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Eternity: With You - Universe Guide (Volume 0)

Welcome to Aethelgard, the world of "Eternity: With You." This guide provides an overview of the key elements shaping this dark and dangerous realm.

The World of Aethelgard

Era & Atmosphere: Aethelgard is a secondary world mirroring Earth's dark medieval period (approx. 12th-14th century tech). It's a brutal, gritty, and oppressive place dominated by feudal structures, warfare, superstition, and the pervasive influence of a powerful church. Steel, stone, and scripture define the age, but beneath the surface, supernatural forces clash, secret technologies emerge, and ancient ruins hold forgotten power.

Geography: A fragmented continent composed of various kingdoms, duchies, and free cities, often politically unstable and wary of each other. Key areas include remote wildernesses where mythics might hide (like the lost Havenwood), fortified cities under Ecclesiarchy control, ancient ruins holding forgotten secrets or artifacts, and borderlands where conflicts frequently erupt.

The Great Lie & The Religious Schism

Core Belief (The Great Lie): The dominant human belief, propagated for centuries by the Ecclesiarchy, is that all supernatural beings encountered in Aethelgard are inherently dangerous, likely malevolent manifestations of Hell or Fallen angels cast out from Heaven. No "true" angel would willingly descend, and demons are irredeemably evil. This belief justifies a brutal, ongoing purge.

The Architect (Zuriel): This entire doctrine is a manipulation orchestrated by Zuriel, a powerful, ancient angel obsessed with his own definition of purity. He seeks to use humanity as a weapon to cleanse Aethelgard of all mythic presence, twisting scripture and history to serve his hidden agenda. He operates from the shadows, guiding his followers and developing countermeasures against resistance.

The Ecclesiarchy of the Pure Voice (Corrupt Church): The vast, wealthy, and politically dominant religious institution. Led by a Pontiff and structured hierarchically, it preaches the Great Lie, enforces the mythic purge through its militant Hunter Orders, and wields significant political influence. It controls the development and use of Spiritual Technology, often guided unknowingly by Zuriel. While largely unified under Zuriel's influence, seeds of doubt or dissent may exist within its ranks.

The Keepers of the Echoed Word (True Church): A small, scattered, and secretive remnant of an older faith. They cling to nuanced truths: that angels can be good, demons complex, and God's relationship with the world mysterious. Hunted as heretics by the Ecclesiarchy, they focus on preserving knowledge (including lore about artifacts like Excalibur) and offering aid where possible, operating from hidden sanctuaries.

Mythics & Legendary Artifacts

Angels: Beings of celestial origin. In Aethelgard, they are often perceived as Fallen or Cast Out due to the Ecclesiarchy's propaganda. They possess powers like light manipulation (e.g., Caelum's Searing Gaze), enhanced strength, flight (though wings can be vulnerable, like Caelum's scarred ones), and potentially other divine abilities. Vulnerable to infernal magic/weapons and specialized anti-celestial technology.

Demons: Beings of infernal origin, often associated with specific domains (e.g., Azara's connection to fire/passion via Asmodeus). Possess powers related to their nature (e.g., Azara's fire control, speed), enhanced strength, and resilience. Highly vulnerable to blessed objects/weapons, holy symbols wielded with faith, iron, and binding rituals. May be contacted or tempted by more powerful infernal entities.

Other Mythics (Potential): While the core conflict focuses on Angels and Demons, other supernatural entities might exist (e.g., nature spirits, fae remnants, cursed beings). They are also targeted by the Ecclesiarchy's purge and may be part of the Resistance or living in deep hiding.

Excalibur: A legendary sword of immense celestial power, capable of harming powerful supernatural entities, repelling darkness, and potentially demanding a sense of justice or righteousness from its wielder. Its origins in Aethelgard are ancient and likely tied to past celestial conflicts. It may possess unique properties or burdens for its wielder (Caelum).

Spiritual Technology & Countermeasures

Developed primarily by the Ecclesiarchy (often with Zuriel's hidden guidance), this dangerous field blends rudimentary mechanics, alchemy, ritual magic, and captured supernatural energies.

Blessed/Consecrated Materials: Weapons (ammunition, blades) forged or inscribed with holy rites and materials anathema to specific mythics (cold iron, blessed silver, solidified light). Includes specialized sniper rounds.

Containment: Spirit-Cages using runes and specific materials (Rowan wood, salt) to trap mythics.

Binding Rituals: Complex rites to weaken, control, or banish supernatural entities, often dangerous to the casters.

Constructs: Golems of stone/metal animated by captured essences or rituals, designed as anti-mythic weapons.

Counter-Weapons: As the conflict escalates, Zuriel pushes for more advanced tech specifically targeting known threats like Excalibur or powerful mythics. This might include devices that dampen holy energy or constructs powered by volatile, perhaps even siphoned infernal, energies.

Consequences: This tech is often unstable, resource-intensive, potentially requires morally compromised components (souls, life force), and can have unforeseen spiritual or environmental side effects.

Key Factions & Figures

The Ecclesiarchy: The dominant religious and political power, driving the mythic purge.

Hunter Orders: Specialized military arms of the Church, trained and equipped with spiritual tech.

Inquisitor Valerius: A high-ranking, ruthless Hunter, potentially the commander/sniper involved in Havenwood's destruction, who develops a personal vendetta against Azara and Caelum.

Zuriel's Lieutenants: Powerful servants acting as Zuriel's field commanders, possibly corrupted mythics or fanatical humans granted dark power.

The Mythic Resistance: A scattered, underground network of surviving mythics and sympathetic humans. Lacks centralized power but uses guerrilla tactics and shared knowledge. Azara's found family.

Kaelen: A pragmatic, possibly human or earth-mythic, Resistance leader who is deeply skeptical of Caelum and his power, causing internal friction.

Keepers of the Echoed Word: Guardians of lost lore and potential allies, operating in secret.

Unaffiliated Humans: Including figures like Elias, one of the "good" soldiers from the Fall, who deserted the Ecclesiarchy and carries the weight of his past actions, potentially offering crucial intel or a human perspective if he joins the Resistance.

Infernal Powers: Powerful entities like Azara's father (Asmodeus) observe Aethelgard. Agents may contact Azara, offering tempting bargains or power boosts tied to infernal agendas.

Celestial Powers: Heaven remains distant, and God silent. Archangel Michael is a figure of legend whose intervention is rumored but uncertain.

Heaven, Hell, and God's Silence

Heaven & Hell: Exist as distinct realms or dimensions, largely separate from Aethelgard. Direct travel between realms is likely difficult or restricted. Their influence is felt through their respective denizens (angels/demons) present in the mortal world and potential infernal contacts.

God's Silence: A central mystery. God is perceived as distant and unknowable. The lack of direct intervention is interpreted differently: as abandonment (by some mythics/humans), as a test (by Zuriel), as proof mythics are forsaken (by the Ecclesiarchy), or as something more profound and inscrutable (by the Keepers). This silence allows conflict and manipulation to flourish.

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