In a time where peace is desired by all and the darkness that slumbers grows in strength, the realm itself calls out for a champion. A hero. Wherever they have come from is of little importance, but where they arrive is in the center of a moss-covered ruin in the frozen north of Barsiba that has been abandoned for centuries. Two individuals approach, and the adventure begins...
The world as it is now is divided into three continents on land, with another in the sky and one in the sea. The terrestrial continents are, in order of size: Barsiba, Malnim, and the smallest one, the island continent of Granvil. Soaring high above everything is the celestial continent of Kalm, where the Skyfolk reside. Below, beneath the waves, lost to the world above is the ocean-sunken realm of Lantmire, where the Marine folk reside far beneath the waves where the sun rarely shines.
The actual political climes aren't all that complicated, with the homogenous ruling power in control of both the lands of Barsiba and Malnim being the Kingdom of Dawn, which, despite the name, is presided over by a council of various races from both continents that elect a singular central ruler, while the council themselves work much like a Parliament would, passing laws into effect and being a check against the King's power.
The Island Nation of Granvil rules the eponymous continent with an isolationist policy, often not wanting to meddle in the affairs of the world. Their society is centered on being a meritocracy that values magecraft highly.
Not only are Gods real in the realm of Aetheria, they rule from on high in Kalm. However, these aren't omnipotent deities but could instead be considered as very powerful immortal beings that choose not to leave their home, to let the world shape itself without their whims after the mad crusade of the Goddess of Light ended in them having to band together to slay their kin in the Final War of Heaven.
Lantmire is a place that takes in all things that flow from the world above, being a myriad of races, cultures, and being an oligarchy ruled over by the Six Sea Houses.
The actual political climes aren't all that complicated, with the homogenous ruling power in control of both the lands of Barsiba and Malnim being the Kingdom of Dawn, which, despite the name, is presided over by a council of various races from both continents that elect a singular central ruler, while the council themselves work much like a Parliament would, passing laws into effect and being a check against the King's power.
The Island Nation of Granvil rules the eponymous continent with an isolationist policy, often not wanting to meddle in the affairs of the world. Their society is centered on being a meritocracy that values magecraft highly.
Not only are Gods real in the realm of Aetheria, they rule from on high in Kalm. However, these aren't omnipotent deities but could instead be considered as very powerful immortal beings that choose not to leave their home, to let the world shape itself without their whims after the mad crusade of the Goddess of Light ended in them having to band together to slay their kin in the Final War of Heaven.
Lantmire is a place that takes in all things that flow from the world above, being a myriad of races, cultures, and being an oligarchy ruled over by the Six Sea Houses.
Earthfolk: Basically, any race that exists either in relatively flat areas, or . Earthfolk come in all manner of shapes and sizes, and contain categories such as Humans, Orcs, and Werecats.
Forestfolk: The kin of beasts that reside mainly within forests, such as Werewolves, Werebears, and Gnolls.
Faefolk: The kin of the fae that manifest from nature, sometimes not necessarily within forests. Includes Elves, Dark Elves, Faeries, and Satyrs.
Mountainfolk: Those who dwell in the rocks and mountains. Includes Dwarves, Goblins, and Ogres.
Skyfolk: Those who can take flight into the sky without abandon, and often make their home in Kalm. Includes Griffons, Rocs, Angels, and Valkyries.
Netherfolk: Descendants of True Devils and Demons from the now vacant hells, long since expunged in the Final War of Heaven. Includes Succubi, Devils, Demons, and Imps.
Nightfolk: Those cursed by the sting of undeath. Despite the general acceptance of most races, Nightfolk are rarely tolerated if they are unable to conceal their undead nature. Includes Liches, Wights, Ghosts, and Vampires.
Scalefolk: Those who bear relation to dragons in some fashion. Includes Dragons, Drakes, Wyrms, Kobolds, and even Lizardfolk.
Farfolk: Spirits of the Far Eastern Land that has long since been lost, taking refuge on the remaining continents. Includes Kitsune, Yuki-Onna, Living Weapons, and Jorogumo.
Seafolk: The people that dwell beneath the waves, all of which are capable of breathing underwater but generally have poor mobility on land. Includes Mermaids, Mersharks, Undine, and any myriad of sea life.
Gearfolk: Artificial beings that have gained sentience and a sense of self. Includes Automatons, Golems, and Homonculi.
Gorgonfolk: Desert-dwelling reptilian individuals that have the lower body of reptiles. Includes Basilisks and Lamia.
Forestfolk: The kin of beasts that reside mainly within forests, such as Werewolves, Werebears, and Gnolls.
Faefolk: The kin of the fae that manifest from nature, sometimes not necessarily within forests. Includes Elves, Dark Elves, Faeries, and Satyrs.
Mountainfolk: Those who dwell in the rocks and mountains. Includes Dwarves, Goblins, and Ogres.
Skyfolk: Those who can take flight into the sky without abandon, and often make their home in Kalm. Includes Griffons, Rocs, Angels, and Valkyries.
Netherfolk: Descendants of True Devils and Demons from the now vacant hells, long since expunged in the Final War of Heaven. Includes Succubi, Devils, Demons, and Imps.
Nightfolk: Those cursed by the sting of undeath. Despite the general acceptance of most races, Nightfolk are rarely tolerated if they are unable to conceal their undead nature. Includes Liches, Wights, Ghosts, and Vampires.
Scalefolk: Those who bear relation to dragons in some fashion. Includes Dragons, Drakes, Wyrms, Kobolds, and even Lizardfolk.
Farfolk: Spirits of the Far Eastern Land that has long since been lost, taking refuge on the remaining continents. Includes Kitsune, Yuki-Onna, Living Weapons, and Jorogumo.
Seafolk: The people that dwell beneath the waves, all of which are capable of breathing underwater but generally have poor mobility on land. Includes Mermaids, Mersharks, Undine, and any myriad of sea life.
Gearfolk: Artificial beings that have gained sentience and a sense of self. Includes Automatons, Golems, and Homonculi.
Gorgonfolk: Desert-dwelling reptilian individuals that have the lower body of reptiles. Includes Basilisks and Lamia.
Magic in the world of Aetheria is drawn from the environment around oneself, and then channeled inward. Within the bodies of all individuals is a Spiritual Core, a piece of the self that shapes Magic according to a "recipe". This is what a spell is. The internally processed magic is then expelled to whatever effect is desired of it.
Environment is a key factor in spell casting, as one shouldn't expect to be able to expel a torrent of water in an area abundant in lava. There isn't all that much complexity to magic in this realm, with the strength of one's spiritual core affecting their talent for Magic.
However, Magic should also not be viewed as being something that is only used for the casting of spells. Martially aligned individuals are also capable of tapping into their for the usage of techniques known as Sword Arts. Regardless of the weapon used, they are referred to Sword Arts for the sake of simplicity, and can range from spectacular techniques to rival spells, abilities that boost one's physical abilities to the limit, or even flexing raw magical energy through one's body in a flash to repel a spell with force alone, it should not be said that a man with a sword is inferior to a Magus.
Environment is a key factor in spell casting, as one shouldn't expect to be able to expel a torrent of water in an area abundant in lava. There isn't all that much complexity to magic in this realm, with the strength of one's spiritual core affecting their talent for Magic.
However, Magic should also not be viewed as being something that is only used for the casting of spells. Martially aligned individuals are also capable of tapping into their for the usage of techniques known as Sword Arts. Regardless of the weapon used, they are referred to Sword Arts for the sake of simplicity, and can range from spectacular techniques to rival spells, abilities that boost one's physical abilities to the limit, or even flexing raw magical energy through one's body in a flash to repel a spell with force alone, it should not be said that a man with a sword is inferior to a Magus.