Geography · 5

The World · 7

The Mistsea · 1

Religion · 11

Religion

The Temple of the Seven

The dominant religion of modern Aetheria. The seven living gods, the courteous evasions about the two that fell, and the seventh seat that no priest will quite explain.
Religion

The Seven Living Gods

What the temples teach. What the altars actually look like. The small gap between the two, that no one quite explains aloud.
Religion

Velisara of the Dawn

First light, first breath, first effort. The gentlest of the Seven, and the one most often misunderstood by those who think gentleness means weakness.
Religion

Thorin Anvilbound

The god of made things, sworn things, and things that are kept. The least subtle of the Seven, and in many homes the most loved.
Religion

Vessen of the Hearth

The god of the household and the harvest, of the loaf shared and the chair pulled out. The most-prayed-to of the Seven, and the one ordinary folk think about least often.
Religion

Korr the Broken Shield

Not the god of victory. The god of standing in the gap, taking the blow, and remaining. Honoured by soldiers, mourners, and the parents of children lost too soon.
Religion

Aevan the Silent Eye

The god of seeing without saying. The patron of scholars, judges, midwives, and any reach-folk who carry knowledge they cannot share.
Religion

Sylth Keykeeper

The god of doors that close and what waits on the other side. The patron of undertakers, those at deathbeds, and the ferrymen of small reach-isles.
Religion

The Seventh Altar

The seat that is dressed but not prayed to. What the temple says about it, what the laity actually does with it, and the small quiet folk-ritual the temples have learned not to see.
Religion

The Two That Fell: Mara and Nymira

Two stars that no longer shine. What the temple teaches, what the laity remembers, and what the elders of fishing villages still leave on doorsteps in spring.
Religion

Cults of the Nameless: Rumours from the Inn

What gets said in port-taverns, late, after the second drink. Rumours of cults, watchers, drowning houses, and walking questions. Most of it is invented. Some of it is exaggerated. A small remainder, by working judgement, is something.

History · 4

Culture · 7

Culture

The Living Calendar

When the bells ring, when the markets fill, when nothing must be said aloud.
Culture

The Skyfarer's Trade

What it is to make one's living above the mist. The hierarchies aboard, the share-system that pays them, and the small understandings that hold a crew together when nothing else will.
Culture

A Glossary of Sky-Cant

The working slang of the Reaches' skyfarers. Practical, often unromantic, and occasionally tongue-in-cheek. What you would hear in a port tavern; what the trade would expect a greenhand to know by their second crossing.
Culture

Naming Customs Across the Reach

How children are named, what travel-names are for, and why a skyfarer's first name is sometimes the last thing they will give you.
Culture

The Marriage Customs of Sky and Stone

How reach-folk marry, who blesses it, and the three classic forms — sky-and-stone, sky-and-sky, stone-and-stone — that most reach-marriages still follow.
Culture

Songs Heard in Mistsea Taverns

What working sailors sing when the cargo is lifted, when the port-tavern fills, and when one of theirs has not come home. A small selection of fragments — bawdy, working, mournful — from the songs the trade keeps for itself.
Culture

Foods of the Skyfarer

How the trade eats. Galley cooking, cluster cuisines, the small daily traditions that keep a crew civil through a long crossing — and the harbour-foods that wait for them when they make landing.

Folklore · 1

Magic · 2

Institutions · 1

The Verdant · 2