The Seven Continents
Major Events & Timeline
Approximately five milleniums exist in the written histography of the Seven Continents with unknown amounts of time before written records, when only oral history trasmitted information.
Numerals never describe the progression of time in the world of the series historically. Much like our world, there are seven days a week, twelve weeks in a season, and four seasons through the year. However, instead of numerical years, every century is labeled with an adjective and deemed an "age". For example, The Silver Age encompasses 100 years and each year has an object attached to the age. Some examples can include: Year of the Silver Empire, Year of the Emerald Sea, Year of the Forbidden Sword, etc. Therefore, there are approximately 50 Ages during the writing of the series and our protagonists are in the 51st Age, the Divine Age, thus the writing of the series takes place in here. *The seasons are: Winter, Spring, Summer, and Autumn* |
Year of the Primordial Sun: The first records of written language are discovered, a derivitive of the first hodgepodge language that predated common tongue. There are ten recognized languages within the Seven Continents, with upwards of hundreds of dialects.
Year of the Lunar Serpent: The first references to the first governed settlements appear in historical records. Year of the Lunar Sword: Kingdoms within the Seven Continents are named and formed, some crude maps exist of the five known nations (Nestalia, Andervaels, Eplil, Vastor, and Criyya) Year of the Majestic Eclipse: Ashyae is discovered by two explorers and subsequent years see the nation populate and flourish Year of the Griffon Throne: The earliest mentions of Karia enter text records, but all images of the island landmass are wiped during later skirmishes and revisionist coups of history. Year of the Silver Towers-Year of the Silver Dusk: The apex of the Human-Magi War that ends in a crushing defeat for the magical and an elimination of them from history. |
List of Recorded Ages:
1-10: Primordial (I), Gilded (II), Ruby (III), Harvest (IV), Lunar (V), Solar (VI), Celestial (VII), Emerald (VIII), Silent (IX), Ivory (X)
11-20: Bronze (XI), Obsidian (XII), Majestic (XIII), Griffin (XIV), Spirit (XV), Sapphire (XVI), Topaz (XVII), Moonstone (XVIII), Paradise (XIX), Nymphic (XX)
21-30: Iron (XXI), Glory (XXII), Banished (XXIII), Wicked (XXIV), Elemental (XXV), Noble (XXVI), Lapis (XXVII), Amethyst (XXVIII), Infernal (XXIX), Magi (XXX)
31-40: Blood (XXXI), Storm (XXXII), Stolen (XXXIII), Fallen (XXXIV), Silver (XXXV), Forgotten (XXXVI), Renaissance (XXXVII), Seventh (XXXVIII), Veil (XXXIX), Forbidden (XL)
41-50: Immortal (XLI), Hyacinth (XLII), Opal (XLIII), Enlightened (XLIV), Winter (XLV), Ivy (XLVI), Prosperous (XLVII), Wild (XLVIII), Unknown (XLIX), Royal (L)
Current Age: Divine (LI)
1-10: Primordial (I), Gilded (II), Ruby (III), Harvest (IV), Lunar (V), Solar (VI), Celestial (VII), Emerald (VIII), Silent (IX), Ivory (X)
11-20: Bronze (XI), Obsidian (XII), Majestic (XIII), Griffin (XIV), Spirit (XV), Sapphire (XVI), Topaz (XVII), Moonstone (XVIII), Paradise (XIX), Nymphic (XX)
21-30: Iron (XXI), Glory (XXII), Banished (XXIII), Wicked (XXIV), Elemental (XXV), Noble (XXVI), Lapis (XXVII), Amethyst (XXVIII), Infernal (XXIX), Magi (XXX)
31-40: Blood (XXXI), Storm (XXXII), Stolen (XXXIII), Fallen (XXXIV), Silver (XXXV), Forgotten (XXXVI), Renaissance (XXXVII), Seventh (XXXVIII), Veil (XXXIX), Forbidden (XL)
41-50: Immortal (XLI), Hyacinth (XLII), Opal (XLIII), Enlightened (XLIV), Winter (XLV), Ivy (XLVI), Prosperous (XLVII), Wild (XLVIII), Unknown (XLIX), Royal (L)
Current Age: Divine (LI)
List of Years Within the Ages:
Sun, Moon, Star, Eclipse, Voyage, Feast, Throne, Serpent, Maze, Princess, Bishop, Prince, Ship, Sword, Hunter, Sea, Arrow, Army, Wings, Queen, King, Chalice, Shield, Maiden, Crown, Fire, Wolf, Lute, Dream, Castle, Guardsman, Tome, Jewel, Thief, Bear, River, Mountain, Sky, Knight, Elm, Ballad, Fortune, Augur, Alchemist, Heretic, Chariot, World, Ash, Trial, Hermit, Bard, Paladin, Hound, Bridge, Stone, Stallion, Tale, Falcon, Siren, Owl, Duel, Scroll, Harbinger, Well, Mirror, Republic, Dove, Candle, Skull, Blossom, City, Mask, Salvation, Forest, Plague, Temple, Lyre, Coin, Jester, Squire, Guild, Vanguard, Amulet, Emperess, Axe, Miracle, Bone, Tavern, Relic, Emperor, Towers, Destiny, Lantern, Saint, Death, Omen, Empire, Sigil, Colossus, and Dusk.
Sun, Moon, Star, Eclipse, Voyage, Feast, Throne, Serpent, Maze, Princess, Bishop, Prince, Ship, Sword, Hunter, Sea, Arrow, Army, Wings, Queen, King, Chalice, Shield, Maiden, Crown, Fire, Wolf, Lute, Dream, Castle, Guardsman, Tome, Jewel, Thief, Bear, River, Mountain, Sky, Knight, Elm, Ballad, Fortune, Augur, Alchemist, Heretic, Chariot, World, Ash, Trial, Hermit, Bard, Paladin, Hound, Bridge, Stone, Stallion, Tale, Falcon, Siren, Owl, Duel, Scroll, Harbinger, Well, Mirror, Republic, Dove, Candle, Skull, Blossom, City, Mask, Salvation, Forest, Plague, Temple, Lyre, Coin, Jester, Squire, Guild, Vanguard, Amulet, Emperess, Axe, Miracle, Bone, Tavern, Relic, Emperor, Towers, Destiny, Lantern, Saint, Death, Omen, Empire, Sigil, Colossus, and Dusk.
Religions of the Seven Continents
In the Seven Continents, a variety of religions are celebrated and practiced alongside those who are non-religious. Explored in the text are five main denominations in respect to religion: The Order of the Six Divines, Church of the King, Agnosticism or Atheism, Iana's Chosen, and the Nocturnus Sect.
The Order of the Six Divines
The most practiced religion in the Seven Continents, The Order of the Six Divines is a polytheistic religion that worships a group of six figures called "The Creators". Practicioners believe that these genderless figures represent abstract concepts and ruled domain over pieces of the natural world. The religion's popularity is due in no small part to availability of its resources and sacred texts.
Unlike the teachings of the Church of the King, whose teachings are restricted to the weathy echelons of society because it is taught primarily in small communities and private parochial schools, The Order of the Six Divines opens their doors to all and invite non-believers to ceremonies and holy day celebrations alongside those of the faith.
The most popular of these holy days is "Aureliastice", a three-day celebaration in the autumn months, where practicioners take to the streets to share blessings with their neighbors. There are festivals dedicated to the three days with food, fireworks, and proclaimed vocal blessings meant to celebrate the creation of the natural world. Most of the vocal blessings are meant in a positive connotation, but others can be seen as a backhanded remark or even a subtle curse of misfortune on someone. (Shadow of the Beast)
Burial rites are significant to members of the faith. When someone dies, their body is to be wrapped in a shroud of a symbolic color and their loved ones adorn the inside of the shroud with gifts meant to guide the wayward soul through the dangerous road to a peaceful afterlife. Flowers and herbs are often supplemented when no gifts are available. Then, a religious practioner starts a prayer as the body is burned in a funeral pyre and the embers supposedly carry the soul to the road beyond. (Shadow of the Beast)
Unlike the teachings of the Church of the King, whose teachings are restricted to the weathy echelons of society because it is taught primarily in small communities and private parochial schools, The Order of the Six Divines opens their doors to all and invite non-believers to ceremonies and holy day celebrations alongside those of the faith.
The most popular of these holy days is "Aureliastice", a three-day celebaration in the autumn months, where practicioners take to the streets to share blessings with their neighbors. There are festivals dedicated to the three days with food, fireworks, and proclaimed vocal blessings meant to celebrate the creation of the natural world. Most of the vocal blessings are meant in a positive connotation, but others can be seen as a backhanded remark or even a subtle curse of misfortune on someone. (Shadow of the Beast)
Burial rites are significant to members of the faith. When someone dies, their body is to be wrapped in a shroud of a symbolic color and their loved ones adorn the inside of the shroud with gifts meant to guide the wayward soul through the dangerous road to a peaceful afterlife. Flowers and herbs are often supplemented when no gifts are available. Then, a religious practioner starts a prayer as the body is burned in a funeral pyre and the embers supposedly carry the soul to the road beyond. (Shadow of the Beast)
Church of the King
The second-most practiced religion of the Seven Continents, the Church of the King had traditionally been kept insulated from the masses and reserved for the wealthiest in societies. Many rulers considered themselves members of the church. The Church is a monotheistic religion with a male-coded diety, nameless, but a woman messiah figure left nameless from all the sacred texts. Her story is one of endless sacrifices.
The messiah was chosen as a sacrifice for the nameless god, but he adopts her as his "bride" and bequeaths upon her a quest to liberate the people of the land in the name of salvation. The messiah dies on the quest against enemy forces and from her funeral pyre, she ascended above the battle in a shower of golden light. The followers founded the religion and built many a monument to her legacy. However, some mage scholars suspect that this mythos behind the religion to be false and instead a historical revision of the burning of Lady Iana, the Mother of All Magic, by fearful humans. (Of Wild and Witchcraft)
The Church of the King, in addition to its main branch, inspired a collection of smaller but more extreme sects. The most extreme among them are the Knights of Mydon, whose practicioners live restrictive lifestyles with conservative values of temperance from all vices such as alcohol consumption, gambling, and overtly lustful acts. Members who break these harsh rules are excommunicated from the sect.
Holy days are scarce among those of the religion, but they have a notable burial ritual for the richest practicioners wherein a deceased's eyes are sewn shut and two funeral coins are laid on top of them. (Shadow of the Beast)
The messiah was chosen as a sacrifice for the nameless god, but he adopts her as his "bride" and bequeaths upon her a quest to liberate the people of the land in the name of salvation. The messiah dies on the quest against enemy forces and from her funeral pyre, she ascended above the battle in a shower of golden light. The followers founded the religion and built many a monument to her legacy. However, some mage scholars suspect that this mythos behind the religion to be false and instead a historical revision of the burning of Lady Iana, the Mother of All Magic, by fearful humans. (Of Wild and Witchcraft)
The Church of the King, in addition to its main branch, inspired a collection of smaller but more extreme sects. The most extreme among them are the Knights of Mydon, whose practicioners live restrictive lifestyles with conservative values of temperance from all vices such as alcohol consumption, gambling, and overtly lustful acts. Members who break these harsh rules are excommunicated from the sect.
Holy days are scarce among those of the religion, but they have a notable burial ritual for the richest practicioners wherein a deceased's eyes are sewn shut and two funeral coins are laid on top of them. (Shadow of the Beast)
Iana's Chosen
A second but rival monotheistic religion, Iana's Chosen (also known as Ascendantism) is the primary religion shared among mages. The religion worships Iana, the "Mother of All Magic", who created the world and all the living things in it. Most mages believe that those among them with three pentacles are the highest members of Iana's Chosen as they were hand-selected for her divine plan. Additionally, she was responsible for the act of pentacles in mages and werewolves as the keepers of the balance, demonstrated in the phenomenon of all three-pentacle mages having a werewolf companion. (Of Wild and Witchcraft)
Her depictions all align around a woman, mother-like figure and the beliefs combine a practical mixture of naturalistic spiritualism and the teachings of magic. She lives within every mage through the blessings of their magical powers. She is believed to have walked among her kin and her followers through various points of history such as the contested history that her final walk on the Continents was as a hero within the Human-Magi conflict. (Of Wild and Witchcraft).
Among the strongest tenent of her beliefs, Iana intended co-existence between humans and magic users. (Soul of the Sorceress). Historical records of old teachings were lost in the Human-Magi conflict and thus, many practicioners keep her alive through oral storytelling and teachings.
Her depictions all align around a woman, mother-like figure and the beliefs combine a practical mixture of naturalistic spiritualism and the teachings of magic. She lives within every mage through the blessings of their magical powers. She is believed to have walked among her kin and her followers through various points of history such as the contested history that her final walk on the Continents was as a hero within the Human-Magi conflict. (Of Wild and Witchcraft).
Among the strongest tenent of her beliefs, Iana intended co-existence between humans and magic users. (Soul of the Sorceress). Historical records of old teachings were lost in the Human-Magi conflict and thus, many practicioners keep her alive through oral storytelling and teachings.
The Nocturnus Sect
An extinct, forgotten religion in the eyes of even the magic world, the Nocturnus Sect was once a popular religion among the werewolves of the Seven Continents. The religion followed tenents of animalism and totemism where practicioners worshiped patron wolves.
There were approximately three dozen old clan lines that existed with a High Wolf and a distinguished court of wolves that formed a pack with the High Wolf. The spirits of the High Wolf, long passed, are suspected to be the same spirits as the ones that inhibit young wolves as their host spirit. (Of Wild and Witchcraft)
Due to the lack of exclusivity and conflict with other religions, the last practicioners vanished around the Year of the Seventh Star and the existing wolf population flocked to other religions or no religion at all. However, the Whitecrest Hunters of Ashaye have dedicated their small clan to the revival of the religion and their leader, Samara Almstrong, acts as a high priestest of the forgotten order. (Of Death and Divination)
There were approximately three dozen old clan lines that existed with a High Wolf and a distinguished court of wolves that formed a pack with the High Wolf. The spirits of the High Wolf, long passed, are suspected to be the same spirits as the ones that inhibit young wolves as their host spirit. (Of Wild and Witchcraft)
Due to the lack of exclusivity and conflict with other religions, the last practicioners vanished around the Year of the Seventh Star and the existing wolf population flocked to other religions or no religion at all. However, the Whitecrest Hunters of Ashaye have dedicated their small clan to the revival of the religion and their leader, Samara Almstrong, acts as a high priestest of the forgotten order. (Of Death and Divination)
Mages and the Pentacle System
In the Seven Continents, mages are not all powerful beings or able to use all types of magic. Legend claims that Iana, the "Mother of All Magic" intentionally capped magic to prevent abuse of power. Thus, pentacles signal a mage's potential for magic and the higher the number, the more power and more types of magic a mage can realistically wield.
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When a mage has a pentacle, their soul innately selects a type of magic from the five schools of magic theory. These schools are broad and encompass a wide range of sub-magics. The five pinnacles are elemental, healing, conjuring, divining, and control from most to least common.
Mages are encouraged to become skilled practicioners in their respective schools of magic, which are most often healing or elemental magics, but are warned of the dangers in venturing outside their assigned specialties. While not expressly prohibited, unprotected magic comes with a price. Small or common spells from a non-specialty magic will tax the mage more than when used by a specialty mage, but those repeated uses add up to form a death by a thousand cuts. Large spells or long-time usage of non-protected magic will induce considerable strain, pain, and fatigue within the mage's body.
Additionally, mages may experience symptoms of a fatigue condition from too much magic in general. Too much magic in a short period of time will over exert the mage and leave them unable to summon the energy to be awake, let alone cast spells.
Schools of Magic
Elemental Magic- Elemental magic refers to spells that summon and manipulate the four main elements (air, earth, fire, water) and relevant creations from said elements such as plants, ice, storms, smoke, and light.
Healing Magic- Healing magic pertains to the creation of spells and potions intended to reverse wounds, mend broken bodies, stop bleeding, and heal simple and complex ailments alike. It cannot reverse fatal blows or bring back the dead.
Conjuring Magic- Conjuring magic is for spells that require an act of creation or finding of relevant materials, such as familiar taming, creating enchanted items, necromancy, portal and illusion making.
Divining Magic- Divining magic refers to spells in the divine arts and the mystical magic required for premotition, prophecy, summoning spirits of human and inhuman nature, and communing with the dead.
Control Magic- Control magic deals in matters of the mind and is the most dangerous form of magic as it manifests in spells of persuasion, mind manipulation, false memories, and even manipulations of one's physical form.
Healing Magic- Healing magic pertains to the creation of spells and potions intended to reverse wounds, mend broken bodies, stop bleeding, and heal simple and complex ailments alike. It cannot reverse fatal blows or bring back the dead.
Conjuring Magic- Conjuring magic is for spells that require an act of creation or finding of relevant materials, such as familiar taming, creating enchanted items, necromancy, portal and illusion making.
Divining Magic- Divining magic refers to spells in the divine arts and the mystical magic required for premotition, prophecy, summoning spirits of human and inhuman nature, and communing with the dead.
Control Magic- Control magic deals in matters of the mind and is the most dangerous form of magic as it manifests in spells of persuasion, mind manipulation, false memories, and even manipulations of one's physical form.
Werewolf Lore
The existence of werewolves, peacekeepers between worlds and wild creatures of their own magic, is a triality. The three states of being are "human", "hybrid", and the "Wild". Additionally, werewolves have unique cultural norms around those chosen to host an active spirit and those without.
HUMAN:
When in human form, it's like two souls inhabiting one body. The human mind is in control, but the wolf consciousness has space and a voice. Werewolves, in human form, have enhanced senses of sight, smell, and hearing. Similarly, the ability to sense magic or impending danger/fight or flight is better than that of a natural human. So, a werewolf will be conducting their business when their wolf spirit reacts to external stimuli in real-time. It takes a significant amount of discipline to keep the voice in check and resist biological instincts, hence why newer wolves struggle to stay in their human forms in dangerous situations.
HYBRID:
Similar to the aformentioned human state, power-sharing existing in the hybrid state. A werewolf will have a physical wolf body but retain the sentience and restraint of a human. The human voice is still in control, even though the physical form is different. The senses are heightened further as they have become closer to nature.
THE WILD:
The Wild is a magical sensation that resides in every werewolf, almost like the mindless beast that people expect of werewolves. Giving into the Wild will turn the werewolf into their most powerful form, but that comes at the risk of losing all control and blacked-out memories. The Wild happens one of two ways: either it can be induced by a powerful enough magic-user or when the calling of the Wild is too strong to hold back. That's why younger, new, or less experienced werewolves experience brushes with the Wild more often because they don't have control over their powers.
Furthermore, werwolf senses are not infalliable and can be distracted from the scent of magic. Mages know of scent-masking herbs and spells to cover their tracks and hide from werewolves or other non-human entities. (Shadow of the Beast)
HUMAN:
When in human form, it's like two souls inhabiting one body. The human mind is in control, but the wolf consciousness has space and a voice. Werewolves, in human form, have enhanced senses of sight, smell, and hearing. Similarly, the ability to sense magic or impending danger/fight or flight is better than that of a natural human. So, a werewolf will be conducting their business when their wolf spirit reacts to external stimuli in real-time. It takes a significant amount of discipline to keep the voice in check and resist biological instincts, hence why newer wolves struggle to stay in their human forms in dangerous situations.
HYBRID:
Similar to the aformentioned human state, power-sharing existing in the hybrid state. A werewolf will have a physical wolf body but retain the sentience and restraint of a human. The human voice is still in control, even though the physical form is different. The senses are heightened further as they have become closer to nature.
THE WILD:
The Wild is a magical sensation that resides in every werewolf, almost like the mindless beast that people expect of werewolves. Giving into the Wild will turn the werewolf into their most powerful form, but that comes at the risk of losing all control and blacked-out memories. The Wild happens one of two ways: either it can be induced by a powerful enough magic-user or when the calling of the Wild is too strong to hold back. That's why younger, new, or less experienced werewolves experience brushes with the Wild more often because they don't have control over their powers.
Furthermore, werwolf senses are not infalliable and can be distracted from the scent of magic. Mages know of scent-masking herbs and spells to cover their tracks and hide from werewolves or other non-human entities. (Shadow of the Beast)
WEREWOLF CULTURE AND THE SELECTION PROCESS:
Werewolf bloodlines remain a complicated matter and those variables play into the process of which werewolves host an active spirit and become warriors. Not everyone can become a werewolf; all active werewolves have some level of werwolf ancestry or blood, whether within their documented family lineage or from immediate family. Without the bloodline, there would be no means to attend the second step of the selection process.
The bloodline segment can happen in a variety of ways. Werewolves descended directly from two chosen wolf parents, two non-chosen wolf parents, or a chosen wolf and a non-chosen wolf parent duo. In a rarer case, someone with a weaker connection to a past werewolf ancestor may be chosen. However, the presence of a chosen wolf in the immediate bloodline does not guarantee that a young wolfling will be chosen by a spirit. Some of these wolves will not even volunteer for the second stage of the choosing process due to the expectations that come with the spirit. (Of Wild and Witchcraft)
If chosen, a werewolf must share their mind and body with an ancient spirit while relegated to a combat position within the clan or society hierarchy. If one does not wish to be a weapon, they are advised not to attend the ceremony for the spirits. But those who refuse are no less valued in society. Instead of fighters, these wolves become the physicians, the leaders, the gatherers and cooks, the teachers, the caretakers, the artists, the musicians who entertain, and the merchants. In werewolf clans, there is a space for all and their talents. Clans are incredibly close-knit and thus, lone werewolves are virtually unheard of but potentially dangerous without a hierarchy to keep their impulses in check.
When the volunteers are ready, often of adolescent age, they are taken to a sacred monument in the heart of the village. A pool of sacred water, which is seen as a portal between the mortal world and the realm of spirits, signals the impending rebirth of some of the young wolves. The youngling submerge under the water for as long as they can hold their breath. Once they break the surface, their eyes will either glow golden or nothing happens. Those with golden eyes were chosen for their heart and potential, and thus are instated as the next generation of werewolf warriors. However, these werewolves experience a power imbalance with the spirit as the spirit typically remains nameless and like a commanding force over their host, causing a constant push and pull of wills. (Of Wild and Witchcraft)
Werewolf bloodlines remain a complicated matter and those variables play into the process of which werewolves host an active spirit and become warriors. Not everyone can become a werewolf; all active werewolves have some level of werwolf ancestry or blood, whether within their documented family lineage or from immediate family. Without the bloodline, there would be no means to attend the second step of the selection process.
The bloodline segment can happen in a variety of ways. Werewolves descended directly from two chosen wolf parents, two non-chosen wolf parents, or a chosen wolf and a non-chosen wolf parent duo. In a rarer case, someone with a weaker connection to a past werewolf ancestor may be chosen. However, the presence of a chosen wolf in the immediate bloodline does not guarantee that a young wolfling will be chosen by a spirit. Some of these wolves will not even volunteer for the second stage of the choosing process due to the expectations that come with the spirit. (Of Wild and Witchcraft)
If chosen, a werewolf must share their mind and body with an ancient spirit while relegated to a combat position within the clan or society hierarchy. If one does not wish to be a weapon, they are advised not to attend the ceremony for the spirits. But those who refuse are no less valued in society. Instead of fighters, these wolves become the physicians, the leaders, the gatherers and cooks, the teachers, the caretakers, the artists, the musicians who entertain, and the merchants. In werewolf clans, there is a space for all and their talents. Clans are incredibly close-knit and thus, lone werewolves are virtually unheard of but potentially dangerous without a hierarchy to keep their impulses in check.
When the volunteers are ready, often of adolescent age, they are taken to a sacred monument in the heart of the village. A pool of sacred water, which is seen as a portal between the mortal world and the realm of spirits, signals the impending rebirth of some of the young wolves. The youngling submerge under the water for as long as they can hold their breath. Once they break the surface, their eyes will either glow golden or nothing happens. Those with golden eyes were chosen for their heart and potential, and thus are instated as the next generation of werewolf warriors. However, these werewolves experience a power imbalance with the spirit as the spirit typically remains nameless and like a commanding force over their host, causing a constant push and pull of wills. (Of Wild and Witchcraft)