Lore Compendium

Schools of Magic

  • Abjuration In this world abjuration is the rarest form of magic. It is even more rare in humans. The last known abjurer existed over 700 years ago. The abjuration school of magic encompasses protective spells. This form of magic negates physical attacks as well as all other schools of magic. A caster who specializes in abjuration is known as an Abjurer.
    (known users: Oriole)

  • Shadow The shadow school of magic encompasses dark rune spells. This form of magic summons dark/shadow energy and is an extremely powerful form of magic under the right spellcaster. A caster who specializes in dark magic is known as a Dark Sorcerer.
    (known users: A’zahl Hyra)

  • Arcane The arcane school of magic involves the direct manipulation of energy. A caster who specializes in arcane magic is known as an Arcanist.
    (known users: Bolse Thatcher)

  • Fire The fire school of magic encompasses fire-based spells. This school of magic involves the direct manipulation of heat and fire. A caster who specializes in fire magic is known as a Pyromancer.
    (known users: Ryn Alrae)

  • Ice The ice school of magic encompasses ice, cold, and frost spells. This school of magic utilizes the element of ice. A caster who specializes in ice magic is known as a Cryomancer.
    (known users: Thome Frogmin)

  • Cursed This type of magic originates from the overuse of mixing and stealing magic. Cursed magic is forbidden, unpredictable, anathema, and taboo. A caster who specializes in cursed magic is known as a Cursed Sorcerer.
    (known users: Emperor Gabaranth Su’neth, Virion the Keen)

  • Magic Augmentation A magic user can choose to augment an item that is non-organic, and imbue it with the same magical properties the caster who executes the augmentation possesses has. However, the caster that commits the augmentation must transfer a part of their abilities into the item in order to do so. Any of the 5 schools of magic can augment. An augmented user must request the assistance/ask permission/help of the imbued magic augmented into their weapon (or some other inanimate object), in order to use it.
    (known users: Ryn Alrae, Bolse Thatcher)

Aether Terminology

  • Aether The original divine essence of all magic.

  • Aetheric Potential The capacity for someone’s magic ability. Thresholds vary from caster to caster (more powerful magic users have a larger Aetheric Potential). It’s replenished with rest. Someone augmented would have a lower Aetheric Potential than a natural born user.

  • Aether Wisps The pre-physical, magical forms of the Huno, luminous fragments of Aether that drift through the world in search of connection. When an Aether Wisp finds a suitable animal soul (in typically in deep forests, untouched wilds, or places where the veil between realms is thin), it binds itself to that spirit. Through this act a Huno is ‘born’, taking on the characteristics of the animal it merges with.
  • Humans Most humans are without the capacity for magic, but there are a special few that are born with the ability. There are more humans in the world than any other race. Humans with innate abilities like magic are generally considered ‘gifted’ which causes societal contention between humans with and without magic abilities.
    • Human Shapeshifters Shapeshifting is an inherited subconscious ability that allows humans to transmogrify their form. The animal form they can change into is from which their last name is derived, usually an adjective (e.g. ‘the Swift’, ‘the Clumsy’). The form itself is a simplified animal appearance that mimics and imitates the real thing. Usually with a modest glowy aniridia (eyes with no pupil/no iris). Shapeshifters can only change into one of four forms: Fox, Rabbit, Hawk, or Snake. Shapeshifters tend to have light/pale/pastel colored hair, as well as facial tattoos from their original tribes.

  • Huno Evolved animal species. Most Huno are from Hally but can be found in any region. Huno take on the last name of the animal-type that they are + ‘min’ (e.g. Crowmin, Badgermin, Frogmin.) Huno can not be Shapeshifters, but they can have magical ability. Huno do not interbreed with other species.

  • Volga The last sub-race of now extinct elves. Volga resemble other elvin species but with dark-skin and dark features. They have assimilated into other cities and towns across both the Federation and the Empire. Many flocking to the modern cities of Welesia and Vaal. A natural Volga lifespan is anywhere from 200-300 years.

  • Mytharin † An ancient elven race once known for their refined magic and deep ties to Aether. The Mytharin thrived before the Upheaval, but their numbers dwindled in the time period that followed, eventually going extinct.

Aziathas dal Elori

“The Endward Realm”
(ah·zi·ah·thas dal eh·lori)

Federation

  • Phusos The bustling capital of the Federation, Phusos serves as the heart of political discourse and decision-making. Predominantly populated by humans, it is a city of ambition and intrigue, where the story of The Barrier Scroll begins.

  • Phusos The bustling capital of the Federation, Phusos serves as the heart of political discourse and decision-making. Predominantly populated by humans, it is a city of ambition and intrigue, where the story of The Barrier Scroll begins.

  • Kilead A small, unassuming town nestled south-east of Phusos, Kilead is marked by its near-constant rainfall, which veils the settlement in an air of melancholy. Known for its mist-laden streets and quiet charm, it is here that Ryn Alrae is first encountered in Episode 9.

  • Hally Predominantly populated by the Huno, Hally is a dry, desert-like region that relies on extensive trade with other Federation states. Despite its arid climate, the region is renowned for its ingenious aqueduct-supported agriculture, producing staple crops like dates, corn, and beans, which thrive in the challenging environment.

  • Welesia A haven for shapeshifters, Welesia is nestled among towering mountain ranges and blanketed by a crisp, cool climate born of its high altitudes. Known for its natural fortifications and impenetrable defenses, the region boasts a storied history of resilience and adaptability, reflecting the tenacious spirit of its shapeshifter populace.

  • Vaal A gleaming magocracy of sparkling white architecture, Vaal stands as a beacon of innovation, where technology and magic intertwine seamlessly. Governed by magic-wielding beings, the city is a destination for aspiring spellcasters who flock to its prestigious academies to master their craft. Renowned for producing some of the Federation’s most legendary magic users, Vaal is a hub of enchantment, knowledge, and professional magical pursuits.

Empire

  • Su’neth City (Capital) The main city of the Su’nethian Empire.

  • Halcyon Braid Fortress where both the Treaty of Halcyon and the Massacre of Halcyon Braid took place.

Arathos dal Anorin

“Land of the Beginning”
(ah·rah·thos dal ah·nor·rin)
  • Home of the Ancients Birthplace of the earliest magic known.

  • Origin of the Huno The Huno trace their beginnings to ancient Aether wisps, which originate in this realm.
  • The Barrier Scroll Forged in the Land of the Beginning and created by the Ancients to shield and fortify the realm, the scroll is said to judge the heart and intent of its bearer, revealing its power only to those deemed worthy. During the Upheaval, this power manifested as a catastrophic severing of the Aetheric Flow. Horrified by its devastation, the Ancients locked the scroll away. It remains one of history’s most enigmatic artifacts.

  • Wandering Stone Vaal crafted artifact that attunes to the spirit of its bearer. Its resonance shifts with the wearer’s intentions, making it both companion and compass. Wandering Stones are prized as sentimental talismans and are often exchanged as promises or keepsakes.

  • Communication Runes Crystalline relic crafted by the Ancients to send spoken messages across vast distances. Each faceted shard hums with latent Aether when activated. Once common tools of unity, these runes are now prized and exceedingly rare.
  • Aetheric Conflict ~710 years ago. Guilds and magical factions turn on one another, rivalries deepen and cities burn in a vie for control.

  • Aetheric War Driven by rising tensions between magical factions and competing guilds. As rival powers fought to control Aether and ancient knowledge.

  • The Upheaval ~700 years ago. An Abjurer attempts to sever the Aetheric Flow to purge corruption from the realm. They use the Barrier Scroll, hoping to restore balance. The spell backfires, cities fall, and lives are lost. The veil between Arathos and Aziathas seals. The Concord of Aziathas collapses and dissolves.

  • East Territories War A major conflict ~150 years ago that fractured the eastern territories and ignited open war with the Federation. In its aftermath, Gabaranth Su’neth united the East under one banner, forming the Su’nethic Empire and vowing to push back against Federation control.

  • Massacre of Halcyon Braid A pivotal event ~27 years ago in which a diplomatic summit aimed at securing peace between the Federation and the Empire was shattered by an unexpected betrayal. Su’nethian envoys, the attending Federation Onyx Guard, and numerous delegates were killed, halting the treaty effort and reigniting hostilities between the two factions.

  • Siege of Dalarath ~10 years ago a major confrontation in the renewed hostilities between the Federation and the Empire. Federation forces moved to end a siege on Dalarath. Onyx Guard command shifted to Ryn Alrae and the conflict ends in three days, resulting in a swift Federation victory.