This section contains information about a history of the world, magic principles and introduces the main characters that will form your starting party in the game. If you are worried about spoilers and plan to read the book, don’t read anything beyond the part about the magic.
The world consists of one large continent. The middle of the continent, around the equator, is covered by a dense, tropical forest. Deserts cover a large area around both tropical circles. Those change into savannas and forests as you move towards the poles. Both southern and northern end of the continent are covered in snow and ice.
The Northwestern part of the continent belongs to the elves. A barrier, that prevents any form of movement or even magic, surrounds the whole Elf kingdom. The rest of the temperate parts of the continent are home to several human kingdoms. The lands around the equator and tropical circles are generally uninhabited and sporadically used by nomadic tribes.
The ocean around the equator is extremely hostile. High winds and strong water currents prevent any ship from sailong between the northern and the southern hemisphere. For this reason, there is practically zero contact between the northern and southern human kingdoms.
The most recent common ancestor of the elves and humans lived on the southern hemisphere of the continent around 4 million years ago. A small group of these proto-human-elves left the south and travelled to the most north-western corner. Most of the northern part of the continent consisted only of several separated islands. Thanks to the specific environmental conditions, they were able to pass. There they evolved independently, without any further contact with the original group they left behind.
Around 2 million years ago the elves established the first civilization and started studying magic.
Around 1 million years ago, the elves reached the pinnacle of magic. They were able to modify the environment, fulfil everyday needs and modify their genes. Thanks to a magical genetic manipulation, they achieved immortality.
Around 400 thousand years ago, a giant volcano created new vast lands in the northern part of the continent, connecting all the islands into one mass. The first groups of humans started traveling from the south and inhabiting the north. This forced the elves to create a magical barrier around their lands to continue living without any human interference and contact.
The Game Book begins in the year 3986 of the human age, as Rea is born. The game begins in the year 4300 of the human age.
The elves live in a complete separation from the rest of the inhabitants of the continent. Since two million years ago, their civilization has flourished and one million years ago they achieved immortality. Their daily lives are dependent on magic to fulfil all the tasks, from getting warm water for bath to obtaining food and medicine.
Since there is no scarcity, no illness and no death of natural cases, the elves spend their time exploring the highest philosophical concepts, some train all day to achieve kalokagathos, others spend their time devising art or discovering new magic. There is no one alive, who remembers manual labor, famine or death.
The elvish society has been stagnant, both in the societal rules and an approximate number of the living inhabitants, since the Great Step, as they call it. Nothing ever changes – this phrase really fits the description of what they have become. But most prefer it this way. They really hate uncertainty, the unknown. They like to plan everything, understand everything.
When a young elf is born, they start to learn magic practically from the day one, since nothing can be done without at least a basic knowledge of it. Then they attend school, where they read about all known magic, even if they are still too young to use most of it. They also learn about the rest of the world, but just enough to hate it. They learn of people, although they will never meet one. For this reason, nobody cares if the information is accurate. Young elves also learn the way of the society, the norms and rules.
The elves are considered full adult when they reach 100th birthday. Their magical abilities peak at around 300 to 400 years of age. They usually have two or three kids, starting at 200 with typically 10-year gaps. When elf reaches their 1000th birthday, they are considered old enough to undergo euthanasia. Since elves cannot die of natural causes, when they grow too tired of living, they just decide to end their lives with painless magic and dissolve into the nature. There are elves that have been living for hundred thousand years, but none older than two hundred thousand years.
Before becoming adults, the elves are free to choose if they wish to live in the society or leave for the human realm. If they choose to leave, they can come back only under very specific circumstances, but it practically never happens. If someone leaves, it is always considered to be permanent. No communication is possible over the barrier surrounding the kingdom. Only one way passage is granted and that’s it, all ties are cut.
There are several human kingdoms in both the northern and southern part of the continent. A feudal system with an absolute ruler chosen by the bloodline is the most common. The church is very powerful and shares a great deal of power with the kings. The education is reserved only for the nobility. Science is practically nonexistent. Private property is not recognized, everything belongs to the kingdom.
Magic is rare and usually only the nobles can use it. It is primarily used only for warmongering. Everyday use of magic is forbidden. People with magical abilities are forced to join the military. Hiding them from the state is punished by death.
There is a widely accepted superstition that magic ability is hereditary (which is true) but is diluted if a person has more than one living child. Mages are allowed only one child and it must be between two mages. If a mage has a child with a partner without magic abilities, both the child and the partner are murdered. This is done in a very gruesome way and executed by the church. The person in question is given a chance to prove they may have magic abilities and thus saving their life and the life of the child. To do so, they are tortured by burning their limbs and body. If they can use elemental magic, which is the most basic magic, they should be able to extinguish the fire instinctively. This test usually takes hours and always results in death. If the person dies, that is proof enough that they weren’t mages. The baby is killed shortly after.
Many peasant mages discover their “gift” when they are older and already have a family and kids. The church uses a network of informants, and they are found sooner or later. The mages are then taken to the military academy and their families murdered.
The same rules apply to the nobility that consists only of the mages with long magical bloodlines. They have usually more kids, but only one is officially acknowledged and the others are silently overlooked. On the other hand, every child of two mages is considered a highly valuable asset and cannot be harmed by any order, even one issued by the king himself.
The elves that leave their kingdom travel across the human realm. They are met with contempt, but people still hire them from time to time to make use of their magic. The elves tend to travel through both the northern and southern kingdoms, never settling down. There are so few of them, that most people will never meet any elf in their lives. They don’t interfere with the kingdoms in any way and since their numbers are very low, they don’t raise any concerns from the nobles and rulers. They are free to cross all human borders.
The beastkin or beast people are hybrids between humans and animals. They can all use some magic and live longer than typical humans. They don’t have their own kingdoms and tend to live alongside humans in the southern part of the continent. There are practically none in the north. Humans usually hate them and see them as a nuisance. The beastkin are a target of systemic discrimination and are forced to live in the forest or the worst suburbs of the human cities.
Magic is extremely important for all three races inhabiting the continent. For the elves, it is a daily bread and butter, and they use it for everything. For humans, it is mainly used for military purposes and for healing. The beastkin use it for work.
The ability to use magic is hereditary. One’s genes define the affinity and the maximal magical and alchemic capacity. These cannot be changed; they are set for every person at conception. Not everyone can reach their potential and training is still necessary.
Using magic is not based on any incantations or special moves. It is more like a feeling, sensation, like a muscle memory. Magic is performed by recalling the sensation and experiencing it. It cannot be taught from books, only by observing someone else performing magic and remembering the sensation. There are books about magic, but they basically contain only the lists and descriptions. If you don’t see someone performing it next to you, you won’t be able to do it. Unless you stumble upon the right sensation by accident, which is extremely rare.
There are practically four main categories of magic.
This is the most basic magic and people usually perform it subconsciously. If you touch something hot, you reflexively pull back your hand. If you are a mage, you can also reflexively summon a gush of cold wind, some ice or water.
All mages can use this magic. It doesn’t allow creating of new matter, but it allows a magic user to move around the air, water, and soil. Some are also able to cool down water into ice or heat it up into steam.
The elves learn to use all the elemental magic when they are 5 to 10, humans and the beastkin around 15 to 20 years old.
The healing magic is also considered basic and it is closely related to the elemental magic. It can be used to heal the body, but also to make it stronger and more resilient, to ignore the pain. Most human mages can use some of it and all elves can fully master it.
The summoning magic is also considered a basic magic and practically all human mages and elves can do it. This magic can be performed only once. A mage can summon a familiar, usually in a form of an animal, that serves that mage for the rest of its life. The mage and familiar can communicate telepathically over distances and share their senses.
The more powerful the mage is, the more powerful familiar they can summon – or so it is believed. Some mages summon squirrels and guineapigs, other griffons, and dragons. Once the familiar is killed, the mage lives on, but they are not able to perform another summoning. If the mage is killed, the familiar also dies soon after.
The elves never use the summoning magic. It is one of the most taboo subjects in the Elf kingdom. They hate it because it is too random, too chaotic, too unpredictable. They also believe that the familiar takes a part of their soul away and that is how the bond is formed. They don’t feel whole anymore, they are tainted. Most elves would rather kill themselves than perform the summoning magic. Nobody does it. Even the elves that leave the kingdom never summon familiar.
The teleportation magic is more advanced than the elemental magic. Only a handful of humans can use it and then they can usually only teleport themselves, the most gifted humans another one or two persons. All the elves can use the teleportation magic before they become adults. But their abilities also vary significantly.
It works by mixing the mage's own blood with clear water, usually in a glass vial. If you know the right sensation and you are capable of using teleportation, the water turns golden. If you drop this golden water on the living soil, you will be able to teleport to that location.
Every mage can create as many teleportation points as they want. They don’t even have to do it personally. They can give the vial to someone to carry it and drop it at a desired location.
It is possible to build a barrier that blocks teleportation. The same barrier also blocks telepathy between a mage and a familiar. One such barrier surrounds the Elf kingdom.
Alchemy is considered to be a very advanced topic and its inner workings significantly differ from all the other forms of magic. Every person, even the non-mages, have an alchemy potential in them.
There are two modes to the alchemy: disintegration and fusion.
Disintegration can be used to split the compounds into basic elements. For example, salt can be split into sodium and chloride. Water can be split into oxygen and hydrogen. It is done by infusing the compound with the alchemic energy. The more energy you use, the more molecules you can split.
Fusion is more complex. You can combine two elements together and by infusing them with the alchemic energy, you can create a new element. This is extremely tricky, because there doesn’t seem to be a rhyme or a reason to this process. You need to use two specific elements and infuse them with the exact amount of energy, otherwise it won’t work or you will create something you didn’t want. Many of these formulas have been discovered by tedious and long experiments by combining everything with everything else and infusing it with all possible amounts of energy.
For example, if you want to create oxygen, you can combine hydrogen and carbon and infuse them with exactly 36 units of the alchemic energy. If you use more or less units, even by one, it simply won’t work.
It is possible to create only several grams of the new element in one go. Also, the most gifted humans usually don’t have more than 500 units of the alchemic energy. A typical elf has around 1500 units. The extremely gifted elves have 5000 or even 6000 units. A regeneration of the alchemic energy is very slow.
People are not that interested in alchemy, because 500 units cannot be used for anything really useful. To create silver, you need around 800 units, for gold around 3000 units. The elves are using alchemy daily and they memorize all the combinations already discovered during school years.
There are also other advanced types of magic, usually complex combinations of previous types. For example, making poisons and antidotes, healing complicated injuries, even recreating artificial blood. The elves were even able to manipulate genes in the past, although this knowledge has been lost to the ages.
On your travels, you will meet people with unique magic skills and by observing them, you can learn their magic too. All elves, humans, beastkin and monsters follow the same rules. If you observe some new magic and have enough magic potential, you will be able to master it too. No magic is tied to any specific creature.
This section contains major spoilers for the books. If you plan to read them, navigate to some other subpage.
The characters mentioned here will be part of your team at the start of the game. It will be possible to recruit more characters while playing.
Rea was born in the Elf kingdom, on the coldest day anyone could remember. She didn’t like the strict rules and stagnating society, so she decided to leave the kingdom at the age of 47. She believed that human society was better, based on the fabrications and fantastical stories that she heard while she was young. Once she sees the sad reality of the human realm, she becomes quickly disgusted by humans. She masks herself as one, which helps her travel without being bothered by those horrid creatures.
After several terrible encounters, she is forced into a military school, still not revealing her true identity. There she makes some friends and learns more about the world. It takes several hundred years for her to see the change in the humanity for the better. In the end, she decides, that people may not be so terrible after all.
At the age of 314, when the game starts (year 4300 of human era), she is already a powerful mage and well respected amongst her peers.
Yuna was born into the new age of humanity and was spared all the terrible things Rea had to endure. She is a strong warrior, an adventurer of the highest rank. She uses two Sais as her primary weapon. After meeting Rea, she also starts training magic, but still prefer to use weapons in battle.
The younger sister of Yuna, Klara was rebellious since she was born. She left her home early to travel the world. Later she became captain of her own ship. She is free spirited and very skilled with a sword.
Youngest of the five Satella siblings, Albert walked the similar path as Yuna. He became an adventurer and reached the top ranks. He has an affinity for illusion magic and is instantly liked by everyone he meets. It was only natural for him to become a spy. Thanks to his special magical abilities, he can infiltrate practically any fortress without being seen. He prefers not to fight, but when forced to, he chooses to use magic and deception.
Race: beastkin - wolfkin
Nataly is a natural born warrior, extremely skilled, even for a beastkin. She cares deeply for her younger sister Laipa and her people; she even became an adventurer to earn money so she can help them escape the oppressive regime. She can use magic to change between a human and animal form. When in human form, she fights using spear. When she changes into a large white wolf, she fights with teeth and claws.
Nica was recruited against her will into a religious secret assassin organization when she was seven. When she was 15, her parents were murdered by the same organization. She decided to flee and has been fighting the oppressive theocratic regime alongside Albert ever since. In public, she looks just like any other woman. In an instant, she can turn into a fearsome assassin very well skilled in using knives and poison magic.
Aenea is a spirit, ethereal creature. Always dressed in black, her face usually hidden, as well as her black wings. She is a powerful mage capable of using all kinds of magic. When she flies, thanks to using the air magic, she can travel distances of several thousand miles in dozens of minutes. She prefers to stay out of human affairs but cannot ignore the suffering she witnesses.