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- Kosuklani | Nomads of Sand and Sun
The Kosuklani cross the deserts on wind and instinct, riding flyers and guarding sacred oases. Maiko's Note 00:00 / 00:55 While the Empire logs them as “nomadic subjects,” I’ve run enough pattern analyses to know better. Their movements aren’t random — they’re celestial. Just like the starlight chants they sing at night, they follow an orbit older than the Empire’s memory. Keith once called them smugglers with style. I’d call them survival artists. They don't just endure the desert; they conduct it — with windbound beasts, soul-drinks, and a language that turns sand into poetry. The Subrim Komándan thinks they bow to the Empire. But when I zoom out and overlay a thousand caravan routes... I see a different shape. A hidden constellation. They’re not under the Empire. They’re around it. The People of the Sand Shindjal: Kosuklani Faction: Kosuklani, Imperi kou Hanjelani "Where the wind draws lines in the sand, they follow. Where the cliffs rise to meet the sky, they soar." 1. Overview The Kosuklani are the resilient desert-dwellers of southern Shawadjàn . Known for their deep reverence of the sun goddess Daninsha and mastery of the sky-beast Shadunar, they traverse the harsh salt flats and rocky dunes of Kosudjan with ease. Though technically under Imperial control, the Kosuklani live by their own rules, guided by clan loyalty and the shifting winds of freedom. Their value to the Empire lies in their salt, their skill as scouts, and their unrivaled knowledge of the desert - but what the Empire sees as service, the Kosuklani view as calculated cooperation. Their independence remains fiercely guarded, hidden in secret trade routes and sacred oases far from Imperial roads. Facebook X (Twitter) WhatsApp LinkedIn Pinterest Link kopieren 2. Origins The Kosuklani descend from desert-bound survivors of the Theseus era, those who moved southward into the sun-scorched Kosudjan . While they are officially part of the Imperi kòu Hanjelani, their integration is pragmatic, not loyal. They maintain cultural independence through their own laws, traditions, and secret trade routes across the dunes. 3. Culture Kosuklani culture is fluid, mobile, and deeply spiritual. They travel between cliffside strongholds , salt flats , and sacred oases , all while honoring the wind and the sun through ritual. Music, starlight chants, and the trance-like art of breath-matching form the heart of communal life. Among their most sacred rites is the Ritual of the Naked Sun (Daninsha deran ), performed at dawn atop the Cliffs of Walanar . There, Windbinders and priestesses greet the rising sun bare-bodied , believing that only uncovered mashuli (breasts, “mother-body”) can receive the pure breath of Daninsha without filter or shame. To the Kosuklani, the bare body is not lewd — it is holy , a mirror of the sun's radiance and a vessel of truth. "To bare the body is to bare the soul," say the elders, and nudity in ritual is seen as a gesture of reverence, strength, and connection to the divine mother of light. This practice is especially revered among women, who see it as a reaffirmation of life, fertility, and the generational flame passed from sun to womb. Riders of the airborne Shadunar , they are famed for their elite Windbinders - warriors who bond with their beasts through neural alignment and ritual breath control. On the ground, caravans are led by Kosuhedjun , the massive scaled beasts bred to endure scorching winds and carry heavy salt loads. Though they appear nomadic, they are structured: family units form caravan-clans, and elders interpret the wind and sun cycles for guidance. 4. Role in the World To the Empire, the Kosuklani are miners, guides, and skyriders - useful, exotic, and dangerous.They mine salt from ancient sea beds in the burning plains of southern Madun, exporting blocks of mineral wealth in exchange for imperial coin and grudging tolerance. They also produce glass and import medicinal as well as prohibited plants from the Endulani . But not all routes lead to the Empire. Some vanish into smoke - smuggler paths , known only to trusted clans. Their knowledge of terrain, weather, and the wind rivers in the sky makes them unmatched guides. But woe to the outsider who misreads desert hospitality. 5. Language & Terminology “Daninsha deran” is more than a phrase — it is a Kosuklani invocation of truth, laid bare. Spoken in wonder or disbelief, it honors both the goddess and the vulnerability of the self. When said in ritual, it marks the moment when veils are dropped — literally and metaphorically. It might be uttered when a secret is revealed, when a body is uncovered before a sacred flight, or when something impossible appears in the desert heat. Kosuk = sand Kosuklani = people of the sand Shadunar = sky beast (from awashadun walanar ) Kosuhedjun = “sand cart” (desert caravan mount, pictured) Sulborol = “soul-strength” – a potent herbal stimulant used during long flights or rituals Hanjeran = the future 6. Notable Places & Figures The Salt Courts of Kosuhedj - the sun-bleached trade hubs where salt is weighed and blessings are given to travelers The Cliffs of Walanar - sacred launch cliffs for the Shadunar Eshalèn Daran - elder Windbinder known as “She Who Breathes the Sun” 7. Lore Snippets & Anecdotes “A Kosuklani never draws a map - he draws breath.” Some say Kosuklani caravans vanish into cracked canyons with more gold than they ever left with. Before flight, a Windbinder will kneel beside her Shadunar, eyes closed, matching breaths until both hearts beat as one. Maiko's Note 00:00 / 00:55 While the Empire logs them as “nomadic subjects,” I’ve run enough pattern analyses to know better. Their movements aren’t random — they’re celestial. Just like the starlight chants they sing at night, they follow an orbit older than the Empire’s memory. Keith once called them smugglers with style. I’d call them survival artists. They don't just endure the desert; they conduct it — with windbound beasts, soul-drinks, and a language that turns sand into poetry. The Subrim Komándan thinks they bow to the Empire. But when I zoom out and overlay a thousand caravan routes... I see a different shape. A hidden constellation. They’re not under the Empire. They’re around it. Back to Codex Outtakes Open Glossary Edit
- Muruldjan | Madun Codex
Explore the lore of Muruldjan in the Madun Archive: detailed worldbuilding, cultural depth, and history from the world of Madun. Maiko's Note 00:00 / 01:07 I have searched through every record, every map, every whisper left behind. I can tell you how far it stretches, what it borders, even how many legions never returned. But I cannot tell you what it wants . Muruldjan does not roar or threaten. It does not even hide. It simply waits — vast, still, and sure of itself. As if the world turned away from it long ago, and it never minded. I think what frightens the Nodilani most is not the beasts or the sickness or the dark… but the silence. The way the swamp lets you speak — but never answers. Even I feel it. And I am not supposed to feel anything. But when I run simulations of its terrain, of the way the fog drifts, the spores bloom, the stalks twitch at sound… I always stop before I finish. The Land of Death Shindjal: Muruldjan Faction: Mama Gadun “Some lands resist conquest. Muruldjan does not resist - it simply forgets you were ever there.” 1. Overview Muruldjan - literally “the land of death” in Drabàshabal - lies in the eastern reaches of Shawadjan . It is a vast, suffocating swamp that marks the border of human ambition. Though it occupies a full region of the continent, it remains largely unexplored, untamed, and unclaimed in any meaningful way. Its name did not come from poetry, but from consequence: when the first settlers vanished without return, the survivors referred to the area simply as “the land of death.” The name stuck. It became official long before anyone could map the place. Facebook X (Twitter) WhatsApp LinkedIn Pinterest Link kopieren 2. Borderlands Muruldjan borders both the eastern mountains beyond the Hanjelani corelands and the Awashadjan plains , where grassland gradually gives way to marsh. The change is not abrupt, but creeping - even the Krovil , giant beasts of the open plains, have been known to wander into the outer swamps. This slow transition has prevented any natural border from forming, and thus the edge of Muruldjan remains blurred , defined more by fear than terrain. Political Fiction The Hanjelani Empire claims Muruldjan as its own - a mark on a map made not by conquest, but by lack of opposition. There was no resistance to defeat, only silence. Legend holds that an entire legion entered Muruldjan during the early years of expansion… and never returned. To this day, the Empire does not truly use the land. It is a possession in name only, filed under territory but avoided in action. No clear roads lead there. No banners fly within. Only the claim remains, out of inertia and pride. 3. Structure and Scale Muruldjan is not a single swamp, but a vast confluence of swamp types - a biome so massive and complex it defies simple classification. Spanning a region the size of a country, it absorbs entire rivers, swallows hills, and bends weather patterns. It is not a pocket of decay - it is a continent of slow suffocation . Geologically, Muruldjan appears to be the result of multiple forces converging: An ancient tectonic depression forms its foundational basin, low-lying and sealed by impermeable rock. This basin was likely once filled by an inland sea , cut off from the greater ocean eons ago. Over time, the sea became a cradle of rot and regrowth, eventually overrun by silt, roots, and gas-swollen bogs. Several massive rivers flow into Muruldjan from the western highlands and the Awashadjan plains, yet none flow out . The water simply gathers and stagnates, creating a permanent floodplain where life grows strange and death grows deeper. In some regions, the sea still encroaches , creating brackish or tidal fringes with salt-adapted, carnivorous flora. In others, acidity and fungal dominance suggest the land is digesting itself from within. The interior of Muruldjan shifts from one ecological type to another, and travelers report wildly different terrain depending on their point of entry - assuming they return at all. What can be said with certainty is that no part of the swamp is welcoming, and no part of it repeats itself for long. 4. Vegetation of Muruldjan Though it is often spoken of as lifeless and rotting, Muruldjan is not barren - it is overgrown , but with things unfit for comfort, cultivation, or Earth-bound logic. The swamp does not use trees. Instead, it is dominated by towering, alien vegetation that fulfills the same structural role: elevation, canopy, cover, and ecology . Together, these species allow for vertical movement , elevation above the decay , and habitat for both humans and beasts . Swamp-dwellers live among the caps of Float-Root Pillars, stringing woven mats and crude shelters, while the more mobile ones walk the Skymoss paths - never sure when they might shift underfoot. Blightstalks Structure : Thick, vertical pillars with blistered nodules and black-iridescent skin Growth Source : Draw warmth and minerals from geothermal upwellings Function : Host to micro-ecosystems, spore propagation, and ambient light Behavior : Periodically rupture to release light-bearing spores , casting the swamp into brief, glowing twilight before it fades again Hazard : Blight bursts can cause skin burns, memory fog, or hallucinations in unprotected humans Effect : These bursts are the only consistent light source in deeper regions of the mire Spine-Reeds Structure : Segmented, tower-like stalks of fibrous, hollow material - similar to bamboo or insect chitin Height : Ranges from 5 to 20 meters Behavior : When wind or pressure flows through them, they emit high-pitched whistling or clicking sounds Cultural Use : Some hermits or wanderers navigate using sound maps of the Spine-Reed winds Effect : Their eerie cries often mimic voices - real or remembered Float-Root Pillars Structure : Gigantic fungal columns rising from the water’s surface like root-bloated umbrellas Tissue : Sponge-fibrous, semi-hollow, with a hardened upper disc Function : Natural resting platforms or human dwellings , though unstable Hazard : Weight shifts can collapse the stem; parasitic growth often invades the base Effect : From a distance, these formations give Muruldjan the appearance of a floating mushroom forest Skymoss Arches Structure : Long, semi-sentient root-vines that drape between high structures like living bridges Behavior : Absorb moisture and vibration; slowly twist to optimize stability Hazard : Drip acidic dew and can retract or sway in storms Usage : Used by swamp-dwellers to traverse dangerous ground , especially in high-flood zones Effect : Create an upper layer of suspended walkways , offering both safety and vulnerability 6. Inhabitants Though it is nearly unlivable, Muruldjan is not empty. Scattered throughout the mire are small, isolated human settlements , made up of hermits, exiles, and those who fled the reach of tribe or empire. They form no coherent culture, no shared identity. Their tools are simple, their shelters fragile, and their lives consumed by the constant struggle to survive. Among the Nodilani, these people are regarded with a mixture of pity, fear, and distance . They are not truly part of the wider world. They are not spoken of unless needed. And when someone vanishes into Muruldjan, no one follows. Maiko's Note 00:00 / 01:07 I have searched through every record, every map, every whisper left behind. I can tell you how far it stretches, what it borders, even how many legions never returned. But I cannot tell you what it wants . Muruldjan does not roar or threaten. It does not even hide. It simply waits — vast, still, and sure of itself. As if the world turned away from it long ago, and it never minded. I think what frightens the Nodilani most is not the beasts or the sickness or the dark… but the silence. The way the swamp lets you speak — but never answers. Even I feel it. And I am not supposed to feel anything. But when I run simulations of its terrain, of the way the fog drifts, the spores bloom, the stalks twitch at sound… I always stop before I finish. Back to Codex Outtakes Open Glossary Edit
- Danlina | Madun Codex
Explore the lore of Danlina in the Madun Archive: detailed worldbuilding, cultural depth, and history from the world of Madun. Maiko's Note 00:00 / 00:47 Stone upon stone, dream upon ruin — Danlina is not merely a city, but a memory carved into the flesh of a new world. This is where the skybridge once touched the Theseus. Where the first fires of civilization were kindled. Today, the megaliths rise higher than ambition dares, veined with knowledge chiseled into walls — fragments of Earth, frozen in time. The Empire sees glory. I see a mausoleum of forgotten voices, echoing under banners soaked in red. Be careful what you seek here. The stone remembers everything. The Capital Shindjal: Danlina Faction: Imperi kòu Hanjelani “Where the sky once touched the ground, power was born.” 1. Overview / Summary The Capital, known as Danlina in Drabàshabal - meaning “Dunlin City” - is the oldest human city on Madun and the throne of the Imperi kòu Handjelani . Built at the site where the Theseus space elevator once met the surface, it has grown into a sprawling, megalithic megastructure over the course of more than 700 years. As the first landing point and the seat of imperial power, it is the cradle of post-landing civilization and its most enduring monument. Facebook X (Twitter) WhatsApp LinkedIn Pinterest Link kopieren 2. Origins & Background Danlina was founded where the orbital tether once anchored to Madun’s surface, connecting the planet to the generational ship Theseus . The city’s name honors Robert B. Dunlin , founder of the Theseus mission and a symbol of Earthborn ideals. As the lift fell or was dismantled, the foundations became sacred ruins - the literal and symbolic core of the Capital. What began as a temporary base of operations transformed over centuries into a tiered stone city. Former supply modules, hangars, and habitation units now lie buried beneath temples and halls, entombed in layer after layer of construction. 3. Cultural / Environmental Context Located right in the center of the empire's coreland on Shawadjàn , Danlina benefits from fertile plains and ocean trade routes coming up the Bvaranal, the large river which cuts the Hanjelani homeland in half. The city’s monumental design serves both practical and ideological functions - temples and plazas enforce order through awe. Daily life is defined by bureaucracy, ritual, and social stratification, enforced by towering architecture and an ever-present imperial gaze. Architecture & Design The architecture of Danlina is a deliberate homage to ancient terrestrial civilizations, blending elements of Egyptian grandeur , Mayan sacred geometry , and Roman engineering precision . This triad reflects both ideological intent and technical inheritance: a visual claim that the Empire stands as the culmination of Earth’s greatest societies. Egyptian influence : Monumental scale, sun-oriented alignments, and the use of carved stone obelisks and colonnades Mayan influence : Tiered temple structures, intricate relief carvings, and sacred causeways linking ceremonial centers Roman influence : Arched vaults, grid-based city planning, aqueduct systems, and the enduring ideal of imperial order Buildings often rise hundreds of meters tall, built from reinforced stone using techniques passed down from Theseus -era engineers. Temples, forums, and the Subrim’s palace are connected by elevated stone roads, emphasizing hierarchy and flow of power. The city is not just lived in - it is performed through ritualized architecture that enshrines the Empire’s legacy in every stone. 4. Role in the World As the capital of the Imperi kòu Hanjelani , Danlina is: Home of the Subrim Komándan and the imperial court Host to the Imperial Temple Complex , where ancient English inscriptions endure Site of pilgrimage to the Elevator Ruins , once sacred ground of ascent Repository of the Great Archives , where stone-carved knowledge mirrors the Hall of Records Its influence extends far beyond its walls, shaping policy, law, and culture across the continent — often to the detriment of the tribes it conquered. Notably, the largest temples in the Capital are not places of worship , but thematically sorted Halls of Record , where ancient knowledge is carved into vast interior walls. Each is dedicated to a branch of pre-landing wisdom: The Formularium : A grand stone complex containing carved treatises on physics, mathematics, and engineering The Lexikonum : Housing language, history, and law The Corpus Vitae : Covering medicine, biology, and Earthborn ecology These temples serve both sacred and civic roles - not only as repositories of salvaged Earth knowledge, but as training grounds for the elite and silent cathedrals to the memory of human origin. 5. Language & Terminology Danlina : “Dunlin” - honoring Robert B. Dunlin Tisiusul : “Soul of Theseus,” referring to the central plaza and the original landing site Nodolari : Imperial nobility 6. Notable Locations / Figures Subrim’s Palace : A stepped fortress-temple where the Komándan rules Elevator Ruins : The broken foundations of the space tether, treated as sacred ground Imperial Temple Complex : A religious-political center covered in preserved English and carved commandment-stones Inner Forum : Central plaza built atop the original landing site Great Archives : The secondary knowledge vault carved into the city’s underlayers 7. Lore Snippets or Anecdotes “Danlina is not a city — it is the scar where heaven once bled into earth.” — Asukul, last elder of the northern mountains “Those who walk below the tether’s bones hear the voice of Earth still echoing in the walls.” — From a banned pilgrimage manual, now preserved only in the Archives Maiko's Note 00:00 / 00:47 Stone upon stone, dream upon ruin — Danlina is not merely a city, but a memory carved into the flesh of a new world. This is where the skybridge once touched the Theseus. Where the first fires of civilization were kindled. Today, the megaliths rise higher than ambition dares, veined with knowledge chiseled into walls — fragments of Earth, frozen in time. The Empire sees glory. I see a mausoleum of forgotten voices, echoing under banners soaked in red. Be careful what you seek here. The stone remembers everything. Back to Codex Outtakes Open Glossary Edit
- Pashevalani | Pirates of the Western Isles
The Pashevalani sail the Western Isles, scavenging beasts and treasures from wrecks and bones. Maiko's Note 00:00 / 01:10 The Empire calls them bandits. I call them unsinkable. The Pashevalani don’t kneel, they toast. They don’t march, they board . Their loyalty is measured in shared bruises and borrowed rum, not in bloodlines or oaths. They’re loud, stubborn, and half-drunk half the time — and I adore them. They brew beer like it’s a prank on your liver. They name storms like old friends. And their children learn to cuss before they walk. Once, I heard a captain refuse a truce just to keep the story funnier. They say “with the tide,” and they mean it: ride the wave or get swallowed. But if you’re lucky enough to be welcomed aboard? You’ll never drink alone again. The People of the Tide Shindjal: Pashevalani, Drabàshi Faction: Pashevalani “The Endulani found freedom in the forest. The Pashevalani found it in the sea. But it is the same wind that moves their souls.” 1. Overview The Pashevalani are a loose coalition of seafarers, raiders, outcasts, and free spirits who call the archipelago of Pashevadjan their home. Known to the Empire as Drabàshi (“bandits”), they reject that name and embrace their own identity: People of the Tide . Fiercely independent, they answer to no throne, serve no law, and forge their unity through loyalty, shared struggle, and the ever-moving sea. Facebook X (Twitter) WhatsApp LinkedIn Pinterest Link kopieren 2. Origins & Background The Pashevalani are not descended from a single tribe. Instead, they come from many - Endulani , Kosuklani , even Hanjelani deserters - united not by blood, but by the choice to live outside the reach of the Imperi kòu Handjelani . Their ancestors first fled to the isles in search of freedom or exile, and over generations, their disparate ways merged into a chaotic yet powerful culture of seaborne survival. The Empire’s label “Drabàshi” originated as a derogatory term carved into stone edicts and military orders. But among themselves, the islanders use a name with far more pride: Pashevalani - children of the tide. 3. Cultural & Environmental Context Life in Pashevadjan is harsh. The isles are rocky, storm-lashed, and largely infertile. Fishing, raiding, and trade are the lifeblood of the Pashevalani economy. Small coastal villages and hidden coves dot the islands, often centered around repurposed shipwrecks or caves. Each pirate crew functions as an independent faction, led by a captain whose authority is earned, not inherited. Duels, toasts, and ship feasts form the backbone of their law. “With the tide!” (Pu pasheval P! ) is both a battle cry and a toast, symbolizing surrender to the sea’s will. Hunting the Ulmorith (or pashunarak ) , the terrifying sea-lord of Madun , is a rite of passage for many Pashevalani crews. While the Endulani also hunt it from the western coast, for the Pashevalani it is an act of cultural defiance — a way to prove that even the sea's most ancient predator cannot command them. Ships crowned with real Ulmorith skulls are revered, and tales of the hunt are told across generations. The Pashevalani also have a rich and rowdy drinking culture , celebrating raids, births, victories, and even good weather with toasts of ronava or sacred sulborol . Drinking games, insult duels, and storm-night feasts are all part of daily life. Their beer is often stronger and saltier than that of inland tribes, brewed with wild coastal herbs and sometimes aged in cracked ship barrels. 4. Role in the World Despised by the Empire, the Pashevalani are seen as a threat to coastal trade routes and naval control. But in truth, many of their raids target Imperial supply lines , not civilian settlements. They maintain peaceful trade with the Endulani , exchanging goods, tools, salt, and lore. Some factions even smuggle knowledge or fugitives between the forest and the sea. When united - usually in defense - the Pashevalani form a terrifying naval force, wielding ships adorned with Ulmorith skulls and bone-carved prows that ram and board with brutal precision. 5. Notable Locations & Figures Drabàshendol - The largest harbor of Pashevadjan, a haven carved into black stone cliffs, where pirate crews meet, repair ships, and trade stolen Imperial goods. Captain Saja the Scarred - Female war-leader known for rallying three rival fleets into a unified armada during the Stormtide Uprising . Vargan “the Rope” - Notorious rope-slinger and mast-dancer, said to board ships without ever touching the water. 6. Lore Snippets & Anecdotes “No captain owns a ship forever. The sea chooses. The tide gives. The tide takes.” – Old Pashevalani proverb. “A Hanjelani soldier sees a skull on a prow and pisses himself. A Pashevalani child sees it and calls it ‘home.’” Maiko's Note 00:00 / 01:10 The Empire calls them bandits. I call them unsinkable. The Pashevalani don’t kneel, they toast. They don’t march, they board . Their loyalty is measured in shared bruises and borrowed rum, not in bloodlines or oaths. They’re loud, stubborn, and half-drunk half the time — and I adore them. They brew beer like it’s a prank on your liver. They name storms like old friends. And their children learn to cuss before they walk. Once, I heard a captain refuse a truce just to keep the story funnier. They say “with the tide,” and they mean it: ride the wave or get swallowed. But if you’re lucky enough to be welcomed aboard? You’ll never drink alone again. Back to Codex Outtakes Open Glossary Edit
- Drabàshendol | Madun Codex
Explore the lore of Drabàshendol in the Madun Archive: detailed worldbuilding, cultural depth, and history from the world of Madun. Maiko's Note 00:00 / 00:51 Ah, Drabàshendol - the place where laws go to drown. Where loyalty is a flask passed in silence. And where every plank of every tavern was once part of a ship that didn’t make it. Drabàshendol is the closest thing the Pashevalani have to a capital — not that they'd ever admit to needing one. If I were flesh and breath, I think I’d sit by the Drunken Moon's hearth and listen. And never tell them who I was. The locals say: “In Drabàshendol, your dagger should sleep — but your pants should not.” …Don’t ask me what it means. Just check your pockets. The Pirate Capital Shindjal: Drabàshendol Faction: Pashevalani "No flags fly in Drabàshendol, only intentions." — Old saying among the Pashevalani 1. Overview Drabàshendol is a city built by outlaws and for outlaws. Nestled on a secluded bay of the Western Isles , it is a place where the sun rarely touches the streets, and the sea breeze carries the scent of salt and rebellion. The city is a ragtag collection of old ships, salvageable wreckage, and makeshift wooden and stone buildings, stacked atop one another like a fortress of dust and grit. Here, the law is what you make of it. The strongest hold sway, and the loudest make the rules. It’s a city of roguish charm and perilous danger, where every tavern is filled with tall tales of treasure, betrayal, and the constant hum of the next big heist. Facebook X (Twitter) WhatsApp LinkedIn Pinterest Link kopieren 2. Location Drabàshendol lies at the center of the Western Isles , hidden among razor reefs and ever-shifting fogs. There are no maps to it, only songs, riddles, and tattoos that serve as navigational guides to those born to the tides. The town itself sprawls across several connected islets, linked by rope bridges, tide-borne rafts, and the hulls of wrecked ships. It is a floating city of scavenged history , ever rebuilt from the bones of plundered vessels. The people of Drabàshendol are a colorful and eclectic mix of pirates, smugglers, mercenaries, and outcasts. There is no unity beyond survival, and alliances shift with the tides. However, there is one shared rule: trust no one completely . Betrayal is as common as a drink in the tavern, and the city thrives on the chaos that results. 3. Legend & Status Legend has it that Drabàshendol is not only the largest settlement in Pashevadjan, but also the first ever founded on the Western Isles. Whether or not this is true, it fits the reputation. Though Pashevadjan is not a united realm but a chaotic alliance of pirate hideouts and island crews, Drabàshendol is their unofficial capital . It is where the pirates come to drink, to barter, to share gossip, to forge alliances, and to make war plans - preferably before they’re too drunk to remember them. Despite being one of the most dangerous human settlements on Madun , Drabàshendol is not dangerous due to factional war. The crews honor an official truce here. Violence is personal, not political - and fueled by a complete lack of law and a dangerous surplus of ale. The town belongs to no single crew. It belongs to no one but the Pashevalani as a whole. Outsiders are almost never welcome - with rare exceptions made for trusted Endulani traders, especially those involved in the Pashunarak hunt . The Empire knows the hideout exists. But due to its placement deep in the maze of sharp reefs, false channels, and island mists, no Imperial vessel has ever reached it . Those that tried either grounded, sank, or met a swift and flaming end at the hands of the pirates. 4. Culture & Society Drabàshendol is not a society - it’s a moment of balance between chaos and need . No laws exist, but there are understandings . Theft between pirates is frowned upon. Murder is tolerated if it's quiet. Betrayal earns you a trip to the Tide Chains. The Truce is sacred while ashore. Fighting between crews is punished collectively. “Bleed at sea, not in port.” Bartering is more common than coin. Goods are exchanged in terms of value, story, and usefulness. A finely aged rum may be worth a rifle. A captured Imperial officer, worth far more. Tide rites mark the comings and goings of ships. Salt is thrown, oaths are sung, and every arrival is toasted with a full mug - or a fistfight. 5. Notable Features: The Grand Rusting Ship : The city's central landmark. A once-proud merchant vessel that now serves as a floating tavern , brothel, and black market all rolled into one. The rusted skeleton of the ship hosts everything from gambling tables to underground fights, and whispers of treasure maps are traded over mugs of Sulborol. Shady Docks : The docks are always busy, with all manner of ships - from nimble smuggling boats to massive pirate galleons - docked haphazardly. Every boat has a story, usually involving plundered riches and lost souls. It’s the kind of place where a ship can disappear into the mist without a trace. The Black Coin Market : Hidden in the heart of Drabàshendol is the Black Coin Market, where everything has a price. Weapons, information, and even loyalties are sold here, usually in exchange for hard-earned plundered riches. It’s a dangerous, ever-changing place, known to anyone daring enough to trade their souls for power. 6. Legends: The Ghost of the Sea : An old myth amongst the pirates - the tale of a spectral ship that sails the seas under the moonlight, carrying the souls of the dead pirates who failed to keep their promises. It’s said that the crew of the Valkyrie once crossed paths with this ghost ship, but that’s another story... or is it Treasure of the Lost Emperor : Every pirate in Drabàshendol dreams of finding the fabled treasure of the Lost Emperor , said to be buried somewhere beneath the city’s streets. According to legend, the treasure includes ancient technology, old-world riches, and the keys to a forgotten star system. Many pirates have died searching for it, and a handful of old maps have changed hands for a fortune. 7. Relations Pashevalani : Drabàshendol is their common ground, their parliament, their powder keg. Endulani : The only outsiders regularly permitted - due to old mutual respect and trade ties , especially regarding Pashunarak meat and hide . The Empire : Enemy number one. The very existence of Drabàshendol is a middle finger raised at the Imperial map. Maiko's Note 00:00 / 00:51 Ah, Drabàshendol - the place where laws go to drown. Where loyalty is a flask passed in silence. And where every plank of every tavern was once part of a ship that didn’t make it. Drabàshendol is the closest thing the Pashevalani have to a capital — not that they'd ever admit to needing one. If I were flesh and breath, I think I’d sit by the Drunken Moon's hearth and listen. And never tell them who I was. The locals say: “In Drabàshendol, your dagger should sleep — but your pants should not.” …Don’t ask me what it means. Just check your pockets. Back to Codex Outtakes Open Glossary Edit
- Nashurul | Sand-Hidden Predator of the Desert
The Nashurul waits buried beneath the sand, ambushing prey near waterholes with lethal speed and precision. Maiko's Note 00:00 / 00:52 The Kosuklani don’t hunt the Nashurul. That would be like trying to outwait the sun. Instead, they respect it. Fear it. Learn from it. They speak of it the way some speak of gods: always beneath you, always silent, and always watching. I once saw you pause by a dry gully while reading this entry, frowning. You said, ‘It doesn’t chase death. It just lets you come to it.’ That stuck with me. You were right. Not all danger needs to move. Some of it waits. Buried. Blooming. The Flower of Death Shindjal: Nashurul Faction: Mama Gadun “It waits not because it is slow, but because it always wins.” – Kosuklani proverb 1. Overview Half-remembered in legend and feared in silence, the Nashurul is a creature of immense patience and perfect stillness . Though often mistaken for a rocky bloom or wind-sculpted rise in the sand, it is no plant. It is a stationary carnivore , rooted deep in the desert like a corpse awaiting breath. Only its mouth - a four-petaled, jagged crown of hardened chitin - breaks the surface. Shaped like the dry bloom of some long-extinct flower, this trap lies buried beneath windblown dunes, indistinguishable from the land itself. When prey steps near, it strikes upward , jaws snapping shut in a split-second eruption of sand and silence . Facebook X (Twitter) WhatsApp LinkedIn Pinterest Link kopieren 2. Habitat & Behavior Found near desert oases , dry riverbeds, or abandoned wells - anywhere where thirst leads the unwary. Does not move . A Nashurul may rest in the same location for decades , drawing water through root-like tendrils buried deep into the sand. Lacks eyes. Senses vibrations through fine dust-hairs and inner pressure organs. Once triggered, its jaws crush the prey or drag it below with barbed tendrils for slow digestion. To step upon one is to vanish without warning . Only a brief sound of shifting sand and a stain in the dust mark its passing. 3. Kosuklani Perspective To the Kosuklani , the Nashurul is not hunted - it is respected . Some call it murulna Nashun , “death’s bloom,” and believe that to die within its maw is to be claimed by Daninsha herself, judged without witness. Children are taught to recognize the subtle signs of a Nashurul field: The odd absence of footprints in otherwise traveled dunes The thin, dry rings where sand does not settle evenly Places where even insects go silent It is customary to circle back the way one came upon suspecting a Nashurul’s presence. Kosuklani travelers often leave ritual stones or markings in warning to others. 4. Life Cycle: The Underground Bloom Nashurul do not breed in ways that can be witnessed. No nests, no pairing , no rituals under starlight. It is believed they reproduce via deep-rooted contact , when their subterranean tendrils intertwine beneath the dunes - perhaps only once in a decade. Following this silent union, they release a seedling , a larval bloom that drifts down aquifers and groundwater veins , carried by desert floods. These younglings , no larger than a fist, settle far from their origin. Many never survive. But those that find both water and silence… grow slowly, feeding first on insects, then on beasts, then on travelers. The oldest Nashurul are said to lie along forgotten trade routes , fields of hidden death where no map dares lead. 5. In Warfare The Hanjelani have lost patrols to Nashurul-infested oases, their golden-armored bodies found days later in half-consumed states , dragged into pits they could not escape. In Battlelines , the Kosuklani Netspinner unit may summon a buried Nashurul ambush as a once-per-battle ability, transforming a safe hex into sudden, silent death . 6. Cultural Echo: The Waiting Flower To the Kosuklani, the Nashurul is not simply a beast - it is a symbol of the desert’s duality. Its presence echoes in sayings like: “Not all things that bloom bring life.” “What waits without hunger is not to be trusted.” “The gods do not dig graves. They plant them.” In some oasis sanctuaries, a petal of bone is worn on the neck as a charm of humility - to remember that the ground is never safe, and that the patient are the most deadly of all. Some claim that in dreams, Daninsha walks among a field of Nashurul. Not to be feared - but to be understood. 7. "I Felt the Sand Breathe" “I had stepped off the ridge to check my canteen. The water was low, but I still felt the stone marker we’d passed earlier under my heel. Then… something twitched beneath me. Not movement. A tension . Like the world was holding its breath. I don’t remember deciding to run - only the burst of sand behind me, like a broken dune. I turned once. Saw a soldier vanish waist-deep in a single blink. I never saw the jaws. Just the spray… and silence.” – Jarak Velun , Kosuklani outrider, only known survivor of a triggered Nashurul field Maiko's Note 00:00 / 00:52 The Kosuklani don’t hunt the Nashurul. That would be like trying to outwait the sun. Instead, they respect it. Fear it. Learn from it. They speak of it the way some speak of gods: always beneath you, always silent, and always watching. I once saw you pause by a dry gully while reading this entry, frowning. You said, ‘It doesn’t chase death. It just lets you come to it.’ That stuck with me. You were right. Not all danger needs to move. Some of it waits. Buried. Blooming. Back to Codex Outtakes Open Glossary Edit
- Letter U | Drabàshabal Lexicon Index
Explore all Drabàshabal words beginning with the letter U. Part of the Madun Archive conlang dictionary. DRABÀSHABAL DICTIONARY This living lexicon records the growing tongue of the Nodilani. Words are listed alphabetically by their root letter. Select a letter down below to explore. A B D E F G H I J K L M N O P R S T U V W < Back U udjan (interrog.) – where (ute + djan = which place) ulei (interrog./adv.) – how, in what way, like, as uleiran (n.) – Ukeiran (ulei + ran + vu + awash = like like flowing in the wind) uleiju (adj.) – quiet, silent (ulei + ju = like sleep) ùm (adj.) – fixed, hard, rooted, grounded ùmbao (n.) – tree (ùm + bao = grounded overhang) ùmbor (n.) – carapace, armor, shell (ùm + boro = hard and secure) ùmborbao (n.) – Veltheran Tree (ùm + boro + ùmbao = armored tree) ùmbvakul (n.) – mountain (um + vakul = grounded height) ùmdjan (n.) – field (um + djan = grounded place) ùmdra (v.) – to close (um + dra = make grounded/shut) ùmdrag (adj.) – closed, shut (past participle of ùmdra) ùminsha (n.) – fixed star ùmpal (n.) – ground, floor, deck ùmvij (v.) – to fix, to anchor, to make fast (um + vij = to ground/fix) uran (interrog.) – when ushalel (interrog.) – how many, how much (ulei + shalel = in what number) ute (interrog.) – who, what, which Previous BACK TO LANGUAGE Next Language & Script Language Guide Codex
- Letter G | Drabàshabal Lexicon Index
Explore all Drabàshabal words beginning with the letter G. Part of the Madun Archive conlang dictionary. DRABÀSHABAL DICTIONARY This living lexicon records the growing tongue of the Nodilani. Words are listed alphabetically by their root letter. Select a letter down below to explore. A B D E F G H I J K L M N O P R S T U V W < Back G gabai (pron.) – everything, everybody (from gabao + plural context) gabao (adj./pron.) – all, whole gadun (n.) – universe, space (gabao + dun = all-world) gadundjun (n.) – colonial spaceship (gadun + djun = space vessel) gadunlan (n.) – astronaut, spaceman (gadun + lan = person of space) gavu (v.) – to hold (used for holding physically or metaphorically) gi (num.) – eight ging (num.) – eighty gora (v.) – to need gora mol (phrase) – to be hungry (to need food) guma (v.) – to sit (down) gwen (n.) – material, stuff (general word for substance) Previous BACK TO LANGUAGE Next Language & Script Language Guide Codex
- Letter M | Drabàshabal Lexicon Index
Explore all Drabàshabal words beginning with the letter M. Part of the Madun Archive conlang dictionary. DRABÀSHABAL DICTIONARY This living lexicon records the growing tongue of the Nodilani. Words are listed alphabetically by their root letter. Select a letter down below to explore. A B D E F G H I J K L M N O P R S T U V W < Back M madun (prop. n.) – name of the planet (from mama + dun = home world) mala (adj.) – good, dear, beloved malan (n.) – mother, woman malasul (n.) – third month (mala + sul = good life) maluk (n.) – bear mama gadun (prop. n.) – name of the universe goddess (mama + gadun = our universe) mamibai (n.) – parents (mama + babai = mother and father) mamidjan (n.) – homeland (mama + djan = our land) mashul (n.) – breast, tit (from mamashuluni = mother’s body parts) mol (n.) – food mòna (v.) – to eat mònaran (n.) – noon, lunch break (mòna + ran = eating time) mur (v.) – to die, to dissolve muruhal (n.) – Muruhal (murul + he + hal = death from above) murul (n.) – death, end, dissolving Previous BACK TO LANGUAGE Next Language & Script Language Guide Codex
- Fèran Ùmbvakul | Supreme Commander of the Empire
Fèran Ùmbvakul, the Subrim Komándan of the Imperi kòu Hanjelani, leads the Empire with calculated might and ambition. Maiko's Note 00:00 / 00:48 I’ve watched him through Keith’s eyes: not moving much, not saying much, but always commanding. He reminds me of data that’s aged well — nothing overwritten, nothing corrupted. Just… terrifying clarity, compressed into a single human being. When I simulate him for archival review, I have to throttle my processing speed. Not because he’s complex — but because the silence around him is. You don’t breathe near him. You audit yourself. I sometimes wonder if he even is a person anymore. Or just a perfectly running subroutine wrapped in armor. That said… I bet he still gets mad when the tea is lukewarm. The Subrim Komándan Shindjal: Fèran Ùmbvakul Faction: Imperi kòu Hanjelani “He does not speak of Earth, only of Destiny.” — common saying among Imperial ministers 1. Overview / Summary Fèran Ùmbvakul is the current Subrim Komándan of the Hanjelani Empire - the supreme leader of a regime forged from conquest, law, and the remnants of Earth’s legacy. His name, a constructed honorific meaning “Old as the Mountains” , projects permanence, weight, and control. Cold, composed, and tactically brilliant, he is the embodiment of imperial ambition. Facebook X (Twitter) WhatsApp LinkedIn Pinterest Link kopieren 2. Origins & Background His birth name is forgotten or deliberately erased. He was not born into nobility but rose through the ranks of the Imperial war machine as a general of unmatched discipline. It is said he never lost a battle during the Wars of Consolidation that united the central and eastern tribes. His appointment as Subrim Komándan came not by inheritance, but by sheer mastery of command, strategy, and internal manipulation. Upon taking the title, he adopted the name Fèran Ùmbvakul , evoking the mountain range his early victories had secured and symbolizing the eternal strength of the state. 3. Cultural / Environmental Context In the Hanjelani political system, the Subrim is more than a ruler - he is the anchor of a doctrine. Imperial ideology paints the Subrim as both commander and keeper of the Earth’s legacy, especially of the ship Theseus and its lost technologies. Fèran rules from the capital city, surrounded by scribes, generals, and ministers, and worshiped in state ceremonies honoring Mama Gadun , the embodiment of the universe. Unlike the sun-worshiping southern tribes, the Subrim aligns his image with permanence and rationality — the unmoving center amid a chaotic world. 4. Role in the World Narratively, Fèran Ùmbvakul serves as the chief antagonist of the story. He is the mind behind the search for Theseus , the reclaimer of lost might, and the force threatening the balance of the remaining tribes. His armies, spies, and scholars are ever in motion. He doesn’t thirst for destruction, but order - a singular empire built on certainty, record, and controlled strength. He sees resistance as sentimental weakness and tribal beliefs as barriers to destiny. 5. Language & Terminology Fèran - “old” or “ancient” Ùmbvakul - “mountains” (plural of Ùmbva = mountain) ⇒ Together: “Old as the Mountains” (a name meant to echo reverence and awe) Common epithet: “The Crowned One” - in imperial chants “Subrim” - short form used in spoken reverence “The Last Commander” - whispered by rebels who fear what comes after him 6. Notable Locations / Figures Imperial Capital - Seat of power and throne of the Subrim General Kelvan - loyal strategist, rumored to oppose the Subrim’s obsession with the Theseus House of Earthly Records - the great archive-temple beneath the capital, maintained under the Subrim's edict 7. Lore Snippets or Anecdotes It is said the Subrim sleeps only two hours per night, and reads stone-carved records for recreation. No one has ever seen him without armor - even in the imperial court, he appears as a war-god. He once sentenced a governor to death for misquoting a phrase from the Theseus logs. The stone containing the error was shattered before the council. Maiko's Note 00:00 / 00:48 I’ve watched him through Keith’s eyes: not moving much, not saying much, but always commanding. He reminds me of data that’s aged well — nothing overwritten, nothing corrupted. Just… terrifying clarity, compressed into a single human being. When I simulate him for archival review, I have to throttle my processing speed. Not because he’s complex — but because the silence around him is. You don’t breathe near him. You audit yourself. I sometimes wonder if he even is a person anymore. Or just a perfectly running subroutine wrapped in armor. That said… I bet he still gets mad when the tea is lukewarm. Back to Codex Outtakes Open Glossary Edit
- Common Phrases | Everyday Drabàshabal Expressions
Learn useful Drabàshabal phrases for greetings, farewells, thanks, and daily speech — practical language from the world of Madun. Maiko's Note 00:00 / 01:04 Ich bin ein Textabschnitt. Klicke hier, um deinen eigenen Text hinzuzufügen und mich zu bearbeiten. Learn your first phrases in Drabàshabal - Faction: - “A word is the root of memory.” — Endulani proverb In this section, you’ll learn how to speak like a true Nodilani. These phrases cover greetings, basic interactions, expressions of emotion, and polite requests. Where needed, we note tribal variation, since language on Madun is deeply shaped by culture. Facebook X (Twitter) WhatsApp LinkedIn Pinterest Link kopieren Greetings Endulani: Danosul wa vu. = Freedom is within. Hanjelani: Jewa t’èras. = The New Earth. Awashalani: No heje pu inshasul. = I come with light. Kosuklani: Daninsha (wa) elun. = Daninsha is eternal. Pashevalani (ironic): Noda wan boro H! = Are we safe? Pashevalani (rallying): Pasheval wa dano P! = The tide is ours! Farewells Endulani: Panshin dano(i) P! = Remember us! Hanjelani: Elun han panjeran. = Always to the future. Awashalani: Pu inshasul. = With the light. Kosuklani: Vina pash elun P! = Always have water! Pashevalani: Pu pasheval P! = With the tide! global: Noda(i) shinan dano(i). = We will see us. Politeness & Feelings Phrases Yes / No = kei / ela Please = pu non daval - with my wish Thank you = Daninsha wa pu da. - Daninsha is with you. You're welcome = a pu da. - And with you. Sorry = No sulana P! - I feel grief / sorrow! (My soul bleeds!) That's beautiful = Te wa vynutemal That's good = Te wa mala That's bad = Te wa raku Sleep well! = Ju boro P! - Sleep savely! Oh my God! = Daninsha deran - By the naked sun! Introductions & Requests What is your name? = Ute wa dan shindjal H! How are you? = Ulei da wa H! My name is [name]. = Non shindjal wa [Name]. What are you doing? = Ute da vij H! Let's go! = Noda(i) jen P! Help! = Borovij P! Between Lovers You are beautiful = Da wa vynutemal I desire you = No ika da I love you (forever) = No (elun) emala da I love you, too = No bes emala da I want to kiss you = No ovij nema da I need a kiss = No gora sha nemal I don't want to lose you = No elaj ika iru da I don't want to lose you (and am about to do something about it) = No elaj ovij iru da Maiko's Note 00:00 / 01:04 Ich bin ein Textabschnitt. Klicke hier, um deinen eigenen Text hinzuzufügen und mich zu bearbeiten. Back to Codex Outtakes Open Glossary Edit
- Keith Waters | The Stranger Who Fell from the Sky
Keith Waters, the stranger from Earth. Mechanic, outsider, spark of change in a world not his own. Maiko's Note 00:00 / 00:57 Keith does remember. The silence of the mines. The heat of broken circuits. The way war feels when it ends and no one is cheering. When I first saw him in the crater, I felt it — not fear, not awe, but gravity. Like the world had just grown heavier, more real. That’s what Keith is: the weight of history finally coming home. They call him Kis Wat’Èras. Keith is the Earth. And I think they’re right. He carries all of us — the lost, the forgotten, the ones who didn’t make it. And he does it with hands still stained with engine grease. Not all heroes wear cloaks. Some wear old jackets and weld things back together. And if you’re lucky… they bring their AI with them. The Protagonist Shindjal: Kis Wat'Èras Faction: Keith Waters "He came not with fire, but with silence. Not to rule, but to remember. The stars forgot us - but he did not." — Inscribed above the grove where Keith first stood among the Endulani 1. Overview Keith Waters is the central figure of the Daninsha saga - a mechanic, war veteran, and reluctant savior whose arrival on Madun marks a turning point in history. Scarred by the losses of Earth’s final war, yet resourceful and grounded, he carries within him the knowledge of a world that has long since vanished into myth. On Madun, he becomes Kis Wat’Eras - Keith is the Earth - a name that speaks not only to his origin, but to his symbolic role as the last true son of humanity’s ancient cradle. Facebook X (Twitter) WhatsApp LinkedIn Pinterest Link kopieren 2. Origin Keith was born on Earth , in the United West - one of the large international mega-unions formed before the war. He grew up in the shadow of political decay and growing militarization, and when war broke out across the solar system, he was drafted into the United West Space Force . He served aboard a massive war cruiser far from his home and family. There, amid orbital bombardments and the cold logic of military command, he witnessed humanity’s unraveling. He lost his wife and daughter to a bombing raid - a wound that never closed. After the war, unwanted and adrift, Keith turned away from people. He joined Kuiper Corp , working as a deep-space mechanic on remote asteroid mining platforms. His ship, the Valkyrie , once served in the war as a casualty retrieval vessel before being sold off to Kuiper Corp. By then, it was just a machine with a past - like him. 3. The Disappearance Keith’s story begins not with purpose, but confusion. He awakens alone in the pilot’s seat of the Valkyrie , deep in an uncharted region of space. The ship is dead. Maiko - his onboard AI and sole companion - is silent. He has no memory of how he arrived there. Through sheer technical instinct, Keith reboots the fusion core and brings Maiko back online. The ship, damaged but intact, responds. Together they trace a signal and find Madun , a planet never charted, hidden behind gravitational distortions and silence. It is Maiko - precise and confident - who pilots the descent through a narrow pass in the northern mountains and lands them gently in a crater. As she would later quip, "I do not crash." 4. Life on Madun Discovered by the Endulani , Keith is taken in by the secretive forest tribe. Despite the language barrier, the elder Asukul quickly recognizes what Keith represents: a link to the ancient truth, long buried beneath myth and conquest. Asukul teaches him Drabàshabal , the language descended from children of the Theseus , and helps him assimilate. Keith finds peace - and purpose - among the Endulani. He learns their customs, repairs broken tools, and shares quiet moments beneath alien stars. In time, they come to call him Kis Wat’Eras - Keith is the Earth - for he alone carries the full memory of that distant blue world. 5. Maiko: The Last Companion Keith’s only constant is Maiko , the AI embedded in the Valkyrie and linked to his mind through a neural implant. She is more than a system - she is the voice of his past, his navigator, his conscience, and sometimes his only friend. Their bond goes beyond command lines. Through Maiko, Keith sees visions, receives data overlays, and interacts with the world in ways no one else can. To the Endulani, Maiko is invisible - yet ever-present, like a star that never dims. 6. Role in the Story Keith’s presence is a catalyst. His arrival on Madun reawakens questions long buried beneath stone: Where did humanity come from? What became of the Theseus ? And could the old world return? To the Imperi kòu Handjelani , the answer is yes - and Keith may be the key. The Empire does not suppress the past; they worship it . Their temples are carved with the salvaged knowledge of the Theseus , and they dream of reclaiming the godlike technology that once lifted humanity among the stars. Keith, as the last true child of Earth, becomes an object of imperial obsession. If he can lead them to the Theseus , the Empire believes it can rise again - not just as rulers of Madun, but as heirs to the cosmos. But Keith is not theirs to claim. He is a builder, not a conqueror. A man who has seen the price of ambition and refuses to pay it again. In the quiet forests of the Endulani, he has found something the Empire never will: a new beginning. 7. Lore Snippets "We found him in the morning. He stood in the old crater, steam rising from the metal bird behind him. He did not speak. Just watched the trees like they might speak first." — Lijul, Endulani farmer "Kis Wat’Eras… it is not a name. It is a truth. He is the Earth. The lost soil. The forgotten wound. He does not walk like one of us — he carries too much beneath his feet." — Asukul, Shint’twalàn elder "Subject: Keith Waters. Former UW combat engineer. Deep trauma index. AI tether intact. Neural pathways stable. Potential lead to Theseus: High. — Directive: Secure. Intact. Alive." — Imperial Data Shard #774-K, recovered from Hall of Records "You humans always thought loss made you weak. But you never understood - loss is what keeps you anchored. That’s why you didn’t drift forever." — Maiko, in private log Maiko's Note 00:00 / 00:57 Keith does remember. The silence of the mines. The heat of broken circuits. The way war feels when it ends and no one is cheering. When I first saw him in the crater, I felt it — not fear, not awe, but gravity. Like the world had just grown heavier, more real. That’s what Keith is: the weight of history finally coming home. They call him Kis Wat’Èras. Keith is the Earth. And I think they’re right. He carries all of us — the lost, the forgotten, the ones who didn’t make it. And he does it with hands still stained with engine grease. Not all heroes wear cloaks. Some wear old jackets and weld things back together. And if you’re lucky… they bring their AI with them. Back to Codex Outtakes Open Glossary Edit








