Terrestria Wiki

The continent to the North is known as Astralica, a barren frigid wasteland. The Eastern-most continent is called Amaref, a continent with a stable climate, due to the massive population of races, cultures, and creatures of all kinds, Amaref is known for its constant chaos. The Southern continent is Gelida, because of the continent's inhospitality, those that occupy it regularly lead raids on distant lands through unpredictable long distance teleportation. Finally, to the West is Eurafrasia, which is host to several clans of marauders which commandeer demonic land vehicles, pitting them against one another eternally.

### Religion

Religion exists in the world just as it had in ancient times, but with magic instated in the world, religion has changed in a fantastic way. No one can say for certain whether or not the Gods truly exist, but their blessings cannot be disregarded. Some skeptics believe that the gods do not exist at all, and their blessings are attained through faith alone, with their faith activating their magical prowess. Regardless, if one’s faith fades, so too does their magic.

### Magic

Magic is an ability bestowed upon the world by the gods, who granted humanity a mere fraction of their power. Those capable of manipulating the ebb and flow of reality in this manner are very rare, it is estimated that only around one in every 500 people being able to control magic, though this percentage fluctuates over time, the few who can control magic are known as spellweavers. The other 499 are completely incapable; unable to grasp it through education or faith and unable to sustain their own life if bestowed with magic by a deity. Those incapable of using magic can acquire the ability to spellweave, but only through one method: a drug called apotheosis. This method is detrimental to the users health however, and is looked down upon, with users seen as drug addicts and referred to as synthers or (more politely) false weavers. Even those who are natural weavers are not without risk. Any sapient mind slowly loses their grasp on reality the more they manipulate it, so the most powerful spellcasters are typically somewhat... quirky, as their mind drifts deeper and deeper into insanity as a sort of cost to the power that they wield.

### The Errant

Among the majority of individuals who are completely mundane, are the Errant. The Errant go by many others names, another common name is adventurer, they are individuals who are inarguably more powerful than the majority of citizens within most cities, but how they gain this power is not entirely understood, nor is it without risk. Some gain the power purposefully by completing a ritual passed down by their ancestors, some become Errant completely unintentionally by eating the meat of a magical beast, some by surviving a magical attack, or some simply by being born to Errant parents. However this power is gained, not everyone has the capability to withstand this power, many individuals die just from the exhaustion of their bodies attempting to keep up with the power granted to them. Those that do survive stand out, most become great heroes, the greatest of which are heralded for centuries, though some become detestable villains, hated for just as long. The only thing that is understood about the Errant is that they are innately magical in nature, as such, as time passes, and magic fades, so too do the Errant.

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