WebNovels

Eternity: With You - Universe Guide

Welcome to Aethelgard, the world of "Eternity: With You." This guide provides an overview of the key elements shaping this dark and dangerous realm.

The World of Aethelgard

Era & Atmosphere: Aethelgard is a secondary world mirroring Earth's dark medieval period (approx. 12th-14th century tech). It's a brutal, gritty, and oppressive place dominated by feudal structures, warfare, superstition, and the pervasive influence of a powerful church. Steel, stone, and scripture define the age, but beneath the surface, supernatural forces clash, and secret technologies emerge.

Geography: A fragmented continent composed of various kingdoms, duchies, and free cities, often politically unstable and wary of each other. Key areas include remote wildernesses where mythics might hide, fortified cities under Ecclesiarchy control, ancient ruins holding forgotten secrets, and borderlands where conflicts frequently erupt.

The Great Lie & The Religious Schism

Core Belief (The Great Lie): The dominant human belief, propagated for centuries by the Ecclesiarchy, is that all supernatural beings encountered in Aethelgard are inherently dangerous, likely malevolent manifestations of Hell or Fallen angels cast out from Heaven. No "true" angel would willingly descend, and demons are irredeemably evil. This belief justifies a brutal, ongoing purge.

The Architect (Zuriel): This entire doctrine is a manipulation orchestrated by Zuriel, a powerful, ancient angel obsessed with his own definition of purity. He seeks to use humanity as a weapon to cleanse Aethelgard of all mythic presence, twisting scripture and history to serve his hidden agenda.

The Ecclesiarchy of the Pure Voice (Corrupt Church): The vast, wealthy, and politically dominant religious institution. Led by a Pontiff and structured hierarchically, it preaches the Great Lie, enforces the mythic purge through its militant Hunter Orders, and wields significant political influence. It controls the development and use of Spiritual Technology, often guided unknowingly by Zuriel.

The Keepers of the Echoed Word (True Church): A small, scattered, and secretive remnant of an older faith. They cling to nuanced truths: that angels can be good, demons complex, and God's relationship with the world mysterious. Hunted as heretics by the Ecclesiarchy, they focus on preserving knowledge and offering aid where possible, operating from hidden sanctuaries.

Mythics of Aethelgard

Angels: Beings of celestial origin. In Aethelgard, they are often perceived as Fallen or Cast Out due to the Ecclesiarchy's propaganda. They possess powers like light manipulation (e.g., Caelum's Searing Gaze), enhanced strength, flight (though wings can be vulnerable), and potentially other divine abilities. Vulnerable to infernal magic/weapons and specialized anti-celestial technology.

Demons: Beings of infernal origin, often associated with specific domains (e.g., Azara's connection to fire/passion via Asmodeus). Possess powers related to their nature (e.g., Azara's fire control, speed), enhanced strength, and resilience. Highly vulnerable to blessed objects/weapons, holy symbols wielded with faith, iron, and binding rituals.

Other Mythics (Potential): While the core conflict focuses on Angels and Demons, other supernatural entities might exist (e.g., nature spirits, fae remnants, cursed beings). They are also targeted by the Ecclesiarchy's purge and may be part of the Resistance or living in deep hiding.

Spiritual Technology

Developed primarily by the Ecclesiarchy (often with Zuriel's hidden guidance), this dangerous field blends rudimentary mechanics, alchemy, ritual magic, and captured supernatural energies.

Blessed/Consecrated Materials: Weapons (ammunition, blades) forged or inscribed with holy rites and materials anathema to specific mythics (cold iron, blessed silver, solidified light).

Containment: Spirit-Cages using runes and specific materials (Rowan wood, salt) to trap mythics.

Binding Rituals: Complex rites to weaken, control, or banish supernatural entities, often dangerous to the casters.

Constructs: Golems of stone/metal animated by captured essences or rituals, designed as anti-mythic weapons.

Consequences: This tech is often unstable, resource-intensive, potentially requires morally compromised components (souls, life force), and can have unforeseen spiritual or environmental side effects.

Key Factions

The Ecclesiarchy: The dominant religious and political power, driving the mythic purge.

Hunter Orders: Specialized military arms of the Church, trained and equipped with spiritual tech to hunt specific types of mythics (e.g., Hellbane Hunters, Seraphim Stalkers, specialized snipers). Often fanatical and ruthless.

The Mythic Resistance: A scattered, underground network of surviving mythics and sympathetic humans (likely including Keepers). Lacks centralized power but uses guerrilla tactics, hidden routes, and shared knowledge to survive and fight back. Azara grew up within this faction after being rescued.

Infernal Powers: While not a unified faction on Aethelgard, powerful entities like Azara's father might observe or subtly interfere, seeing the chaos as an opportunity or threat.

Celestial Powers: Heaven remains distant, and God silent. Archangel Michael is a figure of legend whose intervention is rumored but uncertain.

Heaven, Hell, and God's Silence

Heaven & Hell: Exist as distinct realms or dimensions, largely separate from Aethelgard. Direct travel between realms is likely difficult or restricted. Their influence is felt through their respective denizens (angels/demons) present in the mortal world.

God's Silence: A central mystery. God is perceived as distant and unknowable. The lack of direct intervention is interpreted differently: as abandonment (by some mythics/humans), as a test (by Zuriel), as proof mythics are forsaken (by the Ecclesiarchy), or as something more profound and inscrutable (by the Keepers). This silence allows conflict and manipulation to flourish.

More Chapters