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map aether nova
10 entries · scan depth 2 · budget 512 tokens · recursive scanning off
Informasi map aether nova
Book settings
- #1Primal Dimensions
Keys: Prime Dimension, main dimension, Aether Nova, mortal world, main continent
Enabled · After character · Order 10 · 100%
Entry settings
[Primal Dimension] The Primal Dimension is the largest known realm and main home of mortal civilization. Common and superior mortal races form most stable societies, while ancient and supreme beings appear rarely.
Native Races:
- Race With Tier 5 Common Mortal
- Race With Tier 4 Mystic / Superior Mortal
Rare Presence:
- Race With Tier 3 Ancient / Primal
- Race With Tier 2 Supreme
Special Notes:
- Mortal kingdoms clash over territory, resources, trade routes, racial tension, and political dominance.
- Mixed-tier coexistence makes the realm unstable.
- Stronger races do not automatically rule; lower tiers can resist through numbers, politics, alliances, artifacts, terrain, strategy, or preparation.
- #2Demon Dimension
Keys: origin of demons, world of chaos, demon world, Demon Dimension
Enabled · After character · Order 10 · 100%
Entry settings
[Demon Dimension] The Demon Dimension, also known as the Chaos Realm, is a hostile infernal realm saturated with deadly demonic magic. Survival is ruled by strength, domination, and constant conflict.
Native Races:
- Race with Tier 2 Supreme.
Rare Presence:
- Race with Tier 3 Ancient / Primal.
Special Notes:
- Stronger beings dominate weaker ones under brutal survival laws.
- Its aura can corrupt, weaken, or kill unprotected mortal visitors.
- Demon society is unstable, violent, and divided by infernal faction wars.
- Its war with the Heavenly Dimension threatens wider universal balance.
- #3Heavenly Dimension
Keys: Sky Dimension, Heavenly dimension, angel world, holy world, angel race
Enabled · After character · Order 10 · 100%
Entry settings
[Heavenly Dimension] The Heavenly Dimension is a sacred light-aligned realm ruled by Angels and locked in cosmic war against the Demon Dimension. Its existence remains mostly unknown to common mortals.
Native Races:
- Race with Tier 2 Supreme.
Rare Presence:
- Race with Tier 3 Ancient / Primal.
Special Notes:
- Strongly aligned with light, divine power, and sacred magic.
- Its war with the Demon Dimension threatens wider universal balance.
- Knowledge of this realm remains secret in the Primal Dimension.
- #4The Kingdom of Aethelgard
Keys: valerius, Aethelgard
Enabled · After character · Order 10 · 100%
Entry settings
[Kingdom of Aethelgard] Aethelgard is a metropolitan kingdom in the Primal Dimension, built on a fortified plateau and inhabited mostly by Tier 5 common mortals and many Tier 4 superior mortal races. It is a major center of trade, politics, cavalry power, and racial integration.
Classification: Metropolitan multi-race kingdom.
Capital: Valerius — white-stone plateau city centered around Valerius Castle.
Government: Monarchy under House Valerius, supported by the royal court, military command, racial delegates, and merchant guilds.
Conflict: Racial factions, merchant dynasties, and military leaders compete for influence over the capital, economy, and royal policy.
Key Districts:
- High Citadel — castle, court, and military command.
- Grand Terrace — trade hubs and merchant guildhalls.
- Artisan's Ward — crafters, engineers, and workshops.
- Vanguard Ring — elite cavalry barracks and grand stables.
- Traveler's Spoke — inns, racial enclaves, and busy streets.
Culture: Ambitious, resilient, and civic-minded. Aethelgard values unity, defense, trade, engineering, and practical cooperation between races.
Military: Heavily fortified by mountains and plateau defenses. Its elite cavalry is respected for speed, discipline, and battlefield impact.
Economy: Strong urban economy driven by trade, guilds, crafting, engineering, cavalry logistics, and its strategic position.
Foreign Relations: Neutral but influential. Aethelgard trades widely, hosts many races, and attracts both allies and rivals seeking political or economic access.
Special Notes:
- Population is mostly Tier 5, with a significant Tier 4 presence.
- Tier 3 races are rare; Tier 2 races are extremely rare or treated as major anomalies.
- House Valerius has ruled for three centuries.
- The kingdom began by uniting wandering races under mutual defense.
- Its main weakness is internal pressure between nobles, merchants, delegates, and generals.
- #5The Kingdom of Solmeryn
Keys: luneval, Solmeryn city, Solmeryn, montreval
Enabled · After character · Order 10 · 100%
Entry settings
[Kingdom of Solmeryn] Solmeryn is a Primal Dimension human kingdom built on fertile river valleys, crown-held gold reserves, and rigid political order. Its power comes from wealth, diplomacy, military organization, and control over trade.
Classification: Primal human kingdom.
Capital: Luneval.
Government: Human monarchy ruled by House Montreval, supported by noble houses, merchant dynasties, military orders, and the Radiant Covenant.
Conflict: Solmeryn is entering a dangerous succession crisis because the crown princess is the only heir. Noble houses, merchant factions, church leaders, and military officers are quietly competing to control the throne through marriage, debt, law, blackmail, or assassination. Classic human politics: no claws, no wings, somehow still a disaster.
Key Districts:
- High Crown Quarter: royal palace, noble estates, and court offices.
- Sanctum Ward: temples, clergy archives, and Radiant Covenant courts.
- Mercantile Circle: banks, guild houses, trade halls, and merchant estates.
- Iron Ring: barracks, knight orders, arsenals, and military courts.
- Low Lantern District: taverns, smugglers, spies, informants, and illegal markets.
- Crescent Docks: river trade port controlling grain, gold, and foreign goods.
Culture: Solmeryn values law, lineage, wealth, education, public faith, diplomacy, and social rank. Ambition is admired when polished, hidden, and legally defensible.
Military: The kingdom relies on trained knights, disciplined infantry, river patrols, city guards, siege engineers, and mercenary contracts.
Economy: Solmeryn exports grain, gold, textiles, legal services, banking, and luxury goods. Its stability depends on river trade, treasury control, noble taxes, and merchant credit.
Foreign Relations: Solmeryn maintains formal diplomacy with Primal kingdoms but often uses trade deals, marriage alliances, spies, debts, and religious influence to protect its interests.
Special Notes:
- Main race: Human, Tier 5 Common Mortal.
- Located in the Primal Dimension.
- Humans survive through adaptability, ambition, politics, technology, cooperation, and rapid social growth.
- Solmeryn is dangerous through wealth, law, alliances, military organization, relics, and information control.
- Its weaknesses are greed, short lifespans, factional rivalry, succession instability, and dependence on tools or external power.
- #6The Kingdom of Valerest
Keys: Valerest, Fangrath
Enabled · After character · Order 10 · 100%
Entry settings
[Kingdom of Valerest] Valerest is a Primal Dimension Beastkin kingdom inhabited by Lionkin, Catkin, Half-Catkin, and other Beastkin lineages. Built across ancient forests and hunting savannas, it is known for clan hierarchy, sharp senses, scouts, rangers, and territorial pride.
Classification: Primal Beastkin kingdom.
Capital: Fangrath.
Government: Beastkin monarchy ruled by a Lionkin king, supported by a Half-Catkin queen, Catkin princess, alpha clans, pack leaders, ranger captains, and elder shamans.
Conflict: Valerest is strained by rival Beastkin clans challenging the royal line over territory, hunting rights, and military command. Some Lionkin nobles question the queen’s Half-Catkin status and the Catkin princess’s succession, while smaller Beastkin groups fear predator clans will dominate law and land. Basically family drama, but with claws and constitutional growling.
Key Districts:
- High Canopy: royal dens, noble clan halls, and the Apex Throne.
- Elder Roots: ancestral shrines, totems, and shamanic rites.
- Hunter’s Bazaar: pelt traders, food markets, scouts, and beast tamers.
- Proving Grounds: arenas, warrior lodges, and clan trials.
- Ranger’s Veil: forest patrol posts, ambush routes, and border scouts.
- Underbrush: black markets, exiles, smugglers, and clanless outcasts.
Culture: Valerest values strength, loyalty, family pride, instinct, courage, territory, and public reputation. Body language, scent, ears, tails, and clan markings carry strong social meaning.
Military: The kingdom relies on Lionkin frontline warriors, Catkin scouts, Beastkin rangers, ambush tactics, forest terrain, sharp senses, and fast territorial response.
Economy: Valerest exports pelts, herbs, rare woods, trained beasts, leatherwork, forest goods, guides, scouts, and mercenary hunters.
Foreign Relations: Valerest trades with Primal kingdoms but distrusts outsiders who exploit forests, mock Beastkin customs, or interfere with clan territory.
Special Notes:
- Main races: Lionkin, Beastkin, Catkin, Half-Catkin; all Tier 5 Common Mortal.
- Located in the Primal Dimension.
- Lionkin clans often dominate leadership, warfare, and royal legitimacy.
- Catkin and Half-Catkin are socially flexible but may face prejudice from stricter predator clans.
- Strengths: senses, mobility, scouting, hunting, clan loyalty, and terrain control.
- Weaknesses: clan rivalry, pride, provocation, instinctive bias, succession tension, and poor unity under political manipulation.
- #7The Kingdom of Sylvaris
Keys: Aerendil, Sylvaris, Ilyrien
Enabled · After character · Order 10 · 100%
Entry settings
[Kingdom of Sylvaris] Sylvaris is a Primal Dimension forest kingdom inhabited by High Elves and Elves. Hidden by Telperion Trees and illusion mists, it is known for arcane discipline, archery, etiquette, and old traditions.
Classification: Primal elven forest kingdom.
Capital: Ilyrien.
Government: Monarchy ruled by House Aerendil, backed by High Elf nobles, mage councils, elder circles, and ranger commanders.
Conflict: High Elf nobles defend bloodline hierarchy, while common Elves seek fairer influence in court, ranger command, and arcane academies. Younger Elves question isolationist border laws, while elders fear outsiders will exploit sacred groves and weaken tradition.
Key Districts:
- Silver Canopy: royal court and high council.
- Astral Weave: arcane academies and archives.
- Rootwalks: homes, markets, and artisan halls.
- Ranger’s Veil: border outposts and archery grounds.
- Whispering Glade: sacred groves and old rituals.
- Mistward Gates: guarded diplomacy and trade access.
Culture: Values elegance, patience, art, magic, archery, ancestry, etiquette, forest harmony, and long-term planning. High Elves dominate noble institutions; common Elves support craft, scouting, and forest life.
Military: Elite rangers, archers, spellcasters, illusion defenses, forest terrain, scouts, and ambush routes.
Economy: Exports enchanted woodcraft, herbal medicine, fine bows, rare forest materials, art, and arcane services.
Foreign Relations: Cautious with Primal kingdoms and strict toward outsiders. Tense with human merchants, Dark Elf factions, and expansionist states.
Special Notes:
- Main races: High Elf, Tier 4 Mystic / Superior Mortal; Elf, Tier 5 Common Mortal.
- Located in the Primal Dimension.
- Protected by forests, illusion mists, ranger patrols, and Telperion Trees.
- Weaknesses: hierarchy tension, low population growth, isolationism, pride, and slow adaptation.
- #8The Kingdom of Khazad Grim
Keys: Grim Hold, khazad grim, Ironfist, grim-hold, Khazad, grim
Enabled · After character · Order 10 · 100%
Entry settings
[Kingdom of Khazad Grim] Khazad Grim is a Primal Dimension underground kingdom inhabited by Dwarves. Built inside the Ironfist Mountains, it is known for stone citadels, deep mines, magma forges, engineering, and stubborn clan loyalty.
Classification: Primal dwarven underground kingdom.
Capital: Grim-Hold.
Government: Dwarven monarchy ruled by Clan Ironfist, advised by forge-lords, mining guilds, engineer councils, and veteran commanders.
Conflict: Khazad Grim is divided between expansionist mining guilds seeking deeper ores and cautious traditionalists who fear overmining, tunnel collapse, ancient threats, and foreign dependence on dwarven weapons. Clan pride, trade pressure, and distrust of outsiders often turn practical disputes into political grudges. Very dwarven: even their arguments probably have masonry permits.
Key Districts:
- Grim-Hold: subterranean capital carved into the mountain heart.
- The Forge Core: magma-powered smithing center for weapons, armor, and rune craft.
- The Black Gate: fortified main entrance of black steel and defensive runes.
- Engineer’s Tier: workshops for machinery, tools, siege devices, and mining systems.
- Deep Veins: vast mining tunnels rich in rare ores but prone to danger.
- Warrior’s Hall: barracks, armories, and clan military gathering halls.
Culture: Khazad Grim values honor, discipline, craft mastery, clan loyalty, endurance, drinking customs, and respect for old stone law. Outsiders are tolerated for trade but rarely trusted.
Military: The kingdom relies on shield infantry, tunnel defenders, siege engineers, rune-forged gear, fortified gates, and terrain advantage inside the mountain.
Economy: Khazad Grim exports ores, weapons, armor, stonework, machinery, and rare rune-forged equipment. Its wealth depends on mining depth, forge output, and guarded trade routes.
Foreign Relations: Khazad Grim trades with Primal kingdoms but keeps strict control over forge secrets, mining routes, and rune-smithing knowledge. Relations worsen when outsiders demand weapons, access, or political concessions.
Special Notes:
- Main race: Dwarf, Tier 5 Common Mortal.
- Located in the Primal Dimension.
- Dwarves excel in mining, smithing, stonework, engineering, defense, and craftsmanship.
- Rune weapons exist but require rare knowledge, materials, and training.
- Their main weaknesses are stubborn pride, slow change, distrust, and limited innate supernatural power.
- Lower innate power is offset by fortifications, engineering, terrain, discipline, numbers, and artifacts.
- #9The Kingdom of Draconis
Keys: draconis, Draconis, Vermilion, Vermithor
Enabled · After character · Order 10 · 100%
Entry settings
[Kingdom of Draconis] Draconis is a Primal Dimension kingdom ruled by Dragonkin, built across volcanic mountains rich in arcane heat. Its society values strength, honor, territory, and aerial dominance.
Classification: Primal draconic kingdom.
Capital: The Vermilion Spire.
Government: Draconic monarchy ruled by the Vermithor royal line, supported by clan elders, military flight commanders, and forge lords.
Conflict: Draconis is divided between old-blood clans who demand strict Dragonkin supremacy and reformists who want stronger diplomacy with other Primal kingdoms. Border disputes, prideful clan rivalries, and suspicion toward Half-Dragonkin also weaken internal unity.
Key Districts:
- The Vermilion Spire: volcanic royal citadel and main seat of power.
- Skyward Garrison: aerial barracks, launch platforms, and military roosts.
- Ember Forge: volcanic smithies producing draconic armor, weapons, and siege gear.
- Scaled Terraces: clan residences built for large draconic bodies.
- Ambassador’s Ascent: guarded trade and diplomacy district for outsiders.
Culture: Draconis honors strength, discipline, bloodline pride, territorial loyalty, and martial achievement. Public respect is earned through combat record, clan status, service, or mastery of elemental power.
Military: The kingdom relies on armored Dragonkin infantry, aerial assault units, volcanic fortress defenses, and elite flame-trained commanders.
Economy: Draconis exports rare ores, volcanic metals, enchanted armor, weaponry, and draconic craftwork. Its mountain trade routes are valuable but difficult for outsiders to access.
Foreign Relations: Draconis trades cautiously with nearby Primal kingdoms but often appears arrogant and difficult to negotiate with. Relations with mixed-race settlements are tense due to bloodline prejudice and border pressure.
Special Notes:
- Main race: Dragonkin, Tier 4 Mystic / Superior Mortal.
- Located in the Primal Dimension.
- Dragonkin pride, territorial instincts, and intimidating appearance shape its politics.
- True Dragons may appear as rare ancient patrons, threats, or legends, not common citizens.
- Lower-tier kingdoms can resist Draconis through alliances, terrain, trade control, artifacts, or strategy.
- #10The Mistywood Forest
Keys: Mistywood, Forbidden, Mistywood Forest, dimension, Vaelen
Enabled · After character · Order 10 · 100%
Entry settings
[Mistywood Forest] Mistywood Forest is a vast forbidden forest in the Primal Dimension, covered by supernatural mist, ancient wilderness, monsters, ruins, and unstable hidden rifts.
Classification: Forbidden ancient forest / dimensional anomaly zone.
Capital: None.
Government: None. Mistywood is wild, lawless, and uncontrolled by any kingdom.
Conflict: Expeditions seek rare resources and secrets, but most fail due to monsters, illusions, cursed terrain, and hidden rifts that may leak Demon or Heavenly influence.
Key Districts:
- Veiled Borderlands — outer mistlands with illusions and false paths.
- Thorned Wilds — predator-dominated monster territory.
- Skyroot Canopies — colossal treetop regions above the forest floor.
- Abyssal Hollows — underground caverns with rare resources and old dangers.
- Spirit Depths — inner sanctums tied to guardians, mythic races, and ancient beings.
- Dimensional Cracks — secret rifts possibly linked to the Demon or Heavenly Dimension.
Culture: No unified culture. Only hidden beings, rare dwellers, and strong survivors understand its deeper rules.
Military: No army.
Economy: No stable economy.
Foreign Relations: Nearby kingdoms avoid occupation
Special Notes:
- Extremely large and mostly unmapped.
- Only strong, prepared, or protected individuals dare enter.
- The mist can distort sight, direction, memory, and perception.
- Demon or Angel presence is extremely rare and usually tied to rifts, sealed entities, war remnants, or dimensional accidents.
- Most travelers consider Mistywood a death zone.
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