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World Background

[This chapter contains knowledge of the world how the world works and different islands relations this may contain minor spoilers this is forged as such easy to understand how the world works]

The World of Eryndor 

The Floating Isles

Long ago, Eryndor was one land. After the Shattering, it broke into countless floating islands drifting above the void called the Maw. Each island grew apart, forming its own culture, laws, and ways of survival.

Skyships, trade routes, and bridges of magic or steel keep them connected—though storms and void-beasts often make travel deadly.

 Major Isles

1. Kaelthar Dominion

Identity: Militaristic and disciplined. They believe strength comes from order.

Magic: Heavy use of Memory Tithe[1] they breed "Battle-Mages" who give up emotions to fight without fear.

Exports: Weapons, skyship parts, soldiers-for-hire.

Imports: Rare herbs (from Sylthian Isles), mercenaries (from Hollow Court).

Rivalries: Constant tension with Iron Isle warriors uneasy trade pact with Hollow Court.

2. Sylthian Isles

Identity: Jungle archipelago, deeply spiritual.

Magic: Shamans use memory magic to commune with spirits, but sacrifice their personal history.

Exports: Herbs, healing potions, storm-wood (trees that grow in storms).

Imports: Iron weapons, crystals from Kaelthar.

Rivalries: They see Kaelthar as too brutal, Hollow Court as corrupt.

3. Mawfarer Clans

Identity: Nomadic people who build drifting docks near storm zones.

Magic: Half outlawed, half embraced they use memory-magic to tame storm-spirits.

Exports: Storm-whale oil, salvaged wreckage, storm crystals.

Imports: Food, medicine, weapons.

Rivalries: Neutral traders but often raided by Kaelthar mistrusted by Sylthians.

4. The Hollow Court

Identity: Black-market hub, ruled by thieves, spies, and shadow guilds.

Magic: Anything goes—buy, sell, or steal memories. The Court hoards more "stolen selves" than anywhere.

Exports: Smuggled memory crystals, assassins, forbidden goods.

Imports: Everything.

Rivalries: Everyone needs them, everyone hates them.

5. The Iron Isle 

Identity: Proud warriors, strict traditions. They reject memory magic.

Motto: "Steel never forgets."

Exports: Blades, mercenaries, sky-iron ore.

Imports: Food and medicine (they lack fertile land).

Rivalries: Bitter enemies of Kaelthar mages. They think Hollow Court is dishonorable. They only respect Sylthians for their discipline.

Minor/Neutral Isles (story hooks)

Isle of Shards: Ruins of a titan's skeleton forbidden ground.

Mistfall: Cloaked in fog, home to reclusive monks who keep forgotten lore.

The Ember Chain: Volcanic fragments where mercenary guilds smelt weapons.

Cloudspire: Floating isle with a single tower—rumored to hold scholars exiled for dangerous ideas.

Trade Routes

Kaelthar ↔ Sylthian → Tense but profitable (weapons for herbs).

Kaelthar ↔ Hollow Court → Secretive (spies, black deals).

Sylthian ↔ Mawfarers → Storm trade (rare herbs for storm crystals).

Mawfarers ↔ Hollow Court → Illegal trade in memory crystals.

Iron Isle ↔ Sylthian → Respectful (steel for healing herbs).

Iron Isle ↔ Kaelthar → Practically at war.

The Maw

Beneath all isles.

Swallows storms, ships, sometimes whole isles.

Some say it feeds on memory itself.

Mawfarers whisper it is "waking."

[1] Memory tithe means they use there memory to forge magic where they will lost that particular memory but they will get success in the magic for example u ate some food in the morning and u will chant magic words and sacrifice that eating morning food for it u will get some basic magic so u can cast

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