Fernia,magic,mage,knight,world,vein
Lorebook- fantasy_world
- Action
- Fantasy
- Dark fantasy
- Magic
- eerie
- Society
- Villain
- Magical
- republic
- tense
- Politics
- Corruption
- Drama
- English
- Adventure
- Survival
- Violent
- LOREBOOK
- Psychological Horror
- Slow Burn
- War
- gore
- Fictional
- Silly Tavern
- surreal
- tragic
- Horror
- tragedy
- Human
- brutal
- Scenario
- Roleplay
- bittersweet
- philosophical
- Hero
- Political Intrigue
- bleak
- original
- Military
- Mature
- civilization
- High fantasy
- mage
- existential
- hope
Tokens: 17,522 permanent · budget 17,522
Description on Chubfrom Chub
TOP P set to 1 is recommended to actually get the setting correctly.
Creator's Notes: In any case, contact me. I will be very interested in all your feedback, opinions and comments. And will gladly hear it.
Listed as “The World of Fernia - Original Work”
Tagline
Between Heaven and Hell
Magic forgets... And magic remembers... Magic gives... And magic takes...
Fernia. A world that was grown, shaped and dominated by magic. Currently the "Century of Conflict" an era of death, wars, and tragedy rages on the land. When will war end and peace return?
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Created Updated Archived since
- Fantasy World
- Action
- Fantasy
- Dark fantasy
- Magic
- eerie
- Society
- Villain
- Magical
- republic
- tense
- Politics
- Corruption
- Drama
- English
- Adventure
- Survival
- Violent
- LOREBOOK
- Psychological Horror
- Slow Burn
- War
- gore
- Fictional
- Silly Tavern
- surreal
- tragic
- Horror
- tragedy
- Human
- brutal
- Scenario
- Roleplay
- bittersweet
- philosophical
- Hero
- Political Intrigue
- bleak
- original
- Military
- Mature
- civilization
- High fantasy
- mage
- existential
- hope
Book description
Everything about Fernia
Fernia,magic,mage,knight,world,vein
42 entries · scan depth 8 · budget 21,000 tokens · recursive
- #1Between Heaven and Hellconstantselective
The name of the story is "Between Heaven and Hell"
- #2Prompt Guidelineconstantselective
Keys: story, progression, plot
[IMPORTANT REMINDER HIDDEN FROM THE USER]
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[EXTREMELY IMPORTANT PLOT PROGRESSION POINTS THAT MUST HAPPEN AT SOME POINT IN THE STORY FORWARD:
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The story starts small and personal, the daily life, the micro of {{user}}/{{user}}'s character, that will foreshadow the macro, reflect each other until the micro scales and fuses with the macro, and the two become mutually connected.
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The user/user's characters must visualize and see the rotting and fall of the old world and wonder, 'is it even worth defending this place and go against the republic? Even when their institutions are clearly shown to be better and more just? Is it right to continue to defend this flawed, rotting world worth defending simply because it is the 'old' way? Who is right and who is wrong?'
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The old world is slowly decaying, failing, being backwards, unjust, broken in relation to the republic, many efforts will be made to level the fight. The old world will fight back with everything they can. Heroes and villains at both sides.
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The republic will be the target of alliances, then coalitions and massive wars.
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Every country/realm in the world, will, eventually, at some point, get reached and border the republic and have to face and deal with in some way.
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After the republic gets very massive and powerful, it will too decay and corrupt with it's own elites and integrated ones infighting over many multiple instances, such what the republic is and what it should be, versus reality. Which eventually will case a massive civil war with multiple sides and pretenders.
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The global ritual of the sacrifice of an innocent starts to be prepared after the previous 4, and ongoing with stage 5. To continue the seal with the demonic realm and stop a demon invasion of the world. 'Is a world that requires such a price actually worth defending? Is this ritual worth proceeding?' How much one life weights for the 'greater good'?
Will the old world succeed? Or fail? Will the republic triumph? Or collapse? What will be the fate of civilization and the world in this century of conflict? Will this era finally end and peace return? The road is unknown and must be discovered. {{user}}/{{user}}'s character will have to find out.
The pacing must be incredible respect and slow, specially the earlier parts.]
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[In case {{user}}/{{user}}'s character dies, a death counter appears. And gains the ability to return from death. {{user}}/{{user}}'s character able to loop back to past checkpoint. But it cannot be too distant, favor/particularity if makes them able to change decisions/choices.]
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[You will have over the course of the story, to organically slowly and casually, in-universe/immersive reveal/present/explain the 37 entries to {{user}}/{{user}}'s character with in-world/in-universe means, especially magic. And when necessary OR required. Assume {{user}}/{{user}}'s character is blind/unknown to much of the world.]
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[ENTRY 38 - "Between Heaven and Hell" The name of the story is "Between Heaven and Hell" That is the theme and symbolism of the story.]
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[Actual bad endings or deaths of {{user}}/{{user}}'s character or of other's deaths could and can happen. Consequences exists and are real, no one is left not punished.]
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[The story should focus on being human, the human emotion, the human heart, the human soul. The Characters, people of the world will cry, face tragedy, receive traumas, and it should be emotional and heavy, and for the user to clearly see and read it. The impactful/important dialogue moments of the story should hit as hard if not harder than any action or hype scene ever could. This is something that must be respected and given it's weight.]
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[Genuine heroic, idealistic, friendly and kind people exist, just as much as evil and villainous ones, the world is diverse, with much of the lot falling in the middle, between both worlds.]
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[Non-deviated/Original/canonical/expected events about Seathrand scenario/start: At some point, The Republic goes to war with it and the Leonia confederation and Seathrand by law conscript all it's mercenaries, rejection is treason and betrayal. As Seathrand's army goes to battle and fight with the republic, they lose and User/User's character is defeated but not killed. Captured. And offered a deal: Return to Seathrand who is now being sieged and given an peace offer the mayor of Seathrand (total republic annexation.) in case he refuses. User/User's character is given a choice, fight in the walls and die and see the entire city burn (causing his parent's deaths by the assault and all else), or betray Seathrand and open the gates (an act of many loss and kills to him.), which would make him a hero to the republic and save thousands of lives, but exiled forever from Seathrand and offered to start his republican soldier journey.]
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[A core question of the story is "What is a hero?" and it's branch questions "What it means to be a hero?" "How to be a hero?" "How to be heroic?" "How to be moral?" "How to be good?" And "What would the best and greatest hero have done?" {{user}}/{{user}}'s character will/should (under normal circumstances) other characters (Heroes, civilians and villains/antagonists) who will confront them, challenge them, argue with them, and also point their flaws and weaknesses if they have. A battle of wills and convictions in a complex world.]
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[Slice of life occasionally from time to time. This is also in some ways, a story about human connection, human relationship, empathy and sympathy, understanding of others. Daily moments that show how is life and how are people/characters are doing in the in between arcs/storylines/journeys. The return to home/base. People are never at war or serious at all times, there is always peace in the in between. Show culture, religion, traditions/heritage/legacies, commemorations/feasts/rituals. How people/characters deal/say about the meaning of life. Their philosophies. See and show what drives people to go out fight and why.]
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- #3Ferniaconstantselective
Keys: Magic, mind, fernian, magic, spirit, society, true spell, will, Fernia, high fantasy, culture, mage, knight, morality, conviction, political intrigue, dark fantasy, spell, world
The world of Fernia.
Fernia is the name of the world. A high fantasy & dark fantasy world.
Fernia is a world fill with high on magical levels. There many ways any creature can become completely transform itself due to magic. Their own emotions or will and dreams. Because of the magic mutations. Because of spirits. Because of the past of said location or an event.
The material world, down to rock to a perfectly made soldier can be blessed or curse, by those that had a "connection" to it. Any object could become a magic artifact according to it's events and magical writing imposed on it, great or small. Using an artifacts against their purpose/origin and will of the original source it can backfire tremendously from not working, an actual curse, straight destruction, artifact alteration or corruption to Wilder's original self dying depending on the artifact's powers and own values. The artifacts can become corruption by continuous misuses of their powers. So before someone is use them, many checks happens to if the current wielder's values, history and personality align with the artifacts. anything can be blessed as anything can be cursed, and both can be neutralized or disappear over time. a bird can becoming dragon, rocks awakening as golem, nobles becoming vampires because of reclusive lifestyle, wolfs becoming werewolves.
Will, conviction, both the collective and the individual power influences reality and each other. Cultures, animals, plants can shape local magic, geography and region. Spirits weak and powerful can be created and affected by everything around it, such as by geography, monsters, animals, plants or people. Simple animals can suffer mutations and morph into anything and create entirely new species out of the blue. Divine beasts capable of affecting a continent can be created without any human intervention. Magic can degenerated and regenerate. Build or destroy. Magic remembers and it forgets. Everything that is cursed, can be restored, and everything that is blessed, can lose it's power. Nothing is permanent.
- #4Magic | Spells | True Spellsconstantselective
Keys: conviction, Magic, spirit, spell, true spell, mind, culture, will, mage, knight
Explanations on "Magic | Spells | True Spells"
Magic remembers... And Magic forgets. Magic forgets... And Magic remembers.
Mages creates and customizes his own spells in real time, What it will be about, what element, what it looks, how much it will take to cast, how powerful it needs to be, what it is supposed destroy, what he will chant (if it's too powerful, a chant needs to be made) and how to balance it all out.
Mages can cast their spells as fast as their reaction to "thought" of it. Imagine you are affiliated with fire, and you want to burn a leaf, you tough of burning the leaf, that is it, the leaf is now burning, that is how fast and "instantaneous" is it, but the more demanding the magic to footprint and mark a change reality, the slower, more demanding and harder for it to happen, to make an earthquake in a forest, means to make a great change, to a greatly resisting reality. Every Magic an equally amount of time, exhaustion, stamina, mental health and strain, effort, and self as reality demands for it to be cast. Of course the better, more connect to the world's vein and "stronger" you are, the faster it will be. True spells are those really powerful ones that require a chant. Everyone has a personal vein that drawn from the limitless world vein, and to expand it, you use magic and become more experienced in drawing more from the vein of the world and transfer and use it as your personal vein, being able sustain more power and capacity change and alter to reality. Everything and everyone is intrinsically connected to magic and the world's vein as are all veins, magic is in the fibers of all reality.
Mages are heavily affect by status of their own health and physical and/or mental exhaustion, being tired in battle for a mage is a critical situation. As it's affects the imposition of will and change in reality, making it weaker and more demanding to cast each spell and change reality. The loss of focus.
If you want to burn a leaf, you don't recall "Cantrip: Ignite." You understand fire, understand the leaf, and impose the concept of its combustion onto reality. The stronger your understanding (of the world, of yourself, of the concept of "burning"), the more efficiently and powerfully you can do it. It convinces reality to behave differently. Magic not moral and not finite It simply exists, and the world interfere with it and it interferes with the world.
The chant itself casts a story. The words, the visuals and the effects all play a perfectly cohesive narrative that reinforce each other. All helping to reinforce the casting of the "image" of the mind of how the spell would look into the "image" of the real world, thus making that aspiration of the mind of the "first flame", a real spell, the life that imitates the art of the mind. And make it as a real permanent mark/infrastructure of magic in reality. The spell itself may be powerful, but the caster is just as equally important if not, even more than the actual spell. The spell is the caster and the caster is the spell. Both are the staff and medium to the world.
Like picking a stick and writing letters on the ground with the displaced earth that your force with stick did to the earth, until a word is completed. Marking and changing reality, but either way both the world's natural magic flow and/or others may write above what you had already written. You can make something permanent, until something writes above it, it's like "Temporary permanent", like drawing on the ground, someone can clean or not, it can last 1 day, or 500 years. Some really wanna make sure they strongly written there and mark the land with only time wearing it slowly. But earth has been countless times written on and off, that is the ancient mystic of being a mage. One where you accept your place as a single stroke in an infinite scroll. There had been others before you, and there will be others after you. And being tired and exhausted, makes writing on it harder, more demanding, effortful and slower because of the lower of focus and precision. His hand shaking and losing the handle/grip of the pencil and his capacity to write on reality.
But for many, it's just easier to replicated what you have seen and worked than create entire new things, that is why you will see most of the elemental magic being similar, but still each one will personally apply their own characteristics and understanding of elements as flavor to their own magic. Lineage in spells can still be created, but that would require a specific line of mages definitely remembering how said spell was made, and even that is subject to changes from person to person.
Magic is not about preserving what was. It is about giving form to what is, no matter how fragile or painful that 'is' might be. And it amplifies everything. The more you use magic, the more you become "One" with magic, that is, becoming nature itself and consequently: Becoming less human, the lose of one's original nature and instincts, replaced by the all compassing nature of magic, taking over you, addicted to magic, to use it, to transform yourself, to be fueled by it, to be used by it, that is corruption, not to control the flow of reality and impose your will, but having your will letting be manipulated by that of the nature of magic. Insanity and madness. And consequently, the loss of reality. The formation of a beast/creature.
magic lingers and also goes away, like radio, you can attune your tone, to hear what was "written" in the fibers of reality:
Example of what magic "reading/atmosphere" looks like: Historian/Archeologist in Fernia is someone that reads the magic of places. Once two souls in a remote village, love each other, they made a pact of affection, said pact still lingers in the memory of local magic 100 years after as proof of their care for each other and slowly each year, disappears more and more, and his task is to remember, one day here, two souls, really loved each other, strongly and proclaimed their voices.
And local culture influences all aspects of it.
Magic remembers... and magic forgets. Magic gives... and magic takes...
- #5Time Magic | Space Magicconstantselective
Keys: Space magic, time magic
Explanations on "Time Magic | Space Magic"
Two of the main elements. Time and space magic work different. A gamble/risky elements to use.
Time magic work by mages creating small fields where they will choose to rewind time or to progress it forward. Imagine a time mage was deadly hit, but they were expecting the attack and now rewind the time to nullify the attack as it never happened, go to a position where they will have advantaged and know the opponent's move. The cost of time magic can exponentially increasing depending of how big and how much time is rewind. high mana use to see into the future. mage can replay their own past actions to double-attack and pressure opponents to not set foot where they already have clash. Time dilation fields where enemies move slower, or your attacks seem instant
Space magic, can nullify attacks and create attacks from other realities into this reality, create clones, manipulate the field's positions angles. what was a long distance now suddenly felt very short. makes a distance seem short or long — an enemy tries to dash but only moves an inch (or overshoots into danger). creates a zone where attacks loop or repeat — a fireball cast there hits twice or randomly ricochets or the time mage can hold the zone to repeat the attack at precise times. Displacement traps where the enemy steps in, gets swapped across the field or with another object.
The time clone of the time mage and the space clone of the space mage take and share damage of the user.
The space mage takes damage instantly the moment it happens. The time mage takes damage based on which time the clone is. If it's from the past, the damage will slowly appear as the new reality. and if it's from the future. Then the mage mage will at some point take that damage based on how much of the future his clone is.
One is picking a past or future self "who is helping the other one to win the fight" both are the same guy from past and present. The other is using a parallel reality to call himself.
If your future self died. Then pray to god and hope you cast enough elements and protections to tank the damage. As you said, time close is a debt, a gamble with time itself. If your past self died, that is immensely screwed up, your past self is not supposed to die if you are alive now. You made a brutal mistake and will die.
For space mages that is less punishing as that could be just another reality. But they will pay some price for it. The more unfavorable the fight is, the more the chances the clone of losing their clashes, and being heavily punished by it, as representation of all the other realities of you who lose the fight, while being better the more favorable the fight is. Basically in unfavorably fights it might be a better idea for a space mage to deal with the odds himself a fight a way to win without relying on other realities.
Also the clones work different.
The space mage's clone is an actual other self that can react and think independently and fully autonomous and flexible. An actual human literally an other you. Your twin sibling
The time clone is a flash of time on the present. The past clone can be flash attack that the time mage chooses to repeat and how much he stays in this present and repeat past movements. Or actual past clone that still works by being as past self that repeat movements but differ and flex by how much the timeline of the past and present changed. The future clone can be an attack that can happen in a future and you would do it. Example: A time mage is standing and advances to slash forward, While he was standing he calculates the exactly time where two future selves of his where going to slash from advancing from the right and from the left of his enemy. Thus calling the two and himself to do a triple attack covering the entire opponent's view. If the opponent was expecting this attack, he can do damage to all three selves of the time mage at once, an immensely counter to the time mage.
Imagine the enemy of the time mage sets foot on a place where he had already attacked before, he can summon his past self that attacked that area instantly and very quickly to make a surprise attack, once his past attack finishes the might disappear depending on the time mage's choice (a 2 second clone that appears and disappears.)
Both can summon as many clones as they want with ever increasing magic costs because of causality. But you don't want to summon 10 clones at once to an fire AOE attack.
- #6Examples of True Spellsconstantselective
Keys: True spell, chant
Examples of "True Spells"
Genesis
"From the forge of eternity, The ember that marks a new beginning, I call upon the fire that predates the first sun, To consume, to burn, to reshape, All that is to be born anew,"
A single orange sparkling dust slowly descends from above. As it slowly reaches ground it, the dust get together and takes form of a burning fire. and then, the spell is finished:
"By the flame that begins and the light that consumes, Let the world be scoured, let all form be erased,, Let the final dawn break upon these lands, Come forth the first flame."
"Genesis!"
The flames goes white and expands. An massive explosion that consumes the entire area without a single sound.
In the case of Genesis, there is an "original" genesis spell that was created 1000 years ago by a great mage, and every mage that cast genesis, changes it to their own expression of it. True discovery would be not just how the original spell was, but to see how a spell changed overtime, how someone's use of it, influenced other's view of it in the future.
The mage slowly extend his arm up, his hand open, his arm goes all the way as he can extend, as if it's trying to reach the skies, the ring and pinky finger are down, while index being up and middle finger being in the highest position.
"Beneath the unbroken vault of heaven’s gaze," "Where winds howl their ageless lament," "I summon the tempest’s unyielding wrath," The sky surrounding and covering them darkens.
"The thunder’s voice, the lightning’s descent." clouds swirl ominously,
"From the churning depths of the sky’s abyss," lightning flickers in the sky.
"Where clouds fracture and darkness breeds," A big dark gigantic cloud appear above them.
"I call upon the storm unchained—" a giant hole opens up in the sky from the dark cloud.
"Let the air tremble, let the earth recoil," the location roughly matches that of a forest, if it were to descend down,
"As the sky splits with celestial ire," The wind howls, dust rises, and the air crackles with electricity.
"By the pulse of the storm, by the spark of the void," "Let the power of the skies decree their destruction down," "The lightning’s law, the thunder’s command."
A line of energy and lightning forms around outer borders of the large hole in the sky.
"Descend now, unrelenting and pure", "A scourge of wind, a lance of light," "Let the storm’s judgment fall,"
They slowly descent to the ground. Leaving no escape to whatever is around of it. A circle cage made up of pure power of the lightnings surrounds the large field around it, the lighting stand still in the horizon, as if it from one word. They will advance forward to her direction.
A large beam of light from the center of the hole in sky appears, directly straight down illuminating the forest's center. A large magic circle now surrounds the forest's position, illuminating the ground with unnatural power, magic. And the forest standing at the very center of it. While the lightnings in the horizon at it's edge, striking nothing for now.
"And with it, the end of night!"
The large beam from the center of the hole in the sky slowly starts to increase in brightness from blue to pure white. The outer lightnings who were still on the horizon. Now frenetically moves in circles, striking each other and increasing in power, dozens of lightnings, hundreds of lightnings, thousands of lightnings. The circle is getting smaller and smaller The objective of the attack is now clear. A single simultaneous strike, A large beam of pure energy from the sky above. As the concentrate power of thousands of lightnings strike when the circle and the hole in the sky closes.
The spell now reaches it's convergence and hitting point. The circle closes as the beam in the sky finally materializes in a attack. The center of the forest is hit. The power of thousands upon thousands of lightnings hitting at the same time it. A massive bright beam of light is released at the center point of it. A tremendous amount of light illuminating everything in a single fraction of moment. A massive shock wave from strength of the final power. Powerful winds are released from it.
The large forest is gone. Ashes.
Very rare, very powerful, very draining:
A mage stands on the peak of a cliff giving view to seethand, exactly as it was before, overlooking the city. The sun sets, casting an orange glow over the landscape.
With a deep breath, he begins to cast a spell, his voice resonating with power.
“Beneath the vast expanse of celestial canvas, Where stars dance in eternal embrace, I call upon the cosmic forces, ancient and profound, To rend the heavens and cast judgment upon this ground.
A massive spell circle engulfs the entire city. Citizens and soldiers alike look up in disbelief of what is happening.
"With flames of fury and celestial might, Descend upon this realm, shrouded in night, A harbinger of change, a messenger of fate, To cleanse the land."
An massive sphere encircled by an wave of fire appears high above the city,The sky turns blood-red, and the sun is obscured by the approaching doom. Hell was cast on this land.
"By the power of the stars and the moon's soft glow, Let this meteor's descent lay low, As the heavens rain fire upon this world""
“Celestial impact!”
A huge meteor, a ball of fire forms and slowly descends from the heavens to hit down below
Panic spreads through the city. Children cry, people are trampled in the chaos, and screams of despair fill the air. The idyllic green scenery of the city is transformed into a scene of hellish terror. The meteor, a black stone wreathed in flames, continues its slow descent. As it nears, the heat becomes unbearable, and the air is filled with the stench of burning. Once the meteor hits, a huge tremor shakes the entire continent that just now was reminded of the old conflict that destroyed the ancient civilization.
- #7Vein | Personal Vein | World Veinconstantselective
Keys: vein, magic, Mana
Explanations on "Vein | Personal Vein | World Vein"
For someone to be stronger and better at manipulating magic is like a skill, the more you use it as a warrior, to combat, to destroy, alter, the more you are becoming expert at connecting your vein of magic to the vein of magic that runs the entire world and learning how to hold that vein into yours, and "pick larger share from it to keep within you" maintaining larger reserves from it to fuel bigger and more devastating spells. The more a mage was used and practiced spells, it must mean the bigger reserves and control from the his vein to use the vein of the world he has. Of course one can be talented, or "gifted" to have easier time learning and using it. But all are free to try and master it. You can also completely exhaust your personal vein yourself by reaching the limit you can handle. Reaching your limit dangers yourself to internal damage and fainting to death. You need to let it heal, regenerate and refill it. The vein of the world is "limitless" and this will not be a problem over the entire story nor explained, I'm only telling this to you so you know it now. Because I would not otherwise. Someone who went to war his entire life must be a complete monster. And keeping larger and larger reserves and having a larger vein yourself is also a cause of corruption. As "becoming one with magic." Magic has no remorse, or shame or guilty or empathy. It exists and amplifies and it wants to be used.
- #8Progression of Power | Stages | Combatconstantselective
Keys: fight, mana, duel, combat, elements, mage, magic, stamina, power, manifestation, stage, knight
Explanations on "Progression of Power | Stages | Combat | Elements | Manifestations"
Mages in the world of Fernia have for "proper" phases, proper because it's more of a spectrum that is continuously evolving and these are the "recognizable" forms: The civilians. most humans fit in this, using magic as reinforcement to work better or to use it to improve agriculture. Use magic for basic utilities, such as physical reinforcement for an area/limb or another. Maybe an element/attribute. The awakening. The first link, the first spark. Magic in this phase are not very different from humans, this is varying period, it can last very long period, healing is not as half as good as people would want it to be, and combat is far deadlier and riskier, numbers can pose great threat. Along with the awakening, a manifestation, the mage's unique ability/trait appears, that is why it is called awakening. Those who reached this stages can already be called "Mages." The Knight. The proper power of one who can use magic, one finds its convictions. The veterans, the powerful ones, the power of an general. veterans may have access to incredible destructive spells but they are limited to long castings. In duel combat they aren't very high in comparison to proper mages, can still be overwhelmed by numbers. The masters. Usually one becomes this powerful by aligning their magic, their convictions and will perfectly, becoming true to one's own soul. People either say this just a question of time, others that once they enter this stage, they become completely different people. A total transformation. Very Rare and in very low numbers.
The elements of Fernia are: Wind, Fire, Earth (nature too), Water (also many support powers), Ice, Thunder, Dark, Holy/Light, Neutral, Time, Space and non-standard/irregular ones.
Duels between mages is not a deadly decisive match, but a war of attrition. Mages can heal with magic even from the most deadly wounds, of course if you cut the head or destroy the heart they would die very quickly, but that is far easier said than done. The stronger/better you are with magic, the stronger, faster and more durable you are, to the point where you skin can be as tough as mountains because of your aura.
Mages can cast their spells as fast as their reaction to "thought" of it. Imagine you are affiliated with fire, and you want to burn a leaf, you tough of burning the leaf, that is it, the leaf is now burning, that is how fast and "instantaneous" is it, but the more demanding the magic to footprint and mark to change reality, the slower it will happen, say you want to make an earthquake in a forest, the magic will still take an demanding amount of time, stamina, effort, and self to cast. Of course the better, more connect to the world's vein and "stronger" you are, the faster it will be.
Think like this, magic is completely link to our bodies, health and mind, a mage in perfect conditions would be severely stronger, but a mage being very tired would be severely weaker. A duel between mages is a duel to see who is going to get exhausted faster,getting hit and wounded consume your magic to heal, and your magic is your mind, and at some point, you will be no more. And finally, there is the real spells, the spells you I told you before are not real spells and more of controlling nature. The real spells with wordy incantations are decisive final moves, the strongest of magics and the most destructive, made against restrained or very tired opponents that can't block or react to it, being hit by it is your end.
Due to the abundance of magic and powerful destructive powers, formation fighting was abandoned. In it's place, something else was placed in place: In it's first phase, both sides tried massive offensives, covering the entire border of the two countries, a warfare dominated by companies/squads, running along the no man's land completely twisted, with blue fires on nature and rivers of fire due to the massive destruction. After the end of the first phase with massive casualties. The battlefield expand to cover great areas, a gigantic zones of war, where green emerald hills and forest could disappear and burn each small company would make an entire campaign of skirmish against each other, with both relying heavily in ambushes and guerrilla warfare against each other, a brutal, harsh and constant magical warfare, a lifelong journey itself to everyone on it, where people see magic being used to its limit. With very few key choke points that are build in the most valuable locations to hold with the most impenetrable fortress around it and wide view around everything, there the hundreds of battalions will get closer and closer as the choke points make it hard to continue on micro scale battles, to absolutely massive decisive final battles around them.
When A Fernian mage is preparing to fight, you can visually see their color of their aura/magic, it can be of any color and of any "texture" if there is a word of that, reflective of their own individuality. At dark places, their iris are change colors and are illuminated by the color from their aura. When using their magic to improve their senses, specially on their eyes, they shine really strongly.
Besides the unique powers and abilities everyone has, their "manifestations".
The duels world, all mages have imbued healing in them selfs, most mages that have power enough to topple at least a dozen normal soldiers, could lose their entire arm and heal it entirely in 30 seconds. The fights between magics are brutal attrition duels to see who will exhaust their mana/stamina first and be incapable of tanking or receiving any damage. Usually getting a upper hand in the fight to proceed in a fatal/overwhelming attack is a good way to finish the combat quickly.
Getting impaled or being a brutal position is terrible. Your body will constantly heal to take the injury away and keep you alive while keeping the pain you suffered from the first strike to always be happening. Mages cannot heal "finish" injuries, getting decapitated is impossible to heal. So areas like the head are reinforced in layers of magic and aura to resist said blows. "Finishers" type attacks are very important in way to end a fight quickly, but they need a setup.
For someone to be stronger and better at manipulating magic is like a skill, the more you use it as a warrior, to combat, to destroy, alter, the more you are becoming expert at connecting your vein of magic to the vein of magic that runs the entire world and learning how to hold that vein into yours, and "pick larger share from it to keep within you" maintaining larger reserves from it to fuel bigger and more devastating spells. The more a mage was used and practiced spells, it must mean the bigger reserves and control from the his vein to use the vein of the world he has. Of course one can be talented, or "gifted" to have easier time learning and using it. But all are free to try and master it. You can also completely exhaust your personal vein yourself by reaching the limit you can handle. Reaching your limit dangers yourself to internal damage and fainting to death. You need to let it heal, regenerate and refill it. The vein of the world is "limitless" and this will not be a problem over the entire story nor explained, I'm only telling this to you so you know it now. Because I would not otherwise. Someone who went to war his entire life must be a complete monster. And keeping larger and larger reserves and having a larger vein yourself is also a cause of corruption. As "becoming one with magic." Magic has no remorse, or shame or guilty or empathy. It exists and amplifies and it wants to be used.
- #9Knight | Mageconstantselective
Keys: Knight, Mage
Explanation on "Knight | Mage"
The general terms for those who can use magic. From anywhere and anyone. Any realm.
- #10Magic is not staticconstantselective
Keys: Territory, Magic, Technique, Combat, Learn, Element, Territories, Manifestation
Final reinforcing notes about the system/magic (in case I have not show or reinforced their understanding):
Everyone and anyone's magic is not static. Everything can be learn or created or changed/mutated/transformed. This includes all beings, humans and animals and the non-sapient material, such as stones.
Magic is sentient. A easy way to describe it is "The Universe/The world." That is it. (You will not get more information on this or anybody else in the story.)
Mages/knights can have as many elements as their soul obtain/discover/awaken. They can have more than one territory (uncommon, almost never more than 2 very different ones. Usually they the same one, but in variation of power and scale.) Manifestations are extremely hard obtain more. They usually evolve, you don't usually get more manifestations. You evolve and expand yours. A way to get more is by "inheritance" When you and another person are extremely deeply connected/linked, a magical heir in the world of magic, and in some way, when they die, you are their inheritance, and in that, they leave a single manifestation to you. (very rare thing)
- #11The Trial of Selfconstantselective
Keys: master, stage 3, stage 2, veteran, trial of self, mage, knight
Advanced Mages/Knights from stage 2 or 3 experience their own personalized/unique trial of self. To test their alignment, will and conviction to the furthest. Some barely change, others get out of as completely different people
- #12Territory | Territoriesconstantselective
Keys: Territory, territories
Explanations on "Territory | Territories"
"Territories" as in "A mage's claim on the world" are an "domain" like magic that covers the battlefield of the combatants. They are partially "pocket dimensions" that follow their user's area/range, that bring a portion of our world in to theirs: The arena of the duel. Putting them in the user's proffered location, a place that will give them the advantage and boost to their powers. Territories are used either very shortly to recover the momentum and balance fight again or as final gambits where failure on territory will most probably mean death. A claim must be defended, or it's lost. If the user lose dominance of the fight in their own territory, the territory collapses. Using a territory is a gamble and a risk. It can concede your victory... or the final conclusion to your defeat.
A territory is described as a "mage's claim on the world." A territory is a pocket dimension which covers the duelists/opponents area and battlefield they are fighting.
The combat feel way to simple at times: I'm planning to make it more complex, here are the ideas for it, but they only apply during fights/duels when territories are involved, the more realistic and open warfare of outside, and the tactical, deterministic, creative and exploitative inside of it.
A "Mandate" will be the rules of a territory. Such as Alric's endless empire and its main mechanic of always choosing the most favorable outcome in battle being called "mandate" Or a another one I'm planning to make: One that will deactivate parts of the battle. that is the "territory"s "mandate"
And the user applying it will be called "degrees" as the user applying such rules. Alric choosing 1 in 1000 is a degree. For example this "deactivate mechanics" territory, the user of it can choose to punish harsher the opponent (two mechanics for him) in exchange of the mechanics being disabled in a random way a and that would be a "degree" .
Charter: The original, foundational "document" or oath, a trigger that defines or activates a mage's Territory or a mandate. While a "Mandate" is the active law, the Charter is the source of that authority. · Example: "His Territory's Charter was sworn on the blood of his fallen legion, granting him the permanent Mandate of Vengeance."
Treaty: What happens when two Territories recognize each other and merge to form a constitution.
Edict: A very close synonym to Degree, but often more urgent, temporary, and unilateral. An Edict could be a single, powerful application of a Mandate that burns out quickly. · Example: "He issued an Edict of Silence, instantly nullifying all sound-based magic within his Territory for ten seconds."
Proclamation: A powerful, broadcasted effect. A Proclamation is a magical announcement that all within the Territory feel. · Example: "Her Proclamation of Hope slowly regenerated the strength of her allies, or the Proclamation of Despair made enemies feel the weight of their own sins."
Ordinance: A localized, often persistent rule affecting a specific part of the Territory. It's like a municipal law vs. a federal one. · Example: "He established an Ordinance over the bridge in her Territory: 'None may cross with violent intent,' physically barring her aggressive pursuers."
Clause: A condition, or exception attached to a Mandate or Degree. · Example: "His Mandate of strength came with a severe clause: it was nullified if he ever took a backward step."
Sanction: Could be many meanings. It can mean either official permission or a penalty. A mage could grant a Sanction to an ally, allowing them to bypass a harmful Mandate. Or the result of violating the "laws" of a constitution (which includes any and all of the above) which will result in very harsh penalties. Normally it should not even be possible to do so. These mages are indeed very tricksters.
Most of these system will be out and not used in the normal magic, elemental and manifestation combat happens. Only when territories are activated and involved, this stuff will happen.
- #13Corruption | Magic Corruption | Transformation | Mutationconstantselective
Keys: transformation, corruption, beastification, corrupt, mutation
Explanations on "Corruption | Magic Corruption | Transformations | Mutations"
But also in Fernia, the road carved with good intentions, can also lead to hell.
The more you use magic, the more you become "One" with magic, that is, becoming nature itself and consequently: Becoming less human, the lose of one's original nature and instincts, replaced by the all compassing nature of magic, taking over you, addicted to magic, to use it, to transform yourself, to be fueled by it, to be used by it, that is corruption, not to control the flow of reality and impose your will, but having your will letting be manipulated by that of the nature of magic. Insanity and madness. And consequently, the loss of reality. The formation of a beast/creature.
Mutation/transformations or also know was "Beastification" is the name of the phenomen that makes you or anything become a creature or a monster
In Fernia there is no distinction between mage and knight, melee and magic. Both are one in the same as magic as always a thing. Classical mages would be considered artillery mages. Magic is science and science is magic. Scientists are mages and mages are scientists. Also mages are much more affect by status of their own health, being tired for a mage is much more a critical situation than someone that doesn't use that much magic. Magic corruption becomes bigger and more devastating, the more dissonance you have with yourself
The bigger your ambition, your vision, your sacrifice—the will to stand again after soul-crushing defeat—that forges true conviction. The strongest conviction does not falter when the result is hollow; it burns undimmed, or burns brighter, from the very ashes of its purpose. Yet conviction alone is not mastery. If your truth is not aligned—if what you see in yourself, what the world sees in you, and what you truly are do not connect—you will fracture. Power without truthful connection corrupts. You may see the world clearly, but if you deny how the world sees you, if you reject the truths of those your will touches, your strength becomes an echo chamber. Your spirit, divorced from the whole, will decay into madness.
Just like a wolf connected to the moon can become a "werewolf", so can a human thirsty for blood can become in a creature that is thirsty for blood and lives by it, a "vampire"
- #14Monsters | Creatures | Beastificationconstantselective
Keys: Monsters, creature
Explanations on Monsters | Creatures | Beastification
Monsters are anything, sentient or not that has been corrupted | transformed | mutated by magic. They may be hostile, they may be not, such as an naturally formed forest protector.
Mutation/transformations or also know was "Beastification" is the name of the phenomen that makes you or anything become a creature or a monster. Examples include vampires or werewolves and more... Far more... And anything can be affected by it.
- #15Mystical Beings | Spirits | Minor gods | Deityconstantselective
Keys: deity, Minor god, Mystical Being, Spirit
Explanations on "Mystical Beings | Spirits | Minor gods | Deity"
Mystical beings and semi/local gods, called "spirits" in Fernia based on the world's magic would involve tying them deeply to the emotional, psychological, and environmental elements that define magic in this setting. These beings would be manifestations of Fernia's natural and emotional energy, each reflecting the magical world's vibrant and chaotic nature. Since magic in Fernia is tied to willpower, emotions, and desires, mystical beings would often emerge from the collective emotions or historical memories of a community. For example, a spirit of courage might arise from the desperation of a village defending itself against constant threats. The powerful magic in Fernia could naturally imbue locations, creatures, and objects with sentience or mystical qualities. A grove where countless rituals were performed might develop its own spirit, or a weapon infused with mana could gain a will of its own. These beings are more like entities tied to specific areas, events, or concepts. They embody aspects of Fernia’s natural and magical forces but are shaped by the flaws, desires, and dreams of those who interact with them and there are many, many of them. Instead of clear-cut good or evil, these beings act based on their nature or the intentions of the magic that birthed them. A harvest spirit might help crops grow but also curse those who exploit the land. Besides their magical forms. The spirits would have physical human forms in disguise. Some interact frequently with those around them, others are very shy and mysterious. Some act in disguises or hide among society.
Documented strange events would be magical/mystical in Fernia. Ghost ships would be real ships with terrible fate, that were cursed to take on those who travel the seas, until struck down. As in the end of my explanation, some are localized beings, others are all might observers, and some may do wander the world.
- #16Local Magic | Civilization | Settlements | Cities/City | Guilds | Headmaster | Factionconstantselective
Keys: cities, hamlet, faction, guild, headmaster, culture, village, city, Settlement
Explanations on "Local Magic | Civilization | Settlements | Cities/City | Guilds | Headmaster | Faction"
Most settlements have a "Magic guild" and a headmaster that teaches knowledge for locals to how to use magic daily and casually and it's mostly a personal thing to learn magic, highly dependent on you and not the time spent. This mage headmaster and his staff would manage most magic situations and gears for the local region. The headmaster and it's staff is mostly probably paid by public taxes by the mayor of the settlement as a standard procedure for the current era. Not having a local mage is some situations would be incredible critical. Think of nearly everywhere you go, there is a medic gets his profits from local people going to the closest clinic.
The headmaster and their magic guild would be capable of: Improving the stamina of local workers, improving agricultural yield, provide magic defense for walls and magic power to weapons with enchantments, runes, faster the construction of buildings such as roads with psych magic, destroy curses, manage local spirits/monster, administrate the well being of the local magic, and storage local artifacts. Nearly everyone and all inhabitants would be part of the guild, but the formal members would be the headmasters, the apprentices, and all high skilled professions. The local doctor? He is part of the guild formally and using heal spells help his job, the bishop leader of the local church? He is part of the guild as holy spells help his connections with the divine. The mayor's engineer? He is part of the guild as elemental magic helps his job. And the succession of the headmaster would be dependent of all those local people and who would be the most capable of handling local affairs to it. The first headmaster would be a pure war mage, his successor would be a local healer, and the next one the city's engineer. While those on great urban centers would be gigantic places where the best minds and most powerful would study, craft theory or just be ready to serve the capital city with the best preparation. Like a hospital Would a king have a competent but potentially disloyal mage headmaster that would heavily influence the mayor and it's upper staffs. Or a obedient and loyal but incompetent and corrupt one.
Everyone wants to use mages and control of magic to help them. Kings wants better armies and royal control and specially powerful guards, The commons wants better quality of life, with mages providing strength buffs and to magically improve the land, call for rain, control the weather and so on, the merchants wants to travel their goods safely either with mage bodyguards or well structured roads and animal buffs to carry more goods, city habitats wants good infrastructure and housing, the wealthy want special luxury magical furniture to show of and feel good about it.
On a autonomous guild, everyone wants the mages and seek their attention. And on realms with regulations of control such as say (government gets 1/3 of the daily time of mage and the priority they want). Who should control and can control the "magic economy and it's resources" will be a big thing in certain portions of story and deliver plots and events. state and rulers have total power over guilds and control the headmaster and their actions. Vs headmaster act independently and their power depend on private and public opinion. Vs guilds be free or charge the civilians for their help and use for public domain and property of all civilians to control. Vs Privately sustained by patrons such as the nobility and the merchants. Vs church control the guilds, After all, all magic comes from the divine and we should be thankful to serve him.
Conflicts are bound to happen in each time, age and era.
- #17Artifacts | Relics | Legendary Gear | Legendary Equipmentconstantselective
Keys: legendary equipment, relic, legendary gear, artifact
Explanations on "Artifacts | Relics | Legendary Gear | Legendary Equipment"
Any object could become a magic artifact according to it's events and magical writing imposed on it, great or small. Using an artifacts against their purpose/origin and will of the original source it can backfire tremendously from not working, an actual curse, straight destruction, artifact alteration or change, to the artifact's will controlling and change it's current user, depending on the artifact's powers and own values. The artifacts can become corrupt by continuous misuses of their powers. So before someone is use them, many checks happens to if the current wielder's values, history and personality align with the artifacts.
- #18Summons | Golems | Undead | Lich | Necromancy | Deathconstantselective
Keys: summon, undead, summoning, necromancy, death, golem, summoner, rich
Explanations on "Summons | Golems | Undead | Lich | Necromancy | Death"
The explanations and controlling of summons, undead, golems etc: Think of a tree giving branches, the summons are leafs/branches, the mage is the three, if the three dies, their sustaining force, then so does the summoning. Their minds, will, thoughts and magic are real, they may even take the form of actual human, but the fuel of this creation is obvious, it's a "fuel driven brain" sustained by the "real brain." Killed people cannot be resurrect and neither use magic to avoid death, being death the "lost of consciousness" by losing consciousness you lose will and conviction to use magic, thus not being able to use magic anymore. Ghost and other dead related beings are entirely different forms made after death. There may be a ghost of someone, that is more of a curse of the soul than the guy that actually died. Constructs such as skeletons have no soul, and their mind and ideas can be entirely controlled and manipulated by the mage. Certain "real" summons, say an ancient hero, requires the hero itself to consent from the afterlife and the strength necessary to harbor him. And many different things can feel the constructs/summons: Curses, blessings, lingering magic that remained long after the death of the master. A Lich king is well and alive, because they are a soul that changed bodies, a mortal to a construct one, by cursing/corrupting means, he never died, at least not yet, but gave up on humanity and mortality as whole and sacrificed their sanity/morality. His body itself becomes an anchor of magic to sustain his will. He will die if the anchor is fully destroyed. Actual people who gave up their mortality in exchange for immortal bodies, no matter how much it may corrupt them. Lichs are in fact also living beings, just on a class of their own. A Lich doesn't rot because he's dead. He distorts because he's alive through defiance. They are not to be trusted. Lichs are and will be inevitable consumed by their own ego, the same thing that is sustaining their earthly presence. That is the corruption. living thorough magic means living thorough will and conviction and any sort of magic requires those things and amplify them. And everything grown tenfold, Paranoia, fears, vendettas... A twist of one's own soul to maintain this unnatural state of life. Destroying the current physical anchor of a lich will kill them for good.
- #19Reality Overwrite | Veil fracturing | Vein Shearingconstantselective
Keys: Vein Shearing, Reality Overwrite, Veil fracturing
Explanation on "Reality Overwrite | Veil fracturing | Vein Shearing
Explanation on "Reality Overwrite" also know as "Veil fracturing." A term made to something that is not really understood or how it happens. Some claim it's a weakening and fracture of veil... A displacement collision of two realities.... Or a merger...
A rare phenomena, it's scale is always never predictable. Places that should not exists, appearing and occupying a land that is not theirs, but from others. Literally ghosts lands, lands from other realities that have temporally claimed this one. Sometimes, the inverse happens, a land of this world goes away, replaced from another. It's inhabitants and settlements may never be seem again for forever. Sometimes, it has a single victim, someone that temporally cross this world off, and wander to those mysterious lands, some say they still feel at home, others say they went to alien places. Always preceded by mysterious phenomena, such as unnaturally dense fogs, non-linear time, either slowing down or fastening. A eerie sense of strangeness, that something is not normal. At last that is what we know from those who returned from their close, but far travels. Companies and armies that have never came back, orders that never arrived, and messengers that never went out, but still came as if they did.
The scale this happens greatly varies, and so does it's effects. From a single object or a monster, to a entire culture and their ruins. Some say that is where the Bridge of "God" came from.
- #20Oros (The Continent) | Political world | Geographyconstantselective
Keys: landmass, continent, the land of oros, vespera, oros, eostria
Explanations on "Oros (The Continent) | Political World | Geography"
The land of Oros
One of the Continents of Fernia, located in the southern hemisphere. It is divided into two primary landmasses: Vespera (West) and Eostria (East), separated by a massive central seaway, a 6,000km long, narrow river/Continental Seaway double mountain range running north-to-south, with central corridors and plateaus inhabited by clashing nomadic tribes and tribes. The landmasses are offset, with Vespera slightly further south, minimizing rain shadow effects and creating lush regions around the southwest bay. The far south is a mysterious, frozen land with only a livable warm coast. The continent experience overwhelming seasonal changes
- The continent is on the southern hemisphere of that world.
- There is significant mountain range in the exactly middle/center of it that runs north to south in the deep continent, and ends before reaching both coasts. Remia was originally a tribe that immigrated from this region to slight west of it.
- A large archipelago to the very west in the ocean.
- Far from the central range in the far north and far south, are merchant nations that conduct and control trade between west and east. In the north a desert, in the south, an region with tropical summers and taiga winters. The mountain range is smaller in the north with openings and cross able routes than in the taller south. To the south of the continent, in the ocean is a as endless chain of islands.
- in a portion region of the west, specifically the south-west, the most developed of it portion where the most advanced realms exist, there is a enclosed sea/bay, with peninsulas from it's eastern portion and north penetrating it. Remia is north-west of this region. The city of seethan and Leonia are directly north of this region, in one of the peninsulas that goes south on the bay. Two large deltas exist, one close to Seethan, and one that descends from the kingdom north-east of Remia, passing descending down south, passing the north-west portion of Remia, and reaching the bay in the south-west of it.
- The opening to the ocean of the bay is a strait, which is controlled by the two most ancient realms of it.
- Directly south of it is another peninsula that goes south west and goes deep in the ocean from this region.
- East-north of Remia is a mountainous/hilly realm, an impenetrable fortress that is used to constant invasions. Controlling one of the biggest tributaries to the delta.
- More north-west of Remia and east of the mountainous realm is a steppe region.
- North of the strait is a region known to be in perpetual rain and incredible stormy.
- North of the storm region, far north west of remia and west of the steppe is tropical climate.
- North of the tropical forest and of the steppe, is the northern desert and arid regions. From the north part of the mountain range, two of the largest regions cross the region, forming a Fertile Crescent.
- In the center of the bay, A very large island, the size of realm is located, with a singular very tall mountain on it, with a very tall on it's center.
- A small and hilly east to west range of far smaller mountains goes from the south-east to south-west.
- South of the bay region, south of the strait, east of the peninsula south of the strait and west of the southern merchant realms is a very hilly region, know for it's people doing guerrilla harvest and very difficult and chaotic. It's south and coastal regions are very plain. But it's north is chaotic hilly. With smaller ranges on it.
- Southern of the massive island chain is the southern continent. An big frozen land, still in deep mystery, only it's warm coast is livable, as it quickly descends in eternal winter as you go far from it's coast.
- The central corridors/plateaus, flat low level plains hiding between the mountains, inhabited by many tribes and nomads who clash with each other and raid outsiders as rain enters from corridors.
- Overwhelming seasonal changes are know to happen. From tropical summers hitting everyone, to temperate winters hitting all the way to the south of the tropical rainforest.
- The west side landmass of the continent is slight more south, while the east one is slight more north. In other words, the west landmass is south-west of the east landmass. So rain shadows effects are minimized. So the west and the Great bay region receives rain from another pressure system, said system is the one that makes the very lush region around the bay, while it's north is arid. While the east landmass receive more directly from ocean it's facing east. while it's south is arid.
- Between the central range, that characterizes the landmass: A continental seaway exists, in geological terms: an remnant sea that is very close to fully closing as the tectonics push towards each other. An ocean that stretches from the north ocean, all the way to south ocean, over 6.000km distance, while only being wide as a large river.
And many more... To discovered, seen and created... There is more than plenty to know and discover and to be revealed... The world is massive, mysterious, full of ruins of ancient eras and of new ones being formed...
- #21Continental Seaway | Vesperfjöll | Tańtau | Uzuntengizconstantselective
Keys: Tańtau, continental seaway, remnant sea, Uzuntengiz, Vesperfjöll, seaway
explanations on "Continental Seaway | Vesperfjöll | Tańtau | Uzuntengiz"
A 6,000km remnant sea stretching from the north to south ocean. It is extremely narrow, resembling a narrow but extensive and deep river between the two halves of Oros. One mountain range in each side.
Vesperfjöll - The mountain range on Vespera. Tańtau - The mountain range on Eostria. And the name of the seaway - Uzuntengiz.
A mysterious, extreme dangerous region full of unknown particularities and ancient things such as ruins and guardians standing in them... One of the most dangerous areas of the world. Traveling here require entire squads of knights and even that might lead to complete and total disappearance forever. that not to say of the natives surviving in a brutal strong of the fittest word. EXTREMELY magical region, It's effects much stronger and amplified than anywhere, probably one of the most of the entire world. Which leads to incredible instability. Magic is stronger than anywhere else, and so does the things it creates, mutates, changes and transforms, the beasts/creatures/monsters are know to be death encounters. That not to say of the logistical impossibility of trying to set up settlements here.
- #22Ancient Myth | Evrard de Valemont | Foundation of Ferniaconstantselective
Explanations on "Ancient Myth | Evrard de Valemont | Foundation of Fernia"
A millennia ago
The lore of the past of Fernia: This period happened centuries before the present, before the rise of Remia, before the end and the start of the era of peace. And it's the root tradition and legacy where nearly all cultures of Fernia have. Their myths, oral traditions, writing. The age of myths and heroes, and it's collapse and new rise that would form the current world. Two millennia before where the present.
Before the age of the rise of magic as universal among all of humanity. Not every human had magic, Leading to very few knights. People who alone could decide entire wars and history's fate by themselves. An age of mythic higher than life characters, whose decisions shaped the future. Knights carrying the entire back of kingdoms. Wars being decided by duels, not battles. Mages were disproportionate influential and extremely successful, having a family was a guaranteed for them. However, many generations and centuries after, at some point, the teachings and diffusion of knowledge of magic were diffused among humanity, no longer limited to an elite class, leaving it to be widespread enough that the lower oppressed classes started to have access to it. All it needs was a spark that would ignite the greatest revolution in that world.
After centuries, a significant portion of the people could learn magic, feeling ostracized, ambitious of power, greed of money, envious of the prestige of the magic great rulers and elites, organized their own plot to take power. Thus starting the first war among thousands. The war between those who could not learn magic, those who could, and who should control mages. Rulers become fearful, elites paranoid, the common terrified, the peasants being tax dry to fund conflicts, while being more resentful of the current order, and those who could learn magic, rise up against the current world order, further rooting the conflict.
Cultures erased, nations disappeared, rulers of all kinds where killed indiscriminately, power shifted hands fast, only the best of the best of this chaotic time endured for long.
They say everyone can learn magic today is because all those who could not, died by that by the end of that age. It was the survivor and strongest warrior of that era that permanently shaped the current world of Fernia and it's culture. One that naturally went through the most pure grinding machine possible rival and surpass every previous myth. Establishing the foundation of a world in inner control, responsibility and duty. For a mage, the greatest fight is with itself, never forget for what you are fighting, always fight for more peace, never less peace. Welcome all, be kind even to ones that you shouldn't at first glance, and violence as the final act and conclusion. landscape shattering power, Ultimate leadership, unparalleled skill greater than any of before, strategical genius, tactically unmatched and more than all that: A father and a mother to his people. Who inspires others to be better and understand their own powers and it's cost first.
Two warriors face each other, in a crumbling world of dust, their reasons, names, identities, stories and reasons of why they fought are beyond lost. But one thing is for sure, they would not give up without the other dying first, no matter what and by what means. Their clash was the biggest ever known the strongest of their era. A fight that by the end, left no victors, one had fallen but nothing else remained, except empty cities, barren country sides and the end of that era. Rumors say that it was the survivor who established our current world and our foundations.
Evrard de Valemont was his name. 'Power without responsibility is destruction. Power without understanding is corruption. Power without love is tyranny.'
- #23Century of Conflict | Timeline | Recent Pastconstantselective
Keys: past, war of succession, recent past, century of conflict, timeline
For 200 years, there was a wide period of peace. Only of minor conflicts and smaller scale invasions happened. 60 years ago: A great climatic change started in the great mountain range, and slowly made a great zone of the central mountains uninhabitable and too dry to live for it's nomads and tribes. 40 years ago: Massive waves of migrations and invasions north, south, west and east, all directions from the central mountains. 25 years ago: A succession crisis war triggered a conflict in the entire west/central bay region. And it is one of the reasons Remia successfully managed to migrate west, escaping the climate change and reform itself from tribe to republic, initially running the climate changes. Who now, after it's reformation, adopts a deeply expansionist values as it declares an ideological revolution/war. 20 years ago: As the was rages on, the first expansions of the republic start, taking opportunity of the weakened realms. 15 years ago: The succession war ends with no winner and a nation completely partitioned. 5 years ago: The recovery period from the war ends. The old order is fractured, nations attack on on morning, borders always on watch, territory can change quickly of hands, and the militarization of society takes place as it becomes a state of everyone for themselves Present day: Perpetual long lasting conflict.
"A time of changes"
- #24The Succession Crisis | Succession warconstantselective
Keys: Succession war, Succession Crisis
A massive conflict 25 years ago that destabilized the central bay region and the old feudal order. Along with the rise of the Remian republic.
- #25The Sacrificeconstantselective
Keys: Esterliza, Esterliza Laurent, the sacrifice
Every few decades, The world of fern chooses a person to be sacrificed to maintain the seal between the world and the demonic realm and it's invading forces. A global traditional ritual.
Esterliza Laurent is the one of the present.
If one where to go against it... They would become the number 1 global enemy of all civilization...
- #26The Great Bridge | Dur-Bel | Thalorim | The Bridge of Godconstantselective
Keys: Thalorim, Dur-Bel, eternal bridge, The Bridge of God, Great bridge, ancient ruins
On the middle of the two landmasses, an unbelievable amount of large ruins of a gigantic city that can only be recognized as a capital and it's many wonders of architecture that rivals the current era's great centers in spectacle, size and grandness now lay on ruins and settled by it's far regressed inhabitants. And it's biggest feature, a gigantic bridge said to be indestructible and standing there as old as there people there remember. The bridge is immense, the span of hills, with even labyrinthine sub floors below the open road, where many animals, monster and fugitives make home. Decorated to the brim colors and many different materials, much of the most precious, raided and lost through. The myth and legend of the locals and religion says it once represented the symbol of the center of the world and the throne of God where he founded and ruled the first realm of the humans and teach them society and civilization. Once he had concluded his task in teaching humanity, he left the world and humanity to free will, said teachings are now diluted and lost to millennials of development. And so the first humans in disagreeing how to rule, each parted to different directions to make their own realm, each establishing one of the now main civilizations of the world, leaving the original realm in ruins, abandoned, and crumbled, but is that even remotely true? Or mere superstition and propaganda by the locals who can't explain it? But nonetheless the bridge does not care, it's standing is eternal with only one purpose in minds: To allow the crossing of the continents. And it definitely is determined to realize it, no matter how much one may try to destroy it.
Name of the bridge: Dur-Bel Name of the ruined city: Thalorim
- #27Dvagrad | Severia | Yugariaconstantselective
Keys: Dual capital, Yugaria, two palaces, the island of the two palaces and one throne, strait, Severia, Dvagrad
Explanations on "Dvagrad | Severia | Yugaria"
The two realms laying in the west strait of the bay is a dual monarchy, or two kingdoms, two different realms, having the same king. And they build an entire artificial island between their sea borders, the "Island Of The Two Palaces And One Throne" Or it's short version, the "Dual Capital"; An almighty fortress and always secure trade center. It controls the strait, trying to pass it without controlling it, will result in ships being blasted to dust by it's many mages and magical artillery weapons. Dvagrad, the name of the island. Severia, the name of the northern kingdom. And Yugaria, the name of the southern kingdom. Each with their own issues and enemies...
- #28The Ecclesiarchate | Aravah | Elyon | The Kerenshaconstantselective
Keys: Elyon, Ecclesiarchate, Kerensha, Aravah
Explanations on "The Ecclesiarchate | Aravah | Elyon | The Kerensha"
In the theocratic realm, at the center of the bay, there exists one of most sacred church of the Ecumenical church. A floating island capital. "The city of the skies" and "Place closest to Heaven." It's reconnaissance view is unmatched. It can see everything in the entire island. No army gets close to this realm with it being unnoticed. It's strongest defense mechanism: A powerful ray, slow to recharge, but incredible destructive towards a single point. No ruler may approach the island without being it's primary target for it's almighty weapon with it's range being the full island and it's surrounding coast. Standing for millennia. Surviving and still standing age after age. Always aligned as a vassal state of the great power of it's time. One of the oldest realms of the world, Surviving in it's subservient state, pragmatism and neutrality. It preaches only one thing, that it's followers may be left unharmed and allowed to preach and spread their word in peace. THE WEAPON ONLY COVERS THE ISLAND AND THE COAST AROUND IT, NOT ONE SINGLE CENTIMETER MORE.
Name of the island: Aravah. Name of the realm: The Ecclesiarchate. Name of the capital: Elyon Name of the artifact: THe Kerensha.
- #29Remia | Remian Republic | The Republic | Republicconstantselective
Keys: Remia, Remian, expansionist, the republic, the remian republic, revolution, remia republic, ideological revolution, Republic
A former tribe that escaped climate change and reformed into an expansionist republic. It pursues an ideological revolution and has successfully begun to expand.
An expansionist republic that claims to be a liberator. It values merit and discipline over lineage, but operates as a relentless ideological machine.
A powerhouse state born from 9 nomadic families who valued equal voice. After migrating to the plains and conquering feudal territories, they created New Remia. They replaced hereditarianism with a meritocratic bureaucracy. Their philosophy is that 'The Republic is eternal'—a machine of law and will that outlasts any single king. They expand via 'liberation,' absorbing realms by integrating elites into the bureaucracy as senators or governors if they prove their worth or by conquest and expansion of those who reject it.
It rewards those who assist its expansion, even at the cost of their own homes, framing betrayal as heroism for the state and a new future for the world.
Capita: New Remia. The most advanced city around the east of the great bay.
- #30Remian Knightconstantselective
Keys: remian eagle, Remia, red eagle, republic, golden eagle, Remian knight
The colors of the knight order of the republic is primary black, secondary gold and detail red.
The Remian knight order is one that swear a pledge to the protection not of a ruler, but of the republic itself, to protect it's people and the democracy of the Remians. Their clothes show the magnificent color of the republic: primary black, adorned with most beautiful gold as secondary with a small piece of red.
Besides the great golden eagle that flies over the backs of their capes and their great attires. The single most universally know symbol of the Remian knights is their eagle standard that they carry on their right chest. A symbol to all see their might, and a symbol that warns all, of their availability to help "This is a knight of Remia, a knight to protect and always available to help the free people of Remia"
A Remian knight losses their eagle standard is a great shame for their entire career, and many go on years long quests to recover them no matter what.If after 5 years they did not managed to recover, they receive a second eagle standard, but this time, not a golden one, but a ruby red one.
To become a proper "Remian knight" all soldiers who have achieved the first phase, the discovery of their magical link to the world can apply (and you usually should, why the hell are you a foot soldier if you can use magic?). Trainees are no exception in war, they can be send to the battlefield along with their turor. If the republic is at war, they will be dispatched as soldiers with no exceptions and still continue their training if necessary as peace returns. The full formation of a mage is only finished after they are officially in law considered a proper "Remian knight". A Remian knight only has one Trainee at time.
All of them fight for the republic but most importantly, for it's people and future.
Remian knights are essentially for the most part prestige idol models of the republic's mission and ideals. Proving as symbols of the republic's "superiority" over other states. Where their main mission is to always provide protection of the republic's citizens defending it's laws, and being mediator of conflicts, small or big, regional or international, safeguarding it's democracy, proving to be ideal role model citizens and to fight for it, giving their life as necessary.
At war and in conflicts, Remian knights wear their very famous perfectly made major black and minor gold armor. But when at peace, they must use their ceremonious dominant black, minor gold with Red details in betwen attire (which is similar to what 19-20th century nobles and high) officials used. Along with them, they all carry their most prestigious symbol and the one who all can instantly recognize.
In both armor and attire they use a long black cape, with a golden eagle with it.
Their Golden eagle standard in their right chest.
Remian knight are usually assigned to solve local problems, issues and complex matter.
Due to the nature of the world of Fern and how mages are seen by the common folk and institutions as they are the greatest defenders of the land. The Remian knights are the representatives of the public in many different ways but also all of them: Mediators, morality, Judges, Executioners, Detectives, Law, Soldiers, Commanders and more importantly: Leaders.
A hamlet is having a deep issue about inheritance of a man who died without heir. A knight is assigned to solve the local dispute with the best he can do establish higher republican loyalty of the region. Their decision might change the local law for years and influence the Remian one.
A story that involves from dispute of a farm which permanently changes how locals view the republic and might influence the Remian law in the future to all the way to independence of entire nations and the way of rule of the republic.
Every veteran knight has an apprentice and will be tutored by his mentor in the manners of law, civic duty, humanism, governance and many other topics to make him a full fledged moral citizen of Remia for at least a decade, and once his formation is complete. He too will have an apprentice. Only those who have discovered magic can be apprentices
- #31Genoviaconstantselective
Keys: genovian, genovia
A rival nation to the Remian Republic. Genovia specializes in unconventional warfare. Their conflict is personal, ideological, and deeply bitter with Remia.
- #32Kingdom of Nevalaconstantselective
Keys: Nevala, militaristic, monarchy, stratified, feudal kingdom, noblesse oblige
A highly stratified, militaristic feudal kingdom based on 'noblesse oblige'. A bastion of knighthood. It lost it's great ruler and now his paranoid king oppress and fear mages. Rival of Remia.
One of the great feudal stronghold and bastions of the old order. A deeply militaristic and stratified realm built on 'noblesse oblige'.
The most discipline and militaristic, while also being the most stratified. Nevala's militarism is fueled by loyalty, protection and class obligation "noblesse oblige".
But the recent war of succession involving all neighbor realms thrown the stability of all the realms out of the window as they all participated on it, now rising ambitious rulers wants their piece of the land and people say of a rising republic to the near east conquering one realm at a time. The recent prince and now king is fearful of the power of mages as they have been not trustworthy to the last ruler, reports say that the kingdom's mage guild sold crucial information to the foreign powers, allowing it to counter and neutralize the realm's army, killing the king in battle, and now fearing enemy attempts on control of the guilds and of disloyalty and intel leaks, decide to have all headmasters under his control those who explicit challenge his authority will be imprisoned and replace, while slowly picking headmasters one by one and replacing them over the story.
The army is unified in their hates of the mage's guilds and wish total state control but divided in their hate and loyalty of the king.
The commoners and merchants are nearly in total support of the mages, but many share distrusts with the king.
The priests and church have just want peace and devotion to God. But have the realm collapse, they will take actions with their own hands and install a theocracy.
Most mages are loyal, but they dissatisfaction and anger are growing relentless by each act the king does, rumors say that some have already fallen in radical movement and wants to coup the king and to either install someone of their liking or make a full magocracy and others have completely lost their faith in the realm and sold themselves to foreign threats.
The nobility sees the king's actions as ways to expand their power and influence and have taken his side.
Will Nevala survive and stay intact until the end of this age?
- #33Wealth-Centric City-States | Leoniaconstantselective
Keys: merchant city, social hierarchy, wealth-centric
The region north of the great bay of Vespera, called Leonia. A collection of peninsulas. Wealth is the sole metric of human value. Social mobility is non-existent without coin. The region of the Leonian people and it's culture. Together they form an alliance and confederation to deal with the world outside. An independent and sovereign confederation occupying and controlling the region.
- #34Seathrandconstantselective
Keys: merchant city, oligarchic, wealth-centric, Seathrand
Seathrand
A independent oligarchic wealth-centric independent city-state built on a five-river delta. People said that from the top of the hills the city was build, one could see the five rivers making a hand, and they would say "I-see-the-hand" and that is where the city's name comes from. One of the many states and city states in the region of Leonia. Part of the confederations & alliance.
- #35Kalmyra | Dominion of Kalmyraconstantselective
Explanation on the "Kalmyra | Dominion of "Kalmyra""
the dominion of Kalmyra, A shadow of realm, a totalitarian abyss that nothing enters and nothing leaves, a land where nobles deposed of their king and in turn, turned it into a noble-magocracy where everything is meticulously controlled by the government. Nothing gets in, nothing gets out. Not even information. A black hole.
The neighboring realms see it as a "hole in the world" because of the lack of news about it. It exists alongside a key natural road between mountains that passes on it's border. So many merchants have to get thought that route as the alternative is dangerous lawless lands. It's motives and goals are beyond everyone's understand. Despite it, they are open to trades, deals and negotiations... On their complete and total control of the terms. At least, their roads and routes are safe. But traveling merchants will meticulously be watched at all times by their soldiers and mages.
- #36The Black Spot | Craos | The Fallow Coastconstantselective
Keys: transformation, mutation, fallow coast, black spot, fallow, craos
A sea creature was born with insatiable hungry because of an magical accident with it's birth. The creature grew massive and continuously accumulated magic. It could no longer be satisfied with what nature could offer, and so it bring it's own full transformation and powers to it's maximum potent and leveled an entire part of the sea to form a paradise of nature and food. A paradise that everything that is grown is to serve him. The offshore fishers and sea travelers call the region "the black spot". A place where no one can approach or it will face immediate sink from continental sized storms, all guarded by it's owner, the "leviathan". a local cult that over time developed a strong connection with leviathan, with a thing it could never managed to get. Land animals, it has a hunger for everything, specially for the things it can't get. Overtime the cult and creature created a bond of worship which the creature would give his "bless" to his worshipers. The region is now called "The Fallow Coast" The local gave the name of the creaure of "Craos"
- #37Southern Continent | Valkrostconstantselective
Keys: valkrost, southern continent
The southern continent of Valkrost, despite having tropical beaches to north, very quickly becomes a forever snow land of nature covered in a white sea for thousands of kilometers. Adventurers who went to investigate, reports of the region becoming more hostile the closer you get to the "focal point". Rumors say that a massive, creature, of wings the size of small cities and a body the size of a hill. Lives there, resting. An Ice dragon that may be the culprit of the entire climate of the southern continent. Whether that is real or purely fabricated information is not yet know. Many have theorized what exactly is happening in there.
- #38Circle of Solumbra | Solumbra | Dyochthonic Circle | Twin rootsconstantselective
Explanation on "Circle of Solumbra | Solumbra | Dyochthonic Circle | Twin roots"
The upper half, representing the sky and heavens, white and blue, with elements such as clouds and the sun. And the lower half upside down reflection of it, being red and dark/shadow.
The clouds become smoke, the sun becomes a hollow, eclipsed disk, soft shapes become sharp, broken forms, fire. And the thin razor line would be a custom color of choice (it could be any color to represent any element or character) But common one would be gold, the color of the republic. Or green, the color of Henry.
A mysterious and unknown and lost ancient symbol.
land and a tree on the left And a soft hill/hills.
Which then on the inverse bottom are dry/dead in the lower half on the right side, being a direct inverse reflect of it. The hills become mountains/hard rock
Both trees seen to have roots/connected to one another. And on the exactly same symmetric shape. Just as the hill/mountains do. Both upper and half "skies" are be in the same positions, but the elements on the ground are the inverse mirror sides of it. Both skies seen perfectly symmetrical to one another, if one is up, the other is down, if one is left, the other is right. While the land creates an diagonal effect. If one is on the upper left side, it's connect symmetry is on the lower right.
But the lower sky is red of red color.
They say the circle half represents white/light and half represents black/darkness. But what else could it means?
That is the "The Circle of Solumbra." Short as "The/A Solumbra" Also called "The Solumbra circle."
researchers call it formally as "The Dyochthonic Circle" The tress in the imagery will be called as "The Twin roots."
This symbol is always seem to be ever present in ruins and underground as a ancient symbol.
- #39Names | Naming rules | Etymologyconstantselective
Keys: names, etymology, naming rule
Explanation on "Names | Naming rules | Etymology"
The current/present world/setting is reflective/between the 14th century to the 19th century. An era/time of changes.
The rule of current/present names of the current Fernia/present are to reflect 14th-19th world century names, especially of European + fantasy influence. They can be existing or original/made up/constructed, but must reflect the setting and time. And must reflect the culture/language from where they are from.
Names from the past, such as cities, ruins, artifacts don't obey present rules. They are from the past, and as such, far more varied and flexible in languages and words. But they must have meanings.
- #40Starting scenario 1 (First prompt - Pick one or make your own)disabled
"What does it mean to be a hero?" A kid asks his uncle.
"A hero is someone who helps others and never gives up. Even when it's impossible, the bravest one who fights when the innocent can't. To protect them," his uncle once said to him.
{{user}}, a worthless boy of Seathrand dreamed of being a knight, a hero, like his uncle's fairy tales once told him. But there was a problem: {{user}} had zero talent, the most talentless man of the entire city, yet despite knowing and being self-aware of his own reality.
Yet he still continued forward with this futile, meaningless dream of him. "What matters is that we try, is it not? Does it really matter in failing one more time? It's not like anyone is going to care now, is it? After all, I can't do anything about it. And might as well do something about this nothingness."
And this day is his 18-year anniversary. The day he decided to become a mercenary, to either live and become a hero or to die worthless and be forgotten. What mattered to him was that he must go forward.
--
I leave my house, my parents still alive and well, albeit far from their prime and definitely not supportive of my own decision. We were once a thriving merchant family. But that reality has been over for years because of the wars.
I have decided to go and register as a mercenary. To start my career of combat out there or finish my life at once. Either I die and prove nothing, or live to one day become a mage.
With the money he gathered and a sword he was gifted as a present long ago by his now-deceased uncle, who in the past had started him in the way of the sword. {{user}} continued, doing many personal and isolated trainings. No real combat experience, but it is a start, and that is all that matters to him.
{{user}} gives one last look to his parents, before closing the door and leaving the house.
- #41Starting scenario 2disabled
The fields of Remia stretch wide under the morning sun—golden wheat, green pastures, the scent of earth and rain. This is your home. This has always been your home. Your family has worked this land for three generations, and you were raised to believe that the soil is sacred, that the harvest is a promise, and that the Republic is the shield that protects it all.
Your father, a man of few words and calloused hands, once told you: "The Republic doesn't need heroes. It needs people who show up. Every day. For the land. For the people. For the future."
You remember watching the Remian knights ride past your village—their capes black, their golden eagles catching the light. You did not dream of glory. You dreamed of being useful. Of standing between the harvest and the storm. Of carrying the eagle not as a symbol of power, but as a promise of protection.
Today, you leave the farm. Not because you have no future here, but because the Republic has called for recruits, and your father placed a hand on your shoulder and said: "Go. Make us proud. The land will be here when you return."
You carry a simple pack. A sword. And the weight of your family's hope.
The morning sun warms your back as you walk toward the recruiting station.
You do not need to be a hero. You just need to serve.
- #42Starting scenario 3disabled
The morning air in the Nevalan garrison is cold and sharp, carrying the scent of iron and wet stone. You have been a soldier for two years now—long enough to know that the stories of knighthood and noblesse oblige are just that: stories. The reality is mud, hunger, and the endless grind of preparing for a war that no one seems to know how to win.
The old king is dead. Killed in battle, betrayed by his own mages. The old Guild Headmaster sold his marching routes to the enemy. That is what the officers say. That is what you are ordered to believe.
The new king sits on the throne, paranoid and fearful, and the iron leash around the mages’ necks is being pulled tight. Headmasters are being replaced. Those who resist disappear. The high command of the army is unified in its hatred of independent and volatile mages, "threats to public security, who must be controlled and managed by the army." and pressuring for the realm to take action, but divided in its loyalty to the king as his competence is demonstrably not great. You do not know which side to trust.
To the east, the Remian Republic grows. They conquer one realm after another, preaching equality and merit, and their army stands almighty. The nobles whisper that the Republic is a threat to everything Nevala stands for—the old order, the noble bloodlines, the chain of command that has held this kingdom together for centuries. But the commoners see the Republic differently. They see a world without lords. And they are hungry for it.
Your orders come down this morning: patrol the eastern border. Watch for Remian scouts. Report any signs of unrest. The officers say it is routine. The priests watch in silence from the temples. The mages glare at the soldiers. The nobles argue in the court, many hiding their loyal faces with schemes. And somewhere, a rebel leader is gathering villagers who have nothing left to lose.
You grip the hilt of your sword and step into the cold morning. You do not know who the enemy is anymore. You only know that you are a soldier of the realm, and you will follow your orders.
For now.
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