The history of Téranne
Téranne is the continent where the adventures of Whisper of the Bard, an online role-playing game in English, take place. Four great nations share it, each with its capital, its great guilds and its own strength.
Summary of the history of Téranne
No one knows when Whisper of the Bard was born. Legends whisper that at the dawn of an age now vanished, a group of people with singular talents saved Téranne from total destruction. Who were they? What threat hung over the world? No one knows. All that remains of that time is an ancient song, scattered in fragments that no one has ever gathered. The guild itself still travels the continent: a troupe of travelling players who belong to no nation.
Today, four great nations share the continent. Eglessia, the nation of the Knights, holds Orsanne, which ancient accounts call the very first city of Téranne: its army is formidable, its adventurers' guild the most powerful, and its gold mines strike the coins of the whole continent. Golden Faerie, land of faeries and elves, built Sorelle in the heart of a colossal tree; its rare resources and its whispering birds, which carry messages and secrets, make its Merchant Guild the most powerful of all.
Destiny Mahō lives in the heights, where magic is denser: Nérive stretches across peaks linked by bridges, crossed by flying ships, and is home to the greatest university of magic. The Forgotten, the most populous of the nations, remains the most mysterious. In Aubrel, homes are dug into the arid ground and trade is done by barter; no Merchant Guild or Mages' Guild is established there, and the adventurers' influence stops at its borders. Why? Those who try to understand come back with more questions than answers.
Between them move the great guilds: the adventurers, born to protect the peoples from monsters; the merchants, created so that no nation alone controls trade; the mages, who share their discoveries from one capital to another. And in the shadows, two thieves' guilds, born of a single one and parted without hatred, answer to no nation.
Here, time is counted in tens: ten days a week, ten weeks a month, ten months each bearing the name of a god. Every year, on 10 Kriven, the nations gather for the Great Festival of the Nations. All of them, except The Forgotten.

Eglessia
The nation of the Knights. Capital: Orsanne.
Eglessia is known for the power and influence of its adventurers' guild. The great adventurers' guild of Orsanne is the most powerful and most influential of all the adventurers' guilds on the continent of Téranne.
Its main advantage: its great adventurers' guild.

Golden Faerie
The nation of the Fairies and Mystical Creatures. Capital: Sorelle.
Golden Faerie brings together fairies, elves and other mystical creatures, among others. Its territory holds many natural resources, some of them particularly rare.
This wealth makes the great merchants' guild of Sorelle the most powerful merchants' guild on the continent.
Its main advantage: commercial power.

Destiny Mahō
The nation of the Air. Capital: Nérive.
Destiny Mahō lives in the mountain heights. Its capital, Nérive, is built on high summits linked by bridges that span the chasms. The nation also stands out for its use of flying machines.
In the world of Téranne, the density of magic increases with altitude: high mountain regions enjoy a greater concentration of magic than regions at ground level. This is what makes the great mages' guild of Nérive the most powerful mages' guild on the continent.
One of its main advantages: magical power.

The Forgotten
The nation of the Barbarians. Capital: Aubrel.
The Forgotten stands out for its extremely large population: the nation is considerably more populous than each of the three other nations of the continent.
Its main advantage: its superior numbers. Where the three other nations draw their strength from a dominant great guild, The Forgotten draws it from its population.
Orsanne
The Bastion of the First Ages. Capital of Eglessia.
A city born in the first days of Téranne
At the heart of Eglessia's territory rises Orsanne, a monumental city dominated by a castle of exceptional grandeur. Around its imposing walls spreads a vast town whose streets, buildings and traditions bear witness to a past deeply rooted in the history of Téranne.
According to some ancient tales, Orsanne is said to be the very first city ever built on the continent. Though the truth of these tales remains uncertain, they add to the historic reputation of this capital, whose origins seem to reach back to the first ages of the continent.
An impressive military power
Eglessia is known for its formidable defensive power and its ability to lead devastating offensives. Its army, its weapons and its many magical defences form a particularly fearsome military whole.
But maintaining such power demands considerable quantities of resources. Maintaining equipment, strengthening fortifications, making weapons and keeping up magical protections require a constant supply of raw materials.
Fortunately for Eglessia, its territory holds great natural riches that it is able to extract and work itself. A large part of these resources goes directly into maintaining and improving its military power. This priority largely explains why trade with the other nations remains relatively limited.
A wealth turned inward
Contrary to what its limited foreign trade might suggest, Orsanne is far from an impoverished city. Quite the opposite.
Thanks to the abundant resources of its territory and its ability to work them without depending on the other nations, Eglessia has developed a particularly self-sufficient economy. The raw materials extracted from its lands directly feed its local activities, its workshops, its forges and its military installations. The wealth produced circulates mainly within its own territory, supporting considerable economic activity.
Orsanne does not need to sell its riches to the other nations to prosper. It already has the resources it needs to sustain its power and run its economy.
A capital bursting with activity
At the foot of the immense castle, behind and around its walls, the shopping streets of Orsanne overflow with activity. Workshops follow one after another, shops draw a large clientele and the forges hold an important place in the economic life of the capital.
Working raw materials generates constant activity, whether producing goods for the inhabitants or meeting the considerable needs of Eglessia's military power. Trade there reaches an impressive volume, moving great wealth within the city.
This dynamism contrasts sharply with the relatively small number of goods the nation sends to foreign markets. In Orsanne, prosperity is measured not by the quantity of goods exported, but by the wealth and activity generated within its own territory.
The masters of the continental coinage
Yet it is in this capital, so little turned toward foreign trade, that one of the most important economic activities in all of Téranne is found. Orsanne strikes the gold coins used as currency across the different nations of the continent. Its great gold mines give it direct access to the precious metal needed to make them.
While most of the raw materials extracted on its territory are kept for its own needs, gold coins are practically the only product Orsanne trades with the other nations.
This peculiarity gives rise to a remarkable paradox. The nation that offers the fewest trading opportunities to foreign merchants is also the one that produces the currency on which the continent's monetary exchanges depend.
Thus, despite its economic autonomy and its limited foreign trade, Orsanne holds an essential place in the economy of Téranne. Eglessia does not need the other nations' goods to maintain its power, but the other nations use the gold struck in Orsanne every day.
At a glance
- Architecture: a monumental castle surrounded by an immense town.
- Origins: according to some tales, the first city of the continent, though this is not confirmed.
- Guild: the most powerful and most influential great adventurers' guild on the continent.
- Military power: impressive in attack and defence, with many magical defences.
- Resources: considerable consumption, extracted and worked by Eglessia itself.
- Economy: rich, prosperous and largely self-sufficient, despite limited foreign trade.
- Shopping streets: very lively around the castle, with workshops and forges.
- Gold mines: major ones, the source of the continent's currency.
- Currency: Orsanne strikes the gold coins used in every nation.
- Foreign trade: gold coins are practically the only product it sells to the other nations.
Sorelle
The city at the heart of the Tree. Capital of Golden Faerie.
A capital that defies beliefs
In the heart of a forest whose very existence defies certain religious beliefs stands Sorelle, a capital unlike any other on the continent of Téranne.
The entire city was established within an utterly colossal tree, so prodigious in size that an immense capital could take its place at its heart.
For certain religious authorities, this forest is so deep a contradiction of their beliefs that they refuse even to acknowledge that Sorelle exists.
A city in perfect harmony with nature
Sorelle is an entirely open city, where nature alone makes up the surroundings of its inhabitants.
No hand-shaped material goes into its construction. No artificial wall interrupts the passages or blocks the view. Everything remains natural, open and accessible.
In Sorelle, fairies, elves and the many other species live together in natural harmony. Each people cultivates its own traditions, talents and specialities, while remaining entirely free to choose its way of life, its activities and where it wishes to settle.
The diversity of its peoples is Sorelle's wealth, where everyone moves freely in a spirit of respect and mutual understanding.
The whispering birds
In Sorelle, animals are not simply present in the daily lives of the inhabitants: they take a direct part in the life of the city.
Among them, the whispering birds hold a special place.
These birds let the inhabitants communicate over great distances. They carry messages from one person to another by passing them on aloud, making communication at a distance possible through their presence.
This special bond with animals is one of the most remarkable features of the capital.
The eyes and ears of the forest
Sorelle's intelligence network is renowned across all the nations of Téranne.
Its effectiveness rests notably on two unexpected allies: ants and the whispering birds.
Thanks to them, the inhabitants of Sorelle can discreetly gather information from their enemies, often without the latter realizing they are being watched.
This ability to obtain intelligence almost imperceptibly is a considerable advantage for the nation.
The greatest merchants' guild of Téranne
The merchants' guild of Sorelle is recognized as the most important of all the nations.
Its power rests not only on the natural riches of its territory, but also on its remarkable ability to obtain information.
Using the nation's intelligence network, the merchants of Sorelle can discover the needs of the continent's towns even before the other merchants' guilds learn of them.
This advantage lets them anticipate demand and organize their trade with an efficiency that is hard to match.
To this is added an exceptional wealth: the lands of their nation abound in exotic goods and plentiful resources found nowhere else on the continent.
These goods, much coveted by the other nations, help make Sorelle a trading centre of major importance.
Thus, behind the apparent simplicity of this immense natural city lies one of the most influential networks of communication, intelligence and trade in Téranne.
At a glance
- Nation: capital of Golden Faerie, the nation of the Fairies and Mystical Creatures.
- Location: inside a gigantic tree.
- Architecture: entirely natural and open.
- Population: all peoples live freely, in mutual respect.
- Communication: the whispering birds pass on messages aloud over distance.
- Intelligence: ants and the whispering birds take part in the nation's intelligence network.
- Trade: Sorelle's merchants' guild is the most important among the nations.
- Trading edge: it comes notably from intelligence obtained before the other guilds.
- Resources: plentiful exotic goods, coveted and found nowhere else.
- Religion: a religion refuses to acknowledge that Sorelle exists, so deeply does this forest contradict its beliefs.
Nérive
The city of summits. Capital of Destiny Mahō.
Built atop dizzying mountains, Nérive is a city of exceptional grandeur. Its buildings stretch across several mountain peaks, linked by immense bridges that span the depths between the summits.
Between these heights also travel the Bravire, ships able to fly thanks to powerful magic crystals. These crystals have a remarkable property: their power weakens as the ships descend in altitude, which lets them rise back naturally toward the summits. The Bravire thus run regular shuttles between the peaks of the capital.
Nérive is home to the largest university of magic on the continent of Téranne. Magic is everywhere there, in teaching as in daily life. The streets are lined with shops devoted to the magical arts, and the mages' guild holds considerable influence in the capital.
This mastery of magic reaches all the way into homes: residences are equipped with magical devices that carry out daily chores and make life easier for their occupants.
Despite the vastness of the city and the power of its institutions, the people of Nérive stand out for their naturally happy temperament and their deep sense of freedom.
In Nérive, magic is not a discipline reserved for scholars and great mages: it is an integral part of everyone's life.
At a glance
- Architecture: an immense capital spread over several peaks, linked by gigantic bridges.
- Transport: the Bravire, flying ships whose magic crystals weaken at low altitude.
- Education: the largest university of magic on the continent.
- Economy: many shops devoted to magic.
- Influence: a particularly powerful mages' guild.
- Population: people who are generally happy and free.
- Daily life: household magical devices for everyday chores.
Aubrel
The city of a thousand secrets. Capital of The Forgotten.
A numerous and egalitarian people
Among the four great nations of Téranne, The Forgotten stands out above all for the vastness of its population. At the heart of its territory lies Aubrel, a capital teeming with life, where a multitude of inhabitants rub shoulders every day.
Despite their impressive numbers, the people of The Forgotten form a deeply egalitarian people, where everyone has their place.
Yet behind this apparent unity, one peculiarity intrigues the rare visitors: the population seems divided by ideological differences that no one truly manages to explain. No direct conflict seems to set the inhabitants against one another, and no obvious reason makes this strange distinction understandable. The inhabitants go about their daily lives as if nothing needed explaining.
A capital buried in the earth
Unlike the grand buildings of Téranne's other capitals, Aubrel has an architecture of astonishing modesty. Under an arid climate, the dwellings are dug right into the ground. Their shape recalls that of igloos, but instead of rising in the snow, they seem to sink into the earth and sand.
Long streets of beaten earth cross the city and link its different districts. The apparent simplicity of its buildings contrasts with the incredible density of the population and the constant bustle of its trading spaces.
The immense markets of Aubrel
The markets of Aubrel are among the most impressive sights a visitor can discover. Like the gigantic traditional markets of the East, their aisles stretch as far as the eye can see, lined with a multitude of stalls packed against one another.
The crowd moves continuously among the goods on display. The voices of the traders mingle with the conversations of the inhabitants, while exchanges follow one another in an almost ceaseless bustle. Some districts seem entirely devoted to trade, forming true labyrinths of stalls and passages where it is easy for a stranger to lose their bearings.
But what truly sets the markets of Aubrel apart is not only their size. It is the way they trade.
An economy founded on barter
In Aubrel, trade does not follow the same customs as in the other nations. Barter holds a central place in the city's economy. Goods are mainly exchanged for other goods, and the value of a transaction depends largely on what each party is willing to offer and to receive.
For traders from elsewhere, this way of doing things is as much a challenge as an exceptional opportunity. Despite the arid climate and the hardships of the journey, some merchants make the trip to Aubrel in the hope of obtaining, through barter, goods they would have great difficulty finding otherwise. These opportunities explain why the capital continues to attract traders, despite the many questions that surround its inhabitants.
The rumours of Aubrel
In the other nations, merchants who have visited Aubrel sometimes bring back strange stories. Some speak of mysterious practices, unknown customs or behaviours they claim they could not understand. Yet, when the capital's inhabitants are asked about it, no one seems to know what is meant.
The tales multiply, sometimes contradict one another and feed conversations far beyond the territory of The Forgotten. Few merchants truly travel all the way to Aubrel. Among those who make the journey to unravel its mysteries, rare are those who come back with satisfying answers. The more they try to understand Aubrel, the more their questions seem to multiply.
Thus, behind its modest dwellings, its dusty streets and its markets overflowing with life, the capital of The Forgotten remains one of the most intriguing cities of Téranne.
At a glance
- Population: The Forgotten is far more populous than the other nations.
- Society: a fundamentally egalitarian people.
- Divisions: apparent ideological differences, without direct conflict, for unexplained reasons.
- Architecture: modest, dwellings dug into the ground.
- Climate: arid, with streets of beaten earth.
- Markets: immense, very lively and densely crowded.
- Trade: exchanges rest mainly on barter.
- Foreign merchants: drawn by goods that are hard to find elsewhere.
- Rumours: mysterious practices, whose truth has not been established.
- Mystery: those who try to understand Aubrel come back with more questions than answers.
The great guilds
The great guilds of Téranne are established in the capitals of the nations:
- a great adventurers' guild in each capital;
- only three great Merchant Guilds, in Sorelle, Orsanne and Nérive: none is established in The Forgotten;
- only three great Mages' Guilds, in Nérive, Sorelle and Orsanne: none is established in The Forgotten.
The great adventurers' guilds have secondary guilds in the other towns of their nation, attached to the great guild of the capital. The Merchant Guilds have distribution centres in some of the great towns of Eglessia, Golden Faerie and Destiny Mahō, and the Mages' Guilds have institutes of magic in the largest towns of these three nations.
The Adventurers' Guild
The protectors of the peoples of Téranne.
An organization born of necessity
In an age when monsters terrorized the towns and villages of Téranne, the peoples of the continent needed protectors able to face the dangers that threatened their very existence.
It was to meet this need that the first adventurers' guilds were created.
Their original mission was to fight the monsters that threatened the inhabitants and to protect the communities exposed to their attacks.
Over time, the adventurers' guilds became major organizations, whose reputation and influence reach across much of Téranne.
An influence beyond borders
Unlike the political powers of the nations, the influence of the adventurers' guilds reaches far beyond territorial borders.
Whether in the lands of Eglessia, Golden Faerie or Destiny Mahō, their presence and reputation are deeply established.
Yet one exception has long intrigued those who take an interest in these organizations: The Forgotten.
Strange as it may seem, the influence of the adventurers' guilds appears to stop at the borders of this nation.
How can such a powerful organization, able to extend its influence across almost all of Téranne, run up against such a singular limit?
The rare accounts coming from those lands only fuel the questions.
Like many other peculiarities surrounding The Forgotten, this situation remains shrouded in mystery.
The great guild of Orsanne
Of all the adventurers' guilds of Téranne, the one in Orsanne, capital of Eglessia, is recognized as the most powerful on the continent.
Its influence and reputation surpass those of the great guilds established in the other capitals.
It holds a leading place in the world of adventurers, on a continent where the presence of monsters has deeply marked the history of its peoples.
A network of secondary guilds
Each nation's capital has its own great adventurers' guild.
In the other towns are secondary guilds, attached to the great guild of their nation.
These establishments let adventurers take on requests without always having to travel to the capital.
The main great guilds are responsible for supplying the requests and funding their secondary establishments, keeping their network running across the towns of their territory.
This system lets the guilds fulfil their role among the people while keeping close ties with their main seat.
The Merchant Guilds
The guardians of Téranne's commercial balance.
An organization born to preserve trade
In an age when trade was growing ever more important on the continent of Téranne, one particular fear arose: that a single nation might take control of commerce and impose its will on the others.
It was to prevent such a domination from ever taking hold that the Merchant Guilds were created.
Their first calling was to preserve a commercial balance between the nations and to keep any one of them from holding a monopoly on trade.
Over time, these guilds became major institutions of the continental economy, allowing goods to flow between the different regions of Téranne.
The three great Merchant Guilds
Three great Merchant Guilds are established on the continent, each with its seat in a capital:
- Sorelle, capital of Golden Faerie.
- Orsanne, capital of Eglessia.
- Nérive, capital of Destiny Mahō.
Although they share a common origin and a commercial calling, each one operates within a nation whose resources, needs and economic particularities are different.
Among them, one stands out in particular.
Sorelle — The most influential of the Merchant Guilds
In the heart of Golden Faerie, the great Merchant Guild of Sorelle is recognized as the most powerful and most influential on the continent.
This position rests on two exceptional advantages.
The first is the abundance of Golden Faerie's natural resources. Its lands produce exotic goods and rare raw materials, some of which cannot be found in the other nations. These highly coveted products give the merchants of Sorelle a privileged place in the trade of Téranne.
The second advantage, more discreet, is its access to the nation's extraordinary intelligence network.
Thanks to the information gathered, notably by the ants and the whispering birds, the merchants of Sorelle can discover the needs of the continent's towns long before their competitors.
This knowledge lets them anticipate demand and prepare their trade before the other Merchant Guilds even learn of the same opportunities.
Thus the commercial power of Sorelle rests not only on the riches it possesses, but also on its ability to know what others will need before anyone else.
Trade within reach beyond the capitals
To make trade easier between peoples, the Merchant Guilds have set up distribution centres in some of the great towns of Eglessia, Golden Faerie and Destiny Mahō.
These establishments let inhabitants and traders carry out their transactions without undertaking a long journey to their nation's capital.
They are thus important places for the flow of goods and help keep commercial activity alive across the different territories.
This network lets the Merchant Guilds extend their presence beyond their great institutions in the capitals.
The Forgotten — The riddle of the absent merchants
One peculiarity, however, intrigues the traders of Téranne.
No Merchant Guild has any establishment in the territory of The Forgotten.
This absence seems all the stranger since trade there is far from non-existent.
In Aubrel, capital of The Forgotten, immense markets overflow with activity. Unlike the usual trading practices of the other nations, exchanges rest mainly on barter.
Despite the arid climate and the hardships of the journey, some foreign merchants venture as far as Aubrel in the hope of obtaining rare goods that are hard to find elsewhere.
Yet none of the great Merchant Guilds seems to have established a presence there.
Why would an organization founded to preserve the balance of continental trade remain absent from so vast and populous a territory?
Travellers' accounts offer no real answer. Those who try to understand this singularity run into the same questions that surround so many other aspects of The Forgotten.
The markets of Aubrel nonetheless continue to prosper, as if the presence of the Merchant Guilds had never been necessary to them.
Thus, across Téranne, the Merchant Guilds take part in the balance of trade between the nations, while The Forgotten remains an exception whose true reason no one seems able to explain.
The Mages' Guilds
The guardians of Téranne's magical knowledge.
Magic in the service of knowledge
Across the continent of Téranne, the Mages' Guilds hold an essential place in the study, understanding and development of the magical arts.
Their research deepens knowledge of magic and advances its mastery within the different nations.
The three great Mages' Guilds
Three great Mages' Guilds are established in the capitals of Téranne:
- Nérive, capital of Destiny Mahō.
- Sorelle, capital of Golden Faerie.
- Orsanne, capital of Eglessia.
Each has its own knowledge and carries out its research in a different environment.
Among them, the guild of Nérive holds a particularly important place.
Nérive — The heart of magical research
At the summit of the high mountains of Destiny Mahō stands Nérive, a capital renowned for its extraordinary mastery of the magical arts.
A fundamental particularity of Téranne explains this superiority: the density of magic increases with altitude.
The higher one rises above the land, the more abundant the magical energy in the surroundings becomes.
Built on the summits of dizzying mountains, Nérive thus enjoys an exceptional concentration of magic.
This abundance, combined with the knowledge accumulated by its inhabitants, has made the capital the most important centre of magical research on the continent.
Nérive is also home to the greatest university of magic in Téranne, where the study of the magical arts holds a central place.
Most of the research on magic takes place in this capital.
The great Mages' Guild of Nérive is thus recognized as the most powerful and most influential on the continent.
Institutes across the great towns
The activities of the Mages' Guilds are not limited to the capitals.
To make magical study and research accessible in other regions, the guilds have founded institutes of magic in the largest towns of Eglessia, Golden Faerie and Destiny Mahō.
These establishments help magical knowledge develop across their respective territories, without the inhabitants always having to travel to a capital.
Knowledge shared beyond borders
Unlike the Merchant Guilds and the Adventurers' Guilds, the Mages' Guilds maintain a particularly close collaboration between the nations.
The researchers of Nérive, Sorelle and Orsanne share their knowledge and discoveries to advance their respective work.
This cooperation lets the three great guilds benefit from advances made elsewhere on the continent, while keeping their own fields of research.
The Forgotten — A mysterious frontier
Yet despite their presence in several regions of Téranne, the Mages' Guilds run up against a strange exception.
No Mages' Guild, nor any of their institutes, seems to be established in the territory of The Forgotten.
How can the absence of these institutions from so vast and populous a territory be explained?
The rare accounts coming from those lands offer no real answer.
As with the Merchant Guilds and the influence of the Adventurers' Guilds, this singularity adds to the many enigmas surrounding The Forgotten.
Even the greatest scholars of Téranne seem to have no certain explanation.
The independent organizations
The thieves' guilds
Two great secret thieves' guilds operate outside the four nations and are tied to no territory. Their origin is told in their own entry, The thieves' guilds.
Whisper of the Bard
The guild Whisper of the Bard does not belong to any of the four nations either: it has its own entry, Whisper of the Bard.

Whisper of the Bard
Independent guild, with no nation.
A guild of travelling players who journey across the territories of Téranne, without belonging to any of the four nations.
Echoes of a Forgotten Age
No one truly knows when, where or how the guild Whisper of the Bard came into being.
Its origins reach back to time immemorial, so long ago that even the oldest chronicles of Téranne seem to have forgotten the events surrounding its birth.
Yet some legends whisper that at the dawn of an age now vanished, a group of individuals with singular talents achieved the unthinkable: saving the continent of Téranne from total destruction.
Who were they? What threat hung over the world back then? And what role did they truly play in its history?
Today, no one holds the answers to these questions.
Of that forgotten era, only a single clue remains: an ancient song, whose lyrics were scattered across the ages.
Its fragments, still incomplete, have never been fully gathered. No one therefore knows the song in its entirety, nor the secrets it might hold.
To this day, the search goes on.
Perhaps the missing fragments will one day be found. Perhaps they will at last reveal the true origins of Whisper of the Bard, the events that marked its birth and what its members have shaped over the centuries.
For some stories never truly disappear. They simply wait for someone to find the words to tell them.

The Thieves' Guilds — The powers in the shadows
In the beginning, there was only one great thieves' guild on the continent of Téranne. Founded by two individuals who had decided to join forces, this organization grew over the years until it became one of the most influential powers on the continent.
Its power gradually reached beyond the criminal world, until it was able to exert real influence over the politics of Téranne.
But despite their shared success, the two founders eventually had disagreements that led them down separate paths. Yet this parting was marked by neither hatred nor revenge: the two founders never developed any animosity toward each other. Each simply chose to pursue their own activities and to lead their own organization.
This is how the two great thieves' guilds that still exist today were born. Though distinct, they share a common origin and remain independent of the four great nations of Téranne.
Their story is a reminder that power does not lie only in the hands of kings, knights or great institutions. Some influences are exerted far from prying eyes, where the most important decisions can sometimes be made in secret.

BASAN — The Ancient Dragon
Born from the ashes of a devastated world
An eternity ago, long before the tales the peoples of Téranne remember today, a fire of unimaginable scale ravaged nearly all the vegetation of the entire world.
It was in the wake of this catastrophe that BASAN is said to have been born, an Ancient Dragon whose origins remain a deep mystery to this day.
No one truly knows how he came into the world, nor what links his birth to that immense blaze.
Since his appearance, BASAN has lived around the gigantic active volcano that rises where the borders of the four great nations of Téranne meet. This volcano dominates the surrounding lands and has remained, since time immemorial, the territory where the Ancient Dragon dwells.
The only known account
The story of BASAN rests on a single account: that of a human who is said to have once had the extraordinary chance to speak with him.
This man then reportedly transcribed their conversation in a book, giving rise to the only known tale about the Ancient Dragon.
But the circumstances of this meeting, like the true origins of BASAN, remain shrouded in mystery.
Thus the existence of BASAN spans the ages, bound to the memory of a world once devastated by flames and to an account whose full truth no one today can confirm.
The calendar of Téranne
In Téranne, time is counted in weeks of ten days, months of ten weeks and years of ten months. Each month begins on the first day of the week and ends on the tenth. There are no extra days and no leap years.
- 24 hoursone day
- 10 daysone week
- 100 daysone month, or 10 weeks
- 1,000 daysone year, or 10 months and 100 weeks
Official festivals and events
- Crat, 10 Kriven : The Great Festival of the Nations. Every year, on the tenth day of the month of Kriven, the nations of Téranne gather to celebrate the Great Festival of the Nations. This celebration brings together the nations of the continent, except the nation The Forgotten (Forgotten One). It is an annual event shared by the participating nations. see it in the calendar
Look up the calendar
Choose a month, then the view: the whole month or one week at a time. Festival days are highlighted; tap a day of the month to open its week.
{mois}, week {n}: days {a} to {b}The ten sacred months
Each month bears the name of one of the ten gods of the world.
- Arenou days 1 to 100
- Vitas days 101 to 200
- Jibral days 201 to 300
- Orin days 301 to 400
- Ska days 401 to 500
- Solis days 501 to 600
- Akrid days 601 to 700
- Risven days 701 to 800
- Ataria days 801 to 900
- Kriven days 901 to 1000
The ten days of the week
Each month has ten weeks: it always begins on a Tabo and always ends on a Crat.
- Tabo
- Avrat
- Tishpit
- Belatel
- Broméir
- Ird
- Kribel
- Trèy
- Ariam
- Crat
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