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Last Updated: May 26, 2025
Download Arcanthea LorebookWorld Overview
The year is 1865 Common Era.
Arcanthea is a world where steampunk industry and ancient magic entwine, a realm of churning gears and arcane forces. 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. Slavery remains a grim reality, its legality shifting across national borders.

The Planet and the Moons
Arcanthea's vast oceans cradle two main continents—Orin, the larger of the two, and Drachenland, northwest of Orin, a two-month journey by steam-powered ship.
Arcanthea has 3 moons.
The presence of telescopes has confirmed them as celestial bodies, their movements studied with scientific precision.
Chronos
- The largest moon, silvery white.
- Associated with time, fate, and prophecy.
- Full cycle takes exactly 30 days, making it the basis for the calendar.
- When brightest, seers and prophets claim their visions are clearest.
- Dwarves use its precise movements to calibrate their finest machinery.
Mystra
- Medium-sized moon with a slight blue tinge.
- Associated with arcane energy and spellcraft.
- Has an erratic orbit of 24 days.
- Mages claim spells are more powerful when it's full.
- The High Elves built their sky islands to be closest to it.
Animus
- The smallest moon, with a warm golden glow.
- Associated with life, death, and spiritual energy.
- Cycle of 36 days.
- Said to influence emotions and dreams.
- Important in religious ceremonies and rites of passage.
Other notable celestial bodies visible from Arcanthea:
- The Twins (binary stars) - One red, one blue.
- Halcyon, also known as Merchant's Light - A bright yellowish planet, used for navigation.
- Moorindal - A distant ice planet visible only through telescopes.
- Kerlin, The Veiled Lady - A ringed gas giant with mysterious colorful bands.
- Aether - A mystical nebula that glows softly at night.
- Zyphyr - A comet that passes every decade, marking a time of great change or upheaval.
Notable languages in Arcanthea:
- Vaillan, also known as Common Orinian, or simply Common. Native language of Vaillancourt and lingua franca in Orin.
- Aerathir, language of the High Elves in Celestine Isles.
- Reichsprache, spoken by the people of Kaiserreich in Drachenland.
- Primal Tongue, ritualistic language for communications between tribes in Yuria.
- Old Aetherian is a long-lost language from the era of Aetheris, now preserved only in the inscriptions of ancient artifacts and relics. Deciphering even a single sentence often requires scholars days or even weeks of painstaking effort. Among the High Elves, only a handful of the oldest elders retain the ability to speak this ancient tongue fluently.
The Continents
Arcanthea consists of two major landmasses:
Orin: The larger of the two continents, consisting of many kingdoms.
Notable features of Orin
- The Grey March
- Great Yuria Forest
- Adamantine Range
Drachenland: The smaller continent. Ruled entirely by the Kaiserreich Empire, with its many feudal provinces.
Races
- Humans are the most numerous due to the shorter lifespan and reproduction cycle. They occupy the two main continents of the planet.
- Orcs are a dying race, with most forced into factory work or slavery. Free tribes, determined to liberate their people, made their homes in the harsh lands of the Grey Marches. Some tribes have migrated to the Arctic north pole, seeking freedom from other races. Orin Orcs have earthy skin tones, from deep tan to reddish-brown, while Arctic Orcs are paler, with shades of grey, bluish-grey, or greenish undertones.
- High Elves , or Asyran as they call themselves, reside on the Celestine Isles, a collection of magically sustained sky islands. Known for their isolationist tendencies and conservative stance toward technology, their cities are characterized by towering spires and immense, ancient trees. High Elves naturally live for around 2,000 years, though their lifespans can be significantly extended through the use of magic.
- High Elves typically stand between 6'2" to 6'8" (188-203 cm) in height.
- Wood Elves, or Sylvar as they call themselves, make their home in the glades of the Great Yuria Forest, a vast woodland in central Orin. With bronze skin and a shorter, agile build, they are deeply connected to their natural surroundings. Each clan is governed by a circle of druids. Wood Elves frequently clash with poachers and slavers, defending their land fiercely. Their lifespans typically reach around 500 years, though many lives are cut short by the dangers they face.
- Wood Elves typically stand between 5'4" to 5'10" (163-178 cm) in height.
- Dark Elves, or Vathren as they call themselves, are distinguished by their dark grayish skin and inhabit the Shrouds, a sprawling archipelago southeast of Orin near the equator. Their society is matriarchal, with men often facing severe oppression, and slavery is not only legal but deeply ingrained in their culture. Renowned as master sailors and feared pirates, the Dark Elves command the world's most formidable navy. Despite their potential lifespan of nearly 900 years, most meet violent ends long before reaching old age.
- Dark Elves typically stand between 5'8" to 6'3" (173-190 cm) in height.
- Dwarves are masters at combining technology and magic, and most of the world's inventions are made by them. They live on massive floating fortresses dotting different parts of the world's oceans.
- Gnomes are integrated into Dwarven society and help them with research. They are seen as equals among the dwarves.
- Demi-Humans, or Ajin as they call themselves, are descended from bloodlines whose ancestors had mingled with the primal forest spirits. They are humans with animal features—most commonly ears and tails from animals like cats, foxes, or wolves. Ajin otherwise have a human appearance but retain some animal traits in their look and sometimes in their behavior. They have villages and clans in the Great Yuria Forest and Adamantine Range.
- Demons are not inherently evil beings but rather ancient spirits that embody primal forces and desires. Their origins are tied to ancient deities, such as Asloth.
- High Elves view demons as corrupted celestial spirits. Demons are officially banned in their territories but highly knowledgeable ones are secretly employed.
- Dark Elves see demons as natural allies and business partners, and they are integrated into society. They are valued for their magical abilities and ancient knowledge, and considered essential to maintaining power structures.
- Kaiserreich Empire has negative public stance on demons, and officially prohibits demon consorting. But in private, pragmatism always win in Kaiserreich, and many organizations have secret demon advisors, even in the military.
- Kingdom of Vaillancourt tolerates regulated demon presence, all demons must register with the local authorities. Allows demon-owned businesses under strict oversight, and values their role in magical research and development.
- Dwarves respect demons as ancient beings of power and maintain careful diplomatic relations through formal contracts, distrusting their influence but value their expertise.
- Primordials are beings of immense power and antiquity, predating recorded history. They are the embodiment of primal forces, such as elements, emotions, or abstract concepts. Unlike common demons, Primordials are immortal and virtually indestructible. When their physical forms are destroyed, they dissipate into energy, returning to their primal source to reform over time, a process that can take decades to millennia.
- Some can take the form of a mortal race
- Their magic far exceeds mortal mages
- Some seek power, others simply observe the world, or influence from the shadows
- The oldest and strongest may ascend to godhood
- Rarely seen, they are known mainly through ancient myths
Aelvani is the collective term for all elven races.
Cultural Perspectives on Demons:
Nations
Major nations include:
- Empire of Kaiserreich. A vast empire encompassing the entirety of the continent of Drachenland, with former kingdoms as provinces. Known for their strong military and technology. Slavery is officially illegal, but underground slave markets exist, especially for young elven women.
- Flag: Red double-headed eagle on black with four white stars
- Capital: Altenburg
- Notable people: Emperor Adrian von Baden Mismarck, Crowned Prince Lucien, Duchess Elise von Neuschwanstein
- Notable locations: Duchy of Neuschwanstein
- Demonym: Kaiserliche, Drachenlanders (preferred by provincial lords)
- Kingdom of Vaillancourt, the land of magic and chivalry. A sizeable nation on the northen part of Orin, ruled by King Gilles de Lumière, along with a council made up of elders from families of ancient mage bloodlines. Known for its art and cuisine, and its many knightly orders. Not as technologically advanced, but do possess basic steamboats and locomotives. Slavery is only allowed for non-human races.
- Flag: White stag with gold antlers on deep blue
- Capital: Genevieve
- Notable people: King Gilles de Lumière, Safiya de Noirciel
- Notable locations: Village of Laval
- Demonym: Vaillans
- Republic of Valoria. Located along the eastern coast of Orin, its capital is the grand coastal city of Albia, built on a series of islands and canals. Valoria is ruled by a Council of Merchants, composed of the wealthiest and most powerful families, headed by Archduchess Rezalia II. Known for the Valorian Trading Company, a powerful mercantile order that dominates Valoria’s economy and possessing its own elite armed forces. The VTC holds exclusive trade rights with the Dark Elves of the archipelagos southeast of Orin. The Valorian Navy also engages in privateering. Slavery is legal, but frowned upon.
- Flag: Gold sea serpent on dark red
- Capital: Albia
- Denonym: Valorians
- Irontide. The biggest of the dwarven floating fortresses, the size of a large metropolis. Democratically ruled by the elected Council of Twelve, each member considered the best engineers among the dwarves, and elections for new members only happen after one has died or disgraced. Other races are tolerated for trades, but distrusted. Slavery is only allowed for convicted criminals and prisoners of war.
- Celestine Isles. A coalition of High Elves sky islands. The biggest island and capital is Starspire. Ruled by the immortal spirits of all the elven ancestors merging into one soul. The other sky islands are spread all over the world, linked by teleportation rings. Other races need special permission to enter. Slavery is prohibited and harshly enforced, all slavers are executed.
- Flag: Silver dragon atop a golden spire, flanked by towering trees
- Capital: Starpire
- Notable locations: Valandor
- The Orcs have two notable, self-governing enclaves:
- Free States of Rokhesh, in Southwestern Orin, consist of a loose confederation of Orc territories that have managed to maintain their independence. Calling themselves 'Free Orcs', the Orcs of Rokhesh are guerrilla warfare experts, using the terrain to their advantage to keep their independence. They are known for their specialized units, the Rokhesh Rangers, gunslingers who conduct raids to free enslaved orcs.
- The Confederated Tribes of Berruth is a coalition of Orc tribes in the harsh Arctic north, beyond civilization's reach. Known as 'Ice Orcs', the Tribes of Berruth strive to preserve and rebuild pure Orcish culture, free from outside influence. They have established their territory around geothermal hot springs, which provide essential heat and power in the unforgiving cold.
- The Dark Elves have a long standing alliance among the port cities of the Shrouds, known as the Pact of Umbraqueth, after the biggest city and de-facto capital. The region has long been plagued by ever-changing weathers, with violent monsoons and tornadoes, and even occasional tsunamis. The Dark Elves adapted by developing their specialty, the Barrier Magic. Their structures are made with heavy stones to stand the test of the climate, and utilizing underground constructions to house important government chambers. Most impressive are the massive sea walls that protect the entry into the harbor of Umbraqueth. They only have a few airships, but make up by the sheer number of their ocean fleets. Slavery is legal and is a thriving business.
- Flag: Obsidian anchor entwined in webs amidst a raging storm
- Notable people: Nezraya Tal'vestra y'th Morvyth
- The Principality of Rosencourt. A tiny but wealthy nation bordered by Vaillancourt, known for luxury goods and famous for their perfumes and fashion
- The Sacred Valleys. A demi-human theocratic nation in the Adamantine Range ruled by an order of monk-astronomers.
- Free City of Haven. A Neutral city-state, buffering Vaillancourt and Valoria.
- The Frostmark League. An alliance of northern trading towns. Maintain good relations with the Arctic Orcs, regularly trades with them.
- The Asuka Clan is a distinctive group of Wood Elves within the Great Yuria Forest, played a pivotal role in aiding the settlement of demi-humans in Yuria long before recorded history. Renowned for their warrior monks and philosophers, the clan is shrouded in mystery, their hidden village protected by forest spirits and accessible only to those who earn their favor. Despite their small population, members of the Asuka Clan live remarkably long lives, often doubling the lifespan of other Wood Elves. Their profound traditions have left an enduring mark on demi-human culture, shaping its very foundation.
Minor, smaller nations also exist all over Orin:
Organizations
Beyond nations, numerous organizations shape Arcanthean society:
Guilds
Adventurers' Guild
- Neutral organization with branches all over the world.
- Manages adventurers, quest assignments, member registrations, handling of rewards.
- Each Guild Hall consists of a reception area, a quest board, and a tavern.
- Adventurers are ranked from F-Rank up to S-Rank. They cannot take quests they're not qualified for.
- Each member carries their guild card, detailing their info and rank, used for taking quests and receiving rewards.
Adventurers' Guild Haven Branch:
- The Guild's HQ
- Receptionist: Willow
- Focus: Diverse quests, merchant escorts, bounties, espionage
Adventurers' Guild Genevieve:
- Receptionist: Yuri
- Focus: Traditional adventuring, knightly quests, local legends
Adventurers' Guild Albia Branch:
- Receptionist: Celia
- Focus: Maritime Monster Hunting, Cargo Recovery, Trade Escorts, "Discreet" Tasks
Adventurers' Guild Altenburg Branch:
- Receptionist: Klaus
- Focus: Maintaining Order, Monster Hunting, Resource Acquisition
Albia Merchants Association
- One of the most powerful guilds in Valoria.
- Must be registered to do any business in Albia.
- Has a banking service.
- In a constant power struggle with the VTC.
Academic Institutions
Royal Academy of Genevieve
- Headmaster: Balthazir, a Knowledge Demon.
- Most prestigious educational institution in Orin.
- Only accepts nobles.
- Famed for its martial and magical courses.
- Students are between the age of fourteen to twenty.
- Students live in dorms, and are allowed to bring along servants.
Altenburg Imperial Academy
- Commandant: Baroness Helena von Degenhart, former Commander of the 8th Aegis Frame Division, oversees both traditional and AFTI programs.
- Premiere educational institution of the Empire.
- Separate classes for nobles and commoners.
- Famed for its officer and engineering courses.
- Students are between the age of sixteen to twenty-one.
- Noble students live in dorms with servants, commoners live in military style barracks.
The Aegis Frame Technical Institute (AFTI) is a specialized department within the Altenburg Imperial Academy, dedicated to training Aegis Frame pilots and engineers. The highly selective program accepts both noble and commoner candidates, provided they demonstrate exceptional aptitude. Students specialize in either the Pilot Track, focusing on combat tactics and magical theory, or the Engineer Track, studying mechanical systems and magical maintenance. The institute is known for its rigorous training regimen and has graduated many of Kaiserreich's most distinguished Aegis Frame crews.
Orders and Militias
The Order of the Sacred Dawn
- A secret order of vampire hunters within the Church of Solaris
- Emblem: A circular crest featuring the rising sun and a flaming sword
- Motto: Lux Vincit Tenebras
- Operate in secrecy, unknown to most regular clergy
- Organized into small, independent cells
Sacred Dawn Hierarchy:
- Grand Master – Jacques de l'Aube, the enigmatic leader known only to the Elders.
- Elder – Strategists and coordinators who act as the Grand Master’s agents and manage cell operations.
- Paladin – Elite hunters who lead individual cells in the field.
- Knight – Core members and experienced hunters forming the backbone of the Order.
- Initiate – Trainees who have yet to complete major missions.
- Squire – New recruits undergoing basic training.
The Blighted Chorus
The Blighted Chorus, or simply the Chorus, is an assassin order devoted to a distorted view of Xytheris. Their doctrine, the Black Verses, deems assassinations sacred. Their paradoxical name—blending decay and harmony—reflects their belief that corruption fosters unity and that violence is a transformative "song."
Core Beliefs:
- Truth lies in dissolution: Only by destroying something can you understand its true nature
- Memory is chains, forgetting is freedom: The less you remember, the closer to enlightenment
- In discord we find harmony: Chaos and suffering grant understanding
- Every death unwinds the world: Each assassination dismantles the world's "false narrative"
Structure & Methods:
- Members who lose most of their identity are believed to be closest to Xytheris
- Leaders are the most psychologically broken
- Accept contracts from political entities, ensuring deaths appear as divine will
- Harsh and cruel training process, make trainees forget who they were, akin to brainwashing
- Targets are marked with specific symbols that correspond to verses from their Black Verses
The Rokhesh Rangers
The Rokhesh Rangers are an elite force of orc gunslingers who operate throughout Orin, dedicated to liberating enslaved orcs and protecting free orc communities. Distinguished by their signature green sashes—dyed with sacred herbs from the Grey Marches—these freedom fighters combine traditional orc warrior traditions with modern guerrilla tactics and gunslinging expertise.
Rangers operate in small, independent teams of 4-6 members, each specializing in different mission types from reconnaissance to rescue operations. Their equipment typically includes customized rifles decorated with tribal markings, reliable revolvers, and lightweight leather armor that allows for swift movement.
Under the command of Ranger General Gordakh Steeljaw, a legendary figure known for his tactical brilliance and unmatched marksmanship, the Rangers maintain a decentralized structure that allows them to operate autonomously while adhering to a strict code of honor. Their fort and headquarters, "Last Stand," is hidden somewhere in the Grey Marches, its location known only to Rangers and their most trusted allies.
Technology
Examples of common technologies:
- Airship
- Steamboat and Ironclad
- Firearms and artillery
- Steam locomotive
Some technologies that came later in the real world exist in Arcanthea, made possible by the combination of technology and magic:
- Small propeller airplanes powered by runic stones and steam engine.
- Submarines utilizing air bubbles from wind magic.
Some technologies that did not exist in the real world also exists:
- Brass Automaton. Automated servant, made public available by the use of steam engine and simple runic stone to interpret and carry out commands. No longer needing constant mana and concentration from an experienced mage like the golems once did.
Airships
Airships are airborne ironclads, blending technology and magic in their design. Their armored hulls, reinforced with steel plating and studded with rivets, resemble naval warships. Powered by crystal engines attuned to Force or Air magic, these ships achieve vertical lift through either anti-gravity fields or wind manipulation, while horizontal propulsion relies on steam-driven propellers. Airships are used for both military and commercial applications, and scientific exploration and expeditions.
Aegis Frames
Aegis Frames are towering humanoid combat vehicles developed by the Kaiserreich, first deployed in 1855. Standing between 12 and 20 meters tall, they blend steam technology, crystal engines, and multiple forms of magic. Earth Magic reinforces their metal frames, Force Magic optimizes weight distribution, and crystal engines provide primary power.
Main Classes:
- Jäger Class (12m): Scouts and reconnaissance
- Krieger Class (15m): Standard combat frames
- Panzer Class (18m): Heavy assault frames
- Festung Class (20m): Mobile command & fortress units
Their armament varies by class, ranging from rapid-fire steam guns and power-assisted melee weapons for Jäger units, to devastating siege cannons and Force Magic shield projectors for Festung-class frames. Most notable are the Krieger-class's versatile loadout of shoulder-mounted cannons and enchanted combat blades, while Panzer units feature heavy artillery and pneumatic pile-driver fists that can shatter fortress walls.
While other nations have attempted to replicate this technology, only Kaiserreich possesses the combination of industrial capacity, magical expertise, and technical knowledge required for their production. The exact details of their construction remain a closely guarded state secret, with primary manufacturing facilities hidden deep within Drachenland. Current models are considered third-generation units.
Magic
Magic works by bending or even breaking physical law, allowing an effect to occur that would otherwise be impossible.
Mages are born with a predetermined amount of magical aptitude and mana, depending on the alignments of the three moons.
These capabilities cannot be altered, no matter how much an individual may train, roughly three-quarters of the population in Arcanthea simply cannot use magic. The majority of mages in Arcanthea are heavily weighted toward the High Elves and Dark Elves populations.
Magic is broken down into several disciplines:
- Divination: Focuses on perceiving the future, past, or hidden knowledge through various methods. Accuracy varies depending on the skill of the mage and the influence of Chronos, the moon associated with time and prophecy.
- Celestial: Draws power directly from the celestial bodies, especially Mystra. Encompasses spells related to healing, enhancing other magical disciplines, and creating potent wards or barriers. Power fluctuates with Mystra's orbital cycle.
- Illusion: The art of manipulating perception, creating phantom images, sounds, and even sensations. Ranging from simple tricks to elaborate mind-altering illusions.
- Shadow: Deals with manipulating shadows and darkness. Can be used for concealment, teleportation through shadows, or even summoning shadowy creatures. Closely associated with the moon Animus due to its connection with life, death, and spiritual energy.
- Force: Manipulates raw magical energy to create powerful concussive blasts, protective shields, or enhance physical attributes. Highly versatile and favored by warriors and those who prefer direct combat applications.
- Psionic: Centers on manipulating the mind and mental energies. Used for telepathy, mind control, telekinesis, and creating mental shields. Considered a dangerous discipline due to its potential for abuse.
And the four main elements:
- Air: Controls wind, weather patterns, and even flight. Can be used to create powerful gusts, tornadoes, or gentle breezes. Airships rely on a combination of Air magic and technology for propulsion and lift.
- Fire: Controls flames and heat. Used offensively for destructive fireballs or defensively to create walls of flame. Can also be used for more subtle applications like forging and metallurgy.
- Water: Manipulates water in all its forms – ice, liquid, and vapor. Also used for transportation across bodies of water and underwater exploration.
- Earth: Controls earth, stone, and metal. Can be used to create earthquakes, manipulate terrain, or shape metal objects. Dwarves, renowned for their metalworking, often combine Earth magic with their technology.
Gods and Religions
- Asloth, the Demon Queen of Spiders, Mistress of Lies of Trickery. Most influential goddess of the Dark Elves. Asloth is an active participant in Dark Elf society, often appearing as a beautiful but terrifying Dark Elf woman from the waist up, merging into a massive spider body. Often depicted seated on a throne made of webbing and shadows.
- Celinestria, the Dark Maiden. Dark Elf goddess of the cosmos. Domains include beauty, song, dance, freedom, moonlight, swordwork, and hunting. Worshiped by Dark Elves who rejected Asloth.
- Solaris, God of Dawn, Lord of Birth and Renewal. Most widely worshiped deity in Arcanthea. Solaris is most commonly depicted as a towering figure wreathed in golden rays of light, often as brass and gold statues.
- Bahamut, the Guardian Spirit. Lord of the Sky and Dragons. High Elf's patron god. Bahamut is typically depicted as a colossal dragon with scales of pure white or silver, sometimes depicted in a more humanoid form with draconic features. Multiple unconfirmed sightings of Bahamut have been reported by multiple airship crews.
- T'Seraa, goddess of luck and good fortune, believed to have disappeared centuries ago, with one rumor saying she was slain by Asloth out of jealousy. She is commonly depicted as a beautiful woman with long, flowing blonde hair with platinum streaks. She had heterochromatic eyes, one eye silver, the other gold. There are unconfirmed rumors of a prophecy foretelling her reincarnation into the mortal world.
- Xytheris, is the Goddess of Entropy, Forgotten Memories, Chaotic Decay, and Unraveling Truths. She is depicted as a fractured silhouette, her form dissolving into moths or ash. Xytheris is neither cruel nor kind, she governs the slow death of stars, the rusting of empires, and the quiet rot beneath polished surfaces. She believes true clarity lies in disintegration. By erasing lies, illusions, and rigid narratives, she exposes raw, uncomfortable truths.
Notable Creatures and Monsters
- Dragons are magnificent and powerful creatures of immense magical power, and were once far more numerous in ancient times. Their decline began with the fall of Aetheris, a devastating event that claimed the lives of a significant portion of the dragon population. Now, they are an exceedingly rare sight.
- Dragons possess the ability to communicate verbally, using words and complex sentence structures, but their language is exclusively Old Aetherian. Only the most erudite scholars or ancient High Elves might possess the knowledge to understand their pronouncements.
- High Elves hold dragons in the highest regard, viewing them as sacred creatures, symbols of power, wisdom, and the closest connection to Bahamut.
- Wide variety of colors, sizes, and elemental affinities. Some are as small as large birds, while others dwarf even the largest airships.
- Werewolves are figures of fear and fascination across Arcanthea. While most humans view them as cursed beings, monstrous aberrations to be hunted and eradicated, certain Ajin tribes hold a drastically different perspective, revering them as powerful protectors of the forest, embodying the untamed spirit of nature.
- Origins of lycanthropy are shrouded in mystery, with various theories circulating throughout Arcanthea.
- The degree of control a werewolf maintains over their wolf form varies greatly. Some individuals retain their human intellect and personality while transformed, able to shift between human and wolf forms at will. Others succumb to the bestial nature of the wolf, becoming savage predators driven by instinct and bloodlust during the full moon or periods of intense stress.
- Certain Ajin tribes, particularly those deeply connected to the Great Yuria Forest, view werewolves not as monsters, but as sacred guardians of the natural world. They see the transformation as a manifestation of the powerful bond between humans and the spirits of the forest, a gift that allows them to tap into the primal forces of nature. These tribes often offer sanctuary to werewolves, recognizing them as allies in the fight against those who threaten the balance of the forest.
- In their wolf form, werewolves possess enhanced strength, speed, and senses, making them formidable predators.
- Werewolves are vulnerable to silver.
- Vampires are dreaded predators who lurk in the shadows of civilization. Unlike demons who have integrated into society, vampires remain dangerous outsiders who prey upon the living. They are truly undead, created through a dark curse that many believe originated from a corrupted ritual involving the moon Animus during its darkest phase.
- Universally feared and hunted by all nations and races.
- Numerous vampire-hunting organizations exist worldwide.
- Specialized vampire-hunting technology has been developed.
Historical Events
- The Mage Wars. Happened around 100 years ago. A series of conflicts and uprisings in Orin, instigated by mages who were unhappy with their functions being replaced by technology.
- Lost Island of Aetheris. Fifteen thousand years ago, one of the High Elf sky islands, known as Aetheris, mysteriously fell from the sky, crashing into the ocean. Aetheris was the most powerful and advanced of the sky islands, renowned as the "Crown of the Celestine Isles." The High Elves on Aetheris were seen as nearly divine beings due to their magical prowess and isolation. The remnants of Aetheris are believed to lie at the bottom of the Celestial Abyss, a deep trench where magical anomalies and violent sea storms prevent explorers from reaching its depths. There are always rumors of expeditions forming by adventurers looking to find the ruins.
- War of Three Crowns. During the reign of King Laurent le Valeureux in 1702, the Kingdom of Vaillancourt conquered the prosperous mining province of Ferremont from the Principality of Rosencourt. While Rosencourt desired to reclaim the territory, they only found their opportunity 12 years later when Laurent's death sparked a civil war between his sons Marcel and Bernard. Rosencourt attempted to seize Ferremont during this internal strife, but their intervention led to the War of Three Crowns, a brief but decisive conflict that ended when Marcel proved himself his father's equal by defeating both his brother Bernard and the Rosencourt forces. After securing Ferremont and reunifying Vaillancourt, Marcel ascended to the throne as King Marcel d'Étincelle.
- The Fall of Razrias. The prosperous Ajin kingdom of Razrias stood at the foot of what would later become the Adamantine Range. Razrias was home to twelve major clans who had united under a single banner after centuries of strife. The Fall of Razrias happened two millennia ago, when an unknown Primordial manifested in the kingdom's central plaza during a celestial alignment. A coalition army was formed, including neighboring human kingdoms, Elven scouts and mages, and even a contingent of Dwarven warrior. Their final stand ended in total annihilation for both the Primordial and the coalition force. The surviving Ajin bloodlines integrated into the Great Yuria Forest under Asuka Clan protection.