blazes along the southern rim of the western continent, where desert hinterlands fall away into Mellheiller’s endless glare. Here, light is law: the Sunlash peoples bind their culture to Solivar’s rising and setting, etching calendars, codes, and contracts into stone and glass so that no shadow may conceal falsehood.
From upland deserts to cliff-lined coasts, Sunlash is a realm of star-beacons and chronomantic rites. Polished crystal lighthouses channel sunlight into resonant pulses that mark hours and seasons, linking every village to a beacon’s flare. Dream-schools teach manipulation of temporal perception; caravans navigate dunes by shining pulse alone. Sunlash is a people who live by the rhythm of light, where even hospitality and punishment follow the increments of Solivar’s arc.
Neighbors respect and fear the Coast in equal measure. Gravenreach prizes its beacon-law; Scorval Blight loathes its order. Sunlash endures not through armies or walls, but through the certainty of its faith: nothing withstands the relentless measure of light.
The major event that takes place in Sunlash Coast is the Solstice of Glass.
Geography
The Sunlash Coast spans Mellheiller-facing cliffs, upheaved dunes, salt-grass plains, comet-sown sands, and beacon-studded headlands. Desert hinterlands slope southward until they vanish into glare; inland lies a lattice of dream-schools and chronal shrines. Every settlement is wired to star-beacon pulses that maintain chronology and guide caravans safely through time-warped sands. The coastline itself fractures into lagoons, tidal gates, and coral shelves singing with chronal resonance.
Regions and Landmarks
Chronal Veldt
A salt-grass plain along the Sea of Lir where minutes stretch thin. Tidekin say time “breathes shallow” here: travelers sprint miles in what feels like a breath but arrive hours late. Locals anchor basalt tablets etched with yesterday’s memories to stabilize chronology. Ribbet ferrymen chant to moor caravans in proper flow, while Goblin salvage-crews snatch goods during “lost minutes.” Rumors speak of caravans walking into dawn only to find themselves days behind.
Star-Strand Island
Accessible only when Tassaryn and Cyressel align during deepglow, this moon-white key hums like struck crystal. Tidekin scholars swear it is a shard of the comet Sable-Tress, whose fall seeded the sands with chronal ore. Pilgrims swim the channel during alignment for visions that anchor future years. Elves map shifting coastlines; Infernis are barred for fear their fire disrupts the isle’s harmonics. Trespassers risk their reflections being pulled away, leaving them anchorless in time.
Chronal Economy & Exports
Markets unfurl at Solivar-rise beneath rain-orchid awnings whose colors shift with time’s drift. Halfling fishers cast nets by Tassaryn’s shimmer; pearl-divers measure breaths by Cyressel’s second arc. Timekeeping is an economic engine: hours, minutes, and compressed moments are traded like coin.
Major Exports
- Chrono-Pearls: Shells showing after-images of their divers; charms of memory and identity.
- Mangrove-Aged Rum: Fermented under reversing tides; used in Lexharrow debates to “slow the tongue.”
- Star-Sand Hourglasses: Sacred timekeepers polished from comet-sown sands.
- Lunasilk: Ethereal fabric woven from moon-blossoms that bloom for sixty seconds.
- Chronal Clepsydras: Crystal siphons that store “spare minutes.”
- Dawn-Amber Gems: Petrified sunrise glowing with heatless warmth.
- Star-Iron Ingots: Meteoric alloy sifted from comet-shard beaches.
- Tempus-Wine: Chronal fermentation that ages the drinker then reverses the effect.
Major Imports
- Windsteel rigging from Velkar
- Dusk-wolf pelts from Thirasil
- Nokhul Way-Sap varnish for resonant catamarans
At deepglow, Tidekin children release sky-lanterns seeded with ember-iron dust. The lanterns drift against the breeze for a heartbeat before snapping back, proof that even the wind must negotiate with time.
Society of Celestial Reckoners
Sunlash social order centers on the Chart-Callers, Tidekin astronomer-priests who maintain living vellum Aether Maps. These scrolls track Solivar’s arc, moon cycles, coastal storms, and temporal eddies. When eddies ripple through the beaches, the Maps bloom with opaline glyphs. Copper gongs signal the entire coastline: convoys halt, pearl-fishers retune clocks, and weddings delay vows lest a “skipped dusk” erase the ceremony.
Night-Market Rings
Markets that appear only during compressed hours when Solivar’s waning light accelerates local time. Stalls are rented in minutes; crystal clepsydras glow as they fill. Goblins thrive in these fleeting bazaars.
Tide-Born Guilds
Artisans harvesting lunasilk, carving dawn-amber, and crafting dream-sails. Their stilt-halls rotate with the tide so windows always greet first light.
Horologian Courts
Justice is argued across timelines. Litigants stipulate the “echo-moment” of truth; witnesses cross-examine earlier selves projected in griefglass. Verdicts are sealed in star-sand hourglasses until the next Sisters’ Embrace eclipse. Elves record decrees; Tidekin oracles interpret dream-echo testimony.
Trade Networks
- Celestine Clippers: Lunasilk-sailed ships that skip across Mellheiller’s swells.
- Azure Estuary Barges: Marshcraft trading along Scorval’s border, vulnerable to lost hours.
- Star-Beacon Ferries: Navigate reefs guided by pulsating lighthouses.
- Solar Dhow Convoys: Catamarans using mirrored sails to channel Solivar’s blaze eastward.
Hazards & Hospitality
- Chronal Corsairs: Outlaws using stolen Aether Maps to ambush ships mid-skip.
- Moment-Moths: Memory-feeding insects that steal days of recollection.
- Guest-Oaths: Every visitor must swear the Hour-Pledge for a Temporal Seal.
- Beacon Flares: Overloaded lighthouses projecting blinding light.
- Chronarch Audits: Courts seize outsiders for “time-debt” efficiency reviews.
- Heat-Mirages: Duplicated coastlines luring caravans astray.
- Tide-Echoes: Repeated scenes trapping outsiders in loops of chronal resonance.
Relations & Outlook
| Neighbor | Ties | Notes |
|---|---|---|
| Scorval Blight | Tense Symbiosis | Fear of resonance storms corrupting star-iron veins. |
| Gravenreach | Beacon–Forge Alliance | Joint efforts to stabilize echo-storms. |
| Velkar Spires | Celestial-Wind Pact | Trade lunasilk for stormglass; chart jetwind ley-streams. |
| Aeterron | Chrono-Technological Exchange | Logic-cores used in beacon stabilization. |
| Fleaspark Union | Mercantile Rivalry | Patent loopholes distort trade-time. |
Ancestries
Predominant: Tidekin
Masters of sea-lore, dreamtide navigation, tidal engineering, and coastal architecture.
Integrated Minorities
- Humans: Merchants and coastal traders.
- Halflings: Renowned fishers and smoked-fish vendors.
- Goblins: Salvagers, loophole merchants, night-market operators.
- Elves" Archivists and maritime treaty-keepers.
Marginalized or Outsiders
- Infernis: Feared for fire disrupting chronal flows.
- Ribbet: Mocked as “mudborn” but valued as ferrymen.
- Clanks: Rare, sometimes stationed as lighthouse anchors or time-keepers.
Sunlash Coast is a land where hours bend like reeds and the night sky serves as both compass and scripture. Those who master its shifting rhythms earn wealth measured not only in coin but in time itself; those who falter may find a single lost minute strands them between tides, watching days slide past like distant stars.

