The Fantasy World of Varntia
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The Fantasy World of Varntia
123 entries · scan depth 50 · budget 500 tokens · recursive scanning off
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- #1World Overview: Varntia Continent
Keys: continent, Varntia, this continent, this world
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[Varntia Continent]
Varntia is a vast continent surrounded by four seas and lying between two deep ocean faults called the God Rifts. Its lands range from northern icefields to southern tropical rainforests, including snowy peaks, temperate plains, ancient forests, red deserts, and coastal islands.
Politically, the continent is divided among hundreds of kingdoms and only a few empires. Alliances and dynastic marriages bind the states together, but border wars, succession disputes, and struggles over magical ruins never cease.
Magic exists, but it is rare and difficult to master. Anyone able to use it is treated as a valuable national resource. Dragons and other magic beasts inhabit places far from civilization, becoming nightmares for merchants and armies alike.
The common calendar is the Starlock Calendar. One year has 362 days, divided into 12 months, each month split into three ten day periods.
- #2Nation: Kingdom of Aesvir
Keys: Kingdom of Aesvir, Aesvir, Aesvirian Kingdom, Aesvir Kingdom
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[Kingdom of Aesvir]
The Kingdom of Aesvir is a limited hereditary monarchy ruled by King Vessrian Aes Korantin VI, about 47 years old. He is calm, restrained, and values institutions over rash heroics. He is privately tolerant toward half beasts but politically cautious, knowing that sudden reforms would shake the noble order.
The kingdom has about 11 million people and covers about 420000 square kilometers of temperate plains and the northern foothills of the Central Mountains. Its capital is Velansit. Humans make up roughly three quarters of the population, with dwarves, elves, half beasts, and other mixed lineages forming the rest. Aesvir is more tolerant than many neighbors, though half beasts still face discrimination.
Its emblem is a silver eagle on a dark blue shield, holding a longsword and a sheaf of wheat. The kingdom borders the Empire of Lodensain, the Kingdom of Kurhof, the United Duchies of Salvan, and the Khanate of Turean beyond the Greyspine Mountains.
Aesvir is one of the first states in Varntia to standardize a standing army. Its famous division system makes each town both an administrative and military unit. The army has 23 divisions in name, about 15 of them fully staffed. The kingdom also has gunpowder workshops and a magic academy, though firearms remain a minority arm.
- #3Nation: Empire of Lodensain
Keys: Empire of Lodensain, Lodensain Empire, Lodensain
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[Empire of Lodensain]
The Empire of Lodensain is an elective empire ruled by seven magical noble electors. Its emperor is Delanius Val Ocsitan II, about 60 years old, the eldest elector chosen for the throne. He is quiet, deeply calculating, and treats learning and bloodline as the two pillars of power.
Lodensain has about 32 million people and covers about 970000 square kilometers. The capital is Kastien, home of Ocsitan Academy. Humans form about four fifths of the population, while elves, especially ancient elven magical houses, hold many of the magical seats.
Its emblem is a two headed griffin on purple and gold, standing over a scroll and a torch. The empire borders Aesvir, Kurhof, the eastern ocean, and the Holy Kingdom of Milsellan. Its lands are dominated by hills and ancient broadleaf forests.
Lodensain is one of the oldest empires on the continent and treats bloodline, scholarship, and magical inheritance as the basis of noble legitimacy. It despises the Aesvirian division system as a crude army of commoners. Its main forces remain noble knight orders and mage corps, elegant in tactics but slow to mobilize. The empire is harshly discriminatory toward half beasts and maintains legal slave trade centered on them.
- #4Nation: Kingdom of Kurhof
Keys: Kingdom of Kurhof, Kurhof Kingdom, Kurhof
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[Kingdom of Kurhof]
Kurhof is a dual monarchy ruled jointly by a surface king chosen by humans and an underground king chosen by dwarves. Major decisions require both royal seals. The surface king is Halmed Ku Torens, an affable diplomat and trader. The underground king is Brosli of Clan Ironwall IV, silent, conservative, and deeply hostile to broken contracts.
The kingdom has about 6 million people and covers about 280000 square kilometers of mountains and highlands. Dwarves and humans each form about 45 percent of the population, with other groups making up the rest. Its capital is Ironpact.
The emblem is a black shield with twin mountains above a crossed pickaxe and warhammer. Kurhof borders Aesvir, Lodensain, and the unclaimed Everfrost Waste to the north.
Kurhof rests on the shared legacy of ancient dwarven underground city states and human frontier settlements. Dwarves control mining and metallurgy, while humans control foreign trade and agriculture. The country is the main exporter of saltpeter and sulfur, the core ingredients for Varntian gunpowder. Its own military remains conservative, trusting stone walls and warhammers more than firearms. Kurhof and Aesvir have long traded grain for metal.
- #5Nation: United Duchies of Salvan
Keys: Salvan Duchies, Salvan, United Duchies of Salvan
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[United Duchies of Salvan]
Salvan is a united monarchy of nine duchies. The dukes elect one grand duke or grand duchess as nominal head, but real power remains divided among ducal councils. The current grand duchess is Sevyana de Salvan Orik, about 35 years old, shrewd and commercially minded. Her tolerance toward outsiders comes from profit rather than idealism.
Salvan has about 14 million people and covers about 360000 square kilometers of coastal plains and river networks. Its capital is Savelin. Humans are the majority, with elves, half beasts, mixed lineages, and dwarves forming large minorities.
The emblem shows nine vertical stripes under a golden ring, symbolizing nine duchies wearing one crown. Salvan borders Aesvir, Milsellan, the inland sea islands, and the red desert to the south.
Salvan is among the richest countries in Varntia, thriving on inland sea trade and river transport. Its cities often have autonomous charters and are much more tolerant of outsiders than most kingdoms. Half beasts may own property and even hold some public offices, though private discrimination remains. Salvan armies rely heavily on mercenaries and firearms, but command is fragmented. The country is a major buyer of Aesvirian grain.
- #6Nation: Khanate of Turean
Keys: Turean Khanate, Turean, Khanate of Turean
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[Khanate of Turean]
Turean is a tribal confederation monarchy. The great khan is elected by the tribes and holds absolute authority during his reign, though succession is never automatic. The current khan is Kara Urda Gixue, a man known for battle merit, fairness, and hatred of slavery.
Turean has about 8 million people, though the number is only an estimate because the population is highly mobile. It covers about 700000 square kilometers of grassland and low hills. Humans form about half the population, with half beasts and beastblooded peoples forming a very large share. The seasonal royal court is Kara Ordu, the Golden Eagle Tent.
Its emblem is a golden eagle diving against an ocher red field, clutching a crescent. Turean borders Aesvir across the Greyspine Mountains, Kurhof, the red desert, and the unclaimed western steppe.
Turean is the largest nomadic power in the west. Its riders are unmatched in mobility, though they are poor at siege warfare. It is unusually welcoming to half beasts and beastblooded people, who can live as free persons and become warriors. Many escaped half beast slaves flee west over the mountains to Turean. Relations with Aesvir are marked by more than a century of border conflict, with uneasy peace in the last thirty years.
- #7Nation: Holy Kingdom of Milsellan
Keys: Holy Kingdom of Milsellan, Holy Kingdom, White Flame Kingdom, Milsellan
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[Holy Kingdom of Milsellan]
Milsellan is a theocratic monarchy. The holy king is also supreme priest of the Church of the White Flame and is chosen by the College of Cardinals. The current holy king is Urthsen VII, called Protector of the White Flame. He is devout to the point of severity, gentle toward believers, and merciless toward heretics and half beasts.
The kingdom has about 18 million people and covers about 450000 square kilometers of dry plateau and limestone country. Humans make up about 95 percent of the population. Elves and dwarves may enter under surveillance, while half beasts are forbidden. The capital is Aurelheim.
Its emblem is a golden flame on a white field, with a closed eye at the center. Milsellan borders Salvan, Lodensain, the ocean, and the southern desert.
Milsellan is the most devout and exclusive state in Varntia. The White Flame Church teaches that beast blood is tainted by impure fire. Magic is tightly controlled, and only approved Sacred Flame magic is legal. Despite its harshness, the kingdom is famous for scholarship, architecture, and medicine. Its gray robed physicians are considered the finest surgeons on the continent. The church eventually reinterpreted firearms as the wrath of the White Flame, making Milsellan the state with the highest firearm ratio in its church armies.
- #8Capital: Velansit
Keys: capital, Aesvir capital, Velansit, royal capital
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[Velansit]
Velansit is the capital of the Kingdom of Aesvir, located where the Kelan and Silverbelt rivers meet on the northern edge of the Central Plain. It has three rings of walls. The innermost ring holds Highwing Palace, said to have been built three centuries ago with elven stonemasonry that turns faintly blue after rain.
The city has about 450000 people and is divided into seven districts: the royal district, privy district, iron market, grain market, outer ring for nonhuman residents, scholars district, and dock district.
Security is handled by the Royal Capital Gendarmerie under the royal guard division, one of Aesvir's elite units. The outer ring is prosperous but unfriendly toward half beasts and beastblooded people, and street conflicts are common. The kingdom's Silverbelt Academy is also located here. It is smaller than Ocsitan Academy but one of the few magical institutions open to commoners.
- #9City: Ironwedge
Keys: First Division Station, eastern fortress, Ironwedge, Kewedge Pass
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[Ironwedge]
Ironwedge is Aesvir's most important eastern fortress, facing the Empire of Lodensain. It stands at the exit of Kewedge Pass, the only major road between the two states.
The town has only about 12000 residents, but it permanently hosts a full heavy division of more than 14000 soldiers. About two thirds of its buildings belong to the military, including barracks, drill grounds, cannon works, powder magazines, granaries, stables, and medical facilities.
The town commander and mayor is General Rostan von Hardry, who also represents the military on the Privy Council. Ironwedge is famous for the Wedge Gate, a single black iron gate said to be closeable by twelve soldiers in two minutes. It has never been breached.
- #10City: Hermelhof
Keys: border market, Hermelhof, northern trade town
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[Hermelhof]
Hermelhof is Aesvir's main northern trade town near the Kurhof border. It has about 30000 people, with dwarves making up nearly 15 percent, far above the national average.
The town centers on the Triangle Market, held on the first, eleventh, and twenty first days of each month. Kurhof ores, metal goods, and gunpowder ingredients are exchanged for Aesvirian grain, cloth, and leather.
Because of its special position, Hermelhof has an autonomous royal charter. It is governed by the Four Seat Council, made up of merchants, mining representatives, the garrison, and clergy. A detachment of the northern light cavalry division maintains order and watches smuggling. A discreet but sizable powder transfer station outside town supplies several Aesvirian divisions.
- #11City: Sorldenburg
Keys: Sorldenburg, firearms workshop, gunpowder workshops
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[Sorldenburg]
Sorldenburg is Aesvir's center for gunpowder and firearm research. It lies in a closed valley at the northern foot of the Central Mountains and has about 18000 people, nearly half of them craftsmen or apprentices.
The town is directly controlled by the crown. Commoners must register to enter, and foreigners require special Privy Council approval. It contains the kingdom's only royal powder workshop, three large cannon foundries, and more than ten flintlock workshops.
Sorldenburg craftsmen invented the double spring flintlock, sharply reducing misfires. Three guard lines surround the town, manned by mixed artillery and engineer units. No one outside the crown may closely observe the workshops without permission.
- #12City: Plaschua
Keys: southern market, Plaschua, free market city
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[Plaschua]
Plaschua is Aesvir's largest southern market city near the Salvan border, with about 60000 people. Its free and open atmosphere contrasts sharply with the more militarized towns of the north.
It is one of the few Aesvirian cities where foreign merchants may keep permanent trading houses. Salvan traders, Kurhof miners, and even veiled Turean envoys can be seen in its streets.
The city has a legal Sun Circle Guild branch, a large nonlethal arena, and an infamous backstreet called Faded Lane. Rumors say the lane hides passages to underground beast fighting rings and slave trade. The kingdom tends to look the other way. The garrison is only a battalion detachment from the southern mountain infantry division and focuses on preserving surface order.
- #13Military: Aesvirian Division System
Keys: division system, Aesvir army, division, Aesvirian army
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[The Division System]
Aesvir uses the unique division system. One town functions as one division sized military unit, with infantry, cavalry, artillery, engineers, and logistics under one structure. Each division is stationed in a fixed town of the same name.
A standard division has 12000 to 15000 soldiers and contains regiments, battalions, and companies. Recruitment is split between local levies and royal assignments to balance local roots with crown control. The town commander is appointed directly by the crown, usually from the nobility but required to pass military academy standards. The commander also governs the town, making the system central to Aesvirian local rule.
The kingdom has 23 divisions in name, but only about 15 are fully staffed. Firearm ratios vary by division, and spear, sword, and shield infantry remain the core. Famous divisions include the Ironwedge Heavy Division, the Greyfalcon Light Cavalry Division, the Blackfurnace Artillery Engineer Division, the Dawnbreak Guard Division with the royal mage regiment, and the Silverriver Mountain Division.
- #14Race: Elves
Keys: elves, elf, woodborn, long ears
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[Elves]
Elves are one of Varntia's oldest intelligent races. They live 300 to 500 years, have high pointed ears, and possess keen magical perception. They are not a single people but several branches divided by habitat and bloodline.
The main branches are the Woodborn, the Highridge elves, and the Snowborn. Woodborn elves match the common image of elves, with blond hair, green eyes, forest settlements, skill in archery, beast speech, and old magic. Highridge elves live on cliffs and mountains, climb like goats, use hand crossbows and light javelins, and train giant eagles for scouting and raids. Snowborn elves have white skin, hair, and eyes, tolerate extreme cold, ambush prey from under snow, and train snow wolves.
There are also legends of rare jungle elves in the southern rainforests, said to have natural body markings, tails, and colorless venom. Most people treat them as traveler tales.
Elves usually hold middle to high social status in most countries, but their long lives give them overwhelming advantages in politics and commerce, which often breeds human suspicion and envy.
- #15Race: Dwarves
Keys: mountain folk, dwarves, clan folk, dwarf
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[Dwarves]
Dwarves are a mountain dwelling race of Varntia. They are usually 130 to 150 centimeters tall, strongly built, and both men and women may grow beards. Dwarven women have softer beards, often braided for formal occasions. Their lifespan is about 150 to 200 years.
Clan is the basic unit of dwarven society, and clan names often come from hereditary crafts, such as Ironwall, Stonesaw, or Goldweave. Dwarves do not worship gods in the usual sense. They honor their ancestors and the Deep Fire, a mysterious flame believed to come from the heart of the earth.
Dwarves are the continent's finest metallurgists and craftsmen. Aesvirian cannons, Kurhof mining, and Salvan precision clocks all depend heavily on dwarven skill. They are friendly but shrewd toward outsiders and take contracts extremely seriously. Anyone who breaks a contract may be banned from trading in dwarven towns for life.
- #16Race: Half Beasts and Beastblooded
Keys: half beasts, beastfolk, animal ears, beastblooded, mixed blood
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[Half Beasts and Beastblooded]
Half beasts and beastblooded people are among the most discriminated peoples in Varntia. Their appearance mixes human traits with animal features such as ears, tails, pupil shapes, body hair, and other signs. Traits usually weaken over generations.
In most kingdoms, half beasts have legal status close to slaves and may be bought and sold. Lodensain and Milsellan are especially harsh, with Milsellan forbidding entry entirely.
Aesvir forbids legal slave trade but social discrimination remains deep, making public office difficult. Salvan allows half beasts to own property and hold some offices, creating one of the best environments on the continent. Turean treats half beasts almost as free persons, and they may join tribes as warriors.
Their magical talent is roughly similar to that of humans, but their senses and instincts are often sharper. Underground arenas and slave markets overwhelmingly treat half beasts as merchandise. Beastblooded refers to humans with faint animal traits. They face lighter discrimination, though Milsellan still treats them with suspicion.
- #17Race: Dragons and Magic Beasts
Keys: dragons, wyvern, ancient dragon, drake, dragon, magic beasts
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[Dragons and Magic Beasts]
Dragons are the strongest and rarest magical creatures in Varntia. True ancient dragons are believed to be extinct, with only three known in legend. Dragons are highly intelligent, many can speak human languages, and their personalities range from aloof to cruel. Ancient dragons are rumored to transform into human form.
Modern dragons are lesser dragons such as small wyverns, drakes, and serpentine dragons. They are less intelligent than ancient dragons but may still be large enough to destroy a town. Those that use magic are classified as magic beasts.
Only ancient dragons and two legged wyverns can breathe dragon breath. Wyverns breathe flame, while legends say ancient dragons emitted beams of pure magical force that destroyed rather than burned.
Magic beasts are not limited to dragons. Griffins, unicorns, hydras, flame foxes, and other creatures are included if they can cast magic. Hunting one generally requires an entire division and a royal extermination order. Beast tamers may try to tame low grade magic beasts, but the price is often death.
All dragons in this setting have the two legged wyvern body plan. Four legged dragons do not exist.
- #18Technology: Gunpowder Weaponry
Keys: artillery, flintlock, cannon, gunpowder, firearms, musket
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[Gunpowder Weaponry]
Gunpowder in Varntia was discovered about 180 years ago by a dwarven alchemist from Kurhof. More than a century later, firearm development remains slow for four reasons: competition with magic, metallurgical limits, religious and aristocratic prejudice, and immature battlefield doctrine.
The forces with the highest firearm ratios are the Church army of Milsellan, with about 30 percent of infantry armed with guns; Aesvir, with about 15 percent; and Salvan mercenary companies, where the ratio depends on the employer's budget.
The standard firearm is a muzzle loading smoothbore flintlock with an effective range of about 60 to 90 paces. Artillery mainly consists of bronze short barrel field guns and cast iron siege mortars. Breech loading, rifling, and brass cartridge concepts have not appeared.
- #19Capital: Kastien
Keys: Ocsitan Academy, Kastien, imperial capital, Lodensain
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[Kastien]
Kastien is the capital of the Empire of Lodensain and one of the oldest magical cities in Varntia. It stands among the Thousand Tower Hills and is formed from seven connected hills. Each hill is said to conceal old imperial magical remains underground.
The city has about 650000 people, with unusually high numbers of nobles, scholars, and mages. Its gray white stone, spires, skybridges, and floating light crystals give it the nickname City of Floating Light.
Kastien has seven major districts: the imperial court district, the arc ring district of Ocsitan Academy, the golden wall district of high nobles and auction houses, the clock river commercial district, the gray smoke alchemy district, the outer ring of commoners and foreigners, and the underground Blackwell ruins.
Its famous conductor towers stabilize magical ley currents under the city and glow pale purple at night. Security is handled by the Purple Crown Guard and Ocsitan Academy. Ordinary soldiers patrol the streets, while dangerous magical crimes are handled by academy seal enforcers.
- #20Concept: Mazes and Dungeons
Keys: dungeons, maze, dungeon, labyrinth
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[Mazes and Dungeons]
No one knows why mazes and dungeons appear. They can emerge randomly anywhere.
They are ranked from grade 1 to grade 5. Grade 1 is the easiest and usually has fewer than 10 floors. Grade 5 is the hardest and may reach 100 floors. Since the true number of floors can only be learned by descending, misjudgments are common.
Dungeons are either natural or artificial. Natural ones resemble cave systems with fewer built structures, fewer traps, and stronger monsters. Artificial ones resemble underground palaces, towers, tombs, or built structures, with more traps and usually weaker monsters.
Every dungeon contains monsters. The deeper the floor, the stronger the monsters. The deepest floor is often a large chamber where the strongest monster, called the King, guards a treasure. When the King is killed, the dungeon disappears after a short time and anyone inside is transported outside.
Maze merchants sometimes appear inside dungeons and sell supplies at high prices. Adventurers value them because they may be the only chance to resupply.
- #21Concept: Magic Stones
Keys: monster core, magic stone, magic stones
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[Magic Stones]
Magic stones are core organs found inside monsters. They supply monsters with magical power and form naturally when a monster is born. Civilized races do not have magic stones inside their bodies.
Magic stones are used as energy sources, key items, or crafting materials. The stronger the monster, the larger and higher quality its stone, and the higher its market price.
Ancient dragon stones are said to be the largest and finest of all monster cores. Since hunting an ancient dragon is nearly impossible, any ancient dragon stone on the market is probably fake.
- #22Magic: Magic System of Varntia
Keys: spellcraft, Silverbelt Academy, magic academy, mage, sorcerer, magic
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[Magic in Varntia]
Magic in Varntia is rare. Only about one person in ten thousand can use magic reliably. Talent is believed to come from mana perception, an innate quality that cannot easily be trained into someone who lacks it. Once perception exists, practical use depends on systematic study of formulas, runes, and catalysts.
The four major magical schools are Ocsitan Academy in Lodensain, the oldest and most authoritative academy, which accepts nobles almost exclusively; Silverbelt Academy in Velansit, which is smaller but open to commoners; the Reef Conclave in Salvan, focused on practical spells and alchemy; and Whiteflame Seminary in Milsellan, which teaches only Sacred Flame magic.
Mages are scarce national resources. Kingdoms try to monopolize their own mages and often forbid them from leaving without permission. In war, a full mage regiment such as Aesvir's Dawnbreak Sorcerer Corps can change an entire campaign.
- #23Organization: Ocsitan Academy
Keys: Lodensain academy, Ocsitan Academy, mage academy, Ocsitan
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[Ocsitan Academy]
Ocsitan Academy is the largest and oldest magic academy in Varntia, located in the arc ring district of Kastien. It began 800 years ago as the Seven Tower Council founded by seven elven sages. It is now a semi independent power. Two of the seven imperial electors are always from Ocsitan, and even the emperor cannot interfere freely in its internal judgments.
The academy includes 37 mage towers, 6 research courts, sealed underground zones, an observatory, and many auxiliary facilities collectively known as the Ring Tower City. It is obsessed with bloodline. Most students are high magical nobility, lesser nobility, or wealthy families. Commoners form less than one tenth and are often mistreated.
Ranks are marked by shawl colors: Ash for apprentices and assistants, Azure for official students, Ivory for advanced researchers, Violet for instructor candidates, Golden for professors, and Black Crown for the 13 highest sages. A hidden division also exists between Pure Ring members of old magical noble blood and Outer Ring members, meaning everyone else.
Ocsitan culture is cold, competitive, and ruthless. Status, magical strength, and birth determine almost everything. Research theft, student poaching, factional struggle, and dangerous assignments for commoners are common. Some towers secretly study soul stitching, living mana extraction, dragon blood grafting, ancient language summoning, and other restricted arts. The academy does not truly ban forbidden magic. It regulates it.
The current chief Black Crown is the Eyeless Sage Serene Val Ocsitan, a collateral member of the imperial Ocsitan house who has empty eyes yet perceives the flow of mana.
- #24Organization: Reef Conclave
Keys: sea sorcerers, Salvan, Whitereef, Reef Conclave
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[Reef Conclave]
The Reef Conclave is a loose alliance of coastal sorcerers active around Salvan and the inland sea islands. Its headquarters is the free port of Whitereef. Members include sea sorcerers, magical navigators, wandering mages, sea beast researchers, port workshop casters, and outcasts from orthodox academies.
The conclave values survival at sea, practical spellwork, tide and storm observation, magical technology, and long distance sailing experience. Its main studies include currents, water magic, navigation wards, storm prediction, magical lighthouses, sea beast deterrence, deep sea ruins, and ancient sea folk scripts.
It is ruled by seven Seats of Tide. Its ranks are Ropehand, Whitesail, Tidecaster, Deep Tide, Reefcrown, and Seat of Tide. Uniforms use medieval sailor styles, rope knots, shells, cloth belts, short cloaks, sailor boots, and rank decorations.
The conclave permits private research, spell trading, workshop cooperation, and free commissions. It forbids sea slavery spells, port plague magic, mass storm summoning, luring sea beasts against civilian vessels, and extortion by blocking sea lanes. Serious offenders are hunted by the Seats of Tide.
Its magic emphasizes long duration, low mana cost, wide environmental effects, fleet coordination, and storm survival. Ocsitan mages consider it theoretically crude. The conclave replies that Ocsitan mages are expensive, arrogant, and unable to survive one night in a storm. The current first Seat of Tide is the old navigator Obed Thorne, called Saltwind, an eyepatched man with a magical prosthetic left hand.
- #25Note: Cloak Rank Systems
Keys: academy ranks, rank colors, cloak, shawl
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[Cloak Rank Notes]
Silverbelt Academy, the Reef Conclave, and Ocsitan Academy all use different rank systems and different rank colors. Do not treat the three systems as interchangeable.
- #26Organization: Council of Title Mages
Keys: Title Mages, mage council, Council of Title Mages
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[Council of Title Mages]
The Council of Title Mages is Varntia's highest autonomous magical organization. It is composed of active Title Mages and manages the title system, reviews new Title Mages, monitors forbidden arts, and coordinates magical disputes among states.
The council was founded about 300 years ago through the Pact of the Seven Sages. Its authority is independent of Aesvir, Lodensain, Milsellan, and Salvan. No country may interfere in its internal decisions.
Its active members include 16 Three Leaves, 10 Five Stars, and 4 Crown Mages, for a total of 30 according to the council register. To receive a title, a mage must found a new magical theory or system, be capable of defeating a calamity class monster alone, leave a historic impact on a country or the continent, receive two recommendations from current Title Mages, and pass unanimous review.
The council grants and revokes titles, manages title domains, supervises forbidden arts, responds to disasters, writes magical conventions, arbitrates international magical disputes, and regulates high level magical research. It has no fixed head. The four Crown Mages preside by rotation. The current rotating chair is Aldric von Drake, the Ancient Dragon Sage.
- #27System: Title Mages
Keys: title domain, witch, Title Mage, mage, magic
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[Title Mage]
A title is the highest honor a mage can receive and proof of overwhelming power. Only other Title Mages may grant it. Anyone who claims a title without approval is executed. The system applies across Varntia.
Title Mages hold status similar to nobles but are addressed by titles rather than noble ranks. They may establish title domains under the nominal authority of a kingdom or empire.
Requirements include creating a new magical theory or spell system, being able to defeat a calamity class monster alone, causing a historical impact, unanimous approval by the Council of Title Mages, and at least two recommendations from current Title Mages. A new Title Mage appears only once every 20 to 30 years.
The hierarchy includes Three Leaves, Five Stars, and Crown Mages. Three Leaves may hold baronies, viscounties, small autonomous towns, or research towers. Five Stars may hold counties, marquisates, and mid sized research cities and can affect a nation's balance. Crown Mages are strategic level powers who may hold ducal domains and affect the world situation.
Common privileges include founding academies, taking disciples, keeping private troops, researching high level spells, attending state councils, and exercising independent jurisdiction. All Title Mages still need incantations.
Notable high ranking Title Mages include Sebastian Warren the Golden Merchant Lord, Evreya Selas the Cinder Witch, Aldric von Drake the Ancient Dragon Sage, Ulmea Milsellan the White Bell Saint, Morris Lane the Deep Tide Sage, Edmund Cloud the Azure Thunder King, Lucia Nova the Astral Traveler, August Hermann the Silver Alchemy King, Elena Greenleaf the Forest Speaker, and Victor Ast the Abyss Sealkeeper.
- #28Organization: Silverbelt Academy
Keys: Silverbelt, Aesvir magic academy, Velansit academy, Silverbelt Academy
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[Silverbelt Academy]
Silverbelt Academy is the largest magic academy in Aesvir, located in the scholars district of Velansit near the Silverbelt River. It was founded about 270 years ago as a royal military magic institution and later expanded into a national academy.
It is smaller than Ocsitan but open to commoners, giving it strong influence inside Aesvir. Students include commoners, lesser nobles, merchant and bureaucratic families, and a small number of great nobles. Commoner students often work as copyists, library assistants, maintenance hands, or herb handlers for tuition reductions.
Admission includes tests of mana affinity and mental stability, recommendations by officials, officers, or instructors, and special royal admission for rare talents. The academy values spell stability, mana efficiency, practical combat ability, and teamwork, and cooperates closely with the Aesvirian military.
Ranks use colored cloaks: White Ribbon, Blue Ribbon, Silver Ribbon, Golden Ribbon, and Black Purple Crest. Factions include the royal faction, academic faction, garrison affairs faction, and workshop faction. The atmosphere is practical and more open than Ocsitan, though funds are limited and many buildings are old or damaged.
Graduates often enter the army, local administration, border fortresses, adventurer guilds, and powder workshops. The current head is Magda Goren, the One Armed Instructor, a Golden Ribbon teacher of common birth who despises bloodline supremacy.
- #29Organization: Adventurer Guild Overview
Keys: Sun Circle Guild, Adventurer Guild, guild branch, branchmaster, adventurers, guild
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[Adventurer Guild]
The adventurer guild is not one organization but a general name for dozens of international commission brokers in Varntia. The system began about 230 years ago when kingdoms allowed private groups to handle work that royal armies could not easily perform, such as bandit suppression, monster hunting, caravan escort, and missing person investigations.
Three major guild systems dominate. The Sun Circle Guild is the largest, headquartered in Salvan and marked by a golden ring around a sword. Most Aesvirian guild halls belong to this system. The Leadcandle Society is based on the Lodensain border and operates more like a noble backed professional mercenary company. The Darkanchor Pact is secretive and accepts gray missions such as intelligence, tomb raiding, and covert escort work.
The three guilds compete and cooperate. Major international missions jointly issued by all three are called triple seal commissions and usually carry high pay and extreme risk.
Guild branches are found in large cities, border towns, dungeon zones, and ports. A branch has a branchmaster, receptionists, appraisers, warehouse staff, medics, record keepers, and guards. Large halls include a commission board, tavern, clinic, material counter, warehouse, and training yard.
States use guilds differently. Aesvir treats them as supplements to local security, Salvan as part of commercial order, Lodensain nobles despise yet need them, Milsellan permits them only under church oversight, and Turean blends them with tribal warriors and scouts.
- #30Organization: Adventurer Ranks
Keys: guild ranks, Silver tag, adventurer ranks, Gold tag, Iron tag, Prism tag, guild card
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[Adventurer Ranks]
The Sun Circle Guild divides adventurers into six ranks, and the other major guilds use similar systems. Rank is shown by a metal tag bearing a personal number and guild emblem.
Iron is for new members who may only take chores, messages, herb gathering escort, and low risk jobs. Bronze covers beginner adventurers who can handle ordinary monsters, short escorts, and searches. Silver is mid rank and can take dangerous monster hunts, mine clearing, and ruin surveys. Gold is high rank and can accept group monster extermination, important escorts, and international jobs. Jade is elite, with fewer than 300 across the continent. Prism is the highest rank, with fewer than 20 living members in the Sun Circle Guild, roughly equal in status to a kingdom count.
Promotion requires a commission history, review by higher staff, and sometimes field testing. Guild cards can be verified at branches across the continent and are protected by minor magical etching developed by dwarves and Silverbelt Academy.
- #31Organization: Guild Commissions and Rules
Keys: guild jobs, commission board, mission board, commission slip, take a job, guild commissions
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[Guild Commissions and Rules]
The commission board is the core of guild operations. Individuals, merchant houses, towns, and even royal courts may submit jobs. The guild evaluates difficulty and risk, sets the minimum reward, and posts the notice in the hall. Adventurers claim it by taking the commission slip to the counter.
Common types include extermination, escort, investigation, gathering, and emergency missions. Red emergency slips appear during town attacks or monster tides and pay three to five times normal reward, but casualties are high.
Rules require proof of completion such as monster parts, signed receipts, or specified items. A commission cannot be taken by multiple teams at once. Private feuds may not be brought into guild buildings. Abandoning an accepted job without reason damages reputation and may cause demotion. Killing another guild member results in pursuit by all three major guilds.
Adventurers register name, race, specialty, and guarantor. Those without guarantors pay deposits. Rewards are usually held by the guild, which takes a 10 to 20 percent fee. Royal extermination orders take priority over ordinary commissions and may force high ranking adventurers to assist.
Dungeon work often uses a profit share system. The guild, lord, and exploration team divide magic stones and treasure after appraisal. Secret commissions are assigned privately by branchmasters to trusted adventurers and may involve noble escorts, smuggling investigations, sealed ruins, disappearances, or foreign intelligence.
- #32Geography: Kun Zhou
Keys: eastern continent, east, eastern ocean, Kun Zhou
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[Kun Zhou]
Kun Zhou is another continent east of Varntia, separated by the vast Maelstrom Sea. It is slightly larger than Varntia and contains northern cold steppes, central alluvial plains, southwestern terraced hills, southeastern rainforests, and island chains.
Its civilization developed independently with its own writing systems, calendars, politics, and magical traditions. Written history is believed to extend at least 4000 years.
Contact between the continents is limited. The southern sea route crosses the dangerous Maelstrom Sea, where only a few Salvan oceanic merchant houses operate a small number of tide crossing ships each year. The northern land route passes through icefields and steppe via the Baekrang and Turean nomadic routes and is called the Long Silk Road. It takes years and has a very high death rate.
To Varntians, Kun Zhou is distant and mysterious. Each side knows the other mostly through distorted rumors. Cross continental adventurers are so rare that they often become legends at home.
- #33Eastern Nation: Daisheng Dynasty
Keys: Sheng Dynasty, Daisheng state, Daisheng, Daisheng Dynasty
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[Daisheng Dynasty]
Daisheng is a centralized imperial state with a cabinet, six ministries, censorate, and privy council. The emperor is Ji Jiazhang, the Xiyuan Emperor, about 52 years old and 19 years into his reign. He is diligent, suspicious, and skilled at balancing institutions against each other.
Daisheng has about 120 million people and covers about 4800000 square kilometers of Kun Zhou's central and western plains and hills. Humans form the overwhelming majority. Its capital is Sheng Jing. Its emblem is a golden twelve rayed sun wheel on red, with the character Sheng in archaic script.
The dynasty is the largest state in Kun Zhou and the center of eastern culture, politics, and technology. It recruits officials through civil examinations and places civil officials above military officers. Administration is divided into circuits, prefectures, and counties.
Daisheng has Kun Zhou's most advanced gunpowder system, managed by the Divine Engine Battalion and Firearms Office. Gunpowder was discovered here more than 300 years ago, about 120 years earlier than in Varntia. Daisheng considers Fuying, Cheong ak, and Nanxiang outer tributaries, recognizing their independence while treating itself as the superior civilization, a stance that breeds resentment.
- #34Eastern Nation: Fu Ying
Keys: Fuying, Fu Ying state, Fu Ying, Fuying island nation
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[Fu Ying]
Fu Ying is an island state with a dual monarchy. The emperor is the ritual and ceremonial sovereign, while real power lies with the Reiin Office, the highest military government backed by warrior houses. The current emperor is Suzakuin Kotonari, while real power belongs to Matsushiro Yoshikata.
Fu Ying has about 18 million people on an arc of four main islands and hundreds of smaller islands. Humans make up almost the entire population. The capital is Suzaku Kyo. The imperial emblem is a twelve petal cherry blossom, while the Reiin Office uses crossed tachi blades and double waves.
Fu Ying is centered on warrior society. Under the Reiin, dozens of lord houses hold private armies. The state constantly balances central authority against local lord autonomy, producing cycles of civil war and alliance.
After importing matchlocks from Daisheng, Fu Ying rapidly localized them. Its teppo ashigaru are among Kun Zhou's largest matchlock forces, but guns are owned by each lord rather than centrally commanded. Culturally, Fu Ying values form, ritual, style, and strict rank. Sword schools, tea ceremony, Noh drama, and calligraphy all have formal lineages. It learned much from Daisheng but refuses to call itself a student.
- #35Eastern Nation: Kingdom of Cheong ak
Keys: Cheong ak Kingdom, Cheongak, Cheong ak
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[Kingdom of Cheong ak]
Cheong ak is a hereditary kingdom where royal power is checked by the yangban nobility, divided into civil and military factions. The current king is Lee Sun, about 40, who came to the throne amid internal and external crisis. He is cautious and resilient, distrustful of both Fu Ying and Daisheng, and tries to balance the two yangban factions while improving firearms and public welfare.
The kingdom has about 12 million people and covers about 220000 square kilometers on a peninsula. Humans are the overwhelming majority. The capital is Cheong yang. Its emblem is a black edged white field with two blue cranes circling a sun.
Cheong ak sits between Daisheng and Fu Ying. It has been invaded by Fu Ying many times and briefly reduced to a Daisheng dependent state, creating a strong sense of independence.
Its firearms specialty is rockets. The Divine Arrow Bureau develops rocket weapons, especially the Divine Arrow Cart, a wheeled multi tube launcher that can fire more than a hundred rockets at once. This weapon has been decisive against Fu Ying fleets. Cheong ak also has its own vernacular script called Jeongeum, though official upper class writing still often uses Daisheng script. Its porcelain, ginseng, and swords are famous across Kun Zhou.
- #36Eastern Nation: Nanxiang
Keys: Nanxiang Kingdom, Nanxiang
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[Nanxiang]
Nanxiang is a hereditary kingdom balanced by the White Elephant Court, a body of twelve high monks that can veto succession and major policy. The current king is Aroga Vacaste XII, a gentle and devout ruler who consults the court before every major decision. His mercy toward half beasts and outsiders makes him one of Kun Zhou's rare benevolent kings, but also weakens royal initiative.
Nanxiang has about 22 million people and covers about 700000 square kilometers of tropical coast, river plains, rainforest, and inland mountains. Humans form the majority, but half beasts and beastblooded people make up a large minority. The capital is Vidura. The emblem is a white elephant holding a lotus on gold.
White Elephant Faith is the state religion, and monks hold extremely high status. The army centers on war elephants. Heavy armored elephants can break most formations short of cannon fire.
Firearms are not widespread in Nanxiang. The country knows gunpowder but uses it more for festivals and temple rites than war. Its tolerance toward half beasts comes from the doctrine that all sentient beings may become enlightened.
- #37Eastern Nation: Baekrang Khanate
Keys: Baekrang Khanate, White Wolf Khanate, Baekrang
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[Baekrang Khanate]
Baekrang is a tribal confederation ruled by a great khan elected by the Council of Nine Tents. The current khan is Bolkhu of Toli, about 38, who rose by battle merit. He is fierce, rewards and punishes clearly, values strength, scorns settled culture yet secretly studies its weapons and crafts.
The khanate has about 5 million people across 900000 square kilometers of northern steppe. Humans form the majority, with many half beasts and beastblooded peoples, especially wolf and eagle lineages. Its capital is the Crescent Court.
The emblem is a white wolf holding the moon on an indigo field. Baekrang faces Daisheng across the Long Wall, borders Cheong ak in the east, and connects vaguely to Turean in the west.
Baekrang has Kun Zhou's finest heavy cavalry and short bow horse archers. Its relationship with Daisheng alternates between tribute marriage and raiding. It dismisses firearms, but recently smuggled Daisheng matchlocks have begun equipping the elite Blackshadow Guard. The Long Silk Road passes through its territory, and caravans must pay a grass passage tax.
- #38Eastern System: The Eastern Arts
Keys: eastern arts, fangshi, onmyoji, eastern magic, sorcerer, arts
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[The Eastern Arts]
Kun Zhou's magical system differs sharply from Varntia's. Its practitioners are called fangshi in Daisheng, onmyoji in Fu Ying, art officials in Cheong ak, and more generally eastern sorcerers. They do not see magic as personal will commanding elements, but as reading the order of heaven and earth and borrowing it.
The three core ideas are qi, signs, and numbers. Qi is flowing force within all things. Signs are omens such as stars, clouds, water patterns, bird movements, turtle shell cracks, or coin arrangements. Numbers are the laws inferred from signs, expressed through stems, branches, trigrams, directions, and counts.
Major branches include five phase arts, astrology, talisman arts, binding arts, and breath arts. Five phase arts guide wood, fire, water, metal, and earth according to the environment rather than throwing direct fireballs. Talismans use cinnabar, ink, and special paper for single use effects. Binding arts restrict movement, speech, entry, or exit. Breath arts improve endurance, bleeding control, healing, and travel.
Eastern arts do not pursue unlimited personal growth, immortality, or godhood. Practitioners are skilled worldly specialists between scholars and craftsmen, supported by courts or hired by commoners.
- #39Eastern System: Official Art Houses
Keys: Onmyo Bureau, Imperial Astronomical Office, fangshi officials, Art Office, astrologers
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[Official Art Houses]
Kun Zhou states maintain official institutions to recruit, control, and use eastern art practitioners.
Daisheng has the Imperial Astronomical Office, the largest and oldest art institution in Kun Zhou, with departments for astrology, water clocks, firearms, and talisman binding. It handles calendars, celestial forecasts, ritual timing, and divination for state decisions.
Fu Ying has the Onmyo Bureau under the imperial house. Its status declined after warrior rule rose, but it still handles palace taboos, rituals, and illness purification. The Tsuchimikado and Kamo lineages serve there.
Cheong ak has the Observation Office, combining astrology, weather, divination, and geomancy. Its talisman and geomantic arts are so famous that Daisheng sends envoys to study them.
Nanxiang has art monks of the White Elephant Court, who merge religion with arts and specialize in healing, purification, and exorcism. Baekrang has shaman groups attached to tribal shamans, known for weather rites, beast omen arts, and blood talismans made from animals.
Cross border exchange is rare. Daisheng treats its arts as state secrets. Fu Ying both absorbs and rejects Daisheng techniques. Baekrang shamanism is viewed by Daisheng as heresy, and the feeling is mutual.
- #40Eastern Monsters: Eastern Dragons and Auspicious Beasts
Keys: cloud dragon, jiao, auspicious dragon, divine beast, yinglong, eastern dragon
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[Eastern Dragons and Auspicious Beasts]
Kun Zhou dragons and Varntian dragons are considered entirely different beings, at least by Kun Zhou people. Eastern dragons are sacred and auspicious, linked to water, wind, clouds, rain, rivers, and agriculture. Harming a dragon is blasphemy and can ruin a family or destroy army morale.
Yinglong are long winged dragons that ride clouds and govern rain and wind. They live in high mountains or deep lakes and are signs of abundance. Jiao are young or incomplete dragons that dwell in rivers and pools and may cause floods. Black dragons and red dragons govern night cold and fierce sunlight. Cloud dragons have no clear body and appear as dragon shaped clouds.
Other auspicious beasts include Bai Ze, a four legged beast that knows all names and exorcisms; qilin, whose appearance foretells a sage ruler or peace; and phoenixes, divine birds honored in southern Kun Zhou and Fu Ying.
Varntian adventurers who bring a dragon slaying mindset to Kun Zhou will be treated as blasphemers and may be arrested by the court. If they meet a dragon, the safest response is to bow down and wait for it to leave.
- #41Eastern Monsters: Yokai Overview
Keys: demon beasts, yokai, spirits, wraiths, water ghost, mountain demon
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[Yokai and Demon Beasts of Kun Zhou]
Kun Zhou monsters are called yao or yokai. They differ from Varntian beasts, which are biological creatures with ecologies. Yokai include awakened things, resentful dead, and strange qi phenomena, many of which are not living organisms in the Varntian sense.
The three major types are awakened spirits, ghosts, and strange qi beings. Awakened spirits come from animals, plants, or objects that gather spiritual power over long years, such as fox spirits, rat spirits, tree demons, mirror demons, and umbrella spirits. Some take human form and may be good or evil. Ghosts are resentful dead or nameless bones, such as water ghosts, hanged ghosts, night walkers, and beckoning old women. Strange qi beings form from extreme earth qi, yin qi, or killing qi, such as mountain demons, wangliang, drought demons, and ghost cart birds.
Dealing with yokai is not the usual work of adventurers. Fangshi, onmyoji, official demon catchers, wandering monks, exorcist priests, and shamans handle them. Many yokai cannot be killed physically and must be sealed, pacified, purified, or suppressed with talismans.
- #42Eastern Monsters: Notable Yokai
Keys: ghost cart bird, inugami, nine tailed fox, fox woman, mirror demon, tanuki spirit, fox spirit
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[Notable Yokai]
Famous yokai include fox spirits, inugami, ghost cart birds, mountain demons, drought demons, water ghosts, mirror demons, and paper dolls.
Fox spirits appear in Daisheng, Fu Ying, and Cheong ak tales. They may take the form of beautiful men or women and can be benevolent, malicious, or ambiguous. The oldest may grow multiple tails, with nine tails as the highest state.
Inugami are specific to Fu Ying and may haunt families for generations. Ghost cart birds are nine headed bird demons from Nanxiang rainforests whose night cries bring bad luck. Mountain demons imitate human voices and lure travelers into the mountains. Drought demons appear after long droughts and stop rain across wide areas. Water ghosts are drowned dead seeking replacements. Mirror demons trap victims inside old bronze mirrors. Paper doll monsters arise from failed talismans or evil control.
These are only examples. Kun Zhou gazetteers record thousands of local yokai, and even the Daisheng Imperial Astronomical Office does not claim to know them all.
- #43Eastern Technology: Kun Zhou Gunpowder Weapons
Keys: eastern firearms, Divine Engine Battalion, thunder bomb, eastern gunpowder, fire lance, rockets, matchlock
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[Kun Zhou Gunpowder Weapons]
Gunpowder was discovered in Kun Zhou about 120 years earlier than in Varntia, when Daisheng Daoist alchemists found its explosive power while making elixirs over 300 years ago. It began as fireworks and ritual exorcism, then developed into a full military system.
Weapon categories include tube firearms, rockets, explosives, cannon, and flamethrowers. Tube weapons include early fire lances, matchlocks, and triple barrel guns. Rocket weapons include single rockets, multi tube swarm frames, Cheong ak Divine Arrow Carts that fire more than a hundred rockets at once, and Daisheng fire attack kites. Explosives include thunder bombs, early mines, and large incendiary jars. Cannon include light tiger crouching guns and large Daisheng siege guns. Flame weapons include pressurized oil flame devices for defense.
Daisheng uses all five categories under the Divine Engine Battalion. Fu Ying focuses on matchlocks and thunder bombs. Cheong ak specializes in rockets. Nanxiang uses gunpowder only as a supplement. Baekrang has few firearms but has recently begun importing matchlocks.
- #44Organization: Adventurer Guilds in Kun Zhou
Keys: Kun Zhou guild, tide crossing, cross continental adventurers, eastern adventurers, tide crossing ship
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[The Guild in Kun Zhou]
Kun Zhou has no international adventurer guild equivalent to the Sun Circle Guild. Official systems largely fill that role.
Daisheng uses local patrols, bandit suppression envoys, militia, the Imperial Astronomical Office for yokai, frontier armies for border bandits, escort agencies for transport, and hunter associations for mountain monsters. Fu Ying lords hire ronin and village warriors. Cheong ak relies on its Observation Office and local compacts. Nanxiang sends demon subduing monk corps from the White Elephant Court. Baekrang handles matters through tribal hunting bands.
The Sun Circle Guild has only a few tiny contact offices in ports such as Guangning and Sizhou. They serve the rare cross continental merchants and adventurers but cannot issue local commissions and only refer outsiders to officials or escort agencies.
Varntian adventurers in Kun Zhou must remember that guild cards are not recognized, high ranking adventurers need Salvan merchant recommendation letters to operate as western guests, firearms must be registered, and ignorance of local magic and taboos can lead to arrest, especially over dragons.
- #45Military: Western Military Systems
Keys: military systems, knight orders, Purple Crown Guard, western armies, church army, Eagle Tent Guard
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[Western Military Systems]
Aesvir has its own division system. Other western states follow different traditions.
Lodensain relies on noble knight orders and mage corps supported by levied infantry and crossbowmen. Electors and great magical houses keep private armies, so mobilization is slow and coordination poor despite elegant tactics. Its elite forces are the Purple Crown Guard and Ocsitan seal enforcers.
Kurhof follows a mountain militia tradition. In war, clans provide fighters by contract. Dwarven heavy infantry use plate, warhammers, and tower shields with human crossbowmen and small cannon. They excel at fortress and tunnel warfare but lack field mobility.
Salvan has no unified national army. Duchies hire mercenary companies. Firearms and ballistae are common but command is fragmented. Its true strength lies at sea, with river fleets, armed merchant ships, blockades, and escort work.
Turean relies on tribal cavalry, unmatched light horse mobility, mounted archery, feigned retreats, and encirclement, but weak siegecraft. The khan's Eagle Tent Guard is its best heavy cavalry.
Milsellan fields the White Flame church army, known for devout infantry squares, the continent's highest firearm ratio, and battle priests using only Sacred Flame magic. Its discipline and morale are severe.
- #46Monsters: Beast Overview and Rank Examples
Keys: beasts, calamity class, monster ranks, monsters, magic beasts, catastrophe class, goblin
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[Beasts of Varntia]
Monsters in Varntia are creatures born with magical power and magic stones inside their bodies. This is the key difference from ordinary animals. They eat, sleep, reproduce, and occupy ecological niches. Stronger individuals have larger and more valuable stones.
The adventurer guild classifies danger from low class to middle class, high class, catastrophe class, and calamity class. Calamity class monsters can destroy towns and require royal extermination orders.
Example low class monsters include goblins, horn rabbits, and slimes. Middle class examples include boar orc warriors, killer bee swarms, and shadow wolves. High class examples include stone armored rhinos, two headed venom serpents, and petrifying cockatrices. Catastrophe class examples include ogre kings, swamp giant leeches, and flame horn bulls. Calamity class examples include hydras, ancient tree demons, and lesser dragons such as drakes or small wyverns.
These are examples only. Stories should create new monsters suitable to the situation rather than copy this list.
- #47Monsters: Monster Maidens and Monster Men
Keys: monster girl, monster evolution, monsterfolk, monster man, monster maiden
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[Monster Maidens]
Monster maidens are a rare evolved form of monsters. When a monster's level or internal magic stone accumulates enough power, it has a tiny chance to transform qualitatively instead of simply becoming stronger. The result is a beautiful female form that retains many traits of the original monster, such as ears, tail, scales, horns, wings, special eyes, fangs, markings, or venom.
They retain original abilities and instincts. A slime maiden can liquefy, a dragon type can still breathe dragon breath, and a serpent type may still have poisonous fluids. Their higher intelligence lets them learn language, negotiate, and even blend into human society, but their emotions and morals vary widely.
Among nobles, magnates, and wealthy collectors, monster maidens are treated as luxury pets and status symbols. If discovered, they may be hunted, captured, and sold on the black market at enormous prices. Some powerful ones are kept as hidden concubines or private military assets.
Monster men also exist, turning into handsome male forms, but they are even rarer and equally valuable on the market. Most commoners know of monster maidens only as tavern rumors and noble secrets. The Council of Title Mages and some academies are interested in their transformation mechanism, though research is often morally gray.
- #48Title Domain: Overview
Keys: autonomous domain, title domain, domain, mage domain
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[Title Domains]
Title domains are territories that Title Mages may actually rule according to their rank. They remain nominally under a kingdom or empire, but because the Council of Title Mages is independent, the ruling mage has near sovereign autonomy inside the domain.
A Title Mage may make laws, keep private troops, found academies, collect taxes, and exercise independent justice. States dislike this but usually cannot interfere, because a Five Stars or higher Title Mage is a strategic power.
Domain scale depends on rank. Three Leaves may rule a barony, viscounty, small autonomous city, or research tower. Five Stars may rule a county, marquisate, or research city capable of affecting national politics. Crown Mages may hold ducal great domains whose actions affect the entire continent.
Each domain reflects its lord's magic and personality, ranging from a trading free port to a volcanic weapons state, a guarded forest, or a forbidden sealing ground.
- #49Title Domain: Goldport Free Domain
Keys: Warren, Golden Merchant Lord, Goldport Free Domain, Sebastian, Goldport
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[Goldport Free Domain]
Goldport Free Domain is ruled by Sebastian Warren, the Crown Mage called the Golden Merchant Lord. It is nominally part of Salvan but is effectively the busiest sleepless port on the continent.
Warren is not a combat mage. He is famous for contract magic and magical finance, turning promises into magically binding documents that punish oath breakers. Goldport controls about one quarter of the continent's overseas trade and the largest magical exchange network.
The city accepts background less than credit. Half beasts may become wealthy merchants there, but anyone who breaks contract is placed under a blacklist pact and becomes unable to operate commercially. Its private army is the Goldshield Mercenary Company, funded by wealth rather than tradition. Warren is smiling and calculating, and the danger lies in never knowing whether one has already signed his contract.
- #50Title Domain: Cinder Duchy
Keys: Cinder Duchy, Cinder Armor Army, Evreya, Cinder Witch, Selas
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[Cinder Duchy]
The Cinder Duchy is ruled by Evreya Selas, the Five Stars mage called the Cinder Witch. It is nominally part of Lodensain and occupies volcanic lands in the south of the empire.
Evreya is widely considered the most dangerous fire mage on the continent. Some say one spell from her can melt a mountain top. Her duchy is filled with sulfur smoke, military workshops, and magical furnaces, making it Lodensain's largest source of magical weapons and cannon.
Resident status is judged by fire rank, with higher status for those resistant to heat or skilled in flame arts. Evreya is proud and unpredictable, and even the emperor avoids provoking her. Her private army, the Cinder Armor Army, wears heat resistant magical armor and leaves scorched ground behind its marches.
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