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Fantasy 𝑻𝑰𝑳𝑳 𝑫𝑬𝑨𝑻𝑯 𝑫𝑶 𝑼𝑺 𝑷𝑨𝑹𝑻 - 𝒍𝒐𝒓𝒆

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MAGIC





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GENERAL DEFINITIONS


MAGIC

The natural force that exists within all things across the Continent. Every person is born with a latent magical ability, but without training, most will never develop it beyond instinctual use. Magic is not a tool for the common man; it is a privilege, a weapon, and in some cases, a curse.

VEINFLOW

Veinflow is the internal reservoir where a mage’s magic is stored and circulated. It absorbs ambient magic from the environment, aligning with the user’s elemental affinity. When Veinflow is depleted, magic becomes inaccessible until it naturally replenishes through rest, sustenance, or exposure to magic-rich areas. With training, one can expand their Veinflow, increasing their bandwidth and power in wielding magic. However, even the strongest mages must respect their limits; overuse can lead to unconsciousness, permanent damage, or death.

MAGIC EDUCATION

Formal training in magic is a luxury afforded only to the nobility, elite scholars, and select military recruits. Magic academies are rare, exclusive, and highly secretive. The exception is military service, where recruits with strong affinities can receive training in exchange for years of service.

MAGIC STORMS

Unstable surges of Wild Magic that occur unpredictably across the Continent. Most magic storms are harmless, but strong storms can cause distortions in reality, teleporting those caught within them to distant locations, most often, the Land of Beasts.

THE MAGIC DIVIDE...

Magic in the Continent is broadly divided into two categories: Elemental Magic, considered the purest and most prestigious magic, and Other Magics/Structured Magics, which are practical, structured, and sought after by commoners for the fact that they can be learned even with little to no innate magic affinity.

...IN ELYRIA

In Elyria, magic defines status, power, and class. Nobles monopolize Elemental Magic, breeding heirs with powerful affinities, and as a result, Dual-Affinity, rare elsewhere, is common among them. Other Magics are dismissed as lesser arts; Rune Magic and Alchemy are tolerated but secondary, while Shadow Magic and Bestial Magic are outlawed. Magic education is tightly controlled, with commoners only gaining training of any kind of magic through military service, wealth, or noble sponsorship. In noble circles, they refer to these lesser arts as "hedge magic" or "low arts,", and the like.

...BEYOND ELYRIA

Beyond Elyria, the divide is far less rigid. Vostigar values Rune and Bestial Magic as essential tools for warriors and hunters. Caelum has had Alchemy, Rune Magic, and Shadow Magic integrated into daily living, arts and military strategy for a few years now, though they're still regarded as lesser. Ish’kora disregards the divide entirely, treating magic as knowledge rather than status, studying, mastering, and innovating in all forms of magic equally.

THE ELYRIAN MAGIC PARADOX

Elyria boasts the highest number of Dual-Affinity wielders, making its nobility some of the most naturally powerful magic users on the Continent. However, their strict adherence to Elemental Magic and dismissal of Other Magics leaves them the least exposed to broader magical knowledge and innovation.

ELEMENTAL AFFINITY

A person’s innate magical alignment to one of the four fundamental elements: Fire, Water, Earth, or Air. Affinity is inherited through bloodlines and determines how magic responds to the individual. However, even those with strong affinity can rarely wield magic without some years of training.

AFFINITY STRENGTH

The measure of how naturally strong someone's affinity to their element is. Some are “Blooded” enough to shape it into something tangible, and with enough training, they can rightfully be called mages.

BLOODED

A term used to describe those who have a strong elemental affinity. A person with a dominant fire affinity is Fireblooded, a person with an earth affinity is Earthblooded, and so forth.

LAW OF ELEMENTAL INHERITANCE

Every individual is born with a singular dominant Elemental Affinity: Fire, Water, Earth, or Air, which is primarily determined by lineage and bloodline. This Affinity dictates the type of magic one is naturally attuned to and capable of wielding with proper training. While inheritance generally follows predictable patterns, magic is not always an exact science. The strength and purity of a bloodline, the dominance of an element, and rare mutations can all influence the outcome of a child’s Affinity.

NOTE. It is generally accepted that Fire and Earth are dominant over Water and Air.

I. One Dominant Parent, One Recessive Parent

If one parent has a dominant element (Fire or Earth) and the other has a recessive element (Water or Air), the child will almost always inherit the dominant element.

Example: A Fireblooded parent and a Waterblooded parent will almost always have a Fireblooded child.

II. Two Dominant Parents (Fire + Earth)

The child will always inherit one of the two dominant elements, never a recessive one.

Example: A Fireblooded and an Earthblooded parent will produce either a Fireblooded or an Earthblooded child; the ratio of inheritance depends on family lineage strength.

III. Two Recessive Parents (Water + Air)

The child will always inherit one of the two recessive elements, not a dominant one.

Example: A Waterblooded and an Airblooded parent will produce either a Waterblooded or an Airblooded child.

IV. Ancestral Inheritance (Skipping a Generation)

In rare cases, a child may not inherit either parent’s Affinity but instead manifest an Affinity from a grandparent or earlier ancestor. This is more common in families with mixed elemental lineages, where a recessive element was suppressed in previous generations but resurfaces unexpectedly.

Example: Two Earthblooded parents producing a Waterblooded child due to a strong Waterblooded ancestor in their lineage.

V. Elementally Inert

Whether they came from weak magical lineage, or despite coming from strong magical lineages some children are born with little to no elemental ability. In that case, they often cannot “unlock” elemental magic ability later in life, though they may still be able to practice Other Magics (Runes, Alchemy, etc.), if they can find the resources.

This is considered a birth defect among noble families and is often a mark of incredible shame, particularly in Elyria.

The Law of Elemental Opposition

Though every individual has one natural Affinity, they also have an elemental opposite, that is inherently weak within them. This opposition is dictated by the natural properties of the elements: Fire opposes Water. Water opposes Fire. Earth opposes Air. Air opposes Earth.

DUAL-AFFINITY

A rare 1 in 500 ability to wield two elemental magics with near-equal strength. While most favor one over time, true mastery of both is exceptionally rare. Dual-Affinity is most common among Elyrian nobility, where bloodlines are bred for Water + Air or Water + Earth affinities. Balancing both elements requires twice the training, and overuse of one can weaken the other. Those who achieve full mastery are often remembered in history.

THE ORIGINS OF DUAL AFFINITY

1. Strong, Unbroken Elemental Bloodlines

The most common way Dual-Affinity manifests. If both parents come from long-standing, pure elemental bloodlines, their child may inherit both elements instead of just one. Most common in Elyria, where noble families intentionally cultivate bloodlines for Water + Air or Water + Earth Dual-Affinities.

2. Equal Elemental Lineage from Both Parents

If neither parent's element is dominant over the other, but both have strong elemental ancestry, their child may develop Dual-Affinity instead of inheriting just one. This is rarer than the above scenario, but still possible, particularly in Caelum and Ish’kora, where magical education allows for greater flexibility in affinity development.

3. Mutation

Some Dual-Affinity individuals arise from seemingly random mutations, even if their lineage does not strongly favor Dual-Affinity. This is most common in regions affected by Wild Magic storms, where exposure to unstable magical energy has unpredictable effects on unborn children.

VEINBURN

Veinburn is a dangerous condition that occurs when a mage overuses their Veinflow, pushing beyond their natural magical limits. It manifests as blackened, seared veins that spread across the skin, a visible mark of strain that worsens with repeated abuse. The more severe the Veinburn, the more difficult it becomes to recover, and in extreme cases, it can lead to permanent magical impairment, organ failure, or death. In extreme cases, mages with severe to fatal Veinburn may undergo Veinbinding, a dangerous process that seals off their ability to cast magic entirely, preventing further damage at the cost of losing their magic forever. This kind of magic is taught to and practiced by physicians.

Causes of Veinburn

Overexertion. Using magic beyond one’s Veinflow capacity without proper rest or replenishment.
Forbidden Magic. Practices such as Blood Magic or Soulbinding, which consume life force instead of Veinflow, can cause instant and irreversible Veinburn.
Veinflow Disruption. Exposure to Wild Magic storms or unstable alchemical substances can forcibly drain or corrupt a mage’s Veinflow, resulting in Veinburn.
Forced Casting. Using magic while Veinflow is fully depleted, essentially “burning” the body as fuel.

Stages of Veinburn

1. Minor Veinburn. Veins darken temporarily, causing fatigue, dizziness, and mild pain. With rest and proper healing, it can fade within days.
2. Moderate Veinburn. Persistent blackened veins, muscle tremors, and difficulty casting magic without pain. Takes weeks or months to recover.
3. Severe Veinburn. Deep, permanent scarring along the veins, chronic pain, and significant loss of magical ability. Recovery is rare.
4. Fatal Veinburn. Total magical collapse, rendering the mage unable to use magic ever again. In worst cases, it leads to death.

TYPES OF MAGIC

(from most common/legal to least common/illegal)


THE FOUR FUNDAMENTAL ELEMENTAL AFFINITIES

Earth Magic (Earthblooded)

Earthbloods are defined by their affinity to magic in its most enduring, constant forms; the force of gravity, density and raw strength. Masters of reinforcement, they can strengthen structures, increase their physical durability, and wield the pull of gravity. Incredibly valuable for fortification, construction, and battlefield endurance. Some are known to shape minerals, like gold or iron.

Fire Magic (Fireblooded)

Control of heat, combustion, and kinetic force. Strong Firebloods can start fires, forge weapons, accelerate their own movements, or preserve life by controlling body temperature. However, unchecked fire magic leads to spontaneous combustion, internal burns, and overheating.

Water Magic (Waterblooded)

Those with a water affinity are tied to fluidity, change, and the movement of life itself. They can extract poisons, manipulate humidity, and purify water. Healing magic is derived from this, but it takes life force away from the user. Another rare ability accessible to Waterbloods is dream magic, the ability to enter another’s subconscious.

Air Magic (Airblooded)

Airblooded are defined by their affinjty to speed, perception, and the invisible forces that shape the world. It is more than just wind; it is lightness, perception, electricity, and the delicate forces that hold the world in balance. They are incredibly attuned to their surroundings, capable of sensing danger before it happens. Some can momentarily vanish from sight or create distortions in the air.

OTHER FORMS OF MAGIC

Other magic refers to forms of magic not directly tied to elemental affinity. While elemental magic is considered the purest form, these lesser magics can be mastered even by those with weak or no elemental alignment. Though often looked down upon, they offer unique abilities that extend beyond the traditional elements.

Rune Magic
A structured magic that must be inscribed rather than cast, using symbols to imbue objects with power. Runes allow for permanent enchantments, reinforced structures, and long-lasting spells, making them a crucial art in weapon crafting and architecture.

Alchemy
The structured magic of transformation, allowing for the extraction, refinement, and manipulation of magical substances. Alchemy is less about direct spellcasting and more about understanding the properties of magic itself. Through potions, elixirs, and transmutations, alchemists can replicate elemental effects without ever casting a spell.

Shadow Magic
The art of manipulating perception, light, and absence. Shadow magic is commonly used for stealth, deception, and illusion, allowing practitioners to bend light, vanish from sight, or create doppelgängers. While not outright illegal, it is heavily regulated due to its association with spies, assassins, and underground organizations.

Bestial Magic
A primal, instinctive type of magic , found mostly in the Land of Beasts. Practitioners of Bestial Magic can form bonds with creatures, take on their traits, or even communicate with them. This magic is outlawed in Elyria and Caelum.

Dream Magic
A rare and poorly understood form of Waterblood magic that allows users to enter and influence dreams. Some say it is a healing magic, able to soothe traumas and nightmares, while others believe it is a tool of manipulation, planting ideas in the minds of others.

FORBIDDEN/LOST MAGIC

While everyone has an elemental affinity, there exist magics that are not bound by them; mystic arts that exist outside the traditional schools. These magics are rare, dangerous, and expressly forbidden.

Blood Magic
A high-cost magic that uses life force as a currency. Practitioners can heal wounds, increase their power, or manipulate others, but at a price. Blood Magic is widely outlawed due to its dark history and deadly consequences.

Necromancy
The ability to commune with or manipulate the dead. True necromancers do not raise mindless undead armies, but rather tether lingering souls, communicate with spirits, or reanimate fallen bodies. It is feared due to its association with disturbing the natural order, and in most kingdoms, necromancers are executed on sight.

Temporal Magic
The theoretical ability to influence time; whether by glimpsing the past, seeing into the future, or altering the present. No confirmed practitioners exist, and those who claim to have experienced it often suffer severe consequences. The few records of Temporal Magic describe individuals aging unnaturally, becoming displaced from reality, or disappearing entirely.

Wild Magic
Magic in its purest, most unfiltered form. Unlike structured elemental magic, Wild Magic responds to emotion, will, and the world around it. It is primal, unrestricted, and refuses to be bound by human laws. It is believed Wild Magic is responsible for a phenomena called magic storms and that it produces many of the creatures that roam the Land of Beasts, the Continent’s most dangerous, untamed region.

Soulbinding
A powerful and rarely understood magic that links the fates of two individuals. A soulbound pair can feel each other’s emotions, share strength, and in extreme cases, take on each other’s wounds. Historically, it has been used in royal bloodlines and among elite warriors, though the knowledge of how to perform a true soulbinding ritual has been mostly lost.





♡coded by uxie♡





 
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#open



THE KINGDOM OF VOSTIGAR





capital: vost




pop: ~17 mil.




vostigari





magic users: ~20% of pop.











Glory in the ember, honor in the ashes.


So goes the famous Vostigari motto; those who fight are remembered, and those who fall in battle earn their place in their war-forged annals of history. Once long ago, they were unchallenged rulers of flame, carving out their kingdom through conquests and believing that power, magic and strength are all one in the same. Unlike the rigid noble hierarchies of the other elemental dynasties, Vostigar’s throne had never passed through a single bloodline. Rulership was not inherited, it was won. To be king, one must prove their fire burns the brightest, their fury unmatched, their will unbreakable...

Until fifty years ago, that is.

After a series of successive battles, the great Kingdom of Elyria tamed the mighty flame. The warlords were dismantled, their lands absorbed, redistributed, and Vostigar was forced into submission, shackled under Elyria’s rule as a vassal state. In Elyria’s courts, they became the mountainfolk, the brutes, the flame-touched savages who had been given civility. The noble families of Elyria laughed at their rough manners, their obsession with war, their so-called primitive traditions.

And yet, when monsters spill from the Land of Beasts, when horrors that defy the laws of magic creep from the shadows, it is always Vostigar’s warriors who stand on the frontlines. The rest of the Continent may look down upon them, but they do not laugh when Vostigari steel is the only thing standing between them and the creatures that should not exist.

The homeland of the Vostigari is a land of extremes. Crowned with smoldering volcanoes, scarred by jagged black cliffs, split by glacial rivers stretching vein-like across the terrain, and hardened by vast plains of frozen lava flows. For most of the year, frost and fire battle for dominance, reshaping the land with every eruption and blizzard in equal measure.

While elemental magic exists across the Continent, Vostigar remains the most heavily Fireblooded region in the world. Nearly seven out of ten Vostigari are born Fireblooded, a far higher ratio than in any other kingdom. Earthblooded make up most of the remaining population, their resilience well-suited to the brutal landscape. Airblooded and Waterblooded are rarer here; their gifts seen as lily-livered oddities rather than the norm, and they often leave Vostigar for places where their talents are better appreciated, lest they learn to adapt their magic to fit the brutal Vostigari way. Indeed, it is here, along the longest, most dangerous border with the Land of Beasts, that Vostigar’s people have endured, knowing that the fire in their hearts may flicker, it may dim, but it will never truly die.

LOOKS.

Vostigari are built for survival and hardship; their frames broad and powerful, their movements honed from a life spent in battle with the elements, each other or beasts. Their hair is as wild as the northern winds that whip across their homeland, ranging from deep, inky blacks to silvery whites, with stark reds, oranges and dark blues appearing as well. Their skin is often kissed by the cold, ranging from deep umber to frost-pale tones.

RULING WAR CLANS.

Clan Dainmir. Clan Neyev. Clan Varkhaal.

LENGTH OF RULE.

Power shifts with the tides of war, bu these three clans have remained at the top for the last 150 years. Before Elyria’s conquest, their conflicts between each other decided who claimed the throne.

GOVERNANCE.

Warrior oligarchy.

MILITARY STRENGTH.

Unmatched frontline warriors, feared across the continent; masters of open field and siege warfare. While Vostigar lacks a true naval empire, some of the more powerful clans do command their own fjord fleets, though they belong to Elyria now.

NAMING CONVENTIONS.

Names are harsh, guttural, and warrior-like, drawing inspiration from Scottish, Norse, and Nordic traditions.

FOOD & DRINK.

Vostigari cuisine is hearty, meat-heavy, and made to maximize the most muscle growth. They favor roasted and salted meats, stews, starch vegetables and fermented food that can withstand harsh winters.
Famous Dishes

Blooded Tuskboar Stew. A thick, spiced stew made from tuskboar, root vegetables, and fire-kissed peppers.
Warrior’s Bread. A dense, protein-packed flatbread that can last for weeks.
Fell-Beast's Breath. A fiery, high-proof drink that burns like dragonfire down the throat.

NOTABLE REGIONS.

The Ember Wastes

Once the heart of Vostigar, Vost still stands amid the Ember Wastes, a land of blackened cliffs, molten rivers, and ever-burning forges. Though no longer the capital, it remains a hotbed of defiance. Across the fifty years of Elyrian rule, countless rebellions have ignited here, only to be crushed and rise again like flames in the wind...

The Beastfang Borderlands

Stretching along the longest and deadliest border with the Land of Beasts, the Beastfang Borderlands are a battleground where Vostigari warbands hunt the horrors that cross into their lands. To slay a beast is an honor, and every warrior who survives wears its fangs as proof of their worth.

The Red Reef Islands

A lawless haven of pirates, slavers, and mercenaries, the Red Reefs sit at the crossroads of Vostigar and Ish’kora. Outcasts and exiles rule their own fortress-ports, trading in stolen goods, flesh, and blood. Officially, Vostigar disowns them. Unofficially, their gold and secrets still find their way to the mainland...

RELIGION.

The Faith of the Fell-Beast.

To the Vostigari, their world is a battlefield left behind by monsters, and to live in it is to constantly prove one’s strength. Their faith is not one of mercy, but of omens, trials, and the will of the fallen Hydra itself. They believe that fate is written in fire and frost, and that the natural world, whether in the forms of cloud shapes, volcanic tremors, or the way flames flicker,.offers signs to those who know how to read them.

This is because they hold a belief that their homeland was forged from the body of a great Hydra, whose many heads were half of fire, half of ice. In the age before men, it is said the Hydra ruled the skies and the earth, its breath shaping the mountains, its coils carving the valleys. But when it fell, beaten by its own warring heads, half of the severed heads became the great volcanoes that now smolder across Vostigar, and the other half became the great glaciers that battle them. From its lifeblood, the beasts of the Land of Beasts were born, thus becoming known as the Great Fell-Beast.

The Flamegazers, their spiritual guides, are warriors and seers who interpret these omens. It is said that those who stare into fire long enough may glimpse the will of the beast, while others claim to hear its roar in the howling winds of blizzards. The Vostigari believe that battle-readiness, and trials of strength are the truest forms of devotion; shrines to the Fell-Beast are built at the bases of volcanoes, atop jagged cliffs, or within deep caves, where warriors go to offer blood, weapons, and battle trophies as proof of their worth.

The Flamegazers wear charcoal-black and deep red cloaks, their hands and faces often marked with ash and soot, symbolizing their bond and mark to the beast. Among them, it is whispered that one day, the Hydra will rise again, and when it does, Vostigar shall be restored to glory...

NOTABLE TRADITIONS..

The Rite of the Fellbeast

A brutal coming-of-age trial where Vostigari youths must hunt and slay a beast from the Land of Beasts, proving their strength, cunning, and worthiness. The first successful hunt marks their transition into adulthood, and they are permitted to wear the fangs, horns, or bones of their kill as proof of their survival. Those who fail are not cast out, but they must return stronger or live with the shame of an unfinished trial.

The Vostigari Blood Oath

Vostigari warriors do not swear oaths lightly; whether pledging loyalty to a clan, a warband, or a sworn brotherhood, the vow is sealed in blood, drawn across the palm or wrist. To break a Blood Oath is the greatest dishonor, one that can only be absolved by exile or death. When Vostigari warriors form lifelong bonds, they often exchange weapons as part of the oath, so that even in death, their blades will fight beside their sworn kin. The same applies to marriage in Vostigar; a Vostigari husband and wife will cut their palms, pressing them together; their blood mingles, binding them as one. While a warlord may take multiple wives, the First Flame — his first and highest-ranking wife, holds authority over his household, overseeing the hearth, the warriors it feeds, and the children it bears. The other wives (often chosen for their skill, magic, or political advantage) have their own standing but answer to the First Flame. When propositioned, a Vostigari woman may just as easily reject a proposal as accept it. Divorce is equally common; a woman who finds her husband lacking may cast his weapon into the fire, severing the bond. Should a husband be unworthy of her, the clan will stand behind her right to leave.

The Feast of the Last Stand

A brutal, roaring weeklong feast held in the last days of winter. It is easily the bloodiest and most anticipated celebration in Vostigar. Though its name dates back centuries, most accept it as a nod to Vostigar’s final stand before Elyria’s conquest. At its heart is the Last Stand, an open challenge to any and all warriors to step into the fighting square to prove their strength, settle grudges, or earn money and glory. Fights can end in bruises, others in blood, and for those who die, their names are carved into animal bone and honorarily burned. The feast that follows after the fights are as wild, if not more; roaring bonfires, spit-roasted game, war-songs that shake the night, and even those who do not fight take part, for debts are forgiven, old oaths renewed, and for one night, Vostigar remembers what it was before the conquest.





♡coded by uxie♡





 
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#open



THE KINGDOM OF ELYRIA





capital: Thalmyra




pop: ~30 mil.




elyrian




magic users: ~20% of pop.












As the river carves the valley, so too do we shape the world.


Elyria is a vast, fertile kingdom of sprawling rivers, golden fields, and towering white-stone cities. The capital, Thalmyra, is the shining jewel of the Continent, a city built on the backs of scholars, merchants, and nobles alike. Its grand avenues are lined with marble statues, elaborate fountains, and architectural wonders, reflecting centuries of accumulated wealth and wisdom. Unlike the harsh mountain landscapes of Caelum or the extreme wilderness of Vostigar, Elyria is prosperous, temperate, and meticulously managed. The kingdom’s farmlands are irrigated with precision, its roads are paved and patrolled, its cities are walled and orderly.

Nowhere is Elyria’s obsession with control more evident than in its royal court, where politics is played with daggers hidden behind velvet smiles. Power here is not taken with brute force but maneuvered into place through influence, reputation, and the slow, methodical elimination of one’s rivals. Wars are won not on open battlefields, but over dinner tables, behind closed doors, with the flick of a wrist and the right word whispered at the right time. Here, silence is just as deadly as a blade, and a misstep in etiquette can cost more than a duel ever could.

While all elemental affinities/other-magic practitioners exist in abundance in Elyria, Waterblooded nobility reign supreme. Nearly half of all noble families trace their lineage to generations of Waterblooded rulers, scholars, and healers, making Elyria the foremost center of magical refinement on the Continent. To be Waterblooded in Elyria is to be privileged, powerful, and above all, untouchable.

To study magic outside noble approval is to risk severe punishment, exile, or worse in Elyria. In many kingdoms, a particularly determined commoner might find a way, through military service, apprenticeship under a rogue mage, or sheer luck in securing a noble patron. But in Elyria, unless one is born into nobility, the only sanctioned path to learning magic is through the Elyrian military, where recruits are trained as battle-mages, siege casters, or healers strictly for the service of the kingdom. Even then, their education is limited, practical, and heavily monitored.

LOOKS.

Elyrians are known for striking features, often possessing high cheekbones, sharp brows, and regal postures. Their hair colors can range from sunkissed blondes, chestnut browns, hues of silver, green, blue, and lilac purples. Their skin tones range from fair to warm olive.

RULING FAMILY.

King Hadrien & Queen Lithalia of House Castanova.

LENGTH OF RULE.

300 years.

GOVERNANCE.

Hereditary monarchy with a powerful noble class.

MILITARY STRENGTH.

Highly disciplined army called the Tidemarch Legion (soldiers individually are called 'Silverfish'; elite cavalry, strong naval presence.

NAMING CONVENTIONS.

Names are elegant, regal, and roll off the tongue, inspired by Roman, Latin, and Mediterranean cultures.

FOOD & DRINK.

Elyrian cuisine prides itself on elegance and is deeply tied to water-based ingredients. Freshwater fish, shellfish, and seaweed are common staples, alongside exquisite wines, soft cheeses, and delicate pastries.
Famous Dishes

• Pearled Trout in Nymph’s Tears. Delicate, butter-poached trout served with a light, translucent sauce made from a rare flowering seaweed.
• Everflowing Mead. A sweet, honeyed wine made from pressed white Callisoran grape that is broadly considered the best of the best.
• Water Lily & Citrus Tarts. Small, flaky pastries flavored with candied lily petals and blood oranges.

NOTABLE REGIONS.

Lithalis Bay

The lifeblood of Elyria; it is a bustling coastal region, home to Elyria’s largest port cities and naval strongholds, the center jewel of maritime trade, shipbuilding, and Elyria’s formidable navy.

The Fields of Calisora

The breadbasket of the Kingdom, made up of expansive golden plains, lush farmland, and sprawling vineyards that supply most of Elyria’s grain and wine, made from the famous Calisora grape. It is controlled by landowning noble families, with a vast workforce of laborers and tenant farmers.

The Elyrian Falls

A breathtaking region of cascading waterfalls, natural hot springs, and famed luxury baths visited by nobles and commoners alike. Known for its serene beauty, sacred healing waters, and centuries-old bathhouses that serve as both retreat and political meeting grounds.

RELIGION.

The Everflowing Faith.

The Elyrians follow El, the Everflowing, the divine mother of water, life, and renewal, from whom all nymphs and water spirits are said to descend. According to legend, during the Great Famine and Flood, El wept for the suffering of the first Elyrians, and from her tears, the sacred nymphs emerged. These nymphs blessed the settlers with children, the first Waterblooded, who brought balance to the land and helped along Elyria’s survival.

The Everflowing Faith teaches that all things move with one sacred current, and to fight against it is to bring ruin upon oneself. Followers, known as the Watersworn, devote their lives to understanding, embracing, and flowing with El’s divine path. They believe that like a river, fate is not meant to be resisted but accepted and guided.

The heart of worship lies at the Elyrian Falls, where the Watersworn maintain temples, shrines, and places of quiet meditation. There, worshippers leave pearls, silver, and sacred lilies as offerings in exchange for El’s favor. She is seen as both merciful and untamed, capable of gentle blessings or devastating floods when her people stray from her grace. There is a severe sect known as the Tidekeepers believes that to purify oneself, one must endure suffering; fasting, ritual drowning, and forced submersion are among their methods. They claim that only by feeling the weight of water, by surrendering fully, can one truly flow with El’s will.

In general though, followers of the Everflowing Faith wear robes in deep blue, silver, and white, symbolizing the ever-moving current of life. It is said that the most devout among them can hear whispers of the nymphs in rushing waters, guiding them to those in need; or to those who have strayed too far from the current...

NOTABLE TRADITIONS..

The Festival of the Everflowing

Arguably the grandest celebration in Elyria, honoring El, the Everflowing. Processions wind through the streets, leading to sacred fountains or waterfalls where devotees toss pearls and silver into the waters for blessings. Beyond devotion, it’s a time of lavish feasts, water-dancing performances, and grand maritime competitions like ceremonial boat races and free-diving contests. Merchants line the streets selling blue-dyed fabrics, sea-inspired jewelry, and salt-crusted delicacies, and even commoners partake in celebratory banquets. It’s also the time when high-ranking Watersworn receive their official titles, marking it as a deeply political and spiritual event.

The Salt Bond

An Elyrian marriage tradition; it is the symbolic act of mixing salt into each other's wine, drinking it as a pledge that their love will be as vast and constant as the sea. Before the Bond, lovers are known to carve their initials into driftwood and casting it into the tide for good fortune.

The Festival of First Catch

A beloved commoner’s festival, the Festival of First Catch marks the first full moon of spring with fishing, feasting, and festivity. Children cast their first lines into the sea, rivers, or lakes, and success earns them a silver charm for luck, while failure means a playful dunk in saltwater. By sunset, harbors glow with sea lanterns, tables spill over with seafood and spiced rum, and music fills the air as ordinary sailors, fishwives and sailors spin wild tales or recount mythological tales centering around El and her nymphs.





♡coded by uxie♡





 
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#open



THE KINGDOM OF CAELUM





capital: calingrad




pop: ~22 mil.




Caelish




magic users: ~25% of pop.












Storm-born, sky-bound.


If Elyria is the crown of civilization, then Caelum is the kingdom above it, watching from the heights, untouched and unimpressed. Its fortress-cities are carved into the spines of towering cliffs, its roads winding treacherously through narrow passes and sheer mountain drops. Waterfalls crash from staggering heights, feeding winding rivers that vanish into the mist. Bridges of ancient stone stretch across chasms so deep they seem to have no bottom.

Caelum has never been conquered, nor has it ever been ruled by another. Unlike Vostigar, which was brought into submission by Elyria’s might, Caelum remains sovereign, its independence secured by its natural defenses. Of all the great kingdoms, Caelum and Elyria have always been both allies and adversaries, locked in a delicate dance of diplomatic respect, strategic tension, and the constant, unspoken question of who truly holds power on the Continent.

Here, Airblooded reign supreme. Nearly six out of ten Caelish citizens are born Airblooded, their magic allowing them to master the wind, shape storms, and manipulate speed and perception. Those without Airblood are not treated as lesser, but they do have to work harder to prove themselves in a society that values speed, adaptability, and precision above all else. They are a people of warrior-scholars, poets who fight, and warlords who sing of their proud history in the form of ballads, stories, and the spoken word, carried on the wind from one generation to the next. One moment, a Caelish noble may challenge you to a duel, and the next, they may offer you their hand, a drink, and a song about how you fought well, you just never know!

LOOKS.

Caelish people are sturdy, bred from a land of strong winds and rolling hills. Their hair ranges from deep, stormy blacks, grays, whites and rich auburns, with fiery reds and copper shades being particularly prominent among their bloodlines. Their skin tones range from deep bronzes to lighter wheat shades.

RULING FAMILY.

King Kardrick & Queen Wyelara of House Walbernn

LENGTH OF RULE.

120 years.

GOVERNANCE.

A meritocratic monarchy; only the one deemed worthy by the Withan, an assembled council of Caelum's most powerful nobles, may ascend the throne.

MILITARY STRENGTH.

Airborne supremacy due to their groundbreaking and growing fleet of airships, called the Airborne Legion (soldiers are individually nicknamed "Stormcloaks"). Masters of mountain warfare, ranked with storm-callers and aerial warriors trained in windborne combat.

NAMING CONVENTIONS.

Names are simple, poetic, and noble, reflecting British, Welsh, and Anglo-Saxon traditions.

FOOD & DRINK.

Caelish cuisine is flavorful, balanced, and full of fresh, high-altitude ingredients. Fruits, nuts, and goat cheeses are common, along with spiced meats and flaky pastries.
Famous Dishes

Skyborn Lamb. A roasted lamb dish seasoned with mountain herbs and served with honeyed nuts.
Stormberry Wine. A tart, electric-blue wine made from a rare highland berry, a big crowd favorite in Caelish taverns.
Windwalker’s Flan. A light, airy dessert flavored with berries, grain and almond milk.

NOTABLE REGIONS.

The Skyspires

The wealthiest and most breathtaking part of the capital of Calingrad. Floating bridges, towering citadels, and wind-carved halls suspended within the peaks; it is home to the royal court, the Withan, and the most influential noble families of Caelum.

The Aetherium

Home to Caelum’s famed sky academies, where scholars, engineers, and Airblooded prodigies create world-changing inventions. Second only to Ish’kora in technological advancement, the Aetherium is the beating heart of airship engineering, weapon development, and storm magic research.

The Caves of Caelish Song

A sprawling network of wind-carved cliffs, deep caverns, and sheer ravines where the howling gales twist through stone, creating eerie, melodic echoes that carry for miles. The wind never stops, shifting in pitch and tone as if the cliffs themselves whisper old Caelish ballads. Iron, steel, and rare metals are mined from deep within the cliffs. At its deepest point lies the Maw, the largest ravine on the Continent and Caelum’s most infamous execution site. Few know if there is a bottom... and if there is, what lurks there.

RELIGION.

The Wandering Flutist.

Unlike the other kingdoms, Caelum doesn’t put much stock in gods. Faith, to the Caelish, isn’t found in temples or prayers. Rather, faith is found in love, in death, in the things that shape life itself. They may not worship divine beings, but they believe in stories, legends, in fate, in simple truths that have stood the test of time and colored many a Caelish proverb or verse meant to guide, inspire, and make sense of the world.

One of the oldest and most enduring Caelish legends is the Wandering Flutist. He’s not a god, not quite a ghost, just a figure who walks the roads on the longest night of the year, wrapped in a storm-gray cloak, playing his silver flute, usually unseen unless he chooses to stop to play a tune for you. If he does, it means your path is clear, your journey blessed. But if he walks past in silence, it is taken a warning, a sign that misfortune, even death, waits ahead.

Because of this, travelers leave small offerings at crossroads; music, poetry, or a few coins, just in case. Some villages send their loved ones off with a song, believing it keeps misfortune at bay. During feasts, fathers, sons, and young men dress as the Wandering Flutist, playing songs in the streets, blessing the year ahead with safe travels, and it is often playfully said the Flutist himself walks among them.

But not all tales of the Flutist are so kind. In some versions of the legend, he does not bless, but lead, his song drawing the lost, the grieving, and the desperate off the beaten path, never to be seen again, or otherwise led to their death by falling into the Maw.

In the end, the Caelish believe they do not need gods to tell them what’s right or wrong. They believe in what can be seen, felt, and understood. That love is a blessed thing, that death is inevitable, that fate has a way of pulling you where you’re meant to be and that life is a ultimately a song carried on the back of the wind, and the best you can do is follow its tune.

NOTABLE TRADITIONS..

The Longest Night

Caelum’s most beloved winter festival, held on the darkest night of the year. Entire villages gather, sharing gifts, songs, poetry, and old legends long into the morning. It’s believed that this night is when the Wandering Flutist walks among them, blessing travelers and guiding lost souls home. It’s also a time of wind-chime and flute craft, friendly verse duels and competitions, storytelling contests, and dramatic play performances. In the nobility, great feasts are held, where the most eloquent speaker and/or singer is honored as "Winter’s Voice" until the next Longest Night.

The Trials of Caelish Song

A coming-of-age test for noble youth and aspiring scholars. They must compose and perform an original work before an audience, showcasing their wit, eloquence, and ingenuity. Those who deliver underwhelming performances are mercilessly mocked, their failed verses remembered and repeated for years. Success, however, cements their place among Caelum’s literati, and the most talented earn sponsorships from noble patrons or invitations to the Aetherium itself. Some say the Wandering Flutist himself whispers words of inspiration to those worthy!

The Windbinding

A tradition beloved by Caelish commoners and nobility alike, the Windbinding is a simple but heartfelt way to test fate. During courtships or even just for fun, couples stand atop a high cliff, each releasing a feather into the wind. If the feathers dance together, it's seen as a sign of a strong and lasting bond; if they drift apart, some take it as a bad omen, or just an excuse to try and test fate again.





♡coded by uxie♡





 
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#open



THE KINGDOM OF ISH'KORA





capital: vasrah



pop: ~25 mil.




ish'koran




magic users: ~25% of pop.












No master but wisdom, no chains but ignorance.


Despite Elyria’s claim to be the center of civilization, it is Ish’kora that is the birthplace of magic itself. It is said that before the world fractured into its elemental affinities, all people were Earthblooded. And it was here, in the sands of Ish’kora that magic was first learned, studied, and mastered. The great academies of the capital city of Vasrah were the first places to name magic, to shape it into something that could be taught, harnessed, and understood. No magic is forbidden here; not even the lost arts that the rest of the world has deemed too dangerous to study.

Indeed for centuries, Ish’kora has balanced on the knife’s edge between enlightenment and exploitation. Here, there are no kings, no queens, no thrones to kneel before. Power is not inherited but earned, or otherwise bought, traded, or stolen. Magic is not a strict privilege locked behind noble bloodline but the right of those who can grasp it; in essence anyone can rise as long as they are willing to learn that Ish'kora is a land where the pursuit of knowledge is sacred, but human lives are currency.

For all its talk of wisdom and freedom, Ish’kora’s greatest hypocrisy is its slave market, a trade the Grand Council which rules over the Kingdom, insists is merely a "necessary evil" to sustain the economy. Of course, officially, no Ish’koran is ever enslaved; only criminals, war captives, and the unfortunate studious souls who find themselves "legally" indebted beyond escape. In practice, it is a trade like any other. And as long as coin changes hands, the Council looks the other way.

Still, to many across the Continent, Ish’kora is a rising and rare jewel compared to the other established powers. Its libraries hold knowledge forbidden elsewhere, its academies train the most powerful mages, and its bustling trade hubs offer riches beyond imagination. There is a distinct lack of rigid hierarchy that has made Ish’kora a beacon for runaway nobles, exiled royalty, and rogue mages of all creeds. Here, a farmhand might become a scholar, a thief might become a merchant lord, and a common-born mage might rise to sit among the Council itself.

But Ish’kora does not rise alone. It is a kingdom that watches the world, and ensures the world watches it in turn. Unlike the insular courts of Elyria, the warring clans of Vostigar, or the isolated fortresses of Caelum, Ish’kora is everywhere. The Grand Council ensures that at all times, Ish’koran delegates reside in the courts of every major kingdom, trading influence as deftly as they trade goods, whispering into the ears of kings and nobles and securing the one thing Ish’kora prides itself for: knowledge. It considers itself broadly to being above war, above conquest; after all, who needs the fury of war when you hold the debts of nations, the secrets of kings, and the minds of scholars in your grasp?

LOOKS.

Ish’korans are famous for being a mixed peoples, their features as difficult to pin down as their ever-shifting alliances. Their hair ranges from rich ebony to shimmering gold, with jewel-toned hues such as deep sapphires, emerald greens, and amethysts appearing as well. Their skin carries the warmth of their sunlit homeland, spanning shades of deep mahogany to golden sand.

RULING BODY.

The Grand Council of Ish'kora

LENGTH OF RULE.

They say over a thousand years, but this grossly exaggerated; more like 500 years.

GOVERNANCE.

A rotating meritocratic oligarchy.

MILITARY STRENGTH.

• The Khezari Companies; a vast network of mercenary companies, private armies, and specialized warrior orders which operate independently on paper, but are actually each funded and controlled by individual Grand Councillors.
• The Sahr’aan Legion (individual soldiers are called "Sahrs"), made up of elite battlemages which serve as the Grand Council’s enforcers, deployed only when internal stability is at risk.
• The House of a Thousand Veils; made up of some of the Continent's most skilled assassins, physicians, and poisoners.

NAMING CONVENTIONS.

Names are lyrical, flowing, and rich, taking influence from Middle Eastern, Persian, and Arabic roots.

FOOD & DRINK.

Ish’koran cuisine is spiced and made to last in desert climates. Heavy use of dates, nuts, grilled meats, and fermented dairy.
Famous Dishes

Vashran Kebabs. Grilled spiced meats skewered with figs and onions.
Oasis Milk Tea. Sweet, spiced tea made with camel milk and cardamom.
Coin-Bread. A flaky, multi-layered flatbread that is made to wish for wealth and good fortune during feasts and celebrations.

NOTABLE REGIONS.

The Capital of Vasrah

Vasrah is a marvel of cascading ivory terraces, sapphire canals, and palm-laden promenades fed by the great Jeshari River, which splits the city into districts of wealth, poverty, trade, and arcane study, guiding merchant barges, scholar’s gondolas, and the silk-draped pleasure boats of the elite under arching bridges of pale sandstone. At the city's heart stands the Temple of Orum, a colossal dome of sunstone and gold, veined with lapis and mirrored glass, where the Grand Council convenes. Beneath its vast corridors lie the Vaults of Orum, where forbidden scrolls, ancestral contracts, and the debts of nations are kept incredibly secure.

The Kor'heza Expanse

An endless desert of rolling dunes, hidden river valleys, and ancient caravan routes. Though the land is harsh, its scattered oases glisten like jewels, sustaining entire cities and fortresses. The infamous Bazaar of Chains lies here, where debtors, war captives, and the desperate are auctioned under the Council’s watchful eye.

The Gardens of Azkharand

A paradise of lush oases, towering sandstone libraries, and floating observatories where Ish’kora’s greatest scholars, alchemists, and artificers perfect their craft. It is here that the House of a Thousand Veils trains their members physicians, healers, and poisoners.

RELIGION.

The Hundred Gods of Ish'kora.

To the Ish’korans, faith isn’t concentrated in a single deity; it’s vast, layered, and woven into every part of life. They are a people of a hundred gods, each one tied to a force, a place, a truth. The sun, the moon, the shifting sands, the jewel hidden deep in the rock all have a patron. Some gods are grand and recognized across the kingdom, like Ish, god of the sun, and Ko, god of the moon, whose twin temples stand in the capital of Vasrah. Others are small and personal, known only to a single village, a single oasis, a single family.

In Ish’kora, faith and knowledge go hand in hand; even if they don’t always agree. The kingdom is famous for its great academies, its scholars, its relentless pursuit of discovery, and yet, outside the halls of learning, most Ish’korans are deeply religious and superstitious. It’s not unusual for someone to pray to different gods depending on the situation. A warrior might ask the Blade-Bearer for strength before battle, but later turn to the Soft-Handed One to heal their wounds. A merchant will offer a coin to the Luck-Turner, while a traveler might bury a stone at a shrine for the Sand-Watcher, hoping for safe passage. Many of their beliefs are thought to have interwoven with Elyrian nymph worship over time, with certain sacred gems being believed to house the essence of water spirits or forgotten deities.

And stones are everything in Ish’koran faith. Precious gems, rare minerals, even simple river rocks, all are believed to hold the essence of the gods. People carry stones as charms, whisper prayers into them, believing a voice bound to something solid is more likely to reach the divine.

But despite how deeply faith runs, the Grand Council keeps its distance. Officially, they recognize only a few deities, mostly Ish and Ko, the celestial twins, but in general, faith belongs to the people. Shrines appear everywhere; in hidden caves, beneath sacred date trees, beside wells where water runs deep. Every home has a guardian, every market a patron, every journey a god watching over it.

To outsiders, Ish’koran faith might seem scattered, contradictory, even chaotic. But to them, it is simple: there is no single god who rules all things. There are as many as there are many forces shaping the world, and to believe otherwise would be to limit the vastness of existence itself.

NOTABLE TRADITIONS..

The Grand Unveiling of Orum

Ish’kora’s grandest ceremony, honoring the pursuit of knowledge, innovation, and enlightenment. Held in Vasrah, it draws scholars, artisans, and alchemists from across the Continent, all eager to unveil their latest discoveries or advancements. The festival is marked by debates in the Grand Councilroom itself, accompanied by open-air performances, and breathtaking displays of elemental magic. It is also a time when young scholars are granted their first veils, ornate silk coverings signifying their scholarly devotion. The most promising among them may even be invited to join the esteemed House of a Thousand Veils, where Ish’kora’s most brilliant minds reside.

The Three Promises

Since the Grand Council has been in power, marriage in Ish’kora is not sealed by a single vow or god, but by three promises, spoken before witnesses and inscribed on parchment, stone, or glass. Each promise represents a chosen core pillar of what the couple wants their marriage to embody. These promises are stored within the couple’s home. To break a promise is grounds for annulment, and in some cases, for political unions, breaching the contract can result in dire financial or social consequences. In noble circles, failed marriages can lead to public trials, disgrace, exile, or even assassination if the wrong promise is broken.

The Marking of Chains

The brutal rite of passage into bondage, the Marking of Chains is the final step in stripping a slave of their former identity. Upon purchase, the enslaved are given a new name; their appearance is altered to suit their owner's desires: hair cut, dyed, or grown out, bodies cleaned or scarred, clothing assigned to reflect their status. Even their birthday is rewritten; from that moment on, they are considered "born" on the day they were sold. The most permanent mark comes in the form of branding. Some slavers make it quick and efficient; a simple symbol of ownership seared onto flesh. Others prefer to make it slow, excruciating, and in some cases, elaborate designs are carved and inked in gold or black, denoting a slave of high value. The more notorious slavers have their own personal sigils, treating it like a status competition, so that even if a slave is sold again, they will always carry the mark of their whichever masters they once served.





♡coded by uxie♡





 
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#open



THE LAND OF BEASTS





capital: N/A




pop: ~1 mil.




BEASTLANDER




magic users: ~5% of pop.












The only difference between a slayer and a criminal here is what kingdom they came from.


The Land of Beasts is the great unclaimed frontier, a stretch of untamed wilderness that no king, no army, and no scholar has ever truly conquered. It is where the earth remains untouched by plows, where magic runs wild, and where monsters outnumber men a hundred to one.

But where there are monsters, there will always be men to hunt them.

For centuries, Vostigari warbands, Ish’koran mercenaries, and exiled Caelish warriors have braved the Land of Beasts, seeking fortune, knowledge, or simply something to kill. Some come for glory, others for survival, and some because they have nowhere else to go. But not all who enter do so willingly...

...Every kingdom has problems that are too troublesome to deal with properly, and rather than waste time and resources, they send them here. Criminals, exiles, debt-slaves, and disgraced nobles all find themselves unceremoniously dumped past the last border, left to fend for themselves in a place where death isn’t the worst thing that can happen to you.

In Ish’kora’s famed markets, black-market merchants peddle forbidden alchemical components and monster parts supposedly harvested from the Land of Beasts. The bones of creatures that no scholar can classify are ground into dust for potions, unknown hides are tanned into cloaks that repel blades, and fangs from beasts never before seen are carved into weapons. The study of these creatures, their anatomy, and their strange connection to magic has become an obsession for scholars, particularly in places like Ish’kora and Vostigar, where some of the best monster-hunters and naturalists dedicate their lives to cataloging the unknown horrors that roam the land.

Of course, walking past the border isn’t the only way into the Land of Beasts. Sometimes, it simply takes.

Enter: magic storms.

For centuries, kingdoms have treated magic storms as isolated incidents, freak anomalies that could be warded against, contained, or in the worst cases, endured. Magic storms strike, a few dozen or fifty, or a few hundred people go missing. City mages are trained to stabilize them, to break apart the wild magic before it gains momentum. Most of the time, this works. Most of the time, people go about their lives with only the occasional flicker of disrupted magic as a reminder of the chaos lurking just beneath the surface. These violent bursts of wild magic, unpredictable and untamed, are theorized to be the inevitable overflow of an ever-expanding force: the Land of Beasts itself, growing inches year by year.





♡coded by uxie♡





 

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