Valshya ((va – LEE –sheeah))

Overview

The lands of Valshya are not a coherent region as such, there is no central ruler, no common tongue. What unites the region is a shared history. Valshya is what remains of a truly ancient people’s land, a prosperous kingdom which flourished under skies at least 15 thousand years the younger. Their ruins still remain as a testament to their might and are collectively known as the Nadir Vala. Many modern historians believe they were the cradle of culture, of civilization and their ways influenced a vast swathe of the world. As is the case with many cultures so ancient few agree on what caused their demise but most agree that their most direct descendants lie in the Llyn and the majority of peoples now living in the region. Their relationship to the Eadir is somewhat murky and few outside them know whether they coexisted, whether they traded or whether they are a truer remnant. Valshyan’s are thus united by heritage, they take much pride in it and defend it against outsiders to varying degrees depending on where one is.

Basic Information

Population: Unknown, thought to be in the 10 million range.
Races: Unknown. Humans seem to be the largest group but they do not reach a majority. ((70% Human, 5% High Elf, 5% Dwarf, 5% Eadir, 15% Other))
Languages: Most speak some Llyn and none too few speak some Natroosi. Common is understood but the Tradespeak of the outside is slightly different from that of the inside leaving each side with a distinct impression of a strong accent.
Religion: Llyn Naturalism (Fyuwen), Natural Philosophy.
Location: ((Don’t know how attached to it you guys are but it’d be around where Kebira is now. Attached map edit.)). See Region, relation to main continents.

Locations

Llyn: Llyn is the closest thing the region has to a central identity, it is a small kingdom, a little larger than Corone that lies on the coast. They are a people with a strong sense of identity as Llyians as well as the descendants of the Valysh. Llyn is mostly a kingdom built on trade even though it is one of the most remote locations of their accessible world due to its rare spices and ancient artifacts as well as items inspired by them using arcane magic few can master. This is certainly due to the old blood which runs strongest in them among the races of men which can lead to impressive feats of the mind and body.

Locations within Llyn

--Llyn: Capital city, built around the delta of the Rynnus river. It is a bustling port with constant activity and full of wondrous rarities at all times from all over the world. Some, but few, call it the most beautiful city in the world yet these are usually Llyians; most agree to some extent; the city’s core is built in the style of the Valysh though the outlying regions follow a more modern and practical approach which is also the outlook most of its inhabitants currently hold. Within it people find, among other things:

-- --Namidia: The seat of the king or queen. It is a small palace built in the organic-angular meld of the Valysh.

-- --Fyuendyn: The temple of the Fyuwen. It is, as the palace, within the center of the city.

-- --Central Port: Contrary to its name the main port is actually outside the center, nearer to the delta itself. It is a busy place with something new every day.

--Madgan: The outpost city. An old city built over the site of a long vanished one, from its inception it has been a bastion of might, a guardian city with a strong military tradition. What they guard against has been lost to time but mentioning this within the city walls is likely not a good idea, unlike the capital they have retained a very strong sense of legacy, a need to preserve the old ways as can be seen by their completely classical architecture.

-- --The Illar: It is the name for the one of the most renowned armories in the western world. They can craft practically any metal into any weapon or armor though if you request the traditional Llyn sword and armor with the appropriate permissions the quality will be incomparable.

-- --Rag Nartris: It is a marvelous structure which is crafted out finely polished marbles. Rag Nartris, or the Tower of Mourning, was actually built by the Valysh and was taken as an omen since no other building stood near it though the decipherable texts found inside indicate there should have been. One of the 5 Gems of Valshya.

--Nardyn: A quiet city on the Brambyl peninsula. Though suited for maritime trade the city does not indulge in it too much preferring to keep their atmosphere tranquil. This city was founded on some of the most pristine ruins from the Valysh and has expanded little since. There is a saying in Llyn: “The mind of the Valysh lives on in Llyn, their sword in Magdan, their blood in Eadiria but their soul lives on in Nardyn.” Few disagree. It is something ever-present, as if the city remembered.

-- --Wenwoln: Grand library. It has underground vaults with an immense quantity of books from far and wide and the entire collection of Valshyan texts though the language has proven a challenge to decipher. This vault is linked to so-called Illumen or Tomes of Viewing that access them through magical means which give the vast building an uncluttered and concise appearance.

-- --Dylar Soen: Port of Dylar. The oldest surviving port in Valshya. It is a serene almost living locale that few outsiders actually dock in as an official permit is required “to maintain and safeguard the ancient ways”. It is considered one of the 5 Gems of Valshya.

--Arcaen Maswoln: Font of the Ever-Knowledge. Contrary to its name this is not a concrete place but a swathe of land towards the South-Eastern section of the kingdom bounded by an ancient wall (though it is only a foot tall). It is a murky region where strong magic is imbued into the very fabric of reality. Many young people enter it as a test of manhood but few go in beyond a few miles. Mysteries exist in many places but in the Maswoln mysteries live.

Eadiria: This is where the Eadir have dominion over the lands. This race (further explained in races) is practically absent outside it, though in recent years it is not as uncommon to see one of their faces in the cities built on ruins. The only settlement is not quite a city being too sparsely populated though it does have a sizable population. Visitors are allowed though unarmed with magic kept under tight scrutiny.

-The Outskirts: Outside the settlement one still finds the Eadir, mostly in agricultural fields though there are some village-type locations. It is a tranquil area where many come for a chance to talk to an Eadir as those living outside tend to be somewhat more open to foreigners.

--The Barrier: An ancient wall much like that of the Maswoln. Individuals possessing ill-will, weapons or offensive magic cannot step over the foot high wall instead needing to go through the gates whose magic can be turned off from within. Throughout the ages the wall has shown to have loopholes but the Eadir offer no insight into what they are.

-The Settlement: The heart of the Eadir. If it has a name it is known by few outsiders as everyone calls it The Settlement. It is large yet only near the ruins at its center is it dense enough for a city. It is in this central area whatever government they have takes place as well as where most shops are located and specialized work occurs. Few live there, however, and thus periodically the owners will return to their homes further out to return in a few days.

--The Core: The heart and soul of The Settlement. Here one finds the Council of Elders, the Dun’reji and Dun’raei guilds, the Nac’Darema (for those who know of them, though few non-Eadir know any of these terms).

Nadir Vala: This is the name which has become associated with the ruins. One ruin would be a Nadir Valyn yet the word Vala denotes their plurality. They are spread throughout the land and have been conserved excellently; any damage has likely been the result of mind rather than that of time. They come in all sizes, from empty cities to a single stone and even trinkets are referred to as Nadir (which is used commonly for anything denoting “What has been left behind [by the forbearers]”. Listed below is but a few of them:

-Edros Nazim: Largest of the ruins, it is located close to the ocean, towards the south of the region beyond Llyn. It is an intact city, time has worn off the polish of most buildings but save for some rubble on its outskirts and a paucity of any riches within one could easily think it was recently abandoned. Its obvious and not so obvious treasures have undoubtedly disappeared by now but many buildings carry the ancient and illegible script. Many come to wonder at what once was even though what little knowledge remains speaks of cities of a much more epic scale. It is one of the 5 Gems of Valshya.

--Laes Lun: The Room of Scripture. Some magic has remained active in this room. Within it any questions or spoken words are answered by a rearranging of the characters in the walls. Some even say it responds to thought but this depends on the individual. Most laypeople whisper that the room holds every answer but the more cultured scoff at such wide-eyed idolizing. After all the Valysh were just people.

--Mizun: The Fountain. A beautiful and organically built fountain in the center of the city has continued to operate. It is some 30 meters in diameter with somewhat human sculptures of men and women ringing the central spurt. Some speculate that the almost-human appearance was the Valysh’s appearance which is corroborated by certain art pieces yet there is no concrete evidence.

-Freynil Orgoth: Called Rogos Mardulyn by the Llyn, the Wall of Tears by others. This wall defines Valshya as no ruins or signs of the Valysh have been found outside despite extensive searches. There is but one gate and unlike the one foot walls this one looms to the size of thirty men and no known physical or magical impact has yet to leave a scar on it. Unlike many other structures it is still has polished red marble-seeming finish with circular towers every kilometer. In terms of thickness three men can lie down end to end at its top. There seem to be no active spells though the mages say the lingering effects of powerful enchantments can still be felt.

--Inriz: The Gate. The one place the wall opens up. Signs indicate there was once a city at the wall’s mouth but not a trace remains, not even the magical residue which is all-pervasive in the ruins and the locations where ruins are not have existed. This has led to intense speculation as to the wall’s purpose.

-Edros Miaz Calatar: The second largest surviving city it is within sight of Natroosun. The city is much more worn down as the inhabitants of the city-state raided it for resources until the Pact of Valshya. This city adheres to the classic idea of a ruined city, buildings seem unfinished, rubble is strewn across the floors and sections that should be fuller are almost absent. Its style is noticeably different than that of Edros Nazim, though, and the script within is slightly different as well. Due to the nature of the changes it is generally agreed the city was built late.

--Espej Lun: Room of Mirrors. Much like the Laes Lun the purpose of the room is fiercely debated. It contains three mirrors which experience has shown roughly correspond to Past, Present, and Future. The Past mirror often shows an event from someone else’s perspective or something in the deep past, the Present will be a normal mirror or one which shows another event at another location, whereas the future will show imagery few understand until the event has transpired. Note that the mirrors rarely lock on to the individual watching, all three mirrors show a future, a past and a present.

-Tien Mallo: A small ruin within Llyn. The magical residue is extremely strong here, few other locations have such a potent remnant. Mages often come to try and untangle what was once there to see what they learn whether it is arcane magic or the history of the place. The only place with an active spell also has the strongest residue, Ium, the Nexus most spells cast here dissolve into nothing meaning investigation must be indirect or very clever.

Ter Eleison: The name given to the non-Llyn or Eadirian portion of Valshya. It is a vast region with the majority of the Nadir. There is nothing larger than a city-state in terms of kingdoms and empires with neighboring locales often being radically different in most regards.

-Natroosun: The largest city in Valshya and the closest thing to a confederation of cities in the Ter Eleison. Neighboring cities and villages pay tribute and have become culturally similar to the Natroosun though their identities have yet to coalesce. It is truly a massive city with the Vrag Ur as a remnant of whatever was there before. It is a city none would confuse for Eadiria or a Llyn colony, the people speak a different tongue, dress and act differently. They take confusion with the Llyn as a personal insult and mentioning they are part of Ter Eleison will also set them off, they are very against the notion that Llyn and Eadiria are the only two bastions of the Valysh legacy.

--Vrag Ur: The Valysh Rings form concentric circles within the city. They are about two men high and one men in thickness with multiple gaps (though these do not line up save for the East-West line which is blocked off at the center (where the only gaps are in the North-South). The furthest rings hum often with the hum increasing in frequency if rings further in begin to do it as well, what sets them off is unknown and in recent memory no more than 4 rings have been activated.

--Graav Leif: The Swordsmen Guild. Those who come here and are accepted after a test of skill leave as unparalleled warriors. No one knows what the training requires due to oaths of silence but few think it is easy due to the high rate of people who are never seen after acceptance.

--Suun Nij: Heaven’s Word. The temple of the Natural Philosophers, here come from far and wide those who seek the truth behind nature in terms of rules and predictability. Some demonize them for the experiments they perform yet others praise them for their easily shared knowledge which has saved many and improved the lives of others. They are adamant about explaining the world as untainted by magic and thus between them and the Mage’s Guild, which his but a small one in Natroosun, there is constant friction.

-Marem Miserere: The sea has played a pivotal role in Valshya and none more than this one. It is almost a certainty that the almost mythical predecessors to the Valysh lived in the islands within this sea. It is a sea which has never in recorded history been anything more than placid and easy to navigate which is why many go to learn there.

--Moirae: The set of islands within the sea where the founding culture likely originated. Few locals go to them as they think of the islands as an almost holy place. The atmosphere is well in tune with it, the magical resonances very different from those elsewhere.

---Clethos: The West-most island. A stone obelisk lies there inscribed with a single sentence.

---Lachesos: The North-most island. A stone obelisk lies there inscribed with a single sentence.

---Atrepos: The East-most island. A stone obelisk lies there inscribed with a single sentence.

---Primos: The central island. Remnants of a city withered by time remain. Obelisks and tablets with the same script as the island obelisks are common. The magic there is strong. The island is one of the 5 Gems of Valshya.

-Panwe: The ways. The roads which link all existing cities as well as the ruins. As with any remnant of the old civilization in Llyn the ways are preserved almost perfectly within the kingdom’s borders. Beyond them stretches exist in isolated pieces though the route linking Llyn and Natroosun has been maintained as well. The ways are truly old and signs that a less indelible network between cities was created at some point exist. Travel within them is easy and tires much less, the residual magics seem to lessen travel exhaustion significantly leading mages to imagine how they were before the spells failed.

History

As much as the history of the Valysh World be quite a tale to tell it is not one which could easily be spoken. The civilization collapsed long-ere the elves of Raiaera arrived there after flight from Quessiria or perhaps it was then that the last remaining Valysh disappeared but studies almost certainly point to an almost complete destruction of their race before 15 thousand years with the latest, and much rarer, traces existing around that time. It was around this time the Shift-Incident as later historians would name it shook the ocean. A terrifying cataclysm occurred which shook the world, it is said, and broke the seas. The currents became violent, the ocean became irregular and a magic permeated the sea. It is unknown how it happened but some force drained the magic afflicting the ocean and concentrated it between what has become the region of Raiaera, Salvar, and all and Valshya and the outlying regions. Since then travel has been extremely difficult if not impossible requiring sailors of the utmost caliber or magical aid. This effectively shattered the connection between the two zones and is known outside as the Maritime Rift. The lands within are not forgotten as old cultures survived though time whereas it seems the within did with no culture save the elves who wished to forget their flight having knowledge of the entire globe. ((Ask Fin if this is ok, if not replace with “…seems the within did for reasons unclear.” Or with a proper elvish motivation if he thinks one exists.))

How Valshya was left after these wars is a subject of debate, as should be expected in this region. The earliest traces of the resurgence of mind was in Llyn near the southern areas. This period lasted some time until the inklings of what would be Llyn were more concrete. In the Ter Eleison tribes and peoples gathered near the Nadir Vala. The War of the Tap had repercussions felt by the mages of the time which still understood some of the ancient secrets and seem to have activated a Nadir Spell to shield their land from the after effects. Some believe this created a tunnel through the Rift yet if it did it must have dematerialized by the present. In these old times man still knew of the Valysh as more than tales, some had even lived on, it is written though they would speak nothing of what had happened and disappeared not soon after the War of the Tap. Since then no man has seen a Valysh and their light has fled the world.

Empires rose and fell outside Llyn: Khikosh, Lambder, Jak’Sum, Ideia…countless names and people fought many became lesser legends, lesser heros but they could not break the allure of the old Valshya. As the outside struggled Llyn grew, city states sprung forth with the compass point cities Nardyn (South), Magdan (North), Feysal (East) and Wenryn (West) being the most prominent. They fought, certainly, but the wars were tame compared to the loss of life and knowledge occurring beyond as all parties wished to preserve the Valysh legacies more than win. The reason for Llyn’s isolation is connected to the Nadir Spell summoned to shield the region though it seems to have faded around the time of Nardyn and Magdan’s most vicious war to date around 10,000 years ago. It was then the outside looked in and Llyn coalesced in the Four-Points Alliance which saw these city-states and their allied locations combine into a military unity. Many historians are amazed this happened before any widescale destruction but no wake-up call was necessary; they were practically the same people any way, all they needed was outsiders to realize this. The newly formed Llyn struck back from Magdan and beat the enemy, a former nation called Assir, back.

The alliance persevered but on shaky grounds as each city vied for supremacy until the first Llyn hero and King, Eares Nablir, founded Llyn to act as the central capital. During this age much was still known of the Valysh. During the fourth king Llyn suffered a tragedy as a great evil befell the world nigh on 9000 years ago. Most of the landmass was killed though buildings were untouched, this evil did not originate in Valshya but greatly shifted its course. Survivors huddled together and few attempted more than surviving. It is then that the Eadir first left their settlement and touched the world. As few records remain this is not known by many but they helped restore Valshya before retreating back. Llyn bounced back though its ties with the Valysh were greatly forgotten in all but quality. They persevered however. This time marks the appearance of Natroosun. At their inception the people beckoned Llyn for aid yet the ravaged kingdom could ill afford it. Both sides failed to see the other’s dilemma and this has never been forgotten.

This second age was one of expansion, Llyn grew beyond the borders it holds presently and encompassed much of the coastline while Natroosun began its slow growth through the Vrag Ur. Both grew in power and Natroosun’s might grew fast, tension existed but little more. Around 8 thousand years ago the Marem Miserere were first traversed by Llyn to find a mystery which remains unsolved to this day. Most of the Panwe still remained. A war erupted between Natroosun and Llyn, a great war on all sides and the entire Kingdom eventually, after a protracted battle laid waste to the city. The Natroosun exacted revenge for such an act by unleashing a magical plague which devastated Llyn until it wore off. By the time the Llyn realized the cause of this, many years later, Natroosun had begun to rebuild by drawing off Edros Miaz Calatar. The city had old magic which resonated with the Vrag Ur causing a reaction which for reasons unknown rapidly sped the rebuilding process. Outraged Llyn struck again yet this time the weakened nation could not break through until a hero used a spell which could have lain utter waste to the people.

Natroosun relented and signed the Pact of Valshya which since that time has been signed by all cities, villages and tribes in Valshya. It simply states that all Nadir must be preserved under penalty of death or serious punishment. By then the Panwe beyond Llyn were little more than stretches of road as Llyn has always practiced such an act. People still did and do steal Nadir stones or artifacts due to their price but most will turn such a man in without hesitation, for them he is stealing their heart. By then the world was 5000 years younger than it is now. The Lugun Neres, a Nadir Valyn, was found amidst a forest; the magic there was still active. Much was learned and by that time a lot had been reconstructed of the ancient times. This was until someone tripped a trigger. This was the last cleansing to date and so began the third age of Llyn. Knowledge and life was lost, those within any ruins were spared but few else were; the tragedy was great the cost enormous. It took over two thousand years to rebuild and by then Llyn could ill afford to expand beyond where it stands now. Remnants of the old Llyn who forgot where they came from, outsiders beyond Llyn, and indigenous people took over the Ter Eleison and made it what it was today. Besides Natroosun and Lunden to the South no city has more than three thousand years of heritage and few come close to even that.

Time and hardship indicates that whoever the Valysh were they were survivors because the new Valshya returned. Awed by the loss of life few grand battles took place after the Second Tragedy. Llyn looked inwards and to the past, Natroosun to its emptiness and lost past and the rest to themselves. The Eadir came out for the second time and this one is remembered. They had records and histories of most tribes and cities and shared them with their owners, some resented this intrusion from the past while most were conditionally grateful, they had something but no way of verifying it. Wenwoln was converted to its current state around this time and the Illumen became the pride of Llyn. Knoweldge would not be lost again. Magic flourished in Llyn as Natural Philosophy did in Natroosun. Viewpoints shifted and Valshya became almost of a single mind in many regards until a seemingly insignificant trade dispute caused a war to ensue. Llyn won, again, though it cost both sides. The newfound unity dissolved. This was nigh around the time the Demon Wars began elsewhere.

After this war the nations again rebuilt, no wars have been fought since then as the cost has been too great on both sides and neither can destroy the other. They have lived on, one with the smugness of victory the other with the smugness of surviving both with the bitterness of loss. Tensions lowered and they practically ignored each other. For many years Llyn began to look back, far back, to recover what the people began to perceive as a perfect nation free of the problems troubling it. This lasted a long time and the wistfulness and sadness of its people was strong.

Around 500 years ago Llyn almost collapsed inwardly after looking back caused people to close their eyes to the now. Natroosun was busy growing and failed to strike at the moment which could have ended everything. It took another hero, Berir Llunswe, to save the nation by promoting trade and establishing the current education system. He promoted the now and the future, visions of a greater Llyn which shook the people out from its misery. They became more forward thinking and open though the older cities retained some of the wistfulness. The restoration begun by Llunswe took a century but Llyn came out stronger. By then Natroosun was it is and the stage was set. Only recently did the Eadir come out again though what they intend to do is unknown, due to their previous exits some joke that “They came too soon”, few find it funny, however.
If the Eadir have had little say in this history it is because their history is not known, not because they do not have one. Thus Valshya is formed and the region of old and new has been crafted by time.

Races/People

Eadir: The Eadir are a simple people, peaceful and undisturbed. They live secluded lives venturing beyond the bounds of their communities into other societies rarely though recently they are seen amongst ruins and the cities built on them with more frequency. They observe the world from within patiently waiting for something. In fact, few outside Valshya know of their existence, scholars might have heard them mentioned in a remote past when their settlements were spread out, before collapsing into the shielded ancient settlement but as of late the world at large has forgotten them. Their relationship to the Valysh is unclear though few indeed doubt the link is strong, it is known they possess some knowledge about this race that no one else does and, it is rumored, they hold the key to understanding their script.

They are very similar to humans, though their hair and eye colors are more exotic for the most part and most Eadir would be classified as beautiful by humans. They are usually a tall people, though they weigh less than a human of the same build would. Their physical strength is similarly slightly less, yet their minds are honed from a young age. Their society has become very introverted and strangers are looked upon as objects of wariness by the old and as curiosities by the young. They treat the Llyn as brethren, most noting it seems like they are the elder among the two. With Natroosum the relations are a little more strained though the Eadir are still respected. In general the Eadir are hospitable and kind to others and exception being Elves, no one outside Eadir and few within know why.

Llyn: The Llyn are an old people forged anew. They are certain they are direct descendants of the vanished old and the veracity of this is not in questioned often. They have achieved a balance between the old ways and the new to avoid the stagnation which almost ruined them five centuries ago. They are proud of their heritage yet, in general, do not see themselves as the mere leftovers of a grander epoch. They see themselves as the evolution of the ruined people, as those who survived whatever killed off the others and whose duty it is to remember. They have a strong military and cultural tradition and members of the elite are expected to have a strong grounding in both. For all their tradition the Llyn have had no enemies in a long time yet much like all of Valshya seem to expect a threat constantly.

They are humans who tend to be slightly above average in height when compared to the world with brown hair and eyes being predominant with blonde and red hair almost absent as are gray and blue eyes. They live slightly longer as well, often reaching the 120 mark but only very rarely do any get to 150. Physically they are no more fit than the rest of the world save for their training regimes which applies to the mind as well, they seem very intelligent to the outside due to an excellent education system. The central cities tend to be more modern in their outlook and less beholden to tradition whereas the outlying cities have a more classical attitude which is even reflected in their dialect. There is some North-South tension but nothing major, more of a regional superiority game most don’t take too seriously. With Natroosun there exists a palpable and dangerous tension as their history ought to indicate, this leads to uneasy but profitable trading partnership which neither sides’ people are too happy about.

Natroosi: They seem to be the black sheep of the family, nobody wants them, nobody treats them like a member of it but due to their nature none can ignore them. They have that deep resentment towards the Eadir and the Llyn, especially the Llyn, due to this disparity. They tolerate the Eadir, they are too mysterious and distant to truly hate but the Llyn are similar enough. The Natroosi see themselves as another descendant of the antecessors and take the view that all of Valshya is equally noble in those terms. They do admit Llyn’s claims even if they despise their claims which are summed up in a saying, “Valshya is Llyn, Eadiria and the Nadir Vala, the rest is wilderness.” Most of the world sides with Llyn in seeing them as resentful savages yet within the walls of the city one finds sophistication, beauty and a sense of self that is not defined by what they are not.

The Natroosi are generally more welcoming of outsiders (excluding the Llyn and Eadir) than most big cities perhaps due to the way they have been treated. They are shorter than the Llyn and very slightly shorter on average than most, they tend to have dirty blond hair with light brown also being common. They also have brown eyes, in general, though blue is not as uncommon. It is not a lie to state that the Natroosun perceived by the world at large and that perceived from within its walls are greatly at odds; history is written by the victors and as perennial losers history has branded them as an enemy which refuses to go down. For them it is a badge of pride to have survived what they see as a relentless, though sporadic, war with their neighbors. There is some belief that the Vrag Ur are tied to their city’s fate, some that it is the ancients’ call, regardless it is true that the rings are a symbol of their city and people, united but separate, eternal but contained and mysterious and ill-understood.

Religion

Llyn Naturalism (Fyunwe): This is a religion which has survived the ages. Its roots are likely inscribed within the Valysh beliefs but none remain who know. Its basic tenet is that Nature is God. Praises are uttered to a spectacle of nature, to a forest, to a river. It is partly a cult of aesthetics as for them it is the beauty of nature which is the face of God. There is nothing supernatural as God is nature, there is no after-life only a homecoming to their maker. Its fanatics usually have a very heavy rhetoric through which anything is interpreted as messages and reality is fashioned as the speaker wishes it to disregarding the religion’s basis, its truest adherents, however, know that their God is not a personal one and that the answers lie within. They live outside civilization but do not loathe it as they see man as part, and not above, nature. Few lie at these extremes and not a few offer little more than lip-service to this faith. Most do contemplate nature at least once a week, some in solitude, some in company, but most do believe.

Natural Philosophy: It is akin to Science but it is not a method, not a discipline but a faith save for its Eidens, or Seekers. People who follow it tend to, at large, always believe in that which was spoken of during their time and rarely accept new discoveries and tenets when these conflict with their own. This religion is mostly practiced in or around Natroosun. Its elite, the Eidens, are the ones who fashion the creed. There are two echelons in this order, the Eikumen and the Illar. The former is the group which finds new information about the world, which investigates, which experiments; they are the closest to scientists. The Illar are those of a higher order, they are the reviewers, the Arbiters. The Eikumen report to them with what has been found, they accept or reject the findings, if rejected the Eikumen is told to forget what he has done; in some cases he is forced to. The motivations of the Illar are more shadowy and unknown.

Isauwe: This is a cult-like religion with no known central authority. Its adherents rarely reveal their faith and seem to have no meeting grounds yet they are interspersed throughout the entire region. Those who are discovered often move, they are not persecuted, per se, but are generally mistrusted and thought to be too shady. Hardline followers of other faiths have on several occasions committed acts against them. They believe in a single god though time has revealed this god to be of an odd nature compared to others, why this is has proved more difficult to find out.

Other: In the Ter Eleison one finds a wide variety of religions. Common, though not universal, themes are nature worship and a lack of distinct gods. The Eadir seem not to have a religion save for some form of ancestor worship which is also practiced in most of Valshya though not as a religion.