Game guide
Faction: Trealemohaz
Visitors remember the waterfalls first. Water runs between the terraces, beneath the bridges, and through channels cut into the foundations of the towers. At night, the city lights seem to follow it.
The Trealemohaz built their earliest settlements around places where thought could affect matter. Nobody understood why. Some people could sense a failing structure before it cracked; others could settle a frightened crowd or coax seedlings through a late frost. The schools that grew around these gifts eventually became the foundations of their civilization.
Centuries of patient work joined those practices with engineering. Their towers contain instruments as carefully calibrated as any ship’s reactor, alongside chambers where students spend years learning to hold a single thought steady. Maintaining a city requires gardeners, technicians, waterkeepers, and trained minds working together. A neglected channel can cause as much trouble as a careless spell.
Life there is beautiful, but demanding. Children are watched closely for signs of talent. Families take pride in admission to the great schools, and quietly worry about those who are refused. People without unusual gifts keep much of society running, yet rarely receive the same recognition as its celebrated mystics.
Now the schools are divided over discoveries made beyond their home systems. Some believe knowledge should be shared freely. Others remember experiments whose surviving records consist mostly of names.
Your faction influences ownership, shared visibility, and eligibility for some ships, powers or structures. See Factions for modifier values.