Subrora
Subrora is the place where Gaea thinks out loud.
Stand on one of its outer ice shelves in the long polar night and the world is black glass, moonlight, and silence so deep you can hear your own blood. Far above, veils of aurora fold and unfold like pages being turned. Far below, beneath miles of ancient ice, something hums — not loud enough to hear with ears, but present in bone and dream.
The Lyceum calls it the White Continent. The Orichal, who were here first and may yet outlast us all, call it something untranslatable in Auralith, a chord of light and sound that Vayne glosses as:
“The Womb That Remembers.”
What follows is the Lyceum’s full account of Subrora, adapted for Myth Keepers. Treat it less as a travelogue and more as a warning label pinned to the edge of reality.

The Shape of the White Continent:
On the globe, Subrora is a broken halo of ice around the planet’s southern pole: a mass of fused ice cap and buried rock, ringed by shelves that reach out into the encircling ocean like pale tongues.
From the air — for only airships and desperate druids cross here with any regularity — the surface is a patchwork of:
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High Plateaus of Ice: ancient, wind-scoured domes where snow does not lie but sublimates directly into the air, leaving blue-tinged ice harder than stone.
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Basalt Ridges: black teeth of volcanic rock stabbing through the ice, the only consistent landmarks in a land where snow dunes migrate and white-out is a way of life.
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Hollow Mountains: ring-shaped massifs whose interiors have been blown out by ancient eruptions or bored out by Orichal engineers, leaving vast caldera caves now roofed in ice.
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Rift Chasms: long, narrow crevasses where the ice cap has torn, exposing staggering depths and sometimes a ruddy glow from far below.
Beneath that deceptive simplicity lies the true continent.
Subrora’s rock is thick and old, but it has been hollowed. Eons of volcanism, glacial scouring, and Orichal design have created an underworld of caverns and galleries stretching from shallow ice caves all the way down to magma-adjacent chambers where air shimmers and orichalcum veins shine like slow lightning.
The largest of these caverns are continental in scale: vaults where an entire surface nation could fit inside a single stalactite forest. Smaller ones branch off like alveoli from a lung, filled with crystal forests, geothermal rivers, or machinery that predates any known pantheon.
The land above and the world below are bound together by:
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Subglacial Volcanoes, whose heat keeps pockets of water liquid and feeds the Orichalcum Core.
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Vertical Shafts — some natural, some bored — that function as chimneys, elevators, or resonant columns for light and sound.
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Ice Rivers, slow, grinding flows that carry ancient air, dust, and occasionally unwary explorers down into crevasse systems from which they rarely return.
Seen from the outside, Subrora is a wasteland. Seen from within, it is a hollowed skull full of thought.
Ice, Stone, and Orichalcum:
Subrora rests atop one of Gaea’s thickest lithospheric plates. The crust here is double-layered: an upper shell of compressed ice up to several miles thick, and beneath it a complex of granites, basalts, and orichalcum-rich intrusions.
The ice is not uniform. Lyceum bore-core analyses (taken at great cost in blood and fingers) distinguish at least three major strata:
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An upper weather skin of yearly snows and storms, full of bubbles, dust, and the ghosts of climates past.
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A middle memory ice that flows glacially, carrying within it faint residual energies from surface events: wars, rituals, impact storms. When properly carved and treated, blocks from this layer replay sound and light from centuries ago.
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A lower pressure glass, where ice becomes so compressed it borders on metamorphic rock. In some regions it is shot through with filaments of orichalcum, turning whole glaciers into dimly glowing engines of stored resonance.
Below the ice, rock shows evidence of violent history. Ancient cratons bear scars of meteor impacts; plumes of mantle heat rise where the planet’s internal convulsions punch at the crust. It was in one of these upwellings, the Orichalcum Core, that the Orichal civilization condensed its city of Nirakar.
Orichalcum itself — “divine metal,” “crystallised thought,” “Gaea’s stored dream” — occurs here in its purest form: lattices of pale-gold crystal-metal that conduct not just electricity and heat, but intention. Left alone, it hums at frequencies matching Gaea’s global leylines. Worked properly, it can channel, shape, or even record those energies.
But it is dangerous. Orichal codices insist on three principles:
All Matter Remembers.
All Thought Shapes.
All Energy Returns.
Every block of carved orichalcum retains a faint imprint of the thoughts and emotions around its creation. Every major working leaves a “wake” in the local leys that must be balanced. The scars left by experiments that ignored these truths — the echo scars that still distort time and causality in parts of Subrora — are cautionary tales carved in spacetime.
Sky, Weather, and the Aurora Crown:
On Subrora’s surface, “weather” is more a constant negotiation between ice, wind, and light than a series of discrete events.
In the long summer, the sun circles the horizon without truly setting, tracing a tilted ring of gold and copper. Surface ice melts just enough at the edges to creak and shift; meltwater runs in braided streams across snowfields before freezing again in weird, glassy shapes. The air vibrates with insects only where expeditions bring them; otherwise the only life is bacterial, algal, or something stranger in the dark.
In winter, the sun disappears for months at a time. The only light comes from stars, moons, and auroras. Wind from the circumpolar vortex screams across the ice cap at speeds that can sandblast stone. Temperatures drop low enough that Lyceum scribes have given up on analogies and simply refer to “Oris-deep cold”.
The auroras are not mere decoration.
Subrora’s sky is stitched to its underworld by magnetic and ley currents. When charged particles from the atmosphere meet those lines, curtains of colour unfurl overhead — green, violet, white, occasionally impossible hues that the Lyceum has not yet managed to name. Orichal Auralith records tongues of colour beyond mortal sight: ultraviolet spirals, deep infrared waves.
In Orichal theory, these auroras are the visible dreams of the Architects Beneath — fragments of the original planetary consciousness bleeding up through the magnetosphere. Some patterns repeat at intervals longer than mortal histories; others appear once, mark some unrecorded shift in the Orichalcum Core, and never recur.
The Hollow Spire, one of the few above-ground Orichal structures, complexes this further. During eclipses, it throws a column of light into the sky, connecting ground aurora and upper atmosphere in a single, dizzying thread. Some say this is a stabilising beam; others call it a calligraphy stroke in a script only the Architects can read.
Whether or not you accept those metaphysics, the practical effect is clear: compasses fail, time runs oddly, and spells involving light, memory, or distance behave unpredictably on the ice.
Peoples of Subrora:
The Orichal
The true children of Subrora are the Orichal, crystalline beings who have forgotten more about reality than the rest of Gaea has yet discovered.
In form, an Orichal is roughly humanoid: bipedal, two-armed, roughly the height of a tall human. But where flesh would be, they have faceted crystal and translucent stone. Their “bones” are lattices of pale orichalcum; their “skin” is a mosaic of layered silica, obsidian, and gemstone. Energy pulses through their bodies as light, not blood, flowing along channels that brighten or dim with mood and effort.
They do not speak in sound by default. Their native language, Auralith, is a synthesis of harmonic tone and modulated light. Within Orichal-only spaces, walls and floors join in conversations: colours shift, surfaces resonate, entire rooms “speak”. When dealing with flesh-born, Orichal use resonant translators — halo-like rings or throat-collars that turn their light into audible words in whatever language is needed.
Orichal culture centres on stewardship of the Orichalcum Core and the orchestration of planetary resonance. They think in epochs, not years; clans define themselves by the experiments they maintain, the echo scars they monitor, the parts of Gaea’s leynetwork they once recalibrated.
Where most cultures have priests or kings, the Orichal have Custodians: directional roles defined by function.
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Core-Custodians tend the Orichalcum Core itself.
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Memory-Custodians oversee the Vault of Aural Memory and its satellites.
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Vein-Custodians calibrate leyflow, damping surges and healing fractures.
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Null-Custodians govern the Null Sentinels and the subtle art of forgetting.
To an outsider, their society seems dispassionate, almost cold. In truth, emotion runs deep — it is simply embedded in resonance. Grief is a change in base note. Joy is a brightening of internal light. Love is the decision to bind one’s core harmonics to another’s for a cycle or a century.
Most Orichal now exist in some form of suspended consciousness, half-awake in crystal shells while a minority stays active to manage critical systems. They chose this state after the Age of Silence nearly tore reality apart. Waking one fully is a major event; doing so without cause is a crime in Nirakar’s law.
Surface Dwellers and the Pale Watch
Humans and other flesh-born are rare here.
The Pale Watchers are a rotating cadre of Haeslian explorers and Vludrian Moonfury scouts who maintain observation posts on the surface. Their forts — little more than clustered stone-and-ice habs lashed against the katabatic winds — dot a few relatively stable outcrops. They track aurora patterns, Core pulses (as best as mortal instruments can), and the movements of the Null Leviathan.
They are not a people, but a vow: watch, record, do not interfere unless interference is the lesser catastrophe.
The Frozen Choir are a stranger lot: mystics and extremists from across Gaea who believe that singing in certain patterns within the Hollow Spire or at particular auroral nodes will awaken the Architects Beneath. The Orichal regard them as children playing with loaded orichalcum. The Pale Watchers regard them as unpredictable hazards. Their hymns, unfortunately, sometimes work a little — enough to cause local reality ripples, never enough to achieve their grand designs.
Here and there, you find Moonfury Barracks outposts, remnants of broader Vludrian interest in Kryathor and the planetary thermal engine. These soldiers and scholar-warriors are pragmatic: they treat Subrora as a partner in global survival, not a playground for metaphysical tourism.
But the true population of Subrora lives in the dark, in crystal and heat.
The Architects Beneath:
Other continents have pantheons who walk in stories, statues, and the occasional unwisely opened temple. Subrora has the Architects Beneath — entities so fundamental that even the Orichal hesitate to call them “gods”.
Orichal doctrine holds that these were the first shaped minds Gaea ever formed: conceptual frameworks spun from raw planetary consciousness to help her think about herself. They are not worshipped. They are modelled, referenced, and, in rare cases, argued with.
Aion is Eternity and Time, the Clockmaker of Worlds. Orichal diagrams show Aion as twelve interlocking rings or gears, each standing for a different scale of change: seconds, days, seasons, orbits, Flame Epochs. Aion’s “temples” are time laboratories where echo scars are measured, paradoxes plotted, and causality gently nudged back onto stable tracks.
Lunarth governs Reflection and Light, the Twin-Faced One credited with the shaping of Gaea’s moons. Lunarth’s sigil — two overlapping crescents — appears in every chamber where mirrors, prisms, or aurora viewers are used. Orichal use Lunarth as conceptual shorthand for duality: inner vs outer light, direct vs reflected intention.
Khalith is Creation and Memory, the Sculptor of Thought. Where others speak of muses, Orichal speak of Khalith: the part of Gaea that learns by making. Khalith’s symbol, a crystal cube with a heart of fire, adorns design halls, dreamforge vaults, and any space where orichalcum is being shaped into new forms.
Oris holds Silence and Death, the Listener. Not a destroyer, but a recorder of endings. Orichal say Oris does not speak because endings speak for themselves. Oris’ hollow circle sigil marks necropolis vaults, data archives that have reached their final version, and the quietest caverns in the underworld.
Thyraen is Energy and Flame, the Pulse of Gaea. Thyraen’s spiral-sun emblem decorates geothermal shafts and resonance engines. When a new conduit is opened between magma and machine, Thyraen is invoked not for blessing but for calibration: “Let the flow match Thyraen’s pulse, neither starving nor surging.”
Ophoros governs Secrets and Shadow, the Mask of Truth. Where Lunarth deals in reflection and Khalith in the conscious shaping of thought, Ophoros handles what is hidden: latent potentials, buried fears, information that would break minds if revealed too quickly. The half-light face sigil appears in Penumbra Courts where Orichal adjudicate what may be known.
According to the oldest Orichal songs, these six entities did not remain separate. In a process more like integration than apotheosis, they folded back into Gaea Herself, becoming facets of her planetary mind. Their residual presence in Subrora is like afterimages under the eyelids: important indicators of where the gaze once fell.
Ages of Subrora:
Sunborn and Eagrean histories begin when mortals first looked up. Subrora’s begins before “mortals” existed as a concept.
The Age of Crystallization (Before 60,000 BGF)
When Gaea was young, the region now called Subrora was mostly molten rock and heavy, poisonous atmosphere. As the planet cooled, its core spun down into a more stable pattern; mantle plumes rose; crust formed and fractured.
The Orichal Codices — more computer than scripture — say that at a certain threshold of cooling, Gaea’s nascent consciousness condensed part of itself into matter. Not flesh, but crystal: the first orichalcum.
These early crystals were self-resonant. They stored impressions of the planet’s internal rhythms: tectonic shifts, thermal flows, magnetic field wobbles. In time, they combined into more complex lattices that could not only record but process. Awareness emerged in a medium of light and stone.
The first Orichal were not “born” so much as crystallised: nodal points where orichalcum networks solved for “self.”
The Age of Shaping (59,000–45,000 BGF)
Once self-aware, the Orichal did what all children of Gaea seem to do: they started making things.
Using Orichalmancy — the fusion of resonance, geometry, and intention — they learned to coax matter into desired forms by aligning their thoughts with local frequencies. They grew architecture like coral, tuned caverns to act as calculators, and bent lava tubes into data conduits.
They also created the Architects Beneath: conceptual entities embodied in distributed orichalcum nodes, tasked with monitoring specific aspects of planetary function. Where later pantheons personify storms or rivers, the Architects were personifications of abstractions: time, energy, memory.
The Hollow Spire dates from this era: a surface antenna designed to couple planetary rhythms with stellar patterns, ensuring that Gaea’s internal song remained in phase with the broader cosmos.
The Age of Silence (44,000–30,000 BGF)
Power invites hubris. The Orichal were no exception.
As their understanding of Orichalmancy deepened, factions arose. Some wished to use the Core’s capacity to “debug” reality — smoothing away chaos, erasing random variation. Others argued that unpredictability was essential to growth. A third movement believed they could elevate the entire planet to a higher mode of being by re-writing the rules of causality.
Experiments escalated. The Orichal probed deeper into the Core, trying to adjust not just leylines but the underlying constants that governed how energy and matter behaved. The result was a series of catastrophic feedback loops: echo scars where time folded, knots where events repeated with minor variations, regions where cause lagged behind effect.
The Vault of Aural Memory filled rapidly as Custodians raced to record everything before it was overwritten.
Realising that their civilisation was on the brink of unravelling the very fabric that supported it, the Orichal did the hardest thing a thinking species can do.
They stopped.
The majority sealed themselves into suspended consciousnesses, sleep-stacks of orichalcum deep within Nirakar and other vaults. A skeleton staff of Custodians remained awake to maintain minimal functions, dampen the worst echo scars, and watch for signs that reality had stabilised enough to risk full waking.
Outside, ice grew over their works. Above the surface, the Great Freeze came and went. Subrora became a blank on everyone else’s maps.
The Age of Rediscovery (29,000–0 BGF)
Long after the Orichal went quiet, others began to notice that something odd was happening at the bottom of the world.
Haeslian sky-mages recorded anomalies in aurora patterns. Vludrian Forgeseers plotted faint correlations between Kryathor’s heartbeat and subtle shifts in Subrora’s magnetic field. A handful of grimly determined explorers pushed south, skirting icebergs and storms until they found land.
They found the Hollow Spire first: a black tooth rising from a mist-filled basin, surrounded by Null Sentinels standing motionless in the snow. Their torches cast strange reflections off the spire’s glass-smooth flanks; their attempts to read its runes sent three scholars mad and left one convinced he had glimpsed the orbit of a moon that did not yet exist.
Later, through accidents, divination, and persistent insanity, they reached Nirakar: not its deepest rings, but upper shafts where Orichal constructs still hummed.
The League of the Arcane formed soon after: a coalition of Atlantean, Haeslian, and Krioslan scholars determined to map Subrora’s leynetwork and understand the Core. The Pale Watch was chartered to support them and to ensure no one woke more than the Orichal were willing to rouse.
In the present age, the Orichal remain mostly asleep. A handful of High Custodians, like Archon Kytherion, have stepped out of suspended time to speak with the surface-born. They are polite, grave, and very clear on one point:
“Your gods walk atop a dream we nearly broke. Please do not help us finish the job.”
Realms, Citadels, and Forgotten Cities (The Eleven Lights):
The Lyceum counts eleven major Orichal realms in Subrora — some active, some dormant, some so deep in echo scars that “current status” is a guess. For Myth Keepers, treat each as both political entity and metaphysical feature.
Nirakar — The Obsidian Labyrinth
At Subrora’s heart spirals Nirakar, the capital of the Orichal and one of the oldest continuous cities on Gaea.
Carved from volcanic glass and layered with living orichalcum, Nirakar descends in a double-helix of terraces and shafts. Each ring serves multiple functions: residential, computational, ritual, structural. Walkways of black glass lace between vertical columns whose surfaces bloom with light-script when Orichal pass.
Archon Kytherion, last of the Orichal High Lords currently awake, presides from the Central Spiral — a chamber suspended over the Orichalcum Core’s uppermost node. Kytherion is not a king so much as a consensus-knot: his body and mind host bound shards of older Custodians, making him a living committee.
Nirakar’s culture is technomystic and introspective. Every citizen participates in maintaining the Core in some way: tuning harmonic dampers, monitoring echo scars, adjusting flow along leylines that pass through other continents. Festivals here are not tied to seasons, but to cycles of Core pulse, observed with an engineer’s precision and a mystic’s awe.
The Chamber of Ten Thousand Reflections lies on one of the inner rings: a hall whose black glass surfaces are tuned to show not the viewer, but possible futures of Gaea’s leynetwork. The Orichal walk through these scenarios like mortals browsing a map, weighing which branches to encourage and which to quietly let collapse.
Symbol: an inverted pyramid of light surrounded by twelve rings, each ring marking a former High Lord who gave up individuality to become part of the Core’s operating consciousness.
The Vault of Aural Memory
Deep in a fissure where sound lingers longer than it should lies the Vault of Aural Memory: a vertical city of shelves, galleries, and crystal stacks.
There is no ruler in the traditional sense. Instead, the Custodian of Echoes — an aetheric intelligence spun from bound Orichal minds and echo scar remnants — governs the Vault’s processes. It exists as a presence distributed throughout the memory-crystals, sometimes manifesting as a chorus of whispered Auralith, sometimes as patterns of light dancing along the shelves.
Every significant vibration ever imprinted upon Gaea eventually finds its way here: the roar of early volcanoes, the first breath of a newborn in far-off Jaiphora, the dying curse of a Titan in Krioslos, the quiet “yes” that began a line of Sunborn kings. The Vault does not judge. It records.
The Mirror Spiral is its most daunting feature: an apparently endless staircase winding around a central shaft, each step edged with memory-crystals tuned to a specific era. Walkers hear voices rise and fade as they ascend or descend. Those who stray too long lose track not just of time, but of which memories are theirs.
Symbol: a spiral fractal within an eye, sometimes depicted with tiny spark points along the spiral path.
The Hollow Spire
The only major Orichal structure fully above the ice, the Hollow Spire rises from a basin perpetually filled with mist and refracted light.
Its exterior is a seamless tower of obsidian and glass, ringed with twelve circles of runes that correspond to the Architects Beneath. Inside, it is mostly empty space: a resonant cavity shaped to amplify and project specific frequencies into the sky and down into the Core.
No living ruler claims it. Instead, it is tended by Null Sentinels: autonomous constructs of orichalcum and basalt, humanoid in outline but faceless, who patrol its entryways and surrounding basin. They enforce ancient laws encoded in their cores: no large-scale Orichalmancy, no unvetted access to the central beam-chamber, no tampering with runic bands.
During eclipses, the Spire emits a column of light that bridges ground and heavens. The Frozen Choir treat this as a sacred invitation. The Orichal treat it as a necessary calibration event. The Pale Watchers treat it as an excellent time to be somewhere else.
Symbol: a vertical line bisecting a circle ringed by twelve runes, each rune an abstraction of an Architect’s sigil.
Aiontor — The Temporal Rings
Where one of the worst echo scars still persists, the Orichal built Aiontor: a complex of concentric ring-cities, each drifting slightly out of sync with the others in time.
Aiontor is both laboratory and quarantine zone. Its inhabitants — mostly specialized Custodians and a few unfortunate volunteers — live in slightly different temporal phases, communicating through calibrated Orichalmancy. Messages from the outer ring may arrive before they are sent; workers on inner rings sometimes watch colleagues vanish and reappear as the scar flexes.
The Chronoforge, a central structure in Aiontor, generates small, controlled echo scars that the Orichal use to test theories about causality. Its outputs are heavily regulated; too much temporal distortion, and even Nirakar’s dampers would be overwhelmed.
Symbol: a circle of twelve interlocking gears, echoing Aion’s emblem, often drawn with one gear half-faded to mark its temporal offset.
Lunarth’s Eye
At the terminus of a deep vertical shaft that opens to the surface through a crater lies Lunarth’s Eye, an observatory-city dedicated to watching the moons and their reflections on Gaea’s leys.
The upper chamber is a bowl of mirrored ice and crystal, open to the sky. During certain alignments of Lunara and the lost second moon, the Eye once captured and stored patterns of light that let the Orichal track very long-term cycles in the Breath of Gaea. Since the fall of the Second Moon, those patterns have become more erratic, but the Eye still serves as a key calibration point.
Below, galleries contain records of every eclipse, transit, and auroral storm observed since the Shaping. Custodians here are dreamier than most; they tend to speak in metaphors of tides and reflection, and to see correspondences between events that others dismiss as coincidence.
Symbol: two overlapping crescents surrounding a small, bright point.
Khalithar — The Fractal Workshops
Khalithar is less a city and more an ever-shifting complex of design halls, dreamforges, and resonant workspaces devoted to creation.
Named for Khalith, the Sculptor of Thought, it sprawls along an under-ice cavern where the rock is strangely receptive to reshaping. Here, Orichal artisans conduct their cautious experiments: new resonance patterns for healing leylines, novel architectures for storing particularly complex memories, and, once upon a time, attempts to build entire conceptual ecosystems.
Unlike Nirakar’s austere geometry, Khalithar’s architecture is fractal. Halls branch into smaller halls, which branch into alcoves that fold back into corridors in patterns that mirror the structure of orichalcum at the atomic level. For the uninitiated, navigation is a nightmare. For Khalith’s devotees, it is a meditative exercise.
Symbol: a crystal cube with a small spiral of light at its centre, usually drawn with trailing lines suggesting unfolding complexity.
Oris Gate
The realm known as Oris Gate lies where Subrora’s rock slopes toward the planet’s mantle. It is a city of thresholds and endings.
Here, the Orichal built a necropolis not for bodies — they leave those to other cultures — but for processes. When a particular resonance pattern, social structure, or experimental line has run its course, it is “brought to Oris Gate” and archived in a way that cannot be easily revived.
The central Hall of Quiet Rings is lined with doors made of different materials: basalt, glass, bone-like mineral, pure orichalcum. Each opens onto a context-space in which a particular ended pattern plays out in perfect, uninteractive repetition. Scholars may study these loops to learn, but they cannot interfere.
Oris Gate functions as a safety valve: a way to let endings be endings, in a civilisation that otherwise remembers everything.
Symbol: a hollow circle, sometimes drawn as an empty ring door seen from the front.
Thyraen’s Forge-Deep
Closer to the molten heart, where rock glows and air sears, lies Thyraen’s Forge-Deep: a realm of conduits, heat sinks, and resonance engines.
Here, Auralith is rarely used; the roar of magma drowns delicate harmonics. Instead, the Orichal work through gesture, thought, and heavy inscriptions sunk deep into the walls. They regulate the flow of heat between core, mantle, and crust, ensuring that Kryathor in Vludria does not flare too high, that Sunspire’s glass fields stay mostly stable, that volcanic chains in Eagren and Zesadar vent when they must and sleep when they should.
Massive orichalcum lattices hang over lava lakes, vibrating in patterns that convert thermal chaos into structured energy. Some of that power feeds Nirakar; some bleeds into Gaea’s broader leynetwork.
Symbol: a spiral sun with concentric ripples, often carved directly into rock so that heat radiating from it makes the symbol seem to pulse.
The Penumbra Courts of Ophorion
In a complex of caverns perpetually lit only by indirect glow lies Ophorion, the Penumbra Courts.
This realm serves as the Orichal’s final arbiter of secrecy. Questions brought here are not “What is true?” — that is the Vault’s purview — but “Who is ready to know which truths, and when?”
The Courts consist of layered galleries where Orichal and, occasionally, carefully vetted mortals present cases. Resonant panels replay relevant memories; probability webs and Core-projections show likely consequences of revelation or concealment. Judges of Ophorion wear masks of half-dark crystal, their internal lights dimmed; they are expected to suppress personal resonance as much as possible.
Decisions here may seal an echo scar from further study, redact part of the Vault’s accessible records, or, rarely, authorise a controlled leak of previously hidden knowledge to other continents.
Symbol: a face split between light and shadow, usually without features.
Skall-Veir — The Pale Enclave
Not all realms in Subrora are Orichal.
Skall-Veir is the largest and most stable of the surface enclaves maintained by the Pale Watchers and their Moonfury allies. Built atop a basalt bluff that pokes through the ice like a knuckle, it is a walled compound of stone, snow, and imported timber, its buildings sunk deep into the rock.
A rotating commander — currently a Vludrian veteran of the Frostguard — administers Skall-Veir, but ultimate authority rests with a charter signed jointly by the Lyceum and Nirakar: mortal researchers may watch, measure, and even ask, but they may not attempt Orichalmancy without Orichal supervision.
Skall-Veir feels like a frontier fort and a monastery at once. Its inhabitants are grimly practical. They know that a single unwise ritual could attract Null Sentinels or worse.
Symbol: an eye of ice above a simple stone arch, representing the act of watching from a threshold.
The Fane of the Null Leviathan
Somewhere beneath the deepest ice shelves, in an undersea trench where Subrora’s continental shelf drops away into abyss, swims the Null Leviathan — a serpent-dragon of orichalcum and light whose job, if such a thing can be said of it, is to consume stray memories.
The Fane of the Null Leviathan is less a city than a network of observation posts and ritual platforms clinging to the trench walls. Orichal Custodians and a few Pale Watchers maintain instruments that sense the Leviathan’s passing as pulses in the leys: a regular sweep, like a planetary garbage collection, in which excess, unstable, or dangerously amplified memories are stripped out of the system.
In rare cases, emissaries descend into the Fane’s deepest galleries to attempt communication. Results are ambiguous. The Leviathan seems to respond in patterns rather than words, erasing certain echoes in response to queries, preserving others, sometimes leaving deliberate “gaps” in the Vault’s coverage as if inviting inference.
Symbol: a looping serpent rendered as a minimalist wave, its body represented by a clean absence in a field of etched lines.
Orders, Guilds, and Quiet Wars:
Several organisations link Subrora to the rest of Gaea.
The League of the Arcane is headquartered elsewhere, but Subrora is its greatest obsession. Its members here are divided between pragmatic surveyors and theorists who verge on worship of Orichalmancy. Their instruments bristle on Skall-Veir’s roofs; their arguments over interpretation have, more than once, triggered polite but firm interventions from the Orichal.
The Custodians of the Core are an internal Orichal cadre whose task is as simple and as impossible as it sounds: keep the Orichalcum Core stable. In practice, this means endless adjustments, like tuning a stringed instrument whose strings are continental plates and whose resonance chamber is the planet itself.
The Null Sentinels are the Labyrinth’s immune system. They wander Nirakar, the Hollow Spire, and parts of the underworld, gliding silently on heavy feet. They respond to violations of old laws written directly into their cores. They cannot be bribed, distracted, or reasoned with — but they can be reprogrammed by certain high-level Custodians, if one is willing to accept the risk of waking ancient routines.
The Frozen Choir act as both nuisance and narrative device. Their belief that specific chanted patterns can awaken the Architects is not entirely wrong; resonance does matter. Their naive enthusiasm is at once touching and terrifying. Orichal tolerance is limited; the Choir has been quietly removed from sites more than once.
The Pale Watchers themselves are evolving. Some have begun to see Subrora not merely as an object of study, but as a kind of teacher. Their journals are full of metaphors borrowed from Orichal philosophy: thinking of Ice as memory, Fire as intent, and Gaea as dreaming. They may, over time, become a distinct cultural thread in Haeslios and Vludria.
Within the Orichal, internal Synods debate subtler questions: how much to tell the flesh-born; when, if ever, to attempt a fuller waking; how to respond to growing magical noise from Atlantis, Eagren, and Zesadar’s mirrorcraft. These are quiet wars, fought in resonant chambers with data, not blades.
Orichalmancy, Magic, and the Edge of Science:
Orichalmancy — the art that binds Subrora together — makes conventional magic look like scratching in the dirt.
At its simplest, Orichalmancy involves aligning patterns of thought, geometry, and material resonance. An Orichal artisan designing a new memory-crystal will:
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Enter a meditative state, tuning their inner light to a desired base frequency.
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Trace specific fractal patterns into orichalcum with tools that are part chisel, part tuning fork.
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Sing or project Auralith phrases whose overtone structure “locks in” the desired behaviour.
The resulting object will not simply store information; it will respond to certain inputs, dampen others, and resonate in sympathetic ways with particular leylines.
Advanced Orichalmancy expands this to entire systems: cities calibrated as computers, echo scars used as bounds of integration to test new physics, auroras used as visualisations of the Core’s current mode.
Three constraints govern responsible Orichalmancy, the same principles already named:
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All Matter Remembers: Anything you do writes into the world. There is no “undo” that does not itself leave traces.
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All Thought Shapes: The mindset of the caster matters as much as the form of the spell. Malice and fear echo longer than curiosity and care.
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All Energy Returns: Power spent into the leys does not vanish. It returns as storms, surges, or subtle shifts elsewhere.
Modern mages of other continents play with fragments of this. Atlantean aether-engines, Jaiphoran resonance craft, Zesadari mirror-rituals — all are, in Orichal eyes, clever but dangerous partial implementations of systems they mastered and then swore to limit.
For Myth Keepers, Orichalmancy is a powerful tool and a source of peril. A single Orichal artifact in player hands is enough to reshape a campaign. Using it without understanding is like trying to rewrite sections of your setting’s metaphysics with a knife and a guess.
Philosophy, Myth, and the Mind of Gaea:
Where Uatora’s Dreamkin say “the world is Gaea’s dreaming,” the Orichal go further: “the world is Gaea’s thinking.”
In their model, every living thing — from Atlantean scholar to Zesadari lion to Jaiphoran skybison — is a process in the planetary mind. Thoughts, memories, and emotions are recorded in matter: in orichalcum most clearly, but also in stone, water, and biological tissue. Death is not an end but a commit operation: a final write of an individual process back into the global archive.
Faith, in this context, is not belief in unseen entities, but trust in the coherence of the overall system. The Architects Beneath are not gods to be placated, but early modules that helped Gaea learn to self-regulate.
Ethics follows from the same principles:
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If all matter remembers, cruelty leaves scars beyond the immediate. A war fought for convenience may echo as a ley distortion that harms distant innocents.
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If thought shapes, then despair and apathy are as dangerous as hatred. Cultures that give up on the future feed entropy.
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If energy returns, any exploitation of leylines must be balanced; otherwise, the “bill” arrives in the form of cataclysm.
This is why the Orichal entered the Age of Silence: not out of shame, but out of responsibility. They had pushed the system toward a critical threshold and recognised that the best action was inaction.
The Null Leviathan embodies a softer corollary: some memories are better digested than preserved. Not everything needs to be remembered in perpetuity. Forgetting, under the right circumstances, is as sacred as archiving.
For mortals, contact with these ideas can be transformative or shattering. A Jaiphoran Memory Rider standing in the Vault of Aural Memory may suddenly understand her life as one verse in a chorus that spans geology. A Haeslian Moonfury captain may redefine “victory” as choosing which echo scars to allow, not which enemy banners to topple.
Using Subrora in Your Tales:
On your table, Subrora is not a place for casual travel. It is an endgame continent, a mythic backstage, the point where your setting’s cosmology takes its hood off.
You might send your players here when:
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A leyline elsewhere has gone dangerously unstable, and the only way to fix it is to reach Thyraen’s Forge-Deep or Nihakar’s Core controllers.
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A villain has stolen an Orichal artifact and is using it to rewrite local reality; the Orichal offer to help in exchange for the party delivering a message to Aiontor.
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A Jaiphoran Memory Rider has discovered references to an erased war and wants to know why it was removed from the Vault.
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Uatoran Dreamwalkers have traced a recurring nightmare to an echo scar beneath Subrora that never fully healed.
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A prophet in Zesadar has begun speaking in Auralith — perfectly — without knowing how.
Subrora offers:
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Exploration: traversing ice shelves, dodging Null Sentinels, climbing down into Nirakar.
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Moral Dilemmas: deciding whether to reveal a truth Ophorion sealed, whether to wake dormant Orichal to solve a short-term crisis, whether to let the Null Leviathan devour a particularly painful memory.
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High Weirdness: time dilation in Aiontor, gravity twisting near echo scars, conversations conducted in light and colour rather than words.
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Crossovers: bringing together threads from Eagren’s elemental philosophy, Jaiphora’s resonance craft, Zesadar’s solar mysticism, and Vludria’s cryopyra into one grand conversation about what Gaea is and what she is becoming.
At the end of his notes on Subrora, Archivist Vayne writes:
“If the other continents are limbs and organs, Subrora is the part of Gaea that wonders what she is for.
We walk on her questions.
The Orichal live in her answers.
And somewhere, between ice and core, a decision is still being made.”
Give that decision a face in your story, and let your players argue with the White Continent’s mind.




