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Chapter 3 - **Aethelgard: The Coil of Mortality**

The plane upon which Alistair has chosen to emerge is named Aethelgard, the Coil of Mortality. It is a colossal world, roughly three times the diameter of the Blue Planet (Earth). This immense scale forces communication and political centralization to be glacially slow, leaving power structures stagnant—a key weakness Alistair intends to exploit. The entire known civilization is dominated by the Central Continent of Aethelos. To the east lies the Elven Dominion, a realm of fertile lands and the ancient Veridian Forest, centered on the crystalline metropolis of Aethel-Mar. The west is home to the Human Kingdoms, a densely populated but politically fragmented region of temperate plains, walled city-states, and ancient ruins. Running through the continent's spine are the Iron Peaks, a vast and inhospitable mountain range that conceals the deep, subterranean domains of the Dwarves. To the far south are the Red Plains, a dusty, chaotic, and volcanic region of badlands and canyons ruled by the Orc Hordes. Finally, Alistair currently commands the Obsidian Scar, a massive, terrifying expanse in the far north that was formerly the Necropolis and the Bane Dragon's territory, now a crimson-tinged no-man's-land centered on his Obsidian Keep.

II. Racial and Political Power Structures

The balance of power in Aethelgard is ancient and brittle, with political authority often failing to align with true magical strength. The High Elves of Aethel-Mar are governed by the Council of Five Elders, who represent the five foundational elemental clans (Fire, Wind, Wood, Water, and Earth). The Elves possess peerless affinity for Mana, but their leadership is crippled by their arrogance, convinced their Sunstone Wards are impervious to all chaotic forces. The Human Kingdoms are politically fragmented and deceptively governed. Public authority is dictated by the Holy Church of the Radiance, which commands the largest armies and specializes in visible Light Magic. However, the Church's power is superficial; the true peak of human strength lies with the secretive, ancient Great Families (such as the House of Valerius), who master highly specialized, complex rune-magic and battle-wizardry far exceeding the Church's capabilities. The Dwarves of the mountain capital Glimmerhold are ruled by the Council of Forgemasters. Their strength is rooted in material power, specializing in Runic Crafting and the creation of near-indestructible Siege Golems, making them resistant to simple magical assault but vulnerable to powers that can disrupt matter itself. The Orc Hordes of the Red Plains are the continent's wild card, ruled by constantly challenged War Chiefs and shifting tribal alliances. Their true power is their immense Horde Size and incredible physical durability, often utilizing primitive, blood-soaked rituals. The Dragon race, once a supreme power, is now politically shattered following Alistair's execution of their leader, and the surviving Dragon Lords have retreated to isolated peaks, focused only on hoarding their remaining treasures.

III. Major Boundaries and Conduits

The isolation between these major races is strictly enforced by both nature and magic. The primary trade and diplomatic artery, The Great Confluence, is a massive, navigable river system that tensey separates the Human Westlands from the Mana-dense Elven Eastlands. Further north, the Dwarven domains are separated from the Human Kingdoms by The Spine of Night, a jagged mountain range constantly plagued by elemental eruptions and guarded by Dwarf rune-turrets. Finally, the perimeter of the continent is bound by The Scourge Channel, massive coastal waters magically contaminated and deemed lethal for travel, preventing contact with other continents. Alistair's emergence has rendered all these boundaries strategically meaningless, turning the complex world into a simplified tactical map.

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