Geography & Nations
The world is divided into broad, recognizable fantasy regions, but true power and influence are concentrated in a small number of legendary cities. These cities act as political, economic, and cultural anchors for their surrounding lands, and most major conflicts originate within or between them.
The Crownlands
A fertile and densely populated central region composed of multiple semi-autonomous kingdoms. While each kingdom retains its own nobility, laws, and customs, all ultimately fall under the authority of a single ruling state centered in Concordia.
The Crownlands are the most industrialized region in the world, marked by widespread use of steam power, early arcane-mechanical integration, and an extensive rail network. Political intrigue, legal maneuvering, and economic pressure are favored over open warfare, which is viewed as inefficient and destabilizing.
The Verdant Expanse
An ancient forest realm inhabited primarily by elves and fey-touched peoples. Settlements are rare, with one immense city built into and around the roots and canopy of a colossal, world-old tree. Its inhabitants are long-lived, cautious, and resistant to change, and the forest itself is deeply entwined with the world’s magical history. This land is a very tightly kept secret, not much is known to the common world about the city's details, politics, or power. All that is known is that there is old magic flowing through the forest, and those who try to dig deeper usually never find their way out.
The Ashfall Reach
A harsh land of volcanic badlands, ash deserts, and obsidian mountains. Rich in rare arcane minerals and remnants of ancient magical industry, it is dangerous to traverse but economically vital. Its primary city is carved into a massive volcanic caldera and functions as an industrial and arcane manufacturing center ruled by pragmatism, strength, and necessity.
The Shattered Coast
A broken coastline and chain of islands home to free cities, pirate confederations, smugglers, and traders. Sea travel is perilous but lucrative, and ancient ruins frequently surface from the depths. One powerful trade city dominates the region by controlling contracts, mercenary agreements, and trade law, enforcing its authority through ancient arcane legal systems rather than military force.
The 3 Legendary Cities of the Age
Concordia
Officially: Concordia
Commonly: The Concord
Derisively: The Ledger
Location: Central Crownlands
Concordia is the true capital of the Crownlands and the seat of its overarching authority. It is not a monarchy, but a highly centralized administrative state built on contracts, precedent, and arcane law. Most succession claims, trade charters, mercenary licenses, and inter-kingdom accords are ratified and magically enforced here.
At the head of Concordia’s government sits the Chancellor of the Crownlands, widely believed to be one of the original Seven Archmages who repaired the Weave during the Age of the Repair. Whether this is literal truth, sustained illusion, or carefully maintained myth is unknown—but the belief itself grants immense legitimacy. The Chancellor rules from Concordia and rarely intervenes directly, preferring governance through structure rather than spectacle.
Beneath the Chancellor operates a High Cabinet, composed of appointed advisors rather than hereditary nobles. Each major kingdom within the Crownlands is overseen by a Crown Chancellor-Delegate, effectively a governor who represents Concordia’s interests while coordinating with local rulers. Additional cabinet seats are reserved for major economic powers, arcane institutions, and at least one prestigious educational authority responsible for regulating magical instruction.
Concordia’s power lies not in armies, but in dependence. To be excluded from Concordia’s systems is to be isolated—politically, economically, and magically.
Crownlands Transportation
The Crownlands are bound together by an extensive steam-powered rail network, connecting Concordia to major cities, trade hubs, and border territories. These rail lines serve as the backbone of governance and commerce, reinforcing Concordia’s influence by making separation impractical.
Alongside these exist arcane-assisted railways—faster, quieter, and far more expensive lines reinforced with magical stabilization. These are limited in number, heavily regulated, and primarily reserved for government use, high-value trade, and elite travelers.
Aurelion Spire
The Floating City of Accord and Memory
Location: Suspended above the inner Crownlands, politically independent
Aurelion Spire is a vast floating city held aloft by ancient arcane engines whose origins predate the Shattering and were reinforced during the Repair. From a distance, the Spire appears impossibly serene—white stone, crystal buttresses, and slow-turning sigils glimmering against the sky. Its underside is a lattice of glowing runes, counterweights, and arcane stabilizers that hum softly, like a living thing at rest.
The city is widely regarded as one of the greatest surviving wonders of the Age of Excess. Though much of its sustaining magic is no longer fully understood, the systems endure, adapting subtly over time. Scholars argue that the Spire does not merely float through magic, but is partially integrated into the Weave itself.
Governance & Political Standing
Aurelion Spire has no singular ruler and has never crowned a king, chancellor, or council with ultimate authority. Instead, it operates through a system often referred to as Weave-Guided Diplomacy—a fusion of arcane resonance, precedent, and carefully structured negotiation.
Diplomatic assemblies, treaties, and rulings are conducted within chambers designed to subtly respond to magical and emotional currents. The Weave itself is believed to influence proceedings—not by decision, but by resonance. Agreements reached in bad faith tend to unravel, while those formed through genuine consensus endure more easily. Whether this effect is deliberate design or emergent property remains debated.
As a result, Aurelion Spire is trusted as neutral ground. Its authority lies not in enforcement, but in legitimacy. A treaty ratified in the Spire carries immense political weight, even without military backing. Concordia respects its neutrality; Marrowdeep exploits its loopholes; all powers seek its recognition.
Access
Access to Aurelion Spire is tightly controlled:
Chartered arcane airships serve as the primary method of entry, docking at regulated skyports.
Ancient Ascension Gates, massive arcane lifts anchored far below, remain functional but are rarely used.
High-order teleportation is possible only under extreme circumstances and strict oversight.
Unauthorized entry is considered a grave diplomatic offense.
Marrowdeep
The Titan City
Location: Borderlands between the Ashfall Reach and the Shattered Coast
Marrowdeep is a vast city constructed within the skeletal remains of a colossal ancient titan. Its ribcage forms cathedral-scale halls, vertebrae serve as towers and fortifications, and marrow chambers have been hollowed into vaults, workshops, and living quarters. The titan’s full form has never been completely unearthed; excavation continues even now, revealing new chambers, sigils, and arcane anomalies buried deep within the bones.
The city is prosperous, heavily trafficked, and visually striking—bone polished to ivory sheen, metal and stone integrated seamlessly into ancient remains. At first glance, Marrowdeep appears efficient and well-ordered. Closer inspection reveals a more volatile undercurrent.
The Veiled Covenant
Marrowdeep is officially governed by guild councils and mercenary captains. In practice, it is widely understood to operate under the influence of The Veiled Covenant, commonly referred to as “The Veils.”
The Veiled Covenant is a clandestine coalition of powerful mages, nobles, financiers, and contract-lords who believe stability must be enforced discreetly and decisively. They do not rule openly, preferring layered deniability, proxy authority, and contractual control. Their presence in Marrowdeep is not confirmed by charter, yet few doubt it.
While the Covenant’s upper ranks are disciplined and strategic, its lower agents are another matter. Lesser Veils frequently overreach—abusing authority, settling personal scores, or exploiting gray areas of jurisdiction. This creates a city of contradictions: well-maintained streets and secure trade routes alongside sudden unrest, disappearances, and quiet brutality in excavation zones and fringe districts.
Many residents tolerate the Covenant because Marrowdeep functions. Research is funded. Trade flows. Order is mostly maintained. Yet resentment simmers, and the city’s peace feels conditional—enforced rather than earned.
Rumors persist of sealed chambers deep within the titan’s remains, restricted not for public safety but to preserve Covenant monopolies or conceal discoveries that could destabilize the world’s fragile balance.
Races & Cultures
The world is broadly multicultural, but racial distribution and social roles are heavily shaped by history, geography, and the consequences of the Repair. While most races coexist, they are not evenly represented across regions, and long-term trends favor some over others.
Humans
Humans are the most numerous and politically dominant race, particularly throughout the Crownlands. Their rapid population growth, adaptability, and willingness to engage with regulated magic have allowed them to rise quickly in the Narrowing Age. Humans occupy most administrative, legal, and mercantile positions and are the primary architects of modern political systems.
Elves
Elves are rare in the modern world. Following the Repair, most elven societies withdrew from broader civilization and secluded themselves within the Verdant Expanse. Their long lifespans and deep emotional connection to magic left them profoundly affected by the Shattering, and many view the modern world as reckless or spiritually diminished.
Outside the Verdant Expanse, elves are uncommon but notable. They are most often encountered in:
High-level academic or arcane institutions
Aurelion Spire, due to its magical alignment and political neutrality
Elves typically hold positions of intellectual authority rather than political power and are often treated with a mixture of respect, suspicion, and mythologized reverence.
Drow
Drow are far more visible than other elves and are most commonly found in Marrowdeep and along the Shattered Coast. While biologically elven, they are culturally distinct and far less isolationist.
Drow are widely assumed to be associated with the Veiled Covenant, due to persistent rumors that the Covenant’s unseen leader is a drow. While many drow do work as mercenaries, fixers, or contract enforcers—and are often highly skilled—not all drow are members of the Veils. Nevertheless, the assumption follows them, for better or worse.
Drow are particularly common in roles involving security, intelligence gathering, and high-risk operations.
Dwarves
Dwarves primarily inhabit the Ashfall Reach, where their cultural emphasis on craftsmanship, endurance, and controlled magic aligns with the region’s volcanic terrain and industrial arcane economy. They dominate mining, arcane metallurgy, and large-scale magical engineering.
Dwarves are often accompanied by tieflings and dragonborn in the Ashfall Reach, forming pragmatic, labor-focused communities tied to industry and production. Dwarven society values reliability and results over ideology and generally supports strict regulation of magic.
Tieflings
Tieflings are widely distributed but most common in the Ashfall Reach, Marrowdeep, and the Shattered Coast. Their inherited arcane resonance—often tied to lingering corruption or magical instability—makes them well-suited to environments shaped by risk and volatility.
Tieflings frequently occupy roles as spellcasters, mercenaries, smugglers, artificers, or independent operators. While discrimination exists in some regions, tieflings often find greater acceptance in places where utility outweighs reputation.
Dragonborn
Dragonborn are relatively rare but most commonly found in the Ashfall Reach, where their physical resilience and innate power are valued in hazardous environments. Many serve as enforcers, industrial overseers, or elite guards, often working alongside dwarves and tieflings.
Orcs
Orcs are most numerous along the Shattered Coast, where their clan-based organization, physical strength, and maritime adaptability make them well-suited to piracy, shipping, and mercenary work. Orcish communities emphasize honor, loyalty, and collective survival over centralized authority.
Orcs are also present in Marrowdeep, where their practicality and reputation for reliability allow them to integrate easily into contract-based systems.
The Shattered Coast
The Shattered Coast has no dominant racial hierarchy. It serves as a refuge for those displaced by war, debt, exile, or failure elsewhere. All races are present, but orcs and tieflings form a visible majority. Culture here prioritizes survival, profit, and reputation over law or lineage.
Marrowdeep
Marrowdeep similarly lacks formal racial hierarchy, but differs in tone. Utility, leverage, and competence determine status. Drow, tieflings, dwarves, humans, and orcs all operate openly, though rumors and assumptions—particularly regarding the Veiled Covenant—shape social interactions.
Competence is respected. Weakness is exploited.
Cultural Undercurrent
Non-human races, particularly elves and dwarves, are slowly declining in population compared to humans. Whether this is due to lingering magical effects, cultural withdrawal, or long-term consequences of the Repair remains unclear. This imbalance contributes to quiet resentment, political anxiety, and cultural erosion.
Law & Society
Across the world, law and order exist on a spectrum shaped by proximity to power, magic, and economic necessity. While most societies claim justice as a virtue, how it is practiced varies greatly.
Magic & Legal Oversight
In most civilized regions, magic above a defined threshold is licensed and regulated. Spellcasters are expected to register their abilities, formal training, or institutional affiliations. The intent is not to suppress magic, but to prevent destabilizing misuse and identify responsibility when things go wrong.
In practice, enforcement depends heavily on political will and resources. In major cities and established states, licensing is routine and bureaucratic. In borderlands and fractured regions, it is often ignored or selectively enforced.
Unlicensed casters, illicit research circles, and black markets for spellcasting services and forbidden knowledge thrive in the gaps between jurisdictions.
The Crownlands: Law as Structure
Within the Crownlands, justice is comparatively formal and orderly. Courts, judges, magistrates, and written legal codes are the norm. Trials are held, evidence is weighed, and rulings are recorded and archived—often with arcane verification to prevent tampering.
However, the system is known for its iron-fisted lawful orientation, particularly near Concordia. Law prioritizes stability, precedent, and control over compassion or individual circumstance. Punishments are efficient and decisive, and appeals are rare unless backed by political or economic leverage.
The further one travels from Concordia, the more this rigidity softens. Provincial courts allow greater local discretion, traditions influence sentencing, and enforcement becomes uneven. Still, Concordia’s shadow looms large—major crimes or magical violations can draw sudden central attention.
Marrowdeep: Order Without Law
Marrowdeep operates under a very different philosophy. There, justice is transactional and internal, enforced through reputation, contracts, and consequence rather than public courts.
Crimes are rarely reported to civic authorities. Instead, disputes are handled through:
Guild arbitration
Mercenary adjudication
Veiled Covenant intermediaries
Punishment is swift but inconsistent. Some offenders are fined, others exiled, and some simply disappear. The system resembles an “honor among thieves” model—rules exist, but they are enforced socially and selectively. Those higher on the totem pole often escape consequences that would destroy lesser offenders.
Order is maintained, but it is fragile, dependent on fear, leverage, and unspoken agreements rather than trust.
Other Regions
Beyond the Crownlands and Marrowdeep, justice becomes increasingly local and cultural:
In the Verdant Expanse, tradition and memory matter more than written law
In the Ashfall Reach, strength, utility, and survival often outweigh legality
Along the Shattered Coast, contracts and reputation are more binding than any statute
Adventurers in Society
Adventurers occupy an uneasy position everywhere. They are necessary but dangerous freelancers, tolerated because they solve problems others cannot or will not. Their independence makes them valuable in crises—and deeply unsettling in peace.
Most societies impose informal expectations on adventurers:
Do not destabilize trade
Do not draw planar attention
Do not challenge authority openly
Those who break these expectations may find doors closed, contracts revoked, or quiet pressure applied. Those who navigate the system carefully can rise quickly—sometimes faster than the law can keep up.
Social Undercurrent
Across all regions, a shared tension exists:
Law is meant to protect the world from chaos—but too much control risks suffocation, corruption, and rebellion.
That balance is slipping.