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	<id>https://kharlia.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Rpadmin</id>
	<title>The Kharlian Lore Archive - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://kharlia.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Rpadmin"/>
	<link rel="alternate" type="text/html" href="https://kharlia.com/index.php/Special:Contributions/Rpadmin"/>
	<updated>2026-05-26T04:24:37Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://kharlia.com/index.php?title=Setengar&amp;diff=84</id>
		<title>Setengar</title>
		<link rel="alternate" type="text/html" href="https://kharlia.com/index.php?title=Setengar&amp;diff=84"/>
		<updated>2025-05-14T06:03:25Z</updated>

		<summary type="html">&lt;p&gt;Rpadmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Platinum Dragon, He of the Light, The Righteous King, The Heavenly Host (NG) ==&lt;br /&gt;
From whence there was just chaos, suddenly there was light, and there was dark. The first light was Setengar. A primordial order to the planes. From the [[Dawn War]] he emerged victorious and formed with other gods the [[Righteous House]] and created [[Evalius]], the sun, which imbued the material with the means for life, and the continued rebirth of ordered creation across the planes. &lt;br /&gt;
&lt;br /&gt;
Patron god of Light, Hope, Illumination, and Glory. Though many stray from the light, Setengar with Evalius rises each day to remind the world that not all is lost, that a new day will always break through the darkness. His followers are those who never give up, never surrender, and always hold onto the light of hope. It is in his glory that all will be well. His is the spirit of good that lay in all. &lt;br /&gt;
&lt;br /&gt;
His wife is [[Lo]], his children are [[Keldin]] &amp;amp; [[Xerxa]]. He has adopted [[Singsafar]] as his own.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hidden Lore:&#039;&#039;&#039; &#039;&#039;His other and first child with [[Dearuhk]] is [[Elessod]]. He was not always the sole patron host of good, he won the Dawn War and won out against the other pantheons. Creating rifts.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Infobox&lt;br /&gt;
| name     = {{{name|{{PAGENAME}}}}}&lt;br /&gt;
| image    = {{{image|}}}&lt;br /&gt;
| caption1 = {{{caption|}}}&lt;br /&gt;
&lt;br /&gt;
| label1   = Former names&lt;br /&gt;
|  data1   = {{{former_names|}}}&lt;br /&gt;
&lt;br /&gt;
| header2  = General information&lt;br /&gt;
&lt;br /&gt;
| label3   = Status&lt;br /&gt;
|  data3   = {{{status|}}}&lt;br /&gt;
... &amp;lt;!-- etc. --&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Rpadmin</name></author>
	</entry>
	<entry>
		<id>https://kharlia.com/index.php?title=Template:Infobox&amp;diff=83</id>
		<title>Template:Infobox</title>
		<link rel="alternate" type="text/html" href="https://kharlia.com/index.php?title=Template:Infobox&amp;diff=83"/>
		<updated>2025-05-14T06:03:21Z</updated>

		<summary type="html">&lt;p&gt;Rpadmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right;border:1px solid black&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; | Fantastic Page&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; | [[File:Example image.svg|260px]]&lt;br /&gt;
|-&lt;br /&gt;
! Info&lt;br /&gt;
| Stuff&lt;br /&gt;
|-&lt;br /&gt;
! More Info&lt;br /&gt;
| More Stuff&lt;br /&gt;
|-&lt;br /&gt;
! And Info&lt;br /&gt;
| Again Stuff&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rpadmin</name></author>
	</entry>
	<entry>
		<id>https://kharlia.com/index.php?title=Template:Infobox&amp;diff=82</id>
		<title>Template:Infobox</title>
		<link rel="alternate" type="text/html" href="https://kharlia.com/index.php?title=Template:Infobox&amp;diff=82"/>
		<updated>2025-05-14T06:02:02Z</updated>

		<summary type="html">&lt;p&gt;Rpadmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
| name     = {{{name|{{PAGENAME}}}}}&lt;br /&gt;
| image    = {{{image|}}}&lt;br /&gt;
| caption1 = {{{caption|}}}&lt;br /&gt;
&lt;br /&gt;
| label1   = Former names&lt;br /&gt;
|  data1   = {{{former_names|}}}&lt;br /&gt;
&lt;br /&gt;
| header2  = General information&lt;br /&gt;
&lt;br /&gt;
| label3   = Status&lt;br /&gt;
|  data3   = {{{status|}}}&lt;br /&gt;
... &amp;lt;!-- etc. --&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Rpadmin</name></author>
	</entry>
	<entry>
		<id>https://kharlia.com/index.php?title=Template:Infobox&amp;diff=81</id>
		<title>Template:Infobox</title>
		<link rel="alternate" type="text/html" href="https://kharlia.com/index.php?title=Template:Infobox&amp;diff=81"/>
		<updated>2025-05-14T05:59:28Z</updated>

		<summary type="html">&lt;p&gt;Rpadmin: Created page with &amp;quot;{| style=&amp;quot;float:right;border:1px solid black&amp;quot; !colspan=&amp;quot;2&amp;quot; | Fantastic Page |- !colspan=&amp;quot;2&amp;quot; | 260px |- ! Info | Stuff |- ! More Info | More Stuff |- ! And Info | Again Stuff |}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right;border:1px solid black&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; | Fantastic Page&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; | [[File:Example image.svg|260px]]&lt;br /&gt;
|-&lt;br /&gt;
! Info&lt;br /&gt;
| Stuff&lt;br /&gt;
|-&lt;br /&gt;
! More Info&lt;br /&gt;
| More Stuff&lt;br /&gt;
|-&lt;br /&gt;
! And Info&lt;br /&gt;
| Again Stuff&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rpadmin</name></author>
	</entry>
	<entry>
		<id>https://kharlia.com/index.php?title=Setengar&amp;diff=80</id>
		<title>Setengar</title>
		<link rel="alternate" type="text/html" href="https://kharlia.com/index.php?title=Setengar&amp;diff=80"/>
		<updated>2025-05-13T09:29:11Z</updated>

		<summary type="html">&lt;p&gt;Rpadmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Platinum Dragon, He of the Light, The Righteous King, The Heavenly Host (NG) ==&lt;br /&gt;
From whence there was just chaos, suddenly there was light, and there was dark. The first light was Setengar. A primordial order to the planes. From the [[Dawn War]] he emerged victorious and formed with other gods the [[Righteous House]] and created [[Evalius]], the sun, which imbued the material with the means for life, and the continued rebirth of ordered creation across the planes. &lt;br /&gt;
&lt;br /&gt;
Patron god of Light, Hope, Illumination, and Glory. Though many stray from the light, Setengar with Evalius rises each day to remind the world that not all is lost, that a new day will always break through the darkness. His followers are those who never give up, never surrender, and always hold onto the light of hope. It is in his glory that all will be well. His is the spirit of good that lay in all. &lt;br /&gt;
&lt;br /&gt;
His wife is [[Lo]], his children are [[Keldin]] &amp;amp; [[Xerxa]]. He has adopted [[Singsafar]] as his own.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hidden Lore:&#039;&#039;&#039; &#039;&#039;His other and first child with [[Dearuhk]] is [[Elessod]]. He was not always the sole patron host of good, he won the Dawn War and won out against the other pantheons. Creating rifts.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Rpadmin</name></author>
	</entry>
	<entry>
		<id>https://kharlia.com/index.php?title=Lo&amp;diff=79</id>
		<title>Lo</title>
		<link rel="alternate" type="text/html" href="https://kharlia.com/index.php?title=Lo&amp;diff=79"/>
		<updated>2025-05-13T08:07:25Z</updated>

		<summary type="html">&lt;p&gt;Rpadmin: Created page with &amp;quot; == The Mother of Harvest, She Who Loves, The Life of Light, The Mother. == Sprung from the Ancient Kharlia, she is the remaining life that once beheld the primordial power. A reincarnation of sorts, but also something new, something wholly its own. She holds a deep love for all, and hates not a soul, nor any other god. She is the temperament which halts the righteous swords, and calls for understanding, and more, compassion and acceptance. Lo brings about the bearin...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== The Mother of Harvest, She Who Loves, The Life of Light, The Mother. ==&lt;br /&gt;
Sprung from the Ancient [[Kharlia]], she is the remaining life that once beheld the primordial power. A reincarnation of sorts, but also something new, something wholly its own. She holds a deep love for all, and hates not a soul, nor any other god. She is the temperament which halts the righteous swords, and calls for understanding, and more, compassion and acceptance. Lo brings about the bearing growth of plenty to those who ask, and spares all she can to offer in her power. She abhors violence and always believes in finding a better way.&lt;br /&gt;
&lt;br /&gt;
Patron god of Love, Harvest, and Compassion. Her followers try to spread her message, from the simple farmer to the highest seat, that the most powerful emotion in the world is Love. Imbued to help all, even the wicked, she hopes all can reach an understanding. There is no singular path, each must find their way on their own time, but none are alone on this path. Hers is the will to forgive.&lt;br /&gt;
&lt;br /&gt;
Her husband is [[Setengar]], her children are [[Keldin]] &amp;amp; [[Xerxa]]. She has taken in [[Singsafar]] as her own. Her favorite grandchild is [[Elan]], god of freedom and the sky.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hidden Lore:&#039;&#039;&#039; &#039;&#039;Lo is but one aspect of three stages. When the ancient Kharlia passed her power was so immense, that is became three identities. The Maiden (Summer) , the Mother (Spring), and the Crone (Winter). Tied to the Courts of the Ethereal planes, and all the Narrative. Where only the Autumnal Wilds worship an ideal of all three. The Maidens strongest aspect is [[Syren]], and the Crone, [[Sahn]]. Though the three gods are distinct identities, they are all one as well. A trinity of womanhood, and part of their narrative as well.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Rpadmin</name></author>
	</entry>
	<entry>
		<id>https://kharlia.com/index.php?title=Main_Page&amp;diff=78</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://kharlia.com/index.php?title=Main_Page&amp;diff=78"/>
		<updated>2025-05-12T23:46:51Z</updated>

		<summary type="html">&lt;p&gt;Rpadmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== &amp;lt;strong&amp;gt;&amp;lt;big&amp;gt;Welcome to the Kharlian Lore Achive&amp;lt;/big&amp;gt;&amp;lt;/strong&amp;gt; ===&lt;br /&gt;
&#039;&#039;Here you will find information about all the myths, legends, and lore pertaining to the Valikorlia setting.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Some categories to get you started:&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;big&amp;gt;- [[The Immortal, the Powerful, and the Divine]]&amp;lt;/big&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;big&amp;gt;- [[The Planes]]&amp;lt;/big&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;big&amp;gt;- [[Magic]]&amp;lt;/big&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;big&amp;gt;- [[Locations]]&amp;lt;/big&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;big&amp;gt;- [[Artefacts]]&amp;lt;/big&amp;gt; &#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;big&amp;gt;- [[The Ages]]&amp;lt;/big&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;big&amp;gt;- [[The Mortal Races]]&amp;lt;/big&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;big&amp;gt;- [[General Lore]]&amp;lt;/big&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;big&amp;gt;- [[Organisations]]&amp;lt;/big&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;big&amp;gt;- [[Myths &amp;amp; Legends]]&amp;lt;/big&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Read [[The Kharlian Lore Archive:About|About]] who curated and created this wiki and the setting at large.&lt;/div&gt;</summary>
		<author><name>Rpadmin</name></author>
	</entry>
	<entry>
		<id>https://kharlia.com/index.php?title=Main_Page&amp;diff=77</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://kharlia.com/index.php?title=Main_Page&amp;diff=77"/>
		<updated>2025-05-12T06:01:47Z</updated>

		<summary type="html">&lt;p&gt;Rpadmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== &amp;lt;strong&amp;gt;&amp;lt;big&amp;gt;Welcome to the Kharlian Lore Achive&amp;lt;/big&amp;gt;&amp;lt;/strong&amp;gt; ===&lt;br /&gt;
&#039;&#039;Here you will find information about all the myths, legends, and lore pertaining to the Valikorlia setting.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Some categories to get you started:&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;big&amp;gt;- [[The Immortal, the Powerful, and the Divine]]&amp;lt;/big&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;big&amp;gt;- [[The Planes]]&amp;lt;/big&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;big&amp;gt;- [[Magic]]&amp;lt;/big&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;big&amp;gt;- [[Locations]]&amp;lt;/big&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;- [[Artefacts]] &#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;big&amp;gt;- [[The Ages]]&amp;lt;/big&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;big&amp;gt;- [[The Mortal Races]]&amp;lt;/big&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;big&amp;gt;- [[General Lore]]&amp;lt;/big&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;big&amp;gt;- [[Organisations]]&amp;lt;/big&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;big&amp;gt;- [[Myths &amp;amp; Legends]]&amp;lt;/big&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Read [[The Kharlian Lore Archive:About|About]] who curated and created this wiki and the setting at large.&lt;/div&gt;</summary>
		<author><name>Rpadmin</name></author>
	</entry>
	<entry>
		<id>https://kharlia.com/index.php?title=Main_Page&amp;diff=76</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://kharlia.com/index.php?title=Main_Page&amp;diff=76"/>
		<updated>2025-05-12T06:00:33Z</updated>

		<summary type="html">&lt;p&gt;Rpadmin: /* - Artefacts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== &amp;lt;strong&amp;gt;&amp;lt;big&amp;gt;Welcome to the Kharlian Lore Achive&amp;lt;/big&amp;gt;&amp;lt;/strong&amp;gt; ===&lt;br /&gt;
&#039;&#039;Here you will find information about all the myths, legends, and lore pertaining to the Valikorlia setting.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Some categories to get you started:&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;big&amp;gt;- [[The Immortal, the Powerful, and the Divine]]&amp;lt;/big&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;big&amp;gt;- [[The Planes]]&amp;lt;/big&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;big&amp;gt;- [[Magic]]&amp;lt;/big&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;big&amp;gt;- [[Locations]]&amp;lt;/big&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;- [[Artefacts]]&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;big&amp;gt;- [[The Ages]]&amp;lt;/big&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;big&amp;gt;- [[The Mortal Races]]&amp;lt;/big&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;big&amp;gt;- [[General Lore]]&amp;lt;/big&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;big&amp;gt;- [[Organisations]]&amp;lt;/big&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;big&amp;gt;- [[Myths &amp;amp; Legends]]&amp;lt;/big&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Read [[The Kharlian Lore Archive:About|About]] who curated and created this wiki and the setting at large.&lt;/div&gt;</summary>
		<author><name>Rpadmin</name></author>
	</entry>
	<entry>
		<id>https://kharlia.com/index.php?title=Main_Page&amp;diff=75</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://kharlia.com/index.php?title=Main_Page&amp;diff=75"/>
		<updated>2025-05-12T06:00:07Z</updated>

		<summary type="html">&lt;p&gt;Rpadmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== &amp;lt;strong&amp;gt;&amp;lt;big&amp;gt;Welcome to the Kharlian Lore Achive&amp;lt;/big&amp;gt;&amp;lt;/strong&amp;gt; ===&lt;br /&gt;
&#039;&#039;Here you will find information about all the myths, legends, and lore pertaining to the Valikorlia setting.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Some categories to get you started:&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;big&amp;gt;- [[The Immortal, the Powerful, and the Divine]]&amp;lt;/big&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;big&amp;gt;- [[The Planes]]&amp;lt;/big&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;big&amp;gt;- [[Magic]]&amp;lt;/big&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;big&amp;gt;- [[Locations]]&amp;lt;/big&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;- Artefacts&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;big&amp;gt;- [[The Ages]]&amp;lt;/big&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;big&amp;gt;- [[The Mortal Races]]&amp;lt;/big&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;big&amp;gt;- [[General Lore]]&amp;lt;/big&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;big&amp;gt;- [[Organisations]]&amp;lt;/big&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;big&amp;gt;- [[Myths &amp;amp; Legends]]&amp;lt;/big&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Read [[The Kharlian Lore Archive:About|About]] who curated and created this wiki and the setting at large.&lt;/div&gt;</summary>
		<author><name>Rpadmin</name></author>
	</entry>
	<entry>
		<id>https://kharlia.com/index.php?title=The_Worldsong&amp;diff=74</id>
		<title>The Worldsong</title>
		<link rel="alternate" type="text/html" href="https://kharlia.com/index.php?title=The_Worldsong&amp;diff=74"/>
		<updated>2025-05-12T05:58:44Z</updated>

		<summary type="html">&lt;p&gt;Rpadmin: /* The Chrous of Everything */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;The Chorus of Everything&#039;&#039; ==&lt;br /&gt;
In the beginning, there was only [[Xel (Plane)|Xel]], pure Chaos. From this void of unformed potential, the [[The Ancients|Ancients]] emerged. Whether they were born of it or had always existed is unknown. When [[Dearuhk|darkness]] met [[Setengar|light]], harmony was born. From that First Resonance, sound shaped into tune, the Ancients drew order from the primal noise. Reality was not forged with fire or stone, but with song: the pure act of creation that transformed raw noise into music.&lt;br /&gt;
&lt;br /&gt;
This eternal harmony is known as the Worldsong.&lt;br /&gt;
&lt;br /&gt;
It lies at the foundation of existence, resonating through all things. Creatures of Chaos—such as the [[Dael&#039;rend]]—despise music. It weakens them, for they are creatures of dissonance and silence, antithetical to the Worldsong’s order.&lt;br /&gt;
&lt;br /&gt;
The Worldsong is intimately tied to the [[Eda|Ethereal]]. Among [[Notable dragons|dragons]], [[Faeries|Fae]], bards, Shamans, and the Druids of [[Lo]], it is understood that the Ethereal reflects this projected harmony. Reality is seen as a shared orchestra, where thought, memory, and essence join with the physical world to create a single, evolving symphony. The world is not merely seen; it is heard, and felt, as a vast, living composition.&lt;br /&gt;
&lt;br /&gt;
Lo, goddess of bounty and natural balance, encourages this perspective. Her followers, druids, dryads, and other stewards of the wild, seek to nurture the melody, preserving the world as a fertile and harmonious material.&lt;br /&gt;
&lt;br /&gt;
The first mortal attempts to stabilise this harmony were guided by the god of civilisation, [[Xerxa]]. He was instrumental in shaping the Towers of Song, vast, fluted structures designed to catch wind, tide, and vibration, creating melodies that echoed across the land and sea. These towers did not merely produce sound; they anchored the Worldsong, warding against the dissonance of Chaos and aberrant realms.&lt;br /&gt;
&lt;br /&gt;
The oldest towers bear Xerxa’s influence. Their designs both elegant and resonant, reflected his divine insight into order, unity, and structure. It was through him that Elan, patron of music and sanctity, learned how to stabilise the song across regions of reality.&lt;br /&gt;
&lt;br /&gt;
But the [[The Cataclysm|Cataclysm]] changed everything.&lt;br /&gt;
&lt;br /&gt;
Xerxa’s death, or division, depending on the myth, fractured the divine unity. Without him, the divine capacity to maintain and rebuild the towers was severely diminished. Many fell to ruin. Some were shattered in the chaos. [[Elan|Elan’s]] efforts to restore them have been scattered and incomplete ever since.&lt;br /&gt;
&lt;br /&gt;
The [[Ipeiros]], a bird-like people devoted to Elan, were once the greatest builders and keepers of these structures. They raised great fluted cathedrals, crafted to resonate with the wind and tide. Coastal towers used the rising and falling sea to draw melody from motion, while inland towers harnessed storms and highland gales. Sea elf cultures, especially Syrenites, maintained aquatic equivalents, bizarre submerged temples that sang with the shifting tides.&lt;br /&gt;
&lt;br /&gt;
These towers served not only as divine instruments but also as wards, protecting whole territories from the corrupting influence of [[Searith]], goddess of entropy and discord, as well as from aberrant incursions and planar bleed. Their harmonies stabilised regions where reality was thin, and the Worldsong itself frayed.&lt;br /&gt;
&lt;br /&gt;
Even now, [[The Mortal Races|mortal cultures]]—those who survived or rose anew after the Cataclysm—have pieced together fragments of this ancient knowledge. The towers have been partially restored or reinvented in scattered corners of the world. But their full power remains elusive.&lt;br /&gt;
&lt;br /&gt;
Searith, ever the corrupter, works to erode the Worldsong. She opposes Elan’s efforts, turning melody into madness, and repurposing musical energies for profane ends. Her followers wield discordant notes, songs that unmake rather than shape. Her voice is the crack in the harmony, the disharmony in all things.&lt;br /&gt;
&lt;br /&gt;
Within this struggle, echoes of the past still ring.&lt;br /&gt;
&lt;br /&gt;
[[Unnorath]], a [[Dael&#039;rend]] of the deep, sings the Song of Unmaking, a dissonant melody that frays the fabric of the world. Sailors, perhaps unknowingly, began their tradition of sea-songs to drown out its influence, calling on the blessing of [[Syren]] to steady their course.&lt;br /&gt;
&lt;br /&gt;
Mystic bards, tuned to the secret harmonies of the Worldsong, can harness its power. They weave melody into magic, drawing motes of power from the ambient song of reality itself.&lt;br /&gt;
&lt;br /&gt;
Yet not all melodies are kind.&lt;br /&gt;
&lt;br /&gt;
Aberrations and other discordant things remain, creatures that do not play along, that hum their own alien notes, reshaping the world for ears that do not belong. Most are now only echoes, bouncing endlessly from long-dead voices—unslain, perhaps, but mostly forgotten.&lt;br /&gt;
&lt;br /&gt;
Still, the Worldsong endures.&lt;br /&gt;
&lt;br /&gt;
It harmonises naturally over time, a slow, resonant healing that undoes the silence of [[Nothing]] and the discord of Xel. The towers, of those that remain, serve to amplify this harmony, protecting and preserving what threads of order can yet be salvaged.&lt;/div&gt;</summary>
		<author><name>Rpadmin</name></author>
	</entry>
	<entry>
		<id>https://kharlia.com/index.php?title=Setengar&amp;diff=73</id>
		<title>Setengar</title>
		<link rel="alternate" type="text/html" href="https://kharlia.com/index.php?title=Setengar&amp;diff=73"/>
		<updated>2025-05-04T04:43:00Z</updated>

		<summary type="html">&lt;p&gt;Rpadmin: /* The Platinum Dragon, He of the Light, The Righteous King, The Heavenly Host (NG) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Platinum Dragon, He of the Light, The Righteous King, The Heavenly Host (NG) ==&lt;br /&gt;
From whence there was just chaos, suddenly there was light, and there was dark. The first light was Setengar. A primordial order to the planes. From the [[Dawn War]] he emerged victorious and formed with other gods [[the Righteous House]] and created [[Evalius]], the sun, which imbued the material with the means for life, and the continued rebirth of ordered creation across the planes. &lt;br /&gt;
&lt;br /&gt;
Patron god of Light, Hope, Illumination, and Glory. Though many stray from the light, Setengar with Evalius rises each day to remind the world that not all is lost, that a new day will always break through the darkness. His followers are those who never give up, never surrender, and always hold onto the light of hope. It is in his glory that all will be well. His is the spirit of good that lay in all. &lt;br /&gt;
&lt;br /&gt;
His wife is [[Lo]], his children are [[Keldin]] &amp;amp; [[Xerxa]]. He has adopted [[Singsafar]] as his own.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hidden Lore:&#039;&#039;&#039; &#039;&#039;His other and first child with [[Dearuhk]] is [[Elessod]]. He was not always the sole patron host of good, he won the Dawn War and won out against the other pantheons. Creating rifts.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Rpadmin</name></author>
	</entry>
	<entry>
		<id>https://kharlia.com/index.php?title=Setengar&amp;diff=72</id>
		<title>Setengar</title>
		<link rel="alternate" type="text/html" href="https://kharlia.com/index.php?title=Setengar&amp;diff=72"/>
		<updated>2025-05-04T04:42:37Z</updated>

		<summary type="html">&lt;p&gt;Rpadmin: /* The Platinum Dragon, He of the Light, The Righteous King, The Heavenly Host. (NG) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Platinum Dragon, He of the Light, The Righteous King, The Heavenly Host (NG) ==&lt;br /&gt;
From whence there was just chaos, suddenly there was light, and there was dark. The first light was Setengar. A primordial order to the planes. From the [[Dawn War]] he emerged victorious and formed with other gods [[the Righteous House]] and created [[Evalius]], the sun, which imbued the material with the means for life, and the continued rebirth of ordered creation across the planes. &lt;br /&gt;
&lt;br /&gt;
Patron god of Light, Hope, Illumination, and Glory. Though many stray from the light, Setengar with Evalius rises each day to remind the world that not all is lost, that a new day will always break through the darkness. His followers are those who never give up, never surrender, and always hold onto the light of hope. It is in his glory that all will be well. His is the spirit of good that lay in all. &lt;br /&gt;
&lt;br /&gt;
His wife is [[Lo]], his children are [[Keldin]] &amp;amp; [[Xerxa]]. He has adopted [[Singsafar]] as his own.&lt;br /&gt;
&lt;br /&gt;
```Hidden Lore:``` ``His other and first child with [[Dearuhk]] is [[Elessod]]. He was not always the sole patron host of good, he won the Dawn War and won out against the other pantheons. Creating rifts.``&lt;/div&gt;</summary>
		<author><name>Rpadmin</name></author>
	</entry>
	<entry>
		<id>https://kharlia.com/index.php?title=Dearuhk&amp;diff=71</id>
		<title>Dearuhk</title>
		<link rel="alternate" type="text/html" href="https://kharlia.com/index.php?title=Dearuhk&amp;diff=71"/>
		<updated>2025-05-04T04:37:15Z</updated>

		<summary type="html">&lt;p&gt;Rpadmin: /* Dark Mistress of Evil, The Shadow Queen, She Who Lies in the Dark. (LE) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dark Mistress of Evil, The Shadow Queen, She Who Lies in the Dark (LE) ==&lt;br /&gt;
Since the beginning light has encroached on the dark. For in the beginning there was only darkness. And in that darkness was Dearuhk. Dearuhk conspires to subjugate the entirety of the cosmos to her will, and crush those that resist through any means capable, be it guile, blackmail, or outright force. Among the gods of evil, her power is unrivaled, and the gulf between the dark lady and those under her is far greater than that of [[Setengar]] and his court. Dearuhk confides in her own duplicity, and appears to her followers as many things, though often as a dragon or serpent with her hide darker than even the truest of nightmares.&lt;br /&gt;
&lt;br /&gt;
Patron god of Despair, Lies, and Darkness. Her abode is in the [[Ortus Vitas]] in the darkest and deepest corner of [[Nuzalheim]]. She is not just the sole opposite of Setengar, she is anti-life. Hers is the darkness to which one day all will be consumed again in oblivion. Her followers respect that all that is theirs is fleeting, that eventually the end will come. So one best make what use of what they have now. Think not of the others, for tomorrow may never come. That true power can come only from those who crush others, take, and consume. She is the shadow that darkens every mind with doubt.&lt;br /&gt;
&lt;br /&gt;
Her children and vassals are [[Illiaster]], [[Isod]], [[Searith]], [[Shof&#039;Uk]], and [[Singsafar]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hidden Lore:&#039;&#039;&#039; &#039;&#039;There was a time Dearuhk fought with the Righteous House, in the Dawn War. The First War. Against Altma it was Dearuhks deception that won the war, tricking them into killing Virvius. Creating time. A beginning and more importantly, and end. Allowing even the gods to fear and experience destruction. Though the Kharlia pantheon formed from this victory  from that moment on she knew eventually all would return to darkness.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Rpadmin</name></author>
	</entry>
	<entry>
		<id>https://kharlia.com/index.php?title=Eda&amp;diff=70</id>
		<title>Eda</title>
		<link rel="alternate" type="text/html" href="https://kharlia.com/index.php?title=Eda&amp;diff=70"/>
		<updated>2025-05-03T04:55:51Z</updated>

		<summary type="html">&lt;p&gt;Rpadmin: Created page with &amp;quot;== The Loam of Dreams, the Wild Between, the Ethereal of Beasts ==  Eda is the echo of thought before it finds shape, the realm beneath waking mind and conscious form. Where Verda carries lofty ideals and the Everdark burrows into memory and decay, Eda moves in instinct, breath, and impulse. It is the ethereal plane of beasts and bestial mortals, the half-formed dreams of animals and those who live close to nature’s pulse. All living things brush against Eda in...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Loam of Dreams, the Wild Between, the Ethereal of Beasts ==&lt;br /&gt;
&lt;br /&gt;
Eda is the echo of thought before it finds shape, the realm beneath waking mind and conscious form. Where [[Verda]] carries lofty ideals and the [[Everdark]] burrows into memory and decay, Eda moves in instinct, breath, and impulse. It is the ethereal plane of beasts and bestial mortals, the half-formed dreams of animals and those who live close to nature’s pulse. All living things brush against Eda in sleep and in hunger, when the body speaks louder than words.&lt;br /&gt;
&lt;br /&gt;
Eda, as the ethereal layer, lies just atop the [[Material Plane]] like a second skin—a realm of incorporeal thought, dream, and instinct. It is not a place of solid form, but one of shifting memory, lingering impulse, and unseen influence. Creatures and magic that touch upon dreams, invisibility, and the soul often draw power from Eda without knowing it.&lt;br /&gt;
&lt;br /&gt;
Skilled mages and certain magical beasts can momentarily step into this veil, using it to cross great distances through [[The Ways]] or travel silently along [[Leylines]] that shimmer just beneath the surface of the waking world. Others may pass into Eda not by intent, but by accident—lost in dream, dying thought, or sudden flashes of déjà vu.&lt;br /&gt;
&lt;br /&gt;
To walk in Eda is to glide through the hidden heartbeat of the world, where meaning and memory hang in the air like mist, and the path forward is shaped not by stone or soil, but by instinct and belief. Few dare travel far into Eda, but those who do—shamans, druids, beast-speakers, and certain sorcerers—may find truths more primal than language, etched into the bones of dreams. Yet they risk being consumed by what they find, for Eda does not lie. It simply is.&lt;br /&gt;
Eda is also the afterlife of beasts. Unlike mortals whose souls may retain form and will, animals pass into Eda as Whims—half-memories, fleeting presences shaped by scent, motion, and emotion. These echo-like spirits drift in the wild spaces, sometimes reforming into totemic archetypes or merging into larger spirits known as the [[Grey Ones]]—deities of the [[Vinnish]] people formed from the collective memory of ancient animals and heroic figures long gone.&lt;br /&gt;
&lt;br /&gt;
Totemic spirits dwell throughout Eda, and many of their demigod kin establish sanctums here. These spirits walk between worlds, their essence often crossing into Verda or the Material through dreams or omens. Their influence is felt strongest during liminal times—birth, death, transformation—and their domains range from serene glades to savannahs of golden memory to feverish storm-hunts.&lt;br /&gt;
Among Eda’s many paths and winding veils of half-reality are the Demi-Realms of the [[Rakshasa]], psychic palaces and hunting grounds carved by dream-beasts and ascendant beastkin. Their power stems from the raw truth of instinct. Where [[dragons]] dream of cosmic order and destiny, the Rakshasa delve into the nature of hunger, predation, and the ruthless clarity of survival. This tradition reaches back to [[Khet]], the Cat-Mother, a near-deific progenitor who first taught that one’s inner demon could be embraced and empowered. To them, evil is not aberration, but reflection—the natural conclusion of an unbridled instinctual path. Feasting, hunting, and domination are divine rites.&lt;br /&gt;
&lt;br /&gt;
At the edge of Eda lies a darker bend—the [[Stalker&#039;s Grove]]—where dream and death merge into a feral nightmare. Here, the ancient philosophies of [[Shof’Uk]], the Stalker, were shaped. [[Vampirism]], [[lycanthropy]], and monstrous predation all stem from this deep-rooted ethereal place, where blood and instinct reign. [[The Grove]], a lingering shadow of Eda that later seeded into the Everdark, remains a domain of hunters and hunted. Creatures like [[Slaads]], [[Tyrants]], and [[Behemoths]] trace their origin here, though many of their kind were later bound to the Abyss when the gods sought to divide and contain their endless hunger. &lt;br /&gt;
At its heart is [[Lo]]’s Garden, a sprawling, fertile nexus where the goddess of life and land tends to the stirring essence of incarnation. Here, souls that are yet unformed begin their path, taking the shape of animals, mortals, or spirits depending on how the winds of Eda catch them. Though divine in design, the process is imperfect—memories and impulses from past lives often slip through, planting the seeds of déjà vu and instinctual memory in the living.&lt;br /&gt;
&lt;br /&gt;
Nestled within Lo’s Garden is the [[Spring Court]], a gathering of faeries bound not to mischief or illusion, but to growth, health, and renewal. These fae are not of the Unseelie or Seelie traditions but are creatures of instinctual kindness and purposeful labour. They walk The Ways, but with different purpose physical and spiritual, an ancient path of tending, healing, and nurturing—their presence a living extension of Lo’s will.&lt;br /&gt;
&lt;br /&gt;
Spring faeries tend to the living land and the beasts upon it, guiding migrations, coaxing plants to bloom, and easing births in both forest and field. They are among the few fey who cross freely into the Material through groundswells in Lo’s Garden—verdant places where Eda pierces the veil and spills into reality. In these lush spaces, crops flourish, animals gather peacefully, and mortals may glimpse fleeting fae figures carrying water, seeds, or medicine.&lt;br /&gt;
&lt;br /&gt;
More than leyline walkers, these fae are caretakers of instinct, shepherds of life&#039;s rhythms. They appear where their work is needed, offering boons in quiet ways—a sleeping child who recovers from fever, a blighted orchard suddenly bearing fruit. To those attuned, their passing feels like a breeze of hope or the scent of early spring rain.&lt;br /&gt;
&lt;br /&gt;
They speak rarely, but when they do, it is with purpose—and always in the voice of the world made gentle.&lt;/div&gt;</summary>
		<author><name>Rpadmin</name></author>
	</entry>
	<entry>
		<id>https://kharlia.com/index.php?title=The_Material_Plane&amp;diff=69</id>
		<title>The Material Plane</title>
		<link rel="alternate" type="text/html" href="https://kharlia.com/index.php?title=The_Material_Plane&amp;diff=69"/>
		<updated>2025-05-03T04:47:36Z</updated>

		<summary type="html">&lt;p&gt;Rpadmin: Created page with &amp;quot;== The Grand Stage: Kharlia ==  The Material Plane is the living world, the mortal engine and the axis upon which all other realms turn. It rests at the heart of the World Tree, nestled in its trunk like the core of a fruit, from which all other planes branch and connect. All save the Abyss, which remains severed and detached by design. It is the most tangible and physical of all realms, shared by flora and fauna, mythic beasts, monsters, and mortal civilizations...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Grand Stage: Kharlia ==&lt;br /&gt;
&lt;br /&gt;
The Material Plane is the living world, the mortal engine and the axis upon which all other realms turn. It rests at the heart of the [[World Tree]], nestled in its trunk like the core of a fruit, from which all other planes branch and connect. All save the [[Abyss]], which remains severed and detached by design. It is the most tangible and physical of all realms, shared by flora and fauna, mythic beasts, monsters, and mortal civilizations alike.&lt;br /&gt;
&lt;br /&gt;
This is the focus of [[The Narrative]]. Though threads of story echo across other planes, it is here they are truly woven, in the decisions, deeds, and dreams of mortals. [[Pulse]], the force of life and growth, flows strongest here, fed by the turning of seasons, the bloom of forests, the births of beasts and people. [[Atrophy]] has its hand here as well, ensuring that what grows also fades, feeding upon death and decay in equal measure. Together they form a cycle, not merely of life and death, but of meaning, change, and becoming.&lt;br /&gt;
&lt;br /&gt;
The world itself is one of oceans and mountains, forests and deserts, holding both the familiar and the fantastical. Beneath its crust sprawls the mythic underworld, known widely as the [[Underdark]], a hollowed realm of vast, echoing caverns and buried secrets. These depths are rich with [[Leyline Nexuses]], [[Convergences]], and hidden [[Ways]], pathways of magic and memory known only to the wise or the wild. Many magical creatures move through them by instinct, while a rare few mortals learn to walk those secret lines.&lt;br /&gt;
&lt;br /&gt;
Through the Material alone can one reach the [[Leyheart]], the sacred pulse at the root of the world&#039;s magic. This is why faeries seek Narrative, forging pacts and shaping mortal stories. The gods themselves draw power from the Narrative and the [[Impetus]] it generates—through worship, devotion, and the unfolding of mortal will. In this way, the Material is the most important of all planes, even if it was one of the last shaped in the [[Age of Myth]].&lt;br /&gt;
 &lt;br /&gt;
The Material bears echoes of the divine and ancient. Its bones are said to be the remnants of [[Kharlia]], the [[Ancient]] who, in one of her final acts, sang the world into being at the urging of the gods. For this reason, outsiders and higher beings still know the world as Kharlia, though its peoples may give it other names.&lt;br /&gt;
&lt;br /&gt;
Scattered deep in the roots of the earth are [[adamantine]] gaols, relics of the [[First War]] and the [[Rift Crisis]], holding failed weapons, fallen [[Titans]], and forgotten horrors. These beings still shape the world from their slumber. It is said that earthquakes mark the restless stirrings of such prisoners, some of whom may yet be unearthed by misfortune or the greed of deep-digging [[dwarves]].&lt;br /&gt;
&lt;br /&gt;
It is not just host to the living world but host to the celestial bodies that orbit within the plane. Touched too by other planes and overlaid at times by [[Verda]], [[Eda]], and the [[Everdark]], the Material remains uniquely vibrant. It is the crucible of life, the stage of story, and the one place where all things, divine and profane, are bound to play their part.&lt;/div&gt;</summary>
		<author><name>Rpadmin</name></author>
	</entry>
	<entry>
		<id>https://kharlia.com/index.php?title=Setengar&amp;diff=68</id>
		<title>Setengar</title>
		<link rel="alternate" type="text/html" href="https://kharlia.com/index.php?title=Setengar&amp;diff=68"/>
		<updated>2025-05-03T04:42:50Z</updated>

		<summary type="html">&lt;p&gt;Rpadmin: Created page with &amp;quot;== The Platinum Dragon, He of the Light, The Righteous King, The Heavenly Host. (NG) == From whence there was just chaos, suddenly there was light, and there was dark. The first light was Setengar. A primordial order to the planes. From the Dawn War he emerged victorious and formed with other gods the Righteous House and created Evalius, the sun, which imbued the material with the means for life, and the continued rebirth of ordered creation across the planes...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Platinum Dragon, He of the Light, The Righteous King, The Heavenly Host. (NG) ==&lt;br /&gt;
From whence there was just chaos, suddenly there was light, and there was dark. The first light was Setengar. A primordial order to the planes. From the [[Dawn War]] he emerged victorious and formed with other gods [[the Righteous House]] and created [[Evalius]], the sun, which imbued the material with the means for life, and the continued rebirth of ordered creation across the planes. &lt;br /&gt;
&lt;br /&gt;
Patron god of Light, Hope, Illumination, and Glory. Though many stray from the light, Setengar with Evalius rises each day to remind the world that not all is lost, that a new day will always break through the darkness. His followers are those who never give up, never surrender, and always hold onto the light of hope. It is in his glory that all will be well. His is the spirit of good that lay in all. &lt;br /&gt;
&lt;br /&gt;
His wife is [[Lo]], his children are [[Keldin]] &amp;amp; [[Xerxa]]. He has adopted [[Singsafar]] as his own.&lt;br /&gt;
&lt;br /&gt;
```Hidden Lore:``` ``His other and first child with [[Dearuhk]] is [[Elessod]]. He was not always the sole patron host of good, he won the Dawn War and won out against the other pantheons. Creating rifts.``&lt;/div&gt;</summary>
		<author><name>Rpadmin</name></author>
	</entry>
	<entry>
		<id>https://kharlia.com/index.php?title=First_War&amp;diff=67</id>
		<title>First War</title>
		<link rel="alternate" type="text/html" href="https://kharlia.com/index.php?title=First_War&amp;diff=67"/>
		<updated>2025-05-03T04:40:38Z</updated>

		<summary type="html">&lt;p&gt;Rpadmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;The War of Dawn&#039;&#039;&#039; ==&lt;br /&gt;
The [[Ancients]], in their unknowable purpose, began the shaping of reality through Song. From the chaos of [[Xel]] they carved form and rhythm—first the [[Titans]], then the [[Faerie]], then the [[Gods]]. Together, the Gods and Titans wove the [[World Tree]], while the Faerie laced [[leylines]] through its roots and branches, harmonizing with the greater plan. All were given tasks, guided by the Ancients, to prepare creation for what could be. For in the space between Light and Dark, there must be law and chaos—tension, possibility. But not all were content with this design.&lt;br /&gt;
&lt;br /&gt;
[[Altma]] was once a [[Seraphim]], an [[infernal]]-born Titan of law and might, forged in the crucible of divine order to maintain the balance between Primordial Light and Primordial Dark. Yet within their vast brass and fire-forged frame stirred a singular hunger—not for balance, but for dominion. Altma sought supremacy, not harmony. A singular god, shaped by will alone. Not Light, not Dark, but one order beneath them, eternal and unchallenged.&lt;br /&gt;
&lt;br /&gt;
Their first act was cataclysmic.&lt;br /&gt;
Time, that fragile, freshly-spun thread of reality, was sundered. [[Virvius]], god of time—newborn in concept, older than time itself in presence—was the first to fall. Altma’s blade, a weapon forged from the heart of a dying star, eternally burning [[Orichalcum]], sliced Virvius in twain. His body fell from the World Tree’s peak to the void below, into [[The Nothing]], a space even the Ancients feared to tread. In dying, Virvius birthed death—[[Atrophy]]—and time began in earnest, for only with endings could things now be measured.&lt;br /&gt;
&lt;br /&gt;
The Ancients, bound to the undying moment before death, began to vanish. Some faded, others simply ceased, their songs half-sung. With what power remained, they granted the Gods pieces of their vision, fragments of the Song, and the [[Worldsong]] surged in them, resonant with [[Impetus]]. [[Setengar]] and [[Dearuhk]], the first beings touched by the Ancients’ discovery—the Light and Dark primordial—claimed dominion. Their voices, unified, gave rise to terrifying beauty and purpose. The war began.&lt;br /&gt;
&lt;br /&gt;
Many Titans rose, not all aligned with Altma, but united in resentment of the [[Gods]]. They seized the [[Elemental Planes]], crafting strongholds and bastions. Some still remain. The Faerie, ever shifting, played both sides. They brokered deals, fed leylines to whoever would promise them advantage. They, too, were changing. Virvius&#039; fall gave birth to Atrophy. The [[Troll-King]], in the height of the chaos, dared to touch Xel itself atop the World Tree—and in that moment he felt everything. The knowing reshaped and twisted him, and the pain ignited something alive and unbearable. A great burning began within, a pulse of truth and torment, and from that fire was born [[Pulse]]. And as Impetus bloomed in the Gods, so too did [[Narrative]], dividing the Faerie into [[Seelie]] and [[Unseelie]].&lt;br /&gt;
Allegiances blurred. Gods turned, wavered, defected. Yet the tide shifted when [[Ulren]] and [[Elan]]—twin gods of Forge and Freedom—joined Light and Dark under Setengar. From the remnants of fallen Titans, Ulren forged [[Ord]], a war-god of resilience—who, even in ruin, rebuilt himself stronger. And just as their bond brought unity to the Light, so too did [[Zintros]] and [[Stallaze]], twin gods of stillness and sorrow, rise beside Dearuhk. Twin calls on both ends of the Narrative, shaped not by chance, but by the will of story itself.&lt;br /&gt;
&lt;br /&gt;
The forces of Light and Dark, with the luck of [[Myria]] and the [[magic]] of [[Keldin]], met Altma’s fury. The [[Primordial Lightning and Fire]] surged against the brass titans. Zintros and Stallaze, dark twins of curse and stillness, slowed Altma’s forces. Love and healing followed in [[Syren]] and [[Lo]], mending wounds and stirring hope.&lt;br /&gt;
&lt;br /&gt;
And there were others—champions of the turning tide. [[Wol]], with perfect command of inevitability, established law that could not be unmade. [[Ferra]] sang a victory not yet realized, and made it so. [[Olhygg]] whispered to the minds of Altma’s armies and turned many against their kin. [[Sahn]], goddess of Endings, froze legions in place and shattered them at the moment they sought escape. [[Shof’Uk]] hunted [[tyrants]] by divine right, cutting down the worst of Altma’s followers. [[Searith]] created monstrosities of glory and nightmare, beasts whose only purpose was to destroy Altma. [[Illiaster]], shadow-king of knives, slaughtered Altma’s champions one by one in the dark. [[Isod]], ever the silent chain, bound Altma’s loyal in oaths of shadow. [[Xerxa]] tempered chaos itself, preserving what could still be healed. &lt;br /&gt;
&lt;br /&gt;
Altma, mad with clarity, sought to unmake concepts, to burn truth from the world with their starforged blade. But they were undone. The Houses rose—[[The Righteous House]], [[The Far Courts]], [[The House of Troubles]], and [[the Cold Dark]]. United, they shattered Altma’s host and struck them down, piercing even their celestial form with [[Evalius]]&#039; impossible rays, carved from [[Mythridian]], the metal of gods.&lt;br /&gt;
&lt;br /&gt;
Altma and all their legions—creatures of would-be-gods, broken seraphim, tyrants, fading Ancients who saw the one will, Titans, Faerie, and all manner of primordial thing—were cast down into the [[Abyss]] and forever encased. They became known as the [[Abyssals]], frozen in decline. Never again would they grow in power. With each passing age, they would only diminish, forgotten, yet still caged within the belly of uncreation.&lt;br /&gt;
&lt;br /&gt;
The Abyss was sealed. Once meant to be the foundation of the [[Material Plane]], it became a prison. The Faerie severed every leyline to it, an act of rare unity. What remained was broken, scattered—gods mended, Titans fell or fled, rogue fae vanished, and mortal dominion slowly took root.&lt;br /&gt;
&lt;br /&gt;
Wol god of law, birthed the [[Inevitables]]. Order resumed its reign, alongside Light and Dark. The First War ended. The cosmos, now fractured but alive, could finally begin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hidden Lore:&#039;&#039;&#039; &#039;&#039;It is not often spoken, but before The Narrative fully took root, before Setengar took Lo as his wife, it was Elessod—child of Light and Dark—who was instrumental at the very beginning. As the Ancients faded from the song, she carried with her a mercy few understood. From their vanishing hands, she received the Dream of Victory—a quiet, passing note in the great melody. Though unseen, it was [[Elessod]] who first gave form to that dream, and she has carried it ever since, whispering its hope into the hearts of mortalkind through every age.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Rpadmin</name></author>
	</entry>
	<entry>
		<id>https://kharlia.com/index.php?title=First_War&amp;diff=66</id>
		<title>First War</title>
		<link rel="alternate" type="text/html" href="https://kharlia.com/index.php?title=First_War&amp;diff=66"/>
		<updated>2025-05-03T04:40:20Z</updated>

		<summary type="html">&lt;p&gt;Rpadmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;The War of Dawn&#039;&#039;&#039; ==&lt;br /&gt;
The [[Ancients]], in their unknowable purpose, began the shaping of reality through [[Song]]. From the chaos of [[Xel]] they carved form and rhythm—first the [[Titans]], then the [[Faerie]], then the [[Gods]]. Together, the Gods and Titans wove the [[World Tree]], while the Faerie laced [[leylines]] through its roots and branches, harmonizing with the greater plan. All were given tasks, guided by the Ancients, to prepare creation for what could be. For in the space between Light and Dark, there must be law and chaos—tension, possibility. But not all were content with this design.&lt;br /&gt;
&lt;br /&gt;
[[Altma]] was once a [[Seraphim]], an [[infernal]]-born Titan of law and might, forged in the crucible of divine order to maintain the balance between Primordial Light and Primordial Dark. Yet within their vast brass and fire-forged frame stirred a singular hunger—not for balance, but for dominion. Altma sought supremacy, not harmony. A singular god, shaped by will alone. Not Light, not Dark, but one order beneath them, eternal and unchallenged.&lt;br /&gt;
&lt;br /&gt;
Their first act was cataclysmic.&lt;br /&gt;
Time, that fragile, freshly-spun thread of reality, was sundered. [[Virvius]], god of time—newborn in concept, older than time itself in presence—was the first to fall. Altma’s blade, a weapon forged from the heart of a dying star, eternally burning [[Orichalcum]], sliced Virvius in twain. His body fell from the World Tree’s peak to the void below, into [[The Nothing]], a space even the Ancients feared to tread. In dying, Virvius birthed death—[[Atrophy]]—and time began in earnest, for only with endings could things now be measured.&lt;br /&gt;
&lt;br /&gt;
The Ancients, bound to the undying moment before death, began to vanish. Some faded, others simply ceased, their songs half-sung. With what power remained, they granted the Gods pieces of their vision, fragments of the Song, and the [[Worldsong]] surged in them, resonant with [[Impetus]]. [[Setengar]] and [[Dearuhk]], the first beings touched by the Ancients’ discovery—the Light and Dark primordial—claimed dominion. Their voices, unified, gave rise to terrifying beauty and purpose. The war began.&lt;br /&gt;
&lt;br /&gt;
Many Titans rose, not all aligned with Altma, but united in resentment of the [[Gods]]. They seized the [[Elemental Planes]], crafting strongholds and bastions. Some still remain. The Faerie, ever shifting, played both sides. They brokered deals, fed leylines to whoever would promise them advantage. They, too, were changing. Virvius&#039; fall gave birth to Atrophy. The [[Troll-King]], in the height of the chaos, dared to touch Xel itself atop the World Tree—and in that moment he felt everything. The knowing reshaped and twisted him, and the pain ignited something alive and unbearable. A great burning began within, a pulse of truth and torment, and from that fire was born [[Pulse]]. And as Impetus bloomed in the Gods, so too did [[Narrative]], dividing the Faerie into [[Seelie]] and [[Unseelie]].&lt;br /&gt;
Allegiances blurred. Gods turned, wavered, defected. Yet the tide shifted when [[Ulren]] and [[Elan]]—twin gods of Forge and Freedom—joined Light and Dark under Setengar. From the remnants of fallen Titans, Ulren forged [[Ord]], a war-god of resilience—who, even in ruin, rebuilt himself stronger. And just as their bond brought unity to the Light, so too did [[Zintros]] and [[Stallaze]], twin gods of stillness and sorrow, rise beside Dearuhk. Twin calls on both ends of the Narrative, shaped not by chance, but by the will of story itself.&lt;br /&gt;
&lt;br /&gt;
The forces of Light and Dark, with the luck of [[Myria]] and the [[magic]] of [[Keldin]], met Altma’s fury. The [[Primordial Lightning and Fire]] surged against the brass titans. Zintros and Stallaze, dark twins of curse and stillness, slowed Altma’s forces. Love and healing followed in [[Syren]] and [[Lo]], mending wounds and stirring hope.&lt;br /&gt;
&lt;br /&gt;
And there were others—champions of the turning tide. [[Wol]], with perfect command of inevitability, established law that could not be unmade. [[Ferra]] sang a victory not yet realized, and made it so. [[Olhygg]] whispered to the minds of Altma’s armies and turned many against their kin. [[Sahn]], goddess of Endings, froze legions in place and shattered them at the moment they sought escape. [[Shof’Uk]] hunted [[tyrants]] by divine right, cutting down the worst of Altma’s followers. [[Searith]] created monstrosities of glory and nightmare, beasts whose only purpose was to destroy Altma. [[Illiaster]], shadow-king of knives, slaughtered Altma’s champions one by one in the dark. [[Isod]], ever the silent chain, bound Altma’s loyal in oaths of shadow. [[Xerxa]] tempered chaos itself, preserving what could still be healed. &lt;br /&gt;
&lt;br /&gt;
Altma, mad with clarity, sought to unmake concepts, to burn truth from the world with their starforged blade. But they were undone. The Houses rose—[[The Righteous House]], [[The Far Courts]], [[The House of Troubles]], and [[the Cold Dark]]. United, they shattered Altma’s host and struck them down, piercing even their celestial form with [[Evalius]]&#039; impossible rays, carved from [[Mythridian]], the metal of gods.&lt;br /&gt;
&lt;br /&gt;
Altma and all their legions—creatures of would-be-gods, broken seraphim, tyrants, fading Ancients who saw the one will, Titans, Faerie, and all manner of primordial thing—were cast down into the [[Abyss]] and forever encased. They became known as the [[Abyssals]], frozen in decline. Never again would they grow in power. With each passing age, they would only diminish, forgotten, yet still caged within the belly of uncreation.&lt;br /&gt;
&lt;br /&gt;
The Abyss was sealed. Once meant to be the foundation of the [[Material Plane]], it became a prison. The Faerie severed every leyline to it, an act of rare unity. What remained was broken, scattered—gods mended, Titans fell or fled, rogue fae vanished, and mortal dominion slowly took root.&lt;br /&gt;
&lt;br /&gt;
Wol god of law, birthed the [[Inevitables]]. Order resumed its reign, alongside Light and Dark. The First War ended. The cosmos, now fractured but alive, could finally begin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hidden Lore:&#039;&#039;&#039; &#039;&#039;It is not often spoken, but before The Narrative fully took root, before Setengar took Lo as his wife, it was Elessod—child of Light and Dark—who was instrumental at the very beginning. As the Ancients faded from the song, she carried with her a mercy few understood. From their vanishing hands, she received the Dream of Victory—a quiet, passing note in the great melody. Though unseen, it was [[Elessod]] who first gave form to that dream, and she has carried it ever since, whispering its hope into the hearts of mortalkind through every age.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Rpadmin</name></author>
	</entry>
	<entry>
		<id>https://kharlia.com/index.php?title=First_War&amp;diff=65</id>
		<title>First War</title>
		<link rel="alternate" type="text/html" href="https://kharlia.com/index.php?title=First_War&amp;diff=65"/>
		<updated>2025-05-03T04:39:35Z</updated>

		<summary type="html">&lt;p&gt;Rpadmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;The War of Dawn&#039;&#039;&#039; ==&lt;br /&gt;
The [[Ancients]], in their unknowable purpose, began the shaping of reality through [[Song]]. From the chaos of [[Xel]] they carved form and rhythm—first the [[Titans]], then the [[Faerie]], then the [[Gods]]. Together, the Gods and Titans wove the [[World Tree]], while the Faerie laced [[leylines]] through its roots and branches, harmonizing with the greater plan. All were given tasks, guided by the Ancients, to prepare creation for what could be. For in the space between Light and Dark, there must be law and chaos—tension, possibility. But not all were content with this design.&lt;br /&gt;
&lt;br /&gt;
[[Altma]] was once a [[Seraphim]], an [[infernal]]-born Titan of law and might, forged in the crucible of divine order to maintain the balance between Primordial Light and Primordial Dark. Yet within their vast brass and fire-forged frame stirred a singular hunger—not for balance, but for dominion. Altma sought supremacy, not harmony. A singular god, shaped by will alone. Not Light, not Dark, but one order beneath them, eternal and unchallenged.&lt;br /&gt;
&lt;br /&gt;
Their first act was cataclysmic.&lt;br /&gt;
Time, that fragile, freshly-spun thread of reality, was sundered. [[Virvius]], god of time—newborn in concept, older than time itself in presence—was the first to fall. [[Altma’s blade]], a weapon forged from the heart of a dying star, eternally burning [[Orichalcum]], sliced Virvius in twain. His body fell from the World Tree’s peak to the void below, into [[The Nothing]], a space even the Ancients feared to tread. In dying, Virvius birthed death—[[Atrophy]]—and time began in earnest, for only with endings could things now be measured.&lt;br /&gt;
&lt;br /&gt;
The Ancients, bound to the undying moment before death, began to vanish. Some faded, others simply ceased, their songs half-sung. With what power remained, they granted the Gods pieces of their vision, fragments of the Song, and the [[Worldsong]] surged in them, resonant with [[Impetus]]. [[Setengar]] and [[Dearuhk]], the first beings touched by the Ancients’ discovery—the Light and Dark primordial—claimed dominion. Their voices, unified, gave rise to terrifying beauty and purpose. The war began.&lt;br /&gt;
&lt;br /&gt;
Many Titans rose, not all aligned with Altma, but united in resentment of the [[Gods]]. They seized the [[Elemental Planes]], crafting strongholds and bastions. Some still remain. The Faerie, ever shifting, played both sides. They brokered deals, fed leylines to whoever would promise them advantage. They, too, were changing. Virvius&#039; fall gave birth to Atrophy. The [[Troll-King]], in the height of the chaos, dared to touch Xel itself atop the World Tree—and in that moment he felt everything. The knowing reshaped and twisted him, and the pain ignited something alive and unbearable. A great burning began within, a pulse of truth and torment, and from that fire was born [[Pulse]]. And as Impetus bloomed in the Gods, so too did [[Narrative]], dividing the Faerie into [[Seelie]] and [[Unseelie]].&lt;br /&gt;
Allegiances blurred. Gods turned, wavered, defected. Yet the tide shifted when [[Ulren]] and [[Elan]]—twin gods of Forge and Freedom—joined Light and Dark under Setengar. From the remnants of fallen Titans, Ulren forged [[Ord]], a war-god of resilience—who, even in ruin, rebuilt himself stronger. And just as their bond brought unity to the Light, so too did [[Zintros]] and [[Stallaze]], twin gods of stillness and sorrow, rise beside Dearuhk. Twin calls on both ends of the Narrative, shaped not by chance, but by the will of story itself.&lt;br /&gt;
&lt;br /&gt;
The forces of Light and Dark, with the luck of [[Myria]] and the [[magic]] of [[Keldin]], met Altma’s fury. The [[Primordial Lightning and Fire]] surged against the brass titans. Zintros and Stallaze, dark twins of curse and stillness, slowed Altma’s forces. Love and healing followed in [[Syren]] and [[Lo]], mending wounds and stirring hope.&lt;br /&gt;
&lt;br /&gt;
And there were others—champions of the turning tide. [[Wol]], with perfect command of inevitability, established law that could not be unmade. [[Ferra]] sang a victory not yet realized, and made it so. [[Olhygg]] whispered to the minds of Altma’s armies and turned many against their kin. [[Sahn]], goddess of Endings, froze legions in place and shattered them at the moment they sought escape. [[Shof’Uk]] hunted [[tyrants]] by divine right, cutting down the worst of Altma’s followers. [[Searith]] created monstrosities of glory and nightmare, beasts whose only purpose was to destroy Altma. [[Illiaster]], shadow-king of knives, slaughtered Altma’s champions one by one in the dark. [[Isod]], ever the silent chain, bound Altma’s loyal in oaths of shadow. [[Xerxa]] tempered chaos itself, preserving what could still be healed. &lt;br /&gt;
&lt;br /&gt;
Altma, mad with clarity, sought to unmake concepts, to burn truth from the world with their starforged blade. But they were undone. The Houses rose—[[The Righteous House]], [[The Far Courts]], [[The House of Troubles]], and [[the Cold Dark]]. United, they shattered Altma’s host and struck them down, piercing even their celestial form with [[Evalius]]&#039; impossible rays, carved from [[Mythridian]], the metal of gods.&lt;br /&gt;
&lt;br /&gt;
Altma and all their legions—creatures of would-be-gods, broken seraphim, tyrants, fading Ancients who saw the one will, Titans, Faerie, and all manner of primordial thing—were cast down into the [[Abyss]] and forever encased. They became known as the [[Abyssals]], frozen in decline. Never again would they grow in power. With each passing age, they would only diminish, forgotten, yet still caged within the belly of uncreation.&lt;br /&gt;
&lt;br /&gt;
The Abyss was sealed. Once meant to be the foundation of the [[Material Plane]], it became a prison. The Faerie severed every leyline to it, an act of rare unity. What remained was broken, scattered—gods mended, Titans fell or fled, rogue fae vanished, and mortal dominion slowly took root.&lt;br /&gt;
&lt;br /&gt;
Wol god of law, birthed the [[Inevitables]]. Order resumed its reign, alongside Light and Dark. The First War ended. The cosmos, now fractured but alive, could finally begin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hidden Lore:&#039;&#039;&#039; &#039;&#039;It is not often spoken, but before The Narrative fully took root, before Setengar took Lo as his wife, it was Elessod—child of Light and Dark—who was instrumental at the very beginning. As the Ancients faded from the song, she carried with her a mercy few understood. From their vanishing hands, she received the Dream of Victory—a quiet, passing note in the great melody. Though unseen, it was [[Elessod]] who first gave form to that dream, and she has carried it ever since, whispering its hope into the hearts of mortalkind through every age.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Rpadmin</name></author>
	</entry>
	<entry>
		<id>https://kharlia.com/index.php?title=First_War&amp;diff=64</id>
		<title>First War</title>
		<link rel="alternate" type="text/html" href="https://kharlia.com/index.php?title=First_War&amp;diff=64"/>
		<updated>2025-05-03T04:38:11Z</updated>

		<summary type="html">&lt;p&gt;Rpadmin: /* The First War - The War of Dawn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The First War - The War of Dawn ==&lt;br /&gt;
&lt;br /&gt;
The [[Ancients]], in their unknowable purpose, began the shaping of reality through [[Song]]. From the chaos of [[Xel]] they carved form and rhythm—first the [[Titans]], then the [[Faerie]], then the [[Gods]]. Together, the Gods and Titans wove the [[World Tree]], while the Faerie laced [[leylines]] through its roots and branches, harmonizing with the greater plan. All were given tasks, guided by the Ancients, to prepare creation for what could be. For in the space between Light and Dark, there must be law and chaos—tension, possibility. But not all were content with this design.&lt;br /&gt;
&lt;br /&gt;
[[Altma]] was once a [[Seraphim]], an [[infernal]]-born Titan of law and might, forged in the crucible of divine order to maintain the balance between Primordial Light and Primordial Dark. Yet within their vast brass and fire-forged frame stirred a singular hunger—not for balance, but for dominion. Altma sought supremacy, not harmony. A singular god, shaped by will alone. Not Light, not Dark, but one order beneath them, eternal and unchallenged.&lt;br /&gt;
&lt;br /&gt;
Their first act was cataclysmic.&lt;br /&gt;
Time, that fragile, freshly-spun thread of reality, was sundered. [[Virvius]], god of time—newborn in concept, older than time itself in presence—was the first to fall. [[Altma’s blade]], a weapon forged from the heart of a dying star, eternally burning [[Orichalcum]], sliced Virvius in twain. His body fell from the World Tree’s peak to the void below, into [[The Nothing]], a space even the Ancients feared to tread. In dying, Virvius birthed death—[[Atrophy]]—and time began in earnest, for only with endings could things now be measured.&lt;br /&gt;
&lt;br /&gt;
The Ancients, bound to the undying moment before death, began to vanish. Some faded, others simply ceased, their songs half-sung. With what power remained, they granted the Gods pieces of their vision, fragments of the Song, and the [[Worldsong]] surged in them, resonant with [[Impetus]]. [[Setengar]] and [[Dearuhk]], the first beings touched by the Ancients’ discovery—the Light and Dark primordial—claimed dominion. Their voices, unified, gave rise to terrifying beauty and purpose. The war began.&lt;br /&gt;
&lt;br /&gt;
Many Titans rose, not all aligned with Altma, but united in resentment of the [[Gods]]. They seized the [[Elemental Planes]], crafting strongholds and bastions. Some still remain. The Faerie, ever shifting, played both sides. They brokered deals, fed leylines to whoever would promise them advantage. They, too, were changing. Virvius&#039; fall gave birth to Atrophy. The [[Troll-King]], in the height of the chaos, dared to touch Xel itself atop the World Tree—and in that moment he felt everything. The knowing reshaped and twisted him, and the pain ignited something alive and unbearable. A great burning began within, a pulse of truth and torment, and from that fire was born [[Pulse]]. And as Impetus bloomed in the Gods, so too did [[Narrative]], dividing the Faerie into [[Seelie]] and [[Unseelie]].&lt;br /&gt;
Allegiances blurred. Gods turned, wavered, defected. Yet the tide shifted when [[Ulren]] and [[Elan]]—twin gods of Forge and Freedom—joined Light and Dark under Setengar. From the remnants of fallen Titans, Ulren forged [[Ord]], a war-god of resilience—who, even in ruin, rebuilt himself stronger. And just as their bond brought unity to the Light, so too did [[Zintros]] and [[Stallaze]], twin gods of stillness and sorrow, rise beside Dearuhk. Twin calls on both ends of the Narrative, shaped not by chance, but by the will of story itself.&lt;br /&gt;
&lt;br /&gt;
The forces of Light and Dark, with the luck of [[Myria]] and the [[magic]] of [[Keldin]], met Altma’s fury. The [[Primordial Lightning and Fire]] surged against the brass titans. Zintros and Stallaze, dark twins of curse and stillness, slowed Altma’s forces. Love and healing followed in [[Syren]] and [[Lo]], mending wounds and stirring hope.&lt;br /&gt;
&lt;br /&gt;
And there were others—champions of the turning tide. [[Wol]], with perfect command of inevitability, established law that could not be unmade. [[Ferra]] sang a victory not yet realized, and made it so. [[Olhygg]] whispered to the minds of Altma’s armies and turned many against their kin. [[Sahn]], goddess of Endings, froze legions in place and shattered them at the moment they sought escape. [[Shof’Uk]] hunted [[tyrants]] by divine right, cutting down the worst of Altma’s followers. [[Searith]] created monstrosities of glory and nightmare, beasts whose only purpose was to destroy Altma. [[Illiaster]], shadow-king of knives, slaughtered Altma’s champions one by one in the dark. [[Isod]], ever the silent chain, bound Altma’s loyal in oaths of shadow. [[Xerxa]] tempered chaos itself, preserving what could still be healed. &lt;br /&gt;
&lt;br /&gt;
Altma, mad with clarity, sought to unmake concepts, to burn truth from the world with their starforged blade. But they were undone. The Houses rose—[[The Righteous House]], [[The Far Courts]], [[The House of Troubles]], and [[the Cold Dark]]. United, they shattered Altma’s host and struck them down, piercing even their celestial form with [[Evalius]]&#039; impossible rays, carved from [[Mythridian]], the metal of gods.&lt;br /&gt;
&lt;br /&gt;
Altma and all their legions—creatures of would-be-gods, broken seraphim, tyrants, fading Ancients who saw the one will, Titans, Faerie, and all manner of primordial thing—were cast down into the [[Abyss]] and forever encased. They became known as the [[Abyssals]], frozen in decline. Never again would they grow in power. With each passing age, they would only diminish, forgotten, yet still caged within the belly of uncreation.&lt;br /&gt;
&lt;br /&gt;
The Abyss was sealed. Once meant to be the foundation of the [[Material Plane]], it became a prison. The Faerie severed every leyline to it, an act of rare unity. What remained was broken, scattered—gods mended, Titans fell or fled, rogue fae vanished, and mortal dominion slowly took root.&lt;br /&gt;
&lt;br /&gt;
Wol god of law, birthed the [[Inevitables]]. Order resumed its reign, alongside Light and Dark. The First War ended. The cosmos, now fractured but alive, could finally begin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hidden Lore:&#039;&#039;&#039; &#039;&#039;It is not often spoken, but before The Narrative fully took root, before Setengar took Lo as his wife, it was Elessod—child of Light and Dark—who was instrumental at the very beginning. As the Ancients faded from the song, she carried with her a mercy few understood. From their vanishing hands, she received the Dream of Victory—a quiet, passing note in the great melody. Though unseen, it was [[Elessod]] who first gave form to that dream, and she has carried it ever since, whispering its hope into the hearts of mortalkind through every age.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Rpadmin</name></author>
	</entry>
	<entry>
		<id>https://kharlia.com/index.php?title=First_War&amp;diff=63</id>
		<title>First War</title>
		<link rel="alternate" type="text/html" href="https://kharlia.com/index.php?title=First_War&amp;diff=63"/>
		<updated>2025-05-03T04:36:29Z</updated>

		<summary type="html">&lt;p&gt;Rpadmin: /* The First War */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The First War - The War of Dawn ==&lt;br /&gt;
&lt;br /&gt;
The [[Ancients]], in their unknowable purpose, began the shaping of reality through [[Song]]. From the chaos of [[Xel]] they carved form and rhythm—first the [[Titans]], then the [[Faerie]], then the [[Gods]]. Together, the Gods and Titans wove the [[World Tree]], while the Faerie laced [[leylines]] through its roots and branches, harmonizing with the greater plan. All were given tasks, guided by the Ancients, to prepare creation for what could be. For in the space between Light and Dark, there must be law and chaos—tension, possibility. But not all were content with this design.&lt;br /&gt;
&lt;br /&gt;
[[Altma]] was once a [[Seraphim]], an [[infernal]]-born Titan of law and might, forged in the crucible of divine order to maintain the balance between Primordial Light and Primordial Dark. Yet within their vast brass and fire-forged frame stirred a singular hunger—not for balance, but for dominion. Altma sought supremacy, not harmony. A singular god, shaped by will alone. Not Light, not Dark, but one order beneath them, eternal and unchallenged.&lt;br /&gt;
&lt;br /&gt;
Their first act was cataclysmic.&lt;br /&gt;
Time, that fragile, freshly-spun thread of reality, was sundered. [[Virvius]], god of time—newborn in concept, older than time itself in presence—was the first to fall. [[Altma’s blade]], a weapon forged from the heart of a dying star, eternally burning [[Orichalcum]], sliced Virvius in twain. His body fell from the World Tree’s peak to the void below, into [[The Nothing]], a space even the Ancients feared to tread. In dying, Virvius birthed death—[[Atrophy]]—and time began in earnest, for only with endings could things now be measured.&lt;br /&gt;
&lt;br /&gt;
The Ancients, bound to the undying moment before death, began to vanish. Some faded, others simply ceased, their songs half-sung. With what power remained, they granted the Gods pieces of their vision, fragments of the Song, and the [[Worldsong]] surged in them, resonant with [[Impetus]]. [[Setengar]] and [[Dearuhk]], the first beings touched by the Ancients’ discovery—the Light and Dark primordial—claimed dominion. Their voices, unified, gave rise to terrifying beauty and purpose. The war began.&lt;br /&gt;
&lt;br /&gt;
Many Titans rose, not all aligned with Altma, but united in resentment of the [[Gods]]. They seized the [[Elemental Planes]], crafting strongholds and bastions. Some still remain. The Faerie, ever shifting, played both sides. They brokered deals, fed leylines to whoever would promise them advantage. They, too, were changing. Virvius&#039; fall gave birth to Atrophy. The [[Troll-King]], in the height of the chaos, dared to touch Xel itself atop the World Tree—and in that moment he felt everything. The knowing reshaped and twisted him, and the pain ignited something alive and unbearable. A great burning began within, a pulse of truth and torment, and from that fire was born [[Pulse]]. And as Impetus bloomed in the Gods, so too did [[Narrative]], dividing the Faerie into [[Seelie]] and [[Unseelie]].&lt;br /&gt;
Allegiances blurred. Gods turned, wavered, defected. Yet the tide shifted when [[Ulren]] and [[Elan]]—twin gods of Forge and Freedom—joined Light and Dark under Setengar. From the remnants of fallen Titans, Ulren forged [[Ord]], a war-god of resilience—who, even in ruin, rebuilt himself stronger. And just as their bond brought unity to the Light, so too did [[Zintros]] and [[Stallaze]], twin gods of stillness and sorrow, rise beside Dearuhk. Twin calls on both ends of the Narrative, shaped not by chance, but by the will of story itself.&lt;br /&gt;
&lt;br /&gt;
The forces of Light and Dark, with the luck of [[Myria]] and the [[magic]] of [[Keldin]], met Altma’s fury. The [[Primordial Lightning and Fire]] surged against the brass titans. Zintros and Stallaze, dark twins of curse and stillness, slowed Altma’s forces. Love and healing followed in [[Syren]] and [[Lo]], mending wounds and stirring hope.&lt;br /&gt;
&lt;br /&gt;
And there were others—champions of the turning tide. [[Wol]], with perfect command of inevitability, established law that could not be unmade. [[Ferra]] sang a victory not yet realized, and made it so. [[Olhygg]] whispered to the minds of Altma’s armies and turned many against their kin. [[Sahn]], goddess of Endings, froze legions in place and shattered them at the moment they sought escape. [[Shof’Uk]] hunted [[tyrants]] by divine right, cutting down the worst of Altma’s followers. [[Searith]] created monstrosities of glory and nightmare, beasts whose only purpose was to destroy Altma. [[Illiaster]], shadow-king of knives, slaughtered Altma’s champions one by one in the dark. [[Isod]], ever the silent chain, bound Altma’s loyal in oaths of shadow. [[Xerxa]] tempered chaos itself, preserving what could still be healed. &lt;br /&gt;
&lt;br /&gt;
Altma, mad with clarity, sought to unmake concepts, to burn truth from the world with their starforged blade. But they were undone. The Houses rose—[[The Righteous House]], [[The Far Courts]], [[The House of Troubles]], and [[the Cold Dark]]. United, they shattered Altma’s host and struck them down, piercing even their celestial form with [[Evalius]]&#039; impossible rays, carved from [[Mythridian]], the metal of gods.&lt;br /&gt;
&lt;br /&gt;
Altma and all their legions—creatures of would-be-gods, broken seraphim, tyrants, fading Ancients who saw the one will, Titans, Faerie, and all manner of primordial thing—were cast down into the [[Abyss]] and forever encased. They became known as the [[Abyssals]], frozen in decline. Never again would they grow in power. With each passing age, they would only diminish, forgotten, yet still caged within the belly of uncreation.&lt;br /&gt;
&lt;br /&gt;
The Abyss was sealed. Once meant to be the foundation of the [[Material Plane]], it became a prison. The Faerie severed every leyline to it, an act of rare unity. What remained was broken, scattered—gods mended, Titans fell or fled, rogue fae vanished, and mortal dominion slowly took root.&lt;br /&gt;
&lt;br /&gt;
Wol god of law, birthed the [[Inevitables]]. Order resumed its reign, alongside Light and Dark. The First War ended. The cosmos, now fractured but alive, could finally begin.&lt;/div&gt;</summary>
		<author><name>Rpadmin</name></author>
	</entry>
	<entry>
		<id>https://kharlia.com/index.php?title=First_War&amp;diff=62</id>
		<title>First War</title>
		<link rel="alternate" type="text/html" href="https://kharlia.com/index.php?title=First_War&amp;diff=62"/>
		<updated>2025-05-03T04:35:10Z</updated>

		<summary type="html">&lt;p&gt;Rpadmin: Created page with &amp;quot;== The First War == The War of Dawn  The Ancients, in their unknowable purpose, began the shaping of reality through Song. From the chaos of Xel they carved form and rhythm—first the Titans, then the Faerie, then the Gods. Together, the Gods and Titans wove the World Tree, while the Faerie laced leylines through its roots and branches, harmonizing with the greater plan. All were given tasks, guided by the Ancients, to prepare creation fo...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The First War ==&lt;br /&gt;
The War of Dawn&lt;br /&gt;
&lt;br /&gt;
The [[Ancients]], in their unknowable purpose, began the shaping of reality through [[Song]]. From the chaos of [[Xel]] they carved form and rhythm—first the [[Titans]], then the [[Faerie]], then the [[Gods]]. Together, the Gods and Titans wove the [[World Tree]], while the Faerie laced [[leylines]] through its roots and branches, harmonizing with the greater plan. All were given tasks, guided by the Ancients, to prepare creation for what could be. For in the space between Light and Dark, there must be law and chaos—tension, possibility. But not all were content with this design.&lt;br /&gt;
&lt;br /&gt;
[[Altma]] was once a [[Seraphim]], an [[infernal]]-born Titan of law and might, forged in the crucible of divine order to maintain the balance between Primordial Light and Primordial Dark. Yet within their vast brass and fire-forged frame stirred a singular hunger—not for balance, but for dominion. Altma sought supremacy, not harmony. A singular god, shaped by will alone. Not Light, not Dark, but one order beneath them, eternal and unchallenged.&lt;br /&gt;
&lt;br /&gt;
Their first act was cataclysmic.&lt;br /&gt;
Time, that fragile, freshly-spun thread of reality, was sundered. [[Virvius]], god of time—newborn in concept, older than time itself in presence—was the first to fall. [[Altma’s blade]], a weapon forged from the heart of a dying star, eternally burning [[Orichalcum]], sliced Virvius in twain. His body fell from the World Tree’s peak to the void below, into [[The Nothing]], a space even the Ancients feared to tread. In dying, Virvius birthed death—[[Atrophy]]—and time began in earnest, for only with endings could things now be measured.&lt;br /&gt;
&lt;br /&gt;
The Ancients, bound to the undying moment before death, began to vanish. Some faded, others simply ceased, their songs half-sung. With what power remained, they granted the Gods pieces of their vision, fragments of the Song, and the [[Worldsong]] surged in them, resonant with [[Impetus]]. [[Setengar]] and [[Dearuhk]], the first beings touched by the Ancients’ discovery—the Light and Dark primordial—claimed dominion. Their voices, unified, gave rise to terrifying beauty and purpose. The war began.&lt;br /&gt;
&lt;br /&gt;
Many Titans rose, not all aligned with Altma, but united in resentment of the [[Gods]]. They seized the [[Elemental Planes]], crafting strongholds and bastions. Some still remain. The Faerie, ever shifting, played both sides. They brokered deals, fed leylines to whoever would promise them advantage. They, too, were changing. Virvius&#039; fall gave birth to Atrophy. The [[Troll-King]], in the height of the chaos, dared to touch Xel itself atop the World Tree—and in that moment he felt everything. The knowing reshaped and twisted him, and the pain ignited something alive and unbearable. A great burning began within, a pulse of truth and torment, and from that fire was born [[Pulse]]. And as Impetus bloomed in the Gods, so too did [[Narrative]], dividing the Faerie into [[Seelie]] and [[Unseelie]].&lt;br /&gt;
Allegiances blurred. Gods turned, wavered, defected. Yet the tide shifted when [[Ulren]] and [[Elan]]—twin gods of Forge and Freedom—joined Light and Dark under Setengar. From the remnants of fallen Titans, Ulren forged [[Ord]], a war-god of resilience—who, even in ruin, rebuilt himself stronger. And just as their bond brought unity to the Light, so too did [[Zintros]] and [[Stallaze]], twin gods of stillness and sorrow, rise beside Dearuhk. Twin calls on both ends of the Narrative, shaped not by chance, but by the will of story itself.&lt;br /&gt;
&lt;br /&gt;
The forces of Light and Dark, with the luck of [[Myria]] and the [[magic]] of [[Keldin]], met Altma’s fury. The [[Primordial Lightning and Fire]] surged against the brass titans. Zintros and Stallaze, dark twins of curse and stillness, slowed Altma’s forces. Love and healing followed in [[Syren]] and [[Lo]], mending wounds and stirring hope.&lt;br /&gt;
&lt;br /&gt;
And there were others—champions of the turning tide. [[Wol]], with perfect command of inevitability, established law that could not be unmade. [[Ferra]] sang a victory not yet realized, and made it so. [[Olhygg]] whispered to the minds of Altma’s armies and turned many against their kin. [[Sahn]], goddess of Endings, froze legions in place and shattered them at the moment they sought escape. [[Shof’Uk]] hunted [[tyrants]] by divine right, cutting down the worst of Altma’s followers. [[Searith]] created monstrosities of glory and nightmare, beasts whose only purpose was to destroy Altma. [[Illiaster]], shadow-king of knives, slaughtered Altma’s champions one by one in the dark. [[Isod]], ever the silent chain, bound Altma’s loyal in oaths of shadow. [[Xerxa]] tempered chaos itself, preserving what could still be healed. &lt;br /&gt;
&lt;br /&gt;
Altma, mad with clarity, sought to unmake concepts, to burn truth from the world with their starforged blade. But they were undone. The Houses rose—[[The Righteous House]], [[The Far Courts]], [[The House of Troubles]], and [[the Cold Dark]]. United, they shattered Altma’s host and struck them down, piercing even their celestial form with [[Evalius]]&#039; impossible rays, carved from [[Mythridian]], the metal of gods.&lt;br /&gt;
&lt;br /&gt;
Altma and all their legions—creatures of would-be-gods, broken seraphim, tyrants, fading Ancients who saw the one will, Titans, Faerie, and all manner of primordial thing—were cast down into the [[Abyss]] and forever encased. They became known as the [[Abyssals]], frozen in decline. Never again would they grow in power. With each passing age, they would only diminish, forgotten, yet still caged within the belly of uncreation.&lt;br /&gt;
&lt;br /&gt;
The Abyss was sealed. Once meant to be the foundation of the [[Material Plane]], it became a prison. The Faerie severed every leyline to it, an act of rare unity. What remained was broken, scattered—gods mended, Titans fell or fled, rogue fae vanished, and mortal dominion slowly took root.&lt;br /&gt;
&lt;br /&gt;
Wol god of law, birthed the [[Inevitables]]. Order resumed its reign, alongside Light and Dark. The First War ended. The cosmos, now fractured but alive, could finally begin.&lt;/div&gt;</summary>
		<author><name>Rpadmin</name></author>
	</entry>
	<entry>
		<id>https://kharlia.com/index.php?title=Dearuhk&amp;diff=61</id>
		<title>Dearuhk</title>
		<link rel="alternate" type="text/html" href="https://kharlia.com/index.php?title=Dearuhk&amp;diff=61"/>
		<updated>2025-05-03T04:33:07Z</updated>

		<summary type="html">&lt;p&gt;Rpadmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dark Mistress of Evil, The Shadow Queen, She Who Lies in the Dark. (LE) ==&lt;br /&gt;
Since the beginning light has encroached on the dark. For in the beginning there was only darkness. And in that darkness was Dearuhk. Dearuhk conspires to subjugate the entirety of the cosmos to her will, and crush those that resist through any means capable, be it guile, blackmail, or outright force. Among the gods of evil, her power is unrivaled, and the gulf between the dark lady and those under her is far greater than that of [[Setengar]] and his court. Dearuhk confides in her own duplicity, and appears to her followers as many things, though often as a dragon or serpent with her hide darker than even the truest of nightmares.&lt;br /&gt;
&lt;br /&gt;
Patron god of Despair, Lies, and Darkness. Her abode is in the [[Ortus Vitas]] in the darkest and deepest corner of [[Nuzalheim]]. She is not just the sole opposite of Setengar, she is anti-life. Hers is the darkness to which one day all will be consumed again in oblivion. Her followers respect that all that is theirs is fleeting, that eventually the end will come. So one best make what use of what they have now. Think not of the others, for tomorrow may never come. That true power can come only from those who crush others, take, and consume. She is the shadow that darkens every mind with doubt.&lt;br /&gt;
&lt;br /&gt;
Her children and vassals are [[Illiaster]], [[Isod]], [[Searith]], [[Shof&#039;Uk]], and [[Singsafar]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hidden Lore:&#039;&#039;&#039; &#039;&#039;There was a time Dearuhk fought with the Righteous House, in the Dawn War. The First War. Against Altma it was Dearuhks deception that won the war, tricking them into killing Virvius. Creating time. A beginning and more importantly, and end. Allowing even the gods to fear and experience destruction. Though the Kharlia pantheon formed from this victory  from that moment on she knew eventually all would return to darkness.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Rpadmin</name></author>
	</entry>
	<entry>
		<id>https://kharlia.com/index.php?title=Dearuhk&amp;diff=60</id>
		<title>Dearuhk</title>
		<link rel="alternate" type="text/html" href="https://kharlia.com/index.php?title=Dearuhk&amp;diff=60"/>
		<updated>2025-05-03T04:32:44Z</updated>

		<summary type="html">&lt;p&gt;Rpadmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dark Mistress of Evil, The Shadow Queen, She Who Lies in the Dark. (LE) ==&lt;br /&gt;
Since the beginning light has encroached on the dark. For in the beginning there was only darkness. And in that darkness was Dearuhk. Dearuhk conspires to subjugate the entirety of the cosmos to her will, and crush those that resist through any means capable, be it guile, blackmail, or outright force. Among the gods of evil, her power is unrivaled, and the gulf between the dark lady and those under her is far greater than that of [[Setengar]] and his court. Dearuhk confides in her own duplicity, and appears to her followers as many things, though often as a dragon or serpent with her hide darker than even the truest of nightmares.&lt;br /&gt;
&lt;br /&gt;
Patron god of Despair, Lies, and Darkness. Her abode is in the [[Ortus Vitas]] in the darkest and deepest corner of [[Nuzalheim]]. She is not just the sole opposite of Setengar, she is anti-life. Hers is the darkness to which one day all will be consumed again in oblivion. Her followers respect that all that is theirs is fleeting, that eventually the end will come. So one best make what use of what they have now. Think not of the others, for tomorrow may never come. That true power can come only from those who crush others, take, and consume. She is the shadow that darkens every mind with doubt.&lt;br /&gt;
&lt;br /&gt;
Her children and vassals are [[Illiaster]], [[Isod]], [[Searith]], [[Shof&#039;Uk]], and [[Singsafar]].&lt;br /&gt;
&lt;br /&gt;
Hidden Lore: There was a time Dearuhk fought with the Righteous House, in the Dawn War. The First War. Against Altma it was Dearuhks deception that won the war, tricking them into killing Virvius. Creating time. A beginning and more importantly, and end. Allowing even the gods to fear and experience destruction. Though the Kharlia pantheon formed from this victory  from that moment on she knew eventually all would return to darkness.&lt;/div&gt;</summary>
		<author><name>Rpadmin</name></author>
	</entry>
	<entry>
		<id>https://kharlia.com/index.php?title=Dearuhk&amp;diff=59</id>
		<title>Dearuhk</title>
		<link rel="alternate" type="text/html" href="https://kharlia.com/index.php?title=Dearuhk&amp;diff=59"/>
		<updated>2025-05-03T04:31:06Z</updated>

		<summary type="html">&lt;p&gt;Rpadmin: /* Dark Mistress of Evil, The Shadow Queen, She Who Lies in the Dark. (LE) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dark Mistress of Evil, The Shadow Queen, She Who Lies in the Dark. (LE) ==&lt;br /&gt;
Since the beginning light has encroached on the dark. For in the beginning there was only darkness. And in that darkness was Dearuhk. Dearuhk conspires to subjugate the entirety of the cosmos to her will, and crush those that resist through any means capable, be it guile, blackmail, or outright force. Among the gods of evil, her power is unrivaled, and the gulf between the dark lady and those under her is far greater than that of [[Setengar]] and his court. Dearuhk confides in her own duplicity, and appears to her followers as many things, though often as a dragon or serpent with her hide darker than even the truest of nightmares.&lt;br /&gt;
&lt;br /&gt;
Patron god of Despair, Lies, and Darkness. Her abode is in the [[Ortus Vitas]] in the darkest and deepest corner of [[Nuzalheim]]. She is not just the sole opposite of Setengar, she is anti-life. Hers is the darkness to which one day all will be consumed again in oblivion. Her followers respect that all that is theirs is fleeting, that eventually the end will come. So one best make what use of what they have now. Think not of the others, for tomorrow may never come. That true power can come only from those who crush others, take, and consume. She is the shadow that darkens every mind with doubt.&lt;br /&gt;
&lt;br /&gt;
Her children and vassals are [[Illiaster]], [[Isod]], [[Searith]], [[Shof&#039;Uk]], and [[Singsafar]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hidden Lore: &amp;lt;nowiki&amp;gt;&amp;lt;div class=&amp;quot;hint&amp;quot;&amp;gt;There was a time Dearuhk fought with the Righteous House, in the Dawn War. The First War. Against Altma it was Dearuhks deception that won the war, tricking them into killing Virvius. Creating time. A beginning and more importantly, and end. Allowing even the gods to fear and experience destruction. Though the Kharlia pantheon formed from this victory  from that moment on she knew eventually all would return to darkness.&amp;lt;/div&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>Rpadmin</name></author>
	</entry>
	<entry>
		<id>https://kharlia.com/index.php?title=Dearuhk&amp;diff=58</id>
		<title>Dearuhk</title>
		<link rel="alternate" type="text/html" href="https://kharlia.com/index.php?title=Dearuhk&amp;diff=58"/>
		<updated>2025-05-03T04:29:15Z</updated>

		<summary type="html">&lt;p&gt;Rpadmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dark Mistress of Evil, The Shadow Queen, She Who Lies in the Dark. (LE) ==&lt;br /&gt;
Since the beginning light has encroached on the dark. For in the beginning there was only darkness. And in that darkness was Dearuhk. Dearuhk conspires to subjugate the entirety of the cosmos to her will, and crush those that resist through any means capable, be it guile, blackmail, or outright force. Among the gods of evil, her power is unrivaled, and the gulf between the dark lady and those under her is far greater than that of [[Setengar]] and his court. Dearuhk confides in her own duplicity, and appears to her followers as many things, though often as a dragon or serpent with her hide darker than even the truest of nightmares.&lt;br /&gt;
&lt;br /&gt;
Patron god of Despair, Lies, and Darkness. Her abode is in the [[Ortus Vitas]] in the darkest and deepest corner of [[Nuzalheim]]. She is not just the sole opposite of Setengar, she is anti-life. Hers is the darkness to which one day all will be consumed again in oblivion. Her followers respect that all that is theirs is fleeting, that eventually the end will come. So one best make what use of what they have now. Think not of the others, for tomorrow may never come. That true power can come only from those who crush others, take, and consume. She is the shadow that darkens every mind with doubt.&lt;br /&gt;
&lt;br /&gt;
Her children and vassals are [[Illiaster]], [[Isod]], [[Searith]], [[Shof&#039;Uk]], and [[Singsafar]].&lt;/div&gt;</summary>
		<author><name>Rpadmin</name></author>
	</entry>
	<entry>
		<id>https://kharlia.com/index.php?title=Dearuhk&amp;diff=57</id>
		<title>Dearuhk</title>
		<link rel="alternate" type="text/html" href="https://kharlia.com/index.php?title=Dearuhk&amp;diff=57"/>
		<updated>2025-05-03T04:22:50Z</updated>

		<summary type="html">&lt;p&gt;Rpadmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dearuhk ==&lt;br /&gt;
(LE) Dark Mistress of Evil, The Shadow Queen, She Who Lies in the Dark. &lt;br /&gt;
&lt;br /&gt;
Since the beginning light has encroached on the dark. For in the beginning there was only darkness. And in that darkness was Dearuhk. Dearuhk conspires to subjugate the entirety of the cosmos to her will, and crush those that resist through any means capable, be it guile, blackmail, or outright force. Among the gods of evil, her power is unrivaled, and the gulf between the dark lady and those under her is far greater than that of [[Setengar]] and his court. Dearuhk confides in her own duplicity, and appears to her followers as many things, though often as a dragon or serpent with her hide darker than even the truest of nightmares.&lt;br /&gt;
&lt;br /&gt;
Patron god of Despair, Lies, and Darkness. Her abode is in the [[Ortus Vitas]] in the darkest and deepest corner of [[Nuzalheim]]. She is not just the sole opposite of Setengar, she is anti-life. Hers is the darkness to which one day all will be consumed again in oblivion. Her followers respect that all that is theirs is fleeting, that eventually the end will come. So one best make what use of what they have now. Think not of the others, for tomorrow may never come. That true power can come only from those who crush others, take, and consume. She is the shadow that darkens every mind with doubt.&lt;br /&gt;
&lt;br /&gt;
Her children and vassals are [[Illiaster]], [[Isod]], [[Searith]], [[Shof&#039;Uk]], and [[Singsafar]].&lt;/div&gt;</summary>
		<author><name>Rpadmin</name></author>
	</entry>
	<entry>
		<id>https://kharlia.com/index.php?title=Dearuhk&amp;diff=56</id>
		<title>Dearuhk</title>
		<link rel="alternate" type="text/html" href="https://kharlia.com/index.php?title=Dearuhk&amp;diff=56"/>
		<updated>2025-05-03T04:22:39Z</updated>

		<summary type="html">&lt;p&gt;Rpadmin: Created page with &amp;quot;== ``Dearuhk`` == (LE) Dark Mistress of Evil, The Shadow Queen, She Who Lies in the Dark.   Since the beginning light has encroached on the dark. For in the beginning there was only darkness. And in that darkness was Dearuhk. Dearuhk conspires to subjugate the entirety of the cosmos to her will, and crush those that resist through any means capable, be it guile, blackmail, or outright force. Among the gods of evil, her power is unrivaled, and the gulf between the dark la...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== ``Dearuhk`` ==&lt;br /&gt;
(LE) Dark Mistress of Evil, The Shadow Queen, She Who Lies in the Dark. &lt;br /&gt;
&lt;br /&gt;
Since the beginning light has encroached on the dark. For in the beginning there was only darkness. And in that darkness was Dearuhk. Dearuhk conspires to subjugate the entirety of the cosmos to her will, and crush those that resist through any means capable, be it guile, blackmail, or outright force. Among the gods of evil, her power is unrivaled, and the gulf between the dark lady and those under her is far greater than that of [[Setengar]] and his court. Dearuhk confides in her own duplicity, and appears to her followers as many things, though often as a dragon or serpent with her hide darker than even the truest of nightmares.&lt;br /&gt;
&lt;br /&gt;
Patron god of Despair, Lies, and Darkness. Her abode is in the [[Ortus Vitas]] in the darkest and deepest corner of [[Nuzalheim]]. She is not just the sole opposite of Setengar, she is anti-life. Hers is the darkness to which one day all will be consumed again in oblivion. Her followers respect that all that is theirs is fleeting, that eventually the end will come. So one best make what use of what they have now. Think not of the others, for tomorrow may never come. That true power can come only from those who crush others, take, and consume. She is the shadow that darkens every mind with doubt.&lt;br /&gt;
&lt;br /&gt;
Her children and vassals are [[Illiaster]], [[Isod]], [[Searith]], [[Shof&#039;Uk]], and [[Singsafar]].&lt;/div&gt;</summary>
		<author><name>Rpadmin</name></author>
	</entry>
	<entry>
		<id>https://kharlia.com/index.php?title=Runes_of_Power&amp;diff=55</id>
		<title>Runes of Power</title>
		<link rel="alternate" type="text/html" href="https://kharlia.com/index.php?title=Runes_of_Power&amp;diff=55"/>
		<updated>2025-04-24T20:26:05Z</updated>

		<summary type="html">&lt;p&gt;Rpadmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;The Etchings of Power&#039;&#039; ==&lt;br /&gt;
Runes are the bones of magic—etched remnants of meaning drawn from the foundations of Creation itself. Each set of runes speaks to a different source, a different understanding of magic’s flow, purpose, and restraint. Though many cultures have developed their own systems, six major lineages of runes are known across the planes: [[Titans &amp;amp; Giants|Titan]], [[Faeries|Faerie]], [[Magic|Arcane]], [[Elves|Elven]], [[Dwarves|Dwarven]], and [[Vinnish]].&lt;br /&gt;
&lt;br /&gt;
=== Titan Runes ===&lt;br /&gt;
Titan Runes are the first runes, made by [[the Ancients]] and bound and cast to great Titans to shape and create with the Ancients’ chorus the planes and all creation. These runes are sacred and still rest upon the Titans not destroyed in the [[First War]]. Many were locked away. Some are willingly kept in stasis, others assist upon the [[Elemental Planes]], and a few are locked upon the [[The Material Plane|Material]]—bound in [[adamantine]], sleeping beneath mountains or seas.&lt;br /&gt;
&lt;br /&gt;
Their runes were first witnessed by the [[Ithians]] and, later after the [[The Cataclysm|Cataclysm]], the Dwarves. They are preserved at [[Ulren|Ulren’s]] Forge in the [[Bered’dûm, Plane of Earth|Hearthcore]], where Ulren uses them to help stabilise and continue the growth of all things. The Dwarves were inspired by these primordial marks, and attempted in ages past to copy and interpret them. Ancient arcane magics and druidcraft have their origins in part here too, drawn from these massive glyphs of raw, shaping intent.&lt;br /&gt;
&lt;br /&gt;
Titan Runes do not function like later forms—they are not merely magical. They are declarations of truth and form, bound into the bones of the world. They are said to thrum in the presence of great change, and glow faintly when a Titan stirs.&lt;br /&gt;
&lt;br /&gt;
=== Faerie Runes ===&lt;br /&gt;
Faerie Runes are the second runes made—motes of magical might formed to help control and direct mana along the [[leylines]]. They were cast in great nexus points, often on vertices of power where ley and life converge. Unlike the primal, monumental shapes of Titan Runes, Faerie Runes are intricate designs that mimic the flow of water and nature, of roots, vines, and tree-branching structures.&lt;br /&gt;
&lt;br /&gt;
They do not command reality, but coax it—guiding magic as one might train a vine along a trellis. They are the markings of the Narrative, the quiet hand that steers rather than reshapes. As such, Faerie Runes are the direct basis of Elven Runes, Arcane Runes, and Drudic Runeform. Their forms remain etched into ancient stones, sung into groves, or traced in glowing air by [[Sidhe]] nobles and spirits. They live with the land.&lt;br /&gt;
&lt;br /&gt;
Though less raw than Titan Runes, their grace and adaptability make them foundational. They are still found deep within [[Verda]], tied to the wild story of the world itself.&lt;br /&gt;
&lt;br /&gt;
=== Arcane Runes ===&lt;br /&gt;
Arcane Runes are based on Faerie and Titan Runes, as well as the understanding of shortcuts and simplified power by [[Ratamos]] and the [[Ithians]]. The third set of runes, though it would be expanded upon by man and other races after the Cataclysm, the foundation was set by Ratamos—the first magic-wielding mortal. The first set would be much different and much of it lost and only recovered in ruins later on.&lt;br /&gt;
&lt;br /&gt;
These runes vary greatly, having simplistic or intricate designs. Often bound in circles or forming layered sequences, they function through a blend of somatic, vocal, and material components, drawing power from Creation, the Narrative, and echoes of [[the Worldsong]]. Unlike Titan Runes, they are not truths unto themselves, but keys—methods of accessing and shaping power through precision and control.&lt;br /&gt;
&lt;br /&gt;
Arcane Runes were developed to allow magic to be taught, practised, and replicated. They became the backbone of mortal [[Magic|spellcraft]]. Many wizardly circles and magical schools have refined their own variants, and some believe entire branches of arcana remain undiscovered, hidden behind lost dialects of these foundational glyphs.&lt;br /&gt;
&lt;br /&gt;
=== Elven Runes ===&lt;br /&gt;
Elven Runes are the fourth runes made. After the Ithians, the Elves were the next race to grow close to the trees, the spirits, and the Courts of Faerie. As they rose into the first civilisations and were tasked with guiding and guarding nature, they crafted runes of their own—drawn from their understanding of Faerie Runes and the primitive Arcane forms, which they shaped into something graceful and enduring.&lt;br /&gt;
&lt;br /&gt;
Elven Runes added beauty, balance, and spiritual resonance. Many were carved into sacred trees, cliffs, or woven into living structures, and some became so integrated with nature that they remain bound to the land—motes of quiet power that can be drawn upon in times of great need. These sites still pulse with forgotten strength, awaiting the touch of an heir or a calling ritual.&lt;br /&gt;
&lt;br /&gt;
Elven runes also helped expand the language of magic itself, forming poetic expressions rather than pure incantations. Elven spellcasting is often a blend of gesture, memory, and harmony—tuned to the world’s rhythm, not simply its structure.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
==== Druidic Runeforms ====&lt;br /&gt;
A secretive offshoot of Elven Rune practice, Druidic Runeforms emerged when certain circles, especially those with deep ties to Dwarvenkind, began merging the flowing Faerie-Elven glyphs with the rooted permanence of Dwarven Keystones. The result was a hidden system of runes—closely tied to the land, its memory, and its change—that forms the secret language of the druidic circles.&lt;br /&gt;
&lt;br /&gt;
These runeforms are not invoked with speech or sigils, but are often carved into bark, laid in stones, braided into animal fur, or grown through seasons of natural care. They respond not to force, but to alignment with nature—activated by harmony, intent, and spiritual resonance.&lt;br /&gt;
&lt;br /&gt;
Known only within the circles, their meanings are rarely written and passed only by oral tradition, dream-speech, or initiation rites. Some druids believe these runeforms possess will, and that to misuse one invites the wrath of the land itself.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dwarven Runes ===&lt;br /&gt;
Dwarven Runes were the fifth runes, though dwarves argue they were also the fourth—just kept secret. Deep in the underground, as dwarves grew in power and were tasked with keeping safe the gaols of the Titans and other things buried below in their adamantine prisons, they came to study the runes etched in stone and metal. And, as any good dwarf would, they made modifications—improved upon them, in their own view. &lt;br /&gt;
&lt;br /&gt;
The first of these runes became known as The Keystones—runes that uphold all dwarven forge and craft. They empower their great anvils, forges, and stonework, allowing the shaping of tools and artefacts needed to build their incredible halls and strongholds. Some Keystones even stabilise caverns or sustain bridges in defiance of collapse. Later dwarven runes would try to mimic these to lesser degrees as to not be so potent or rich to be stolen or misused.&lt;br /&gt;
&lt;br /&gt;
Dwarves keep their runes extremely secret. They share them only with true dwarven friends, and some halls guard them even from rivals. A few have been lost entirely due to this possessiveness, buried too deep or forgotten as clans vanished. Yet some whisper that the deepest halls still hum with the old rune-work—alive beneath stone.&lt;br /&gt;
&lt;br /&gt;
=== Vinnish Runes ===&lt;br /&gt;
Lastly, after the Rift Crisis, when the Vinnish fell from the sky to help stop the Troll-King and other mad Titans breaking free, they came with loose knowledge of rough and crude Titan Runes. These were more primitive than even the earliest Arcane forms and worked only in rudimentary ways—etched not for elegance, but for survival.&lt;br /&gt;
&lt;br /&gt;
They served their purpose—to be inscribed on weapons, armour, and wardings to help take down their giantish foes. Though many of these were lost, a few remain, and they are still a wonder to elves and dwarves: that such crude marks could endure so long, and hold so much power.&lt;br /&gt;
&lt;br /&gt;
Many Vinnish Runes are tied intrinsically to the Vinnish [[Aspect|Aspects]], elemental forces rooted in the Narrative. They are blunt, but not blind—channelling old forces through sheer purpose. Some now rest in museums, relic vaults, or still-echoing battlefields, faintly glowing with their makers&#039; intent.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;Celestial and Infernal Runeforms - Script of the Divine&#039;&#039; ==&lt;br /&gt;
Though not true runes in the mortal sense, Celestial and Infernal runes represent the transcribed echoes of divine speech—utterances so potent they reshape reality. These glyphs are less a written language and more a form of divine transcription, capturing the resonance of the [[Evalius (Plane)|Heavens]] and the [[Nuzalheim|Hells]] in a mortal frame. They are not created through study but through revelation, ritual, or pact.&lt;br /&gt;
&lt;br /&gt;
=== Celestial Runes ===&lt;br /&gt;
Celestial Runes are not of mortal origin, nor were they ever meant to be wielded by mortal hands. They are fragments of divine utterance, recorded in script by those who serve higher powers in Evalius—beings such as the seraphim, the choir-born, and the angelic agents of [[Wol]], [[Setengar]], [[Lo]], and others. These runes echo with the music of order and harmony, structured to convey not merely meaning but unyielding law. They do not stem from the gods themselves, but from their appointed messengers, whose words reflect the will of the heavens without distortion.&lt;br /&gt;
&lt;br /&gt;
Such runes are found in relics and sites touched by divine order—inscribed upon the seals of sacred vaults, woven into the banners of holy crusades, or engraved into the great armatures of the Inevitables who dwell in [[the Far Courts]]. Their presence affirms cosmic truth, and their misuse risks immediate reprisal.&lt;br /&gt;
&lt;br /&gt;
Though mortals cannot truly wield Celestial Runes, certain symbols derived from them have found their way into arcane runes, especially those used in healing, abjuration, and rites of purification. These echoes—never complete—are often seen in magical wards against possession, in symbols that channel radiant energy, or in the marks that banish shadow. These are not true Celestial Runes, only interpretations of their form and cadence, diluted for mortal comprehension.&lt;br /&gt;
&lt;br /&gt;
To attempt the full rune is to trespass the boundary of mortal and divine. To emulate it with craft and care is to walk the edge of power, under the quiet gaze of higher judgement.&lt;br /&gt;
&lt;br /&gt;
=== Infernal Runes ===&lt;br /&gt;
Infernal Runes are the branded tongue of contract, shaped in the bowels of the ordered hells, where devils forge law into punishment and pact. Unlike the chaotic tongues of demons, Infernal script is precise and binding, each curve and hook designed to trap the soul, seal the gate, or enforce the terms of a curse with pitiless elegance. They are the runes of chains, flames, and debt—etched into ancient bindings, whispered during dark bargains, and worn as marks by those who serve or are owned.&lt;br /&gt;
&lt;br /&gt;
These runes are the bones of Hell’s law, be it [[Dearuhk]], [[Isod]], or [[Searith|Searith&#039;s]]. They endure even when the pact is broken, and linger long after the price has been paid. Devils do not forget their language, and neither do the stones or scrolls upon which it is carved.&lt;br /&gt;
&lt;br /&gt;
Though dangerous to invoke in full, parts of the Infernal script have bled into arcane runes over time, particularly among conjurers, warlocks, and pact-bound mages. Glyphs used to summon hellfire, bind extraplanar creatures, or compel obedience often mimic or adapt Infernal forms. A practiced eye might spot their influence in magical circles of summoning or in the branding marks left upon cursed artefacts.&lt;br /&gt;
&lt;br /&gt;
Still, these are but shadows of the true runes. The arcane imitation lacks the full weight of law, though it may still echo the heat. Use them often enough, and the real thing may come to take notice.&lt;/div&gt;</summary>
		<author><name>Rpadmin</name></author>
	</entry>
	<entry>
		<id>https://kharlia.com/index.php?title=General_Lore&amp;diff=54</id>
		<title>General Lore</title>
		<link rel="alternate" type="text/html" href="https://kharlia.com/index.php?title=General_Lore&amp;diff=54"/>
		<updated>2025-04-23T04:06:46Z</updated>

		<summary type="html">&lt;p&gt;Rpadmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;A summary of the deeper mechanisms, materials, and peculiarities that shape the world beneath the stories&#039;&#039; ==&lt;br /&gt;
An ongoing collection detailing the subtle workings and foundational truths of Valikorlia. Within, one may find the lesser-known principles and primordial mechanics that underpin the setting, from unique materials and rare crops to strange ideas, lost concepts, and ancient truths. These entries seek not only to inform but to reveal the strange fabric by which the world operates—its wonders, its laws, and its exceptions—drawn from every corner of [[The Material Plane|Kharlia]] and the planes beyond.&lt;br /&gt;
&lt;br /&gt;
Below are select concepts that define the workings and wonders of the Kharlian world:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- [[Calendar, Holidays, and Measurements]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- [[Celestial Bodies]] which circle the Material Plane&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- [[The Worldsong]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- [[The Narrative]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- [[Aspects]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- [[The Ancients]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- [[The Afterlife]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;[[The Grand Fate]]&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- [[The Dragon Dream]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- [[Curses]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- [[Runes of Power]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- [[Wondrous Materials]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- [[Insatiable Crops]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- [[The Pillars of Elemental Evil]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Rpadmin</name></author>
	</entry>
	<entry>
		<id>https://kharlia.com/index.php?title=Myths_%26_Legends&amp;diff=53</id>
		<title>Myths &amp; Legends</title>
		<link rel="alternate" type="text/html" href="https://kharlia.com/index.php?title=Myths_%26_Legends&amp;diff=53"/>
		<updated>2025-04-23T04:06:16Z</updated>

		<summary type="html">&lt;p&gt;Rpadmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;The Living Tales&#039;&#039; ==&lt;br /&gt;
In every corner of [[The Material Plane|Kharlia]], myths take root like stubborn weeds—some planted with purpose, others grown wild from the minds of old folk and dreamers. These tales range from whispered fables told round the hearth, to sacred rites upheld by forgotten cults, to sagas carved into stone by hands that no longer live. Many are unverified. Some are patently false. A few, perhaps, are more true than the world is ready to admit.&lt;br /&gt;
&lt;br /&gt;
But truth is not the only measure of power in Kharlia. Each tale, no matter how small or strange, carries weight through [[the Narrative]]—that great woven thread that guides story, fate, and belief. Some caught in the dream of [[Eda]]. Whether a myth is rooted in reality, half-remembered history, or sheer fabrication matters less than the echo it leaves behind. If enough believe it, the world may bend to it.&lt;br /&gt;
&lt;br /&gt;
Some legends are fragments of a greater truth, long buried beneath war, rewriting, or the silence of time. Others may be glimpses into things that could yet be, or perhaps should have been—alternate paths barely walked, futures that tug at the seams of now. There are stories that exist solely to inspire, tales crafted to lift hearts or harden resolve. And then there are the tales only a few believe, clung to by the mad, the visionary, or the damned. These are often the most dangerous of all.&lt;br /&gt;
&lt;br /&gt;
In Kharlia, the line between history and myth is thin, and often crossed in both directions. Wives’ tales and battlefield omens, celestial romances and doomsday prophecies—they all deserve a place in the telling. Because even the false can shape the real, and what is whispered long enough may yet wake something sleeping.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;- [[Vinnish Creation Myth|The Vinnish Creation Myth]]&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;- [[The House of Mercy|The Secret Legend of The House of Mercy]]&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Rpadmin</name></author>
	</entry>
	<entry>
		<id>https://kharlia.com/index.php?title=The_Worldsong&amp;diff=52</id>
		<title>The Worldsong</title>
		<link rel="alternate" type="text/html" href="https://kharlia.com/index.php?title=The_Worldsong&amp;diff=52"/>
		<updated>2025-04-23T04:05:52Z</updated>

		<summary type="html">&lt;p&gt;Rpadmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;The Chrous of Everything&#039;&#039; ==&lt;br /&gt;
In the beginning, there was only [[Xel (Plane)|Xel]], pure Chaos. From this void of unformed potential, the [[The Ancients|Ancients]] emerged. Whether they were born of it or had always existed is unknown. When [[Dearuhk|darkness]] met [[Setengar|light]], harmony was born. From that First Resonance, sound shaped into tune, the Ancients drew order from the primal noise. Reality was not forged with fire or stone, but with song: the pure act of creation that transformed raw noise into music.&lt;br /&gt;
&lt;br /&gt;
This eternal harmony is known as the Worldsong.&lt;br /&gt;
&lt;br /&gt;
It lies at the foundation of existence, resonating through all things. Creatures of Chaos—such as the [[Dael&#039;rend]]—despise music. It weakens them, for they are creatures of dissonance and silence, antithetical to the Worldsong’s order.&lt;br /&gt;
&lt;br /&gt;
The Worldsong is intimately tied to the [[Eda|Ethereal]]. Among [[Notable dragons|dragons]], [[Faeries|Fae]], bards, Shamans, and the Druids of [[Lo]], it is understood that the Ethereal reflects this projected harmony. Reality is seen as a shared orchestra, where thought, memory, and essence join with the physical world to create a single, evolving symphony. The world is not merely seen; it is heard, and felt, as a vast, living composition.&lt;br /&gt;
&lt;br /&gt;
Lo, goddess of bounty and natural balance, encourages this perspective. Her followers, druids, dryads, and other stewards of the wild, seek to nurture the melody, preserving the world as a fertile and harmonious material.&lt;br /&gt;
&lt;br /&gt;
The first mortal attempts to stabilise this harmony were guided by the god of civilisation, [[Xerxa]]. He was instrumental in shaping the Towers of Song, vast, fluted structures designed to catch wind, tide, and vibration, creating melodies that echoed across the land and sea. These towers did not merely produce sound; they anchored the Worldsong, warding against the dissonance of Chaos and aberrant realms.&lt;br /&gt;
&lt;br /&gt;
The oldest towers bear Xerxa’s influence. Their designs both elegant and resonant, reflected his divine insight into order, unity, and structure. It was through him that Elan, patron of music and sanctity, learned how to stabilise the song across regions of reality.&lt;br /&gt;
&lt;br /&gt;
But the [[The Cataclysm|Cataclysm]] changed everything.&lt;br /&gt;
&lt;br /&gt;
Xerxa’s death, or division, depending on the myth, fractured the divine unity. Without him, the divine capacity to maintain and rebuild the towers was severely diminished. Many fell to ruin. Some were shattered in the chaos. [[Elan|Elan’s]] efforts to restore them have been scattered and incomplete ever since.&lt;br /&gt;
&lt;br /&gt;
The [[Ipeiros]], a bird-like people devoted to Elan, were once the greatest builders and keepers of these structures. They raised great fluted cathedrals, crafted to resonate with the wind and tide. Coastal towers used the rising and falling sea to draw melody from motion, while inland towers harnessed storms and highland gales. Sea elf cultures, especially Syrenites, maintained aquatic equivalents, bizarre submerged temples that sang with the shifting tides.&lt;br /&gt;
&lt;br /&gt;
These towers served not only as divine instruments but also as wards, protecting whole territories from the corrupting influence of [[Searith]], goddess of entropy and discord, as well as from aberrant incursions and planar bleed. Their harmonies stabilised regions where reality was thin, and the Worldsong itself frayed.&lt;br /&gt;
&lt;br /&gt;
Even now, [[The Mortal Races|mortal cultures]]—those who survived or rose anew after the Cataclysm—have pieced together fragments of this ancient knowledge. The towers have been partially restored or reinvented in scattered corners of the world. But their full power remains elusive.&lt;br /&gt;
&lt;br /&gt;
Searith, ever the corrupter, works to erode the Worldsong. She opposes Elan’s efforts, turning melody into madness, and repurposing musical energies for profane ends. Her followers wield discordant notes, songs that unmake rather than shape. Her voice is the crack in the harmony, the disharmony in all things.&lt;br /&gt;
&lt;br /&gt;
Within this struggle, echoes of the past still ring.&lt;br /&gt;
&lt;br /&gt;
[[Unnorath]], a [[Dael&#039;rend]] of the deep, sings the Song of Unmaking, a dissonant melody that frays the fabric of the world. Sailors, perhaps unknowingly, began their tradition of sea-songs to drown out its influence, calling on the blessing of [[Syren]] to steady their course.&lt;br /&gt;
&lt;br /&gt;
Mystic bards, tuned to the secret harmonies of the Worldsong, can harness its power. They weave melody into magic, drawing motes of power from the ambient song of reality itself.&lt;br /&gt;
&lt;br /&gt;
Yet not all melodies are kind.&lt;br /&gt;
&lt;br /&gt;
Aberrations and other discordant things remain, creatures that do not play along, that hum their own alien notes, reshaping the world for ears that do not belong. Most are now only echoes, bouncing endlessly from long-dead voices—unslain, perhaps, but mostly forgotten.&lt;br /&gt;
&lt;br /&gt;
Still, the Worldsong endures.&lt;br /&gt;
&lt;br /&gt;
It harmonises naturally over time, a slow, resonant healing that undoes the silence of [[Nothing]] and the discord of Xel. The towers, of those that remain, serve to amplify this harmony, protecting and preserving what threads of order can yet be salvaged.&lt;/div&gt;</summary>
		<author><name>Rpadmin</name></author>
	</entry>
	<entry>
		<id>https://kharlia.com/index.php?title=The_Afterlife&amp;diff=51</id>
		<title>The Afterlife</title>
		<link rel="alternate" type="text/html" href="https://kharlia.com/index.php?title=The_Afterlife&amp;diff=51"/>
		<updated>2025-04-23T04:05:16Z</updated>

		<summary type="html">&lt;p&gt;Rpadmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;The Song Beyond the Veil&#039;&#039; ==&lt;br /&gt;
It is said the first to reveal death to the [[The Ancients|Ancients]] was [[Abzin]], a demonic titan of ruin whose mind cracked open in a moment of fiendish epiphany. He did not die in a mortal sense—he erupted, his essence collapsing into a void so pure it birthed a conceptual absence: Nothing. Yet even this Nothing could not remain unsullied, for Abzin&#039;s remnants clogged the vacuum, seeding it with a grotesque sediment now known as [[Abzinite]]. This infernal byproduct, layered in brimstone and hate, forms the base strata of the underworld—a plane made heavy with his undoing.&lt;br /&gt;
&lt;br /&gt;
At the start of the [[First War]], [[Altma]], who had stood against the Ancients choice of empowering [[Setengar]] and [[Dearuhk]] further, struck down [[Virvius]], god of history. Dearuhk and Setengar were not evil nor good then, but more primordial Light and Dark, vast and incomprehensible. Altma, consumed by a singular vision, gone mad as the myth is told, believed he alone could reshape fate. When he acted, others followed him—and when they failed, they were cast into the Abyss, where they remain imprisoned.&lt;br /&gt;
&lt;br /&gt;
Yet death to a god is not an end. In that instant, Virvius glimpsed all possible endings and futures—so vast a vision that he became their vessel. From god of history, he became [[Atropius]], god of death. To embody death is to die in truth, and so Virvius shed his name and passed beyond time, becoming the threshold through which all must pass.&lt;br /&gt;
&lt;br /&gt;
Yet even death was not alone. [[The Winter Court|Winter]], with its endless return, circled close to that domain. It did not claim death, but brushed its edges, making it the most mortal of the seasons. [[Sahn]], the goddess of Endings, took on the mantle in full. Where Atropius is death itself, she is its memory, its sorrow, its song. Her burden is heavy, her gaze steady. It is she who weighs the soul.&lt;br /&gt;
&lt;br /&gt;
Atropius, though gone from time, lingers like an echo. Where slaughter and grief pool thick, his energies bleed through, forming [[Atropals]]—half-born horrors that twist the dead into spectral amalgams. These abominations roam gravefields and battleplains, defiling the natural passing of spirits. Only the faithful of Sahn, through rites and fire, can banish them back into the [[Everdark]].&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;The Journey of the Soul&#039;&#039;&#039; ==&lt;br /&gt;
When a mortal dies, their essence does not immediately pass beyond. For three days, their spirit drifts between realms, awaiting judgement. It is during this time that the soul is weighed by Sahn at the threshold of the Everdark, where it meets the [[The Cold Dark (Plane)|Cold Dark]] beyond. The spirits guided by psychopomps , reapers, and other agents of Sahn to her domain.&lt;br /&gt;
&lt;br /&gt;
Soul Gates, luminous structures woven from memory and starlight, are used by psychopomps to usher the dead toward their judgement. These gates appear at vertices of great spiritual importance across the planes—sites of ancient death, love, sacrifice, or divine passage. Yet they are not infallible. Soul Gates can be tampered with, broken, or sealed, whether by mortal curses, planar disruptions, or by forces that feast upon the dead. In these places, souls linger far longer than they should.&lt;br /&gt;
&lt;br /&gt;
Some never make it. Ghosts remain burdened by unfinished business, or bound to the world by maledictions too deep for psychopomps to unravel. In war-torn lands and places of sorrow, they may be trapped entirely—coagulated into dreadful clusters by Atropial energies.&lt;br /&gt;
&lt;br /&gt;
For those who reach the Everdark, a trial of memory begins. They must wander the dream of their lives, coming to terms with their truth. Only when they do may they pass fully onward.&lt;br /&gt;
&lt;br /&gt;
Some rejoin the Great Cycle, their soulstuff returned to the world to be reshaped and reborn anew. Others are guided to their destined realms: the volcanic courts of [[Saurvold]], the dreamlike tides of [[Syren]], the radiant spires of [[Evalius (Plane)|Evalius]] helping to uplift and inspire the next generations, or the iron hells of [[Nuzalheim]]—where punishment is not always cruel—but always absolute. Among them is the Ortus Vitas, a prison for failed ascendants.&lt;br /&gt;
&lt;br /&gt;
Others still are pulled into the [[The Far Courts|Far Courts]] to help Law against Chaos and keep reality in check, entangled in divine pacts of Abyssal demons or strange fringe beings of power, celestial bargains, or empowering ancient bloodlines that feed on their own kin or peoples, becoming apart of their strength.&lt;br /&gt;
&lt;br /&gt;
A few are seized by [[Faeries|Faerie]], their souls bartered away to the Courts of [[Verda]]. Others are devoured outright—either by predators in the dark or by the collapsing folds of fate that cannot contain them.&lt;br /&gt;
&lt;br /&gt;
And some—those cursed, too broken, or defiled by Abzinite or Atropal touch—are simply unmade.&lt;br /&gt;
&lt;br /&gt;
Their song ends there.&lt;/div&gt;</summary>
		<author><name>Rpadmin</name></author>
	</entry>
	<entry>
		<id>https://kharlia.com/index.php?title=Runes_of_Power&amp;diff=50</id>
		<title>Runes of Power</title>
		<link rel="alternate" type="text/html" href="https://kharlia.com/index.php?title=Runes_of_Power&amp;diff=50"/>
		<updated>2025-04-23T04:04:56Z</updated>

		<summary type="html">&lt;p&gt;Rpadmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;The Etchings of Power&#039;&#039; ==&lt;br /&gt;
Runes are the bones of magic—etched remnants of meaning drawn from the foundations of Creation itself. Each set of runes speaks to a different source, a different understanding of magic’s flow, purpose, and restraint. Though many cultures have developed their own systems, six major lineages of runes are known across the planes: [[Titans &amp;amp; Giants|Titan]], [[Faeries|Faerie]], [[Magic|Arcane]], [[Elves|Elven]], [[Dwarves|Dwarven]], and [[Vinnish]].&lt;br /&gt;
&lt;br /&gt;
=== Titan Runes ===&lt;br /&gt;
Titan Runes are the first runes, made by [[the Ancients]] and bound and cast to great Titans to shape and create with the Ancients’ chorus the planes and all creation. These runes are sacred and still rest upon the Titans not destroyed in the [[First War]]. Many were locked away. Some are willingly kept in stasis, others assist upon the [[Elemental Planes]], and a few are locked upon the [[The Material Plane|Material]]—bound in [[adamantine]], sleeping beneath mountains or seas.&lt;br /&gt;
&lt;br /&gt;
Their runes were first witnessed by the [[Ithians]] and, later after the [[The Cataclysm|Cataclysm]], the Dwarves. They are preserved at [[Ulren|Ulren’s]] Forge in the [[Bered’dûm, Plane of Earth|Hearthcore]], where Ulren uses them to help stabilise and continue the growth of all things. The Dwarves were inspired by these primordial marks, and attempted in ages past to copy and interpret them. Ancient arcane magics and druidcraft have their origins in part here too, drawn from these massive glyphs of raw, shaping intent.&lt;br /&gt;
&lt;br /&gt;
Titan Runes do not function like later forms—they are not merely magical. They are declarations of truth and form, bound into the bones of the world. They are said to thrum in the presence of great change, and glow faintly when a Titan stirs.&lt;br /&gt;
&lt;br /&gt;
=== Faerie Runes ===&lt;br /&gt;
Faerie Runes are the second runes made—motes of magical might formed to help control and direct mana along the [[leylines]]. They were cast in great nexus points, often on vertices of power where ley and life converge. Unlike the primal, monumental shapes of Titan Runes, Faerie Runes are intricate designs that mimic the flow of water and nature, of roots, vines, and tree-branching structures.&lt;br /&gt;
&lt;br /&gt;
They do not command reality, but coax it—guiding magic as one might train a vine along a trellis. They are the markings of the Narrative, the quiet hand that steers rather than reshapes. As such, Faerie Runes are the direct basis of Elven Runes, Arcane Runes, and Drudic Runeform. Their forms remain etched into ancient stones, sung into groves, or traced in glowing air by [[Sidhe]] nobles and spirits. They live with the land.&lt;br /&gt;
&lt;br /&gt;
Though less raw than Titan Runes, their grace and adaptability make them foundational. They are still found deep within [[Verda]], tied to the wild story of the world itself.&lt;br /&gt;
&lt;br /&gt;
=== Arcane Runes ===&lt;br /&gt;
Arcane Runes are based on Faerie and Titan Runes, as well as the understanding of shortcuts and simplified power by [[Ratamos]] and the [[Ithians]]. The third set of runes, though it would be expanded upon by man and other races after the Cataclysm, the foundation was set by Ratamos—the first magic-wielding mortal. The first set would be much different and much of it lost and only recovered in ruins later on.&lt;br /&gt;
&lt;br /&gt;
These runes vary greatly, having simplistic or intricate designs. Often bound in circles or forming layered sequences, they function through a blend of somatic, vocal, and material components, drawing power from Creation, the Narrative, and echoes of [[the Worldsong]]. Unlike Titan Runes, they are not truths unto themselves, but keys—methods of accessing and shaping power through precision and control.&lt;br /&gt;
&lt;br /&gt;
Arcane Runes were developed to allow magic to be taught, practised, and replicated. They became the backbone of mortal spellcraft. Many wizardly circles and magical schools have refined their own variants, and some believe entire branches of arcana remain undiscovered, hidden behind lost dialects of these foundational glyphs.&lt;br /&gt;
&lt;br /&gt;
=== Elven Runes ===&lt;br /&gt;
Elven Runes are the fourth runes made. After the Ithians, the Elves were the next race to grow close to the trees, the spirits, and the Courts of Faerie. As they rose into the first civilisations and were tasked with guiding and guarding nature, they crafted runes of their own—drawn from their understanding of Faerie Runes and the primitive Arcane forms, which they shaped into something graceful and enduring.&lt;br /&gt;
&lt;br /&gt;
Elven Runes added beauty, balance, and spiritual resonance. Many were carved into sacred trees, cliffs, or woven into living structures, and some became so integrated with nature that they remain bound to the land—motes of quiet power that can be drawn upon in times of great need. These sites still pulse with forgotten strength, awaiting the touch of an heir or a calling ritual.&lt;br /&gt;
&lt;br /&gt;
Elven runes also helped expand the language of magic itself, forming poetic expressions rather than pure incantations. Elven spellcasting is often a blend of gesture, memory, and harmony—tuned to the world’s rhythm, not simply its structure.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
==== Druidic Runeforms ====&lt;br /&gt;
A secretive offshoot of Elven Rune practice, Druidic Runeforms emerged when certain circles, especially those with deep ties to Dwarvenkind, began merging the flowing Faerie-Elven glyphs with the rooted permanence of Dwarven Keystones. The result was a hidden system of runes—closely tied to the land, its memory, and its change—that forms the secret language of the druidic circles.&lt;br /&gt;
&lt;br /&gt;
These runeforms are not invoked with speech or sigils, but are often carved into bark, laid in stones, braided into animal fur, or grown through seasons of natural care. They respond not to force, but to alignment with nature—activated by harmony, intent, and spiritual resonance.&lt;br /&gt;
&lt;br /&gt;
Known only within the circles, their meanings are rarely written and passed only by oral tradition, dream-speech, or initiation rites. Some druids believe these runeforms possess will, and that to misuse one invites the wrath of the land itself.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dwarven Runes ===&lt;br /&gt;
Dwarven Runes were the fifth runes, though dwarves argue they were also the fourth—just kept secret. Deep in the underground, as dwarves grew in power and were tasked with keeping safe the gaols of the Titans and other things buried below in their adamantine prisons, they came to study the runes etched in stone and metal. And, as any good dwarf would, they made modifications—improved upon them, in their own view. &lt;br /&gt;
&lt;br /&gt;
The first of these runes became known as The Keystones—runes that uphold all dwarven forge and craft. They empower their great anvils, forges, and stonework, allowing the shaping of tools and artefacts needed to build their incredible halls and strongholds. Some Keystones even stabilise caverns or sustain bridges in defiance of collapse. Later dwarven runes would try to mimic these to lesser degrees as to not be so potent or rich to be stolen or misused.&lt;br /&gt;
&lt;br /&gt;
Dwarves keep their runes extremely secret. They share them only with true dwarven friends, and some halls guard them even from rivals. A few have been lost entirely due to this possessiveness, buried too deep or forgotten as clans vanished. Yet some whisper that the deepest halls still hum with the old rune-work—alive beneath stone.&lt;br /&gt;
&lt;br /&gt;
=== Vinnish Runes ===&lt;br /&gt;
Lastly, after the Rift Crisis, when the Vinnish fell from the sky to help stop the Troll-King and other mad Titans breaking free, they came with loose knowledge of rough and crude Titan Runes. These were more primitive than even the earliest Arcane forms and worked only in rudimentary ways—etched not for elegance, but for survival.&lt;br /&gt;
&lt;br /&gt;
They served their purpose—to be inscribed on weapons, armour, and wardings to help take down their giantish foes. Though many of these were lost, a few remain, and they are still a wonder to elves and dwarves: that such crude marks could endure so long, and hold so much power.&lt;br /&gt;
&lt;br /&gt;
Many Vinnish Runes are tied intrinsically to the Vinnish [[Aspect|Aspects]], elemental forces rooted in the Narrative. They are blunt, but not blind—channelling old forces through sheer purpose. Some now rest in museums, relic vaults, or still-echoing battlefields, faintly glowing with their makers&#039; intent.&lt;/div&gt;</summary>
		<author><name>Rpadmin</name></author>
	</entry>
	<entry>
		<id>https://kharlia.com/index.php?title=Elessod_(The_White_Moon)&amp;diff=49</id>
		<title>Elessod (The White Moon)</title>
		<link rel="alternate" type="text/html" href="https://kharlia.com/index.php?title=Elessod_(The_White_Moon)&amp;diff=49"/>
		<updated>2025-04-23T04:03:42Z</updated>

		<summary type="html">&lt;p&gt;Rpadmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;The Lover&#039;s Moon&#039;&#039; ==&lt;br /&gt;
Elessod, the pale moon that hangs above the world, was once the sundered eye of [[Yomir (Grey One)|Yomir]], a mighty Titan who loved the being known as [[Yitta (Grey One)|Kharlia]]—the great Titan whose body was shaped into the [[The Material Plane|Material Plane]]. In a vow forged in silence and sacrifice, Yomir swore that Kharlia would never dwell in eternal darkness, not even in death. When he fell during the [[First War]], his eye remained untouched by ruin, drifting into the heavens, gazing eternally down upon the world they once dreamed together.&lt;br /&gt;
&lt;br /&gt;
In the time that followed, the moon came to be known not for Yomir, but for Elessod, the hidden goddess of dreams. Her name veiled a deeper truth, for she was the child of Light and Dark, born of that ancient, forbidden love between opposing forces. In the aftermath of divine conflict, the world chose to forget her origins. The gods formed their Houses, history hardened, and Elessod was bound to the lonely moon—her prison, her throne, her sanctuary.&lt;br /&gt;
&lt;br /&gt;
Yet in time, a mortal reached her.&lt;br /&gt;
&lt;br /&gt;
[[Draco]], the philosopher, the seeker, the dreamer—he mused in a way the gods could not. His dreams stretched farther, deeper. And it was through dreams that [[Elessod (God)|Elessod]] found him. In the space between sleeping and waking, they met. They spoke. They loved. No other god had touched her so, and none ever would. The others, even in their envy, could not turn against him. His love was too pure, too vast. And when he died, the heavens bore him up, not to one star, but to many—his soul scattered among the [[The Draconic Veil|stars]] near Elessod’s moon. His children, the [[Notable Dragons|dragons]], fell like streaks of fire, blazing meteors seeded in the world below.&lt;br /&gt;
&lt;br /&gt;
Elessod was no longer alone. The dreams of countless mortals now reach her, shaping her realm. The City of Lune grew from these dreams—a strange, silver-lit sprawl of echoing towers and shifting streets, peopled by half-formed thoughts, forgotten memories, and dreamfolk who dwell in the mists between minds. It is one of the cleanest and most natural paths to the Astral Plane, a stepping stone between the Material and Ethereal, where ascendant mortals walk alongside ancient dreamers.&lt;br /&gt;
&lt;br /&gt;
There is said to be a Bridge to Lune, a place both real and unreal, found at the top of the world in the coldest, most remote reaches. It is watched by [[Nidhonngerithes|Niith]], son of Elessod and Draco, and the first and oldest White Dragon. None know when the Bridge was built, nor who first laid its stones—if indeed stones are what it’s made of at all. It is a thing of dreams as much as it is of frost and breath.&lt;br /&gt;
&lt;br /&gt;
Many do not know the truth behind the moons origins, only that it has always been there as a silent guardian of the night. A guide for many, and something to be wished upon before falling fast asleep. They know it&#039;s goodness and hold fast to it. It is sometimes called The Lover&#039;s Moon.&lt;br /&gt;
&lt;br /&gt;
The White Moon remains a symbol to mortals below—a reminder that tomorrow will come, and Evalius will rise again. Its light is soft but enduring. It waxes and wanes, a slow blink, and a quiet nod to the balance between [[Dearuhk]] and [[Setengar]], the Primordials of Dark and Light, whose presences still linger in the old, watching eye of Yomir.&lt;/div&gt;</summary>
		<author><name>Rpadmin</name></author>
	</entry>
	<entry>
		<id>https://kharlia.com/index.php?title=The_Ancients&amp;diff=48</id>
		<title>The Ancients</title>
		<link rel="alternate" type="text/html" href="https://kharlia.com/index.php?title=The_Ancients&amp;diff=48"/>
		<updated>2025-04-23T04:03:07Z</updated>

		<summary type="html">&lt;p&gt;Rpadmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;Those Who Shaped from the Song&#039;&#039; ==&lt;br /&gt;
The Ancients are not gods, nor spirits, nor even stories in the proper sense. They are older than myth, older than the [[First War]], older than the first titan to shape the earth or the first whisper of mortal thought. They came not from the planes, but from beyond them—emerging from [[Xel]], the Chaos Before, a realm of unformed potential, where meaning did not exist, and will could not stand.&lt;br /&gt;
&lt;br /&gt;
They were the first to bring form to the formless.&lt;br /&gt;
&lt;br /&gt;
It is said the Ancients did not speak, but sang—not with voice, but with harmonies that stitched law into being. From the swirling, unbearable entropy of Xel, they wove the first Notes, binding together threads of raw energy and force. In so doing, they revealed the primordial energies that would become foundation stones of all things—[[Setengar]], the First Light, and [[Dearuhk]], the First Darkness. These were not beings as much as states—discovered, not created—and from the tension between them, the Ancients found the resonance of creation.&lt;br /&gt;
&lt;br /&gt;
They carved the planes not with tools, but with Song and [[Aspects|Aspect]], drawing upon the truths they uncovered to harmonise wild chaos into shape: Time, Space, Thought, Death, and Dream. Each note of their Work gave rise to new planes, beings, and laws—the [[The Worldsong|Worldsong]], still faintly echoing through all of reality. Where the gods now act through worship and Impetus, the Ancients wrought without audience, without altar. They needed no belief to be real. This would later be the foundation of [[The Narrative]].&lt;br /&gt;
&lt;br /&gt;
Yet they are gone.&lt;br /&gt;
&lt;br /&gt;
Whether they vanished into their work, retreated beyond the [[The Afterlife|Great Cycle]], or were unmade by its completion is not known. Their absence is felt only in how their influence persists. The [[Titans &amp;amp; Giants|Titans]] bear their [[Runes of Power|Rune]]-marks. Faeries tasked by their bidding. The [[Notable Dragons|great dragons]] remember fragments in dream. Even the gods acknowledge, in rare, hushed tones, that the firmament they uphold is not theirs, but something far older.&lt;br /&gt;
&lt;br /&gt;
Some claim the Ancients still exist, unreachable in the Deep Veil between planes in the distant [[Astral Sea]]. Others believe they dissolved into the Song itself—each note of power, each law of nature, a fossil of their will. A rare few heretics whisper that one or two of them remain, watching, silent, refusing to interfere even as the planes buckle and fray. Not for cruelty, but for principle. Their work was not to control, but to begin.&lt;br /&gt;
&lt;br /&gt;
Unlike the [[Abyssals]], who claw at the walls of relevance, or the [[gods]], who rise through belief, the Ancients represented something else entirely: the first impulse of order, the shaping of formless truth. They are not worshipped, for they would not hear it. They are not known, for they left behind no faces, only echoes.&lt;br /&gt;
&lt;br /&gt;
Yet every Rune, every [[Magic|Spell]], every Circle, and every Law that holds a plane together carries their resonance. For without the Ancients, there would be no world to rule, no soul to save, no chaos to battle.&lt;br /&gt;
&lt;br /&gt;
They are not remembered. &lt;br /&gt;
&lt;br /&gt;
But all things remember them.&lt;/div&gt;</summary>
		<author><name>Rpadmin</name></author>
	</entry>
	<entry>
		<id>https://kharlia.com/index.php?title=The_Ancients&amp;diff=47</id>
		<title>The Ancients</title>
		<link rel="alternate" type="text/html" href="https://kharlia.com/index.php?title=The_Ancients&amp;diff=47"/>
		<updated>2025-04-23T04:02:53Z</updated>

		<summary type="html">&lt;p&gt;Rpadmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Those Who Shaped from the Song&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Ancients are not gods, nor spirits, nor even stories in the proper sense. They are older than myth, older than the [[First War]], older than the first titan to shape the earth or the first whisper of mortal thought. They came not from the planes, but from beyond them—emerging from [[Xel]], the Chaos Before, a realm of unformed potential, where meaning did not exist, and will could not stand.&lt;br /&gt;
&lt;br /&gt;
They were the first to bring form to the formless.&lt;br /&gt;
&lt;br /&gt;
It is said the Ancients did not speak, but sang—not with voice, but with harmonies that stitched law into being. From the swirling, unbearable entropy of Xel, they wove the first Notes, binding together threads of raw energy and force. In so doing, they revealed the primordial energies that would become foundation stones of all things—[[Setengar]], the First Light, and [[Dearuhk]], the First Darkness. These were not beings as much as states—discovered, not created—and from the tension between them, the Ancients found the resonance of creation.&lt;br /&gt;
&lt;br /&gt;
They carved the planes not with tools, but with Song and [[Aspects|Aspect]], drawing upon the truths they uncovered to harmonise wild chaos into shape: Time, Space, Thought, Death, and Dream. Each note of their Work gave rise to new planes, beings, and laws—the [[The Worldsong|Worldsong]], still faintly echoing through all of reality. Where the gods now act through worship and Impetus, the Ancients wrought without audience, without altar. They needed no belief to be real. This would later be the foundation of [[The Narrative]].&lt;br /&gt;
&lt;br /&gt;
Yet they are gone.&lt;br /&gt;
&lt;br /&gt;
Whether they vanished into their work, retreated beyond the [[The Afterlife|Great Cycle]], or were unmade by its completion is not known. Their absence is felt only in how their influence persists. The [[Titans &amp;amp; Giants|Titans]] bear their [[Runes of Power|Rune]]-marks. Faeries tasked by their bidding. The [[Notable Dragons|great dragons]] remember fragments in dream. Even the gods acknowledge, in rare, hushed tones, that the firmament they uphold is not theirs, but something far older.&lt;br /&gt;
&lt;br /&gt;
Some claim the Ancients still exist, unreachable in the Deep Veil between planes in the distant [[Astral Sea]]. Others believe they dissolved into the Song itself—each note of power, each law of nature, a fossil of their will. A rare few heretics whisper that one or two of them remain, watching, silent, refusing to interfere even as the planes buckle and fray. Not for cruelty, but for principle. Their work was not to control, but to begin.&lt;br /&gt;
&lt;br /&gt;
Unlike the [[Abyssals]], who claw at the walls of relevance, or the [[gods]], who rise through belief, the Ancients represented something else entirely: the first impulse of order, the shaping of formless truth. They are not worshipped, for they would not hear it. They are not known, for they left behind no faces, only echoes.&lt;br /&gt;
&lt;br /&gt;
Yet every Rune, every [[Magic|Spell]], every Circle, and every Law that holds a plane together carries their resonance. For without the Ancients, there would be no world to rule, no soul to save, no chaos to battle.&lt;br /&gt;
&lt;br /&gt;
They are not remembered. &lt;br /&gt;
&lt;br /&gt;
But all things remember them.&lt;/div&gt;</summary>
		<author><name>Rpadmin</name></author>
	</entry>
	<entry>
		<id>https://kharlia.com/index.php?title=General_Lore&amp;diff=46</id>
		<title>General Lore</title>
		<link rel="alternate" type="text/html" href="https://kharlia.com/index.php?title=General_Lore&amp;diff=46"/>
		<updated>2025-04-23T04:00:26Z</updated>

		<summary type="html">&lt;p&gt;Rpadmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== &#039;&#039;&#039;&amp;lt;big&amp;gt;General Lore of Valikorlia&amp;lt;/big&amp;gt;&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;A summary of the deeper mechanisms, materials, and peculiarities that shape the world beneath the stories.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An ongoing collection detailing the subtle workings and foundational truths of Valikorlia. Within, one may find the lesser-known principles and primordial mechanics that underpin the setting, from unique materials and rare crops to strange ideas, lost concepts, and ancient truths. These entries seek not only to inform but to reveal the strange fabric by which the world operates—its wonders, its laws, and its exceptions—drawn from every corner of [[The Material Plane|Kharlia]] and the planes beyond.&lt;br /&gt;
&lt;br /&gt;
Below are select concepts that define the workings and wonders of the Kharlian world:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- [[Calendar, Holidays, and Measurements]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- [[Celestial Bodies]] which circle the Material Plane&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- [[The Worldsong]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- [[The Narrative]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- [[Aspects]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- [[The Ancients]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- [[The Afterlife]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;[[The Grand Fate]]&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- [[The Dragon Dream]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- [[Curses]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- [[Runes of Power]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- [[Wondrous Materials]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- [[Insatiable Crops]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- [[The Pillars of Elemental Evil]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Rpadmin</name></author>
	</entry>
	<entry>
		<id>https://kharlia.com/index.php?title=General_Lore&amp;diff=45</id>
		<title>General Lore</title>
		<link rel="alternate" type="text/html" href="https://kharlia.com/index.php?title=General_Lore&amp;diff=45"/>
		<updated>2025-04-23T03:59:38Z</updated>

		<summary type="html">&lt;p&gt;Rpadmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== &#039;&#039;&#039;&amp;lt;big&amp;gt;General Lore of Valikorlia&amp;lt;/big&amp;gt;&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;A summary of the deeper mechanisms, materials, and peculiarities that shape the world beneath the stories.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An ongoing collection detailing the subtle workings and foundational truths of Valikorlia. Within, one may find the lesser-known principles and primordial mechanics that underpin the setting, from unique materials and rare crops to strange ideas, lost concepts, and ancient truths. These entries seek not only to inform but to reveal the strange fabric by which the world operates—its wonders, its laws, and its exceptions—drawn from every corner of [[The Material Plane|Kharlia]] and the planes beyond.&lt;br /&gt;
&lt;br /&gt;
Below are select concepts that define the workings and wonders of the Kharlian world:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- [[Calendar, Holidays, and Measurements]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- [[Celestial Bodies]] which circle the Material Plane&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- [[The Worldsong]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- [[The Narrative]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- [[Aspects]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- [[The Ancients]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- [[The Afterlife]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;[[The Grand Fate]]&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- [[The Dragon Dreams|Dragon Dreams]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- [[Curses]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- [[Runes of Power]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- [[Wondrous Materials]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- [[Insatiable Crops]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- [[The Pillars of Elemental Evil]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Rpadmin</name></author>
	</entry>
	<entry>
		<id>https://kharlia.com/index.php?title=The_Culmination_at_the_End_of_All_Things&amp;diff=44</id>
		<title>The Culmination at the End of All Things</title>
		<link rel="alternate" type="text/html" href="https://kharlia.com/index.php?title=The_Culmination_at_the_End_of_All_Things&amp;diff=44"/>
		<updated>2025-04-23T03:58:55Z</updated>

		<summary type="html">&lt;p&gt;Rpadmin: Created page with &amp;quot;After all the years have been counted, and every potential across every branch of time has burned away, Xel too shall die. The Great Weave of being, unspooled at last, collapses in upon itself, and what remains is not a ruin but a convergence: the final flicker of existence compressed into a minuscule white star—silent, radiant, perfect. This is the Culmination at the End of All Things.  Around it stretches the infinite vastness of the Nothing, a blac...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After all the years have been counted, and every potential across every branch of time has burned away, [[Xel (God)|Xel]] too shall die. The Great Weave of being, unspooled at last, collapses in upon itself, and what remains is not a ruin but a convergence: the final flicker of existence compressed into a minuscule white star—silent, radiant, perfect. This is the Culmination at the End of All Things.&lt;br /&gt;
&lt;br /&gt;
Around it stretches the infinite vastness of [[the Nothing]], a blackness not of shade but of unbeing, where even memory cannot reach. Opposite this eternal void, the white star gleams as the final remnant of Xel’s will, a sun of all that might have been. Upon its surface, there is a single keyhole—a paradox, a symbol, a truth. It is the door to the last trial, a gate to the final confrontation.&lt;br /&gt;
&lt;br /&gt;
Here, at the end of all things, two great draconic philosophies converge in a final choice: [[The Grand Fate|All Are One, or One Above All]]. It is a question older than the stars, and one that can only be answered by the perfect, the peerless, the culmination of all skill, knowledge, and soul. The bearer of the key—earned, not given—may turn it and step through.&lt;br /&gt;
&lt;br /&gt;
To pass this threshold is to depart all of reality, to understand it wholly, to see it from the outside and within. It is the Grand Fate, the destination of [[the Dragon Dream]], the moment where the Final Knowing breathes life into something beyond existence itself.&lt;br /&gt;
&lt;br /&gt;
What lies beyond cannot be described by the denizens of the before—only glimpsed, perhaps, in dreams of golden dawns and endings that feel like beginnings.&lt;/div&gt;</summary>
		<author><name>Rpadmin</name></author>
	</entry>
	<entry>
		<id>https://kharlia.com/index.php?title=The_Dragon_Dream&amp;diff=43</id>
		<title>The Dragon Dream</title>
		<link rel="alternate" type="text/html" href="https://kharlia.com/index.php?title=The_Dragon_Dream&amp;diff=43"/>
		<updated>2025-04-23T03:57:27Z</updated>

		<summary type="html">&lt;p&gt;Rpadmin: Created page with &amp;quot;In the age of myth, when Draco first soared across the skies as the first mortal, it was not in flight but in sleep that his greatest musings took shape. His dreams gave rise to visions of life, reality, desire, and meaning—reflections so potent they led him to Elessod, goddess of dreams. From their love were born the first dragons, who fell from the stars in elemental meteorite-eggs, tied not only to the world of Eda but t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the age of myth, when [[Draco]] first soared across the skies as the first mortal, it was not in flight but in sleep that his greatest musings took shape. His dreams gave rise to visions of life, reality, desire, and meaning—reflections so potent they led him to [[Elessod (God)|Elessod]], goddess of dreams. From their love were born the [[Notable Dragons|first dragons]], who fell from the stars in elemental meteorite-eggs, tied not only to the world of [[Eda]] but to the sleeping realm that binds it.&lt;br /&gt;
&lt;br /&gt;
The Dragon Dream is a hidden current within the greater flow of Eda, an invisible network accessible to all dragonkind. Within it, dreams become more than rest—they are paths to prophecy, communion, and deeper understanding of the Grand Fate. Dragons use the Dream to send warnings across planes, share visions, press meaning into symbols, and convene even when separated by vast stretches of time and space. Their slumber is not idleness, but seeking.&lt;br /&gt;
&lt;br /&gt;
Some dragons become lost in the Dream, sleeping for centuries as their bodies turn to stone or crystal. Others awaken to master it, walking unbidden into the dreams of others—rare and fearsome powers that mark the most dangerous of their kind. The greatest dragons cannot be found in dreams unless they will it, their presence concealed behind ancient will.&lt;br /&gt;
&lt;br /&gt;
Even fledgling wyrmlings traverse the Dream before their first flight. It is an inheritance shared by metallic, chromatic, gem, and deep dragons alike—wanted or not. Those cut off from it, by curse or madness, often unravel.&lt;br /&gt;
&lt;br /&gt;
It is said [[Meridiallas]], who forged totems from the corpses of slain dragons, did not merely increase her physical might, but grew her dominion over the Dream itself. Her reach toward [[the Grand Fate]] made her terrifying even to ancient wyrms, for she understood the fabric of reality as few others could.&lt;br /&gt;
&lt;br /&gt;
On rare occasions, a dragon might commune with Elessod herself—or even with Draco, in times of great need. Sorcerers of draconic lineage sometimes brush the edge of the Dream in brief flashes, though the experience is diluted and fleeting. [[Draconids]] created by [[Oungmund]] cannot enter the Dream, and instead slumber to the haunting whispers of Meridiallas.&lt;br /&gt;
&lt;br /&gt;
There are tales of humans waking with fevered eyes, bloodied noses, and the remnants of dreams they cannot explain—visions sent by dragons through the Dream’s weave. Such messages are rarely understood, yet they linger, changing those who receive them in subtle, ineffable ways.&lt;/div&gt;</summary>
		<author><name>Rpadmin</name></author>
	</entry>
	<entry>
		<id>https://kharlia.com/index.php?title=The_Grand_Fate&amp;diff=42</id>
		<title>The Grand Fate</title>
		<link rel="alternate" type="text/html" href="https://kharlia.com/index.php?title=The_Grand_Fate&amp;diff=42"/>
		<updated>2025-04-23T03:55:40Z</updated>

		<summary type="html">&lt;p&gt;Rpadmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Grand Fate was set into motion when [[the Ancients]] brought order and [[Impetus]] from [[Xel (Plane)|Xel]]. It is a hidden architecture behind all reality, a divine current flowing through all things. At its core lies The Final Place, a seal known only to the highest mystics and celestial beings. This place can only be opened by an individual, or group, who has reached an unparalleled state of enlightenment.&lt;br /&gt;
&lt;br /&gt;
Across many immaterial planes, a constant can be seen in the far distance: The [[Evalius (Plane)|Everlight]]. A white sun that blazes impossibly far away, it is the celestial embodiment of the Grand Fate. Those who draw near it often find themselves elevated, transformed, ascending to higher states of being that allow freer traversal across planes. It is both symbol and destination—reality’s road toward enlightenment.&lt;br /&gt;
&lt;br /&gt;
In his mortal life, [[Draco]] was among the first to ponder deeply the nature of existence, asking what reality is and why it must be. His search for meaning led to the discovery of the Grand Fate. Even in death, when he rose to the [[Draconic Veil|stars]], his journey was not solely to be near his love, [[Elessod (God)|Elessod]], on the [[Elessod (The White Moon)|white moon]], it was a striving to reach the Everlight itself.&lt;br /&gt;
&lt;br /&gt;
The understanding of the Grand Fate has caused a divide that echoes across generations, even splitting the once-unified dragons into the metallic and chromatic flights. Two dominant schools of thought rose from this divide:&amp;lt;blockquote&amp;gt;&lt;br /&gt;
=== &#039;&#039;- All Are One&#039;&#039; – ===&lt;br /&gt;
The belief that all beings, regardless of distance, form, or origin, are on the same path, moving toward a shared, transcendent goal. Unity through understanding, acceptance, and difference is the key to harmony. It is a lofty, near-impossible ideal, but one said to resonate with the ancient song of creation.&lt;br /&gt;
&lt;br /&gt;
=== - One Above All – ===&lt;br /&gt;
The belief that ultimate clarity and purpose can only be achieved through a singular, absolute vision. One ruler, one guiding mind, unburdened by conflict or discord. Only in the silence of a unified will can the truth of reality be fully known.&amp;lt;/blockquote&amp;gt;There are variations, such as the Locked Horns, a tenet that embraces rivalry, two competing powers pushing one another toward perfection, sharpening themselves through eternal contest.&lt;br /&gt;
&lt;br /&gt;
The dragons still dream of these philosophies. [[The Dragon Dream]] is deeply tied to the search for universal truth, the pursuit of the Grand Fate. Elessod’s Dream, experienced by mortals, also touches upon these ideas, though it leans more toward the personal and poetic, shaped in part by the ever-growing Narrative.&lt;br /&gt;
&lt;br /&gt;
Monks across the world, from [[Suiriku]] to [[Meridiem]], study the Grand Fate through rigorous meditation and ascetic practice. For many, it is the very purpose of reality—a destination, a truth, a law above all laws.&lt;br /&gt;
&lt;br /&gt;
Those who dedicate themselves to its path sometimes find themselves gifted with glimpses of the future, flashes of possibility. Through the Grand Fate, one may gain not only understanding but the ability to bend fate, altering potential outcomes to bring and bend their desires into being. This foresight is not prophecy in the traditional sense, but a powerful form of alignment, seeing the currents beneath the surface of time. It can both predict future near and far depending on the strength of will on those who meditate in such a way.&lt;br /&gt;
&lt;br /&gt;
Many ascended mortals, including [[Notable Dragons|dragons]], can be potentially ageless through the flow of Impetus created along this path of Enlightenment.&lt;br /&gt;
&lt;br /&gt;
There is a theory that [[The Culmination at the End of All Things]] is where the Grand Fate lay.&lt;/div&gt;</summary>
		<author><name>Rpadmin</name></author>
	</entry>
	<entry>
		<id>https://kharlia.com/index.php?title=The_Grand_Fate&amp;diff=41</id>
		<title>The Grand Fate</title>
		<link rel="alternate" type="text/html" href="https://kharlia.com/index.php?title=The_Grand_Fate&amp;diff=41"/>
		<updated>2025-04-23T03:54:17Z</updated>

		<summary type="html">&lt;p&gt;Rpadmin: Created page with &amp;quot;The Grand Fate was set into motion when the Ancients brought order and Impetus from Xel. It is a hidden architecture behind all reality, a divine current flowing through all things. At its core lies The Final Place, a seal known only to the highest mystics and celestial beings. This place can only be opened by an individual, or group, who has reached an unparalleled state of enlightenment.  Across many immaterial planes, a constant can be seen in...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Grand Fate was set into motion when [[the Ancients]] brought order and [[Impetus]] from [[Xel (Plane)|Xel]]. It is a hidden architecture behind all reality, a divine current flowing through all things. At its core lies The Final Place, a seal known only to the highest mystics and celestial beings. This place can only be opened by an individual, or group, who has reached an unparalleled state of enlightenment.&lt;br /&gt;
&lt;br /&gt;
Across many immaterial planes, a constant can be seen in the far distance: The [[Evalius (Plane)|Everlight]]. A white sun that blazes impossibly far away, it is the celestial embodiment of the Grand Fate. Those who draw near it often find themselves elevated, transformed, ascending to higher states of being that allow freer traversal across planes. It is both symbol and destination—reality’s road toward enlightenment.&lt;br /&gt;
&lt;br /&gt;
In his mortal life, [[Draco]] was among the first to ponder deeply the nature of existence, asking what reality is and why it must be. His search for meaning led to the discovery of the Grand Fate. Even in death, when he rose to the [[Draconic Veil|stars]], his journey was not solely to be near his love, [[Elessod (God)|Elessod]], on the [[Elessod (The White Moon)|white moon]], it was a striving to reach the Everlight itself.&lt;br /&gt;
&lt;br /&gt;
The understanding of the Grand Fate has caused a divide that echoes across generations, even splitting the once-unified dragons into the metallic and chromatic flights. Two dominant schools of thought rose from this divide:&amp;lt;blockquote&amp;gt;&lt;br /&gt;
=== &#039;&#039;- All Are One&#039;&#039; – ===&lt;br /&gt;
The belief that all beings, regardless of distance, form, or origin, are on the same path, moving toward a shared, transcendent goal. Unity through understanding, acceptance, and difference is the key to harmony. It is a lofty, near-impossible ideal, but one said to resonate with the ancient song of creation.&lt;br /&gt;
&lt;br /&gt;
=== - One Above All – ===&lt;br /&gt;
The belief that ultimate clarity and purpose can only be achieved through a singular, absolute vision. One ruler, one guiding mind, unburdened by conflict or discord. Only in the silence of a unified will can the truth of reality be fully known.&amp;lt;/blockquote&amp;gt;There are variations, such as the Locked Horns, a tenet that embraces rivalry, two competing powers pushing one another toward perfection, sharpening themselves through eternal contest.&lt;br /&gt;
&lt;br /&gt;
The dragons still dream of these philosophies. [[The Dragon Dream]] is deeply tied to the search for universal truth, the pursuit of the Grand Fate. Elessod’s Dream, experienced by mortals, also touches upon these ideas, though it leans more toward the personal and poetic, shaped in part by the ever-growing Narrative.&lt;br /&gt;
&lt;br /&gt;
Monks across the world, from [[Suiriku]] to [[Meridiem]], study the Grand Fate through rigorous meditation and ascetic practice. For many, it is the very purpose of reality—a destination, a truth, a law above all laws.&lt;br /&gt;
&lt;br /&gt;
Those who dedicate themselves to its path sometimes find themselves gifted with glimpses of the future, flashes of possibility. Through the Grand Fate, one may gain not only understanding but the ability to bend fate, altering potential outcomes to bring and bend their desires into being. This foresight is not prophecy in the traditional sense, but a powerful form of alignment, seeing the currents beneath the surface of time. It can both predict future near and far depending on the strength of will on those who meditate in such a way.&lt;br /&gt;
&lt;br /&gt;
Many ascended mortals, including [[Notable Dragons|dragons]], can be potentially ageless through the flow of Impetus created along this path of Enlightenment.&lt;/div&gt;</summary>
		<author><name>Rpadmin</name></author>
	</entry>
	<entry>
		<id>https://kharlia.com/index.php?title=Aspects&amp;diff=40</id>
		<title>Aspects</title>
		<link rel="alternate" type="text/html" href="https://kharlia.com/index.php?title=Aspects&amp;diff=40"/>
		<updated>2025-04-23T03:48:21Z</updated>

		<summary type="html">&lt;p&gt;Rpadmin: Created page with &amp;quot;Aspects are what set heroes and those who bring great change into the world apart from the common folk. Fated by chance, these Aspects are sometimes born into individuals or granted through acts of significance. A priest might offer a fateful prayer beneath a comet and, in doing so, become imbued with an Aspect—one that may, from time to time, be gifted to members of their congregation.  Aspects are governed by Myria, the goddess of luck. She plays no favourites. S...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Aspects are what set heroes and those who bring great change into the world apart from the common folk. Fated by chance, these Aspects are sometimes born into individuals or granted through acts of significance. A priest might offer a fateful prayer beneath a comet and, in doing so, become imbued with an Aspect—one that may, from time to time, be gifted to members of their congregation.&lt;br /&gt;
&lt;br /&gt;
Aspects are governed by [[Myria]], the goddess of luck. She plays no favourites. She places Aspects seemingly at random, driven by whim, curiosity, or chance. Some who bear Aspects may never realise their purpose, never awaken to the greater path laid before them. Others, born without such gifts, may defy fate itself, rising to take on the role and weight of an Aspect never meant for them.&lt;br /&gt;
&lt;br /&gt;
Each Aspect is unique, yet echoes can be seen. Many great crafters across the ages have borne Aspects of Creation, though expressed in wildly different forms, some in divine artistry, others in brutal innovation.&lt;br /&gt;
&lt;br /&gt;
Consider the tale of a recurring huntsman and a cursed beast, bound by fate to clash across generations. In one telling, the huntsman carries the heroic Aspect of the Sentry, a stalwart guardian destined to stand against the beast&#039;s corruption. Yet in another telling, a darker path is taken—the hunter loses the Sentry’s light, adopting instead the skin-collecting Aspect of the Peltmonger. Still, fate draws them back together. The Sentry, as an Aspect, passes on to another: a child who once watched from the trees, now fated to rise in the hunter’s place.&lt;br /&gt;
&lt;br /&gt;
Or imagine a famed volcano, its wrathful eruptions legend. The Aspect tied to such a force is rare, usually granted to the mighty [[Titans and G|Giantkin]]. Yet one day it awakens in a rage-fuelled barbarian, raised in the shadow of that very mountain. His anger simmers like molten stone, and in battle, the air around him seems to boil. A Vinnish child, born under an auspicious moon, may likewise burn with an Aspect typically seen only in elementals, fuelling a soul destined to shine brighter than most. The Aspect draws from their life-force, burning it like fuel, yet in doing so, forges a story of such fury and power that it cannot help but be remembered.&lt;br /&gt;
&lt;br /&gt;
Aspects are not only power, they are story. They are what makes legends echo through time, what gives shape to fate, and what allows even the smallest soul to rise and change the world.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Aspect Examples:&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Rpadmin</name></author>
	</entry>
	<entry>
		<id>https://kharlia.com/index.php?title=The_Narrative&amp;diff=39</id>
		<title>The Narrative</title>
		<link rel="alternate" type="text/html" href="https://kharlia.com/index.php?title=The_Narrative&amp;diff=39"/>
		<updated>2025-04-23T03:45:56Z</updated>

		<summary type="html">&lt;p&gt;Rpadmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Narrative is the mystical contract through which the planes, and the beings bound to them like the fey and other non-mortals, are woven together. When the First Death occurred during the [[First War]], and [[Virvius]] fell to [[Altma|Altma&#039;s]] blade, he tumbled through the planes and, in doing so, birthed the concept of beginnings, the journey, and endings. Thus, The Narrative began.&lt;br /&gt;
&lt;br /&gt;
This moment irrevocably changed the [[Faeries|faerie]], the ancient tenders of the [[Leylines]]. No longer did they simply safeguard magic—they began to safeguard story. And The Narrative only continued to grow.&lt;br /&gt;
&lt;br /&gt;
When [[Draco]], the first [[The Mortal Races|mortal]], soared the skies of the primordial [[The Material Plane|Material Plane]], he encountered great beasts, demi-gods, and forces older than time. He introduced the idea of mortal choice, of a mortal&#039;s story. This became the envy of all, for mortals were not bound. They could change. They could grow. Even the [[gods]] envied such power. Draco’s own ascension introduced the concept of existence after death, a true gift.&lt;br /&gt;
&lt;br /&gt;
Then came the [[Ithians]], led by [[Ratamos]]. They gifted magic to the world, an act of great ambition and greater failure, for they tampered with forces beyond their comprehension, beyond even the gods. Their hubris led to [[the Cataclysm]], and from it, calamity. Yet The Narrative held strong.&lt;br /&gt;
&lt;br /&gt;
When the gods reshaped the Material and created the mortal races, they did so—perhaps unknowingly—inspired by the stories of the Ithians. Those who dwelt by stone became the hardy, stout folk who would become the dwarves. The elegant, agile beings of the trees became the elves. Even if the gods were unaware, The Narrative helped guide their hands.&lt;br /&gt;
&lt;br /&gt;
As the mortal races grew, becoming more intricate and nuanced, so too did The Narrative. Faeries began to take on Mantles, roles shaped by myths and legends. Seasons became tied to the elemental planes: [[The Summer Court|Summer]] to [[Pulse]] and [[Evalius (The Plane)|Light]], [[The Winter Court|Winter]] to [[Atrophy]] and [[Everdark|Dark]], [[The Autumnal Courts|Autumn]] and [[The Spring Court|Spring]] to the continuous [[Impetus]] of change, the [[Eda|Grey]] between. [[Verda]], the faerie realm, was reshaped by these tales, feeding into and drawing power from the Material. It grew stronger.&lt;br /&gt;
&lt;br /&gt;
The faerie, in turn, became ambitious. They began to collect stories, to hoard them, to make them stronger. They embedded these tales into the Leylines, transforming story into literal magic. Even primal forces and formless spirits began to shift, gaining name and identity as The Narrative enveloped them.&lt;br /&gt;
&lt;br /&gt;
Over millennia, The Narrative not only chronicled the mortal races, it shaped them. Great tales of heroism, villainy, mastery, loss, and triumph were told and retold until they became [[Aspects]]—mythic motes of power that could be bestowed, earned, or awakened within a mortal soul. These Aspects elevate individuals, allowing them to rise above, to change the world or themselves in small or extraordinary ways.&lt;/div&gt;</summary>
		<author><name>Rpadmin</name></author>
	</entry>
	<entry>
		<id>https://kharlia.com/index.php?title=The_Narrative&amp;diff=38</id>
		<title>The Narrative</title>
		<link rel="alternate" type="text/html" href="https://kharlia.com/index.php?title=The_Narrative&amp;diff=38"/>
		<updated>2025-04-23T03:42:03Z</updated>

		<summary type="html">&lt;p&gt;Rpadmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Narrative is the mystical contract through which the planes, and the beings bound to them like the fey and other non-mortals, are woven together. When the First Death occurred during the First War, and Virvius fell to Altma&#039;s blade, he tumbled through the planes and, in doing so, birthed the concept of beginnings, the journey, and endings. Thus, The Narrative began.&lt;br /&gt;
&lt;br /&gt;
This moment irrevocably changed the faerie, the ancient tenders of the Leylines. No longer did they simply safeguard magic—they began to safeguard story. And The Narrative only continued to grow.&lt;br /&gt;
&lt;br /&gt;
When Draco, the first mortal, soared the skies of the primordial Material Plane, he encountered great beasts, demi-gods, and forces older than time. He introduced the idea of mortal choice, of a mortal&#039;s story. This became the envy of all, for mortals were not bound. They could change. They could grow. Even the gods envied such power. Draco’s own ascension introduced the concept of existence after death, a true gift.&lt;br /&gt;
&lt;br /&gt;
Then came the Ithians, led by Ratamos. They gifted magic to the world, an act of great ambition and greater failure, for they tampered with forces beyond their comprehension, beyond even the gods. Their hubris led to the Cataclysm, and from it, calamity. Yet The Narrative held strong.&lt;br /&gt;
&lt;br /&gt;
When the gods reshaped the Material and created the mortal races, they did so—perhaps unknowingly—inspired by the stories of the Ithians. Those who dwelt by stone became the hardy, stout folk who would become the dwarves. The elegant, agile beings of the trees became the elves. Even if the gods were unaware, The Narrative helped guide their hands.&lt;br /&gt;
&lt;br /&gt;
As the mortal races grew, becoming more intricate and nuanced, so too did The Narrative. Faeries began to take on Mantles, roles shaped by myths and legends. Seasons became tied to the elemental planes: Summer to Pulse and Light, Winter to Atrophy and Dark, Autumn and Spring to the continuous Impetus of change, the Grey between. Verda, the faerie realm, was reshaped by these tales, feeding into and drawing power from the Material. It grew stronger.&lt;br /&gt;
&lt;br /&gt;
The faerie, in turn, became ambitious. They began to collect stories, to hoard them, to make them stronger. They embedded these tales into the Leylines, transforming story into literal magic. Even primal forces and formless spirits began to shift, gaining name and identity as The Narrative enveloped them.&lt;br /&gt;
&lt;br /&gt;
Over millennia, The Narrative not only chronicled the mortal races, it shaped them. Great tales of heroism, villainy, mastery, loss, and triumph were told and retold until they became Aspects—mythic motes of power that could be bestowed, earned, or awakened within a mortal soul. These Aspects elevate individuals, allowing them to rise above, to change the world or themselves in small or extraordinary ways.&lt;/div&gt;</summary>
		<author><name>Rpadmin</name></author>
	</entry>
	<entry>
		<id>https://kharlia.com/index.php?title=The_Narrative&amp;diff=37</id>
		<title>The Narrative</title>
		<link rel="alternate" type="text/html" href="https://kharlia.com/index.php?title=The_Narrative&amp;diff=37"/>
		<updated>2025-04-23T03:41:47Z</updated>

		<summary type="html">&lt;p&gt;Rpadmin: Created page with &amp;quot;The Narrative  The Narrative is the mystical contract through which the planes, and the beings bound to them like the fey and other non-mortals, are woven together. When the First Death occurred during the First War, and Virvius fell to Altma&amp;#039;s blade, he tumbled through the planes and, in doing so, birthed the concept of beginnings, the journey, and endings. Thus, The Narrative began.  This moment irrevocably changed the faerie, the ancient tenders of the Leylines. No lo...&amp;quot;&lt;/p&gt;
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&lt;div&gt;The Narrative&lt;br /&gt;
&lt;br /&gt;
The Narrative is the mystical contract through which the planes, and the beings bound to them like the fey and other non-mortals, are woven together. When the First Death occurred during the First War, and Virvius fell to Altma&#039;s blade, he tumbled through the planes and, in doing so, birthed the concept of beginnings, the journey, and endings. Thus, The Narrative began.&lt;br /&gt;
&lt;br /&gt;
This moment irrevocably changed the faerie, the ancient tenders of the Leylines. No longer did they simply safeguard magic—they began to safeguard story. And The Narrative only continued to grow.&lt;br /&gt;
&lt;br /&gt;
When Draco, the first mortal, soared the skies of the primordial Material Plane, he encountered great beasts, demi-gods, and forces older than time. He introduced the idea of mortal choice, of a mortal&#039;s story. This became the envy of all, for mortals were not bound. They could change. They could grow. Even the gods envied such power. Draco’s own ascension introduced the concept of existence after death, a true gift.&lt;br /&gt;
&lt;br /&gt;
Then came the Ithians, led by Ratamos. They gifted magic to the world, an act of great ambition and greater failure, for they tampered with forces beyond their comprehension, beyond even the gods. Their hubris led to the Cataclysm, and from it, calamity. Yet The Narrative held strong.&lt;br /&gt;
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When the gods reshaped the Material and created the mortal races, they did so—perhaps unknowingly—inspired by the stories of the Ithians. Those who dwelt by stone became the hardy, stout folk who would become the dwarves. The elegant, agile beings of the trees became the elves. Even if the gods were unaware, The Narrative helped guide their hands.&lt;br /&gt;
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As the mortal races grew, becoming more intricate and nuanced, so too did The Narrative. Faeries began to take on Mantles, roles shaped by myths and legends. Seasons became tied to the elemental planes: Summer to Pulse and Light, Winter to Atrophy and Dark, Autumn and Spring to the continuous Impetus of change, the Grey between. Verda, the faerie realm, was reshaped by these tales, feeding into and drawing power from the Material. It grew stronger.&lt;br /&gt;
&lt;br /&gt;
The faerie, in turn, became ambitious. They began to collect stories, to hoard them, to make them stronger. They embedded these tales into the Leylines, transforming story into literal magic. Even primal forces and formless spirits began to shift, gaining name and identity as The Narrative enveloped them.&lt;br /&gt;
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Over millennia, The Narrative not only chronicled the mortal races, it shaped them. Great tales of heroism, villainy, mastery, loss, and triumph were told and retold until they became Aspects—mythic motes of power that could be bestowed, earned, or awakened within a mortal soul. These Aspects elevate individuals, allowing them to rise above, to change the world or themselves in small or extraordinary ways.&lt;/div&gt;</summary>
		<author><name>Rpadmin</name></author>
	</entry>
	<entry>
		<id>https://kharlia.com/index.php?title=Runes_of_Power&amp;diff=36</id>
		<title>Runes of Power</title>
		<link rel="alternate" type="text/html" href="https://kharlia.com/index.php?title=Runes_of_Power&amp;diff=36"/>
		<updated>2025-04-23T03:35:55Z</updated>

		<summary type="html">&lt;p&gt;Rpadmin: Created page with &amp;quot;== &amp;#039;&amp;#039;&amp;#039;&amp;lt;big&amp;gt;Runes&amp;lt;/big&amp;gt;&amp;#039;&amp;#039;&amp;#039; == &amp;#039;&amp;#039;The Etchings of Power&amp;#039;&amp;#039;  Runes are the bones of magic—etched remnants of meaning drawn from the foundations of Creation itself. Each set of runes speaks to a different source, a different understanding of magic’s flow, purpose, and restraint. Though many cultures have developed their own systems, six major lineages of runes are known across the planes: Titan, Faerie, Arcane, Elven, D...&amp;quot;&lt;/p&gt;
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&lt;div&gt;== &#039;&#039;&#039;&amp;lt;big&amp;gt;Runes&amp;lt;/big&amp;gt;&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;The Etchings of Power&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Runes are the bones of magic—etched remnants of meaning drawn from the foundations of Creation itself. Each set of runes speaks to a different source, a different understanding of magic’s flow, purpose, and restraint. Though many cultures have developed their own systems, six major lineages of runes are known across the planes: [[Titans &amp;amp; Giants|Titan]], [[Faeries|Faerie]], [[Magic|Arcane]], [[Elves|Elven]], [[Dwarves|Dwarven]], and [[Vinnish]].&lt;br /&gt;
&lt;br /&gt;
=== Titan Runes ===&lt;br /&gt;
Titan Runes are the first runes, made by [[the Ancients]] and bound and cast to great Titans to shape and create with the Ancients’ chorus the planes and all creation. These runes are sacred and still rest upon the Titans not destroyed in the [[First War]]. Many were locked away. Some are willingly kept in stasis, others assist upon the [[Elemental Planes]], and a few are locked upon the [[The Material Plane|Material]]—bound in [[adamantine]], sleeping beneath mountains or seas.&lt;br /&gt;
&lt;br /&gt;
Their runes were first witnessed by the [[Ithians]] and, later after the [[The Cataclysm|Cataclysm]], the Dwarves. They are preserved at [[Ulren|Ulren’s]] Forge in the [[Bered’dûm, Plane of Earth|Hearthcore]], where Ulren uses them to help stabilise and continue the growth of all things. The Dwarves were inspired by these primordial marks, and attempted in ages past to copy and interpret them. Ancient arcane magics and druidcraft have their origins in part here too, drawn from these massive glyphs of raw, shaping intent.&lt;br /&gt;
&lt;br /&gt;
Titan Runes do not function like later forms—they are not merely magical. They are declarations of truth and form, bound into the bones of the world. They are said to thrum in the presence of great change, and glow faintly when a Titan stirs.&lt;br /&gt;
&lt;br /&gt;
=== Faerie Runes ===&lt;br /&gt;
Faerie Runes are the second runes made—motes of magical might formed to help control and direct mana along the [[leylines]]. They were cast in great nexus points, often on vertices of power where ley and life converge. Unlike the primal, monumental shapes of Titan Runes, Faerie Runes are intricate designs that mimic the flow of water and nature, of roots, vines, and tree-branching structures.&lt;br /&gt;
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They do not command reality, but coax it—guiding magic as one might train a vine along a trellis. They are the markings of the Narrative, the quiet hand that steers rather than reshapes. As such, Faerie Runes are the direct basis of Elven Runes, Arcane Runes, and Drudic Runeform. Their forms remain etched into ancient stones, sung into groves, or traced in glowing air by [[Sidhe]] nobles and spirits. They live with the land.&lt;br /&gt;
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Though less raw than Titan Runes, their grace and adaptability make them foundational. They are still found deep within [[Verda]], tied to the wild story of the world itself.&lt;br /&gt;
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=== Arcane Runes ===&lt;br /&gt;
Arcane Runes are based on Faerie and Titan Runes, as well as the understanding of shortcuts and simplified power by [[Ratamos]] and the [[Ithians]]. The third set of runes, though it would be expanded upon by man and other races after the Cataclysm, the foundation was set by Ratamos—the first magic-wielding mortal. The first set would be much different and much of it lost and only recovered in ruins later on.&lt;br /&gt;
&lt;br /&gt;
These runes vary greatly, having simplistic or intricate designs. Often bound in circles or forming layered sequences, they function through a blend of somatic, vocal, and material components, drawing power from Creation, the Narrative, and echoes of [[the Worldsong]]. Unlike Titan Runes, they are not truths unto themselves, but keys—methods of accessing and shaping power through precision and control.&lt;br /&gt;
&lt;br /&gt;
Arcane Runes were developed to allow magic to be taught, practised, and replicated. They became the backbone of mortal spellcraft. Many wizardly circles and magical schools have refined their own variants, and some believe entire branches of arcana remain undiscovered, hidden behind lost dialects of these foundational glyphs.&lt;br /&gt;
&lt;br /&gt;
=== Elven Runes ===&lt;br /&gt;
Elven Runes are the fourth runes made. After the Ithians, the Elves were the next race to grow close to the trees, the spirits, and the Courts of Faerie. As they rose into the first civilisations and were tasked with guiding and guarding nature, they crafted runes of their own—drawn from their understanding of Faerie Runes and the primitive Arcane forms, which they shaped into something graceful and enduring.&lt;br /&gt;
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Elven Runes added beauty, balance, and spiritual resonance. Many were carved into sacred trees, cliffs, or woven into living structures, and some became so integrated with nature that they remain bound to the land—motes of quiet power that can be drawn upon in times of great need. These sites still pulse with forgotten strength, awaiting the touch of an heir or a calling ritual.&lt;br /&gt;
&lt;br /&gt;
Elven runes also helped expand the language of magic itself, forming poetic expressions rather than pure incantations. Elven spellcasting is often a blend of gesture, memory, and harmony—tuned to the world’s rhythm, not simply its structure.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
==== Druidic Runeforms ====&lt;br /&gt;
A secretive offshoot of Elven Rune practice, Druidic Runeforms emerged when certain circles, especially those with deep ties to Dwarvenkind, began merging the flowing Faerie-Elven glyphs with the rooted permanence of Dwarven Keystones. The result was a hidden system of runes—closely tied to the land, its memory, and its change—that forms the secret language of the druidic circles.&lt;br /&gt;
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These runeforms are not invoked with speech or sigils, but are often carved into bark, laid in stones, braided into animal fur, or grown through seasons of natural care. They respond not to force, but to alignment with nature—activated by harmony, intent, and spiritual resonance.&lt;br /&gt;
&lt;br /&gt;
Known only within the circles, their meanings are rarely written and passed only by oral tradition, dream-speech, or initiation rites. Some druids believe these runeforms possess will, and that to misuse one invites the wrath of the land itself.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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=== Dwarven Runes ===&lt;br /&gt;
Dwarven Runes were the fifth runes, though dwarves argue they were also the fourth—just kept secret. Deep in the underground, as dwarves grew in power and were tasked with keeping safe the gaols of the Titans and other things buried below in their adamantine prisons, they came to study the runes etched in stone and metal. And, as any good dwarf would, they made modifications—improved upon them, in their own view. &lt;br /&gt;
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The first of these runes became known as The Keystones—runes that uphold all dwarven forge and craft. They empower their great anvils, forges, and stonework, allowing the shaping of tools and artefacts needed to build their incredible halls and strongholds. Some Keystones even stabilise caverns or sustain bridges in defiance of collapse. Later dwarven runes would try to mimic these to lesser degrees as to not be so potent or rich to be stolen or misused.&lt;br /&gt;
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Dwarves keep their runes extremely secret. They share them only with true dwarven friends, and some halls guard them even from rivals. A few have been lost entirely due to this possessiveness, buried too deep or forgotten as clans vanished. Yet some whisper that the deepest halls still hum with the old rune-work—alive beneath stone.&lt;br /&gt;
&lt;br /&gt;
=== Vinnish Runes ===&lt;br /&gt;
Lastly, after the Rift Crisis, when the Vinnish fell from the sky to help stop the Troll-King and other mad Titans breaking free, they came with loose knowledge of rough and crude Titan Runes. These were more primitive than even the earliest Arcane forms and worked only in rudimentary ways—etched not for elegance, but for survival.&lt;br /&gt;
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They served their purpose—to be inscribed on weapons, armour, and wardings to help take down their giantish foes. Though many of these were lost, a few remain, and they are still a wonder to elves and dwarves: that such crude marks could endure so long, and hold so much power.&lt;br /&gt;
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Many Vinnish Runes are tied intrinsically to the Vinnish [[Aspect|Aspects]], elemental forces rooted in the Narrative. They are blunt, but not blind—channelling old forces through sheer purpose. Some now rest in museums, relic vaults, or still-echoing battlefields, faintly glowing with their makers&#039; intent.&lt;/div&gt;</summary>
		<author><name>Rpadmin</name></author>
	</entry>
	<entry>
		<id>https://kharlia.com/index.php?title=Myths_%26_Legends&amp;diff=35</id>
		<title>Myths &amp; Legends</title>
		<link rel="alternate" type="text/html" href="https://kharlia.com/index.php?title=Myths_%26_Legends&amp;diff=35"/>
		<updated>2025-04-23T03:13:22Z</updated>

		<summary type="html">&lt;p&gt;Rpadmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== &#039;&#039;&#039;&amp;lt;big&amp;gt;Myths &amp;amp; Legends of Kharlia&amp;lt;/big&amp;gt;&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;The Living Tales&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In every corner of [[The Material Plane|Kharlia]], myths take root like stubborn weeds—some planted with purpose, others grown wild from the minds of old folk and dreamers. These tales range from whispered fables told round the hearth, to sacred rites upheld by forgotten cults, to sagas carved into stone by hands that no longer live. Many are unverified. Some are patently false. A few, perhaps, are more true than the world is ready to admit.&lt;br /&gt;
&lt;br /&gt;
But truth is not the only measure of power in Kharlia. Each tale, no matter how small or strange, carries weight through [[the Narrative]]—that great woven thread that guides story, fate, and belief. Some caught in the dream of [[Eda]]. Whether a myth is rooted in reality, half-remembered history, or sheer fabrication matters less than the echo it leaves behind. If enough believe it, the world may bend to it.&lt;br /&gt;
&lt;br /&gt;
Some legends are fragments of a greater truth, long buried beneath war, rewriting, or the silence of time. Others may be glimpses into things that could yet be, or perhaps should have been—alternate paths barely walked, futures that tug at the seams of now. There are stories that exist solely to inspire, tales crafted to lift hearts or harden resolve. And then there are the tales only a few believe, clung to by the mad, the visionary, or the damned. These are often the most dangerous of all.&lt;br /&gt;
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In Kharlia, the line between history and myth is thin, and often crossed in both directions. Wives’ tales and battlefield omens, celestial romances and doomsday prophecies—they all deserve a place in the telling. Because even the false can shape the real, and what is whispered long enough may yet wake something sleeping.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;- [[The Vinnish Creation Myth]]&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;big&amp;gt;- [[The Secret Legend of The House of Mercy]]&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Rpadmin</name></author>
	</entry>
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