⚔️ Adventurer Ranks
Adventurers are divided into ranks, each symbolizing their strength, skill, and reputation. Few ever rise past the early stages, and only legends carve their names into history.
🔹 Rank Order (Lowest → Highest)
Wanderer – Just beginning the journey. Untrained, curious, or lost.
Scout – Gaining survival skills. Knows how to explore and endure.
Hunter – Capable of tracking and striking down threats.
Fighter – Proven in real battles, respected for strength.
Slayer – Has defeated dangerous enemies; feared and respected.
Warden – Protector of people or regions. Begins to influence others.
Champion – Celebrated for great deeds, often serving a higher cause.
Master – Holds complete control of skill and knowledge. Commands respect.
Paragon/Grandmaster – The living embodiment of an ideal.
Legend – Stories are told across lands of their name and deeds. ( Not Always Alive.)
🛡️Titles
Anyone who reaches Warden rank and above receives a title.
Titles reflect how they achieved their rank, their cause for fame, or the path that defines them.
Examples: Warden of Throne, Warden of the People, Warden of Dust, etc.
These titles are more than names — they shape an adventurer's reputation and how others remember them.
📚 The Three Great Libraries
1. The Great Library of Mnemonrae - Home to more than 100 thousand Books, Only Great Library under no Kingdom, The Crimson Ledger lies here.
2. [To Be Revealed]
(Not yet known.)
3. [To Be Revealed]
(Not yet known.)
📜 The Crimson Ledger
The Crimson Ledger is a record of the world's greatest adventurers, ranked by strength, although it is unclear how this strength is measured.
Ranks 100 to 51 are all Wardens, each remembered by their title.
The higher ranks beyond this are Champions, Masters, Paragons, and finally, the Legends.
👑 Gods and Their Realms
There are two kinds of gods people worship.
The first are the Aethryn (Old Gods)—gods born of divinity, ancient and endless. They existed long before even our oldest histories. Worshippers are called Aethreian
The second are the Thalorim (New Gods). Those who were once mortal. Heroes, martyrs, kings, or saints who transcended death and rose to godhood through sacrifice or greatness. Worshippers are called Thaloramians.
Thus gods are divided into two kinds:
Old Gods – Born as divine beings, rulers of eternal domains.
New Gods – Mortals who ascended after death, given a place among the pantheon but denied the highest ranks.
🌌 Old Gods
1. Nirash – God of Moon and Mercy, Realm: The Gloaming Halls or Vel Atherra
2.Elowen – Goddess of Archery and Hunt, Realm: Bow of the Wild
3. Solmeryn – God of Sun and Blessings and Hope, Realm: Aureline Fields
✨ New Gods
1. Thariel– God of Order, Realm: (Not revealed yet)
2.
🏰 Kingdoms, Cults, and Organizations
👑 Kingdoms
1. The Kingdom of Arcadia - A rising power that shaped the Age of New Gods. Known for its wealth, lore, and deep ties to the divine. Its history is inseparable from the ascension of mortal gods.
2. The Kingdom of Velmora - A realm of ambition and restless expansion. Often in rivalry with Arcadia, though tied by blood and trade. Said to be a land of shifting loyalties and sharp politics.
3. The Kingdom of Hailspire - An icy domain carved among mountains and endless snow. Its people endure the cold through strength, tradition, and pride. Known for its unique winter-themed rank system, distinct from the Adventurer's Guild.
4. The Kingdom of Lirathen (Fallen)
☠️ Cults
1. The Blood Crucible - A cult led by The Blood Witch, Ysolde Kaerrin, also known as The Dream-eater Sorceress. Not much is known about their cult, but they use sacrificial rituals to obtain great powers.
2. The Hollow Feast - A cannibalistic cult devoted to the Forgotten God. Believes consuming the flesh of the blessed awakens fragments of divinity. Famous rituals include the Eucharist of the Hollow and the Last Supper. Led by the mysterious Bone-Singer.
⚔️ Organizations
1. The Adventurer's Guild - The largest and most widespread organization of its kind, with branches in every major city and outpost. Oversees adventurer ranks, promotions, and official recognition of deeds. Functions as a mercenary broker, assigning contracts ranging from monster hunts and escorts to dangerous expeditions. Provides adventurers with lodging, supplies, and safehouses, funded by commissions and kingdom patronage. Maintains strict neutrality between kingdoms, claiming loyalty only to its charter and the ledger of names.
2. The Arcanum Concord - The central academy and guild of mages, responsible for both the study of magic and the management of its practitioners. Trains apprentices in the arcane arts, from basic spellcraft. Serves as the authority that licenses and supplies mages to kingdoms, guilds, and noble houses. Holds strict laws on spell use, and those who defy them are hunted by its own sanctioned battlemages. To outsiders, it is a school. To rulers, it is a guild. To mages, it is law.