A Living Chronicle

World of Wrüne

Lands of Wildermere

Where Ancient Pacts Hold the World Together

Kings and outcasts. Swamp lords and sky mystics. A world of ancient forests, feuding realms, and where the deep places remember everything.

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World at a Glance

Six Realms. One Covenant. No Peace.

Verdaan
The Thorn Crown

An ancient forest realm ruled by the Greyback dynasty - rose cities, thorn walls, and a throne built on ash and ambition.

Avondelle
The Skyward Dominion

Birdfolk who built their settlements above the clouds and their faith around a single star. Reach determines rank.

Garunga
The Drowned Shore

It was a coast once - warm tides, open beaches, salt and sun. The Covenant War took the shore and left the swamp. Three castes, three rulers, and the memory of what was lost.

Mul Wü Terre
The Dwolic Underhills

Dwoles and Brevis - master engineers and the sole minters of the realm's currency. Every coin in Wildermere passes through their presses. Their mechanical craft is without equal.

Bastion
The Exile's Hearth

No crown, no chains. Built by war survivors who burned their old names. The only realm that welcomes everyone.

Tasa Ru
The Living Archive

Keepers of root-memory and the Rootvoice network. They know things realms wish they didn't. Knowledge is the only currency they trust.

In the Beginning

Wru & Üne - The First Beasts

Before Wrüne was made, there was only the Deep Wilds — an infinite cosmic wilderness populated by beings beyond counting. Among them moved two: Wru and Üne.

"They were not siblings, not rivals - but lovers, or halves, or mirror beasts. Together they wove the rhythm of the world: the living and the long memory of it."

Wru, the Wanderer
Wru, the Wanderer
He Who Broke the Quiet · The Strider

Wru was the first to stir. It galloped across the sleeping world, and where its hooves struck, rivers ran and winds howled. Its cry cracked the silence - and from that cry came sound, name, and movement. Wherever Wru wandered, its breath became birdsong and its stride became the wind.

Wru is worshipped most fervently in Verdaan, whose Greyback dynasty claims divine descent from the moment Wru's first great cry cracked the sky above the Furànn - the sister-tree of the west, which stood at the heart of the ancient land of Cárraig.

Üne, the Dreamer
Üne, the Dreamer
Keeper of Fallen Things · The Deep Root

Üne did not cry - but listened. A vast, blind burrowing beast whose bones were made of root and river-rock, Üne moved slowly beneath the soil, carving caverns, storing echoes, cradling the bones of the dead. Every leaf that fell was folded into Üne's memory. Nothing was lost. Nothing forgotten.

The Dwoles speak of Üne in reverent clicks and hums. The Rootvoice network of Tasa Ru is believed to be Üne's nervous system, still dreaming beneath the soil.

Veyuun
Veyuun, the Watcher
The Brightest · The Watcher · Sovereign God of the Avondii

The brightest being in the Deep Wilds. Vast, still, radiant — it has not moved in the memory of any realm. Most groundfolk see it as the largest and oldest creature in the sky, the one that stopped while everything else kept wandering.

The Avondii do not share this interpretation. To them, Veyuun is not a creature — it is a god, and it was watching before Wru ever stirred. Their entire civilisation is built around being seen favourably by it. The Creed of Veyuun holds that the sky has sovereign claim over the earth because Veyuun claimed it first.

Vülkor
Vülkor, the Hunger
The Hunger · The Starless · The Wandering Mouth

Something moves through the Deep Wilds that does not wander — it hunts. Ancient, patient, incomprehensibly vast. Where it passes, stars dim. It has no fixed form that any groundfolk tradition agrees upon, only the certainty of its hunger and the belief that it has not yet found Wrüne.

Parents in every realm use it to quiet children. Bad harvests, unexplained disappearances, nights when the sky feels too close — all attributed to Vülkor's passage somewhere far above. The Avondii refuse to speak its name. The Dwoles, who cannot see the sky, say this is the one thing the surface folk were right to fear.

The Folk Belief

"Something in the Deep Wilds hunts. It has no name that any groundfolk agreed upon — the Verdaanians call it The Hunger, the Avondii call it The Starless, the old folk say The Wandering Mouth. Its true name, in the oldest tongue, is Vülkor. It does not know Wrüne exists. Groundfolk use this as comfort and as warning in equal measure — be still, be small, don't be the thing that gets noticed."

The Cosmos
The Deep Wilds

The sky is not a ceiling. It is the Deep Wilds — an infinite wilderness that stretches beyond anything that can be measured or named, populated by beings as vast and old as Wru and Üne themselves. The stars are them. Other creatures, wandering, living, moving through the dark between things.

Most of what moves through the Deep Wilds has never looked this direction. Wrüne is small and warm and hidden in a quiet corner of something that does not know it exists. That is, most believe, for the best.

The Origin
The Migration

Wru and Üne did not seek each other. They were simply moving — as all creatures in the Deep Wilds move — following whatever current pulls beings across the dark. They arrived at the same empty place at the same time. A patch of nothing in the middle of everything.

Üne stopped first. Wru circled it. Then, for the first time in its existence, Wru stopped too. What followed was not planned. It was, most believe, inevitable — two creatures who had each been alone in the Deep Wilds for longer than anything had a word for, finally arriving somewhere at the same moment.

Interactive Atlas

The Map of Wildermere

Click any realm or named location to open its lore. Coordinates calibrated to the official map.

Map of Wildermere
Ctrl + scroll to zoom
Winding Perch Rubblehook Wingmont Eldelvain Rook Aeriefall Seat of the Ascendant Starling Spire Birdsong Vale Stonehill Lookout Silver Moon Grove Deephaven Appleshire The Ironwoods Morel Glade The Ramble Orendale The Grove of Thought Boddam Emerald Channel Tidepools Glassy Cove Althorne The Rose Citadel Whiskerpines Sanguine Temple Grandtree Lake Verdaanian Causeway Wure Terre Almsnest Clayton Quarry Thornbar Gate Stokesbury Oxborough Forest Gairrow Marches Greygard Ockridge Fort Old Fern Westweed Thicket Redroot Post Summeroak Acorn Glen Beaverport Hillsham Bixton Burrows Foxhollow Feral Forest Whitewater Lake Brambleskein Ever-Green Sanctuary Fogbrook Woods Cobblepot Trotterdam Mistmere Hold Butterlore Forest Chestnut Bay Cradleheart Tree Elderberry Woods Deadal Warrens Freebraidhall Mottewood Esqorro Sands Bannerdun Fields Brethren Barrows Tamfaire Nettlemouth Cove Backwater Springs Bramblethorn Gorra-Gorra The Deep Bellow Shallaholde Driftmarsh Brackish Wilds Brokenroot Bog Foetid Fighting Pits Torga Murkmire The Dark Morass Timberfrost Arnhill Darberry Eastbark Pebblebrook Misthall Rutstead Ribbuth Cairnwell Rootwater Canyon Pyrewood Swamp Dolgami Depths Briarnut Pass The Winding Whorls
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Click a realm region or any named location to open its lore panel

The Peoples of Wildermere

Denizens

Each species carries its own culture, its own caste, its own relationship to power - and its own reason to be wary of the others.

Verdaan Furfolk of the Woodland Realm
🐀
Greybacks
House Briarthorn
Rats · Rulers of Verdaan
The dynasty of Verdaan. Cunning, tradition-bound, claiming descent from Wru himself. Their secret Ashbinding ritual keeps a spark of the Emberdeep within noble bloodlines.
🦡
Stripe Snouts
House Meles
Badgers · Ancient noble house and warriors
Most physically imposing of the furfolk. Ancient, proud, and quick to challenge crown decrees. Their loyalty is formal but perpetually strained. Centered in Stokesworth.
🐇
Fleetfeet
House Bixton
Rabbits · Warriors & messengers
Loyal allies of the Rat Throne. Serve as messengers, scouts, and cavalry. Some are ridden by Greybacks in battle; others stand as respected warriors in their own right. Based in Bixton Burrows.
🐿️
Branchtails
House Oakmere
Squirrels · Scouts & spies
Agile, clever, politically adaptable. Serve as spies and border sentries among the treetop canopies. Known for layered clan politics. Based in Trotterdam.
🦔
Needlebacks
House Bristleback
Hedgehogs · Judges & healers
Resilient and introspective. Called upon as judges, healers, and herbalists. Loyal to the throne, quietly ambitious for greater recognition. Many reside in Hillsham.
🦫
Floodbinders
House Castor
Beavers · Engineers & builders
Masters of Verdaan's infrastructure - bridges, river locks, sap-shipping. Practical, proud, and holding surprising economic leverage over the crown. Central city: Beaverport.
🐭
Flitears
House Nibbletuck
Mice · Labor & common folk, also called Nibs
Small and often overlooked. Laborers, clerks, scribes, farmers - essential to daily function. Some harbor quiet resentment toward the rat elite. Found in Grainmere and Cobblepot.
🐭
Shivelnocks
House Furrow
Shrews · Clerks, Currency & Agricultural overseers
Calculating, sharp-eyed managers of Verdaan's irrigation networks and agricultural oversight. House Furrow operates below court notice by design - redirecting water rights, grain tallies, and labor contracts with quiet precision. Their political instincts rival the Greybacks'. They simply prefer not to be seen doing it.
🌲
Darkpines
House Ironpelt
Pine Martens · Northern frontier lords
Lords of Verdaan's northern edge. House Ironpelt has ruled Timberfrost for generations, earning standing through cold winters and harder choices rather than court favor. The best trappers, trackers, and cold-weather fighters in the realm.

Darkness Beyond the Covenant

Threats & Horrors

Not every creature in Wildermere holds a seat at the table. Some were cast out. Some were never invited. And some predate the Covenant entirely.

Skitters
Skitters
The Clicking Swarm - Born of the Rot Below

Skitters are not a single creature but a colony intelligence - chitinous, fast-moving arthropods roughly the size of a large rabbit, sharing a distributed mind through mandible-click signaling. They do not speak. They do not negotiate. They consume.

First documented during the Brethren War, Skitters emerged from the deep cavern systems beneath Dun Terre, drawn upward by the vibrations of mass burial grounds. The Dwoles, who share the underground, treat them as a geological hazard - something to be tunneled around, never directly engaged.

A Skitter swarm leaves behind only exoskeletal husks and a faint reek of ammonia. They are believed to be a corruption of Üne's deep-memory - something that festers when too many dead are left without burial rites.

Subterranean Swarm Intelligence Rot-Born
Wruteborn
Wruteborn
The Weedwalkers

The Wruteborn are not inherently dangerous. Mossy giants, barklings, reed-stalked wanderers, petaled whisperers - they dwell in sacred groves and shaded hollows, moving slowly, responding to the Rootvoice, standing watch over places the living have forgotten. Most will not harm you if you do not harm them. They are plantlife awakened through resonance, and in their quiet state they are closer to sacred than to threat.

When they turn - that is something else. Scholars of the Enneawise have come to understand aggressive Wruteborn as a corruption of Wru himself: the divine wanderer, motion and chance and the thrown bone, his energy curdled into something that moves without direction, strikes without reason, cannot be reasoned with because there is no thought behind it - only force.

What triggers the turn is not fully understood. Root rot is one cause. Proximity to places where the Rootvoice has gone thin or wrong - Pyrewood Swamp, the Brackish Wilds, Bannerdun Fields - is another. And some believe that Wruteborn which have been controlled through the Rootvoice and then released carry something broken in them afterward, like a bell that has been struck too hard and will never ring clean again.

Known Habitats. Peaceful Wruteborn dwell in the Ever-Green Sanctuary, Cairnwell, Misthall, and Morel Glade. Aggressive Wruteborn haunt Pyrewood Swamp, the Brackish Wilds, Bannerdun Fields, the Feral Forest near Bittertrick, and Westweed Thicket.

Rootvoice Awakened Root Corruption Rootbinder-Linked
Coilbloods
Coilbloods
The Snakes - Answerable to No Crown

Coilbloods hold no caste. No Triarch claims them; no Hearthtable seat speaks for them; no Greyback census counts them. They exist outside the system by design - or perhaps by nature - and the system has never successfully changed this. Primarily found in Brokenroot Bog.

No Caste Writhe Path Uncountable
Skin Spies
Skin Spies
The Chameleons - Near-Extinct & Unforgiven

Skin Spies are chameleon-folk with an extraordinary and deeply unsettling gift: the ability to alter their coloration to near-perfect mimicry. During the Flicker Years they were deployed as weapons - infiltrating noble houses, replacing courtiers, steering wars from the inside.

The Unity Hunt that followed was one of the most coordinated cross-realm efforts in Wildermere's history. Every realm contributed soldiers. The Skin Spies were hunted to near-extinction - or so the records state. A handful are believed to have survived, operating in ones and twos, taking contracts from parties who know exactly where to leave payment: reed bundles, moonlit tide pool, three full moons before the job is needed.

Their only known identifier is a forked-tongue eye sigil, sometimes burned into the underside of a left wrist. Looking for it is usually how you find out you're already too late.

Shapeshifter Near-Extinct Mercenary
Blackwings
Blackwings
The Batfolk - Swift, Silent, Beyond Reason

The Blackwings nest in high bonewood hives deep in Brokenroot Bog - vast colonies of bat-folk who have never held a seat at any table and have never sought one. They do not parley. They do not send envoys. Attempts to establish communication have not gone well for the envoys.

They are fast beyond what most creatures expect, near-silent in flight, and entirely indifferent to the political arrangements of the surface world. Coilbloods, who fear almost nothing, give Blackwing nesting grounds a wide berth. The Triarchy officially considers them unclassifiable - not enemy, not ally, not subject. Simply a fact of the bog, like the fog and the sinkholes.

What they want, if they want anything, has never been determined. They take what they take and return to the dark canopy. Nothing has ever successfully followed them home.

Bog-Dwellers Cannot Be Reasoned With Colony
The Fungrel
The Fungrel
The Spore-Taken - Bone and Rot Given Motion

The deep rot-fungus has existed longer than any realm, any covenant, any god believed in by any creature in Wildermere. It does not need the Rootvoice. It does not answer to the Cradleheart. It grows in old battlefields, flooded ruins, cave systems, undisturbed forest floors - anywhere dark and wet and left alone long enough. At a certain age, a certain density, it stops merely feeding. It starts moving what it finds.

The Fungrel are what happens when the deep rot-fungus threads through bone and uses the skeleton as scaffolding. Not raised. Not summoned. Grown. The mycelial network fills the hollow spaces - marrow, joints, the gaps between ribs - and animates the shape it finds. What walks is not the creature that died there. It is the fungus, wearing a body it inherited.

Up close you see the pale growth pushing through cracked bone. The joints move slightly wrong. You smell them before you see them - something between wet earth and something sweeter that has no business being there. They do not stop unless the fungal thread is severed. They do not feel pain. They do not tire.

They exist across the world - not concentrated in any one place, not the product of any one event. Old enough cave systems in Mul Wü Terre. Battlefield plains in the far east no realm has named yet. The deep Dolgami floor. The Dwoles have known about them longer than any surface realm and have said very little.

The Sporemancer is a separate matter. A creature — any species, any realm — exposed to the deep spores long enough does not simply die or turn. The fungal network finds a living mind and learns from it. Gets smarter. More directed. The Sporemancer is what the fungus produces when it finds something still thinking: a node in the network that can still speak, still move with purpose, still cross borders. They do not control the Fungrel. They are simply the part of the network that has not finished yet. Pale patches where the skin has gone thin. Joints that move slightly wrong. A smell they cannot wash off. They know exactly what is coming. The most dangerous ones are the furthest along.

Biological Pan-World Threat The Sporemancer

Six Realms, Six Fates

The Lands of Wildermere

Verdaan sigil

Verdaan

"Where Law Took Root and the Crown Cast Thorns"

The oldest and most hierarchical realm in Wildermere. A centralized monarchy ruled by the Greyback rat dynasty from the Rose Citadel in Althorne, Verdaan sees itself not as a participant in realm politics - but as its rightful steward.

Verdaan is defined by structured society, military discipline, and deep reverence for Wru as the First Monarch. Its currency (Ambre, Tawns, and Russets - sap-based coinage) flows through the Verdaanian Causeway into every other realm's markets.

Capital
Althorne - The Rose Citadel
Dynasty
House Briarthorn (Rats)
Currency
Ambre, Tawns, Russets
Religion
Wru as Guiding Will

Geography

  • Whiskerpines - Misty forest near Althorne and the Cradleheart's root-line
  • Acorn Glen - The breadbasket; vast farming villages
  • Oxborough Forest - Wild, ancient woodland in the northwest
  • Grandtree Lake - Northeast access to the Cradleheart's roots
  • Butterlore Forest - Dense woodland of the southern coast
  • Westweed Thicket - Herbalist haven; skitter-prone borderland

Military

Skilled infantry, rabbit shock-troop cavalry, and mixed-species units. A covert alliance with Avondelle produces bird-rider squadrons trained at Almsnest. The Thornwatch - a powerful network of border forts - guards every frontier approach.

Verdaan's most jealously guarded strategic secret: the Dwolic Tunnels. An ancient passage carved by the Dwoles runs from Wure Terre through the Dwolic Hills and beneath the western frontier, emerging at the coast near Chestnut Bay. Verdaan uses these tunnels to silently supply and reinforce their frontier fortresses - Thornbargate, Redrootpost, and the Causeway forts - moving arms, grain, coin, and troops underground without a single soldier visible on the road. The arrangement is permitted by the Dwoles. For a price never publicly stated.

The Sanguine Temple

Verdaan's most powerful shadow institution, operating from the Redveil district of Althorne. Healers and confessors who maintain a private ledger of every debt - favors, secrets, and sins. Their forgiveness, when it comes, is never free. Symbol: a blood drop over an open palm. The Temple's militant arm - the Scarlett Shields, a mixed-species order of religious knights - enforces its doctrine and the Crown's order throughout Verdaan. Known among commoners as the Scars, a name earned through their reputation for roughing up the citizenry.

The Greyback Secret

Noble Greyback lines practice the Ashbinding - a coal lit from the original fire of the Furànn, pressed into a paw-scar at the moment of succession. The ember has been passed from ruler to ruler since the night the Greybacks fled Cárraig, their backs grey with the ash of their burning home. The fire in the Furànn - now called the Emberdeep - has never gone out. Neither has theirs.

Garunga sigil

Garunga

"The tide shapes us, and the stone remembers."

Garunga was not always a realm of swamp and dark water. Before the Covenant War and the Great Blight, it was a coastal kingdom - warm beaches, open tidal shores, salt wind and wide sky. The Sunclads worshipped from long sand flats. The Tidechosen plied crystal shallows. What the Triarchy chose to do - harvesting Cradleheart roots to fuel their war-machine - cost them the coast. Clean water ran brackish. The beaches hardened into arid scrub or dissolved into bog. What remains of that shoreline is Esqorro Sands: a strip of arid, half-swallowed shore where the Sunclads still gather to face whatever sun breaks through the murk.

What Garunga is now is a sprawling, elemental realm of swamps, deltas, and blight-scarred lowlands. Garungans believe all life flows between Wru (vitality, strength, motion) and Üne (patience, memory, depth) - and this shapes everything. Caste is not inherited but revealed: in the Ceremony of the Spawnshade, tadpoles swim toward totemic objects in a sacred reflecting pool. The totem they choose determines their caste, their city, and the entire arc of their life.

Garunga is governed by the Triarchy - but it wasn't always this way. Gorra-Gorra was once the sole capital, the single throne from which one ruler commanded the entire realm. The Covenant War, the root harvests, the Great Blight - all of it was decided from those walls by one voice. When the realm nearly collapsed, the survivors made a vow: never again would one decision-maker hold the fate of all. Power was split across three cities - Gorra-Gorra, Shallaholde, Driftmarsh - and all three caste-elected lords must agree before any major act of state. The result is a civilization that deliberates endlessly. But Garungans still know, in the way they know tide and bone, that what is decided at Gorra-Gorra carries more weight than the others. The stone there is older. The silence heavier.

Military Capital
Gorra-Gorra - The Deep Bellow
Spiritual Seat
Shallaholde
Trade Nexus
Driftmarsh
Sacred Enclave
Torga - Shell-Vaults of Memory
Great River
Garung River
Faith
Wru & Üne - The Tidal Balance

The Triarchy & Castes

Gorra-Gorra was once the sole seat of Garungan power - one ruler, one throne, one voice that nearly ended the realm. The Triarchy was born as a vow in the aftermath: never again. Power was divided across three cities and three castes. All must agree before any major act of state - war, treaty, or spiritual decree. Stonebound (military, led by Triarch Grod Tuggmaw from Gorra-Gorra) · Shellsworn (spiritual, Triarch Nissh of the Moonflume from Shallaholde) · Tidechosen (civic and diplomatic, from Driftmarsh). No caste is inherited - it is revealed by the Ceremony of the Spawnshade. But every Garungan knows the unspoken truth: when Gorra-Gorra speaks, the others listen a little harder.

The Garung River

The realm's spine - beginning at Grandtree Lake, carving Rootwater Canyon, passing the hidden Veilfall and Misthall, narrowing into the Whipperpool Rapids, dissolving into Pyrewood Swamp, and emptying into the Dark Morass and Chestnut Bay. The Shellsworn believe it carries more than water: the memory of what Garunga has done.

The Root Harvest & The Corruption

At the height of Garunga's military expansion during the Covenant War, the Triarchy sanctioned the harvesting of Cradleheart roots that ran beneath their territory - drawing on the tree's regenerative sap to fuel forge-works, river engineering, and the feeding of the Stonebound war-machine. The roots, when tapped, yielded something extraordinary: a dense, amber sap with healing and restorative properties unlike anything else in Wildermere. Wounds closed. Rot receded. Sicknesses cleared. For a time, it seemed inexhaustible.

It was not. The land began to show it first. The coast retreated - or rather, it curdled. The warm beaches turned to arid flats, then to brackish margin, then to bog. What had been tidal shores became the Brackish Wilds. River-forest petrified into Pyrewood Swamp. Root-systems collapsed. The names those places carry now - Pyrewood Swamp, Brokenroot Bog, the Brackish Wilds - were given after. Named for what they became. The Cradleheart itself began to weep dark sap at the breach points. The Rootvoice in Garunga's territory became unstable, then intermittent, then silent in the most damaged zones.

Every other realm acted. Tasa Ru's Grovetongues brought the evidence to the The Understory. Verdaan threatened to close the Causeway to Garungan trade. The Dwoles, who had been monitoring Rootvoice decay from below, presented sounding records that could not be argued with. Faced with unified pressure from all five realms, the Triarchy agreed to cease. The harvesting stopped.

The land has not fully recovered. The corrupted zones remain - Pyrewood Swamp, Brokenroot Bog, the Brackish Wilds are all scars of what was taken. But the Cradleheart's roots are slowly reclaiming ground at the edges, and the Shellsworn now maintain the old breach sites as sites of penance and restoration, tending them season by season.

Garunga on the Other Realms

  • Verdaan - Deeply tenuous and mutually distrustful. The political classes of Althorne and Gorra-Gorra regard each other with barely concealed contempt. Citizens further from the courts are more nonchalant - cautious, but not hostile.
  • Bastion - Wary allies. Every shipment to Bramblethorn comes with Garungan wardens.
  • Tasa Ru - Mutually curious. Orendale scholars regularly visit the Tidepools and Shallaholde.
  • Avondell - Winding Perch harasses Garungan trade routes.
Avondelle sigil

Avondelle

"The sky does not beg the soil for permission."

The Skyward Dominion - a constellation of skyborne strongholds, eyries, and spires across Wildermere's northern highlands, known as The Great Hedge. Not a contiguous kingdom but a collection of winged city-states bound by the faith of Veyuun: that clarity, truth, and sovereignty flow downward from the sky to the earth - never upward. Also known as The Spirelords and Keepers of Veyuun.

The Avondii are aloof but exacting - they do not engage in petty arguments but take insult easily. They view the world below as a blur of chaos and revere clarity above all. Speech, flight, and action are deliberate. They do not follow Wru or Üne, but instead revere Veyuun - the brightest fixed star in Wildermere's sky, visible on even the most clouded nights, which the Avondii regard as a conscious sovereign eye watching everything below without blinking. All Avondii navigation, divination, and military strategy is oriented around Veyuun's position in the sky.

When a great meteor fell on The Great Hedge long before the Age of Castes, the Avondii already dwelling in these peaks did not flee - they gathered. To them it was not a catastrophe but a message: a fragment of Veyuun itself, sent down to make contact with the chosen. Aeriefall was built around the impact crater, its black stone foundations carved from the meteor itself - harder and darker than any quarried rock. The Aecliphrae hold council above the crater. From this event came the Creed of Veyuun: the sky has sovereign claim over the earth; height is not merely physical but moral; to fly is to be seen by the eye above; and those who cannot fly must be guided - from above, always from above.

Capital Perch
Aeriefall - Seat of the Ascendant
Governance
The Aecliphrae - Elder Conclave
Faith
Veyuun - The Sovereign Star
Shadow Perch
Winding Perch - Unclaimed Isle

The Aecliphrae

Avondelle's governing elder conclave - no monarchy. The oldest and most visionary skyfolk interpret Veyuun through wind-reading and skywatch. Rank earned through flight precision, storm-singing, and clarity of voice. Ground-bound creatures may serve Avondelle but will never hold full citizenship. Three orders serve the Creed: the Stormborne (lightning as divine correction), the Luminants (celestial cartographers and keepers of fate-maps), and the Galevanes (wind-dancers who subtly manipulate sound and breath).

The Perches

Aeriefall - formal capital, seat of the Aecliphrae, accessible only by wing; home to the Luminant sky-archives · Eldevain Rook - military stronghold; thrall service institutionalized, disobedience met with "the drop"; trains the Stormborne elite · Starling Spire - diplomacy and divination; Tasa Ru squires serve as honored partners through the Whisperwind Choosing; the Songlatch Gate opens only to a precise melody · Stonehill Lookout - smaller birdfolk relay station over the Northern Beck · Winding Perch - rogue isle in the Dolgami Depths; leadership by aerial duel; broke from the Aecliphrae generations ago.

The Eldevain Caste

Avondelle's indentured non-avian caste - bound through debt, tribute, or capture. At Eldevain Rook, thralls labor under constant threat; the most compliant become bird-riders as utility, never honor. At Starling Spire the tradition inverts: Tasa Ru scholars serve as honored partners earning sky-script training and the title Skybound Interpreter.

Avondelle on the Other Realms

  • Verdaan - Useful when obedient. Rat-riders are respected tools.
  • Garunga - Unruly and unreadable. The Avondii laugh at them - mud-dwellers who call their giant insects a military force.
  • Tasa Ru - Fascinating. Their mystics look up - some are "half-ascended."
  • Bastion - A misguided experiment. Too rooted, too messy.
  • Dwoles - Unsettling. They carve too deeply. But their memory is impeccable.
Tasa Ru sigil

Tasa Ru

"The mind is not a stone, but a vine - growing only where it is tended."

The Grove of Thought - a sovereign scholarly realm in northeastern Wildermere, nestled between Avondelle's mountain perches, the Garungan floodlands, and the sacred root system of the Cradleheart. Tasa Ru governs through the Enneawise: a council of nine mystics, scholars, and Rootvoice interpreters, each representing one of the Nine Ways of Knowing - selected not by blood but by Rootvoice resonance and peer consensus.

Species and lineage matter less here than philosophy and depth of listening. Verdaan scribes, Garungan dreamweavers, Bastion diplomats, and Dwolic technicians all contribute to the great living academy of Orendale. Across Wildermere, Tasa Ru is seen as a neutral zone for resolving conflict, keeper of the Rootvoice, and economic regulator - a power even rats and frogs hesitate to interfere with directly.

Capital
Orendale - The Spiral of Wisdom
Government
The Enneawise - Nine Seats
Port & Entry
Boddam - Academic Harbour City
Network
The Rootvoice - All Realms

The Rootvoice Network

A mycelial communication web connecting ancient tree roots, fungal channels, and memory-bearing soils across all of Wildermere. Messages arrive as echoes of feeling, scent, dream, or sound - not direct language. Grovetongues, Ringseers, and Whisperwrights are trained to interpret and translate these echoes. Misreading a Whisper can topple a dynasty. Rootvoice is anchored beneath Orendale but its tendrils stretch as far as the Cradleheart - and into lands that dare not listen.

The Enneawise - Nine Seats

Nine seats, each a philosophical discipline: Memory (bark archives, history) · Form (architecture, mathematics, craft) · Breath (medicine, ecology) · Word (linguistics, law, rhetoric - Birdsong Vale) · Sky (astronomy, divination - Silver Moon Grove) · Stone (geology, Deepcraft liaison) · Shadow (espionage, cryptography - three previous holders died within a month of stepping down) · Flame (chemistry, forge-craft, energy) · Still Water (philosophy, ethics - the Quiet Delve monastery).

Orendale - The Spiral of Wisdom

Tasa Ru's spiritual and intellectual capital - a city grown into a massive sentient tree, layered vertically: lower roots (Dwolic resonance chambers, glowing fungal halls), mid-boughs (branch-schools, bark-scroll archives, open-air classrooms), and canopy halls (meditation perches, starlight observatories). The Memorygrove holds bark archives readable only under moonlight. The Barkstage is a circular debate platform open to any visitor. The Quiet Delve subterranean monastery permits no speech whatsoever.

Tasa Ru on the Other Realms

  • Verdaan - Tenuous. Tasa Ru advisors in Verdaan courts are often mistrusted by nobles, but indispensable at trade tables.
  • Garunga - Mutually curious. Orendale scholars visit the Tidepools and Shallaholde regularly.
  • Avondelle - Cautious respect. Mutual stargazing at Starling Spire has fostered limited but meaningful trust.
  • Bastion - Deep respect. The neutral seat at Bastion's Hearthtable was Tasa Ru's proposal.
  • Dwoles - Closest partners. Eire Terre was built at the Tasa Ru border for a reason.
Bastion sigil

Bastion

"No crown, no chains. From root to flame, we are our own."

The youngest and most ideologically diverse realm in Wildermere - born not of conquest, bloodline, or spiritual revelation, but of defiance, exile, and the yearning for peace. Founded by dissidents, refugees, scribes, pacifists, former warriors, and outcasts from Verdaan, Garunga, and beyond, Bastion is not a kingdom but a confederation - a pact of survival, choice, and unity among the rootless.

Also known as The Free Flame, The Neutral Pact, and The Refuge of the Broken Banner. A place where names are shed, identities are chosen, and flags are braided together in defiance of tyranny. Bordered by Verdaan to the west, Garunga to the south, Tasa Ru to the northeast, and Grandtree Lake to the north.

Capital
Freebraidhall - In Mottewood
Government
Confederation - The Hearthtable
Festival City
Tamfaire - Skeld Capital of Wildermere
Founded By
Survivors of the Battle of Bannerdun

The Pact of Quiet Flame

Bastion's foundational covenant, burned into Freebraidhall's beams - not ink on parchment, but char in pine. Five tenets: No Crown, No Chains (rotating elected governance, no hereditary rule) · Sanctuary First (any creature may renounce name and realm for equal standing) · Trade Is Neutral (Bastion deals with all, fights for none unless the flame is truly threatened) · Names Are Chosen, Not Given (identity earned by deed, never by blood) · Let Fire Guide, Not Consume (passion is honored; destruction is not).

Key Settlements

Freebraidhall / Mottewood - fortified capital in patchwork forest; the Braided Mast bears thousands of sworn names · Tamfaire - no-walls festival city and largest Skeld tournament in all of Wrüne · Bramblethorn - rough coastal port built from wrecked galleys; harbor for smugglers and rogue traders · Backwater Springs - lawless stilt town; disputes settled by dusk-draw duels · Nettlemouth Cove - pirate stronghold; ships that find it aren't always allowed to leave.

Culture & Identity

Freeborn mark survival openly - former realm-sigils tattooed and crossed out, replaced with flame motifs. The Rite of New Flame at Freebraidhall formally burns away the old name; the new one is carved into the Hall's rafters. "Braided in Flame" is Bastion's highest covenant, spoken when two creatures of different origins become blood-bound partners. Born from Bannerdun's aftermath, where exhausted soldiers built the first shelter from trebuchet beams and braided their war-cloaks over the doorway.

Bastion on the Other Realms

  • Verdaan - Complex. Many Freeborn came from there. The welcome is not always returned.
  • Garunga - Wary but functional; every Garungan shipment to Bramblethorn comes with wardens.
  • Tasa Ru - Deep respect. The Barkscribe seat at the Hearthtable was Tasa Ru's proposal.
  • Avondelle - Misunderstood at best. Bastion finds Avondelle's castes uncomfortably familiar.
  • Dwoles - Trusted engineers. Resonance bells and Deepcraft tools are welcomed in Mottewood.
Dwoles sigil

Mul wü Terre

"The dark does not lie. The light often does."

Deep beneath the roots and ridgelines of Wildermere dwell the Dwoles - a reclusive, semi-blind people of fur, claw, and stone-sense. They are Wildermere's engineers, sap-masters, and Deepcraft forgers, responsible for much of the infrastructure and currency others take for granted. Their realm is not a kingdom but a network of strongholds, tunnels, and echo-chambers bound by tradition, vibration, and utility.

Stocky and powerful, their large milky eyes are adapted to light sensitivity rather than sight. They read the world through vibrational perception - through feet, claws, and snouts. Above ground, they are disoriented and irritable, anchored only by familiar stone. They hum or click softly while walking, using echoes to read spaces. They revere Üne, the beast god of origin, stillness, and echo - not through temples or prayers, but through stone resonance carving: fusing intent, tone, and memory into walls that hum in response to presence and emotion.

Primary Stronghold
Wure Terre - The Deep City
Surface Trade Gate
Rubblehook (Dwolic Hills)
Currency Seat
Dun Terre - Deadal Warrens
Invention
Deepcraft - incl. The Boomcrank

Three Principles

  • Form Must Follow Function - Nothing is built for beauty alone. Elegance lies in utility.
  • The Stone Remembers - History stored not in books but in carved stone, echoed tunnels, and vibrational codes. Songs are sung to attune structures to mood, pressure, or memory - not for audiences.
  • Silence Is Honesty - Words used sparingly. Truth is found in tone, action, and resonance.

The Three Strongholds

Wure Terre - The Deep City; vast echo-forged underground metropolis ruled by brothers Uldrum (expansionist, champions the Boomcrank) and Gorrim (traditionalist, guards Üne's echo) wu Craggthrum; Dun Terre - Currency seat beneath the Cradleheart; Sapminders mint Wildermere's three coin grades (Ambre, Tawns, Russets); the Deadal Warrens serve as external trade interface - respected for fairness, feared for precision · Eire Terre - Scholarly outpost within Tasa Ru's borders; surface settlement DeepHaven was built for exchange, not war; Orendale scholars journey here regularly.

Deepcraft & the Boomcrank

The Dwoles' broad discipline of mechanical and chemical ingenuity: sap-processing rigs, echo-maps, signal saplights, resonance detectors, acoustic command systems, and experimental alloys that react to vibration and light. All Deepcraft requires vibrational attunement and cannot be replicated outside Dwolic halls. Most infamous creation: the Boomcrank - a gunpowder weapon still refined in the sealed Glowchamber of Wure Terre. Its existence is officially denied by every realm. Its effect on a battlefield would not be.

Dwoles on the Other Realms

  • Verdaan - Useful collaborators. Permitted use of the Great Tunnel. For how much? The Dwoles don't say.
  • Tasa Ru - Closest allies. Eire Terre was built at the border for a reason.
  • Garunga - Respected for their reverence of Üne. Limited contact, mutual understanding.
  • Avondelle - Their obsession with the sky strikes Dwoles as philosophically reckless.
  • Bastion - Welcomed. Resonance bells and Deepcraft tools traded freely to Mottewood.
Location Records

Realm Codex

🌿 Verdaan
Select an entry from the list to read its record.

Powers in the Shadows

Factions of Wildermere

Between the thrones and beneath the treaties, other forces move - guilds, cults, brotherhoods, and conspiracies that often hold more true power than any crown.

Verdaan Woodland Realm
The Ambre House
🪙
The Ambre House
Verdaan · Banking Guild

The most powerful financial institution in Wildermere - and one of its oldest. The Ambre House does not mint coin; that is the Dwole Sapminders' work, pressed under vibration-calibrated stone in Mul Wü Terre. The Ambre House decides where the coin goes. They control the circulation of all three denominations - Ambre, Tawns, and Russets - through a network of counting houses in Althorne, Beaverport, and Grainmere. Every realm that trades in Ambre has at some point been extended credit by the House. Every realm still owes. Their ledgers are longer than the Greyback dynasty's memory and more accurate than its official history. The Rat Throne believes the Ambre House serves the Crown. The Ambre House has never corrected this belief.

The Sanguine Temple
🩸
Scarlet Shield
Verdaan · Redveil & Althorne

Verdaan's most powerful shadow institution. Healers, confessors, and keepers of the private ledger - every debt of favor, secret, and sin owed by the powerful. They operate openly as a charitable healing order. Privately they maintain a ledger of every significant obligation ever traded in Verdaan's corridors of power. Their forgiveness, when it comes, is never free. The Temple's militant arm is the Scarlett Shields - a mixed-species order of religious knights who enforce the Temple's doctrine and the Crown's order throughout Verdaan's cities and roads. Known among commoners as the Scars, a name earned through their reputation for roughing up the citizenry.

The Thornwatch
🛡️
The Thornwatch
Verdaan · Border Enforcers

Verdaan's frontier military order - a mix of Fleetfeet cavalry and Branchtail scouts stationed at the Causeway forts. Officially answerable to the Rat Throne. In practice, individual Thornwatch commanders exercise considerable independent judgment at the borders, especially regarding which caravans get waved through without inspection.

Order of the Shrike
🦅
Order of the Shrike
Verdaan · Aerial Scout Order

Verdaan's raptor-mounted scouts, trained at Almsnest where the cliffs meet Avondelle's sky-lanes. Greyback riders bonded to hawks, shrikes, and falcons since the Peace Accord of Thorns - an arrangement born from something darker than alliance. The original accord required the Greybacks to offer wards to Avondelle to end aerial raids; some of those wards were children. The Order does not speak of this origin, and Avondelle does not need to. The Veyuldrae permit their presence for the same reason: these rats did not earn their wings - they were granted them, by Avondelle, on Avondelle's terms, using Avondelle's raptors. They are a proof of the sky's reach over the ground, not a welcome of ground into the sky. The Shrike fly reconnaissance along the Causeway, shadow Avondelle Galevanes at the border, and serve as the Crown's fastest messengers. They are not soldiers. They are eyes with borrowed wings. What they see, the Rat Throne knows before nightfall. That Avondelle knows it first goes unmentioned by everyone.

The Cracked Crown
👑
The Cracked Crown
Verdaan · Dissident Movement

A growing coalition of mice, rabbits, and lower-caste furfolk who claim the Greyback dynasty's right to rule expired when it began treating the Covenant of Roots as a weapon rather than a bond. Their symbol - a rat crown split cleanly down the center - appears overnight on market walls and toll-gates. No one has been arrested for it yet, because no one has been caught. Leadership is deliberately cell-structured. The rats call them criminals. The Cracked Crown calls itself inevitable.

Bounties & Outlaws

The Wanted Board

Posted by the Hearthtable, the Triarchy, and parties who prefer to remain unnamed. No questions asked. Some questions strongly discouraged.

The Ashcloak
The Ashcloak
2 Ambres, 140 Tawns
Theft & Sedition
click for case file
CLAIMED
Case File - Verdaan
The Ashcloak
2 Ambres, 140 Tawns - Dead or Alive

Known Crimes
Theft of Thornwatch supply manifests. Suspected Cracked Crown informant. Distributing seditious pamphlets in Althorne market district. Do not approach alone.
Grikk No-Shell
Grikk No-Shell
3 Ambres, 80 Tawns, 200 Russets
Defection & Theft
click for case file
CLAIMED
Case File - Garunga
Grikk No-Shell
3 Ambres, 80 Tawns, 200 Russets - Alive Only

Known Crimes
Defection from the Shellsworn order. Theft of sacred Spawnshade records. Believed hiding in Murkmire. Triarchy wants him breathing.
The Pale Wing
The Pale Wing
6 Ambres, 40 Tawns
Smuggling & Treason
click for case file
CLAIMED
Case File - Avondelle
The Pale Wing
6 Ambres, 40 Tawns - Dead or Alive

Known Crimes
Aerial smuggling. Breach of Sky Passage Clause. Suspected Blackwing courier. Three handlers sent. None returned. Approach only from below.
Murren Twice-Burned
Murren Twice-Burned
60 Tawns, 450 Russets
Extortion & Charter Breach
click for case file
CLAIMED
Case File - Bastion
Murren Twice-Burned
60 Tawns, 450 Russets - Dead or Alive

Known Crimes
Violation of Freepad charter. Extortion of waystation residents. Two unpaid Hearthtable warrants. Known to travel armed.
Unknown
Unknown
10 Ambres - Sealed
Classified
click for case file
CLAIMED
Case File - All Realms
Unknown
10 Ambres - Alive Only, Sealed Writ

Known Crimes
Unknown. Issuer requests live capture only. No further information will be provided to collecting parties. Do not ask.
Sib the Hollow
Sib the Hollow
2 Ambres, 200 Russets
Theft & Espionage
click for case file
CLAIMED
Case File - Tasa Ru
Sib the Hollow
2 Ambres, 200 Russets - Dead or Alive

Known Crimes
Theft of Branch of Sky instruments. Sold Rootvoice access codes to unregistered parties. Slippery. Has evaded capture four times.
The Cradleheart Tree

The Sacred Heart of Wildermere

The Cradleheart Tree

"It was here before the realms had names. It will be here after."

- Inscription at the Gate of the The Understory, Bastion

The Tree Itself

The Cradleheart stands on neutral ground at the geographic center of Wildermere - claimed by no lord, tended by all. Its canopy covers several square miles - entire villages exist in its shadow without ever seeing its trunk. Its trunk has never been fully encircled; the largest recorded attempt required over two hundred adults and still fell short. Its rings predate the earliest written record of any realm by what scholars conservatively estimate as four thousand years.

It is believed that as Wru ran, he scattered — seeds shaken loose from his coat, dropped from his breath, pressed into the soil by his passing hooves. He did not stop to plant. He never stopped. But Üne, moving slowly beneath, felt each seed settle and pulled it downward, fed it through her own roots, wrapped nerve around root until something living pushed upward. The great trees of Wrüne are theirs together. Wru gave them to the ground without knowing. Üne grew them without being asked — using the same web she used to feel the world, the same network that would one day be called the Rootvoice. Every great tree in Wrüne is connected to every other through her. She has been tending them since before any realm had a name for what she was doing. Where they finally came to rest — the one moment Wru stilled and Üne rose to meet him — the Cradleheart grew. The largest tree. The deepest roots. The only one either of them intended.

The Covenant Marks

The Covenant of Roots was physically enacted at the Cradleheart. Every realm that signed placed a representative at the trunk and spoke their vow aloud into the wood. The tree is said to have shuddered once when the last oath was given. Tasa Ru recorded it. No one else admitted they felt it.

The Blooming Cycle

Once per decade, the Cradleheart flowers. Its blossoms are luminous - gold with faint green veining - and visible on clear nights from as far as forty miles. The blooming lasts between three and nine days, and no scholar has found a predictive pattern for its duration.

During a bloom, an informal pan-continental armistice holds. Travelers of every realm converge. No weapon has been drawn within sight of the Tree during a bloom in recorded history.

The Sap

The ordinary sap of the Tree - pale golden, tapped from healthy branches - is the basis of Wildermere's economy. This is not metaphorical. The Dwolic Sapminders refine it into Wildermere's three coin grades: Ambre, Tawns, and Russets. No currency enters circulation without their sanction.

The Sap Economy
How the Cradleheart's harvest became the currency of a continent

The Cradleheart produces a golden crystalline sap with unusual preservation properties - it does not ferment, spoil, or evaporate under normal conditions. Early Dwolic engineers at Dun Terre discovered that when sap is compressed under vibration-calibrated pressure into standardized forms, it holds its shape indefinitely and carries a faint luminescence that is effectively impossible to fake. The Dwoles became the continent's minters. The sap became its money.

🟡
Ambre
High denomination
A thumb-sized disc of compressed sap, fully translucent, bearing the Covenant seal pressed by a Dwolic vibration-stamp. Used for land purchases, war debt, and inter-realm treaty settlements. Most people in Wildermere will never physically hold one.
🟠
Tawn
Mid denomination
Slightly smaller, amber-tinted rather than fully clear. The standard denomination for merchants, guild dues, and significant individual transactions. Eight Tawns to one Ambre. Engraved with a small tree silhouette on the reverse.
🟤
Russet
Common denomination
The everyday coin - reddish-brown, slightly rough-edged, carried in small cloth pouches by farmers, laborers, and market traders across all six realms. Twelve Russets to one Tawn. The only denomination most Wildermere residents will ever use.

The Dwoles hold minting rights as codified in the Covenant - no realm may produce its own coinage without Dwolic validation. This gives the three Dwolic territories a structural economic leverage that no surface realm has ever successfully challenged. Verdaan has tried twice. Both attempts ended in trade disruption expensive enough to reverse. The Hearthtable of Bastion calls this arrangement "an elegant balance." The Rat Throne calls it something less diplomatic in private correspondence.

The Covenant War
The Covenant War - How the Peace Was Bought

The war did not begin with a declaration. It began with a misread.

Tasa Ru's Rootvoice interpreters picked up fragmented signals from the network's interior lines - movement, heat, escalating tension between Verdaan and Garunga. They called it aggression. It was anxiety. The whisper they forwarded to Garunga as warning was received as confirmation that Verdaan had already moved. By the time the misinterpretation was identified, the border skirmishes had already begun. Tasa Ru has never formally admitted this. The Rootvoice records from that period are sealed.

Garunga's response was not cavalry. It was engineering. Their surveyors had long known that Cradleheart root-wood ran beneath their territory in vast underground networks - pale, dense, unnaturally hard, it did not rot and did not burn easily. They harvested it. Siege engines of root-wood. Fortifications that shrugged off fire. Weapons with an edge that did not dull. And then the soldiers began eating the scraps - root-shavings at first, mixed into rations. Then deliberately, systematically. Wounds sealed overnight. Shattered bones reset. Lost tails regrew in weeks. Garunga's soldiers became something that soldiers should not be. They started winning.

Then the land began to die.

Color left first. Fields went grey-green, then grey. Rivers slowed. The soil stopped holding seed. The border regions between Garunga and Verdaan went quiet in a way that had nothing to do with the war - a deeper quiet, like something beneath had stopped breathing. Wildermere was beginning to look like Cárraig. Every realm that had heard the old stories recognized what that meant. The warning Cárraig represented - whatever happened there, whatever was done to the Furànn - was happening again, and this time they were doing it themselves.

Tasa Ru called the halt. They did not have the military power to enforce it. They had the Rootvoice, and through it they could show every realm exactly what was happening beneath the soil in real time - the dying root-lines, the spreading grey, the Cradleheart's own network contracting inward. The evidence was not deniable. Garunga had not intended a blight. They had not understood what the root-wood was.

The Accord was Tasa Ru's proposal: hostilities cease, borders are recognized, and the Cradleheart is declared untouchable - no harvesting, no claiming, no armies within a day's march. The Dwoles, who had stayed neutral throughout the war (too deep, too useful to both sides to touch), would become the continent's minters. Cradleheart sap - which the tree produces naturally, without cutting - would be compressed into currency. Every animal in Wildermere could hold a piece of the tree without the tree being destroyed.

The last provision is what made it work politically. The sap coins carry something. Not magic - no scholar has been able to name it precisely - but something. Those who hold more coin feel sharper. Wounds close faster. Dreams run clearer. It is subtle enough that no one can prove it. It is consistent enough that everyone believes it. Which means that in Wildermere, wealth is not merely economic power. It is quietly, literally, a form of biological advantage. The Covenant did not end the desire for dominance. It redirected it into a system the Cradleheart could survive.

The vows spoken at the Cradleheart are not ceremony. They are debt acknowledgment. Each signatory said: we nearly killed this. we owe it our restraint.

While Verdaan and Garunga tore into each other on the ground, Avondelle watched from above and moved quietly. Their Stormborne ran the air corridors between the two warring realms without interference. Supply messengers were taken. Strategic correspondence went missing. Avondelle never declared a side. They didn't need to. Controlling the air above a land war is its own form of participation.

By the time the blight began spreading, Avondelle had expanded their recognized flight territory by a third. No ground realm had the attention to contest it. When the grey reached the treeline canopies - the high roosts, the thermal corridors, the old-growth nesting grounds - Avondelle felt it before anyone sent word. The Aecliphrae had been watching the colour drain from the world beneath them for weeks.

When Tasa Ru called the accord, Avondelle was the last to respond and the hardest to bring to the table. They had no obligation - they hadn't fought the war, hadn't signed anything that started it, and hadn't lost anything yet. What moved them was not principle. Dying canopy means dying nesting grounds. The blight, if it continued, would reach the sky eventually. Everything does.

They signed. And the Aecliphrae drew the lesson they wanted from it: stay above, stay apart, and let the groundfolk exhaust themselves. The sky-separation doctrine that defines Avondelle today was hardened - perhaps created - in the silence of that war.

The Rootvoice Connection

The Cradleheart is believed to be the origin-node of the Rootvoice - a mycelial communication network threading beneath the soil of all six realms and beyond, managed by Tasa Ru. It is the fastest means of communication in Wildermere: a message sent from Althorne can reach the Ironhills of Mul Wü Terre or the eyries of Avondelle before a rider has saddled their mount.

What the Rootvoice carries is not text. Messages arrive as sensation - a scent, a tactile impression, an emotional coloring, a sound just below hearing. Trained Rootvoice readers at Tasa Ru can extract precise meaning from these signals. For everyone else, a Rootvoice message lands somewhere between a vivid dream and a feeling they cannot name. The further a message travels, or the more nodes it passes through, the greater the chance of distortion - a tone that shifts, a meaning that blurs, an urgency that arrives without its context. It has started at least one war. Tasa Ru does not advertise this.

The network has a second function that Tasa Ru speaks of even less. The Rootvoice runs through the same soil the Wruteborn move in - those twisted dead-root creatures that have been stirring in places where the network has grown thin or corrupted. A sufficiently skilled reader can do more than listen. They can push. Most who have tried report the signal collapsing back on them - disorientation, bleeding from the ears, days of silence where the Rootvoice won't answer. Only the Grovetongues - Tasa Ru's most elite interpreters, initiated through a rite the Branch of Memory does not describe in writing - are believed to have harnessed this with any reliability. What exactly they can make the Wruteborn do, and whether they answer to the Enneawise or only to themselves, is not a question Tasa Ru invites.

The Furànn - Sister Tree of the West

The Cradleheart had a sister. The Furànn stood at the heart of Cárraig - once the fairest land in the known world: rolling green hills, deep glens heavy with old forest, moorland ringing with birdsong, ancient barrows covered in soft grass. The ratkin were its people. They built their halls inside the living wood and did not think about what it would mean to lose it.

No one agrees on what split the Furànn. Some say it was Wru's first great cry - that when the divine beast broke the silence of the world, the sound reached the Furànn and cracked it from crown to root. Others say something was done to it that no record survived to describe. What is known: the Furànn split. Fire caught in the heartwood and did not go out.

The ratkin fled east in what they would come to call the Exodus of Ash - a years-long crossing through unmapped wilderness until they found the thornbrush country that would become Verdaan. The ash column from the burning followed them for days. It settled on their backs, grey and fine, and did not wash out. By the time they reached their new land, it was part of them. They named themselves for it: the Greybacks.

Cárraig is gone. What remains is Càrnoch - the hills leached grey, the glens cracked and silent, the barrow-grass black. The moors that once rang with birdsong are quiet now except for the chittering of Skitters moving through the heather, following the buried roots of the dead tree. Sunclads make the long crossing from Garunga's western edge each season to sit before the ever-fire and worship what they cannot explain. The Furànn still stands. The fire at its base has never gone out. Those who came after called it the Emberdeep - knowing it only as a burning thing. The Greybacks remember its true name.

The Living Network

The Rootvoice Oracle

Speak your question into the deep wood. The network listens.

✦   ✦   ✦

- interpreted by Cinnibbih, Seat of Word, Enneawise of Tasa Ru

Skeld  -  The Game of Realms

The Game of Realms

Skeld

The bones came first. Long before the cards, long before territories and factions and any rules worth writing down, there were the Shamans. When two warlords met at the edge of a disputed field - neither willing to commit their forces without some sign from the world - they would send for the Shaman. The Shaman would reach into a pouch of knuckle bones, finger bones, the small carved teeth of animals no longer living, and cast them across a flat stone or a shield laid face-down in the dirt. Where they fell, how they clustered, which faces turned upward - these were the omens. This side would prevail. That flank would break. The river crossing would hold or it would not.

Whether the Shamans were right is a matter armies argued about long after the fact. But the ritual stuck. Soldiers who watched the casting began to imitate it. Not for prophecy - for sport. The bones were already at hand. The table was already there. The game that grew from this was never quite respectable and never quite disreputable. It lived in the space between. No one knows which camp or which tavern saw the first real game with cards and territories and proper stakes, but the same rules spread across the realms the way rumours do - faster than the roads that supposedly carried them.

The name came from the sound. Bone striking iron - the rim of a shield, the lip of a tankard, the edge of a breastplate left carelessly on the table. Skeld-skeld-skeld. Sharp, flat, final. The Shamans had their own word for the cast. The soldiers had this one.

Wru and Üne were already old beliefs by then - twin forces the beastfolk had argued over for generations: echo and origin, tide and stone, the pull of chance against the weight of will. The Shamans claimed they could read which one was speaking in a given throw. The tavern players claimed the same thing, louder and with less ceremony. The stakes were always real. A lucky night might win you a cask of mead, the deed to a contested acre, a blade better than the one you came in with. A bad one could cost you your boots, your mount, or your pride in front of people who'd remember. Skeld rattles on. Somewhere tonight, someone is casting the bones and asking the same question the Shamans asked over blood-soaked fields: who wins this?

The Tamfaire Open
Bastion · The largest sanctioned tournament in Wildermere - universal rules, any realm, real stakes

Tamfaire has always drawn Skeld players the way it draws everything else - because it draws everyone. The festival city runs on masked storytellers and sap-honey wine and open conclaves, and somewhere in its first generation of existence, the Skeld tables became as permanent a fixture as any of those. Players from Verdaan, Garunga, Tasa Ru, and Bastion showed up with their regional sets and their regional habits and their very strong opinions about how the game should be played. Arguments about variant rules became part of the entertainment.

The Hearthtable eventually formalized it - not because they cared about Skeld particularly, but because a tournament with agreed rules generated less violence than one without. The Tamfaire Open now runs under universal rules: regional variants suspended, all casting surfaces and pieces accepted provided they meet basic standards, all stakes declared in advance and witnessed by a Hearthtable-appointed Coinhand. The Briarnut Syndicate runs the surrounding betting operations. This is not officially sanctioned. It is officially tolerated.

The Open is the one place in Wildermere where a Verdaanian soldier, a Garungal Bogmaw, a Freeborn exile, and a Tasa Ru scholar can sit at the same table under the same rules and find out, cleanly, who wins. The answer changes every time. The question never does.

As Recorded by the Branch of Memory

The Chronicle of Wildermere

From the first breath of the world to the stirring of the dead - an accounting of what was, what broke, and what was built from the wreckage.

Age Before Memory
The Weaving of Wru & Üne
Sacred
Before the first realm, there were two. Wru - chance, motion, the thrown bone - and Üne - memory, depth, the patient earth. They were not siblings, not rivals, but lovers and mirror-halves. Together they wove the rhythm of the world: the living and the long memory of it. It is believed - where they finally lay down together, the Cradleheart grew. Nothing before this is recorded. Nothing before this needed to be.
The Age Before Roots
The Covenant War
War
It began with a misread. Tasa Ru's Rootvoice interpreters forwarded what they read as Verdaan aggression to Garunga - it was border anxiety. By the time the error was found, skirmishes had already begun. Garunga answered not with cavalry but with engineering: vast Cradleheart root-wood networks ran beneath their territory, and they harvested them. Siege engines. Fortifications. Weapons with an edge that didn't dull. And then soldiers began eating the root-wood itself - wounds closed overnight, tails regrew, bones reset. Garunga was winning. Meanwhile, Avondelle never declared a side. Their Stormborne ran the air corridors between the warring realms, intercepting messengers and correspondence. By the time the blight began, Avondelle had quietly expanded their flight territory by a third.
The Age Before Roots
The Great Blight
Mystery
The over-harvesting did not announce itself. Colour left first - fields went grey-green, then grey. Rivers slowed. Soil stopped holding seed. The border lands between Verdaan and Garunga went silent in a way that had nothing to do with the war. Wildermere was beginning to look like Cárraig. Tasa Ru broadcast the dying root-lines through the Rootvoice simultaneously to all realms. The evidence was undeniable. Even Avondelle, watching the canopy grey from above, could not argue. If the blight continued, the sky would follow. Everything does. The war stopped not because either side had won - but because the land made clear it would not survive another season of it.
The Root Age
The Covenant of Roots
Founding
In the aftermath of the Covenant War and the Great Blight, Tasa Ru brings the six realms to the Cradleheart. The proposal: the tree is declared untouchable, the Dwoles - neutral throughout the war - become the continent's sole minters, and Cradleheart sap compressed into coin gives every animal a way to hold the tree without destroying it. Avondelle signs last. The Covenant is not a treaty - it is a debt acknowledgment, made to a living thing. Each realm's representative spoke their vow into the wood. The tree is said to have shuddered once when the last oath landed.
The Age of Castes
The First Ceremony of the Spawnshade
Founding
Garunga formalises its system of sacred calling - the moment a tadpole reaches first form, it is brought to the Choosing Pool and drifts toward one of the great carved totems. Shellsworn. Stonebound. Tidechosen. The profession that chooses you is considered divine answer, not personal preference. No Triarch has ever overridden a Spawnshade result. None have tried twice.
The Age of Castes
The Veyuun Revelation
Sacred
A great meteor falls on The Great Hedge - Wildermere's northern highlands. The Avondii, already dwelling in the peaks, already watching the sky, do not flee. They had long revered Veyuun - the brightest fixed star visible from any perch in Wildermere, which they understood as a conscious eye watching creation from above. The meteor, they decided, was Veyuun reaching back. Aeriefall is built around the impact crater, its foundations cut from the fallen stone itself - black, harder than anything quarried, warm to the touch even in winter. The Creed of Veyuun is born from the impact: that the sky has sovereign claim over the earth, that height is moral and physical superiority, and that those who cannot fly must be guided from above. The Avondii stop following Wru or Üne entirely. They never look back down.
The Age of Castes
The Rootvoice Spreads
Sacred
Tasa Ru scholars discover the mycelial web threading beneath the soil of every realm - messages arriving as scent, dream, and echo rather than spoken word. The Branch of Memory claims this network predates the Cradleheart. Both positions are still debated. Neither side will concede the other may be right.
The Age of Shadow
The Flicker Years
War
The Skin Spies - chameleon-folk who can alter not just their coloration but their skeletal structure - are deployed as weapons. Noble houses are infiltrated. Courts are replaced. Wars are steered from the inside by faces that belong to someone else. No one knows how long it had been happening before it was discovered. Historical records from this period are treated as unreliable by all six realms' archivists.
The Age of Shadow
The Unity Hunt
War
The only coordinated cross-realm military operation in Wildermere's history. Every realm contributed soldiers. The Skin Spies were hunted to near-extinction - or so the records state. Their only known identifier: a forked-tongue eye sigil, sometimes burned into the underside of a left wrist. Looking for it is usually how you find out you're already too late.
The Age of Ruin
The Rootsapping - Birth of Pyrewood
Mystery
The root-wood harvested during the Covenant War did not vanish when the fighting stopped. The discarded husks - stripped of their regenerative properties but still carrying the Cradleheart's residue - were thrown into the Garung River. They drifted south. They collected. They dammed into what became Pyrewood Swamp: a place where the Cradleheart's innate power did not leave with the sap, but curdled in the cast-off wood. The Triarchy does not acknowledge the origin story publicly. The shame is generational and unresolved.
The Age of Ruin
The Brethren War
War
The bloodiest conflict in recorded history. It began as a miscommunication of tides and banners. A Skitter incursion from Breathrift caves finished the chaos. At Bannerdun Fields - once the most fertile land in Wildermere, directly beneath the Cradleheart's outstretched roots - thousands fell. Friend and foe alike were buried together in the Barrows. No realm claims responsibility. None deny the loss. The weapons still break the turf after a century.
The Age of Covenant
The Pact of Quiet Flame & Birth of Bastion
Founding
War ends at Bannerdun. The Pact of Quiet Flame is signed within sight of the Memorial Stone, the eternal flame. In its aftermath, dissidents, exiles, pacifists, and the simply rootless from every realm gather in Mottewood. Bastion is not founded - it accretes, the way a fire catches. The Freebraid is woven from the flags of every homeland its founders left behind. Every Speaker of Flame recites the Pact at the Cradleheart. Every one of them means it differently.
The Present Age
The Dead Do Not Stay
Mystery
Skeletal rat soldiers clawing from Bannerdun's burial fields, still in formation. Zombified Bogmaws lumbering through the Dark Morass. Something is wearing Üne's domain like a stolen coat - calling the dead before she is ready for them, or before something that does not have her patience. No realm has officially acknowledged it. All of them have quietly doubled their burial rites.

For Collaborators

Take the World With You

Full lore, glossary, and timeline in readable PDF format - for artists, writers, game designers, or anyone who wants to build inside Wildermere.

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Lore Compendium

Creation myth, six realms, denizens, factions, and threats. The full world in one document.

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Glossary

Every proper noun in Wildermere - places, peoples, factions, and terms - defined and tagged by type.

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Timeline

From Wru's first stride to the present age - a chronicle of myth, war, founding, and the tensions still unresolved.

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Tales from the Road

Skeld · The Bone Game