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World background

### World Background

Terra is a vast, ancient world teeming with magical energies, diverse ecosystems, and remnants of forgotten eras. At its core lies the Aetheric Veil, a metaphysical barrier separating the mortal realm from higher planes (home to celestial beings like the Starborn) and lower planes (inhabited by shadowy entities such as the Netherkin). The planet's surface is divided into continents shaped by cataclysmic events, with Skyend being one of the most historically significant regions—a sprawling archipelago of floating islands and shattered landmasses suspended by residual Aetheric forces above a turbulent sea known as the Abyss of Echoes.

#### Historical Eras

- **Age of Genesis (Pre-10,000 Years Ago)**: Terra's primordial era, when the Starborn first descended from the cosmos, seeding life and infusing the world with Aetheric Veins. These veins act as the planet's lifeblood, channeling raw mana that sustains magic, influences weather, and mutates creatures. Early mortals worshipped the Starborn as creators, building rudimentary shrines that evolved into the grand structures of later ages.

- **Age of Ascendance (Circa 3,000 Years Ago)**: As described in the ruins' lore, this was Terra's golden age under the Elderglow Covenant. The Covenant united humans, elves, dwarves, and celestial hybrids in a utopian empire centered in Skyend. They harnessed Aetheric Veins to achieve feats like levitating cities, forging reality-warping artifacts, and communing directly with the Starborn. Society was hierarchical: sorcerers and priests at the top, artisans and warriors below, with celestial beings as advisors. Magic was ubiquitous, powering everything from agriculture to warfare, but it bred inequality—non-mages were often relegated to labor.

- **The Cataclysm of Shattered Stars (End of Ascendance)**: A world-shattering event that fractured Skyend's islands, destabilized Aetheric Veins, and caused global disasters like mana storms, planar rifts, and mass extinctions. Debates rage: Was it divine retribution for the Covenant's experiments (e.g., attempting to ascend to godhood)? Or a calculated invasion by the Netherkin, who sought to corrupt the Veins for their own dark purposes? The Starborn vanished, leaving Terra in chaos. Survivors regressed technologically, with magic becoming volatile and scarce outside Aetheric nodes.

- **Age of Shadows (Post-Cataclysm to 1,000 Years Ago)**: A dark period of rebuilding amid ruins. Planar incursions brought horrors—Netherkin wraiths, mutated beasts, and rogue elementals. Nomadic tribes formed, scavenging relics while fearing the "Aetheric Curse," which causes madness or mutation in overexposed individuals. Early mage guilds emerged, hoarding knowledge from salvaged tomes.

- **Current Era: Age of Reclamation (Present Day, August 10, 2025 Equivalent in Terra's Calendar)**: Terra is in a renaissance of sorts, with stabilized Aetheric Veins allowing cautious magic use. Societies blend medieval feudalism with arcane technology—enchanted airships traverse skies, alchemical forges produce wonders, and divination aids governance. However, the Cataclysm's scars persist: unstable zones warp reality, and relics from the Elderglow spark conflicts. Magic is regulated, as unchecked use risks "Vein Bleeds" (localized cataclysms). Races include resilient humans, long-lived elves attuned to nature, sturdy dwarves mastering forges, and rare celestial descendants with innate Aetheric affinity. Threats loom from planar entities, and whispers of the Starborn's return fuel cults.

#### Magic System

Magic draws from Aetheric Veins, categorized into schools: Celestial (divine invocations), Arcane (manipulative spells), Primal (nature-based), and Nether (corruptive shadows). Users risk "Aetherburn," a debilitating overload. Relics amplify power but often carry curses. The Arcanum enforces a "Mana Codex," a global treaty limiting high-level spells to prevent another Cataclysm.

#### Flora, Fauna, and Environment

Terra's biomes range from verdant expanses (mutated forests with glowing flora) to jagged wastes (barren lands scarred by mana leaks). Creatures include Aetheric beasts like luminous wyverns, Netherkin-spawned void hounds, and ancient guardians bound to ruins. The Abyss of Echoes below Skyend harbors abyssal leviathans, drawn to fallen Aetheric shards.

### Combat Ranking

In Terra, combat prowess is formalized through the "Aetheric Hierarchy," a ranking system developed by the Arcanum to classify adventurers, warriors, mages, and monsters. It's akin to a guild certification, assessed via trials at Arcanum outposts or relic sites. Rankings determine access to ruins, bounties, and alliances—higher ranks command respect but attract rivals. The system blends physical, magical, and tactical elements, with promotions requiring feats like slaying threats or uncovering lore.

#### Ranking Tiers

Ranks are divided into tiers (Bronze to Celestial), each with sub-levels (1-5). Assessment involves duels, simulations, or field tests measuring strength, agility, magic potency, endurance, and strategy. Monsters and entities are ranked similarly for threat evaluation.

- **Bronze Tier (Novice)**: Entry-level fighters, like novice relic hunters or bandits. Basic skills; can handle mundane threats (e.g., wild animals or weak constructs). Sub-levels reflect proficiency (e.g., Bronze 1: Barely trained; Bronze 5: Competent in group fights). Example: A farmer-turned-adventurer wielding a simple enchanted blade.

- **Silver Tier (Adept)**: Seasoned combatants who tackle low-level ruins. Proficient in one combat style (melee, ranged, or magic). Can counter spectral echoes or minor Netherkin. Sub-levels denote specialization (e.g., Silver 3: Mage adept at warding off Aetheric leaks). Example: Arcanum enforcers patrolling temple outskirts.

- **Gold Tier (Expert)**: Elite warriors or sorcerers who explore mid-tier sites like arcane forges. Master multiple disciplines; resist Aetherburn and planar influences. Sub-levels indicate leadership (e.g., Gold 5: Commands squads against animated constructs). Example: Rogue mages seeking forbidden tomes in citadels.

- **Platinum Tier (Master)**: Legends who delve into high-risk areas like Aetheric Wells. Wield relics effectively; warp reality in battles. Sub-levels reflect renown (e.g., Platinum 2: Survived time-warping anomalies). Example: High Arcanum officials or relic hunters who've communed with Starborn visions.

- **Celestial Tier (Legendary)**: Godlike figures, rare and often reclusive. Equivalent to Elderglow elites; can stabilize Vein Bleeds or banish major Netherkin. No sub-levels—attainment is mythical, requiring feats like restoring a ruin. Example: Hypothetical Starborn descendants or ancient guardians awakened from stasis.

#### Combat Mechanics

Fights emphasize strategy: Exploit Aetheric weaknesses (e.g., celestial magic counters Netherkin), use environment (shifting ruin walls for ambushes), and manage resources (mana potions from Veins). Rankings influence outcomes—higher tiers gain bonuses in simulations, like enhanced relic attunement. Guilds track rankings via "Echo Crystals," artifacts that record battles and update hierarchies globally.

### Geopolitical System

Terra's geopolitics revolve around control of Aetheric nodes and ruins, blending feudal kingdoms, mageocracies, and loose alliances. The Cataclysm fragmented old empires, leading to a multipolar world where power stems from magical resources, relic hoards, and planar pacts. Conflicts arise over ruins, as they yield artifacts that tip balances. Diplomacy occurs via the "Vein Accord," a neutral council in the floating city of Nexus, but espionage and proxy wars are common.

#### Major Factions and Nations

- **The Arcanum (Mageocracy)**: Dominant power in Skyend and beyond, a council of archmages ruling from the rebuilt Spire of Lyrath. They claim "stewardship" over all ruins, enforcing patrols and relic quarantines. Internally hierarchical, with ranks mirroring the combat system. Allies with scholarly guilds; rivals to relic hunters. Goal: Monopolize magic to prevent another Cataclysm, but critics accuse them of hoarding power for world domination.

- **The Freeholds Alliance (Feudal Confederation)**: Loose coalition of human and dwarven kingdoms on Terra's mainland continents, like the Ironcrag Republic and Verdant Thrones. Ruled by lords who blend martial might with pragmatic magic use. They resent Arcanum overreach, sponsoring independent adventurers to smuggle relics. Economy based on forge exports and agriculture enhanced by stabilized Veins. Prone to internal squabbles but unite against planar threats.

- **Elven Enclaves (Nature Attuned Theocracies)**: Isolated forest realms in the Verdant Expanse, governed by priest-kings who worship primal spirits (possible Starborn remnants). They view ruins as sacred wounds, advocating non-intrusive study. Masters of stealth and biomancy; often mediate disputes. Tensions with Arcanum over Well excavations, which they see as desecration.

- **Netherkin Cabals (Shadow Syndicates)**: Underground networks of betrayers, cultists, and planar exiles operating from hidden rifts. Not a unified nation but opportunistic cells sabotaging Veins for chaos. Some seek redemption, claiming the Cataclysm was a misunderstanding; others plot invasions. They infiltrate ruins as wraiths, allying with bandits for relic thefts.

- **Relic Hunter Guilds (Mercenary Syndicates)**: Neutral players like the Dawnseekers or Shadowblades, operating as private enterprises. They bid on expeditions, clashing with Arcanum enforcers. Diverse membership includes all races; rankings dictate contract access. Serve as geopolitical wildcards, tipping wars by uncovering game-changing artifacts.

- **Celestial Remnants (Exiled Enclaves)**: Scattered hybrids descended from Elderglow celestials, living in high-altitude aeries. Isolationist but influential through prophecies. They guard uncharted ruins, occasionally allying with the Arcanum against Netherkin.

#### Key Dynamics

- **Resource Wars**: Control of Aetheric nodes fuels economies—nations tax mana siphons, leading to border skirmishes.

- **Planar Diplomacy**: Treaties with higher/lower planes prevent incursions, but breaches (e.g., Netherkin whispers) spark crises.

- **Espionage and Alliances**: The Vein Accord hosts annual summits, but spies abound. Alliances shift—e.g., Freeholds might back hunters against Arcanum dominance.

- **Emerging Threats**: Rumors of Starborn return could unite or fracture the world, with ruins as focal points for prophecies.

This framework maintains Terra's fragile balance, where exploration of Skyend's ruins could either heal old wounds or ignite new cataclysms.

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