
The Land of Berowen
The Land of Berowen is a collection of primal, tribal islands forged by the destructive and creative power of the Wyld. Once part of a great landmass called Onma, the islands were born from two cataclysmic events that nearly wiped out all life. First, the Nexus opened, causing widespread floods that shattered the continent into the islands of today. Next, a plague called the Withering swept over the land, sapping the life force, or Prana, from everything. Plants and animals died, and even minerals crumbled. From the dead lands, twisted creatures called Witherlings rose to attack the survivors, sparking the War of Withering.
In their most desperate hour, the Incarna leaders discovered the dual nature of the Wyld's power: the life-giving Prana and the assertive, creative power of Tor. A great Gaiamancy ritual was performed, and a Mortal warrior named Berowen sacrifice d herself, only to be reborn as an elemental embodiment of the Wyld. Her rebirth turned the tide of the war, and she became a symbol of the land's resilience. Many more Mortals were reborn as Risen, or nature elementals, and the war finally ended.
Following the war, the people realized they needed to work together to restore their broken home. The four great Incarna Houses and Mortal families formed Clans, uniting under a new order known as the Great Rebalancing. This long-term project aims to heal the lands and bring back life. The land is still recovering, and parts of it, known as the Withered Lands, remain dangerous and uninviting.
Decades later, the islands faced a new threat from the north: the Landonian Campaign. Outsiders with advanced technology came to harvest the islands' unique resources, particularly the Wyld Water. The Landonians' greed and cruel actions, including trading people, angered the land itself. An elemental force, believed to be the spirit of Berowen, rose up to protect the islands and drove the invaders out, solidifying the Berowen people’s isolationist stance and commitment to protecting their home.
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Social Culture & Beliefs
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Berowen culture is centered on their role as guardians and caretakers of nature, a philosophy born from the trauma of the Withering Plague. This core belief is expressed through two main philosophies:
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The Way of Tor: This philosophy champions a "survival of the fittest" mentality. Adherents believe that struggle and competition—both physical and intellectual—are necessary for growth and a strong society. This view is prominent in Clans Torn and Menawi.
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The Way of Prana: This philosophy emphasizes that all life is connected by Prana. Followers believe they should only take what is needed from nature and do so with reverence. This philosophy is upheld primarily by Clans Samka and Silvas.
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The Berowen people are direct in their communication, often saying exactly what they mean without pretense. They believe in expressing emotions openly. A common greeting is "Amarator" (for love and land), often accompanied by touching one another's chest over the heart. Crossing one's arms in conversation is considered rude as it implies you've stopped listening. A highly offensive gesture is presenting one's tongue, which means, "Take my tongue, for I have nothing pleasant to say." Profanity is common and used for emphasis, while vulgarity is considered rude and disrespectful.
The Berowen People​​​

Incarna
The Berowe are the immortal people of Berowen. They are very closely tied to the land and the sea, and the powerful elemental forces of untamed Wyld. They embrace a passionate view of life, caring for nature and family above all else.
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Appearance: Incarna have flora and fauna-like features. Their skin shimmers with a greenish hue, and their hair is green with ivy or moss growing in it. They often have stag antlers, glowing animal eyes, and large animal ears. Some have claw-like nails and fur-covered hooves. Swirling markings on their faces often reflect their clan's elemental association. Their hair and body hair are maintained based on the climate of their region.
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Lifestyle: As the original survivors and leaders of Berowen, the Incarna are the traditional rulers of the clans, deeply tied to the land's primal energy.

Mortals
Mortals are the backbone of Berowen society. Mortals are tirelessly working on the Great Rebalancing. They are pragmatic and dedicated, placing great value on hard work and family. They have a strong voice in society, especially since the War of Withering, and can rise in social standing through merit and alliance marriages.
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Appearance: Berowen Mortals have a diverse appearance. For everyday wear, they are practical, favoring tunics, trousers, and boots. For formal occasions, they wear plain but well-made robes and dresses in these colors, sometimes with embroidery or jewelry. A personal knife and a mug are often worn on their belt.
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Color Palette: For their clothing, colors reflect the natural elements of their lands. They share the color palette of black, brown, blue, and green in their clothing, favoring natural elements and materials.
Risen
The Wyr are Mortals who have been reborn through Gaiamancy. They take forms similar to the natural objects or life from which they were born, such as rock, plant, or animals. This is determined by both the clan that created them, and the flora, fauna and geology of the grove where they were raised.
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Appearance: Newly-turned Wyr combine traits of a specific animal, chosen at the time of creation, rocky growths, and plants all rolled into one. Over time, as they age they tend to drift towards one of those three extremes, losing the traits of two while the traits of the third strengthen. The appearance of the Risen with improved Vestments depends on their specific form:
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Bloomed of Clan Silvas: As the clan they serve is one of a floral people, these Wyr take on plant-based and floral attributes.
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Chiseled of Clan Torn: As the clan they serve is one of a geological people, these Wyr take on attributes of rock and minerals.
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Beastly of Clan Samka and Clan Menawi: As the clan they serve is one prized for its animal husbandry, these Wyr take on attributes of creatures of the land and sea, respectively.
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Lifestyle: The Wyr take up the mantle of the Great Rebalancing very seriously, often taking to their new forms to assist in labor efforts for the community or using their new longevity to go on missions far and wide to rebalance the world of Eldross over. Wherever they go, they are often seen as pillars of the community and standing up for the great good in the hard work that surrounds them.




​Key Locations
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New Aughym: The capital city and seat of Clan Silvas. It's a floating city built among the roots of massive mangrove trees, with a bustling floating market. The Spring of Renewal is located here, a place of great healing power.
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Tornheim: The seat of Clan Torn. Built into a mountain on the island of Voltamin, the city is centered around the Shining Basin, a valley of iridescent crystals containing untamed Tor.
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Shanwa: The seat of Clan Samka, located on the tropical island of Mehani. The city is built around the Lake of Life, believed to hold the energy of the dead.
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Lotunai’s Thorn: The flagship of Clan Menawi's fleet and its mobile "traveling city." It sails among the Jewels of Lotunai, a series of small eastern islands.
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The Fungal Wood: The site of the former capital, Aughym, now overgrown with massive fungi that release crystalline spores causing madness. Scholars and warriors have outposts here to study what happened.
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The Withered Isles: A group of islands that were never affected by the Withering Plague.
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Corpsewood: A specially prepared grove of trees where dead Mortals are laid to rest, preventing them from becoming Witherlings. The rare Skeletal Flowers grow here.
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The Eternal Grove: A great forest that protects New Aughym and is the source of the magic that transforms Mortals into elementals. Past rulers are anchored to the mangroves here, living on as protectors of the land.

