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Derenta

What was once an abandoned land by a dead god was discovered by a group of Caspanas seeking refuge from mortals who misunderstood and hunted them. From that moment on, they made it their mission to locate other Caspanas, eventually forming the largest concentration of cursed horses in all of Mereldia. With thousands of inhabitants spread across roughly 20,000 square kilometers, it is impossible for everyone to know one another, but that has not stopped most from living as if they were one big, extended family.

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Geography

Derenta as a whole is large enough to fit Nordberg - Mereldia's biggest city - ten times! With that, it is more than capable of fitting over a thousand horses. It does pose a problem when it comes to locating certain people, which is why the leaders and the track leaders of the Warriors and the Scouts reside on the Central Plains most of the time. One really shouldn't underestimate the land's sheer size when wandering around. You can wander for days without encountering anyone, especially in the mountains and the northern forests.

This is also why Derenta, as safe as it may be with the barrier sourrounding it, is not fae-free. You can encounter minor faeries when wandering around, especially when you draw near the forbidden areas. Such would be the Old Forest and the Swamps. It is very likely to encounter a faery there. Faeries that can become incredibly dangerous to those that are not trained and/or used to dealing with them properly. Many foolish ones have found their death in these woods, making trespassing be punished severely!

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The land is surrounded by a barrier that is kept up by the guards at all times. No one can pass this barrier without the active help of a Guard, because even drawing near it makes one lose all sense of orientation. The barrier zone is 1 km wide on each side of it and Guards patrol it at all times, making sure that no holes have formed and helping people across when they need to get out of Derenta. Outsiders are not let in.

The Village

In the eastern part of the Divide lies the administrative centre of Derenta, commonly referred to as the Village. It is the only area with permanent structures. Most buildings serve communal or operational purposes, though a section is set aside for personal housing. The majority of the area is taken up by fields and orchads, though only the southern ones are for general supply while the northern fields are strictly for the infirmary storage only!

Most people in Derenta only frequent the Administrative District to hand in mission forms, and the storage to either prepare for missions or even to register personal belongings and money earned on missions. The infirmary is mostly frequented by the sick and thus, of course, the healers. Healers also tend to the apothecary fields and most therefore stay in or near the village.

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Apothecary Fields

Stretching both north and south of the river, the Apothecary Fields are connected by four small bridges that allow easy passage between the two sides. Only medicinal plants are cultivated here, each carefully selected for use in the infirmary.

The fields also serve as a place of instruction for healer apprentices, who learn to cultivate the various plants and commit their features, properties, and proper handling to memory. Under the supervision of trained healers, the apprentices assist in tending the crops while gaining practical experience in identifying, harvesting, and preparing medicinal herbs.

Experienced healers oversee the fields to ensure the plants are cared for correctly and remain healthy, protecting them from pests, disease, and improper cultivation. The harvest from these fields supplies the infirmary with the herbs needed for treatments and remedies throughout the year.

Infirmary

The infirmary serves as the village’s centre for medical care, where trained healers treat the sick and injured. It also functions as the primary place of instruction for healer apprentices, who learn their craft under the guidance of experienced mentors. The complex consists of several specialized buildings dedicated to treatment, recovery, storage of medical supplies, and the safe containment of patients whose conditions require isolation.

Main Building

The largest building in the village and the centre of all medical care. It houses several wards dedicated to treating different kinds of ailments, allowing patients to be separated according to their needs. Treatment rooms, recovery spaces, and work areas for the healers are all located here, making it the primary place where the infirmary’s staff diagnose, treat, and monitor the sick and injured.

Storage

This building stores the harvest from the Apothecary Fields alongside the infirmary’s medical equipment and supplies.

Containment Ward

A secure medical facility for patients with infectious diseases or severe magical or psychological instability. Its reinforced rooms are designed to prevent harm to others while allowing staff to safely provide care. Despite its security measures, the ward functions as a place of treatment rather than imprisonment.​

Administrative District

This section contains all buildings used for record-keeping, planning, and confidential meetings. Forms are filed and archived here.

Records Office

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Vault

The secured storage for money and other valuables.

Archive

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Meeting Hall

A building that can hold up to 500 people. It is usually used for Black Night ceremonies, big announcements or specific meetings.

Library

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Storage

Several secured buildings used to store mission equipment, clothing, weapons, preserved food, and other necessary supplies.

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Residential District

A cluster of permanent houses for those who require private or long-term accommodation.

Bar

The only place in Derenta where money can be spent. It serves drinks beyond basic water and functions as a social gathering place.

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Southern Fields & Orchards

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The Divide

The mountain range goes straight through the middle of Derenta, splitting it into the west part and the east part.

Great Lake

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East Lake

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Silver Woods

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Crystal Caves

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The Swamps

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Black Night

Before any Turning Ceremony may take place, the individual must first choose the track they intend to pursue. Those whose ceremonies are scheduled before the next new moon gather on the night of the new moon for the Black Night ceremony, held in the Meeting Hall of the Village.

Only the Track Leaders, the future apprentices, and those they choose to invite—usually parents, relatives, and close friends—are in attendance. During the ceremony, each to-be-apprentice publicly declares the track they will follow, formally committing themselves to the path that will shape their training and duties within Derenta.

This declaration is required before a Turning Ceremony can be approved. Mentors must already be assigned and prepared, as the awakening of the curse brings a sudden surge of magic that must be controlled immediately. Once the ceremony is complete and the track chosen, the preparations for the individual’s Turning Ceremony can begin.

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Although the choice is expected to be made with care, it is not irrevocable. Should an apprentice later find that their chosen path does not suit them, they may petition for a track change. If granted, their apprenticeship begins anew under a mentor within the new track.

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If the death happens early and unapproved due to an accident, sickness, or other unforeseen circumstances, then the Black Night ceremony does not occur for this individual and the decision is instead directly told to the Track Leader in question so that a mentor can be found as quickly as possible on such a short notice.

Turning Ceremony

When a person is deemed ready to awaken the Caspanas curse, a Turning Ceremony is held after sunset. Each ceremony is conducted individually, as the rebirth is considered a deeply personal moment of honour. Family and close companions may attend if the individual wishes.

While several established forms of ceremony exist, the final method is always approved by the leader to ensure the curse awakens safely and does not trigger an unwanted specialisation.

Silent Draught

A peaceful passing prepared by the healers.

The individual drinks a carefully brewed potion that slows the body until death occurs quietly and without pain. The curse then restores them shortly after.

This method is often chosen by those who value calm and dignity, and by individuals who see the Awakening as a moment of reflection rather than a test of strength. The draught is prepared under Masumi’s supervision to ensure it works reliably with the curse.

Trial Death

A test of strength and courage before rebirth.

Some choose to face a controlled but dangerous challenge—such as combat, a magical trial, or another hazardous task—allowing death to come through the ordeal itself.

Because such trials carry a greater risk of permanent death, they must be carefully supervised and approved beforehand. Those who choose this path usually do so to prove their resolve before awakening the curse.

Death by Choice

For some, the manner of death holds personal meaning.

In these cases, the individual proposes their own method of passing. The leader must approve the choice to ensure it will reliably trigger the curse rather than result in permanent death.

This option exists to respect individual beliefs, symbolism, or personal wishes. As long as the method is deemed safe for the Awakening, it may be permitted.

The individual's training starts the next day after the Turning Ceremony. 

Midsummer Crossing

Every summer around Midsummer time (one month before until one month after the summer solstice) apprentices get to be taken to what is called the Midsummer Crossing or just the Crossing for short. It is a joint training gathering where they immerse themselves in environments defined by their primary element.

Originally, there was no fixed season for the training. Mentors chose individually when an apprentice was ready and led them into the field at their own discretion. Over time, however, this lack of structure led to a rise in incidents. To remedy this, the training was bound to the height of summer, when conditions for all training locations were most stable.

Because apprentices got to cross into lands otherwise restricted to them, the journey itself became known as “the crossing at Midsummer.” In time, the phrase shortened and became the Midsummer Crossing. 

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While the training is held separately for each primary element, joint trainings in area overlaps are done quite often, most promimently between Arid Peaks and the Selkie Shore, as well as Wildwood and the Ember Plains. While these collaborations occur rather frequently, the majority of each apprentice's training does focus solely on the primary element.

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The Crossing differs from regular mentorship in both scale and expectation. While daily training throughout the year remains largely personal and tutor-led, the Crossing places apprentices among others of their element. Exercises are broader in scope, often requiring cooperation, endurance, and adaptation to conditions that cannot easily be replicated elsewhere in Derenta.

For many, it is the first extended absence from family and familiar territory. Bonds are forged, rivalries take shape, and reputations begin to form. Though mentors remain present, apprentices are granted greater independence than at any other time of the year.

Each Crossing builds upon the last. What begins as guided immersion in the early years gradually shifts 

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toward responsibility and self-reliance, preparing them for full rank membership.

While the training is highly specialized, the Crossing still has the energy of a summer camp. Many exercises take the form of playful competitions, especially between Scout and Warrior ranks, who always try to one-up each other. These games are designed to sharpen skill, test improvisation, and push elemental mastery further.

Water

Location: Selkie Shore​

The Selkie Shore is the northernmost location of the Crossing, where water mages spend their summer training. The beaches here range from soft, white sand with clear, calm waters to rocky cliffs where the waves crash against jagged stones. Two river mouths feed an inlet, and hidden sea caves offer areas for challenging exercises. The varied terrain allows apprentices to refine precision, control, and creativity in manipulating water under constantly changing conditions.

Apart from training, apprentices can explore the beaches, dive through caves, and race along the shore. 

Joint exercises with air mages from Arid Peaks take place in the overlap zone, allowing apprentices to train their secondary elements alongside someone for whom that element is primary. This encourages collaboration, skill exchange, and creative problem-solving. Among advanced apprentices, cliff-jumping challenges are 

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especially popular, since the combination of water and air puts them on relatively equal footing—unlike most exercises, where the apprentice with the primary element usually has the advantage.

Air

Location: Arid Peaks

Arid Peaks is the high, wind-swept mountain range where air mages spend their summer at the Crossing. It stretches from the Selkie Shore all the way along the coast and into Wildwood, where it gradually turns into forested hills. Jagged cliffs, narrow ridges, and deep valleys provide constant challenges, with gusting winds, unpredictable thermals, and shifting currents that test balance, control, and timing. Mountain passes, precarious ledges, and high plateaus serve as natural arenas for specialized exercises, allowing apprentices to refine their control over air and hone the subtlety of their movements.

Apprentices can scale cliffs, sprint along narrow ridges, and race through windy passes, often turning exercises into playful competitions.

The first Crossing of an apprentice's training mostly focuses on balance and precise control of air currents,

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while apprentices in subsequent years practice conjuring wings and sustained flight.

Collaboration with other elements is important as well. Joint exercises with water mages from Selkie Shore allow air apprentices to train their secondary water element alongside those for whom water is primary, and vice versa. To a lesser extent, air mages also work with earth mages from Wildwood, their inverse element. These sessions are designed to explore cooperation and complementing the other party where they naturally lack ability.

For any air mages already capable of flight, it is not unusual to even fly all the way down to the Ember Plains to train their fire secondary together with fire mages.

This reach makes air mages the most varied in training different forms of collaboration.

Earth

Location: Wildwood

The Wildwood stretches from the southern slopes of the Arid Peaks through dense forests into rolling hills and open plains. Its rich vegetation, rocky outcrops, and varied terrain make it ideal for earth mages to practice all facets of their element. 

Apprentices explore the forest, climb hills, and enjoy friendly competitions—especially experimental plant growth with specially-selected properties like in the Silver Woods are common pasttimes.

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They often join sessions with air mage apprentices from Arid Peaks to explore cooperation and learn to complement each other’s abilities. Most prominent, however, is the joint practice in the south where the Wildwood overlaps with the Ember Plains. Fire apprentices set the edge of the Wildwood purposefully on fire for their training. This controlled wildfire 

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happens in sections that get put out after at most a week. Earth mages go through the burnt part afterwards to coax the landscape back to life. This way it's mutually beneficial training for both.

Fire

Location: Ember Plains

The Ember Plains lie south of Wildwood, a flat region of grasslands and desert where high summer temperatures allow fires to occur naturally. The northern edge, bordering Wildwood, holds the most vegetation and is deliberately set aflame under strict supervision for the duration of the Crossing. These controlled burns give fire mages the opportunity to practice their control while also providing fertile ground for earth mage apprentices to encourage new growth once the fires subside.

Apprentices traverse the scorched plains, test their endurance in the heat, and engage in friendly rivalries that often turn the landscape itself into part of the challenge.

Further south, the terrain grows increasingly hostile as the plains give way to geothermal and volcanic regions. Steam vents, sulfur fields, and boiling pools make 

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much of this area unsafe for regular training, and it remains largely off-limits. The more stable borderlands, however, are sometimes used under close supervision, allowing apprentices to experience environments where fire exists as a constant natural force rather than something that must be created.

Missions

Missions take place in order to stock up supplies, gather information and also to protect those helpless against fae attacks. Guards and Keepers are the only ones who cannot go on missions due to not having received the training and thus clearance for leaving Derenta. Warriors and Scouts have the mission clearance by default and Healers can obtain it by undergoing additional training.

When wanting to take on a mission, there are four different categories to choose from:

  • General Availability (consenting to be assigned to wherever someone is needed)

  • Supply Run (gathering supplies that are running low)

  • Mage Mission (earning money with mage missions in cities; the earnings will be put into general storage and cannot be kept)

  • Reconaissance (high risk missions that focus on intel gathering)

For reconaissance missions, one needs to either be personally chosen by a track leader to participate, or have gathered at least 15 years of field experience before formally applying for it. The other kinds of missions are open for anyone who finished their training and thus earned their clearance.

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In order to take missions, one has to go to the village and formally sign up at the adminastratory building. The secretary is the one to hand out forms and can also give recommendations based on supply and demand in different mission categories. The form to fill out is the same for every mission.

Alibis

Alibis are outside connections that justify a character’s presence in places beyond Derenta. They explain why a character can enter, remain, and move within a place without drawing suspicion, who acknowledges them there, and what reason they have to be seen.

An alibi's purpose is to make the character’s existence elsewhere appear natural and unremarkable. Stronger alibis allow for repeated visits, longer stays, and trusted relationships. Weaker alibis cover only brief or infrequent appearances and offer limited protection if questioned.

Alibis must be maintained through consistent behaviour; breaking the pattern weakens their credibility.

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There are five categories of alibis:

Grade 1: Established minimal connection to outside individuals, sufficient to account for brief presence in a place without offering shelter, advocacy, or deeper inquiry.

Grade 2: Recognisable but limited connection to outside individuals sufficient to explain isolated visits or short stays, without deeper trust or knowledge.

Grade 3: Established connection to outside individuals able to justify presence or shelter under a consistent pretext, while remaining uninitiated in the secret of Derenta’s existence.

Grade 4: Established connection to outside individuals initiated in the secret of Derenta’s existence, but without deeply rooted ties that make repeated presence entirely unremarkable.

Grade 5: Solidly established connection to outside individuals initiated in the secret of Derenta's existence. Repeated visits are unremarkable and required to maintain the credibility of that connection.

Confidential Orders

Most information regarding the Heranor family, the curse, exiled individuals, and similar matters is public knowledge within Derenta. However, some information must remain restricted for various reasons—whether because not everyone can be trusted to keep it quiet, or because it could lead to personal conflicts or unrest. These pieces of information are ordered to be kept secret by those who are aware of them. Each is assigned a numerical code under which it is catalogued. The records themselves are referred to as Confidential Orders, or C.O. for short. Only the Leader, the Advisors, and the Track Leaders have access to the full records.

 

When someone is placed under a C.O., they are not allowed to disclose the protected information to anyone, regardless of how close they are.

If keeping the secret puts serious strain on a relationship, a formal request can be made to initiate another individual into that specific C.O.—usually referred to as an Initiation Petition (I.P. for short). When the I.P. is filed, the person must undergo evaluations to determine whether they are trustworthy. If they pass, the I.P. gets approved and they are informed of the C.O.'s contents. If they fail, the I.P. is denied and they remain uninformed.

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Rules

  • Information under a C.O. must be kept confidential.

  • If someone must be informed of a C.O.’s existence (for example in mission forms), it may only be referred to by its number.

    • Reporting an active C.O. in relevant paperwork is mandatory. Failure to do so may lead to an investigation and temporary suspension from missions or other official duties.

  • Intentionally attempting to extract protected information from someone under a C.O. is strictly forbidden.

  • Any leak of information under a C.O. must be reported immediately!

  • Knowingly interfering with a C.O., or ignoring warnings connected to it, will be punished severely. 

Laws

  • A curse bearer is NOT allowed to commit suicide before their Appreciation Ceremony has been approved!

    • Minimum age for the curse awkakening is 10 years old.

    • Intentional disregard of this rule will result in a ban from the track system and the individual will be forced to become a Keeper.

    • If the death happens by accident, no punishment ensures.

  • Doing harm towards fellow Derenta inhabitants is not tolerated in any way. Spars are allowed, but serious fights to the death are strictly forbidden. Serious harm and especially any harm towards children can even be punished with the label of an Outcast.

  • The killing of fae and demons is to be left to the Warriors (outside of Derenta) and the Guards (in Derenta). No one else is to come near inherent dangers without the proper traning (out of safety reasons).

  • Leaving Derenta without getting official permission is forbidden and will be punished when committed.

    • Missions need to be applied for by filling out the respective form and filing it in the managerial building. Once filed, the individual is obligated to go through with the mission they are assigned. Pulling back from availability is only done in case of illness or pregnancy.

    • Special missions can be tasked by the Track Leaders or even the Leader himself and specific individuals are usually picked for those, regardless of if they have consented to be available or not. It is allowed to turn them down, but it is generally frowned upon to do so.

  • Relationships with anyone from outside of Derenta is discouraged, but not punished when it does occur.

    • A relationship with a rootkin or chimera is tolerated, when also rare since most do not accept Caspanas.

      • It is encouraged to bring the significant other to Derenta to either apprentice in a track or stay in Derenta as a Keeper.

      • Maintaining long distance relationships is rare to work out and risky, as the significant other could spill secrets they were entrusted.

    • Relationships with members of the Heranor family are strictly forbidden and will be punished with exile!

  • Using True Name Calling is strictly forbidden and will be punished when committed intentionally and without consent!

  • Do not wander too close to the barrier if you are not a Guard! Generally, everyone has to be lead through the barrier by a Guard, otherwise, they will get lost in the barrier spell and wander around aimlessly.

  • Everything one acquires on a mission (money and items) have to be given to Keepers at the storage facilites. For personal claims, forms for the specific items need to be filled out. If one does manage to sneak unregistered items in and hide them, then once found out, those things will be confiscated and brought to the storage.

  • Anyone who is not a Guard is forbidden to wander into the areas of Derenta that are off-limits. Violation of this rule leads to punishment.

  • Any and all information regarding the Heranors is to be given to the Leader immediately. If one withholds information, it is considered as an act of treason.

  • Revealing oneself as cursed in front of someone outside of Derenta, when it is not absolutely necessary, is strictly forbidden and can, depending on the consequences of this action, even lead to exile.

  • Anyone who has come into physical contact with a Heranor is considered compromised and is immediately sent into exile, with no permission to return to Derenta again.

    • While harsh, it is a safety measure to keep the Heranors from finding out Derenta's exact location.

    • Physical contact can establish a permanent telepathic link, especially when the Heranor in question is Abigail.

      • Due to this risk, most rather choose their own death than to live in exile and continue being a risk to Derenta.

    • Breaking this rule is considered high treason and is punished with an immediate execution.

  • ​When put under a confidentiality order (usually labelled by numbers, i.e. "order 4-0-1"), it is forbidden to talk to anyone about that order, even within Derenta. Those orders usually concern information regarding covert missions which would be dangerous to be common knowledge.

Important Characters

The following characters are important for your character to know, since they are the ones in power in Derenta. All of them are highly respected and earned their rank through skills and outstanding actions.

The track leaders are those that assign mentors to the apprentices of their rank and also the ones who give out special missions to rank members. These are the only instances in which your character will interact with them.

The leader Djuro will likely not personally interact with your character unless they have received a C.O. or are under criminal investigated where his judgement is required as the final say.

Below you find descriptions to each of the six authorities, so that you can get an idea of who they are and how they behave. Every one of them has the active Caspanas curse, so keep in mind that their age reflects having the curse awoken in their youth and they each have a life expectancy of around 200 years.

Main Leader

Age: 84 years

Gender: male (he/they)

Affinity: Darkness

Primary: Earth

In this position for: 31 years

Leaders

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He is the current leader of Derenta and as such, is highly respected. While everyone knows that he is strong, no one is really sure what exactly he is capable of because he does not use his magic very often nowadays. Djuro always remains in Derenta, never wandering beyond the borders, which is partially a habit from the time he was a Guard and also a safety measure.

Djuro always wears a passive expression, or a scowl when he is displeased. To receive any kind of friendly expression from him, let alone a smile, is a rarity and therefore bears great significance. He is not one for being expressive.

He is not much of a talker and when he says something usually comes straight to the point. It does not just let him appear harsh, but rather calculated and wise.

Despite all this, he is a very fair leader and always considers all sides of a problem before coming to a decision. While his decisions are not to be questioned, he still sometimes leaves people wondering what exactly his motives were for some of them.

Though mostly absent from daily life due to leadership duties and the secrecy his position requires, Djuro is a devoted father. He cares deeply for his children, supporting them from afar and ensuring their wellbeing even when he cannot be present.

Djuro

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Co-Leader

Age: 77 years

Gender: female (she/her)

Affinity: Darkness

Primary: Air

In this position for: 31 years

Lillian

Lillian, a former Elite Warrior, may have gained her position through marriage to Djuro, but that does nothing to diminish her qualifications. Shortly before their union, she earned the title of Elite—not only by surviving a deadly encounter with a Heranor in the Forest of Jengu, but by guiding her party through it, ensuring their survival, and leading them to even slay the Heranor in question.

Leadership suits Lillian, and she carries the role with careful wisdom. Though more emotional and soft-hearted than her husband, she exudes a quiet authority that commands respect. In Djuro’s absence, when he is elsewhere in Derenta, she assumes full control, wielding the same authority—save for the power to issue banishments.

Independence is one of her core values, and she does not tolerate people seeking her aid for matters they could handle themselves. This firmness, combined with her aura of authority, makes her as intimidating to approach as Djuro, often discouraging frivolous requests. Yet when she does make decisions, she is always fair and thorough.

She is also a devoted, if strict, mother. Her younger daughter, Melody, suffered an accident at the age of four that caused her curse to awaken far earlier than usual. Lillian personally tutored Melody, along with her best friend Arisa—who experienced the same predicament—through those early years before professional tutors could take over. This early guidance forged an especially close bond between mother and daughter. Her son, by contrast, grew somewhat distant, his relationship with Lillian strained by jealousy over the attention Melody received, despite following in his mother’s footsteps as a Warrior. Both children inherited Lillian’s air primary, and she ensures they are trained and cared for even amidst the demands of leadership.

Track Leaders

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Warrior Leader

Age: 97 years

Gender: female (she/her)

Affinity: Darkness

Primary: Fire

In this position for: 54 years

Kade

Kade earned the rank of Elite Warrior at the age of 27 for her outstanding accomplishments during a perilous mission that ended in an encounter with multiple fae—she was the lone survivor. Sixteen years later, after the death of the previous Track leader on an important mission in Jengu, she stepped into the role of Warrior Track leader. By then, she had recovered from her trauma and possessed years of experience commanding troops, making her an ideal fit. Her extraordinary memory, capable of recalling the skills of most warriors—even when not their names—further strengthens her leadership.

Though physically small, Kade commands absolute respect. She tolerates no foolishness, delivering her orders and opinions loudly and without restraint or hesitation. Strict to the point of seeming hostile, she is not to be approached for trivial matters. Warriors assigned to special missions are not asked, they are told.

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Scout Leader

Age: 59 years

Gender: male (he/him)

Affinity: Light

Primary: Air

In this position for: 22 years

Elion

After the previous leader of the Scouts retired, Elion became the most suitable Elite Scout to take over the position. For many Scouts, whose nature leans toward freedom and roaming the wilds, the idea of remaining in Derenta to manage others holds little appeal. Elion, however, proved willing to accept the responsibility. Though not considered the most exceptional Scout in the field, he is highly capable and, more importantly, exceptionally perceptive.

Elion has a habit of outthinking those around him. Rather than flaunting it, he usually presents his conclusions gently, simply pointing out what he considers the obvious. This quiet manner of reasoning often brings him into conflict with Kade, whose more direct and aggressive decisions he frequently questions.

To most people, Elion appears mild-mannered and harmless—almost too gentle to pose a threat. That impression tends to shatter quickly when someone attempts to outmaneuver him. Like many Scouts, some try to rely on subtlety or deception to work around him, only to discover that Elion notices far more than he lets on. Those who attempt to fool him rarely enjoy the consequences.

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Guard Leader

Age: 103 years

Gender: nonbinary (they/them)

Affinity: Darkness

Primary: Earth

In this position for: 29 years

Braon

Braon was the first Track Leader Djuro appointed after taking leadership, selecting the Elite Guard only two years into his rule. The decision followed Braon’s exceptional handling of an incident in which fae nearly breached Derenta through the swamps, as well as their remarkable skill with the barrier seals that protect the land.

Much of Braon’s time is spent along the barrier zone—a region only Guards can safely enter—where they regularly inspect the seal stones and ensure the barrier spells remain stable. They also coordinate patrol routes and guard shifts across Derenta’s borders. When matters within the land require their authority, however, they can usually be found at the guard posts near the Village, where they handle reports and settle issues that fall under their jurisdiction.

Braon is a quiet soul who speaks little, and when they do, it is usually straight to the point. They take their responsibility for Derenta’s safety very seriously, whether that concerns the stability of the barrier or the order within the land. Despite their reserved nature, they are not unpleasant to be around. When encountering Guards on patrol, they often offer advice or the occasional word of praise to lift their spirits. Braon is also not one to take unnecessary risks—safety always comes first for them.

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Healer Leader

Age: 147 years

Gender: female (she/her)

Affinity: Light

Primary: Water

In this position for: 94 years

Masumi

While she is the oldest in a position of leadership, one should not make the mistake to underestimate Masumi. She is a wise mare who cares deeply for those in need and often, despite not having to, personally checks on her patients. Most of the time she can be found either in the Infirmary or out in the Apothecary Fields, collecting herbs while lecturing those who curiously tag along to help her—usually young healers or inquisitive Keepers.

Though she appears old to many, Masumi remains as healthy as one could hope to be at her age. She is not the fittest, and as a healer she has never been much of a fighter, but “weak” is certainly not a word anyone would associate with her.

Among the four Track Leaders, Masumi is the most approachable and the one most likely to help others work through their problems, usually by offering calm and thoughtful advice.

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