Overview
Forest-and-fjord nation scarred by corruption and temporal wounds. Eddara survives through stubborn stewardship of nature and uneasy reliance on outsiders to keep rot and time anomalies contained.
Narrative role
Serves as the Western Continent’s wild conscience: a place where natural law, spiritual covenants, and lingering temporal damage collide. It is a staging ground for curse-breaking diplomacy (Galport), nature-vs-industry conflicts (Kaerugan/Eresh), and time-rift story beats.
Known facts
- Once fertile, now scarred by corruption and lingering time wounds.
- Shamans weaponized nature to ground Galport’s birdfolk—flight curse can be lifted only by treaty.
- Leans on reluctant “saviors” and external aid to keep rifts/rot in check.
- Capital architecture is grown into colossal hollow trees and river-fjord terraces.
- Temporal anomalies persist from the Seigetsu wars / Yukigami revolution fallout.
Mechanics impact
Quest hubs for curse-breaking, nature attunement, and rift stabilization. Likely hosts checkpoints tied to time/forest systems, druidic skill unlocks, and faction reputation affecting access to sealed groves.
Relationships
- Galport: Holds the key to lifting the flight curse; negotiates via Sky-Spire ritual.
- Kaerugan: Tension over industrial runoff and resource exchange; occasional joint cleanups.
- Eresh Emirate: Trades reagents and salvaged tech; wary of imported ash pollution.
- Seigetsu Empire / Ninth Wave: Historical wars seeded current rifts; vigilance remains high.
Visuals
Hollow-tree capital terraces along the fjords.
River groves where shamans bind rot and time scars.
Hillside approach showing blended forest architecture.
Sources
- docbase/kb/eddara.md
- docbase/kb/eddara_council.md
- docbase/kb/eastern_continent.md (context)
- Need exact capital name, and confirmed scope of remaining time rifts.
- Flight-curse ritual steps and treaty terms still to be finalized.
- Media not provided in drop-in; add references or uploads when available.
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Summary (placeholder)
Pending canonical content. Replace with a concise overview sourced from project documents or chat decisions.
Details to add
- Fill in core sections with vetted information.
- Add references to sources (docs, commits, chats) in Sources.
- Include tables or graphics if available; otherwise keep the media placeholder.
Link opportunities
- Cross-link to related factions, locations, characters, and events.
- Note any lore-to-engine references (e.g., systems inspired by this entry).
- Propose new subcategories: Artifacts & Relics, Flora/Fauna taxonomy, Languages/Writing, Magic/Tech principles, Timeline eras.
- Link to controlling factions, notable characters, events in this place.
Open questions / conflicts
- List conflicting notes here; resolve with chat decisions first, then documents.
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Source excerpts
Ruined nation Arc 4 Eddara Western Pagan --- The Seigetsu wars and Yukigami revolution birthed the Ninth Wave. ● Western Continent: Galport's trade fleets, Eddara's naturalism, Verdathal's organic technology, Varthum's temporal knowledge, and Eresh's dream empires create a mosaic of tension and exchange. --- 2011-2025 Retraissance Eddara Naturalist / Spiritual
Region Summary
Nature-bound pagan civilization; boreal woods and fjords; spiritual alliance; Arc 5.
Canon Details
Nature-bound pagan realm (Arc 5). Capital built into colossal hollow trees; boreal woods & fjords. Eddaran shamans cursed Galport birdfolk flightless after attempted aerial conquest; peace treaty to lift curse caps Galport arc.
Open questions / conflicts
Open: hierarchy between time rifts and anomalies not locked; naming conventions (full names vs given names) not fully locked. Time travel remains non-player-controlled; chat canon overrides docs.