The Realm of Eryndor
Eryndor is an ancient world, which some claim is too old. Scholars believe it has been destroyed and rebuilt at least three times throughout history. Each "Age" arises from the remnants of the previous one. Every civilization, empire, and kingdom today stands on the ruins of something older.
The world's most unique feature is its Layered Reality. Magic doesn't just float in the air or soil; it's woven into the very fabric of existence. Every action leaves an "echo," and these echoes can gain awareness, forming spirits, monsters, or even new worlds.
The current Age is known as the Age of Restoration. It represents a fragile peace among nations, existing only because the last great war almost shattered the world's magical core.
The Kingdom of Valmorra
Valmorra is the most developed of the human-led nations, and it serves as the heart of magical progress in Eryndor. Built around massive mana wells called Ley Thrones, Valmorra's capital city is a sprawling, layered metropolis powered by floating stones and enchanted engines.
At its center, hovering above everything, is Aelgrath Academy, the world's most prestigious magical institution.
The Five Divisions of Aelgrath
Each student at Aelgrath trains under one of five banners:
1. The Division of Arcana – Mages, sorcerers, and elemental theorists study the laws of magic.
2. The Division of Combat – Warriors, knights, and weapon specialists infuse magic directly into their fighting.
3. The Division of Support – Clerics, healers, and barrier mages keep everyone alive when things go wrong.
4. The Division of Summoning – Beast tamers, spirit callers, and pact-binders manipulate the living essence of other realms.
5. The Division of Research – Alchemists, engineers, and spellwrights discover new uses of magic.
Each division has its own culture, rivalries, and colors. The academy encourages friendly competition, and sometimes not-so-friendly duels.
The Nature of Magic (Mana and Essence)
Magic in Eryndor is not limitless. It flows through every living thing as Essence, a spiritual current linked to the world's lifeblood. However, drawing too much essence from nature leads to Rifts, which are tears between layers of reality where time, gravity, and sanity break down.
Long ago, entire continents were consumed by these Rifts, giving rise to horrors and anomalies beyond understanding. To this day, Rift energy is banned from study, except in Aelgrath's deepest archives.
Etherians, a partially extinct race, were once the guardians of balance between Essence and Void. They could manipulate energy, maintaining equilibrium in the world's flow. However, something happened centuries ago—a betrayal, a calamity—that wiped them out. Only fragments of their bloodline remain, scattered and hidden.
Guilds, Heroes, and the Outerfront
Beyond the shining cities of Valmorra lies the Outerfront. It is a wild area where monsters roam, ruins shift, and mana storms warp the ground. Guilds form to protect trade routes, hunt Rift-beasts, and explore forgotten dungeons.
Graduates of Aelgrath often join guilds linked to their division. Legendary guilds like The Silver Flame, Eclipse Edge, and The Obsidian Choir are known in every tavern.
The Crown funds guilds, but also fears them. Some say the strongest heroes from the last Age turned against the kingdom. That fear is why the monarchs now hoard ancient artifacts known as Keys of Dominion.
The Monarchs of the New World (Foreshadow)
When the academy teleports later in the series, it will land in a realm called the Fractured Expanse. This realm is a distorted mirror of Eryndor, ruled by Four Monarchs, each governing a region of twisted magic.
Each Monarch embodies a corrupted element of reality:
1. The Frost Monarch – Sovereign of Stasis (controls time through stillness)
2. The Gold Monarch – Emperor of Lies (rules through illusion and greed)
3. The Tide Monarch – Queen of Echoes (commands memories and the dead)
4. The Blight Monarch – Lord of Hunger (feeds on fear and emotion)
Together, they guard the Four Keys of Return, powerful relics that can open the dimensional portal back to Eryndor.
There are rumors of a Fifth Monarch—not a ruler of a realm, but the ruler of truth itself. Its name is unknown, and its throne is said to lie within the hearts of mortals.
Religion and the Gods
The people of Eryndor worship the Pantheon of Threads, a group of seven deities thought to weave the world's fates like fabric:
• Veyra, the Dawn Weaver (light, order, beginnings)
• Kael, the Dusk Warden (death, endings, memory)
• Oren, the Trickster of Ink (chaos, creativity, illusion)
• The Silent One (without temples or records, only whispers — believed to control time)
• The Twins of Forge and Flame, worshipped by smiths and warriors
• Serai, the Veil Mother (magic, secrets, forbidden knowledge)
Clerics like Sarah draw their magic from their devotion to these gods, but divine energy is unpredictable. Sometimes it responds to faith, other times to emotion.
Life at Aelgrath Academy
Aelgrath isn't just a school; it's a floating city-state with its own economy and laws. Students live in tower dormitories that adapt to their elemental affinity. Dining halls are enchanted to serve meals based on each student's mana signature, which can sometimes lead to chaos.
Professors often come from careers as adventurers—brilliant, eccentric, and often dangerously experimental. There's a saying among students:
"If a lesson doesn't explode at least once, it wasn't advanced enough."
The culture of the academy mixes friendship, rivalry, and a surprising amount of chaos. Duels happen daily. Rival houses sabotage each other's exams. The annual Festival of Sparks is a week-long celebration where students showcase their magic in tournaments, concerts, and not-quite-legal alchemy contests.
Where We Begin
Our story starts here, at the height of peace. The world is healing, the academy is thriving, and magic feels like a gift once more.
But cracks are forming—both literally and metaphorically. The laws of balance are shifting. Five students—Noah, Sarah, Zeke, Alice, and Osiris—are about to discover that the greatest danger isn't in the Rifts beyond the walls; it's what has been hiding inside them all along.
