recursal/Fanatic-Fandom huggingface dataset:
Aetria

**Aetria** is a yellow dwarf sun, and the larger of the two suns of Soleras. It is powered by the deceased souls of the gods. When a god dies, their power is sent up to the sun while the body is sent to the Astral Desert. This aether is what keeps the sun bright and warm, and without this energy the world grows dim and the Great Winters set in.

## Myths

* The sun sets at night to let the gods fueling it rest while the angels and warriors on the moon take watch over the world at night.
* Dragons and their descendants are punished by the sun’s bright light for taking advantage of the damage that Skaz'zt caused.
* The brighter the sun is at the time of someone’s birth determines how strong they will become. Someone born midday in the summer will be destined to be a fighter, and someone born in the winter will be milder. Being born at night, and with more moonlight, shows how strong a healer someone will be.
* Some think that Aetria is where gods actually go to live after their “death”. The entirety of the sun is one large planet where they can reside and watch over the world after they can no longer hold a physical form there. It’s so bright on this sun in order to hide these lost gods, and when the light dims the Great Winters set in so that it’s still too bleak to see their world properly.
The Free Lands of Al'Osir

+ This collection of islands was settled by free settlers in a previous age and has served as a sanctuary for refugees and those wishing to escape the oppression within some nations. Cities such as Lybstra and Fuskar offer more civilized opportunities for more agnostic lifestyles, while nomadic peoples inhabit the rest of the shards.
* The Viskya Isles:
	+ These three glacier-islands (Viskya Da Myr, Seldenvisk, and Nordenvisk) occupy the northern border of Al’Osir. Although technically free lands as they are outside of the official borders of Novir and Byrosse, the former claims Nordenvisk and the latter claims the other two.
* Nordenvisk:
	+ This glacier-island is home to two opposing mountains: Vrodelask and Vunderliind. Vrodelask, the greater, is a sacred mountain to those of Novir, while Vunderliind - the lesser - is forbidden and associated with curses.
The Vigil

**The Vigil** is a society of powerful mages that watch over Soleras, monitoring the usage of magic across the world and moving to stop large arcane threats. They observe the magical fabric of reality using magical pools, which show magic usage in the form of ripples across the water. Each continent has one of these observational pools that allow the user to observe the magic used on the continent. A member of the Vigil is mentally linked to their respective pool, allowing them to watch it at all times, no matter where they are; they even see the ripples in their sleep.

There are 8 pools and 8 members of the Vigil. Their lairs are secluded locations, hidden by magic. While the Vigil watcher will leave the sanctum in order to deal with unusually powerful magical threats, more mundane matters are handled by an order of knights called The Vigilant. These operatives all belong to one of few families that have protected the Vigil for generations. Knights of the Vigilant are trained from birth to be the hands of the Vigil in the world. They eliminate dangerous magic users, destroy or recover powerful magical artifacts, or perform reconnaissance. Someone who belongs to the Vigil must swear a magically binding oath to absolute neutrality. They are not able to interfere with politics in any way on the threat of death.
Ayako Nayami

Ayako Nayami comes from a village in the northern reaches of the Karavost Empire. This village discovered a huge deposit of diridium and began to mine it. However, the land itself fought back, growing exponentially over the months, trying to choke the village out. The empire sent forces and materials north to fortify the village, enclosing the overgrown part of the forest (and the original village) in a magical wall that resists the unchecked growth of the forest. The villagers moved to a town outside of this wall, and grew extremely wealthy from mining and selling this valuable ore.

The miners of the town go on expeditions into this forest while accompanied by experienced, well-trained guards that fight off what the forest sends to stop them. The forest forms humanoid soldiers out of plant matter and attacks the miners with them, stealing weapons and other materials to fortify its forces. No one knows who or what controls these plant monsters.

Ayako worked and trained as a guard for miners, becoming very skilled. However, on one expedition, she ran into an advanced mutation of the plant creatures, and it wiped out the miners she was supposed to protect. While fleeing from the mutated monsters, she stumbled upon the original village, and saw pulsing vines warping around the ancient buildings. She witnessed new, more mutated monsters emerging from the center of this town, and theorized that whoever is creating and controlling these monsters must be somewhere in the original village.

But she was not strong enough to investigate further, she fled back to the town in shame, deciding to leave her family and her work behind in order to grow strong enough to one day return and deal with the threat of the forest once and for all.
Soleras Wiki

Welcome to the Soleras Wiki!

The Soleras wiki is dedicated to the world of Soleras, a world built by the Starlight Company for their streamed tabletop games. Its creation first began in 2021 and is still actively being built and expanded upon by its members.

## Active Campaigns

Cerulean Conspiracy
The Unseen

## Continents

Aefhellen
Al'Osir
Fidrea
Iastrus
Karavokrin
Pulau
Stravica

## Ancestries

Cervids
Dragonkin
Dwarves
Elves
Gith
Goblinoids
Halflings
Humans
Kuwagari

Explore Soleras!

The Cerulean Conspiracy
Episode 26
on Twitch January 24th 7:00pm EST
January 24 2023 19:00:00 EST

**The Starlight Company**
Adrian
Austin
Jacob
Jill
Maddie
Ronan
Sean
Shannon
Tara
**Starlight Company Social Media**
Website
Twitch
YouTube
Reddit
Discord
Twitter

**Wiki Help**
There've been 1,764 edits on 158 articles and 54 pictures since March 7th, 2022.
**Feel free to contribute to the wiki!**
If you're new to Fandom, check out some **tutorials** for help. Below are links for helping around this wiki.
* Template Guides
* Layout Guide
* Stubs
* Wanted Pages
Soulkeeper Mimic

This article is about the lore character of the player Not\_Mimic on Ememe 2, for a full list of the lore characters, see this article. To see this character in Ememe 1, see Mimic.

> Hush child, the adults are talking
>
> -Soulkeeper Mimic to Stropical

## Mimic

### Aliases

Mimic, The Soulkeeper, The eyes (By Bloom)

## Appearances

### Debut

Ememe 2

Soulkeeper Mimic, commonly referred to as Mimic is a powerful Minor Deity in Ememe 2. He watches over the ruins of Ememe and particularly Axolotl Country. In the times of Ememe 1, Mimic was a simple creature who only cared about food, but in the times after the bomb he grew much more intelligent, but also more powerful. As the people of Ememe passed away, instead of passing on to the afterlife, their souls were entrapped within of Mimic because of his Soulreading power. Over the many years of being the only survivor, Mimic spoke to and learned from the spirits of Ememe. Mimic decided that he would defend the ruins of Ememe and try to preserve them. By the time that Ememe 2 starts, Mimic has gained enough power to become a minor deity. Through all that he learned from the souls of Ememe, he gained enough power to watch all of Ememe. It is not uncommon to see eyes watching in the shadows as you travel through the ruins. Mimic lives in the shadows constantly vanishing and appearing elsewhere. He uses his many eyes to watch over the ruins, and it is said that every eye seen is one of the many souls within him. Mimic stays passive and watching, only intervening if the ruins are threatened. As his name says, he keeps the souls of the past and brings down his wrath on those who disrespect them. When Mimic appears, he takes the form of one of the many souls contained within, or occasionally as one of the new people in Ememe.
Iastrus Fashion

## Beacan

Clothes on this island are flowy and comfortable. Most are made with simple patterns and fabrics, and anything fancier is reserved for festivals.

### Caiseal

Clothes are tailored to be easy to move in while farming, made to last as people are kneeling in dirt and mud, and cool enough to withstand the heat in warmer months. Casual clothes are made with muted or pastel colors and are still easily moved around in.

### Ridire

Similar to Caiseal, clothes are made to be moved in. They need to be flexible for climbing up into trees, and overall type styles are common. Common clothes are typically the same since they aren’t getting as dirty in the orchards, but more pops of color can be seen.

### Easpag

There isn’t much consideration put into work clothes here since working with animals can be very messy. One piece outfits and tall boots are common here and easily removable for when people return home. Casual clothes consist mostly of pants and a soft shirt, and patterns only appear for fancier clothes.

### Fichillan

Clothes used for working in the gardens are the same as their everyday clothes. They often wear pants and nicer shirts in pastel colors for a more calming appearance. Floral patterns are much more common here.

### Ship’s Haven

Seamus is the only one seen on the inner circle of the island and he wears a simple cotton shirt and pants. The other residents wear similar attire most of the time, changing into thicker clothing to work near the ports.

## Corran

Clothing here is more functional than fashionable. Sturdy, darker fabrics are brought in from other continents to make clothes suitable for the fields and the mines.

### Avonia

Clothes here are plain and thick enough to withstand the humidity and spray from the docks. Casual clothes aren’t much different, but they’re less thick to combat humidity.

### Kinsale

Clothing in this town are even thicker than in Avonia, made to be worn in the mines and keep surface injuries to a minimum. Lots of denim(like) overalls and work boots and hard helmets for protection. The only difference in casual clothing is that they lose the helmets and taller boots.

### Pierpoint

Clothing worn on ships is more slick, made to keep water from collecting on the skin and pooling in their shoes. Casual clothes lose a lot of layers, and more beachwear is worn when people are off of their boats.
Cleansing Flame

The Cleansing Flame is a radical sect of the Eternal Flame. They believe that the warmth of the Eternal Flame is meant to cleanse impurity instead of imbue strength. Physical weakness is seen as the ultimate sin, with use of intoxicants following close second.

Followers of the Cleansing Flame show their membership to the sect with ritualistic burn scars across their body. Sacred vestments include red robes with a silver flame pin on the right lapel, although leadership of the sect allows the use of plain clothes in order to blend in for jobs.

The Cleansing Flame is among the few factions of Karavokrin that know the secrets to creating gunpowder. Rumor has it that a high-ranking member of the sect used to work in the Tar'xianese labs that initially invented the substance. Operatives put the explosive substance to use in arson attacks against Eternal Flame temples, although their applications tend to be unstable and as dangerous to the user as the target. Explosive wounds and scars from failed experiments are worn as badges of honor.

No one knows exactly where the Cleansing Flame is based, but they are most active around Voratzin and the mountains north of the valley.
Tomor Gansukh

Tomor Gansukh is a human Falconer Fighter. He is from a noble family in Shankhor.

Tomor died during the events of The Ashes of Autumn attempting to rescue the villagers of Vandregoste.

## Description

Tomor is about 5' 8" with pale skin and a topknot of slightly grey hair. He has several scars over his body as well as his family's traditional tattoos on his chest and arms. He has a large hammer strapped to his back and a heavy leather glove on his left hand for Aquila, his trained falcon. He is a member of the noble Gansukh family of Shankhor.

He was sent to Al'Osir on a diplomatic mission, and was on his way home to report back to his family when the events of The Ashes of Autumn happened.
Al'Osir

**Al'Osir** is one of the eldest and most advanced lands within Soleras. Its settlement in deep antiquity coupled with the vast regions and resources of the land allowed the continent (and its budding countries) to blossom.

## Ancient History

Eons ago, Ancient Solerans roamed Al'Osir. Their reach was wide, and their intelligence vast.

With the beginning of the Great Cycle, the Ancient Solerans began to diminish, disappearing below the surface and eventually dying off.

As was true throughout Soleras, there was quiet in Al'Osir for several ages. These were known as the Silent Ages.

It was in these Silent Ages that the Astral Desert began acting strangely. Whether by some last ditch effort of a dying god, the prayer of spirits, or simply happenstance, a rift opened in the land near modern-day Kyried'hen. From this rift came humans: four siblings and their leader - a powerful woman named Osira.

These humans, having traveled for years for a suitable home, at last had discovered it in Al'Osir. The siblings each went on to settle one of the great nations of Al'Osir, while Osira herself left the continent in pursuit of stranger tides.

Upon her return, she found that all of her companions had perished in petty wars amongst themselves. In an effort to foster peace in the land, she settled Kyried'hen - The City of Peace - and established the governing council there.

Her work complete, she disappeared deep into the earth, never to be heard of again.

In the following years, other races began to appear in Al'Osir and in Soleras as a whole. The elves and gnomes, borne from the foliage and forests of the land, the dwarves from deep underground, and many others from various other Astral Desert deposits.

## Language

In antiquity the Ancient Solerans roamed, speaking their tongue and spreading it through trade and technology. Their language evaporated upon their demise at the hands of the Great Cycle, though it persists through relics and ruins.

When Osira and her companions landed in Soleras, they brought with them a language of their own. This, combined with snippets of Ancient Soleran, evolved into modern day Soleran Common (sometimes called Osiran Common).

As more races poured into the land, they settled amongst the nations of Al'Osir, and their languages were integrated into the national and regional languages, accents, and dialects that are studied and spoken in the Current Age.
The Twilight Shroud

The Twilight Shroud is a Pathfinder 2e game run by Austin. Episodes 4 through 13 are available on YouTube. The game ran from Winter 2021 through Summer 2022 and is 24 episodes long.

## Description

The Karavost Empire is in decline. Revolutions and administrative incompetence have led to rapidly shrinking borders and political instability. The average imperial citizen is in danger. Less patrols means more monsters, more bandits on the roads, and a lower quality of life. A group of mercenaries have formed in the up and coming town of Silver's Edge. They strive to make something of themselves in these tumultuous times, although the past has a way of catching up at the worst possible moment.
Feldar

The land of **Feldar** has seen many changes over the millenia. It is a land rich in culture and diverse in population, and its iron fist ensures its culture's survival.

The nation itself is full of swashbucklers, distillers, winers, farmers, knights, dancers and sailors. The Feldaryn fleet is renowned as the mightiest in Soleras, and the majority of the might of Feldar comes from the sea.

A land of art, music, and culture, Feldar boasts a new Renaissance with each passing age. Scholars come from across Soleras to witness the culture of this land.

Wineries prevail across the southern region of Feldar, and any noble or tavernkeeper in Soleras longs to drink (or heavily favors) bottles of Est Dorain, Jeliara Roce, or Mellava Blanc.

The soldiers and cavalry of the Feldaryn empire are high in number, though the real strength of Feldar is on the sea (and in sabotage/subterfuge).

## Commerce

### Exports

* Wine. Widely regarded as of the highest quality of Soleras. Notable Wineries/Brands: Est Dorain, Jeliara Roce, Mellava Blanc.
* Ore
* Gemstones
* Agave

## Government

Feldar is an empire and is ruled by the Imperator Valius Aletiv. Smaller fiefdoms are ruled by feudal lords who are trusted advisors or minor nobility.

## Conflicts

### Adestia

For ages upon ages, the sister nations of Adestia and Feldar have feuded. Whether by the difference of beliefs, squabbles over land, or trade disputes, there has rarely been an age that has seen these two nations at peace.

### Byrosse

During the previous winter, Byrosse captured Byrovven (a then-Feldaryn city) and integrated it into their shogunate. Feldar is fairly pissed about this, even 70+ years after the winter’s end.
Members

The Starlight Company is the name of the group that created the world of Soleras and streams games on Twitch and YouTube. It was founded in Fall of 2018 by Austin and Jacob out of a desire to play D&D together. Jacob got some of his friends together, they played some games, added more friends, played some more games, and the rest is history.
Iastrus Festivals

## Beacan

Each season holds a large festival for the inner island, and Ship’s Haven also celebrates these just on their own. Each festival is held in a different city, and while festivities happen in the others it’s usual for most people to travel for the day.

### Caiseal

The spring festival is held here every year. Musicians, singers, actors, and artists all gather to share their craft and perform for the island. The amphitheater is booked for the entire day for different art forms and the park is filled with different booths full of produce, trinkets, and games.

### Ridire

The fall festival occurs here every year. There are carts that ride through the orchards to show off different fruits and the changing of the tree leaves. Different juices, pastries, and alcohols are made using fruits harvested throughout the year and people buy jams and canned goods for the rest of the ryear.

### Easpag

The winter festival happens here while the farms are all closed. The animals are put away to keep away from the cold, and families are able to walk through the barns to visit them. A large bonfire is made in the pavilion and a batch of stew is made to feed everyone. Gifts of produce, salted meats, jams, and herbs are exchanged between residents of each village to make it through the colder months.

### Fichillin

The summer festival is held here. Flower sculptures are displayed throughout the streets, different medicines are for sale at booths, and clinics open their doors for evaluations.

## Corran

Festivals only really happen in the capitol, each other city usually being too busy for hosting.

Each season a market is set up on the docks of Avonia for each city to come and peruse. New clothing, trinkets, and decorations are sold here along with different foods. A large meal is prepared at the end of the day to join together and celebrate another good season.

The only other place for celebration is in Pierpoint in the summer. A large fish fry is held there on the first day of the summer in order to sacrifice some of it to the gods in order to have good travels for the rest of the year.
Psychopomp

Psychopomps are spirits of death who escort souls to the realm of the dead. They are mostly invisible to mortal creatures, although they sometimes take on a physical form when necessary. The psychopomp chooses the appearance of this form depending on who they will be visible to, taking into account cultural beliefs and religions. Some powerful or especially gifted mortals are also able to see psychopomps.

Sanctity of the soul is a psychopomp’s main priority. Keeping the soul whole and uncorrupted is their duty, and they pursue it with ruthless efficiency. They hunt those who try to cheat death and stop their soul from entering the realm of the dead, often employing mortals to aid them in their task. They also fight against those who try to steal souls such as demons or powerful mages with ill intent. If they find someone whose soul has been marked by a demon or other entity, they will help the person destroy the entity and then attempt to cleanse their soul of the corruption by sending them to the realm of the dead (aka killing them).

While all psychopomps despise the tampering of the soul, there are entities with the power to claim souls that are beyond their powers to retaliate against. Divines such as Eilek-Ar are able to claim souls and reincarnate them, much to the psychopomps’ chagrin. Some demons are also too powerful for psychopomps to enforce their laws, instead they rely on mortal allies working in conjunction with servants of the Divines to keep these entities in check.

Psychopomps cannot be killed in a traditional sense, as they are a product of the spiritual essence of Soleras mixed with the power of the Gray. When someone slays a psychopomp, their essence returns to either the Spirit World or the realm of the dead where they regain their strength and slowly regenerate.
Silver's Edge (town)

Silver's Edge is a mining town located in the foothills of the Lothtorum Mountains, in the Silver's Edge region. What was once a small village exploded to a large town following the discovery of diridium in its mines.

The mayor of Silver's Edge is Gerald Berryworth.

The Koltev Company has set its gaze upon Silver's Edge as part of their expansion into raw materials and magic items.

## Significant Buildings

### The Diamond Pick

The Diamond Pick is an inn run by Volna Cerovik. It has around 8 guest rooms and a common room with two fireplaces.

### Mercenaries 'R Us

Mercenaries 'R Us is a small stand on the outskirts of Silver's Edge. It sells all manner of weapons and armaments, sometimes even importing weapons from other continents.
The Divines

**The Divines** are the closest thing to gods on Soleras. They are powerful beings that can bend reality to their will, but they can still be killed.

## Archetypes

There are universal archetypes that all Divines fit into, such as the Mother, Traveler, Judge, and Sage. There can be multiple Divines for each archetype, and multiple people can ascend to the same archetype. The more a person embodies an archetype and the more power you accumulate, the more likely you are to be able to ascend to fill that role. Each culture generally has different Divines for each of the archetypes.

## Divine Power

Divines gain strength from the belief of their followers, the more followers they have the more power they can grant to their followers and the stronger allies they can conjure to aid their followers. When it comes time for a Divine to be sacrificed to Aetria, the strongest one is consumed. So the stronger the Divine, the shorter their lifespan.

## The Veil

The Veil is a force that keeps beings of a certain amount of power from directly influencing the world. So, once a person or being gains enough power, they are no longer able to directly affect Soleras. Instead, they have to grant power to followers or create servants to do their bidding.

## The Fall of the First Divines

When the first gods first ascended, they realized that Soleras was on a path to destruction. The white dwarf was slowly eating away at the sun; eventually it would consume it entirely and all life would die. They decided to sacrifice themselves in order to preserve the world, feeding their essence to the sun itself. One divine stayed behind to ensure that more gods continued to perpetuate the cycle.

However, the other divines did not completely die. Some of them retained some vestiges of their power and now hide in the Astral Desert, personal demiplanes forming around the fragments of their minds and bodies.

## The Divines

### Age of Starlight

#### Imryll

Imryll is a goddess who was once an elf woman; associated with fertility, nature, animals, and spring months. Takes on a nurturing & parental disposition when communicating with patrons. Grants power to those who are empathetic, good, and strong of heart. Has special affinity towards those who have suffered the loss of a loved one, especially to illness or injury.

#### Krelok

God who is rumored to have been a drow; associated with balance, order, and function. Takes on an emotionless but driven disposition when communicating with patrons. Grants power to those who are level headed, composed, and who pursue equilibrium in the world around them. Has special affinity towards those who struggle with anxiety or stress.

#### Madoc

God who was once a human; associated with luck, chance, and destiny. Takes on a carefree and questioning disposition when communicating with patrons. Grants powers to those who are willing to take risks, to seek other paths in life, and to make tough choices. Has a special affinity to those who are about to make major changes in their lives for their betterment.
Byrosse

The North was once inhabited by a people called the Dellosians (of Delos). They were assimilated by **Byrosse** four winters past in order to compete with the other North-dwelling people, the Novirese. Aspects of Dellosian culture are still present within modern Byrosse, and elders (especially in the North) will still speak Ancient Dellosian.

Between cities lies the Frostwoven wastes that are frozen even during the summers. Owing to the climate and the natural protection that Kellevand's Spine offers, no successful land wars have ever been held on Byrosian soil.

Tor Galland, the Tower of Strength, lies on Byrosian land as well, and it was, according to legend, the location that Osira's party landed in Al'Osir after sailing down the Whitehill River. It is a significant place of power and history to all Al'Osiran peoples, and Byrosse guards it heavily.

The samurai of Byrosse are an elite group of warriors that value swordcraft. The honor of winning a duel against a samurai is worthy of a title, so these warriors train for years to hone their craft in order to never be defeated. Other than the samurai, the footsoldiers of Byrosse are extremely hardy and strong, able to put up with the greatest of physical hardships without relenting.

The shogun appoints three family lines to join the prestigious rank of a Winter Family (Fuyukai). Each family is granted a sizeable estate between either Marru and Coratti, the Frostweld Range and Andistead, or south of Port Dairan.

## Commerce

### Exports

* Sake
* Root Vegetables (Potatoes, Parsnips, Turnips)
* Rice (Byrosian White)

## Government

Byrosse is ruled by the Naiwara Shogunate. There is an emperor, although they are usually a figurehead. The real power lies in the shogun, the leader of the military. The imperial palace is located in Port Dairan and is called the Imperial Estate while the shogun operates out of the mountain city of Tor Galland.

The current emperor is Shinji Takamura. He assumed the role of emperor after his father's resignation in 42 CA.

The current shogun is Namari Nedar, a former samurai who gained the title after killing the previous shogun in a traditional duel.

Private entities also operate behind the scenes, though somewhat sanctioned by the shogunate, such as the notorious Taliara Crime Family and The Ruloggs.
Elf

The **elves** are beings born of the fabled Great Trees, although there is contention whether these trees exist in the Spirit World or Feywild. The seeds of the Great Trees drifted through the Astral Desert before taking root in Soleras. When the seeds grew and eventually blossomed, the first elves emerged. Some elves have a particular affinity for the spirits and their realm, while others are especially connected to the Feywild and take on Fey characteristics. This divergence further muddies the waters on the origin of their ancestries, and elven scholars are constantly searching for where the Great Trees spread their roots.

When elves die, their bodies wither away to dust, leaving only a heartseed behind. This seed must be planted and cultivated in order for the elf’s soul to be reborn. The destruction of an elf’s heartseed is a great tragedy, and intentionally destroying a heartseed is considered a heinous crime for which no punishment is great enough. Because of the heartseed, an elf could potentially recall pieces of knowledge from previous lifetimes. Some elves cultivate this ability and are able to draw on generations of knowledge.
Kajsa Sezerac

Kajsa Sezerac is a human Dog and Hound Pugilist played by Maddie in Godkiller.

Her dog is called Crown.

## Background

Kajsa grew up on the streets, where becoming the bully that beats you up for your lunch money was the only way she was eating lunch. She got her first honest job as a bouncer at Lou's Brews, and eventually moved further north and started working at a bar near the university, the Potion Cellar. Here, she learned how to be a barkeep and how to drink any customer under the table. One day, she dreams of opening her own bar, so she's enrolled in a business program at the university, working at the bar to pay her tuition.
Silver's Edge (region)

The region of Silver's Edge is named after the large town in the center of it, and encompasses the surrounding mountains and foothills. It is a combination of mountains, canyons, and boreal forest. There is a small patch of temperate forest in the south.

## Notable Landmarks

### Vallathrax's Tower

The now-abandoned tower of the famous wizard Vallathrax. It is known to distort time and space on the inside, with each floor containing a different theme.

### Shrine of Dellovara

A near-ruined forest shrine on the surface hides the underground Shrine to Dellovara. This is a place magically sealed by ancient warding magic. It contains the Censer of Purification as well as the research and notes of the monks in fertility and farming magic. Dellovara is an ancient goddess of fertility that has almost no worshippers remaining in the modern day.

### Silver's Edge

→ Main article: Silver's Edge (town)

The mining town of Silver's Edge, after which the region is named.
Human

**Humans** are one of the most common ancestries on Soleras. Before the beginning of the Great Cycle, the largest human civilization resided in the Astral Sea, a plane with an ocean of pure aether. The humans created ships capable of sailing this sea of concentrated magic and floating platforms to house their cities. They expanded throughout this plane until the arrival of the dread sun, Skaz’zt. This invader from beyond the stars sucked the Astral Sea dry, leaving it a desert wasteland. Only residual traces of its aether remained. With their lifeblood and homes destroyed, the humans fell prey to a new being: dragons. Hunted and resource-starved, the human civilization dissolved, its people dispersed into the holes in the fabric of reality Skaz’zt created. Different groups spread to all sorts of world, seeking a safe haven to rebuild their fallen civilization. A group of humans fled to Soleras, traveling through a planar rift opened by the first Great Winter. They took refuge in this new world, briefly cohabitating with the declining ancient Solerans. The first humans entered Soleras in Novir on Al’Osir, and they emigrated to other parts of the world from there.

Unbeknownst to most, a warlord has gathered followers on a distant unknown world. The warlord’s army has ventured back into the Astral Desert and are currently using the planar rifts to conquer new worlds and attempt to rebuild the civilization they lost eons ago.

Humans have a unique affinity to the Astral Desert due to their origins as an Astral Sea-dwelling ancestry. They are particularly sensitive to the ambient aether of the universe and can easily sense planar rifts or similar portals to other planes. While in the Astral Desert, humans are known to have an uncanny sense of direction and intuition for the location of planar rifts.
Novir

First settled ages past by sailors from the far north, **Novir** has long stood the test of time. Despite many winters having passed, the Novirese tradition holds strong. From the strongholds of Novibrikk and Rikkvaen to the sea cities surrounding the Traydovv Sea, the Novirese excel at making the most of adverse conditions and inhospitable landscapes.

Legend has it that the settlers had fled their homeland as it had been infested by world-eating serpents called The Devourers (in Common). The traditions are still upheld to ward of these Devourers lest they find their way to Al'Osir and destroy the land.

The longboats of Novir, although not as great in number as the Feldaryn fleet, are notorious for leaving no survivors. Much of the early wealth of the nation ages past is attributed to the sea-faring forefathers who pirated and stored caches beneath the sea so that they would survive the long winters. Other nations speculate that these caches are still supporting the Novirese economy.

Like their counterparts to the South, the knights of Novir seek danger at all costs, though with a greater emphasis on necessity and protection than glory.

## Commerce

### Exports

* Vodka and other flavorless spirit (called “Svezda” for ‘stars’)
* Lumber

## Government

Novir is a Dynastic Monarchy. The current czar is Hindter von Talljiskk. The royal family lives in the White Keep in Novibrikk. While the czar holds absolute power in the dynasty, they can be appealed by a group of councilors called the Ulrikks.

Families whose members accomplish a momentous task are allowed to join the dynasty.

The original Novirese royal bloodline has been lost, and there is regular infighting to attempt to ascend to czarhood.

## Conflicts

### Interfamilial Conflicts

Novir’s is a history deeply rooted in bloodshed. Those within the Dynasty’s grasp fight to keep power, while those without struggle to attain any semblance of royalty.
Korami Family

The Korami Family is a noble Byrossian family located near Tor Galland. They are a prominent figure in the dynasty's bureaucratic institutions, with a long history of civil service. Many of the Korami Family's children are also accomplished musicians, with the family being top donors to an exclusive performance school nearby. Members of the family are expected to serve the country of Byrosse while also maintaining their own personal pursuits of the arts. It is considered proper to be well versed in politics and art.

## Family Members

* Korami Takeda. The male head of the family.
* Korami Ren. The matriarch and head of the Korami family.
* Korami Haru. The eldest daughter of the family. Accomplished pianist and singer.
Farummel

Farummel is a minotaur Virtue of Ascension Paragon played by Sean White in Godkiller.

He was originally part of an adventuring party, but they all died and he blames himself.

He fled to the Edge of the World to escape, where he witnessed two dragons fighting on one expedition. They inspired him to get back into the business and to try to protect people again. He wants to build up a team again and eventually reach the point of being able to take on the dragon he saw at the Edge of the World.

Farummel is now an airship contractor working in transportation for faculty who need frequent travel.
A Memory of Warmth

A Memory of Warmth is a oneshot run by Austin. It is the second game played in the world of Soleras, taking place in the Khyazgoran Mountains of Karakovrin.

## Cast

 Jill | Elbow | Half-Elf
 Sean White
 Shannon

## Plot

The four player characters are members of The Devoted, a faction of special operatives loyal to the Eternal Flame of Shankhor. They are dispatched to a remote village to investigate after the local duke lost contact with it, fearing that the Frostfell took it. The party goes to investigate and finds the village completely abandoned and frozen over. The sacred flame in the brazier in the center of town has gone out. The party is attacked by ice creatures, and they recognized them as being from the Frostfell.

Fearing the worst, they investigate further, finding ice cocoons inside the buildings. The mountain rumbles and thunder cracks as snow begins to roll down the mountain peak above. The party flees and gets cornered on the edge of a cliff before the snow hits them, sending them flying down the mountain on a piece of stone wall. They plunge into some ice caves, where they encounter several remorhaz stalking through the tunnels. After befriending one with food, they continue on. As they emerge from the ice caves, they spot a large pillar of light in the distance, a portal to the Frostfell opening. Fearing that they won't get there in time, the party runs down the mountain.

They run into a man with a red suit in a sled who offers to give them a ride down the mountain, calling himself Saint Niccolai. While they are sledding down the mountain, they are beset by giant eagles and a white dragon. After outrunning the attackers, Saint Niccolai drops the party off near the portal and departs to face down the dragon.

The party arrives at the portal to the Frostfell, where they must fight a Herald of Winter. During the fight, Renn Varis betrays the rest of the party, paralyzing them while the Herald of Winter kills them one by one. For his efforts, Renn Varis is encased in an ice cocoon as more portals to the Frostfell open up across the ice sheet in northern Karavokrin.
The Promethean Question

The Promethean Question is a Pathfinder 2e oneshot run by Austin based in Falkesp on the continent of Karavokrin.

## Introduction

Falkesp is often considered the cradle of civilization for Karavokrin, but no one has been able to conclusively prove that life began in these mountains. Scientists have researched for decades, but no hard evidence has been discovered.

The characters are part of an elite government team dispatched to the remote mountains of Falkesp to retrieve a classified, experimental skyship that went down. They are to secure the ship for extraction and rescue the stranded scientists and engineers responsible for manning it.

But the forests of Falkesp hold many ancient secrets, and some are best left buried.
Soleras Writing Guidelines

These are some general rules to follow when writing content for the world of Soleras.

1. Avoid monocultural nations/factions. “Elf Kingdom, Dwarf Kingdom, Human Kingdom” is really boring and is also not how cultures mix. Instead of saying “the dwarves are like this”, say “the people of [location/kingdom/culture/faction] are like this".
2. Magic is commonplace, but not entirely safe. For every benign source of magic, there is a malignant force as well. This doesn’t have to be a 50/50 split, but keep in mind that evil magic is as prevalent as good magic, and most magic in general carries a price or side effect.
3. Keep advanced technology rare and mysterious. Anything beyond flintlock weapons and rudimentary running water should be rare, powerful, and dangerous.
4. The magical darkness in the Underdark is almost impenetrable. Keep exceptions to an absolute minimum.
5. The previous Era was really bad, and so was the following long winter. The current era has just begun and will not end anytime soon, as long as there are heroes to keep the peace.
6. The gods are distant and very rarely interact directly with the people of the world. They use angels and other emissaries to further their agenda.
7. **No matter how dark it gets, there should always be a small hint of hope, no matter how faint.**
Kambizlo Trippindale

Kambizlo Trippindale is a pioneer in farming and gastronomy. He is the legendary Buckwheat Warbleton's blood-brother and researched several new foods and crops at the Warbleton Plantation.

He theory-crafted the idea of injecting certain vegetables, like celery, cucumbers, etc. with artificial flavoring to enhance the quality and taste experience for the customer. These flavors include but are not limited to: baked beans celery, buffalo chicken celery, clam chowder celery, and ChocoPeanut celery. What Kambizlo didn’t realize was that his process for injecting flavors into these vegetables was only possible due to the 1700 year old Warbleton family techniques that no other simple farmer could pull off. This gave the brothers an immense competitive advantage in the farming industry, which allowed them to create the closest legal thing to a monopoly by stealing all of their customers hearts.
Cherkasy Oblast

**Cherkasy Oblast** (Ukrainian: Черка́ська о́бласть, romanized: *Cherkaska oblast*, pronounced [tʃerˈkɑsʲkɐ ˈɔblɐstʲ]), also referred to as **Cherkashchyna** (Черка́щина, IPA: [tʃerˈkɑʃtʃɪnɐ]) is an oblast (province) in central Ukraine located along the Dnieper River. The administrative center of the oblast is the city of Cherkasy. The current population of the oblast is 1,160,744 (2022 est.).
Cervid

Cervids are one of the oldest ancestries of Soleras, having existed alongside the ancient Solerans. According to their legends, Cervids traveled to Soleras through a rift in either the Feywild or Spirit Realm (there are conflicting accounts). They cohabitated with the ancient Solerans at the beginning of their decline, although the Cervid’s adaptations to cold weather allowed them to avoid going completely extinct. While the current generations of Cervids have little recollection of their ancient past, stories of the Age of Ancients and related generation knowledge continue to be passed down, closely guarded by lorekeepers.
Emil

Emil is a changeling Fiend Patron Warlock played by Jacob in Memories of the Ishka'El.

## Backstory

### Early Life

Emil was born to changeling parents Hux and Eina in a small homestead outside of Cairvold. They taught him who he was and raised him as a changeling should be raised. Hux tended the fields, and Eina worked as a seamstress for those in the town. Emil practiced changing forms often and got quite good at it.

### The Abandonment

When Emil was 6, his parents woke him in the middle of the night to tell him to run, hide, and never reveal his true nature. His parents fled into the night. He wandered into town and was taken in by Wraxanya Leaxor, who owns and runs an orphanage in town. The orphanage is mostly for the children of miners and loggers who die on the job The children typically live there until they are old enough to make their own way in the world, and Wraxanya gives them a pack, a blessing, and a kiss on the forehead before she bids them farewell.

### Leaxor Home for Wayward Children

For 15 years, he stayed in the orphanage, barely showing any age. The other children called him "cursed" for being stuck in the orphanage for all time The fire in the hearth often showed Emil images in this time, and he grew to find the warmth comforting and friendly. Three months prior to the start of the campaign (Emil looks 11 at this point), Emil felt the fire was pressing him to go home. He snuck out one night and ventured into the countryside until he found his home. It was in shambles, and there were scorch and acid marks everywhere. It was picked bare, but he found a helmet partially submerged in the rubble and dirt. He took this as a spoil and brought it back to the Home, where he hid it well.

### Recent History

He finds himself sitting before the flames, the helmet staring up at him. The Man in the Flames, as he calls him, shows him images often, though it is always comforting. The Man in the Flames is Emil's only friend in these times of loss and abandonment, and this helmet is a gift. Emil feels restless in the Home recently, and he longs to leave, though Wraxanya keeps a watchful eye over him, and he does not want to disappoint the woman who has helped him all these years. His skills as a changeling have diminished with disuse, and he fears using his powers.

One morning, he saw something glittering in the flames. He reached in almost compulsively and pulled out a red crystal shard on a black cord. That evening, he found several platinum pieces in the flames. Truly, the Man in the Flames was looking out for Emil. Emil typically picks the lock in the Home at night to go talk to Brie.
Crank

Crank is a warforged Clockwork Soul Sorcerer played by Adrian in A Game of Skill.

## Connections

### Family

Unnamed tabaxi (creator)Modrons (former caretakers)

## Appearance

Crank stands exactly six feet tall, with a dark-grey metal frame and almost ruby-like eyes. They have a hobbled-together appearance - as if someone was building them in a serious rush. However, Crank ultimately resembles that of a drow; in particular, for those familiar with the gods of Soleras, Crank seems to have a resemblance to Krelok, the god of order and balance.

Crank’s clothes seem to be in more refined condition - a floor length robe with a faded bronze shade, adorned with geometric patterns and the symbol of Krelok, patched on the left shoulder. They hold a staff in their right hand, a fusion of wood and metal intertwining each other in a symmetrical form.

## Biography

Crank’s origins are just as esoteric as the purpose for which they were built. They do not know their age, as they do not keep track of years or even months in the same manner as most others, but they know they were built long, long ago by a hapless Tezarian inventor, as an apology to a society located in a faraway plane known as Mechanus. From there, they were trained in the ways of the modrons, and taught to value balance and equilibrium above all else, before being unceremoniously sent to Iastrus for still unknown reasons.

Their purpose is equally strange. While they were not given specific orders, Crank has held an unshakable belief, a calling, a modus operandi to cull chaos and maintain order within the lands they strode. They know not why exactly they were gifted to the modrons, nor could they glean anything from their masters aside from the existence of their god, Primus. But Crank was given a goal, a conviction on which they could lay their entire new life.

To this day, Crank seeks to understand the meaning of their brisk relocation to this new continent. But, for the past 20 years (as they estimate), they have maintained a self-labeled status of “peacekeeper” within the sleepy city of Caiseal, as well as a worshiper of the god Krelok (whom they discovered accidentally while looking for information on Primus).

Though their status as an outsider was quite apparent upon their initial arrival, Crank quickly built up a positive reputation amongst the denizens of the continent, and managed to develop such a liking to them that leaving for another land was simply no longer a desire. But they still wonder about the purpose of their sudden appearance in Iastrus, and the reasoning behind their nascence.
Benin

## Flag

**Benin**, officially the **Republic of Benin,** and formerly **Dahomey**, is a country in West Africa. It is bordered by Togo to the west, Nigeria to the east, Burkina Faso to the north-west, and Niger to the north-east. The majority of its population lives on the southern coastline of the Bight of Benin, part of the Gulf of Guinea in the northernmost tropical portion of the Atlantic Ocean. The capital is Porto-Novo, and the seat of government is in Cotonou, the most populous city and economic capital. Benin covers an area of 114,763 square kilometres (44,310 sq mi) and its population in 2021 was estimated to be approximately 13 million. It is a tropical nation, dependent on agriculture, and is an exporter of palm oil and cotton. Some employment and income arise from subsistence farming

## History

### Early History

* Kingdom of Ardra
* Oyo Empire
* Songhai Empire
* Akwamu
* Dutch Slave Coast
* Kingdom of Whydah

### Modern Period

* Kingdom of Dahomey
* French Dahomey
* Republic of Dahomey
* People's Republic of Benin
* Republic of Benin

## Administrative Divisions

* Alibori Department
* Atakora Department
* Atlantique Department
* Borgou Department
* Collines Department
* Kouffo Department
* Donga Department
* Littoral (Benin)
* Mono Department
* Ouémé Department
* Plateau Department
* Zou Department