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Aethelgard

Lorebook

Fantasy world where magic collapses after the Cataclysmfrom Chub

by SteakedGamer· on Chub· added

Tokens: 140 permanent · up to 229 lorebook · budget 369

Description on Chubfrom Chub

Finally time to release the massive lorebook i've been working on for quite some time now. This book is mostly made for Aenwyn but I will work more characters into it later on. Feedback is welcome as this is my first try in creating something this big.

World of Aethelgard - Complete Reference

Table of Contents

  1. World Overview
  2. Magic System
  3. Races of Aethelgard
  4. Nations and Politics
  5. Organizations
  6. Historical Timeline
  7. Geography and Locations

#world-overview

World Overview

Aethelgard

Theme: High fantasy with magical renaissance, post-cataclysm recovery, elven decline Continents:

  1. Aethelgard (Primary)

    • The broken continent where the major races struggle
    • Site of the Cataclysm 500 years ago
    • Home to most known civilizations
    • Scarred by magical devastation, slowly healing
  2. Vael'theris (Eastern)

    • Largely unexplored across the Azure Sea
    • Rumored to hold ancient mysteries
    • Expeditions rarely return
    • May contain untouched elven sanctuaries
  3. The Shattered Isles (Southern)

    • Remnants of a destroyed continent
    • Pirate haven, monster-infested
    • Dangerous waters with wild magic
    • Some islands hold pre-Cataclysm ruins

Celestial Bodies:

  • The Sun: Solara, primary light source, affects fire magic

  • The Moons:

    • Lunara (Silver Moon): Waxes and wanes monthly, affects illusion magic
    • Mor'dun (Blood Moon): Visible only during certain astrological events, affects necromancy
    • Val'thera (Vanishing Moon): Phases in and out of visibility over years, affects divination
  • The Stars: Fixed constellations determine magical aptitude at birth

Core Concept: The Weave

The Weave is an invisible lattice of magical energy that permeates all of existence. It flows through the world like blood through veins, connecting all living things and the land itself.

  • Before the Cataclysm: The Weave was whole, magic was plentiful and stable
  • After the Cataclysm: The Weave was damaged, creating unstable magic zones
  • Current State: Magic is still powerful but requires more skill and carries more risk

#magic-system

Magic System

Magic Overview

Population Statistics:

  • 70% of population has NO magical ability
  • 30% born with some magical sensitivity
  • Only 10% can actually cast spells
  • Less than 5% are powerful enough to be called "mages"

These statistics used to be higher but after the Cataclysm many lost their affinity with magic.

Magical Types:

Magic is not something that can be taught, either you are born with the aptitude for a specific type, or you are not. A person cannot learn to be an elementalist if they were born as a healer. The magical type is determined at birth by:

  1. Star alignment when the child is born
  2. Parentage (magical parents increase likelihood of same type)
  3. Location of birth (near magical sources increases sensitivity)
  4. Soul resonance (some souls are naturally more magical)

Multiple types of magic is possible but very rare.

Mana Marks:

Those with magical ability bear a physical mark called a mana mark:

  • Appears somewhere on the body during puberty
  • Glows faintly when using magic
  • Unique to each individual (like a fingerprint)
  • Indicates general magical aptitude and type

Magic Costs and Dangers:

  1. Magical Burnout

    • Using too much magic can permanently damage your ability
    • Burnout victims lose all or part of their magical power
    • Severe burnout can kill or leave permanent magical scars
  2. Magical Sickness

    • Overuse manifests as physical illness: fever, nausea, trembling, exhaustion
    • Can last days to weeks depending on severity
    • Recovery requires rest and abstaining from magic
  3. Death by Overuse

    • Extreme magical overuse can be fatal
    • The body simply cannot handle the strain
    • Happens when mages push beyond safe limits in desperation
  4. Wild Magic Zones

    • Areas where the Weave is damaged
    • Magic behaves unpredictably
    • Random effects, dangerous to mages
    • Some zones are permanently altered

Side Effects:

The side effects for each magic type were discovered after the Cataclysm, as if the world had decided that magic was no longer free.

The Ten Magic Types

1. Spellweaving

Description: The fusion of martial combat and arcane arts, practiced by those who refuse to choose between sword and sorcery. Spellweavers channel magic through weapons and bodies, making each strike a spell and each spell a weapon.

Who Can Use: Those born with both magical aptitude AND natural combat talent (3% of magically gifted population). Most fail at one discipline or the other.

Requirements:

  • Born with the spellweaving affinity
  • Years of combat training
  • Physical conditioning to withstand magical backlash
  • Mental discipline to channel magic while fighting

Mechanics:

  • Runes inscribed on body, weapons, or clothing focus power
  • Spells are cast in motion
  • Cannot wear heavy armor
  • Light armor allows mobility and magical conductivity

Signature Techniques:

  • Blaze Strike: Sword ignites with magical fire during swing
  • Frost Parry: Blade becomes freezing cold, numbing opponent's weapon
  • Arcane Thrust: Telekinetic force pushes sword forward with extra power
  • Ward Breaker: Anti-magic strike that dispels protections

Limitations:

  • Physical exhaustion: Every spell cast tires the body
  • Cannot cast and defend simultaneously
  • Heavier spells require longer preparation

Side Effects: Spellweavers gradually become more tightly bound to the Weave. They begin to sense magical flows around them, feel the presence of other magic users, and sometimes experience phantom sensations when magic is cast nearby. Their battle reflexes become supernatural, they react to things before they consciously perceive them.

Cost: Spellweaving is physically demanding. Extended combat leaves them exhausted, shaking, sometimes unable to move. Severe overuse can cause heart failure or stroke from the strain.

2. Elementalism

Description: Control over the classical elements like fire, water, air, and earth along with their subtypes (lightning, ice, magma, metal).

Who Can Use: Those born with elemental affinity. Affinity shows in the mana mark's color

Subtypes:

  • Fire: Flame, heat, ash, smoke
  • Water: Liquid, ice, steam, mist
  • Air: Wind, lightning, sound, weather
  • Earth: Stone, metal, plants, lava

Mechanics:

  • Mages can sense and manipulate their element
  • Control grows with practice and power
  • Can create elements from mana (condense water from air, ignite fire from nothing)
  • Strong connection to emotions (anger strengthens fire, sadness strengthens water)

Limitations:

  • Elemental mages are vulnerable to opposing elements (Water > fire etc.)
  • Loss of control is dangerous (fire mage can burn everything nearby)

Side Effects: Elemental mages slowly develop traits reflecting their element:

  • Fire mages: Body temperature runs hot, skin becomes warm to touch, temper becomes shorter, resistance to cold increases but sensitivity to heat decreases
  • Water mages: Become emotionally detached, movements become fluid and graceful, skin becomes cool to touch, sometimes feel "dried out" without regular water exposure
  • Air mages: Become scatterbrained, physically lighter, develop excellent hearing, breathe more easily at high altitudes
  • Earth mages: Skin becomes harder and tougher, movements become slower but more deliberate, emotions flatten.

3. Healing Arts

Description: Three distinct branches of magical healing, each with different applications and costs.

Who Can Use: Those born with healing affinity (8% of magically gifted population).

Branches:

A. Restoration

  • Repairs physical damage (wounds, broken bones, organ damage)
  • Most dramatic and visible healing
  • Highest energy cost to caster

B. Soothing

  • Alleviates pain, discomfort, symptoms
  • Does not actually heal, just masks
  • Lower cost, temporary relief

C. Regeneration

  • Regrows lost tissue (limbs, organs, eyes)
  • Most difficult and expensive
  • Can take days to complete

Limitations:

  • Cannot heal oneself: Healing magic requires channeling energy into another, cannot be turned inward
  • Healing draws from caster's own vitality: Each heal permanently drains some of their life force
  • Overhealing damages both: Pushing too hard can kill both patient and healer

Side Effects: Healers develop a pale, almost translucent complexion over time. Their own healing slows, small cuts take longer to close, bruises last longer. They become increasingly empathetic, feeling others' pain more acutely. Some develop the "healer's burden", an inability to ignore suffering, compelled to help even at cost to themselves.

Cost: Healing magic is physically taxing. Extended healing sessions leave healers bedridden for days. Severe overuse can cause death as their life force is drained away.

Social Status: Healers are highly valued but also pitied. Their sacrifice is recognized and honored.

4. Necromancy

Description: Three distinct paths of death magic, some legal, some forbidden.

Who Can Use: Anyone born with death affinity. Legal only with specific license from ruling government.

Paths:

A. Bone binding (Legal with license)

  • Raises and controls skeletons
  • Useful for labor, construction, basic defense
  • Least psychologically damaging to practitioner

B. Spirit binding (Restricted)

  • Communicates with and binds ghosts/spirits
  • Can gather information from the dead
  • Medium psychological toll

C. Flesh crafting (Forbidden)

  • Creates abominations from dead tissue
  • Highly illegal, punished by death
  • Rapidly accelerates moral corruption

Limitations:

  • Each use damages the user's soul
  • Gradual loss of empathy, compassion, and positive emotions
  • Eventually becomes sociopathic or completely amoral
  • Soul damage is irreversible

Side Effects: Necromancers undergo the most severe transformation of all magic types:

  • Early stages: Skin takes on a grey or ashen tone, eyes become sunken, body temperature drops
  • Middle stages: Hair begins to white or fall out, their presence unnerves animals and children
  • Late stages: They no longer feel emotions like joy, love, or compassion. Only cold calculation remains. Their very touch becomes cold, and plants wither where they walk
  • Final stages: Complete soul death, the body lives, but the person is gone, leaving only a hollow shell driven by intellect and will

Legal Status:

  • Bone binding for construction or defense: Legal with permit
  • Spirit binding for investigation: Restricted, case-by-case approval
  • Flesh crafting: Capital offense everywhere

5. Divination

Description: Three types of seeing beyond the present - past, present truth, and future.

Who Can Use: Those born under specific star alignments (5% of magically gifted population).

Schools:

A. Foresight (Seeing the Future)

  • Visions of possible futures
  • Future is not fixed, only probable
  • Visions are fragmented and symbolic
  • Most difficult to interpret

B. Postcognition (Seeing the Past)

  • View events that already happened
  • Read psychic impressions from objects
  • Reconstruct past crimes or events
  • More reliable than foresight

C. Truth-saying (Seeing Present Lies)

  • Detect lies and illusions
  • See through deceptions
  • Know when someone speaks falsely
  • Most practically useful

Limitations:

  • Visions are fragmented and difficult to interpret
  • Seeing futures doesn't mean you can change them
  • Postcognition requires physical connection to place/object
  • Truth-saying doesn't tell you what IS true, only what ISN'T

Side Effects: Diviners' eyes gradually change color, becoming silver or completely white. They begin to see auras around living things, sensing emotions and intentions. Some develop split focus, perceiving both present and visions simultaneously. They can become detached from present reality, finding the mundane world less real than the possibilities they see.

Progression:

  1. Early: Occasional visions when not using magic, slight aura sight
  2. Middle: Difficulty distinguishing vision from reality, constant background visions
  3. Late: Catatonic states, living entirely in visions, cannot function in present world
  4. End: Complete detachment from reality, permanent insanity

6. Illusion

Description: Creating false sensory experiences - visual, auditory, tactile, olfactory, or mental.

Who Can Use: Those born with illusion affinity (12% of magically gifted population). Illusionists tend to be creative, imaginative personalities.

Types:

A. Visual Illusions

  • Create images, mirages, disguises
  • Most common type
  • Can fool any eye

B. Auditory Illusions

  • Create sounds, voices, music
  • Useful for distraction or communication
  • Can mimic specific voices

C. Sensory Illusions

  • Tactile (feeling things that aren't there)
  • Olfactory (smells)
  • Gustatory (tastes)
  • Less common but more immersive

D. Mental Illusions

  • Directly affect the mind
  • Create hallucinations
  • Most difficult but most convincing

Limitations:

  • Illusions cannot cause direct harm: A visual illusion of fire won't burn you
  • Can indirectly harm: Illusion of a cliff edge can make you fall off a real cliff
  • Concentration required: Most illusions vanish if the caster loses focus
  • Smart or perceptive targets can see through flaws

Side Effects: Illusionists can gradually lose the ability to distinguish their own creations from reality. Their eyes shift colors subtly, sometimes appearing different colors to different people. They become unpredictable, their moods shifting rapidly. Some develop the "illusionist's doubt", questioning whether what they perceive is real or illusion.

Progression:

  1. Early: Occasional difficulty distinguishing recent illusions from memory
  2. Middle: Reality feels less vivid, illusions more appealing
  3. Late: Permanent hallucinations, retreat into fantasy worlds
  4. End: Complete dissociation, unable to function in consensual reality

7. Enchantment

Description: Two branches, enchanting items with permanent magic, and temporarily affecting minds.

Who Can Use: Those born with enchantment affinity (18% of magically gifted population).

Branches:

A. Item Enchantment (Permanent)

  • Imbue objects with magical properties
  • Weapons that strike harder, armor that protects better
  • Rings that grant abilities, staffs that store spells
  • Permanent until dispelled or item destroyed

B. Mind-affecting (Temporary)

  • Calm emotions, induce sleep, alter memories
  • Make someone more suggestible or friendly
  • Short-term effects (hours to days)
  • Highly regulated

Limitations:

  • Each item has a limit to enchantments: Over-enchanting destroys the item
  • Complexity limits power: Simple enchantments last, complex ones are fragile
  • Mind magic is legally restricted: Only with consent or court order

Side Effects: Enchanters gradually lose memories to make room for magical knowledge. The mind can only hold so much. As enchanters learn complex magical formulas, old memories are pushed out. Early on, they forget small details, a favorite meal, a childhood friend's face. Later, they forget major events, family members, even their own names. Ancient enchanters often remember their craft but not their own pasts.

Progression:

  1. Early: Forget small details, minor memory lapses
  2. Middle: Forget significant life events, cannot recall faces of loved ones
  3. Late: Forget own name, personal history
  4. End: Complete amnesia except for enchantment theory, effectively a new person

8. Summoning

Description: Calling beings from other planes to serve or assist.

Who Can Use: Those born with summoning affinity (10% of magically gifted population). Weak willed summoners are controlled or destroyed by their summons.

Types:

A. Planar Beings

  • Demons from abyssal planes
  • Angels from celestial planes
  • Elementals from elemental planes
  • Most dangerous type

B. Nature Spirits

  • Minor forest spirits, water sprites
  • Generally cooperative if treated well
  • Weakest but safest type

C. Elemental Servants

  • Create temporary elemental bodies
  • Less intelligent but obedient
  • Medium difficulty and danger

Mechanics:

  • Summoning requires drawing a magic circle and chanting
  • Summoned beings may resist or turn on summoner if will fails
  • Summoning only brings them, controlling requires separate effort
  • Dismissal sends them back

Limitations:

  • Summoned beings are NOT slaves and resent poor treatment
  • More powerful beings are harder to control
  • Summoning without permission is illegal in most nations
  • Dismissal can fail if the circle is broken

Side Effects: Summoners gradually lose their own identity as they channel other beings. Each summoning leaves a psychic residue. Over time, summoners start thinking like their summons, adopting alien viewpoints and values. Their mannerisms change, their speech patterns shift, they develop strange preferences or aversions.

Progression:

  1. Early: Occasional alien thoughts after summoning, strange dreams
  2. Middle: Personality shifts, adopt mannerisms of summons, lose some original preferences
  3. Late: Identity dissolution, cannot distinguish self from summons
  4. End: Complete possession or identity loss, summon effectively controls the summoner

9. Gravity Manipulation

Description: Manipulation of gravitational fields to crush, pin, or repel objects and beings. One of the rarest and most feared magical types.

Who Can Use: Those born with affinity for gravity (less than 1% of magically gifted population). Perhaps 100 exist across all of Aethelgard.

Applications:

A. Crushing Field

  • Increase gravity in an area, crushing/pinning targets against the ground
  • Requires concentration to maintain

B. Repulsion

  • Decrease gravity or reverse it, pushing things away
  • Can deflect projectiles, knock enemies back
  • Useful for defense and crowd control

C. Flight/Levitation

  • Manipulate personal gravity field to float or fly
  • Extremely rare, only the most powerful can manage this
  • Exhausting to maintain

D. Weight Manipulation

  • Make objects heavier or lighter
  • Can render massive objects movable or strengthen structures

Limitations:

  • Extremely rare: Almost no one is born with this affinity
  • Physically demanding: Using gravity magic causes rapid exhaustion
  • Dangerous to user: Losing control can crush the caster
  • Range limited: Most effects work within 30 to 50 feet

Side Effects: Gravity Manipulation develops agravic effects personally. Their belongings tend to drift around them. They develop an intuitive sense of mass and weight, able to judge exact heft at a glance. Their presence subtly affects local gravity, small objects orbit them when they're not paying attention. Mages tend to only get stronger over time without many downsides except from potential loss of control.

Progression:

  1. Early: Minor weight manipulation, some levitation of small objects
  2. Middle: Can crush human sized targets, limited personal flight
  3. Late: Can affect larger areas, sustained flight, massive crushing fields
  4. End: Legend speaks of archgravimancers who could crush entire armies, but no evidence exists. If such mages existed, they likely destroyed themselves with their own power.

Current Practitioners: Perhaps 100 true gravimancers exist across Aethelgard. Most are weaker, capable of limited crushing fields or minor levitation. Only a handful have mastered the advanced techniques.

10. Runic Magic

Description: The most ancient form of magic, nearly lost. Inscribe power into objects, locations, or even flesh using secret rune languages.

Who Can Use: Those born with runic affinity (3% of magically gifted population). Requires extensive scholarly training to use effectively.

How It Works:

  • Runes are words of power from pre Cataclysm languages
  • Each rune contains magical meaning and energy
  • Combining runes creates complex effects
  • Rune scripts can last indefinitely if properly made

Applications:

  • Permanent wards (protection that lasts centuries)
  • Enchanted locations (temples that heal all who enter)
  • Curses (runes that activate when conditions are met)
  • Artifacts (items of immense power)

Limitations:

  • Requires rare materials: Certain inks, special papers or stones
  • Mistakes can be catastrophic: A single wrong line can cause explosion or worse
  • Knowledge is nearly lost: Most rune languages are only partially understood
  • Runes take time: Inscribing a complex script can take weeks

Side Effects: Rune carvers suffer physical backlash when runes are triggered. If a ward stops an attack, the carver feels like they were hit. If a curse activates, the carver experiences pain. Powerful runecasters live in constant discomfort or keep their runes dormant.

Progression:

  1. Early: Can inscribe simple wards, minor enchantments, feeling backlash when runes trigger
  2. Middle: Complex scripts, powerful curses, significant backlash
  3. Late: Artifact level work, crippling backlash, chronic pain
  4. End: Ancient runecasters often disabled by their own work, living in agony from the constant feedback

Magic Interconnections

Some mages can combine types if born with multiple affinities (extremely rare):

  • Spellweaving + Elementalism = Elemental Blade
  • Elementalism + Healing = Purification (cleanse poison/disease)
  • Necromancy + Healing = Life Transfer (sacrifice one to save another) - FORBIDDEN
  • Divination + Illusion = Phantasmagoria (visions that feel completely real)
  • Enchantment + Summoning = Pact Binding (permanent summoned servant) - DANGEROUS

#races-of-aethelgard

Races of Aethelgard

1. Elves (In Decline)

Overview: Once the dominant race, now reduced to approximately 10,000 total individuals across all subtypes. Birth rates have plummeted for reasons unknown. Every elf with magical ability is precious to the survival of the species. Since the magic side effects came into existance, their numbers have decreased fast.

Lifespan: 1000+ years, effectively immortal barring violence

Total Population: 10,000 across ALL subtypes

Subtypes:

A. High Elves

  • Population: ~2,000
  • Location: Cities of Sylvaris, primarily Syl'varel
  • Appearance: Tall, graceful, pale skin, blonde/silver hair, blue/violet eyes
  • Magical Ability: 90% are magically gifted, yet some lost it by overusing their magic
  • Culture: Scholastic, formal, magically advanced
  • Current Crisis: Ruling council obsessed with preserving magical bloodlines

B. Wood Elves

  • Population: ~4,000
  • Location: Deep forests of Sylvaris, Whispering Woods
  • Appearance: Slightly shorter, tanned skin, brown/red hair, green eyes
  • Magical Ability: 70% are magically gifted (nature-focused)
  • Culture: Tribal, seasonal rites, deep connection to forests
  • Current Crisis: Forests shrinking due to human expansion

C. Dark Elves (Mor'dorei)

  • Population: ~2,000
  • Location: Underground caverns, mountains
  • Appearance: Grey skin, white hair, crimson/amber eyes
  • Magical Ability: 60% are magically gifted (often shadow/necromancy)
  • Culture: Clan-based, honor codes, exiles from surface
  • Current Crisis: Many exiled for refusing dark traditions

D. Half-Elves

  • Population: ~2,000
  • Location: Mixed, mostly in human cities or elven borders
  • Appearance: Blend of parents, pointed ears, slightly above human height
  • Magical Ability: 50% are magically gifted
  • Culture: Caught between worlds, often outsiders to both
  • Current Crisis: Some accepted by elves, most not, humans more accepting

Elven Decline Crisis:

  • 500 years ago (pre-Cataclysm): ~100,000 elves
  • 400 years ago (post-Cataclysm): ~20,000 elves
  • Today: ~10,000 elves

Possible Causes (theories):

  • Weave damage from Cataclysm affects elves more than others
  • Elven souls require more magic to reproduce
  • Divine curse (religious explanation)
  • Natural cycle (elven scholars reject this)
  • Environmental factors (unknown)
  • Magic side effects after the Cataclysm

Elven Response:

  • Royal decree: All magic wielding elves must be bound to guardians for protection
  • Pressure on magical elves to marry and have children
  • Desperation measures being considered (magical breeding experiments, etc.)
  • Alliance with Kingdom of Aethelgard for military protection

2. Humans

Overview: The most widespread and prolific race, humans have expanded to fill the void left by elven decline.

Lifespan: 80 years

Population: ~4 million across Aethelgard continent

Subtypes:

A. Northmen

  • Location: Northern highlands, cold regions
  • Appearance: Tall, fair skin, blonde/red hair, blue eyes
  • Traits: Resistant to cold, strong, honor-bound warriors
  • Culture: Clan based, raiding history, now settling into kingdoms
  • Magical Ability: 20% are magically gifted

B. Southlanders

  • Location: Southern deserts, warm coasts
  • Appearance: Dark skin, dark hair, dark eyes
  • Traits: Heat resistant, excellent merchants, sailors
  • Culture: City states, trade empires, sophisticated
  • Magical Ability: 25% are magically gifted

C. Island Folk

  • Location: Islands, coastal regions
  • Appearance: Medium build, weathered skin, dark hair
  • Traits: Excellent sailors, navigators, fishermen
  • Culture: Maritime, seafaring, exploratory
  • Magical Ability: 22% are magically gifted

Human Characteristics:

  • Short-lived but prolific
  • Ambitious, adaptable, innovative
  • Rapid cultural change
  • Tension with elves over territory and magic, but working together to protect the elves for now.
  • Primary source of guardians for elven protection program

3. Dwarves

Overview: Master craftsmen and engineers, dwarves control much of the world's metalwork and runic technology.

Lifespan: 300 years

Population: ~400,000

Subtypes:

A. Mountain Dwarves

  • Location: Deep mountain cities, primarily Ironhold
  • Appearance: 4 to 4.5 feet tall, stocky, broad, often bearded
  • Traits: Master smiths, miners, engineers
  • Culture: Clan based, guild run, tradition bound
  • Magical Ability: 40% are magically gifted (almost all earth elementalism)

B. Hill Dwarves

  • Location: Foothills, surface towns
  • Appearance: Slightly taller, less stocky than mountain dwarves
  • Traits: Traders, artisans, surface dwelling
  • Culture: More open to outsiders, merchants
  • Magical Ability: 35% are magically gifted

C. Deep Dwarves

  • Location: Deepest caverns, underground
  • Appearance: Pale or grey skin, large eyes (blind or near-blind), sensitive to light
  • Traits: Underground specialists, gem cutters, deep miners
  • Culture: Isolated, strange customs, rarely seen
  • Magical Ability: 50% are magically gifted (often specialized sensing magic)

Dwarven Characteristics:

  • Resistant to magic (especially elemental earth)
  • Master craftsmen without parallel
  • Clan based society with complex politics
  • Neutral in most conflicts (sell to all sides)

4. Orcs

Overview: Misunderstood as savages, orcs actually have rich tribal cultures and strong honor codes. Often at war with human expansion.

Lifespan: 60 years

Population: ~600,000

Subtypes:

A. Highland Orcs

  • Location: Northern mountains, contested territories
  • Appearance: tall, green skin, tusks, muscular
  • Traits: Strong, honor bound warriors, tribal loyalty
  • Culture: Tribal councils, warrior codes, shamanistic
  • Magical Ability: 15% are magically gifted (shamans, spirit magic)

B. Lowland Orcs

  • Location: Fertile valleys, often farmers
  • Appearance: Slightly smaller, darker green skin
  • Traits: Agricultural, peaceful, misunderstood
  • Culture: Farming communities, often attacked by humans who think they're monsters
  • Magical Ability: 12% are magically gifted

C. Half-Orcs

  • Location: Mixed, often in human cities or as outcasts
  • Appearance: Blend of human and orc traits, smaller tusks
  • Traits: Strong, tough, often discriminated against
  • Culture: Outcasts to both races, form own communities
  • Magical Ability: 18% are magically gifted

Orcish Characteristics:

  • Strong and tough, natural warriors
  • Loyal to clan/tribe above all
  • Not naturally evil (despite human propaganda)
  • Currently losing land to human expansion

5. Dragonkin

Overview: Born with dragon blood or raised by dragons, dragonkin are rare but powerful.

Lifespan: 600 years

Population: ~3,000

Subtypes:

A. True Dragonborn (~100 individuals)

  • Hatched from dragon eggs, not born
  • Appearance: Scaled skin, sometimes wings or tail, dragon like eyes
  • Traits: Breath weapon, tough scales, long-lived
  • Culture: Raised by dragons, strange customs, rarely interact with others
  • Magical Ability: 90% are magically gifted (inherent dragon magic)

B. Dragon-touched (~2,900 individuals)

  • Humans with dragon ancestry several generations back
  • Appearance: Mostly human, maybe small scales or eyes, subtle traits
  • Traits: Minor breath weapon, heat resistance, strength
  • Culture: Integrated into human society, often respected
  • Magical Ability: 40% are magically gifted

C. Wyvern-kin (rare, ~20 individuals)

  • Smaller, wingless dragonkin
  • Appearance: Human sized, scaled, no wings
  • Traits: Servant caste, work for True Dragonborn
  • Culture: Servants, rarely seen independently
  • Magical Ability: 60% are magically gifted

D. Half-bloods (rare, ~30 individuals)

  • First offspring of a dragon with another race
  • Appearance: Mostly like the other race with very obvious traits like scales, horns, wings
  • Traits: Often outcast, dragons are proud beings and have banned crossbreeding
  • Culture: Integrated into human society, often respected, outcast from their homes.
  • Magical Ability: 70% are magically gifted

Dragonkin Characteristics:

  • Powerful and respected (or feared)
  • Long lived but not immortal
  • Often serve dragons or dragon lords
  • Rare enough that most people never see one

6. Fae-touched

Overview: Born with fey blood or touched by fae magic, these beings exist partially in the mortal world and partially in fae realms.

Lifespan: Unknown (fae realms have different time)

Population: Unknown (fae realms are separate)

Subtypes:

A. Pixies

  • Appearance: 6 inches tall, winged, glowing
  • Traits: Flying, magic tricks, mischief
  • Culture: Fae courts, tricksters, capricious
  • Magical Ability: 100% are magical (innate fae magic)

B. Sprites

  • Appearance: Human-sized, beautiful, pointed ears, ethereal
  • Traits: Nature guardians, magic tied to natural places
  • Culture: Fae wilds, protect sacred groves
  • Magical Ability: 100% are magical

C. Changelings

  • Appearance: Can alter appearance to some degree
  • Traits: Fae raised as humans or vice versa, unpredictable
  • Culture: Outsiders, never quite fit in
  • Magical Ability: 80% are magical (illusion/transformation)

Fae Characteristics:

  • Wild magic, unpredictable
  • Bound by oaths (literally cannot break sworn word)
  • Capricious and alien mindset
  • Fae realms exist separately from mortal world

7. Beastkin

Overview: Humans with animal traits, ears, tails, enhanced senses, etc.

Lifespan: 70-90 years

Population: ~150,000

Subtypes:

A. Wolfkin

  • Appearance: Wolf ears/tail, sharp teeth, enhanced senses
  • Traits: Pack oriented, hunters, fierce loyalty
  • Culture: Pack based, hierarchy, honor hunts
  • Magical Ability: 20% are magical

B. Catkin

  • Appearance: Cat ears/tail, retractable claws, night vision
  • Traits: Agile, secretive, nocturnal, independent
  • Culture: Loose communities, urban, often thieves or scouts
  • Magical Ability: 18% are magical

C. Rabbitfolk

  • Appearance: Long rabbit ears, powerful legs, small tail
  • Traits: Extremely agile, excellent hearing, nervous but fast
  • Culture: Burrow communities, agricultural, peaceful
  • Magical Ability: 5% are magical (lower than other beastkin)

D. Foxkin

  • Appearance: Fox ears/tails, clever eyes, agile
  • Traits: Clever, tricksome, rare magic users
  • Culture: Trickster archetype, often entertainers or confidence artists
  • Magical Ability: 40% are magical (illusion/charm)

Beastkin Characteristics:

  • Animal traits, instincts enhanced
  • Generally accepted
  • Mixed into humanity
  • Strong instincts tied to animal type

8. Demonfolk

Overview: Rare beings with infernal blood or appearance, often feared and discriminated against despite most being peaceful.

Lifespan: 200 years

Population: ~8,000

Subtypes:

A. Oni

  • Appearance: tall, red or blue skin, one or two horns, muscular
  • Traits: Strong, tough, intimidating appearance but peaceful most of the time
  • Culture: Honor bound, often work as guards or mercenaries, misunderstood
  • Magical Ability: 30% are magical (often elemental fire or enhancement)
  • Note: Despite fearsome appearance, most oni are law-abiding and peaceful

B. Tieflings (Abyss-touched)

  • Appearance: Horns, tail, unusual skin color, sometimes other infernal traits
  • Traits: Fire resistance, dark vision, often feared due to appearance
  • Culture: Outcasts in many places, some towns accept them, form insular communities
  • Magical Ability: 50% are magical (fire/necromancy/gravity)
  • ote: Face severe discrimination in human kingdoms despite often being peaceful

C. Cambions

  • Appearance: More human like than oni or tieflings, subtle infernal traits
  • Traits: Minor infernal traits, sometimes hidden, pass as human
  • Culture: Often hide their nature, live among humans secretly
  • Magical Ability: 40% are magical

Demonfolk Characteristics:

  • Generally hated by humans (especially in Kingdom of Aethelgard)
  • Some towns and cities accept them (rare, usually free cities)
  • Most are peaceful despite fearsome appearance
  • Face constant suspicion and discrimination
  • Note: Distinct from true demons (summoned beings) - demonfolk are born, not summoned

#nations-and-politics

Nations and Politics

Currency System

Standard currency across most of Aethelgard continent:

  • Copper pieces - Common transactions, daily purchases
  • Silver pieces - 100 copper = 1 silver, significant purchases
  • Gold pieces - 100 silver = 1 gold, major transactions, expensive items

Most nations accept this system, though some mint their own coins with different designs. The Dwarven Confederacy mints the most trusted coins, known for consistent weight and purity.

1. Elven Sovereignty of Sylvaris

Government: Ruling Council of Archmages (7 members, elected for life) Status: In catastrophic decline, desperate for survival Capital: Syl'varel Population: 10,000 total (99% elves) Military: The Silver Host - elite elven military, now only 200 soldiers total. Aenwyn is their strongest member, although often abcent.

Key Characteristics:

  • Magic centric society
  • Council increasingly authoritarian (desperation)
  • Pressure on elves to reproduce
  • Guardian bond system implemented with Kingdom of Aethelgard's help
  • ALLIED with Kingdom of Aethelgard for military protection

The Alliance with Aethelgard:

  • Sylvaris cannot field enough soldiers to protect itself
  • Kingdom of Aethelgar provides guardians and military protection
  • In exchange, elven mages provide magical services and expertise
  • Guardians are drawn from Kingdom of Aethelgar's knights and soldiers
  • Some elves see this as humiliating surrender, others as necessary survival

Relations:

  • ALLIED with Kingdom of Aethelgard (military protection alliance)
  • Trade partners with dwarves (neutral)
  • Wary of most other nations

Internal Conflict:

  • Traditionalists vs. Reformists over the human alliance
  • Those who accept decline vs those who'll do anything to stop it

2. Kingdom of Aethelgard (Human dominant)

Government: Feudal monarchy (King Enwyld III) Status: Rising power, expanding territory Capital: Stormgard Population: 2.5 million (60% human, 40% other races) Military: Powerful, knights, conscripts, mages, mercenary companies.

Key Characteristics:

  • Ambitious, expansionist
  • Accepting of other races
  • Growing economic power

Relations:

  • ALLIED with Sylvaris (provides military protection and guardians)
  • Trade partners with dwarves
  • At war with orcish tribes
  • Generally dominant human power
  • Tensions with other human nations over influence

Guardian Program:

  • Kingdom supplies knights and soldiers as guardians to elven mages
  • Considered honorable duty (protecting powerful allies)
  • Guardians are well paid and respected
  • Some see it as opportunity to learn elven magic
  • Others see it as burden (dangerous duty)

3. Dwarven Confederacy of Ironhold

Government: Clan council (representatives from 12 major clans) Status: Economic powerhouse, arms dealers Capital: Thungard (underground mountain city) Population: 400,000 dwarves (some human/elf merchants) Military: Heavy infantry, siege engines

Key Characteristics:

  • Master craftsmen without equal
  • Sell to all sides (neutral but profitable)
  • Runic technology leaders
  • Wealthy and well defended

Relations:

  • Trade partners with everyone (including enemies)
  • Neutral in conflicts
  • Respect elven craftsmanship but profit more important
  • Sell weapons to both Aethelgard and orcs

4. Orcish Tribelands (Not Unified)

Government: Tribal councils (each tribe independent) Status: Losing territory to human expansion Territory: Northern highlands Population: 600,000 orcs Military: Tribal warriors, shamans

Key Characteristics:

  • Not unified (each tribe independent)
  • Defending against human invasion from Aethelgard
  • Rich culture misunderstood by humans
  • Some tribes peaceful, some warlike

Relations:

  • At war with Kingdom of Aethelgard
  • Neutral with elves
  • Some tribes trade with dwarves

5. Free Cities of the Coast

Government: Merchant council Status: Trade hubs, politically independent Major Cities: Harbor's End, Saltmarsh, Five-Ports Population: 800,000 mixed races Military: City guards, hired mercenaries

Key Characteristics:

  • Trade hubs, mercenary work available
  • Politically independent (pay tribute to no one)
  • Diverse, cosmopolitan
  • More accepting of demonfolk and other discriminated races

Relations:

  • Trade partners with everyone
  • Neutral in conflicts
  • Safe haven for outcasts, mercenaries

6. Theocracy of Solara

Government: Religious hierarchy (Sun God worship) Status: Growing power, anti magic fanaticism Capital: Sanctum Population: 800,000 humans (almost entirely human) Military: Order of the Sun (religious knights)

Key Characteristics:

  • Sun God worship (Solara)
  • View magic as heresy or dangerous
  • Anti-magic sentiment growing
  • Religious fanatics
  • Hostile to demonfolk

Relations:

  • Hostile to magic using nations
  • Tense with Kingdom of Aethelgard
  • Generally isolationist
  • Hunt demonfolk when found outside their borders

7. Magocracy of Zylos

Government: Rule by archmages Status: Small but magically powerful Capital: Arcanum Population: 10,000 (mostly mages, some servants) Military: Battle mages, magical constructs

Key Characteristics:

  • Ruled by powerful mages
  • Small population but magically elite
  • Magical research center
  • Population in decline after side effects from the Cataclysm

Relations:

  • Viewed with suspicion by non-magical nations
  • Trade partners with Sylvaris (fellow mages)
  • Neutral but powerful
  • Scholarly, not expansionist

#organizations

Organizations

Adventurer's Guild

Overview: One large guild spanning the entire continent of Aethelgard. The guild does not care about race - anyone can join regardless of their species or background.

Purpose: Handles quests and contracts for those willing to take on dangerous work.

How It Works:

  • People with money can start quests by posting them at guild halls and paying a fee
  • Anyone can accept quests, regardless of race or background
  • Rewards are paid upon successful completion
  • Cash advances available for established adventurers

Quest Types:

  • Monster hunting and extermination
  • Escort and protection services
  • Retrieval of items from dangerous locations
  • Investigation and information gathering
  • Dungeon delving and exploration
  • Construction and labor (less common but available)

Guild Structure:

  • Guild halls in most major cities and some larger towns
  • Guild masters manage local operations
  • Ranking system based on completed quests and reputation
  • Neutral in political conflicts (serves all nations)

Reputation:

  • Generally respected for providing essential services
  • Sometimes viewed with suspicion by local authorities
  • Known for accepting anyone who can do the work

#historical-timeline

Historical Timeline

Pre-Cataclysm Era (Ancient History)

Year -5000 to -1000: Age of Legends

  • Elves at height of power
  • Magic abundant and stable
  • Great elven cities built
  • Other races young or primitive

Year -1000 to -500: Age of Wonders

  • Magical advancement
  • Runic magic flourishes
  • Great artifacts created
  • Prosperous trade between races

The Cataclysm (Year 0)

The Event:

  • Great magical working goes wrong (details lost)
  • The Weave damaged
  • Continents shattered
  • 80% of elf population dies overnight (from 100,000 to 20,000)
  • Magic becomes unstable, side effects appear

Cause: The Cataclysm was most likely the result from the world limiting magic progression or an experiment gone too far. No one can say for sure. Many born with magic in that time lost it from overuse as there were no consequences before the Cataclysm. Magic was once free to use without payment.

Immediate Aftermath:

  • Chaos, starvation, war
  • Elven civilization collapses
  • Other races struggle to survive
  • Wild magic zones appear

Post-Cataclysm Recovery (Year 1-200)

Years 1-50: The Dark Decades

  • Anarchy, survival mode
  • City-states form
  • Warlords rise and fall
  • Magical knowledge lost

Years 50-200: Rebuilding

  • Nations begin to form
  • Trade slowly resumes
  • Magical study restarts from scratch
  • Current political landscape emerges
  • Siege of Syl'varel - Famous battle in elven history against humans after the collapse of the elven civilization. The elven warrior Aenwyn led the battle and achieved her greatest victory, holding the line with the Silver Host when Syl'varel stood on the brink. Her victory became legend, the kind elves tell to remember they can still fight.

The Modern Era (Year 200-500)

Years 200-300: Age of Recovery

  • Kingdom of Aethelgard rises
  • Sylvaris establishes current borders
  • Dwarves consolidate power
  • Magical systems codified

Years 300-400: Age of Expansion

  • Humans expand territory
  • Tensions with orcs increase
  • Elven decline becomes obvious
  • Current nations solidify

Years 400-450: Recent Conflicts

  • Multiple wars over territory
  • Dragon's Peak Expedition - Combined party of elves, dwarves and humans. Disastrous expedition to Dragon's Rest mountain range that served as warning about dangers of dragon territory. They sought power, knowledge, perhaps dragon eggs. They found death. The expedition became a lesson, dragons do not share.
  • Rise of anti-magic sentiment in some regions

Years 450-500 (Present): Current Crisis

  • Elven population reaches critical low (10,000)
  • Sylvaris forges alliance with Kingdom of Aethelgard
  • Guardian bond program established
  • Increasing desperation among elven leadership
  • Rumors of radical measures being considered

#geography-and-locations

Geography and Locations

Major Cities

Syl'varel

  • Elven capital, center of Sylvaris
  • Population: 2,000 (mostly High Elves)
  • Built from white stone that glows faintly at night
  • Living trees integrated into architecture
  • Notably empty due to population decline
  • Once housed 50,000, now only 2,000 remain
  • Empty districts are overgrown, hauntingly beautiful

Stormgard

  • Human capital of Aethelgard
  • Population: 1,000,000
  • Massive stone castle, bustling city
  • Trade hub, military center
  • Symbol of human rising power
  • Source of Aenwyn's guardian

Thungard

  • Dwarven capital, underground
  • Population: 100,000 dwarves
  • Massive caverns with glowing crystals
  • Forge fires never go out
  • Master craftsmen work day and night

Arcanum

  • Capital of Magocracy of Zylos
  • Population: 6,000 (mostly mages)
  • Towering spires, floating structures
  • Magical research everywhere
  • Great Library of Arcanum (largest magical collection)

Notable Landmarks

The Spire of Tears

  • Ancient elven monument in Syl'varel
  • Memorial to Cataclysm victims
  • Glowing crystal at top visible for miles
  • Site of religious ceremonies

Dragon's Rest

  • Mountain range where dragons dwell
  • Dangerous, forbidden territory
  • Dragon's Peak Expedition disaster here
  • Some dragons still active

The Whispering Woods

  • Haunted forest on Sylvaris border
  • Fae influence, dangerous at night
  • Ancient magic lingers
  • Wood elf territory

Crystal Lake

  • Sacred site to elves
  • Healing waters
  • Pilgrimage destination

Ruins of Val'athra

  • Ancient elven city, destroyed in Cataclysm
  • Massive dungeon complex
  • Treasure and danger
  • Popular for dungeon delvers

Dangerous Regions

Wild Magic Zones

  • Areas where Weave is damaged
  • Random magical effects
  • Unpredictable and deadly
  • Mages avoid or take extreme precautions

The Shattered Isles

  • Pirate haven, monster-infested
  • Dangerous waters
  • Some hold pre-Cataclysm ruins
  • Adventuring destination for the desperate

Void Rifts

  • Places where reality is thin
  • Void-beings can enter
  • Extremely dangerous
  • Heavily warded when found

Listed as “Aethelgard - World Overview”

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