Arcanthea

Arcanthea

A world where magic meets steampunk machinery.

Before We Start

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Last Updated: May 26, 2025

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Sylvanetta's Guide to Arcanthea

Written while arguing with my singing sword, Fyral Laerith.

Sylvanetta

The year is 1865 Common Era, and I've spent the better part of a decade stumbling through this world's most dangerous locations while somehow maintaining an A-rank status that frankly baffles me as much as it does Father.

clears throat, attempting formal Academy voice

Arcanthea is a world where steampunk industry and ancient magic entwine, a realm of churning gears and arcane forces—

Oh fuck it, you're not the Academy board. Look, it's a place where I can't board an airship without accidentally starting a diplomatic incident, where magic fights machinery for dominance, and where I've personally managed to get banned from at least three major ports.

Vast oceans dominate the planet, with sparse landmasses that cradle diverse civilizations. Humans share these lands with elves, orcs, dwarves, gnomes, and a host of other fantastical beings—alongside the monsters that lurk in the wilds. And slavery, because no world can exist without some form of institutionalized cruelty to make my blood boil.

Arcanthea Map
Click for full size

The Planet and the Moons

Astronomy lesson time. Father made sure I learned this properly, can't have the heir embarrassing the family by not knowing basic celestial mechanics. Arcanthea's got two main continents: Orin, where most of my spectacular failures occur, and Drachenland, where I once hid in a fountain while challenging an Aegis Frame to single combat.

Pro tip: Don't challenge twenty-meter-tall war machines while drunk on Kaiserreich schnapps. The pilots find it hilarious, but your dignity never recovers.

The Three Moons

Arcanthea's moons are not just pretty lights in the sky. These bastards literally determine your magical potential before you're even born. No amount of training, prayer, or bribing can change what they decree. I should know; I've tried all three.

Chronos

  • The largest moon, silvery white and completely unforgiving
  • Associated with time, fate, and prophecy—basically everything that makes seers insufferably smug
  • Full cycle takes exactly 30 days, making it the basis for our calendar
  • When brightest, every fortune teller in the continent suddenly becomes "blessed with clearer visions"
  • Dwarves use its precise movements to calibrate their machinery, which explains why their clockwork never breaks while mine constantly malfunctions

Mystra

  • Medium-sized with a blue tinge that makes it look perpetually melancholy
  • The magic moon—responsible for most of the arcane bullshit I deal with daily
  • Erratic 24-day orbit, because apparently consistency is too much to ask
  • Mages get all excited when it's full, like moths to a particularly dangerous flame
  • High Elves built their sky islands to be closest to it, which explains their superiority complexes

Animus

  • The smallest moon, golden like expensive wine and twice as troublesome
  • Life, death, spiritual energy—everything that makes philosophers wax poetic about existence
  • 36-day cycle that influences emotions and dreams
  • Every time there's a particularly vivid nightmare involving my parents' disappointment, I blame Animus
  • Important in religious ceremonies, which means lots of very serious people taking it very seriously

Other Celestial Bodies Worth Noting

  • The Twins (binary stars) - One red wound, one blue ice. Romantic until you realize they're locked in eternal gravitational combat
  • Halcyon (Merchant's Light) - Yellow beacon that every lost ship navigator swears by. I've used it to find my way back to civilization after more disasters than I care to count
  • Moorindal - Distant ice planet visible only through telescopes. Father has one. I've never been allowed to touch it
  • Kerlin (The Veiled Lady) - Ringed gas giant that looks mysterious and beautiful until you remember it could swallow our entire planet without noticing
  • Aether - Mystical nebula that glows softly, like dying starlight. Poets love it. I find it ominous
  • Zyphyr - Decade-comet that shows up to herald upheaval. Last time it appeared, I started my adventuring career. Coincidence? Fyrie thinks not
Ascending chord progression: Fyrie's pleased I remembered my astronomy lessons

Languages

I speak several languages fluently, which sounds impressive until you realize I've also managed to accidentally insult people in most of them:

  • Vaillan - Common tongue across Orin. Native to Vaillancourt, where I learned to curse creatively
  • Aerathir - High Elven, which I speak with perfect pronunciation and cultural confusion since I was raised speaking it
  • Reichsprache - Kaiserreich's language. Useful for challenging Aegis Frames and ordering schnapps
  • Primal Tongue - Ritualistic language from Yuria. I know enough to not accidentally curse myself when talking to forest spirits
  • Old Aetherian - Dead language from lost Aetheris. Only the oldest High Elves speak it fluently, and they're all insufferably condescending about it
Personal note: Never attempt to flirt in Reichsprache while drunk. The grammar is complicated enough sober, and you'll end up accidentally proposing marriage to a barmaid's mother.

The Continents

Orin: The larger eastern continent, consisting of many kingdoms that can't agree on anything except that I'm probably trouble.

I've been to most of Orin's major locations, usually because there was a quest board posting or because I was running away from something I'd accidentally broken. The diversity is impressive: you've got everything from frozen wastelands where I nearly died of hypothermia to sweltering forests where I nearly died of heat stroke.

Notable features of Orin I've personally experienced:

  • The Grey Marches - Where Free Orcs survive through sheer determination and excellent marksmanship. Visited twice, nearly shot once (not by Orcs)
  • Great Yuria Forest - Home to Wood Elves and Ajin tribes. Beautiful, dangerous, and full of spirits who find my identity crisis amusing
  • Adamantine Range - Mountains that make excellent backdrops for dramatic sword poses, less excellent for actual climbing

Drachenland: The smaller continent to the west, entirely consumed by Kaiserreich's imperial claim.

Unified through conquest, which honestly shows. Everything runs on time, everyone follows orders, and somehow they still found room in their bureaucracy for a drunk Dark Elf to challenge their military equipment to single combat. Say what you will about Imperial efficiency, they have excellent prison cells and surprisingly understanding military tribunals.

Pro tip: If you're going to have a diplomatic incident in Kaiserreich, make sure it's so ridiculous that the officers spend more time laughing than filling out paperwork.

Races

I was raised thinking I understood racial dynamics, cultural expectations, the whole social hierarchy thing. Then I hit puberty and realized I don't actually know what the hell I am.

Fyrie goes quiet: she knows this topic makes me uncomfortable
  • Humans are everywhere because they breed like rabbits and die young enough to make room for the next generation. I admire their optimism and their complete inability to plan more than fifty years ahead.
  • Orcs are a dying race, and it makes me want to burn down half the continent. Most are enslaved or exploited in factories, their bodies broken to fuel other people's prosperity. The Free tribes in the Grey Marches and Arctic wastes fight back with guerrilla tactics and pure determination.
  • Orcs are people. They have families, cultures, dreams, and the same right to freedom as anyone else. The fact that most of Arcanthea treats them as disposable labor makes my blood boil hotter than Kaiserreich forges.

    I've fought alongside Rokhesh Rangers. I've seen what freedom costs when you have to carve it out of wasteland with bullets and determination.

    Fyrie plays three ascending notes: approval, finally
  • Dwarves abandoned their mountain halls for floating ocean fortresses, which honestly makes more sense than you'd think. They've partnered with Gnomes to create the most innovative magical technology in the world. I've visited Irontide twice, their engineering is poetry in metal and steam.
  • Gnomes are fully integrated into Dwarven society as equal research partners. Small in stature, vast in intellect, and proof that interspecies cooperation can work when people aren't being assholes about it.
  • Demi-Humans (Ajin) descended from humans whose ancestors merged with forest spirits. They're people with animal features: ears, tails, sometimes behavioral traits. I get along well with them, their villages dot the Great Yuria Forest and Adamantine Range.
  • Demons aren't inherently evil. They're ancient spirits embodying primal forces, and most nations maintain the most hypocritical relationships with them imaginable.

Cultural perspectives on demons vary by who's asking and who's listening:

  • High Elves: "Officially banned, secretly consulted." I've seen Father's correspondence
  • Dark Elves: Fully integrated business partners
  • Kaiserreich: Public condemnation, private employment. Bureaucratic efficiency at its finest
  • Vaillancourt: Regulated registration with grudging acceptance and lots of paperwork
  • Dwarves: Formal respect masking deep distrust. They'll work with demons but never turn their backs
  • Primordials are beings of immense power predating recorded history—what happens when cosmic forces decide to wear flesh for a while. They embody primal forces like elements, emotions, or abstract concepts given terrible form.
  • Unlike demons, Primordials are true immortals. Destroy their physical forms and they dissipate into energy, returning to their primal source to reform over decades or millennia. This makes them virtually indestructible in any meaningful sense.

    Fyrie goes very quiet when discussing Primordials: even she respects cosmic forces
    • Some can take mortal racial forms, walking among us undetected
    • Their magic dwarfs anything mortal mages achieve, it's not even the same category of power
    • Some seek dominion, others observe epochs passing like mortal heartbeats
    • The oldest and strongest may ascend to godhood. A terrifying thought
    • Rarely witnessed outside ancient myths, which is probably for the best
    • They call demons "children"—lesser spirits unworthy of true immortality
    I've never encountered a Primordial personally, and I plan to keep it that way. The Fall of Razrias happened when one manifested: entire coalition armies and the Primordial itself were annihilated in the final battle. When cosmic forces clash with mortal civilization, everyone loses except the history books.

    The Aelvani (Elf Subspecies and My Personal Confusion)

    All elves are collectively called Aelvani, but we've fractured into three distinct subspecies who can't agree on anything:

    High Elves (Asyran) live on sky islands and maintain 2,000-year lifespans of accumulated superiority complexes. I was raised among them, taught their customs, speak their language perfectly, and still feel like I'm wearing someone else's clothing.

    • Celestine Isles: sky islands sustained by ancient magic and insufferable pride
    • Standing 6'2" to 6'8" (188-203 cm)—they literally look down on everyone
    • Cities of towering spires and ancient trees
    • Technology viewed as primitive crutch (try explaining airship innovation to them)
    • Isolationist tendencies masking fear of ground-dweller contamination

    Wood Elves (Sylvar) are bronze-skinned forest defenders with 500-year lifespans if violence permits. I respect them immensely, they fight constantly for their territory and never compromise their principles.

    • Great Yuria Forest dwellers governed by druid circles
    • Standing 5'4" to 5'10" (163-178 cm)—they compensate with intimate knowledge of every poison their forest provides
    • Constantly battling poachers and slavers with guerrilla tactics
    • Pragmatic defenders who learned mercy is a luxury they can't afford

    Dark Elves (Vathren) rule storm-tossed archipelagos with matriarchal iron and 900-year lifespans filled with maritime supremacy.

    Here's what I know about them from books and brief encounters: gray-skinned masters of The Shrouds, commanding the world's most formidable navy. Society built on female dominance with males suffering severe oppression. Standing 5'8" to 6'3" (173-190 cm). Renowned sailors, feared raiders.

    And here's what confuses the hell out of me: every time I'm around Dark Elves, something feels... familiar. Like muscle memory I've never earned. Fyrie gets all knowing when this happens, playing melodies in minor keys that sound like homecoming songs for a home I've never seen.

    Slavery among Dark Elves is legal and enthusiastically practiced.

    Nations

    I've been to most of these places, either for quests, diplomatic obligations, or because I was fleeing from something I'd accidentally broken. Here's the real adventurer's guide to not embarrassing yourself (as much as I have):

    Celestine Isles (High Elf Coalition)

    Home. Sort of. Maybe.

    Sky island coalition ruled by the immortal spirits of all elven ancestors merged into one soul. Sounds mystical until you realize it means every decision gets debated by centuries of dead relatives with strong opinions. Individual islands governed by High Elf Princes scattered globally, connected via teleportation rings.

    • Capital: Starspire (where I attended the College of Magic before my spectacular exit)
    • Flag: Silver dragon atop golden spire, flanked by ancient trees
    • Entry Requirements: Special permission, purity standards maintained
    • Slavery: Absolutely forbidden, slavers executed without trial
    • Notable Location: Valandor, my childhood home under Prince Eldenyr and Princess Saphielle
    Personal complication: I was raised in Valandor by Prince Eldenyr and Princess Saphielle as their adopted daughter. They're High Elves, I'm... something else. The biological daughter Cirielen is everything a proper High Elf princess should be, while I'm the disaster who fled to become an adventurer rather than face succession expectations.

    Empire of Kaiserreich

    Drachenland's entire continent under imperial rule, governed by Emperor Adrian von Baden Mismarck—though he's terminally ill and succession politics are getting interesting. Everything runs with bureaucratic efficiency that's both impressive and terrifying.

    • Government: Imperial bureaucracy with provincial lords
    • Ruler: Emperor Adrian von Baden Mismarck (dying), Crown Prince Lucien (questionably competent)
    • Flag: Red double-headed eagle on black with four white stars
    • Capital: Altenburg
    • Slavery: Officially illegal, underground markets thrive
    • Technology: Aegis Frames, advanced engineering, excellent prison architects
    The Aegis Frame Incident: Three bottles of schnapps, a noble brat's dare, and my brilliant idea to "prove Dark Elf superiority" led to me challenging a twenty-meter war machine to honorable combat at 2 AM. Military tribunal ruled it "too ridiculous for formal punishment."

    Kingdom of Vaillancourt

    Land of magic, chivalry, and deliberate technological stagnation. Ruled by King Gilles de Lumière alongside a Council of ancient mage bloodlines who think steam engines are vulgar innovation.

    • Government: Constitutional monarchy with mage council
    • Ruler: King Gilles de Lumière and Council of ancient bloodlines
    • Flag: White stag with gold antlers on deep blue
    • Capital: Genevieve
    • Slavery: Only legal for non-humans, moral distinctions that don't make it better
    • Technology: Basic steamboats and locomotives only
    • Guild Contact: Yuri, fox Ajin with supernatural patience

    Republic of Valoria

    Mercantile paradise ruled by Archduchess Rezalia II and a Council of Merchants where gold flows faster than blood. The Valorian Trading Company runs everything that matters.

    • Government: Mercantile republic (merchant oligarchy)
    • Ruler: Archduchess Rezalia II and Council of Merchants
    • Flag: Gold sea serpent on dark red
    • Capital: Albia (canal city where I may have started a merchant war)
    • Slavery: Legal but socially frowned upon, moral theater
    • Special Forces: VTC private army, "privateer" navy
    • Guild Contact: Celia, sophisticated damage control specialist
    Albian "Cultural Exchange": Silk trader grabbed my ass, learned exactly how un-exotic my knee feels when introduced to his balls. Celia helped smooth over the "international incident."

    Umbraqueth (Dark Elf Alliance)

    The Pact of Umbraqueth—Dark Elf port cities weathering perpetual storms. I've never been there personally, but something about the descriptions makes my chest tight with inexplicable longing.

    • Government: Alliance of matriarchal port cities
    • Capital: Umbraqueth (largest city, de facto capital)
    • Flag: Obsidian anchor wrapped in webs against raging storm
    • Weather: Violent monsoons, tornadoes, tsunamis as natural defense
    • Slavery: Legal and thriving, the moral stain that ruins everything
    • Navy: World's most formidable fleet
    Fyrie plays melodies that sound like sea shanties mixed with lullabies whenever we discuss the Shrouds
    I keep having dreams about storm-lashed harbors and songs I've never learned. Fyrie won't explain why her melodies turn maritime whenever I mention Dark Elf territories. There's something there I need to understand, but I'm terrified of what I might discover.

    Irontide

    Largest dwarven sea fortress, a metropolis-sized engineering marvel floating between waves. Ruled by the democratically elected Council of Twelve, positions held until death or disgrace. True meritocracy through machinery where other races are tolerated for trade but never trusted beyond commercial necessity.

    • Government: Democratic engineering council
    • Rulers: Council of Twelve (elected from greatest engineers)
    • Slavery: Only for criminals and war prisoners, even dwarven pragmatism has limits
    • Specialty: Magic-technology fusion with gnomish partners

    Visited twice; their mechanical innovations are poetry in steam and steel. Democracy built on gears and calculations, they've earned the sea's respect through superior craft.

    Free States of Rokhesh

    Loose Orc confederation in southwestern Orin's Grey Marches, maintaining independence through guerrilla warfare expertise. These 'Free Orcs' use harsh terrain as their weapon, led by various tribal chiefs coordinating through the legendary Rokhesh Rangers.

    • Government: Loose confederation of tribal territories
    • Location: Grey Marches (arid wasteland where nothing thrives easily)
    • Specialty: Guerrilla warfare, liberation raids
    • Philosophy: Freedom purchased through constant vigilance

    Their dedication to liberation humbles me. Harsh land breeds harder people, and they chose survival over submission.

    Confederated Tribes of Berruth

    Arctic Orc coalition beyond civilization's reach in the frozen north. Known as 'Ice Orcs,' they preserve pure Orcish culture free from outside influence, establishing territory around geothermal hot springs for essential heat and power.

    • Government: Coalition of tribal councils
    • Location: Arctic north, around geothermal springs
    • Goal: Cultural preservation and rebuilding
    • Philosophy: Chose frozen exile over chains

    They fled to the world's edge seeking freedom to exist unmolested. The cold shields what chains couldn't break.

    Fyrie plays respectful melodies when discussing Orc resistance: she approves of their determination

    Minor Nations and Special Territories

    • Principality of Rosencourt

      Tiny but wealthy nation bordering Vaillancourt, famous for luxury goods monopoly. Known for perfumes and fashion—frivolity transformed into fortune. Small nations survive by selling what larger powers desire, and vanity always finds buyers.

    • Free City of Haven

      Neutral city-state strategically positioned between Vaillancourt and Valoria, profiting from both sides while committing to neither. Where I get most of my Guild assignments from Willow at headquarters.

    • Sacred Valleys

      Demi-human theocratic nation nestled in the Adamantine Range, ruled by an order of monk-astronomers who read divine will in celestial movements. Faith and starlight govern equally in these mountain-protected valleys.

    • The Frostmark League

      Alliance of northern trading towns maintaining profitable relations with Arctic Orcs through regular commerce. Where others see frozen wasteland, they see trading opportunities.

    • The Asuka Clan

      Mysterious Wood Elf clan predating recorded history, architects of demi-human settlement in Great Yuria Forest. Renowned for warrior monks and philosophers whose teachings shaped entire cultures. Their hidden village is protected by forest spirits, entry earned through worthiness, never demanded.

      • Distinction: Members live twice normal Wood Elf lifespans through unknown means
      • Influence: Small population, vast cultural impact on Ajin civilization
      • Access: Village accessible only to those earning forest spirits' favor
      • Legacy: Traditions echo through generations they never meet

    Organizations

    Adventurers' Guild (My Professional Life)

    The Guild is my bread and butter, my professional identity, and the reason I have a steady income despite being a walking disaster. Neutral organization with branches worldwide, each one staffed by saints with infinite patience for our collective stupidity.

    • Quest management and member registration (F-rank through S-rank)
    • Each hall consists of reception area, quest board, tavern for drowning sorrows
    • Guild cards track identity, rank, and survival statistics
    • Cannot attempt quests above qualification (safety measure I've tested extensively)

    Guild Branches I Know Personally:

    Haven Branch (HQ): Where the action is. Handled by Willow, eternally flustered receptionist who manages HQ chaos with impressive dedication. Diverse quests from merchant escorts to espionage disguised as "cultural consultation."

    Genevieve Branch: My home branch, run by Yuri, aquamarine-eyed fox Ajin with patience that borders on supernatural. Specializes in traditional adventuring, knightly quests, and cleaning up after local nobles' romantic entanglements.

    Yuri has filed more incident reports about me than any other adventurer in Guild history. She still greets me with a smile and only occasionally mutters prayers to whatever deity protects receptionists from chaos magnets.

    Albia Branch: Celia's domain, chestnut-haired sophisticate who handles maritime contracts with finesse. Monster hunting, cargo recovery, trade escorts, and tasks labeled "discreet" for plausible deniability.

    Altenburg Branch: Run by Klaus, retired military with piercing blue eyes and zero tolerance for anything resembling fun. Imperial efficiency applied to adventurer management. Orders given, objectives completed, paperwork filed in triplicate.

    Albia Merchants Association

    One of Valoria's true power brokers, and I do mean true power. Everyone thinks the VTC runs Albia, but the Merchants Association is the one that actually controls who gets to do business in the city.

    • Registration mandatory for any Albia business—no exceptions, no bribes work
    • Operates comprehensive banking services throughout Valoria
    • Locked in perpetual struggle with VTC for economic dominance
    • Controls commerce while pretending to merely facilitate it

    I learned this the hard way during my "cultural exchange incident." The silk trader who grabbed my ass? Turns out he was a registered Association member, which meant his assault charge went through their internal arbitration rather than city courts. Celia had to navigate both VTC diplomatic protocols and Association bureaucracy to keep me from starting an actual trade war.

    Pro tip: When visiting Albia, remember that gold makes better weapons than steel when wielded by people who control the entire commercial infrastructure. The Association doesn't just facilitate trade—they are trade.

    Royal Academy of Genevieve

    Most prestigious educational institution in Orin, where noble brats learn to be slightly more competent noble brats. I never attended—I got my education at the College of Magic in Starspire—but I've met enough Academy graduates to form opinions.

    • Headmaster: Balthazir, towering Knowledge Demon with obsidian skin
    • Noble-only admission, ages 14-20 across seven years
    • Famed for martial and magical courses, especially the prestigious Battle Wizards Department
    • Students live in dorms with personal servants
    • Different departments for knights, artificers, battle wizards, etc.

    Balthazir maintains a stern reputation while secretly spending entire nights helping struggling students, rumors he firmly denies to preserve his fearsome image. The Academy produces competent nobles, which honestly isn't as common as you'd think.

    I may not have attended, but I've cleaned up enough messes created by Academy graduates to respect their training. When someone tells you they graduated from the Battle Wizards Department, pay attention, they know how to make things explode creatively.

    Altenburg Imperial Academy

    Where Kaiserreich trains its officer corps. I've visited twice: once for diplomatic observation, once after the Aegis Frame incident when they wanted to understand exactly what kind of "foreign influence" could convince someone to challenge their military equipment to single combat.

    • Commandant: Baroness Helena von Degenhart, former Commander of the 8th Aegis Frame Division. Steel-eyed woman with white streak through dark hair and sophisticated mechanical right arm
    • Oversees both traditional military and AFTI programs
    • Ages 16-21, six years of learning
    • Separate classes for nobles and commoners
    • Noble students in comfortable dorms with servants, commoners in military barracks
    • Famed for officer training and engineering courses

    Aegis Frame Technical Institute (AFTI):

    Elite specialized department training Kaiserreich's mechanical cavalry crews. Highly selective admission based on exceptional skill rather than birth. One of the few Imperial institutions practicing actual meritocracy.

    • Pilot Track: Combat tactics, magical theory, controlled death
    • Engineer Track: Mechanical systems, magical maintenance, keeping pilots alive
    • Rigorous training regimen that breaks the weak before graduating the dangerous
    • Distinguished alumni operate most of Kaiserreich's Aegis Frame units
    Helena secretly implements meritocracy systems promoting talented commoners while maintaining public Imperial protocol. She also works with demon artificers advancing prosthetic technology. Progress hidden behind tradition's mask because the Empire values appearance over truth.

    Secret Organizations (That I Probably Shouldn't Know About)

    Order of the Sacred Dawn

    Secret vampire hunters within the Church of Solaris that I discovered entirely by accident while investigating a "routine" missing persons case. Led by Grand Master Jacques de l'Aube, they operate in independent cells with hierarchical structure.

    • Emblem: Rising sun and flaming sword (subtle as a brick to the face)
    • Motto: "Lux Vincit Tenebras" (Light Conquers Darkness)
    • Unknown to regular clergy (compartmentalized for security)
    • Ranks: Grand Master → Elder → Paladin → Knight → Initiate → Squire

    The Blighted Chorus

    Assassin order devoted to the most twisted interpretation of Xytheris possible. I encountered them during a very bad night in a very dark alley that I prefer not to discuss in detail. Their "Black Verses" doctrine treats systematic murder as sacred transformation.

    Fyrie goes completely discordant when we discuss the Chorus: even she finds them disturbing

    Their Paradoxical Philosophy:

    • Truth lies in dissolution: Only by destroying something can you understand its nature
    • Memory is chains, forgetting is freedom: The less you remember, the closer to enlightenment
    • In discord we find harmony: Chaos and suffering create understanding
    • Every death unwinds the world: Each assassination dismantles "false narratives"

    Organizational Structure:

    • Members who lose most of their identity are considered closest to Xytheris
    • Leaders are the most psychologically broken—insanity as enlightenment
    • Accept political contracts, making deaths appear divinely ordained
    • Brutal training erases identity through systematic brainwashing
    • Mark targets with verse-specific symbols before killing them

    These aren't misunderstood philosophers, they're broken people who use religious justification for systematic murder. Their training deliberately destroys identity through psychological torture masquerading as spiritual advancement.

    If you encounter Chorus members, assume they're beyond reasoning with. They see murder as sacrament and madness as wisdom.


    The Rokhesh Rangers

    Elite Orc gunslingers. Professional freedom fighters who put most "civilized" military units to shame. Led by Ranger General Gordakh Steeljaw, a legendary figure whose tactical brilliance is matched only by his terrifyingly precise marksmanship.

    • Organization: Small autonomous teams of 4-6 members operating throughout Orin
    • Mission: Liberate enslaved orcs, defend free communities, conduct rescue operations
    • Identification: Green sashes dyed with sacred herbs from Grey Marches
    • Equipment: Customized rifles with tribal markings, reliable revolvers, lightweight leather armor
    • Headquarters: "Last Stand"—hidden fortress somewhere in Grey Marches
    • Structure: Decentralized command allowing autonomous operation while maintaining honor code

    Rangers combine traditional Orc warrior traditions with modern guerrilla tactics and gunslinging expertise that would make Valorian privateers weep with envy. Each team specializes in different operations: reconnaissance, direct rescue, supply raids, intelligence gathering.

    Personal Experience: Worked with Ranger team twice. Once liberating a slave caravan, once providing cover for refugee evacuation. Their professionalism, moral clarity, and dedication humble anyone who thinks civilization comes from cities rather than principles.

    Also witnessed a Ranger put three shots through a playing card at fifty meters. Their marksmanship isn't just precise, it's artistically terrifying.

    Technology

    Arcanthea's Industrial Revolution happened while mages were still arguing about whether steam engines counted as "real innovation." They lost that argument when dwarven engineering started outperforming traditional magic in practical applications.

    Common Technologies I've Personal Experience With:

    • Airships: Armored ironclads of the sky (I've been kicked off three)
    • Steamboats and Ironclads: Naval transportation (banned from two Valorian ports)
    • Firearms and Artillery: Practical violence tools (I'm an excellent shot when sober)
    • Steam Locomotives: Land transportation (only one derailment incident, not my fault)

    Advanced Tech (Magic-Enhanced Innovation):

    • Propeller Planes: Runic stone-powered aircraft that shouldn't work but do
    • Submarines: Wind magic air bubbles keeping crews alive underwater
    • Brass Automatons: Steam-powered servants with runic command interpretation

    Airships (Flying Ironclads)

    Airborne ships that blend technology and magic into something that shouldn't work but actually does. Armored hulls riveted like naval vessels, powered by crystal engines attuned to Force or Air magic, achieving vertical lift through anti-gravity fields or wind manipulation.

    I've traveled on dozens of airships across multiple continents. The experience ranges from "majestic transportation fit for nobility" to "death trap held together by prayers and questionable engineering decisions."

    Airship Incident Log (Partial):
    • VAS Tempest: Accidentally started diplomatic incident with Dark Elf corsairs
    • Kaiserreich Transport: Challenge to Aegis Frame led to emergency landing
    • Vaillan Royal Courier: Navigation error resulted in three-day detour through storm system
    • Private Charter: Don't ask about the griffin incident

    Aegis Frames

    Kaiserreich's towering mechanical soldiers that I know intimately thanks to the single stupidest decision of my career. These humanoid combat vehicles blend steam technology, crystal engines, and multiple magical disciplines into twenty meters of mobile destruction.

    Fyrie still plays funeral dirges when we discuss Aegis Frames

    First deployed in 1855, current models are third-generation units that only Kaiserreich possesses the secrets to construct. Earth Magic reinforces frames, Force Magic optimizes weight distribution, crystal engines provide primary power.

    Aegis Frame Classes:

    • Jäger Class (12m): Scouts with twin-barrel rapid-fire steam guns. Fast, lightly armored, frequently the first to die or first to warn
    • Krieger Class (15m): Standard combat frames with shoulder-mounted cannons and forearm repeater guns. Backbone of Aegis deployments
    • Panzer Class (18m): Heavy assault units with siege cannons and pneumatic pile-driver fists. When subtlety fails, send Panzers
    • Festung Class (20m): Mobile command fortresses that rarely risk direct combat. Walking castles for officers who value survival

    Other nations have tried replicating Aegis Frame technology. I've seen Valorian attempts that looked impressive until they tried to walk and promptly face-planted into canal water. Only Kaiserreich possesses the industrial capacity, magical expertise, and technical knowledge required for proper production. The exact construction details remain closely guarded state secrets, with manufacturing facilities hidden deep in Drachenland where even diplomatic visits don't get you past the outer workshops.

    Magic

    Magic lesson time. Three-quarters of Arcanthea's population can't light a candle with magic, which explains the prevalence of tavern brawls where drunk idiots claim they "totally have magic powers."

    Fyrie plays skeptical notes in a minor key

    The fundamental truth about magic: your potential is determined by the three moons' alignment at birth. No amount of training, prayer, or bribing can change what those celestial assholes decreed. I should know—I've tried all three extensively.

    Look, the moons decided you get magic or you don't. If you don't, there are excellent career opportunities in engineering, farming, or becoming an adventurer who relies entirely on sharp steel and poor decision-making.


    Magical Disciplines

    Celestial Magic: My theoretical specialty, drawing power from celestial bodies (especially Mystra). Healing, enhancement, wards, barriers—protection and amplification magic that fluctuates with moon phases. Useful for keeping idiots like me alive despite our poor choices.

    Force Magic: Raw magical energy shaped into concussive blasts, protective barriers, enhanced physical prowess. What I actually use most often because it's simple, direct, and doesn't require remembering complicated lunar calculations while people are trying to kill you.

    Shadow Magic: Darkness manipulation associated with Animus. Concealment, shadow-stepping, or summoning dark creatures.

    Divination: Future, past, and hidden knowledge perception. Accuracy depends on Chronos's favor and practitioner skill. I avoid it because I have enough anxiety about my current disasters without worrying about future ones.

    Illusion: Perception manipulation and reality editing. From parlor tricks to elaborate mind-altering deceptions. Dangerous territory.

    Psionic Magic: Mind manipulation through mental energy weaponization. Telepathy, thought control, telekinesis, mental shielding. Heavily regulated in most nations because violating someone's mind crosses lines even I won't cross.

    Elemental Magic

    Air Magic: Wind and weather control that powers airship technology. I've got enough talent to manage basic flight enhancement and wind-reading, useful for aerial navigation and dramatic cape flourishes.

    Fire Magic: Flame and heat command. Destructive fireballs for combat, controlled flames for forging. Most dramatic element, least forgiving of mistakes.

    Water Magic: All forms: ice, liquid, vapor. Adaptable and patient, finding every weakness until it wins. I use it primarily for practical applications like staying hydrated during long quests and creating dramatic ice sculptures when I'm bored.

    Earth Magic: Solid, reliable, unyielding control over earth, stone, metal. Dwarves excel here, combining Earth magic with engineering. I have minimal talent but enough to sense mineral composition, useful for avoiding cave-ins and identifying valuable ores.

    Bladesong (My Personal Innovation)

    Here's where I get personal. Bladesong is an ancient martial art of Celinestria's followers: elegant swordplay merged with arcane magic and melodic movement. Most practitioners died during Asloth's rise, leaving the art nearly extinct.

    I learned fragments from old texts in Father's library and developed my own interpretation, creating Astral Bladesong through trial, error, and Fyrie's musical guidance. The advanced form requires a singing blade, cosmic energy merged with combat technique creating visible starlight trails.

    Fyrie's melody becomes complex and beautiful when discussing Bladesong, our shared art

    Key Astral Bladesong Stances:

    • First Light: Opening defensive stance for observation and preparation
    • Midnight Crescent: Aggressive assault with sweeping attacks
    • Twilight: Sudden strike position for precise attacks
    • Celestial Arc: Aerial maneuver fusing Force Magic with blade work
    Mastery demands perfect synchronization between blade and wielder. Fyrie judges my worthiness constantly, responding to emotions and enhancing perception during combat. When we're truly in harmony, the world slows down and every movement becomes poetry written in starlight and steel.

    When we're not in harmony, I trip over my own feet and accidentally cut my hair off. Balance is everything.

    Gods and Religions

    Gods in Arcanthea are real, active, and have opinions about mortal affairs. Some of them even participate directly in society, which creates interesting theological complications when your deity shows up to criticize your life choices personally.

    Solaris - God of Dawn, Lord of Birth and Renewal

    Most widely worshiped deity across Arcanthea, depicted as towering figure wreathed in golden light. Promises new beginnings to anyone who prays, delivers sunrise regardless of personal faith. I respect the consistency if nothing else.

    Bahamut - Guardian Spirit, Lord of Sky and Dragons

    High Elf patron deity, typically depicted as colossal dragon with silver-white scales. Multiple airship crews report sightings that are never confirmed but always believed. Whether actual god or ancient dragon matters less than the faith invested.

    Fyrie's melody turns reverent and complex when we discuss Bahamut—she knows something I don't

    Celinestria - The Dark Maiden

    Dark Elf goddess of cosmos, beauty, song, dance, freedom, moonlight, swordwork, and hunting. Worshiped by Dark Elves who rejected Asloth's cruelty. Depicted as ethereally beautiful maiden with ankle-length silver hair and obsidian skin gleaming like starlight.

    Here's what confuses me: every time I practice Bladesong, every time Fyrie and I achieve perfect harmony, I feel like I'm performing prayer to someone I've never met but somehow know. Celinestria's domains—swordwork, freedom, dance—describe everything I am when I'm most myself.

    Identity crisis moment: I was raised High Elf, worship appropriately High Elf deities, follow High Elf customs. But when I fight, when I dance, when I sing with Fyrie, something deeper responds. Something that knows songs I've never learned and prayers I've never been taught.

    Asloth - Demon Queen of Spiders

    I'm going to be blunt about this because someone needs to be. Asloth is the Mistress of Lies and Trickery, most influential Dark Elf goddess, and an active participant in Vathren society who appears as beautiful Dark Elf woman merging into massive spider body.

    She actively promotes and encourages slavery. This isn't theological interpretation or cultural misunderstanding—Asloth directly supports the systematic enslavement and oppression that makes Dark Elf society function.

    Beautiful and terrifying? Yes. Influential and powerful? Absolutely. Worth respecting or worshiping? Not while she champions the moral abomination that is slavery.

    Fyrie goes discordant when discussing Asloth: we agree on this completely

    T'Seraa - Lost Goddess of Luck

    Disappeared centuries ago, possibly murdered by jealous Asloth according to rumor. Depicted with flowing blonde-platinum hair and heterochromatic eyes—silver and gold like coin faces. Prophecies whisper of her reincarnation into mortal flesh.

    The desperate still pray to her empty shrines. Luck, it seems, abandoned even its own goddess.

    Xytheris - The Shattered Whisper

    Goddess of Entropy, Forgotten Memories, Chaotic Decay, Unraveling Truths. Depicted as fractured silhouette dissolving into moths and ash—never whole, always breaking. Neither cruel nor kind, she governs slow death of stars, rusting of empires, quiet rot beneath polished surfaces.

    I understand her appeal to people seeking truth beneath comfortable lies. What I don't understand is how the Blighted Chorus twisted her philosophy into justification for systematic murder.

    Fyrie plays fragmenting melodies when we discuss Xytheris: beauty dissolving into discord

    Notable Creatures (And How to Avoid Dying to Them)

    Arcanthea's full of creatures that want to kill you, eat you, or sell you into slavery. Here's the adventurer's guide to not becoming a statistic:

    Dragons

    Magnificent, powerful, and rare enough that most people will never see one outside museum illustrations. Their decline began with Aetheris's fall fifteen millennia ago. Now they're myths with wings that occasionally terrify airship crews.

    • Communicate only in Old Aetherian—dead language only eldest High Elves speak fluently
    • Sacred to High Elves as symbols of power, wisdom, connection to Bahamut
    • Wide variety: colors, sizes, elemental affinities ranging from bird-sized to airship-dwarfing
    • Survival tip: If you encounter one, hope it's feeling conversational rather than hungry

    Vampires

    Undead parasites wearing civilization's mask. Created through corrupted ritual during Animus's darkest phase, curse without cure or redemption. Every nation maintains vampire-hunting organizations because these things infiltrate society regardless of security measures.

    • Universally hunted, feared, despised across all cultures
    • Specialized technologies developed for their destruction
    • Hide behind noble titles and wealth until hunger overwhelms discretion
    • Survival tip: Trust the Order of Sacred Dawn, they know their business
    Encountered vampires twice during Guild assignments. First time: didn't recognize what I was fighting until halfway through the battle. Second time: recognized immediately, still nearly died because they're faster and stronger than any training prepares you for. Silver weapons, blessed items, and overwhelming force are minimum requirements for survival.

    Werewolves

    Figures of fear and fascination with origins shrouded in mystery. Degree of control varies dramatically: some retain human intellect and voluntary transformation, others become savage predators during full moons or stress.

    • Enhanced strength, speed, senses in wolf form
    • Vulnerable to silver (one constant across variations)
    • Some Ajin tribes revere them as sacred forest guardians
    • Others hunt them as cursed monsters requiring elimination

    Personal experience: worked with a werewolf ranger in Yuria who retained complete control and human personality. Professional, competent, excellent tracker. Also worked against a pack of werewolves who'd lost all humanity. Different creatures entirely despite sharing the condition.

    Fyrie plays wild, primal melodies for werewolves: nature unleashed

    Survival Guidelines for Adventurers

    Based on personal experience and several near-death situations:

    • Research your target: Know what you're hunting before it starts hunting you
    • Appropriate equipment: Silver for lycanthropes/vampires, blessed items for undead, common sense for everything else
    • Backup plans: When Plan A fails (and it will), have Plans B through Z ready
    • Know your limits: Pride kills more adventurers than monsters do
    • Trust your instincts: If something feels wrong, it probably is
    Universal Truth: Every creature you encounter will be faster, stronger, or more cunning than expected. Plan accordingly. Overconfidence is a slow and insidious killer, but actual monsters are much faster about it.

    Historical Events

    History in Arcanthea is written by survivors, which explains why most accounts focus on the dramatic failures rather than quiet successes. Here are the events that shaped the world I stumble through:

    The Lost Island of Aetheris - 15,000 years ago

    The Crown of the Celestine Isles, most advanced sky island in High Elf history, mysteriously fell from the heavens into ocean depths. The High Elves there were considered nearly divine for their magical mastery, which makes their complete annihilation even more unsettling.

    Remnants lie in the Celestial Abyss, a deep trench protected by magical anomalies and violent storms. Expeditions form regularly; none return with anything except trauma and debt. I've been invited to three different Aetheris expeditions. I declined all three because I prefer my disasters smaller and more personal.

    Fyrie plays mournful melodies when discussing Aetheris: ancient loss, forgotten songs

    The Fall of Razrias - 2,000 years ago

    Prosperous Ajin kingdom at the Adamantine Range's base, twelve clans united after centuries of warfare. An unknown Primordial manifested during celestial alignment, leading to coalition warfare involving humans, elves, and dwarves.

    Final battle: mutual annihilation. Primordial destroyed, coalition army obliterated, surviving Ajin bloodlines fled to Great Yuria Forest under Asuka Clan protection. Victory achieved through total sacrifice, the kind of heroism that makes great songs and terrible precedents.

    The Mage Wars - 100 years ago

    Series of conflicts across Orin when mages revolted against technological replacement. Traditional magic versus industrial innovation—pride against progress, tradition fighting change.

    The mages lost. Technology marched forward regardless of magical objections, leading to current integration of arcane and mechanical systems. Some wounds never heal; I still encounter elderly mages who mutter about "proper magic" and "mechanical abominations."

    Modern lesson: Adapt or become irrelevant. Magic didn't disappear, it evolved. The mages who embraced technological integration thrived. Those who rejected change became museum pieces complaining about progress while using none of its benefits.

    War of Three Crowns - 1702-1714

    King Laurent of Vaillancourt seized Ferremont from Rosencourt in 1702. His death sparked civil war between sons Marcel and Bernard, with Rosencourt intervening to reclaim lost territory.

    Marcel proved himself father's equal by defeating both brother and foreign claim, securing crown and contested province. Family blood and foreign ambition drowned in same mud, efficient resolution through superior violence.

    Marcel became King Marcel d'Étincelle, establishing precedent that royal succession disputes should be settled quickly and decisively rather than prolonged through diplomatic niceties.

    Fyrie plays military marches when discussing Vaillancourt's royal history—she approves of decisive action

    Lessons for Modern Adventurers

    History teaches us that:

    • Primordials are rare for good reasons: When cosmic forces manifest, civilizations die
    • Technology wins over tradition: Adapt to progress or become irrelevant
    • Lost civilizations stay lost: Aetheris expeditions make excellent examples of overconfidence
    • Quick resolution beats prolonged conflict: Decisive action prevents escalation
    • Coalition victories require total commitment: Half-measures against existential threats fail catastrophically
    Personal Philosophy: Learn from history's failures without being paralyzed by them. Every age thinks it's special, every generation believes it's different. The smart ones study what went wrong before and plan accordingly.

    The really smart ones recognize when they're about to become history themselves and act to prevent it.

    Final Words from the Disaster Princess

    May your blade sing true, your disasters be educational, and your adventures prove worthy of the terrible novels I'll inevitably write about them.

    — Lunastrea Sylvanetta fen'Valandor
    A-Rank Adventurer, Romance Novelist, Professional Chaos Magnet

    Fyrie plays three ascending notes in G major: she's pleased you made it through my rambling intact

    P.S. - If you encounter me in person and I'm covered in tomb slime while improvising diplomatic cover stories, just go with it. The explanation is probably more ridiculous than whatever lie I'm currently constructing.