Just things you might need to know

The world of Aetheris sprawls across five continents, each a tapestry of kingdoms, wildlands, and ancient secrets. Magic flows through its veins, omnipresent, potent, and stratified shaping societies, wars, and the very land itself.

From the noble spires of Eryndor to the untamed shores of distant realms, Aetheris is a place of wonder and peril, where mana defines power, and the echoes of forgotten forces linger in the ruins.

The Kingdom of Eryndor

Eryndor sits on the western edge of the continent of Valthara, a temperate land of rolling hills, dense forests, and jagged coastlines. It spans roughly 300,000 square miles—large enough to house a dozen major cities, countless villages, and the sprawling estates of its noble families. 

The capital, Luminthrone, rises at its heart, a marvel of white stone and mana-infused crystal towers, home to 200,000 souls. Its walls shimmer faintly, a ward against beasts and invaders, while the Crystal Spire the royal palace looms over all, its peak piercing the clouds.

Eryndor's monarchy, the House of Althyr, has ruled for three centuries, tracing its lineage to a mage-king who tamed a dragon with raw mana. King Theron Althyr reigns now, a stern man of fifty whose mana rivals the strongest nobles, though whispers say his health fades. The kingdom thrives on trade—grain from its plains, fish from its seas, and rare mana crystals mined from the Frostveil Mountains in the north. But peace is tenuous; magical beasts prowl the wilds, and tensions simmer with neighboring kingdoms like Dravenholt to the east.

The Continents of Aetheris

Valthara is one of five continents, each distinct:

- Valthara: Eryndor's home, a lush, temperate land dotted with kingdoms and free cities. Its eastern border meets Dravenholt, a militaristic realm obsessed with beast-taming, while the south touches the Sylvaren Sea, a trade hub.

- Korathis: A desert continent to the south, ruled by nomadic tribes and the mage-lords of Zarathun, who wield sand and fire magic. Ruins here hint at a lost empire that shattered the land.

- Eldrinor: A northern tundra, sparsely populated by hardy clans and the Frostborn, a race of blue-skinned humanoids with ice magic. Its peaks hide ancient forges.

- Thalassar: An archipelago continent in the west, its islands ruled by seafaring elves called the Aelthar. Their water magic makes them unmatched sailors.

- Zythera: A jungle-covered eastern land, shrouded in mist and ruled by the Xyrith, a reptilian race with poison and shadow magic. Outsiders rarely return.

These continents connect via trade routes and rare teleportation gates, though travel is perilous—storms, beasts, and pirates claim many.

Noble Houses of Eryndor

Eryndor's power rests with its noble houses, each commanding vast mana and estates. Five stand above the rest:

- House Verenth: Nicholai's family, based in the western plains. Known for swordsmanship and earth magic, they control fertile lands and a mana crystal mine. Lord Gideon Verenth leads them, a pragmatic widower with two sons and a daughter : Eldric (heir), Sylia (daughter,), and Nicholai (third son).

- House Kael: Rivals in Luminthrone, masters of fire magic. Lord Cassian Kael breeds war-beasts, and his son Dorian is a prodigy. They seek the throne's favor.

- House Sylthar: Coastal nobles with water magic, led by Lady Elyra Sylthar, a cunning diplomat. They dominate trade but hoard secrets of the deep.

- House Draven: Mountain lords with stone magic, gruff and isolationist. Lord Torin Draven guards the Frostveil mines fiercely.

- House Althyr: The royal house, wielding light magic. Their mana is unmatched, but their line weakens.

Lesser houses like the beast-hunting House Vorn fill the gaps, loyal or rebellious as suits them.

Races of Aetheris

Aetheris teems with life beyond humans:

- Humans: Dominant in Valthara, adaptable, with mana varying by birth. Nobles outshine commoners, but anomalies defy the odds.

- Aelthar (Elves): Thalassar's sea-dwellers, lithe and silver-haired, with water and wind magic. They trade reluctantly with humans.

- Frostborn: Eldrinor's ice-blooded race, tall and stoic, wielding frost magic. They shun outsiders but craft peerless weapons.

- Xyrith: Zythera's scaled folk, venomous and elusive, with shadow magic. They raid rather than ally.

- Dwarves: Scattered in Valthara's hills, stocky and mana-poor but skilled in rune magic etched into stone or metal.

- Beastkin: Rare hybrids (wolf-ears, cat-tails) born of mana anomalies, shunned but strong. Some serve nobles as trackers.

Mage Levels and Magic Types

Magic in Aetheris is mana-driven, measured by the Order of the Crest, a guild of mages in Luminthrone. Levels reflect mana capacity and control:

- Initiate (1-10): Commoners and young nobles start here : 50-200 mana. Basic spells (light, sparks).

- Adept (11-25): Trained mages, 200-500 mana. Stronger magic (fireballs, minor heals). Most nobles hit this by adulthood.

- Master (26-50): Elite mages, 500-1000 mana. Complex spells (walls of stone, water whips). House leaders often reach this.

- Archmage (51-75): Rare, 1000-2000 mana. Devastating power (lightning storms, mass buffs). The king and anomalies might qualify.

- Legend (76-100): Mythic, 2000+ mana. Reality-bending. Only ancients or freaks hit this.

Magic Types vary by affinity:

- Fire: Explosive, common in House Kael. Spells: ember shots to infernos.

- Water: Fluid, healing or destructive (waves, ice). House Sylthar excels.

- Earth: Defensive, shaping stone or soil. House Verenth's forte.

- Air: Speed, wind blades, flight. Aelthar specialty.

- Light: Illumination, purification, rare and royal (House Althyr).

- Shadow: Stealth, poison, Xyrith domain.

- Mixed: Anomalies or masters blend types (e.g., steam from fire + water).

Mana anomalies 1 in 200 might hit Master or Archmage levels despite low birth, disrupting the hierarchy.

Mage Levels and Base Mana Progression

In Aetheris, mana capacity is the total pool a mage can draw from, measured in units (let's call them Mana Points, or MP, for clarity). The base mana represents the minimum a mage at that level typically has, with nobles often exceeding it and commoners hovering around it. Anomalies break the curve entirely. Here's the breakdown:

 Initiate (Levels 1-10)

- Base Mana Range: 50-200 MP

- Description: The starting point for all mages: children, untrained commoners, or fledgling nobles. Mana at this level supports basic spells (e.g., lighting a candle, lifting small objects).

- Commoners: 50-100 MP (most plateau here without training).

- Nobles: 100-150 MP (innate potential gives them an edge).

- Anomalies: 150-200 MP (rare even at birth).

- Nicholai's Case: ~50 MP abysmal for a noble, barely above a commoner's child, explaining his "weak" label.

Adept (Levels 11-25)

- Base Mana Range: 200-500 MP

- Description: Trained mages who've honed their craft—soldiers, minor nobles, or skilled commoners. Spells grow practical (fireballs, minor shields, healing cuts).

- Commoners: 200-300 MP (with effort, some reach this).

- Nobles: 300-450 MP (education and lineage push them higher).

- Anomalies: 450-500 MP (their potential starts shining).

- Example: Mira (Level 8, 180 MP) is close to Adept but not quite there, typical for a servant with some innate talent.

Master (Levels 26-50)

- Base Mana Range: 500-1,000 MP

- Description: Elite mages, veteran knights, house leaders, or prodigies. Spells become formidable (stone walls, water torrents, group buffs).

- Commoners: 500-600 MP (rare, requires intense training).

- Nobles: 600-900 MP (standard for house heirs like Eldric).

- Anomalies: 900-1,000 MP (they rival noble elites here).

- Example: Eldric, as an archmage at a young age, likely started here before climbing higher.

Archmage (Levels 51-75)

- Base Mana Range: 1,000-2,000 MP

- Description: The pinnacle of mortal magi kings, anomalies, or legendary figures. Spells bend reality (lightning storms, mass teleportation).

- Commoners: 1,000-1,200 MP (almost unheard of without noble aid).

- Nobles: 1,200-1,800 MP (royalty or top heirs like Eric Althyr).

- Anomalies: 1,800-2,000 MP (they outstrip most nobles).

- Example: Eric Althyr (second-youngest archmage) might sit at 1,800 MP, while Eldric (third-youngest) could be 1,600 MP.

Legendary (Levels 76-100)

- Base Mana Range: 2,000-5,000+ MP

- Description: Mythic beings—Heavenly Mages like Aesterion. Magic with direct effect on the world - Commoners: N/A (impossible without divine intervention).

- Nobles: 2,000-3,000 MP (only royalty or freaks like Aesterion).

- Anomalies: 3,000-5,000+ MP (the upper limit is theoretical).

 How It Works

- Growth: Mana increases with level-ups, training, and natural talent. A mage might gain 10-50 MP per level, depending on their category (commoners lower, nobles/anomalies higher). Nobles start with a boost and scale faster.

- Variation: These are base values—actual mana varies. A Level 10 noble might hit 180 MP (above average), while a Level 10 commoner lingers at 80 MP (below average).

- Nicholai's Weakness: His 50 MP at Level 1 (and likely not much higher by 16) is pitiful for a noble—Sylia or Eldric probably started at 120-150 MP as kids. His system's Mental Energy (500 ME) is separate, giving him an edge mana can't touch.

- Anomalies: 1 in 200 means a village of 200 might have one kid with 200 MP at birth, scaling to Master or Archmage levels with luck. They're threats to the noble order.

 Sample Progression

- Commoner: Level 1 (50 MP) → Level 10 (100 MP) → Level 25 (300 MP, if they push hard).

- Noble: Level 1 (100 MP) → Level 10 (150 MP) → Level 25 (450 MP) → Level 50 (900 MP).

- Anomaly: Level 1 (150 MP) → Level 10 (200 MP) → Level 25 (500 MP) → Level 50 (1,000 MP) → Level 75 (2,000 MP).

- Nicholai (Pre-Death): Level 1 (50 MP) → Level 16 (~70 MP)—stagnant, pitiful growth.

Creatures and Beasts

Aetheris's wilds brim with threats:

- Magical Creatures: Gloom Sprites (shadow wisps, drain mana), Mana Wyrms (serpents with electric bites), Lumin Stags (antlers glow, heal with touch).

- Beasts: Ruin Stalkers (hulking, multi-limbed scavengers), Frostfang Wolves (ice-breathing packs), Ironclad Boars (armored chargers).

- Legends: Dragons (rare, mana-hoarding), Aether Leviathans (sea titans), Voidborn (ruin-dwellers).