Belierin

Ervenian Era, 1051 AB
Belierin is Elysium's least-traveled face: an endless quilt of marsh, fen, and mangrove braided by the slow courses of the River Oceanus. Silvered mists give the night a gentle glow, lighthouses wink from rocky ridges, and reed-boardwalk towns mind the tides and the truth. Beneath that hush lies an older purpose: long ago the guardinals turned the layer itself into a mercy-prison, sealing away a primordial hydra—and perhaps other terrors—behind vows, wards, and water that even monsters dare not cross.  
Customs and Law
Guest-Right at Water
Share water and a true name at quay, pool, or ferry; all owe hospitality and frank speech until the next bell—lies taste of silt and catch in the throat.  
Art as Contract
Oaths are sung on boardwalk stages or etched in salt-glaze; within a vow-circle, malice falters and resolve holds.  
Challenge Before Chains
Disputes try song, craft, or gentle arms first; victory obliges uplift—a lesson, a gift, or safe conduct.  
Sanctity of Channels
Waystations, cairn-lines, lover’s walks, and funerary paths are inviolate; spite there dims lanterns until amends are made.  
Ward Watch
Every settlement keeps a tide-bell rota; breaches are met with rescue first, force only if mercy fails.

Geography

Notable Locations

Rubicon
Last guardinal outpost, a lighthouse-fort and waystation for rescue fleets and oath courts.  
Cairn-Keys
Low stone mounds that chime in mist, part waymarker, part early warning for ward ruptures.  
Fallow Groves
Rotating orchard districts where disputes are settled by song alone.  
Sealed Fens
Nameless reaches where the fog thickens, sound carries oddly, and even predators keep to the banks.  

Travel and Access

Okaynus High Road
Calm braids act as planar lanes; pilot-poled ferries run to Eroniaand Amoria.  
Overthreads
Quiet caverns and willow arches slip travelers to sister districts in Eronia or Amoria; return by a different seam.
Prison Weave
Unmarked exits are sealed; only Oceanus and sanctioned gates pass the ward-rings.  

Inhabitants

Guardinals and Allies
Leonals, avorals, and ursinals patrol channels; lillends keep song-law; agathions ferry the lost.  
Petitioners of the Reed
River folk, healers, wardens, and orchard-keepers reborn with steady breath and low-light eyes; they mend trails, keep guest-right, and tend migration and watering-rights.  
Good-hearted Fey
Naiads, brume-dryads, and moon sprites guide without gouging and prize consent and clean departures.  
Rumored Prisoners
Beyond the legendary First Hydra, tales whisper of other bound threat, an Archdevil, a Demon Lord, a black wyrm of renown, an archomental, even a wounded god, kept inert by the Weave and Okyanus' blessing.

Localized Phenomena

Luminous Mist
Fog glows softly; every flame or lantern wears a halo that carries farther than sight.  
Witness Mist
In brume or spray, kindly truth carries; spiteful falsehood clots on the tongue and will not travel.  
Peace of Elysium
Open violence dulls as blades feel heavy, voices soften; those who choose parley find doors (and hearts) opening.  
Kindling Bloom
Fires born of malice unfurl into drifting flower-ash at the border; hearths and cleansing burns keep their spark.  
Wildway Drift
Paths slide to shield nests, dens, nurseries; cruel pursuits take long reasonable detours until the lesson lands.  
Hydra Wake
A distant surge, the reeds bowing all one way; moments later, all channels fall eerily still.  
Divination Muffle
Beyond the ridge-lights, scrying and far-seeing blur unless tied to mercy, rescue, or ward-work.  
River’s Favor
Water walk, control water, find the path, and purpose-keyed teleports/way-walks navigate braids with uncanny precision.  
Mercy’s Preference
Healing, restoration, remove disease/curse, atonement, communal protections last a little longer or reach a little farther; Evil spells/magic, fear, domination, enslavement, and soul-harm magics strain or quietly fail.  
Performative Casting
Singing, annotating, mapping, planting, or telling a truthful tale while working magic steadies the mind; benign effects read as part of the rite.  
Oathcraft
Sending, tongues, protections, courage-chants tied to a sworn work linger and carry farther near their living mark.  
Undeath Refused
Necromancy that harms life falters; rites that lay the dead to rest take gentle hold.  
Wardbound Travel
Teleportation that would cross the Prison Weave misfires unless keyed to sanctioned rescue or sworn ward duty.

History

In ancient times, the guardinals encountered a legendary hydra in one of their quests, thought to be the mythical unique individual that spawned all other hydras. Unable to defeat it, the guardinals used a teleport spell to move the hydra to Belierin, after which they closed all portals that led out of the layer and sealed it off from divination magic. This effectively turned the layer into an infinite cage, from which the only exit was the Oceanus itself, whose blessed waters the hydra could not touch.
Trait Type
Description
Gravity Normal.
Time Normal time. Petitioners do not age further.
Shape & Size Infinite; wetlands folded in seasonal “maps”; the Prison Weave defines an inner, sealed circuit.
Morphic Traits Community-morphic (oath, guest-right, stewardship shape routes Ward-morphic within sealed fens (cruel intent lengthens paths, mercy shortens them).
Elemental Energy None Dominant
Alignment Neutral Good.
Magic Healing, protection, truth-seeking, waterway navigation, plant growth, oath-bound messaging are enhanced. While necromancy (harmful), compulsion/fear, wanton fire; long-range divinations are impeded and planar travel are suppressed across the Prison Weave unless keyed to rescue or ward service .
Alternative Name(s)
The Forgotten Layer
Type
Dimensional plane
Location under
Included Locations

Articles under Belierin


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