From the archives
All entries
lore
Ancestor Spirits
Folklore about ghosts in the surrounding hills, as told by the bards of Timbur Deep.
place Bolestan
An industrial outpost just south of Timbur Deep which is considered to be of strategic importance to the Empire.
creature Aurochs
The wild ancestor of domestic cattle. Still present in the Heartlands, and still dangerous.
lore Burial Rituals of the Empire
What is born will eventually die, and the Temple has blessed certain burial rites while condemning others.
lore On Maps and Cartography
A note found in the Imperial library near the texts on mapmaking.
creature Cerostim
The great deer of the Heartlands. Once migrated in herds from the northern mountains to the coast and back again.
lore Tale of the Conjurer
As told by the wind-singers of the Somari people.
lore Creation Story
An account of the worlds that came before. The Temple calls it "heresy".
faction Empire
The Empire is the central human faction and strongest military power on Tellunis.
lore Experiment 731
A vandalized Legion record documenting the outcome of a scrying experiment on non-sentient creatures.
lore Faeries and the Fruit
The Visari have stories that predate many things, perhaps even the Visari themselves.
lore The Feast of the Families
The tale of a bandit-king and the feast.
lore Flow and Energy
Some call it magic, Visareen call it 'mana'. It is the energy that connects all things in the world.
place The Front
The borderlands between Visari and Khuldinai territory. War has raged here for generations with only intermittent periods of peace.
place Geography of the Heartlands
A survey of the Heartlands region commissioned by the Imperial Cartographic Office.
lore Merchant House Contract
A contract between an unnamed individual and House Zaredein, discovered after a raid on a Zaredein caravan.
lore Imperial Calendar
An agreement between the Empire and Merchant Houses on the recording of time.
place Imperial Palace
A monument to Imperial excess, it is both the most and least important structure in the Empire.
lore Politics of the Empire
A discussion on the systems that govern the Empire.
faction Khuldinai
The people of the mountains. Expert engineers and craftsmen.
faction Imperial Legion
The Imperial Legion enforces Imperial policies and protects the people of the Empire.
faction Merchant Houses
Merchant Houses are an economic force not bound by political borders.
faction The Meridian
A building. A network. A person, maybe.
faction Nirashi
A people without a homeland. They have always wandered in strangers' lands, and they have made peace with that.
faction Sandborn
Masters of the Ryukhan Desert and operators of merchant networks throughout the land.
lore Nix
A raccoon of no particular distinction who has, through a series of mundane behaviors, become the subject of at least three contradictory legends.
lore Seafaring Ambitions
The story of the Empire's attempt to make the world just a little bit bigger.
lore Smithing for Simpletons
A beginners guide to metallurgy.
faction Somari
Nomadic warrior-tribes who roam the plains and build no permanent settlements.
creature Stone Drake
Apex predator in the mountain regions. Many people mistake them for dragons.
lore Research Notes on the Subject of Death
Personal notes, compiled in service of Aldric's investigation into unconfirmed phenomena. For Temple use only.
faction The Temple
The Temple exists to serve the many gods, whether the people want it or not.
place The Slums
A crowded, poverty-stricken district in Timbur Deep.
creature Thornback
Large draft animals used to pull caravans over the dunes in the Ryukhan desert.
place Thornhold
The meeting point between the Heartlands, the Plains of Somaria, and the Ryukhan Desert.
place Infrastructure Survey - Timbur Deep
A technical assessment of the city's material construction, water systems, food logistics, and waste management.
place Timbur Deep
The beating heart of the Empire, home to the Imperial Legion and the Emperor.
lore Visari-Khuldinai War
The Story of the Visari-Khuldinai War
faction Visari
The people of the forest. Sensitive to the world's systems of life and energy.
lore Cultists of the Void
Within the darkest reaches of the world is nothing, and with nothing there is freedom.
lore Widow and the Wretch
Be careful of where you place your trust, for all is not as it seems.
lore The Wildkin
A ruling-class designation for those who practice the old druidic arts. Worn by outsiders as a badge of tradition, felt by those it names as a collar.