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Peoples & Creatures


Humans

Created by Resh in his own image, after the people he lost when his kingdom fell (WBR). The dominant people of Gaiadra.

The Resh Prologue names the first human as Isen, raised from Gaiadra’s soil after decades of refining the design (intelligence, memory, emotion, curiosity, compassion — proportioned with care so that “ambition without wisdom” wouldn’t destroy them). Resh deliberately created humans without resonance. Three founding human branches were seeded into three environments: the winged Shry’kar in Altera’s peaks and islands, the plains-farming Gaiadrans, and the underground Luminarans of Luminara’s deserts. (The Giants come later — see IV.5.)

Dragons

  • Origin: Dragons were created by Resh — they are not naturally occurring. The first dragon was Orrisyn (see VII.5), made to solve several problems at once (Obsidian Tower breaking the atmosphere; the Tower’s histories needing protection; Resh needing to travel Terrindral; Resh wanting a companion).
  • Resonance & communion: Every dragon has its own unique resonance frequency — a dragon is not a Resonant (III.3), so it cannot channel Streacresh’s power or become an Ascendant; Resh made them that way. What he built in instead is the faculty to read the Cresh (see Senses): since Streacresh is the Cresh, a dragon communes with him by reading — which is perception, not contact — so it never triggers the dissolution that touching the god inflicts on non-Resonants. Humans cannot read the Cresh natively, which is why Streacresh reaches the living through a borrowed breath through the recently dead (I.2 / III.5); a dragon needs no intermediary — though Streacresh answering a dragon is still capped to his bound reach when he is bonded to an Ascendant (III.4 / III.9).
  • Dragonsong: see III.7 — only some dragons have it; it requires interaction with an Ascendant.
  • Lifespan & size: Dragons do not die natural deaths. They grow indefinitely until their bulk outstrips available food. The older the dragon, the larger.
  • Life stages: A dragon begins as a hatchling and becomes a youngling only when it develops its flame breath — the youngling flame that marks the passage. (Akrin is still a hatchling throughout Book Two; he comes into his youngling flame in Book Three, Act 2.)
  • Dragon King: the title is legitimized by a dragon’s relationship to the Ascendant, not by size or age alone; with no Ascendant there can be no legitimate king. The line (see #10): Orrisyn (legitimate under Resh) → interregnum (no Ascendant) → Tavoryx (an illegitimate interim claim that divides the Cliff Dragons) → Akrin (condemned → acquitted → elected by dragonkind on its old-guard/new-guard divide, then formalized by Estaria the Ascendant, uniting dragonkind; deposed only when Estaria later abandons his Resh wa’ Toivori duties — v9.25). The bond’s mechanism — a dragon tunes to a channeling Ascendant (via the same dragonsong interaction, III.7), then a binding act locks the knot that confers legitimacy, severable only in death — is detailed in III.10.
  • Senses (vision): A dragon’s eye is a single great pupil taking in roughly half the world at a glance; the two together reach nearly all the way around (≈360°) without turning the head. It sees through its eyes, but not what a human sees — instead of reflected light it reads the Cresh directly, the underlying reality of what lies around it. The rear of that field, beyond about 180°, it reads through its own head: flesh and bone only muddy the read, they do not stop it, so it tracks movement behind it well enough, though anything still blurs into the noise. Density is the limit, like trees thickening to forest — its own body is a few trees, easily read past; rock is dense forest, too much to read through at all (it cannot see into solid stone). Darkness is no impediment: reading the world itself rather than light off it, a dragon sees as well in pitch black as at noon. For light as such it does not meter ambient brightness — it reads the light-producing sources themselves (sun, moon, fire, molten rock, a kindling glow), perceiving any it has a clear enough read to, near or far, the instant it begins to produce light. (Ascendant, Ch 38 — Deyran’s account of the Concord harbor dragons; the optical description is the surface, the Cresh-reading is the cause.)
  • Senses & physiology (breathing): A dragon draws air through more than its lungs alone, so foul or volcanic air — heavy sulfur, ash, fumes that would fell a human in moments — scarcely troubles it (near the volcanic islands the handlers go below deck; the dragons do not notice). The internal mechanism is not understood. (Ascendant, Ch 38 — Deyran; consistent with dragons’ ease inside Volcanus.)
  • Tower duty: Dragons without dragonsong still guard the Obsidian Tower physically. Singing and guarding are separate roles.
  • Manuscript convention: Orrisyn’s dialogue is rendered in bold — reserved for Orrisyn alone, not dragons in general. (Streacresh’s dialogue is rendered in italics. These two formats are reserved and exclusive — see the Authorial Voice Reference.)

The Shrykar / Shry’kar

A winged, avian people of Altera (Synopsis). The dominant island-nation power (Shry’kar of Kar) is described in detail in the Altera Notes (see II.4). In Book Two, after Estaria and Akrin provoke the Vulmarian dirge in Volcanus (which marks them both), the Vulmarians assault Emberlight — the first tremor of the Vulmarian Wars (see VIII.4). Later, the final Qualtendra forges an alliance with the Shrykar to end those wars. (Spelling/identity flagged in #4.)

The Resh Prologue (spelling Shry’kar) shows their origin as one of the three founding human branches — winged, settling Altera’s high peaks and cliff-faces — and establishes their territorial, warlike nature early: they expand aggressively onto the Alteran mainland, burning the coastal villages of un-winged human settlers, while Resh refuses on principle to intervene in their free choices. This seeds the institutional cruelty the Synopsis later attributes to the Shrykar.

Ascendant / Book Two (spelling Shry’kar throughout) makes them the dominant power of Altera and develops their culture and military in depth:

  • Wingspan = social status. Wing-morphology determines role (compact/precision, broad/endurance, diving, power); the wingless or small-winged are slurred as “softbody” / “Groundling.” Wing-touch is the bonded-pair gesture.
  • Military: an elite aerial corps, the Stryyke Wing, based at the Aerie (a basalt cliff-stronghold). Kess — promoted from Commander to Squadron Leader as he stands it up — later forms the Ember Guard specifically to hunt the dragon Akrin. Harboring a dragon is treason on Altera.
  • Anti-dragon culture: the Shry’kar believe dragons burned their rookeries at Skyhold ~300 years ago and hunt them (Skyhold — the ancient rookery site — is a distinct place from the present-day village Skyhollow; not a typo). Qualtendra calls this propaganda — “there’s never even been a dragon on the mainland” — born of jealousy of the Concordian navy’s dragons. They drove the Stol’gard off Altera in the ancient land-bridge war.

The Vulmarians

Creatures of living magma who tend crystal farms inside Volcanus (Synopsis). The Authorial Voice Reference establishes them as gentle crystal-farmers — the crystals are mineral-delivery vehicles they grow and send downriver so that soil across Terrindral stays alive (magma carries mineral density only so far). Taking a crystal is harmless — it’s produce. The catastrophe of Book One is not the harvest; it is Estaria, broken by the volcano, misreading a peaceful Vulmarian as a threat and killing it. The Vulmarian dirge rises in its wake — mourning and curse in one, demanding blood before it can end — and triggers the Vulmarian Wars that span the later books. (See V.2 and VIII.)

Origin (Resh Prologue): the Vulmarians were deliberately created by Resh, Streacresh, and Orrisyn together as a counterbalance to humanity’s drain on the Throne — basalt-skinned, bioluminescent, multi-limbed creatures who process volcanic rock to release minerals into the soil and act as “living pressure valves,” preventing catastrophic eruptions. They were designed to be insular and non-expansionist. The dirge first arose when miners destabilized Volcanus’s pressure points: the Vulmarians’ resonance evolved a binding song that compels its singers to pursue the threat to the death — even Vulmarians who try to abandon the chase are struck down by it. They came to treat the dirge as a sacred last resort. (This origin firmly supports the “gentle stewards” reading: the catastrophe is always the provocation*, never the Vulmarians.)*

The growing mechanism (Founder ruling, 2026-07-06): the crystals do not grow out of rock — they grow out of the molten magma itself. The Vulmarians draw magma up from many different depths of the volcano to the surface of the melt, and a crystal grown in that blended draw carries the mineral composition of every layer within it — one stone holding the volcano’s whole column. That is what makes the crystals worth shipping abroad: a single crystal can feed soil in remote regions that lack the minerals to sustain life, minerals no local source could supply. (First on-page: Ch 43 — the crystal fields growing straight out of the melt.)

Ascendant / Book Two confirms the Vulmarians directly: basalt skin with glowing cracks, dwelling beneath Volcanus, tending the crystal gardens and guiding minerals along the lava flows so eruptions stay “regenerative rather than catastrophic” — “they literally shape the lifeblood of Terrindral.” They are explicitly named the true “Treasure of Volcanus” the monastery exists to protect (overturning the Keepers’ belief that the crystal is the treasure). This is now formal canon (#32): the Treasure of Volcanus is the Vulmarians — the makers — not the crystal. (The earlier “tentative” reading in V.2 is thereby confirmed.) The dirge mechanic is sharpened in the Beat Sheet: it has always collected its blood underground, so no surface-dweller has ever survived to learn the Vulmarians can be violent — which is why Estaria’s escape (not his kill) is the true catastrophe. (v9.28: in the Book Two climax Akrin strikes the Vulmarian too — defending Estaria as he weakens — so the dirge marks both; the unpaid debt is then collected only by the death of each marked transgressor — see VIII.4 / VIII.5 and III.10.)

The blood-debt and the war-math (Founder ruling, v9.56 — #34; sharpens, does not supersede, the v9.28 dirge mechanic): beneath the song, the dirge is a resonance imbalance. Killing a Vulmarian stamps the killer’s living resonance signature onto the Vulmarians’ shared field and drives it out of true; the imbalance persists only while that driver — the killer’s living signature — exists in the world, and discharges the instant the perpetrator dies by any means at all — the dirge’s own active collection, a battlefield wound, or simple old age. Death removes the driver and the field relaxes back to rest. The binding song (above) is merely the fast, active collection — the field reaching back along the imprint to its source — but any death discharges the same debt. This resolves the long-latent war-math: across the eight-thousand-year Vulmarian Wars, every mortal transgressor settles their debt by dying (most in old age — late, but in full), so the battlefield never accumulates a standing pile of unpaid debts. The only debts that can never clear this way are those owed by the deathless: the Ascendant (Estaria) and what is bonded to him (Akrin, whose death is suspended by the knotted Ascendant–Dragon bond — III.10). They are the only two perpetual drivers in history, which is why the wars end only when both are switched off — Akrin by his self-sacrifice once unbound, and Estaria, the lone remaining driver, by his own mortal death in the closing descent (VIII.5). Why no other deathless transgressor exists: dragons are the one kind of being who might otherwise carry a near-permanent debt, but they cannot reach the Vulmarians to kill them — the Vulmarians are magma-dwellers, immune to dragonfire (a dragon’s primary weapon does nothing to them); dragons and the Shry’kar are enemies, and the Shry’kar hold the Altera / Volcanus front; and the dragons’ own territory (Obsidian Reach / the Western Cliffs) lies far from it. Akrin is the lone exception — the only dragon ever to kill a Vulmarian, and he did it by claw, at the bottom of Volcanus, only because he had descended with Estaria — and only he, of all dragons, is rendered deathless by the bond. The wars Estaria “could have ended and didn’t” were thus end-able by exactly one act — his own death — for eight thousand years: every other death in them was real and discharged; only his remained outstanding, because only he could not die.

Giants

Listed among the inhabitants of Altera (Synopsis).

Origin (Resh Prologue): the giants were once ordinary Gaiadran settlers who sailed to Altera and landed beneath its towering coastal cliffs — where an unprecedented, prolonged exposure to Obsidian Fall (see II.6) transformed them, leaving them as tall as the cliffs themselves. Resh, holding to his rule of non-interference, let them find their own way (his concern was the strain their multiplied appetites would put on Altera’s ecology).

The giants are the Stol’gard (Ascendant / Book Two). Book Two names the giant race the Stol’gard and gives a matching origin: a people mutated to giant size and aggression by Obsidian Mist from the growing Obsidian Tower. See IV.7 for detail. (Minor divergence to reconcile: the Prologue calls them Gaiadran settlers who sailed to Altera, while Book Two has Streacresh describe them as originally human and made/living on the Altera side — both agree they were human and were transformed by the Obsidian Mist/Fall.)

Sentinel

An ancient guardian within the Gaiadran forest (Synopsis). When Estaria enters, Sentinel is locked in battle with a manifestation of Estaria’s own grief made physical; Estaria drives it back and earns Sentinel’s trust. Sentinel then leads him to the obelisks — five obsidian obelisks, of which four are the numbered tests (arranged in a square: 1 = Leona, 2 = Orin, 3 = Klindon/mother, 4 = Angel). The fifth obelisk is not a test — it shows Estaria every potential resolution of the five tests: possible life after possible life, ending after ending, culminating in the one where he turns away and lets Terrindral burn. (Founder ruling, v9.25 — supersedes the “shows the other resonants” reading; archived.) The fifth test is complacencynot an obelisk and not resolved in Book One: it is an ongoing test that does not resolve until the final book (v9.27 — corrected from “Book Five”; “Book Seven” in the current working numbering, total count still open per #11), which Streacresh finally names at the last confrontation. (Founder ruling, v9.24: there are five obelisks — four tests plus one non-test — and the fifth test (complacency) is ongoing to the final book (v9.27). This supersedes the earlier audit note of “four obelisks + the grove, not five.”) (see VIII). “An ancient forest guardian who owes Estaria nothing and demands honesty in exchange for passage.”

Manuscript (Echoes): Sentinel is a massive bark-skinned, amber-eyed guardian woven of branch and root, bound to the Streacresh Forest by its very essence — it cannot leave without withering. When they first meet Estaria nicknames it “Woody”; after it protects him he renames it “Sentinel.” It guides and protects Estaria through the five tests, hunts food for him, and carries him when he collapses. The “manifestation of grief” it battles is the shadow-creature — Angel’s pet ferret, transmuted into a void-like predator — undone in Chapter 37 (between the 2nd and 3rd obelisk-trials) when Estaria empties his grief-laden dagger and the blade splits in two. At the end Sentinel returns to guard the grove rather than follow Estaria out. (In the manuscript it is briefly given its own POV.)

The Stol’gard (Giants)

(From Ascendant / Book Two. These are the “Giants” of IV.5.)

  • What they are: a race of giants (~20–30 ft tall), stone-eyed, armored, the original inhabitants of Altera. Extremely territorial and warlike; they speak a tongue that “rumbled like distant thunder,” and carry a notorious stench (attributed in-story to later inbreeding).
  • Origin: per Streacresh, they were originally human, then mutated to giant size and an unplanned “aggressive streak” by the Obsidian Mist (the growth-accelerating fallout from the Obsidian Tower; = Obsidian Fall, II.6). This matches the Prologue’s giant-origin (see IV.5 for the minor divergence on where they began).
  • History: they built the land bridge (massive carved stone, reliefs of their battles and coronations) and warred with the winged Shry’kar over Altera — the land-bridge war (depicted in Stol’gard murals: giants vs. Shry’kar “angels” and dragons). The Shry’kar ultimately took Altera; the Stol’gard now hold a great cliff fortress at the bridge and patrol it. Some Stol’gard were magically frozen (curse-suspended) for millennia — Estaria frees one in Book Two, at the cost of a half-mountain Echo Rot scar.
  • Named lore: a Stol’gard carving titled “Grolnak’s Last Stand” (dated “third century”) appears in their cliff art.

Spelling. Stol’gard is official (apostrophe); stolgard is an accepted shorthand.

Current Stol’gard society & numbers. Once the primary race of Altera, the Stol’gard were driven off the continent by the Shry’kar wars. They had built both of the land bridge’s fortresses; the Shry’kar seized Wardgate (the north / Altera end), and the Stol’gard retreated south across the bridge to hold the Stol’gard Fortress (the Gaiadra foot of the bridge, wedged near the Streacresh-Forest buffers) — with the span between the two contested. They number fewer than 1,000. They roughly hold their population, but reproduce a touch too slowly to outpace the losses of the ongoing Shry’kar war — so their numbers grind very slowly downward under that attrition.

NC Codex species note: the Stol’gard are 20–30 ft tall humans, the original inhabitants of Altera, with a culture built around intricate stonework (the carvings/murals on their few remaining strongholds). Driven off the mainland by the Shry’kar and now fighting to reclaim it; physically imposing but outmatched by Shry’kar numbers and aerial maneuverability.

Peoples of Luminara & Fenhaven

  • The Lirakesh (“Kesh”)(roles corrected per Founder ruling, #5/#23, v8.13) the original people of Luminara and its dominant culture: the underground dwellers and artisans (the glassworkers of Iridescia, the engineers of Thermolith). They are the Prologue’s generic “Luminarans.” Build (Founder, v9.35): underground-adapted, the Lirakesh are the smaller and frailer of the two Luminaran peoples — short, pale, with a faintly goblin-ish cast by comparison to other Terrindral humans. This is the build behind the “gremlin-ish tinkerer” art of Ardis, who is Lirakesh.
  • The Liraquellen (“Quellens”)(roles corrected per Founder ruling, #5/#23, v8.13) a later people who moved topside to harvest resources for shipment down to the underground; they live in small communities clustered around the underground entrances (e.g., the abandoned Windy Plains above Thermolith). Build (Founder, v9.35): generations on the surface made them sturdier and hardier than the Lirakesh, but they kept the Lirakesh’s short stature. (Supersedes the earlier NC-derived description, which had the Liraquellen underground and the Lirakesh on the surface — reversed; prior version retained as record per Article II §8.)
  • The Pirates (“Easterners”) — the people of Fenhaven, often escaping something from their past; they fight with guerrilla naval tactics and are not necessarily seen as villains. Captain Vaelor (one-eyed, ship The Sea Serpent) is one such captain who helps Estaria escape Altera. (Concord’s navy once drove the Fenhaven pirates east.)

NC Codex species notes for the established peoples: the Vulmarians are humanoid with a basalt-like exoskeleton, glowing cracks, multifaceted eyes, and digitigrade legs; lithovoric (rock-eating, occasionally scavenging meat), geothermal-dependent, isolationist, and not natural fighters. The Shry’kar are winged humans created by Resh, originated on the island Kar off Altera’s east coast, then invaded the mainland and drove off the Stol’gard.