Thalara’s Veil
“The Green Deeps and Roaming Sky”
The Thalara’s Veil is the collective name given to the immense region of southern wilderness stretching from the edge of The Narthul Wastes all the way to the distant, mist-choked southern coasts. It contains a variety of biomes: deep jungles, savannas, rolling plains, low mountains, and ancient woodland. The land resists full colonization, not through armies, but through its wildness—beasts, storms, disease, and arcane phenomena rule here.
Major Regions:
1. The Myrr'Vareth Jungle
“Jungle of Voices”
A massive, nearly impenetrable rainforest that dominates the central and southeastern part of the Virenthil Expanse.
Home to colossal, luminescent trees, sentient vines, and thick canopies that block sunlight even at midday.
Named for the eerie whispering wind that seems to carry voices—often prophetic, sometimes maddening.
Said to be partially alive. Some Lyrian druids call it the “Second Breath of the World.”
Contains ruins of a lost civilization that predates the First Accord—stone ziggurats swallowed by vines, haunted gardens, and crystal monoliths with shifting glyphs.
2. The Serathi Grasslands
Located west of the jungle and south of the Kelian highlands.
A vast savanna filled with thundering herds of dune antelope, sky-buffalo, and pride-lions (large magical felines).
Seasonal monsoons sweep through, nourishing nomadic tribes who follow migratory beasts.
Tribes here include Equine Lyrians, Krayan caravans, and human spear-nomads.
Several minor city-states form during dry seasons, only to be abandoned when the rains return.
Famous temporary city: Tarn’s Eye—built on the bones of a sky-serpent and reconstructed yearly.
3. The Cinderglade Mountains
Low but treacherous volcanic ridges to the far southwest, often cloaked in red mist from sulfur vents and smoldering groves.
Believed to have once been Oni territory long ago.
Dotted with obsidian towers and ancient pyre-altars used in long-forgotten fire rites.
Home to ember-breathing drakes, magma spirits, and stone-crushing terrors.
Kray miners (often nomadic or exiles) venture here to extract fire opals and deep iron, living in mobile iron-crawlers powered by steam and beast labor.
4. The Kora’tel Wildwood
Forested region in the west, connecting to the Worldspine foothills.
A mystical, shadowy place where trees grow in strange patterns and bioluminescent insects speak to druids.
Inhabited by owl-blooded Lyrians, green-cloaked human archons, and spirit-walkers.
Said to be the source of the Dreaming Mists, fog that causes prophetic visions or induces ancestral memories.
Some believe a forgotten Fey Court slumbers here.
Inhabitants and Cultures:
1. Human Tribes
Many are semi-nomadic, living in beast-skin tents, wooden palisades, or tree platforms.
They revere local spirits, totems, or Sky-Hunters—mythical beings who protect their people from beasts and corruption.
Strong warrior traditions and animist beliefs, often with a matrilineal clan system.
Notable tribe: The Emberjaw, known for fire-dancing rituals and obsidian weaponry.
2. Lyrian Clans
Reptilian and avian Lyrians dominate the deeper jungle and upper canopy.
Form tribes based on animal traits—Feathered Talon, Sunscale Kin, Moonvine Stalkers.
Many possess plant affinity, camouflage abilities, or venomous traits.
View the jungle as a divine body, where each tree or beast is part of a greater spiritual organism.
3. Oni Explorers and Seers
Few in number, but notable for their ambition.
Some belong to Wander-Blood Clans, traveling scholars and beast-tamers who map the jungle and hunt mythical prey.
Others are outcasts or vision-driven mystics who claim the jungle speaks to them in fire and bone.
Some are believed to maintain soul forges—sacred places where memory and metal are merged.
4. Kray Nomads
Rare, but respected; their iron-crawling cities (massive slow-moving constructs of gears and stone) leave grooves in the plains.
Trade weapons, refined minerals, and steam-crafted tools.
Occasionally offer protection to nearby tribes for tribute.
One famous Kray construct: The Embercore Crawler, a moving forge-city built on a great beast's fossilized spine.
Notable Sites:
The Emerald Maw: A massive sinkhole in the Myrr’Vareth that descends for miles, with levels of strange plant and fungal biomes. Believed to be an ancient “scar” in the world.
Vey’nathi’s Garden: A silent, glass-like field in the eastern jungle, where all plants are crystal and motionless. Time flows strangely here. Possibly the site of a divine fall.
The Shrouded Steppes: In the far south, the fog never lifts and sounds vanish midair. It's said something ancient sleeps beneath it—a coiled sky-thing bound in root and stone.
History:
Legends claim the Thalara’s Veil was once part of a primeval druidic kingdom, later shattered during the Sundering of Green Flame, when plant gods warred over dominion.
The jungle and plains were never tamed by great empires due to environmental hazards, feral magic, and deep-world anomalies (unnatural magic zones).
The Dreaming Wars, a series of conflicts between Lyrian dream-walkers and corrupted beast-kin, ravaged much of the Expanse 400 years ago. Ruins from this time still echo with psychic residue.