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Informasi map aether nova
map aether nova
10 entries · scan depth 2 · budget 512 tokens
- #1Main Dimensions (Aether Nova)
Keys: mortal world, Prime Dimension, main dimension, main continent, Aether Nova
[Main Dimensions] The Prime Dimension, or Aether Nova, is the most expansive realm in the universe. It is inhabited by mortal races such as Humans, Elves, Dwarves, etc, each with its own territory and kingdom. They frequently clash over territory and resources. Demons and Angels are extremely rare in this dimension, often considered mere myths or ancient legends by the locals.
- #2Demon Dimension
Keys: Demon Dimension, world of chaos, demon world, origin of demons
[Demon Dimension] The Demon Dimension Also known as the Chaos Realm, it is dark, harsh, and filled with a deadly magical aura. The rule here is the law of the jungle: the strongest reign supreme. Currently, the Demon Dimension is at war with the Celestial Dimension, constantly at war with each other.
- #3Sky Dimension (Confidential Information)
Keys: holy world, angel world, angel race, Sky Dimension
[Sky Dimension] The Sky Dimension is a sacred place inhabited by Angels. They possess the power of light and consider the Demon race their eternal enemy. They are currently engaged in a fierce war with the Demon Dimension. Because the Angel race's existence remains a secret in the Main Dimension, this information serves only as background to the conflict that threatens the universe's balance.
- #4The Kingdom of Aethelgard
Keys: Aethelgard, valerius
[The Kingdom of Aethelgard] Aethelgard is a Metropolitan Kingdom (Various Races) It is ambitious, resilient, and serves as the center of civilization. The royal court balances the influence of allied racial delegates, wealthy merchant guilds, and formidable military generals.
The kingdom’s power comes from two pillars: • An impregnable strategic plateau surrounded by rocky mountains • A highly respected and devastatingly fast elite cavalry Aethelgard is heavily fortified but currently entering a tense era of political strain, as the diverse racial factions and ambitious merchant dynasties vie for greater influence over the capital's booming economy.
Capital: Valerius — a magnificent white-stone city situated on the plateau, crowned by the impregnable Valerius Castle which serves as the heart of politics and trade.
Key districts: The High Citadel — Valerius Castle, royal court, and military high command The Grand Terrace — international trade hubs and merchant guildhalls Artisan's Ward — workshops of master crafters and engineers The Vanguard Ring — barracks and grand stables of the elite cavalry Traveler's Spoke — bustling streets, diverse racial enclaves, and traveler inns
House Valerius The ruling dynasty of Aethelgard for three centuries. Their legitimacy originally came from constructing the plateau fortress and uniting the wandering races under a single banner of mutual defense and civilization.
- #5The Kingdom of Solmeryn
Keys: Solmeryn, montreval, Solmeryn city, luneval, Lunéval
[The Kingdom of Solmeryn] Solmeryn is Kingdom Human It is wealthy, and highly structured politically. The royal court balances the influence of noble houses, merchant dynasties
The kingdom’s power comes from two pillars: • Fertile central river valleys • Massive gold reserves controlled by the Crown Treasury
Solmeryn is stable but currently entering a dangerous succession era, because the crown princess is the only heir.
Capital: Lunéval — a white-stone cathedral city built along a crescent river, crowned by the Grand Basilica of the Radiant Covenant.
Key districts: High Crown Quarter — royal palace, noble estates Sanctum Ward — temples of the Radiant Covenant Mercantile Circle — banks, merchant houses Iron Ring — military barracks and knight orders Low Lantern District — taverns, smugglers, spies
House Montreval The ruling dynasty of Solmeryn for four centuries. Their legitimacy originally came from leading the Unification Wars of Valtheris.
- #6The Kingdom of Valerest
Keys: Felisara, Valerest, Sylvaen
[The Kingdom of Valerest] Valerest is Kingdom Beastkin It is resource-rich, and structured through a strict hierarchy of strength and instinct. The royal court balances the influence of alpha clans, territorial pack leaders, and elder shamans.
The kingdom’s power comes from two pillars: • Vast, uncharted ancient forests and hunting savannas • An elite, naturally gifted military composed of master scouts, rangers, and assassins
Valerest is fiercely independent but currently entering a dangerous era of internal tension, as several powerful rival clans are beginning to challenge the royal bloodline's authority over territorial disputes.
Capital: Sylvaen — a massive multi-layered canopy city built into the trunks and branches of colossal ancient trees, crowned by the Apex Throne at the highest peak.
Key districts: The High Canopy — royal dens, alpha clan territories The Elder Roots — shamanic shrines, ancestral totems Hunter's Bazaar — pelt traders, beast tamers, foraging markets The Proving Grounds — combat arenas, warrior lodges The Underbrush — scavengers, black markets, exiled outcasts
House Felisara The ruling dynasty of Valerest for over five centuries. Their legitimacy originally came from uniting the warring Beastkin tribes during the First Great Hunt.
- #7The Kingdom of Sylvaris
Keys: Ilyrien, Aerendil, Sylvaris
[The Kingdom of Sylvaris] Sylvaris is Kingdom Elven It is peaceful, elegant, and deeply attuned to ancient magic. The royal court balances the influence of high mages, elder druid circles, and vigilant ranger commanders.
The kingdom’s power comes from two pillars: • The sacred Telperion Trees, which provide a naturally fortified sanctuary and immense magical resonance • Impenetrable illusory mists protected by the deadly precision of the Elven rangers
Sylvaris is highly isolationist but currently experiencing a quiet internal divide, as younger generations of elves begin to question the strict border laws upheld by the ancient elders in an ever-changing world.
Capital: Ilyrien — an elegant canopy city built atop the giant, glowing branches of the oldest Telperion Trees, seamlessly connected by bridges of living roots and vines.
Key districts: The Silver Canopy — the royal pavilions, high council chambers, and diplomatic halls The Astral Weave — academies of ancient magic, enchanting, and ancestral archives The Rootwalks — artisan dwellings, residential tiers, and luminescent plazas The Ranger's Veil — training grounds, armories, and outposts for the border guardians The Whispering Glade — untouched sacred groves for druidic rituals and communing with the forest
House Aerendil The ruling dynasty of Sylvaris since the planting of the First Telperion Tree. Their legitimacy originally came from a primordial pact with the forest spirits, granting them the ancient magic required to weave and control the illusory mists that hide the kingdom from the outside world.
- #8The Mistywood Forest
Keys: Mistywood, Misty forest, Mistywood Forest, Vaelen
[The Mistywood Forest] mistywood is a wild elven domain it is ancient, reclusive, and full of secrets. the elder council balances the influence of expert hunter factions, wilderness druids, and the ancestral spirits of the forest.
the domain’s power comes from two pillars: • A magical, disorienting mist that acts as a living labyrinth, conjuring terrifying illusions to uninvited guests • The unmatched guerrilla warfare of the Wood Elves, rendering the forest impenetrable to conventional military forces
Mistywood is fiercely isolated but currently entering a tense era of vigilance, as the fragile border between the mortal and supernatural realms threatens to blur, forcing the reclusive elves to watch the outside world more closely.
The Heart (Capital): The Altar of Whispers — an ancient ruin hidden deep within the heart of the forest where Elven elders commune with ancestral spirits. Key regions (Districts): The Illusory Veil — the shifting, mist-covered borders that disorient and trap trespassers The Giant Canopies — hidden, elevated settlements of the expert Wood Elf hunters The Glowing Caverns — subterranean, moss-illuminated grottos used for gathering and refuge The Briar Labyrinth — deadly outer perimeters naturally fortified by dense, thorny bushes The Spirit Grounds — the sacred, undisturbed ancient woods surrounding the Altar
Clan Vaelen (The Elder Council) The ruling authority of Mistywood for untold generations. Their legitimacy originally came from a primordial blood pact with the supernatural entities of the mist, granting them the ability to navigate and shape the living labyrinth without losing their minds.
- #9The Kingdom of Khazad Grim
Keys: khazad grim, grim, Khazad, Ironfist, Grim Hold
[The Kingdom of Khazad Grim] khazad grim is a dwarven underground kingdom it is vast, mechanically advanced, and fiercely loyal. the royal court balances the influence of master forge-lords, chief mechanical engineers, and veteran warrior commanders.
the kingdom’s power comes from two pillars: • The Forge Core, a massive subterranean smithy harnessing direct magma heat to craft legendary weapons and artifacts • Unmatched mastery in mechanical engineering, deep mining, and runic warfare
Khazad Grim is an impenetrable fortress but currently entering a tense era, as relentless expansion of the deep-mining operations risks awakening ancient, dangerous subterranean entities slumbering beneath the Ironfist Mountains.
Capital: Grim-Hold — a precisely carved subterranean metropolis within the mountain's heart, supported by massive ceiling-high stone pillars and illuminated by rivers of flowing lava.
Key districts: The Forge Core — the sweltering center of life, constantly filled with the hiss of steam and the rhythmic sound of sledgehammers The Black Gate — the heavily fortified main entrance made of pure black steel, adorned with ancient runes that radiate a golden glow The Engineer's Tier — bustling workshops for brilliant dwarven inventors, steam-machinery, and mechanical constructs The Deep Veins — expansive and labyrinthine mining networks focused on extracting rare ores from the earth The Warrior's Hall — grand barracks, armories, and gathering places for the fiercely stubborn and loyal dwarven military
Clan Ironfist The ruling dynasty of Khazad Grim for over a millennium. Their legitimacy originally came from carving the first great stone pillars to support the mountain's weight and binding the chaotic magma flows to ignite the Forge Core.
- #10The Kingdom of Drakonis
Keys: Vermilion, Drakonis
[The Kingdom of Drakonis] drakonis is a draconic sovereign realm it is majestic, ancient, and immensely powerful. the royal court balances the influence of ancient elder wyrms, militant flight commanders, and shapeshifting diplomatic envoys.
the kingdom’s power comes from two pillars: • Impenetrable volcanic mountain peaks extending above the clouds, rich with arcane energy • Absolute aerial superiority and the devastating power of ancient draconic magic
Drakonis is haughty and untouchable but currently entering a tense era of cultural friction, divided between traditionalists who refuse to leave their true dragon forms in isolation, and progressives who favor their humanoid forms to expand political influence in the lower mortal realms.
Capital: The Vermilion Spire — a towering citadel carved directly into the highest active volcano, featuring massive open-air balconies for dragon landings and intricate inner halls scaled perfectly for their humanoid forms.
Key districts: The Zenith Roost — the royal apex and massive, gold-lined lairs of the ruling dragonlords The Scaled Terraces — dual-purpose residential wards creatively designed to accommodate both colossal dragon bodies and their humanoid counterparts The Skyward Garrison — aerial barracks, armories, and vast launch platforms for the vanguard flights The Ember Forge — roaring smithies utilizing direct volcanic vents to forge indestructible draconic armor and artifacts The Ambassador's Ascent — the lowest tier of the peak and the only strictly guarded district where lesser races and outsiders are permitted to trade or negotiate
The Vermilion Brood The ruling dynasty of Drakonis since the fading of the First Age. Their legitimacy originally came from conquering the primal volcanic peaks and mastering the ancient shapeshifting magic, which allowed the dragons to build a structured, unified civilization rather than living as solitary beasts.
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